| # Pictuary Battle Engine |
|
|
| A standalone, testable battle system for the Pictuary game, implementing the battle mechanics defined in `battle_system_design.md`. |
|
|
| ## Overview |
|
|
| This battle engine provides a complete turn-based combat system implementing EVERYTHING from `battle_system_design.md`: |
|
|
| - **Type effectiveness** based on Pictuary's photography-themed types (Beast, Bug, Aquatic, Flora, Mineral, Space, Machina, Structure, Culture, Cuisine) |
| - **Composable effects system** with 10 different effect types |
| - **Advanced damage formulas** (standard, recoil, drain, fixed, percentage) |
| - **Mechanic override system** for special abilities that modify core game mechanics |
| - **Trigger-based special abilities** with 18 different trigger events |
| - **Status effects** with chance-based application and turn-end processing |
| - **Field effects** with stackable/non-stackable variants |
| - **PP manipulation** system (drain, restore, disable) |
| - **Counter moves** and priority modification |
| - **Conditional effects** with 25+ different conditions |
| - **Extreme risk-reward moves** as defined in the design document |
| - **Comprehensive test coverage** (116 tests across 7 test files) |
|
|
| ## Architecture |
|
|
| ### Core Components |
|
|
| - **`BattleEngine.ts`** - Main battle orchestration and logic |
| - **`types.ts`** - Type definitions for all battle system interfaces |
| - **`test-data.ts`** - Example Piclets and moves for testing |
| - **`*.test.ts`** - Comprehensive test suites |
| |
| ### Key Features |
| |
| 1. **Battle State Management** |
| - Turn-based execution with proper phase handling |
| - Action priority system (priority → speed → random) |
| - Win condition checking and battle end logic |
| - Field effects tracking and processing |
|
|
| 2. **Advanced Damage System** |
| - **Standard damage**: Traditional attack vs defense calculation with type effectiveness and STAB |
| - **Recoil damage**: Self-harm after dealing damage (e.g., 25% recoil) |
| - **Drain damage**: Heal user for portion of damage dealt (e.g., 50% drain) |
| - **Fixed damage**: Exact damage amounts regardless of stats |
| - **Percentage damage**: Damage based on target's max HP percentage |
| - Type effectiveness calculations with dual-type support |
| - STAB (Same Type Attack Bonus) |
| - Accuracy checks with move-specific accuracy values |
|
|
| 3. **Comprehensive Effect System** |
| - **damage**: 5 different damage formulas with conditional scaling |
| - **modifyStats**: Stat changes (increase/decrease/greatly_increase/greatly_decrease) |
| - **applyStatus**: Status effects with configurable chance percentages |
| - **heal**: Healing with amounts (small/medium/large/full) or percentage/fixed formulas |
| - **manipulatePP**: PP drain, restore, or disable targeting specific moves |
| - **fieldEffect**: Battlefield modifications affecting all combatants |
| - **counter**: Delayed damage reflection based on incoming attack types |
| - **priority**: Dynamic priority modification for moves |
| - **removeStatus**: Cure specific status conditions |
| - **mechanicOverride**: Fundamental game mechanic modifications |
|
|
| 4. **Status Effects** |
| - **Poison/Burn**: Turn-end damage (1/8 max HP) |
| - **Paralysis/Sleep/Freeze**: Action prevention |
| - **Confusion**: Self-targeting chance |
| - **Chance-based application**: Configurable success rates (e.g., 30% freeze chance) |
| - **Status immunity**: Abilities can grant immunity to specific statuses |
| - **Status removal**: Moves and abilities can cure conditions |
|
|
| 5. **Special Ability System** |
| - **18 Trigger Events**: onDamageTaken, onSwitchIn, endOfTurn, onLowHP, etc. |
| - **Conditional triggers**: Abilities activate based on HP thresholds, weather, status |
| - **Multiple effects per trigger**: Complex abilities with layered effects |
| - **Mechanic overrides**: Abilities that fundamentally change game rules |
|
|
| 6. **Field Effects** |
| - **Global effects**: Affect entire battlefield |
| - **Side effects**: Affect one player's side only |
| - **Stackable/Non-stackable**: Configurable effect layering |
| - **Duration tracking**: Effects expire after set number of turns |
|
|
| 7. **Move Flags System** |
| - **Combat flags**: contact, bite, punch, sound, explosive, draining, ground |
| - **Priority flags**: priority, lowPriority |
