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8643 lines (8554 loc) · 308 KB
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import { swogi, SECTS, format_card, CRASH_FIST_CARDS, NO_STANCE, FIST_STANCE, STICK_STANCE, ready } from './card_info.js';
import seedrandom from 'seedrandom';
export { ready };
let keys = Object.keys(swogi);
keys.sort();
export const CHARACTER_ID_TO_NAME = {
"sw1": "Mu Yifeng",
"sw2": "Yan Xue",
"sw3": "Long Yao",
"sw4": "Lin Xiaoyue",
"sw5": "Lu Jianxin",
"sw6": "Li Chengyun",
"he1": "Tan Shuyan",
"he2": "Yan Chen",
"he3": "Yao Ling",
"he4": "Jiang Ximing",
"he5": "Wu Ce",
"he6": "Feng Xu",
"fe1": "Wu Xingzhi",
"fe2": "Du Lingyuan",
"fe3": "Hua Qinrui",
"fe4": "Mu Hu",
"fe5": "Nangong Sheng",
"fe6": "Qi Wangyou",
"dx1": "Xiao Bu",
"dx2": "Tu Kui",
"dx3": "Ye Mingming",
"dx4": "Ji Fangsheng",
"dx5": "Li Man",
}
const is_unrestrained_sword = function(card_id) {
return swogi[card_id].is_unrestrained_sword;
}
const is_cloud_sword = function(card_id) {
return swogi[card_id].is_cloud_sword;
}
const is_sword_formation = function(card_id) {
return swogi[card_id].is_sword_formation;
}
const is_crash_fist = function(card_id) {
return swogi[card_id].is_crash_fist;
}
const is_wood_spirit = function(card_id) {
return swogi[card_id].is_wood_spirit;
}
const is_fire_spirit = function(card_id) {
return swogi[card_id].is_fire_spirit;
}
const is_earth_spirit = function(card_id) {
return swogi[card_id].is_earth_spirit;
}
const is_metal_spirit = function(card_id) {
return swogi[card_id].is_metal_spirit;
}
const is_water_spirit = function(card_id) {
return swogi[card_id].is_water_spirit;
}
const is_add_physique = function(card_id) {
return swogi[card_id].is_add_physique;
}
const is_astral_move = function(card_id) {
return swogi[card_id].is_astral_move;
}
const is_post_action = function(card_id) {
return swogi[card_id].is_post_action;
}
const is_thunder = function(card_id) {
return swogi[card_id].is_thunder;
}
const is_seal = function(card_id) {
return swogi[card_id].is_seal;
}
const is_spirit_sword = function(card_id) {
return swogi[card_id].is_spirit_sword;
}
const DEBUFF_NAMES = [
#ifdef HAS_INTERNAL_INJURY
"internal_injury",
#endif // HAS_INTERNAL_INJURY
#ifdef HAS_DECREASE_ATK
"decrease_atk",
#endif //HAS_DECREASE_ATK
#ifdef HAS_WEAKEN
"weaken",
#endif // HAS_WEAKEN
#ifdef HAS_FLAW
"flaw",
#endif // HAS_FLAW
#ifdef HAS_ENTANGLE
"entangle",
#endif // HAS_ENTANGLE
#ifdef HAS_WOUND
"wound",
#endif // HAS_WOUND
#ifdef HAS_STYX
"styx",
#endif // HAS_STYX
#ifdef HAS_ZONGZI_MODE
"indigestion",
#endif // HAS_ZONGZI_MODE
];
function is_debuff(attr_name) {
#ifdef HAS_INTERNAL_INJURY
if (attr_name === "internal_injury") return true;
#endif // HAS_INTERNAL_INJURY
#ifdef HAS_DECREASE_ATK
if (attr_name === "decrease_atk") return true;
#endif // HAS_DECREASE_ATK
#ifdef HAS_WEAKEN
if (attr_name === "weaken") return true;
#endif // HAS_WEAKEN
#ifdef HAS_FLAW
if (attr_name === "flaw") return true;
#endif // HAS_FLAW
#ifdef HAS_ENTANGLE
if (attr_name === "entangle") return true;
#endif // HAS_ENTANGLE
#ifdef HAS_WOUND
if (attr_name === "wound") return true;
#endif // HAS_WOUND
#ifdef HAS_STYX
if (attr_name === "styx") return true;
#endif // HAS_STYX
#ifdef HAS_ZONGZI_MODE
if (attr_name === "indigestion") return true;
#endif // HAS_ZONGZI_MODE
return false;
}
const ACTIVATE_NAMES = [
#ifdef HAS_ACTIVATE_WOOD
"activate_wood_spirit_stacks",
#endif // HAS_ACTIVATE_WOOD
#ifdef HAS_ACTIVATE_FIRE
"activate_fire_spirit_stacks",
#endif // HAS_ACTIVATE_FIRE
#ifdef HAS_ACTIVATE_EARTH
"activate_earth_spirit_stacks",
#endif //HAS_ACTIVATE_EARTH
#ifdef HAS_ACTIVATE_METAL
"activate_metal_spirit_stacks",
#endif // HAS_ACTIVATE_METAL
#ifdef HAS_ACTIVATE_WATER
"activate_water_spirit_stacks",
#endif // HAS_ACTIVATE_WATER
];
function is_activate(attr_name) {
