Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 | 1x 1x 12x 42x 1x 5x 7x 7x 7x 7x 1x 1x 4x 3x 3x 3x 3x 1x 6x 5x 1x 4x 4x 4x 4x 4x 6x 21x 6x 15x 5x 10x 15x 6x 10x 10x 10x 6x 1x 7x 6x 6x 6x 3x 3x 1x 6x 5x 23x 10x 2x 3x 5x 16x 20x 1x 11x 10x 1x 8x 7x 1x 8x 7x 7x 7x 7x 1x 9x 8x 8x 8x 8x 1x 7x 6x 3x 10x 3x 3x 3x 3x 3x | import { Bag } from "./bag"; import { OutcomeFunction } from "./OutcomeFunction"; import { BadTokens, Token, TokenEffects } from "./tokens"; /** * Basically determine success based on difference between skill value and * difficulty. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function success(skillMinusDifficulty: number): OutcomeFunction { return (tokensPulled, tokenEffects) => { return tokenEffects.isSuccess(tokensPulled, skillMinusDifficulty); }; } /** * Determine success when pulling several tokens and choosing the best to * resolve and ignore to others. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function successChoosingBest( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( tokensPulled ); const sorted: Token[] = tokenEffects.sortByBestOutcomeDesc(nonRedrawTokens); const chosen: Token[] = sorted.slice(0, 1); return tokenEffects.isSuccess( chosen.concat(redrawTokens), skillMinusDifficulty ); }; } /* * Determine success when using a single copy of Ritual Candles. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function ritualCandles(skillMinusDifficulty: number): OutcomeFunction { return (tokensPulled, tokenEffects) => { const candleBonus = tokensPulled.reduce((bonus, token) => { if (BadTokens.includes(token)) { return bonus + 1; } else { return bonus; } }, 0); return tokenEffects.isSuccess( tokensPulled, skillMinusDifficulty + candleBonus ); }; } /** * Choose the 2 best tokens. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} An outcome function determining if the two chosen * tokens result in a success. */ export function oliveMcBride(skillMinusDifficulty: number): OutcomeFunction { return (tokensPulled, tokenEffects) => { const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( tokensPulled ); const sorted: Token[] = tokenEffects.sortByBestOutcomeDesc(nonRedrawTokens); const chosen: Token[] = sorted.slice(0, 2); return tokenEffects.isSuccess( chosen.concat(redrawTokens), skillMinusDifficulty ); }; } /** * Choose a Skull if able and the best of remaining tokens. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} An outcome function determining if the tokens * include a Skull and that this Skull + the best of remaining tokens * result in a success. */ export function oliveMcBrideWithSkull( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { if (!tokensPulled.includes(Token.SKULL)) { return false; } const copyOfTokensPulled = [...tokensPulled]; const skull: Token[] = copyOfTokensPulled.splice( copyOfTokensPulled.indexOf(Token.SKULL), 1 ); const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( copyOfTokensPulled ); const secondToken: Token[] = tokenEffects .sortByBestOutcomeDesc(nonRedrawTokens) .slice(0, 1); return tokenEffects.isSuccess( skull.concat(secondToken, redrawTokens), skillMinusDifficulty ); }; } /** * Choose the right token to call with Recall the Future which is, among tokens * that can be turned to success using the +2 bonus, the one which has the most * occurrences in the bag. * Note that it will take into account redraw tokens. For example, when testing * at -2, it will not choose -3 even though there is a Bless token (+2, redraw) * in the bag. * * @param {number} skillMinusDifficulty * value and the difficulty. * @param {Bag} bag * The Chaos bag * @param {TokenEffects} tokenEffects * The token effects mapping. * @return {Token | null} * The best token to call or `null` if there is none. */ function chooseTokenForRecallTheFuture( skillMinusDifficulty: number, bag: Bag, tokenEffects: TokenEffects ): Token | null { // Get tokens that can be turned to successes const canBeTurnedToSuccesses = bag.getTokens().filter(t => { return ( !tokenEffects.isSuccess([t], skillMinusDifficulty) && tokenEffects.isSuccess([t], skillMinusDifficulty + 2) ); }); // Counting them const countByToken = canBeTurnedToSuccesses.reduce( (acc: Map<Token, number>, t: Token) => { if (acc.has(t)) { acc.set(t, acc.get(t) + 1); } else { acc.set(t, 1); } return acc; }, new Map<Token, number>() ); // Choosing the one with the most occurrences const chosenToken: Token | null = Array.from(countByToken.entries()).reduce( ([previousToken, previousCount], [token, count]) => { Eif (count > previousCount) { return [token, count]; } else { return [previousToken, previousCount]; } }, [null, 0] )[0]; return chosenToken; } /** * Determine success using Recall the Future. * The strategy applied for Recall the Future is the following : * - determine which tokens can be turned from failure to success using the * +2 bonus from Recall the Future * - choose the token with the most occurrences in the bag * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function recallTheFuture(skillMinusDifficulty: number): OutcomeFunction { let chosenToken: Token | null | undefined; return (tokensPulled, tokenEffects, bag) => { Eif (chosenToken === undefined) { chosenToken = chooseTokenForRecallTheFuture( skillMinusDifficulty, bag, tokenEffects ); } if (chosenToken !