| - **Mechanic flags**: charging, recharge, multiHit, twoTurn, sacrifice, gambling |
| - **Interaction flags**: reflectable, snatchable, copyable, protectable, bypassProtect |
| - **Flag immunity/weakness**: Abilities can modify interactions with flagged moves |
|
|
| ## Usage |
|
|
| ### Basic Battle Setup |
|
|
| ```typescript |
| import { BattleEngine } from './BattleEngine'; |
| import { STELLAR_WOLF, TOXIC_CRAWLER } from './test-data'; |
| |
| // Create a new battle |
| const battle = new BattleEngine(STELLAR_WOLF, TOXIC_CRAWLER); |
| |
| // Execute a turn |
| const playerAction = { type: 'move', piclet: 'player', moveIndex: 0 }; |
| const opponentAction = { type: 'move', piclet: 'opponent', moveIndex: 1 }; |
| |
| battle.executeActions(playerAction, opponentAction); |
| |
| // Check battle state |
| console.log(battle.getState()); |
| console.log(battle.getLog()); |
| console.log(battle.isGameOver(), battle.getWinner()); |
| ``` |
|
|
| ### Creating Custom Piclets |
|
|
| ```typescript |
| import { PicletDefinition, Move, PicletType, AttackType } from './types'; |
| |
| const customMove: Move = { |
| name: "Thunder Strike", |
| type: AttackType.SPACE, |
| power: 80, |
| accuracy: 90, |
| pp: 10, |
| priority: 0, |
| flags: ['explosive'], |
| effects: [ |
| { |
| type: 'damage', |
| target: 'opponent', |
| amount: 'strong' |
| }, |
| { |
| type: 'applyStatus', |
| target: 'opponent', |
| status: 'paralyze', |
| condition: 'ifLucky50' |
| } |
| ] |
| }; |
| |
| const customPiclet: PicletDefinition = { |
| name: "Storm Guardian", |
| description: "A cosmic entity that commands lightning", |
| tier: 'high', |
| primaryType: PicletType.SPACE, |
| baseStats: { hp: 120, attack: 100, defense: 90, speed: 85 }, |
| nature: "Bold", |
| specialAbility: { |
| name: "Lightning Rod", |
| description: "Draws electric attacks and boosts power" |
| }, |
| movepool: [customMove, /* other moves */] |
| }; |
| ``` |
|
|
| ## Testing |
|
|
| The battle engine includes comprehensive test coverage: |
|
|
| ```bash |
| # Run all battle engine tests |
| npm test src/lib/battle-engine/ |
| |
| # Run specific test file |
| npm test src/lib/battle-engine/BattleEngine.test.ts |
| |
| # Run with UI |
| npm run test:ui |
| ``` |
|
|
| ### Test Categories |
|
|
| - **Unit Tests** (`BattleEngine.test.ts`) |
| - Battle initialization |
| - Basic battle flow |
| - Damage calculations |
| - Status effects |
| - Stat modifications |
| - Healing effects |
| - Conditional effects |
| - Battle end conditions |
| - Move accuracy |
| - Action priority |
|
|
| - **Integration Tests** (`integration.test.ts`) |
| - Complete battle scenarios |
| - Multi-turn battles with complex interactions |
| - Performance and stability tests |
| - Edge cases |
|
|
| ## Design Principles |
|
|
| Following the battle system design document: |
|
|
| 1. **Simple JSON Schema** - Moves are defined with conceptual effect levels (weak/normal/strong/extreme) rather than specific numeric values |
| 2. **Composable Effects** - Multiple effects per move with conditional triggers |
| 3. **Bold and Dramatic** - Effects can be powerful with interesting tradeoffs |
| 4. **Type-Driven** - Photography-themed types with meaningful interactions |
| 5. **Special Abilities** - Passive traits that transform gameplay |
|
|
| ## Integration with Main App |
|
|
| This module is designed to be eventually imported into the main Svelte app: |
|
|
| ```typescript |
| // In Battle.svelte |
| import { BattleEngine } from '$lib/battle-engine/BattleEngine'; |
| import type { PicletDefinition } from '$lib/battle-engine/types'; |
| |
| // Convert PicletInstance to PicletDefinition format |
| // Initialize battle engine |
| // Replace existing battle logic |
| ``` |
|
|
| ## Future Enhancements |
|
|
| Planned features following the design document: |
|
|
| - [ ] Special ability trigger system |
| - [ ] Field effects and weather |
| - [ ] Counter moves and priority manipulation |
| - [ ] PP manipulation effects |
| - [ ] Multi-target moves |
| - [ ] Switch actions and party management |
| - [ ] Critical hit calculations |
| - [ ] More complex conditional effects |
| - [ ] Battle replay system |
|
|
| ## Performance Notes |
|
|
| - Battle state is immutable (deep-cloned on `getState()`) |
| - Efficient type effectiveness lookup using enums |
| - Minimal memory allocation during battle execution |
| - Tested for battles up to 100+ turns without performance issues |