#ifdef HAS_ACTIVATE_WOOD
if (attr_name === "activate_wood_spirit_stacks") return true;
#endif // HAS_ACTIVATE_WOOD
#ifdef HAS_ACTIVATE_FIRE
if (attr_name === "activate_fire_spirit_stacks") return true;
#endif // HAS_ACTIVATE_FIRE
#ifdef HAS_ACTIVATE_EARTH
if (attr_name === "activate_earth_spirit_stacks") return true;
#endif //HAS_ACTIVATE_EARTH
#ifdef HAS_ACTIVATE_METAL
if (attr_name === "activate_metal_spirit_stacks") return true;
#endif // HAS_ACTIVATE_METAL
#ifdef HAS_ACTIVATE_WATER
if (attr_name === "activate_water_spirit_stacks") return true;
#endif // HAS_ACTIVATE_WATER
}
export class Player {
constructor() {
this.cards = [];
this.hand_cards = [];
this.can_play = []; // used for consumption/continuous cards
#ifdef HAS_STAR_POINT
this.is_star_point = [];
#endif // HAS_STAR_POINT
#ifdef HAS_POST_ACTION
this.can_post_action = [];
#endif // HAS_POST_ACTION
#ifdef HAS_SKIP_ONE_PLAY
this.skip_one_play = [];
#endif // HAS_SKIP_ONE_PLAY
this.reset();
}
reset() {
this.next_card_index = 0;
this.cards.length = 0;
this.can_play.length = 0; // used for consumption/continuous cards
#ifdef HAS_STAR_POINT
this.is_star_point.length = 0;
#endif // HAS_STAR_POINT
#ifdef HAS_POST_ACTION
this.can_post_action.length = 0;
#endif // HAS_POST_ACTION
#ifdef HAS_SKIP_ONE_PLAY
this.skip_one_play.length = 0;
#endif // HAS_SKIP_ONE_PLAY
#ifdef HAS_EXCHANGE_CARD_CHANCE
this.exchange_card_chance = 0;
#endif // HAS_EXCHANGE_CARD_CHANCE
this.round_number = 15;
this.destiny = 30;
this.cultivation = 70;
this.speed = 0;
this.qi = 0;
this.hp = 400;
this.max_hp = 400;
this.def = 0;
this.this_card_attacked = false; // whether the player has attacked with this card
this.this_card_directly_attacked = false; // whether this card attacked, excluding attacks by triggering other cards
this.this_trigger_directly_attacked = false; // whether this card (the triggering one) attacked, excluding attacks by triggering other cards
this.this_turn_attacked = false; // whether the player has attacked this turn
this.this_atk_injured = false; // whether the enemy hp has been injured by this atk
this.damage_dealt_to_hp_by_atk = 0; // for stuff that keys off how much damage went through to hp
#ifdef HAS_DAMAGE_DEALT_TO_HP_BY_THIS_CARD_ATK
this.damage_dealt_to_hp_by_this_card_atk = 0; // for stuff that keys off how much damage went through to hp for all attacks by this card
#endif // HAS_DAMAGE_DEALT_TO_HP_BY_THIS_CARD_ATK
#ifdef HAS_IGNORE_DEF
this.ignore_def = 0;
#endif // HAS_IGNORE_DEF
#ifdef HAS_SMASH_DEF
this.smash_def = 0;
#endif // HAS_SMASH_DEF
#ifdef HAS_GUARD_UP
this.guard_up = 0;
#endif // HAS_GUARD_UP
#ifdef HAS_BONUS_ATK_AMT
this.bonus_atk_amt = 0; // card-specific bonus atk
#endif // HAS_BONUS_ATK_AMT
this.bonus_rep_amt = 0; // card-specific bonus rep
#ifdef HAS_BONUS_FORCE
this.bonus_force_amt = 0;
#endif // HAS_BONUS_FORCE
#ifdef HAS_NEXT_TURN_DEF
this.next_turn_def = 0;
#endif // HAS_NEXT_TURN_DEF
// for situations where multiple chases are allowed (Loong),
// I'm not sure whether a single card chasing two times works the same as two cards chasing once.
// So cards record their chases in `this_card_chases`, and then we can change how we apply that to
// `chases` later. Also, what's the interaction of 2 chase on 1 card with entangle?
// we can check irl i guess...
this.this_card_chases = 0;
this.chases = 0;
this.max_chases = 1;
this.currently_playing_card_idx = undefined;
this.currently_triggering_card_idx = undefined;
this.currently_triggering_card_id = undefined;
this.trigger_depth = 0; // used to decide whether "continuous" and "consumption" deactivate a card
#ifdef HAS_INCREASE_ATK
this.increase_atk = 0;
#endif // HAS_INCREASE_ATK
#ifdef HAS_REGEN
this.regen = 0;
#endif // HAS_REGEN
#ifdef HAS_HEXPROOF
this.hexproof = 0;
#endif // HAS_HEXPROOF
// debuffs
#ifdef HAS_INTERNAL_INJURY