== null && tokensPulled.includes(chosenToken)) { return tokenEffects.isSuccess(tokensPulled, skillMinusDifficulty + 2); } else { return tokenEffects.isSuccess(tokensPulled, skillMinusDifficulty); } }; } /** * Determine success using Dark Prophecy. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function darkProphecy(skillMinusDifficulty: number): OutcomeFunction { return (tokensPulled, tokenEffects) => { let chosenToken: Token; const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( tokensPulled ); if (nonRedrawTokens.some(t => BadTokens.includes(t))) { const onlyBad = nonRedrawTokens.filter(t => BadTokens.includes(t)); chosenToken = tokenEffects.sortByBestOutcomeDesc(onlyBad)[0]; } else { chosenToken = tokenEffects.sortByBestOutcomeDesc(nonRedrawTokens)[0]; } return tokenEffects.isSuccess( [chosenToken].concat(redrawTokens), skillMinusDifficulty ); }; } /** * Check if a list of elements contains at least one of the elements provided as * second argument. * * @param {T[]} elements The list of elements to check. * @param {T[]} elementsSearched The list of elements to look for. * @return {boolean} True if the list provided as first argument contains at * least one of the elements provided as second argument. */ function containsAtLeastOneAmong<T>( elements: T[], elementsSearched: T[] ): boolean { return elements.some(elem => elementsSearched.includes(elem)); } /** * Check if a list of elements does not contains any of the elements provided as * second argument. * * @param {T[]} elements The list of elements to check. * @param {T[]} elementsSearched The list of elements to look for. * @return {boolean} True if the list provided as first argument does contains * not contain any of the elements provided as second argument. */ function containsNoneOf<T>(elements: T[], elementsSearched: T[]): boolean { return elements.every(elem => !elementsSearched.includes(elem)); } /** * Determine success and doing exactly 1 damage using .35 Winchester. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function winchesterDoing1Damage( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { return ( containsNoneOf(tokensPulled, [ Token.ELDER_SIGN, Token.PLUS_ONE, Token.ZERO ]) && tokenEffects.isSuccess(tokensPulled, skillMinusDifficulty) ); }; } /** * Determine success and doing exactly 3 damage using .35 Winchester. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function winchesterDoing3Damage( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { return ( containsAtLeastOneAmong(tokensPulled, [ Token.ELDER_SIGN, Token.PLUS_ONE, Token.ZERO ]) && tokenEffects.isSuccess(tokensPulled, skillMinusDifficulty) ); }; } /** * Determine success and doing exactly 3 damage using .35 Winchester and Olive McBride. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function oliveMcBrideAndWinchesterDoing1Damage( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( tokensPulled ); const sorted: Token[] = tokenEffects.sortByBestOutcomeDesc(nonRedrawTokens); const chosen: Token[] = sorted.slice(0, 2); return ( containsNoneOf(chosen, [Token.ELDER_SIGN, Token.PLUS_ONE, Token.ZERO]) && tokenEffects.isSuccess(chosen.concat(redrawTokens), skillMinusDifficulty) ); }; } /** * Determine success and doing exactly 3 damage using .35 Winchester and Olive McBride. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function oliveMcBrideAndWinchesterDoing3Damage( skillMinusDifficulty: number ): OutcomeFunction { return (tokensPulled, tokenEffects) => { const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens( tokensPulled ); const sorted: Token[] = tokenEffects.sortByBestOutcomeDesc(nonRedrawTokens); const chosen: Token[] = sorted.slice(0, 2); return ( containsAtLeastOneAmong(chosen, [ Token.ELDER_SIGN, Token.PLUS_ONE, Token.ZERO ]) && tokenEffects.isSuccess(chosen.concat(redrawTokens), skillMinusDifficulty) ); }; } /** * Determine success using Jacqueline Fine's ability to draw 3 tokens and cancel * 2 non-tentacle tokens or a tentacle token. * * @param {number} skillMinusDifficulty The difference between the total skill * value and the difficulty. * @return {OutcomeFunction} * An outcome function determining success. */ export function jacqueline(skillMinusDifficulty: number): OutcomeFunction { return (tokensPulled, tokenEffects) => { if (tokensPulled.includes(Token.AUTOFAIL)) { return tokenEffects.isSuccess( tokensPulled.filter(t => t !== Token.AUTOFAIL), skillMinusDifficulty ); } else { const { redrawTokens, nonRedrawTokens } = tokenEffects.separateRedrawTokens(tokensPulled); const sorted: Token[] = tokenEffects.sortByBestOutcomeDesc( nonRedrawTokens ); return tokenEffects.isSuccess( sorted.slice(0, -2).concat(redrawTokens), skillMinusDifficulty ); } }; } |