this.internal_injury = 0;
#endif // HAS_INTERNAL_INJURY
#ifdef HAS_DECREASE_ATK
this.decrease_atk = 0;
#endif // HAS_DECREASE_ATK
#ifdef HAS_WEAKEN
this.weaken = 0;
#endif // HAS_WEAKEN
#ifdef HAS_FLAW
this.flaw = 0;
#endif // HAS_FLAW
#ifdef HAS_ENTANGLE
this.entangle = 0;
#endif // HAS_ENTANGLE
#ifdef HAS_WOUND
this.wound = 0;
#endif // HAS_WOUND
// cloud sword sect normal cards
#ifdef HAS_SWORD_INTENT
this.sword_intent_to_lose = 0;
this.sword_intent = 0;
#endif // HAS_SWORD_INTENT
#ifdef HAS_REGAIN_SWORD_INTENT
this.sword_intent_to_regain = 0;
#endif // HAS_REGAIN_SWORD_INTENT
#ifdef HAS_UNRESTRAINED_SWORD_COUNT
this.unrestrained_sword_count = 0;
#endif // HAS_UNRESTRAINED_SWORD_COUNT
#ifdef HAS_CLOUD_SWORD_SOFTHEART
this.cloud_sword_softheart_stacks = 0;
#endif // HAS_CLOUD_SWORD_SOFTHEART
#ifdef HAS_CLOUD_SWORD_CHAIN_COUNT
this.cloud_sword_chain_count = 0;
#endif // HAS_CLOUD_SWORD_CHAIN_COUNT
#ifdef HAS_CENTIBIRD_SPIRIT_SWORD_RHYTHM
this.centibird_spirit_sword_rhythm_stacks = 0;
#endif // HAS_CENTIBIRD_SPIRIT_SWORD_RHYTHM
#ifdef HAS_MOON_WATER_SWORD_FORMATION
this.moon_water_sword_formation_stacks = 0;
#endif // HAS_MOON_WATER_SWORD_FORMATION
#ifdef HAS_SPIRIT_GATHER_CITTA_DHARMA
this.spirit_gather_citta_dharma_stacks = 0;
this.spirit_gather_citta_dharma_odd_gives_qi = true;
#endif // HAS_SPIRIT_GATHER_CITTA_DHARMA
#ifdef HAS_UNRESTRAINED_SWORD_ZERO
this.unrestrained_sword_zero_stacks = 0;
#endif // HAS_UNRESTRAINED_SWORD_ZERO
// cloud sword sect secret enchantment cards
#ifdef HAS_IGNORE_WEAKEN
this.ignore_weaken = false;
#endif // HAS_IGNORE_WEAKEN
#ifdef HAS_SWORD_INTENT_FLOW
this.sword_intent_flow_stacks = 0;
#endif // HAS_SWORD_INTENT_FLOW
#ifdef HAS_EMPTINESS_SWORD_FORMATION
this.emptiness_sword_formation_stacks = 0;
#endif // HAS_EMPTINESS_SWORD_FORMATION
#ifdef HAS_APEX_SWORD_CITTA_DHARMA
this.apex_sword_citta_dharma_stacks = 0;
#endif // HAS_APEX_SWORD_CITTA_DHARMA
#ifdef HAS_STEP_MOON_INTO_CLOUD
this.step_moon_into_cloud_stacks = 0;
#endif // HAS_STEP_MOON_INTO_CLOUD
#ifdef HAS_UNRESTRAINED_SWORD_TWIN_DRAGONS
this.unrestrained_sword_twin_dragons_stacks = 0;
#endif // HAS_UNRESTRAINED_SWORD_TWIN_DRAGONS
#ifdef HAS_CLOUD_SWORD_HAND_COUNT
this.cloud_sword_hand_count = 17;
#endif // HAS_CLOUD_SWORD_HAND_COUNT
// cloud sword sect character-specific cards
#ifdef HAS_HAND_COUNT
this.hand_count = 17;
#endif // HAS_HAND_COUNT
#ifdef HAS_UNRESTRAINED_SWORD_CLEAR_HEART
this.unrestrained_sword_clear_heart_stacks = 0;
#endif // HAS_UNRESTRAINED_SWORD_CLEAR_HEART
#ifdef HAS_CLOUD_SWORD_CLEAR_HEART
this.cloud_sword_clear_heart_stacks = 0;
#endif // HAS_CLOUD_SWORD_CLEAR_HEART
// cloud sword sect legendary cards
#ifdef HAS_DRAGON_DEVOURS_CLOUDS
this.dragon_devours_clouds_stacks = 0;
#endif // HAS_DRAGON_DEVOURS_CLOUDS
#ifdef HAS_BEAST_SPIRIT_SWORD_FORMATION
this.beast_spirit_sword_formation_stacks = 0;
this.triggered_beast_spirit_sword_formation = false;
#endif // HAS_BEAST_SPIRIT_SWORD_FORMATION
// heptastar sect normal cards
#ifdef HAS_HEXAGRAM
this.hexagram = 0;
#endif // HAS_HEXAGRAM
#ifdef HAS_STAR_POWER
this.star_power = 0;
#endif // HAS_STAR_POWER
#ifdef HAS_STRIKE_TWICE
this.strike_twice_stacks = 0;
#endif // HAS_STRIKE_TWICE
#ifdef HAS_HP_GAINED
this.hp_gained = 0;
#endif // HAS_HP_GAINED
#ifdef HAS_STILLNESS_CITTA_DHARMA
this.stillness_citta_dharma_stacks = 0;
#endif // HAS_STILLNESS_CITTA_DHARMA
#ifdef HAS_TRIGGERED_HEXAGRAM_COUNT
this.triggered_hexagram_count = 0;
#endif // HAS_TRIGGERED_HEXAGRAM_COUNT
#ifdef HAS_HEXAGRAM_FORMACIDE
this.hexagram_formacide_stacks = 0;
#endif // HAS_HEXAGRAM_FORMACIDE
#ifdef HAS_REPEL_CITTA_DHARMA
this.repel_citta_dharma_stacks = 0;
#endif // HAS_REPEL_CITTA_DHARMA
this.card_play_direction = 1;
#ifdef HAS_HUNTER_HUNTING_HUNTER
this.hunter_hunting_hunter_stacks = 0;
#endif // HAS_HUNTER_HUNTING_HUNTER
// heptastar sect secret enchantment cards
#ifdef HAS_VITALITY_BLOSSOM
this.vitality_blossom_stacks = 0;
#endif // HAS_VITALITY_BLOSSOM
#ifdef HAS_BONUS_STAR_POWER_MULTIPLIER
this.bonus_star_power_multiplier = 0;
#endif // HAS_BONUS_STAR_POWER_MULTIPLIER
#ifdef HAS_THUNDER_CITTA_DHARMA
this.thunder_citta_dharma_stacks = 0;
#endif // HAS_THUNDER_CITTA_DHARMA
#ifdef HAS_PREEMPTIVE_STRIKE
this.preemptive_strike_stacks = 0;
#endif // HAS_PREEMPTIVE_STRIKE
#ifdef HAS_COVERT_SHIFT
this.covert_shift_stacks = 0;
#endif // HAS_COVERT_SHIFT
// heptastar sect character-specific cards
#ifdef HAS_CANNOT_ACT
this.cannot_act_stacks = 0;
#endif // HAS_CANNOT_ACT
#ifdef HAS_REDUCE_QI_COST_ON_STAR_POINT
this.reduce_qi_cost_on_star_point_stacks = 0;
#endif // HAS_REDUCE_QI_COST_ON_STAR_POINT
#ifdef HAS_JADE_SCROLL_OF_YIN_SYMBOL_STACKS
this.jade_scroll_of_yin_symbol_stacks = 0;
#endif // HAS_JADE_SCROLL_OF_YIN_SYMBOL_STACKS
#ifdef HAS_FACE_ISOLATION_STACKS
this.face_isolation_stacks = 0;
#endif // HAS_FACE_ISOLATION_STACKS
#ifdef HAS_STRIKE_VACUITY_STACKS
this.strike_vacuity_stacks = 0;
#endif // HAS_STRIKE_VACUITY_STACKS
// heptastar sect legendary cards
#ifdef HAS_SPIRITUAL_DIVINATION
this.spiritual_divination_stacks = 0;
#endif // HAS_SPIRITUAL_DIVINATION
#ifdef HAS_THROW_PETALS
this.throw_petals_stacks = 0;
#endif // HAS_THROW_PETALS
// five elements sect normal cards
#ifdef HAS_LAST_CARD_ID
this.last_card_id = "601011";
#endif // HAS_LAST_CARD_ID
#ifdef HAS_ACTIVATE_WOOD
this.activate_wood_spirit_stacks = 0;
#endif // HAS_ACTIVATE_WOOD
#ifdef HAS_ACTIVATE_FIRE
this.activate_fire_spirit_stacks = 0;
#endif // HAS_ACTIVATE_FIRE
#ifdef HAS_ACTIVATE_EARTH
this.activate_earth_spirit_stacks = 0;
#endif // HAS_ACTIVATE_EARTH
#ifdef HAS_ACTIVATE_METAL
this.activate_metal_spirit_stacks = 0;
#endif // HAS_ACTIVATE_METAL
#ifdef HAS_ACTIVATE_WATER
this.activate_water_spirit_stacks = 0;
#endif // HAS_ACTIVATE_WATER
#ifdef HAS_PENETRATE
this.penetrate = 0;
this.disable_penetrate_stacks = 0;
#endif // HAS_PENETRATE
#ifdef HAS_FORCE_OF_WATER
this.force_of_water = 0;
#endif // HAS_FORCE_OF_WATER
#ifdef HAS_COSMOS_SEAL
this.cosmos_seal_stacks = 0;
#endif // HAS_COSMOS_SEAL
#ifdef HAS_WOOD_SPIRIT_FORMATION
this.wood_spirit_formation_stacks = 0;
#endif // HAS_WOOD_SPIRIT_FORMATION
#ifdef HAS_FIRE_SPIRIT_FORMATION
this.fire_spirit_formation_stacks = 0;
#endif // HAS_FIRE_SPIRIT_FORMATION
#ifdef HAS_EARTH_SPIRIT_FORMATION
this.earth_spirit_formation_stacks = 0;
#endif // HAS_EARTH_SPIRIT_FORMATION
#ifdef HAS_METAL_SPIRIT_FORMATION
this.metal_spirit_formation_stacks = 0;
#endif // HAS_METAL_SPIRIT_FORMATION
#ifdef HAS_WATER_SPIRIT_FORMATION
this.water_spirit_formation_stacks = 0;
#endif // HAS_WATER_SPIRIT_FORMATION
#ifdef HAS_EARTH_SPIRIT_CLIFF
this.earth_spirit_cliff_stacks = 0;
#endif // HAS_EARTH_SPIRIT_CLIFF
#ifdef HAS_METAL_SPIRIT_IRON_BONE
this.metal_spirit_iron_bone_stacks = 0;
#endif // HAS_METAL_SPIRIT_IRON_BONE
#ifdef HAS_WATER_SPIRIT_DIVE
this.water_spirit_dive_stacks = 0;
#endif // HAS_WATER_SPIRIT_DIVE
#ifdef HAS_EARTH_SPIRIT_COMBINE_WORLD
this.earth_spirit_combine_world_stacks = 0;
#endif // HAS_EARTH_SPIRIT_COMBINE_WORLD
#ifdef HAS_DEF_LOST
this.def_lost = 0;
#endif // HAS_DEF_LOST
#ifdef HAS_METAL_SPIRIT_GIANT_TRIPOD
this.metal_spirit_giant_tripod_stacks = 0;
#endif // HAS_METAL_SPIRIT_GIANT_TRIPOD
#ifdef HAS_ULTIMATE_WORLD_FORMATION
this.ultimate_world_formation_stacks = 0;
#endif // HAS_ULTIMATE_WORLD_FORMATION
#ifdef HAS_FIVE_ELEMENTS_HEAVENLY_MARROW_RHYTHM
this.five_elements_heavenly_marrow_rhythm_stacks = 0;
#endif // HAS_FIVE_ELEMENTS_HEAVENLY_MARROW_RHYTHM
#ifdef HAS_WATER_SPIRIT_SPRING
this.water_spirit_spring_stacks = 0;
#endif // HAS_WATER_SPIRIT_SPRING
// five elements sect secret enchantment cards
#ifdef HAS_METAL_SPIRIT_CHOKEHOLD
this.metal_spirit_chokehold_stacks = 0;
#endif // HAS_METAL_SPIRIT_CHOKEHOLD
#ifdef HAS_MAX_HP_LOST
this.max_hp_lost = 0;
#endif // HAS_MAX_HP_LOST
// five elements sect character-specific cards
#ifdef HAS_KUN_WU_METAL_RING
this.kun_wu_metal_ring_stacks = 0;
#endif // HAS_KUN_WU_METAL_RING
#ifdef HAS_WATER_SPIRIT_SPRING_RAIN
this.water_spirit_spring_rain_stacks = 0;
#endif // HAS_WATER_SPIRIT_SPRING_RAIN
// five elements sect legendary cards
#ifdef HAS_WILD_CROSSING_SEAL
this.wild_crossing_seal_stacks = 0;
#endif // HAS_WILD_CROSSING_SEAL
#ifdef HAS_PLAYED_CARD_COUNT
this.played_card_count = 0;
#endif // HAS_PLAYED_CARD_COUNT
// duan xuan sect normal cards
#ifdef HAS_AGILITY
this.agility = 0;
#endif // HAS_AGILITY
#ifdef HAS_PHYSIQUE
this.physique = 0;
this.max_physique = 0;
#endif // HAS_PHYSIQUE
#ifdef HAS_FORCE
this.force = 0;
this.max_force = 6;
#endif //HAS_FORCE
#ifdef HAS_CRASH_FIST_POKE
this.later_crash_fist_poke_stacks = 0;
this.crash_fist_poke_stacks = 0;
#endif // HAS_CRASH_FIST_POKE
#ifdef HAS_CRASH_FIST_BLOCK
this.crash_fist_block_stacks = 0;
#endif // HAS_CRASH_FIST_BLOCK
#ifdef HAS_CRASH_FIST_BOUNCE
this.crash_fist_bounce_stacks = 0;
#endif // HAS_CRASH_FIST_BOUNCE
#ifdef HAS_CRASH_FIST_SHAKE
this.crash_fist_shake_stacks = 0;
#endif // HAS_CRASH_FIST_SHAKE
#ifdef HAS_CRASH_FIST_ENTANGLE
this.crash_fist_entangle_stacks = 0;
#endif // HAS_CRASH_FIST_ENTANGLE
#ifdef HAS_CRASH_FIST_BLITZ
this.crash_fist_blitz_stacks = 0;
this.this_card_crash_fist_blitz_stacks = 0;
#endif // HAS_CRASH_FIST_BLITZ
#ifdef HAS_CRASH_FOOTWORK
this.crash_footwork_stacks = 0;
#endif // HAS_CRASH_FOOTWORK
#ifdef HAS_CRASH_FIST_TRUNCATE
this.crash_fist_truncate_stacks = 0;
#endif // HAS_CRASH_FIST_TRUNCATE
#ifdef HAS_CRASH_FIST_BLINK
this.crash_fist_blink_stacks = 0;
#endif // HAS_CRASH_FIST_BLINK
#ifdef HAS_CRASH_FIST_INCH_FORCE
this.crash_fist_inch_force_stacks = 0;
this.this_card_crash_fist_inch_force_stacks = 0;
#endif // HAS_CRASH_FIST_INCH_FORCE
#ifdef HAS_CRASH_FIST_SHOCKED
this.crash_fist_shocked_stacks = 0;
this.this_card_crash_fist_shocked_stacks = 0;
#endif // HAS_CRASH_FIST_SHOCKED
#ifdef HAS_ELUSIVE_FOOTWORK
this.elusive_footwork_triggered = false;
this.elusive_footwork_stacks = 0;
#endif // HAS_ELUSIVE_FOOTWORK
#ifdef HAS_CRASH_CITTA_DHARMA
this.crash_citta_dharma_stacks = 0;
#endif // HAS_CRASH_CITTA_DHARMA
#ifdef HAS_HP_LOST
this.hp_lost = 0;
#endif // HAS_HP_LOST
#ifdef HAS_PHYSIQUE_GAINED
this.physique_gained = 0;
#endif // HAS_PHYSIQUE_GAINED
#ifdef HAS_EXERCISE_BONES
this.exercise_bones_stacks = 0;
#endif // HAS_EXERCISE_BONES
#ifdef HAS_MAJESTIC_QI
this.majestic_qi_stacks = 0;
#endif // HAS_MAJESTIC_QI
#ifdef HAS_IGNORE_DECREASE_ATK
this.ignore_decrease_atk = false;
#endif // HAS_IGNORE_DECREASE_ATK
// duan xuan sect secret enchantment cards
#ifdef HAS_ENDLESS_FORCE
this.endless_force_stacks = 0;
#endif // HAS_ENDLESS_FORCE
#ifdef HAS_TOXIN_IMMUNITY
this.toxin_immunity_stacks = 0;
#endif // HAS_TOXIN_IMMUNITY
#ifdef HAS_LYING_DRUNK
this.lying_drunk_stacks = 0;
#endif // HAS_LYING_DRUNK
#ifdef HAS_CRASH_FIST_DOUBLE
this.crash_fist_double_stacks = 0;
#endif // HAS_CRASH_FIST_DOUBLE
#ifdef HAS_RETURN_TO_SIMPLICITY
this.return_to_simplicity_stacks = 0;
#endif // HAS_RETURN_TO_SIMPLICITY
// duan xuan sect character-specific cards
#ifdef HAS_OVERWHELMING_POWER
this.overwhelming_power_stacks = 0;
#endif // HAS_OVERWHELMING_POWER
#ifdef HAS_STYX
this.styx = 0;
#endif // HAS_STYX
#ifdef HAS_CRASH_FIST_STYX_NIGHT
this.crash_fist_stygian_night_stacks = 0;
#endif // HAS_CRASH_FIST_STYX_NIGHT
#ifdef HAS_MEDITATION_OF_XUAN
this.meditation_of_xuan_stacks = 0;
#endif // HAS_MEDITATION_OF_XUAN
// musician side job cards
#ifdef HAS_CAREFREE_TUNE
this.carefree_tune_stacks = 0;
#endif // HAS_CAREFREE_TUNE
#ifdef HAS_KINDNESS_TUNE
this.kindness_tune_stacks = 0;
#endif // HAS_KINDNESS_TUNE
#ifdef HAS_ILLUSION_TUNE
this.illusion_tune_stacks = 0;
#endif // HAS_ILLUSION_TUNE
#ifdef HAS_HEARTBROKEN_TUNE
this.heartbroken_tune_stacks = 0;
#endif // HAS_HEARTBROKEN_TUNE
#ifdef HAS_CRAZE_DANCE_TUNE
this.craze_dance_tune_stacks = 0;
#endif // HAS_CRAZE_DANCE_TUNE
#ifdef HAS_REGEN_TUNE
this.regen_tune_stacks = 0;
#endif // HAS_REGEN_TUNE
#ifdef HAS_PREDICAMENT_FOR_IMMORTALS
this.predicament_for_immortals_stacks = 0;
#endif // HAS_PREDICAMENT_FOR_IMMORTALS
#ifdef HAS_APPARITION_CONFUSION
this.apparition_confusion_stacks = 0;
#endif // HAS_APPARITION_CONFUSION
#ifdef HAS_HAS_PLAYED_MUSICIAN_CARD
this.has_played_musician_card = 0;
#endif // HAS_HAS_PLAYED_MUSICIAN_CARD
// painter side job cards
#ifdef HAS_INSPIRATION
this.inspiration_stacks = 0;
#endif // HAS_INSPIRATION
#ifdef HAS_FLYING_BRUSH
this.flying_brush_stacks = 0;
#endif // HAS_FLYING_BRUSH
#ifdef HAS_FINISHING_TOUCH
this.finishing_touch_stacks = 0;
#endif // HAS_FINISHING_TOUCH
// formation master side job cards
#ifdef HAS_THUNDERPHILIA_FORMATION
this.thunderphilia_formation_stacks = 0;
#endif // HAS_THUNDERPHILIA_FORMATION
#ifdef HAS_FRACCIDE_FORMATION
this.fraccide_formation_stacks = 0;
#endif // HAS_FRACCIDE_FORMATION
#ifdef HAS_SCUTTURTLE_FORMATION
this.scutturtle_formation_stacks = 0;
#endif // HAS_SCUTTURTLE_FORMATION
#ifdef HAS_CACOPOISONOUS_FORMATION
this.cacopoisonous_formation_stacks = 0;
#endif // HAS_CACOPOISONOUS_FORMATION
#ifdef HAS_SPIRITAGE_FORMATION
this.spiritage_formation_stacks = 0;
#endif // HAS_SPIRITAGE_FORMATION
#ifdef HAS_ENDLESS_SWORD_FORMATION
this.endless_sword_formation_stacks = 0;
#endif // HAS_ENDLESS_SWORD_FORMATION
#ifdef HAS_HEAVENLY_SPIRIT_FORCEAGE_FORMATION
this.heavenly_spirit_forceage_formation_stacks = 0;
#endif // HAS_HEAVENLY_SPIRIT_FORCEAGE_FORMATION
#ifdef HAS_OCTGATES_LOCK_FORMATION
this.octgates_lock_formation_stacks = 0;
#endif // HAS_OCTGATES_LOCK_FORMATION
#ifdef HAS_MOTIONLESS_TUTELARY_FORMATION
this.motionless_tutelary_formation_stacks = 0;
#endif // HAS_MOTIONLESS_TUTELARY_FORMATION
#ifdef HAS_SKIP_NEXT_CARD
this.skip_next_card_stacks = 0;
#endif // HAS_SKIP_NEXT_CARD
#ifdef HAS_IF_PLAYED_CONTINUOUS
this.has_played_continuous_card = false;
#endif // HAS_IF_PLAYED_CONTINUOUS
#ifdef HAS_ANTHOMANIA_FORMATION
this.anthomania_formation_stacks = 0;
#endif // HAS_ANTHOMANIA_FORMATION
// plant master side job cards
#ifdef HAS_HARD_BAMBOO
this.hard_bamboo_stacks = 0;
#endif // HAS_HARD_BAMBOO
#ifdef HAS_LEAF_BLADE_FLOWER
this.leaf_blade_flower_stacks = 0;
#endif // HAS_LEAF_BLADE_FLOWER
#ifdef HAS_LEAF_SHIELD_FLOWER
this.leaf_shield_flower_stacks = 0;
#endif // HAS_LEAF_SHIELD_FLOWER
#ifdef HAS_FROZEN_SNOW_LOTUS
this.frozen_snow_lotus_stacks = 0;
#endif // HAS_FROZEN_SNOW_LOTUS
#ifdef HAS_ENTANGLING_ANCIENT_VINE
this.entangling_ancient_vine_stacks = 0;
#endif // HAS_ENTANGLING_ANCIENT_VINE
#ifdef HAS_DEVOURING_ANCIENT_VINE
this.devouring_ancient_vine_stacks = 0;
#endif // HAS_DEVOURING_ANCIENT_VINE
// TODO: implement most of the below plants
// divine_power_grass_stacks -> increase_atk
// lose_power_grass_stacks -> decrease_atk
// healing_chamomile_stacks -> regen
// clear_chamomile_stacks -> hexproof
// flying_owl_reishi_stacks -> speed
// shadow_owl_reishi_stacks -> flying_brush_stacks
// toxic_purple_fern_stacks -> internal_injury
#ifdef HAS_DIVINE_POWER_GRASS
this.divine_power_grass_stacks = 0;;
#endif // HAS_DIVINE_POWER_GRASS
#ifdef HAS_LOSE_POWER_GRASS
this.lose_power_grass_stacks = 0;
#endif // HAS_LOSE_POWER_GRASS
#ifdef HAS_HEALING_CHAMOMILE
this.healing_chamomile_stacks = 0;
#endif // HAS_HEALING_CHAMOMILE
#ifdef HAS_CLEAR_CHAMOMILE
this.clear_chamomile_stacks = 0;
#endif // HAS_CLEAR_CHAMOMILE
#ifdef HAS_FLYING_OWL_REISHI
this.flying_owl_reishi_stacks = 0;
#endif // HAS_FLYING_OWL_REISHI
#ifdef HAS_SHADOW_OWL_REISHI
this.shadow_owl_reishi_stacks = 0;
#endif // HAS_SHADOW_OWL_REISHI
#ifdef HAS_TOXIC_PURPLE_FERN
this.toxic_purple_fern_stacks = 0;
#endif // HAS_TOXIC_PURPLE_FERN
// fortune teller side job cards
#ifdef HAS_OBSERVE_BODY
this.observe_body_stacks = 0;
#endif // HAS_OBSERVE_BODY
#ifdef HAS_GOD_LUCK_APPROACH
this.god_luck_approach_stacks = 0;
#endif // HAS_GOD_LUCK_APPROACH
#ifdef HAS_GOD_LUCK_AVOID
this.god_luck_avoid_stacks = 0;
#endif // HAS_GOD_LUCK_AVOID
#ifdef HAS_BAD_OMEN
this.bad_omen_stacks = 0;
#endif // HAS_BAD_OMEN
#ifdef HAS_SKIP_TO_PREVIOUS_CARD
this.skip_to_previous_card_stacks = 0;
#endif // HAS_SKIP_TO_PREVIOUS_CARD
#ifdef HAS_EVERYTHING_GOES_WAY
this.everything_goes_way_stacks = 0;
#endif // HAS_EVERYTHING_GOES_WAY
#ifdef HAS_UNADVISABLE
this.nothing_is_appropriate_stacks = 0;
#endif // HAS_UNADVISABLE
#ifdef HAS_CYCLE_OF_FATE
this.fate_reincarnates_stacks = 0;
#endif // HAS_CYCLE_OF_FATE
#ifdef HAS_HEAVENLY_WILL_COMPLY
this.god_opportunity_conform_stacks = 0;
#endif // HAS_HEAVENLY_WILL_COMPLY
#ifdef HAS_HEAVENLY_WILL_DEFY
this.god_opportunity_reversal_stacks = 0;
#endif // HAS_HEAVENLY_WILL_DEFY
// talisman cards
#ifdef HAS_CAREFREE_GUQIN
this.carefree_guqin_stacks = 0;
#endif // HAS_CAREFREE_GUQIN
#ifdef HAS_VOID_SPLIT_SPEAR
this.got_void_split_speared = false;
#endif // HAS_VOID_SPLIT_SPEAR
// spiritual pet cards
#ifdef HAS_BREAK_SKY_EAGLE
this.break_sky_eagle_stacks = 0;
#endif // HAS_BREAK_SKY_EAGLE
#ifdef HAS_FAT_IMMORTAL_RACCOON
this.fat_immortal_raccoon_stacks = 0;
#endif // HAS_FAT_IMMORTAL_RACCOON
#ifdef HAS_DARK_STAR_BAT
this.dark_star_bat_stacks = 0;
#endif // HAS_DARK_STAR_BAT
#ifdef HAS_LONELY_NIGHT_WOLF
this.lonely_night_wolf_stacks = 0;
#endif // HAS_LONELY_NIGHT_WOLF
#ifdef HAS_BLACK_EARTH_TURTLE
this.black_earth_turtle_stacks = 0;
#endif // HAS_BLACK_EARTH_TURTLE
#ifdef HAS_BROCADE_RAT
this.brocade_rat_stacks = 0;
#endif // HAS_BROCADE_RAT
#ifdef HAS_SCARLET_EYE_THE_SKY_CONSUMER
this.scarlet_eye_the_sky_consumer_stacks = 0;
#endif // HAS_SCARLET_EYE_THE_SKY_CONSUMER
#ifdef HAS_ASHES_PHOENIX
this.ashes_phoenix_stacks = 0;
#endif // HAS_ASHES_PHOENIX
#ifdef HAS_LAST_STAND
this.can_last_stand = 0;
this.not_dead_yet = 0;
#endif // HAS_LAST_STAND
#ifdef HAS_THREE_TAILED_CAT
this.three_tailed_cat_stacks = 0;
#endif // HAS_THREE_TAILED_CAT
#ifdef HAS_COLORFUL_SPIRIT_CRANE
this.colorful_spirit_crane_stacks = 0;
#endif // HAS_COLORFUL_SPIRIT_CRANE
#ifdef HAS_SHADOW_OWL_RABBIT
this.shadow_owl_rabbit_stacks = 0;
#endif // HAS_SHADOW_OWL_RABBIT
#ifdef HAS_VOID_THE_SPIRIT_CONSUMER
this.void_the_spirit_consumer_stacks = 0;
#endif // HAS_VOID_THE_SPIRIT_CONSUMER
#ifdef HAS_NETHER_VOID_CANINE
this.nether_void_canine_stacks = 0;
#endif // HAS_NETHER_VOID_CANINE
// general immortal fates
#ifdef HAS_P2_STORE_QI
this.p2_store_qi_stacks = 0;
#endif // HAS_P2_STORE_QI
#ifdef HAS_P3_STORE_QI
this.p3_store_qi_stacks = 0;
#endif // HAS_P3_STORE_QI
#ifdef HAS_P4_STORE_QI
this.p4_store_qi_stacks = 0;
#endif // HAS_P4_STORE_QI
#ifdef HAS_P5_STORE_QI
this.p5_store_qi_stacks = 0;
#endif // HAS_P5_STORE_QI
// cloud sword sect immortal fates
#ifdef HAS_SWORD_IN_SHEATHED
this.sword_in_sheathed_stacks = 0;
#endif // HAS_SWORD_IN_SHEATHED
#ifdef HAS_ENDURANCE_AS_CLOUD_SEA
this.endurance_as_cloud_sea_stacks = 0;
#endif // HAS_ENDURANCE_AS_CLOUD_SEA
#ifdef HAS_FIRE_FLAME_BLADE
this.fire_flame_blade_stacks = 0;
#endif // HAS_FIRE_FLAME_BLADE
#ifdef HAS_DRIFT_ICE_BLADE
this.drift_ice_blade_stacks = 0;
#endif // HAS_DRIFT_ICE_BLADE
#ifdef HAS_CORAL_SWORD
this.coral_sword_stacks = 0;
#endif // HAS_CORAL_SWORD
#ifdef HAS_LITHE_AS_CAT
this.lithe_as_cat_stacks = 0;
#endif // HAS_LITHE_AS_CAT
#ifdef HAS_BLADE_FORGING_SHARPNESS
this.blade_forging_sharpness_stacks = 0;
#endif // HAS_BLADE_FORGING_SHARPNESS
#ifdef HAS_BLADE_FORGING_STABLE
this.blade_forging_stable_stacks = 0;
#endif // HAS_BLADE_FORGING_STABLE
#ifdef HAS_SWORD_PATTERN_CHAIN_ATTACK
this.sword_pattern_carving_chain_attack_stacks = 0;
#endif // HAS_SWORD_PATTERN_CHAIN_ATTACK
#ifdef HAS_SWORD_PATTERN_CHARGE
this.sword_pattern_carving_charge_stacks = 0;
#endif // HAS_SWORD_PATTERN_CHARGE
#ifdef HAS_SWORD_PATTERN_INTENSE
this.sword_pattern_carving_intense_stacks = 0;
#endif // HAS_SWORD_PATTERN_INTENSE
#ifdef HAS_QI_FORGING_SPIRITAGE
this.qi_forging_spiritage_stacks = 0;
#endif // HAS_QI_FORGING_SPIRITAGE
#ifdef HAS_QI_FORGING_SPIRITSTAT
this.qi_forging_spiritstat_stacks = 0;
#endif // HAS_QI_FORGING_SPIRITSTAT
#ifdef HAS_QI_FORGING_SPIRITUAL_POWER
this.qi_forging_spiritual_power_stacks = 0;
#endif // HAS_QI_FORGING_SPIRITUAL_POWER
#ifdef HAS_UNRESTRAINED_SWORD_CLEAR_HEART
this.quench_of_sword_heart_unrestrained_stacks = 0;
#endif // HAS_UNRESTRAINED_SWORD_CLEAR_HEART
#ifdef HAS_CLOUD_SWORD_CLEAR_HEART
this.quench_of_sword_heart_cloud_stacks = 0;
#endif // HAS_CLOUD_SWORD_CLEAR_HEART
#ifdef HAS_CLEAR_HEART_ULTIMATE
this.quench_of_sword_heart_ultimate_stacks = 0;
#endif // HAS_CLEAR_HEART_ULTIMATE
#ifdef HAS_P4_MAD_OBSESSION
this.p4_mad_obsession_stacks = 0;
#endif // HAS_P4_MAD_OBSESSION
#ifdef HAS_P5_MAD_OBSESSION
this.p5_mad_obsession_stacks = 0;
#endif // HAS_P5_MAD_OBSESSION
#ifdef HAS_P2_RULE_OF_THE_CLOUD
this.p2_rule_of_the_cloud_stacks = 0;
#endif //HAS_P2_RULE_OF_THE_CLOUD
#ifdef HAS_P3_RULE_OF_THE_CLOUD
this.p3_rule_of_the_cloud_stacks = 0;
#endif //HAS_P3_RULE_OF_THE_CLOUD
#ifdef HAS_P4_RULE_OF_THE_CLOUD
this.p4_rule_of_the_cloud_stacks = 0;
#endif //HAS_P4_RULE_OF_THE_CLOUD
#ifdef HAS_P5_RULE_OF_THE_CLOUD
this.p5_rule_of_the_cloud_stacks = 0;
#endif //HAS_P5_RULE_OF_THE_CLOUD
#ifdef HAS_P2_SWORD_RHYME_CULTIVATE
this.p2_sword_rhyme_cultivate_stacks = 0;
#endif // HAS_P2_SWORD_RHYME_CULTIVATE
#ifdef HAS_P3_SWORD_RHYME_CULTIVATE
this.p3_sword_rhyme_cultivate_stacks = 0;
#endif // HAS_P3_SWORD_RHYME_CULTIVATE
#ifdef HAS_P4_SWORD_RHYME_CULTIVATE
this.p4_sword_rhyme_cultivate_stacks = 0;
#endif // HAS_P4_SWORD_RHYME_CULTIVATE
#ifdef HAS_P5_SWORD_RHYME_CULTIVATE
this.p5_sword_rhyme_cultivate_stacks = 0;
#endif // HAS_P5_SWORD_RHYME_CULTIVATE
#ifdef HAS_P2_SWORD_FORMATION_GUARD
this.p2_sword_formation_guard_stacks = 0;
#endif // HAS_P2_SWORD_FORMATION_GUARD
#ifdef HAS_P3_SWORD_FORMATION_GUARD
this.p3_sword_formation_guard_stacks = 0;
#endif // HAS_P3_SWORD_FORMATION_GUARD
#ifdef HAS_P4_SWORD_FORMATION_GUARD
this.p4_sword_formation_guard_stacks = 0;
#endif // HAS_P4_SWORD_FORMATION_GUARD
#ifdef HAS_P5_SWORD_FORMATION_GUARD
this.p5_sword_formation_guard_stacks = 0;
#endif // HAS_P5_SWORD_FORMATION_GUARD
#ifdef HAS_CHENGYUNS_FUSION_STYLE
this.chengyuns_fusion_style_stacks = 0;
this.swordplay_talent_cards = [];
#endif // HAS_CHENGYUNS_FUSION_STYLE
// heptastar sect immortal fates
#ifdef HAS_BIRDIE_WIND
this.birdie_wind_stacks = 0;
#endif // HAS_BIRDIE_WIND
#ifdef HAS_ASTROLOGY
this.astrology_stacks = 0;
#endif // HAS_ASTROLOGY
#ifdef HAS_HEPTASTAR_SOULSTAT
this.heptastar_soulstat_stacks = 0;
#endif // HAS_HEPTASTAR_SOULSTAT
#ifdef HAS_ASTRAL_DIVINATION_HEXAGRAM
this.astral_divination_hexagram_stacks = 0;
#endif // HAS_ASTRAL_DIVINATION_HEXAGRAM
#ifdef HAS_STAR_MOON_FOLDING_FAN
this.star_moon_folding_fan_stacks = 0;
#endif // HAS_STAR_MOON_FOLDING_FAN
#ifdef HAS_ACT_UNDERHAND
this.act_underhand_stacks = 0;
#endif // HAS_ACT_UNDERHAND
#ifdef HAS_REST_AND_OUTWIT
this.rest_and_outwit_stacks = 0;
#endif // HAS_REST_AND_OUTWIT
#ifdef HAS_ULTIMATE_HEXAGRAM_BASE
this.ultimate_hexagram_base_stacks = 0;
#endif // HAS_ULTIMATE_HEXAGRAM_BASE
#ifdef HAS_P2_DIVINATION
this.p2_divination_stacks = 0;
#endif // HAS_P2_DIVINATION
#ifdef HAS_P3_DIVINATION
this.p3_divination_stacks = 0;
#endif // HAS_P3_DIVINATION
#ifdef HAS_P4_DIVINATION