fix encounters
Browse files
src/lib/components/Pages/Encounters.svelte
CHANGED
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@@ -5,6 +5,7 @@
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import { EncounterType } from '$lib/db/schema';
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import { EncounterService } from '$lib/db/encounterService';
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import { getOrCreateGameState, incrementCounter, addProgressPoints } from '$lib/db/gameState';
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import { db } from '$lib/db';
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import { uiStore } from '$lib/stores/ui';
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import Battle from './Battle.svelte';
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@@ -290,8 +291,6 @@
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const level = encounter.enemyLevel;
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// Calculate current stats based on level (using template's base stats)
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const calculateStat = (base: number, level: number) => Math.floor((base * level) / 50 + 5);
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const calculateHp = (base: number, level: number) => Math.floor((base * level) / 50 + level + 10);
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const maxHp = calculateHp(templatePiclet.baseHp, level);
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import { EncounterType } from '$lib/db/schema';
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import { EncounterService } from '$lib/db/encounterService';
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import { getOrCreateGameState, incrementCounter, addProgressPoints } from '$lib/db/gameState';
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import { calculateStat, calculateHp } from '$lib/services/levelingService';
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import { db } from '$lib/db';
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import { uiStore } from '$lib/stores/ui';
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import Battle from './Battle.svelte';
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const level = encounter.enemyLevel;
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// Calculate current stats based on level (using template's base stats)
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const maxHp = calculateHp(templatePiclet.baseHp, level);
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src/lib/db/encounterService.ts
CHANGED
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@@ -3,6 +3,7 @@ import type { Encounter, PicletInstance } from './schema';
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import { EncounterType } from './schema';
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import { getOrCreateGameState, markEncountersRefreshed } from './gameState';
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import { getCaughtPiclets, getUncaughtPiclets } from './piclets';
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// Configuration
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const ENCOUNTER_REFRESH_HOURS = 2;
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@@ -129,17 +130,17 @@ export class EncounterService {
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// Get player's average level
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const avgLevel = await this.getPlayerAverageLevel();
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// Get
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const
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console.log('
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if (
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console.log('No
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return encounters;
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}
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// Use
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const availablePiclets =
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console.log('Available piclets for encounters:', availablePiclets.map(p => p.typeId));
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const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
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@@ -192,31 +193,66 @@ export class EncounterService {
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}
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// Catch a wild piclet (
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static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
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if (!encounter.picletTypeId) throw new Error('No piclet type specified');
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// First
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const
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const
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}
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if (!templatePiclet) {
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throw new Error(`Piclet type not found: ${encounter.picletTypeId}`);
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}
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// Create a new piclet instance
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const newLevel = encounter.enemyLevel || 5;
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// Calculate new stats based on level (using template's base stats)
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const calculateStat = (base: number, level: number) => Math.floor((base * level) / 50 + 5);
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const calculateHp = (base: number, level: number) => Math.floor((base * level) / 50 + level + 10);
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-
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const newPiclet: Omit<PicletInstance, 'id'> = {
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...templatePiclet,
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level: newLevel,
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@@ -235,22 +271,13 @@ export class EncounterService {
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currentPp: move.pp
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})),
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// Clear roster info for
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isInRoster: false,
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rosterPosition: undefined,
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caughtAt: new Date()
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};
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// Wild piclets are always caught
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newPiclet.caught = true;
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// Set roster position 0 if this is the first caught piclet
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const existingCaughtPiclets = await getCaughtPiclets();
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if (existingCaughtPiclets.length === 0) { // This will be the first caught piclet
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newPiclet.rosterPosition = 0;
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newPiclet.isInRoster = true;
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}
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// Save the new piclet
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const id = await db.picletInstances.add(newPiclet);
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return { ...newPiclet, id };
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import { EncounterType } from './schema';
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import { getOrCreateGameState, markEncountersRefreshed } from './gameState';
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import { getCaughtPiclets, getUncaughtPiclets } from './piclets';
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import { calculateStat, calculateHp } from '../services/levelingService';
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// Configuration
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const ENCOUNTER_REFRESH_HOURS = 2;
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// Get player's average level
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const avgLevel = await this.getPlayerAverageLevel();
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// Get uncaught piclets (these can appear as wild encounters to be caught)
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const uncaughtPiclets = await getUncaughtPiclets();
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console.log('Uncaught piclets for wild encounters:', uncaughtPiclets.length);
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if (uncaughtPiclets.length === 0) {
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console.log('No uncaught piclets - returning empty wild encounters');
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return encounters;
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}
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// Use uncaught piclets as templates for wild encounters
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const availablePiclets = uncaughtPiclets;
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console.log('Available piclets for encounters:', availablePiclets.map(p => p.typeId));
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const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
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}
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// Catch a wild piclet (marks uncaught piclet as caught, or creates new instance for recatches)
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static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
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if (!encounter.picletTypeId) throw new Error('No piclet type specified');
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// First check if this is an uncaught piclet that can be directly marked as caught
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const uncaughtPiclets = await getUncaughtPiclets();
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const uncaughtPiclet = uncaughtPiclets.find(p => p.typeId === encounter.picletTypeId);
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if (uncaughtPiclet) {
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// This is the first time catching this type - mark the existing uncaught piclet as caught
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const newLevel = encounter.enemyLevel || uncaughtPiclet.level;
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// Update the existing uncaught piclet
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const updates = {
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caught: true,
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caughtAt: new Date(),
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level: newLevel,
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xp: 0,
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currentHp: calculateHp(uncaughtPiclet.baseHp, newLevel),
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maxHp: calculateHp(uncaughtPiclet.baseHp, newLevel),
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attack: calculateStat(uncaughtPiclet.baseAttack, newLevel),
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defense: calculateStat(uncaughtPiclet.baseDefense, newLevel),
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fieldAttack: calculateStat(uncaughtPiclet.baseFieldAttack, newLevel),
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fieldDefense: calculateStat(uncaughtPiclet.baseFieldDefense, newLevel),
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speed: calculateStat(uncaughtPiclet.baseSpeed, newLevel),
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// Reset move PP to full
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moves: uncaughtPiclet.moves.map(move => ({
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...move,
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currentPp: move.pp
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}))
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};
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// Set roster position 0 if this is the first caught piclet
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const existingCaughtPiclets = await getCaughtPiclets();
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if (existingCaughtPiclets.length === 0) {
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Object.assign(updates, {
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rosterPosition: 0,
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isInRoster: true
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});
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}
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// Update the existing piclet
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await db.picletInstances.update(uncaughtPiclet.id!, updates);
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// Return the updated piclet
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return { ...uncaughtPiclet, ...updates };
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}
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// If no uncaught piclet found, this is a recatch - create a new instance using caught piclet as template
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const caughtPiclets = await getCaughtPiclets();
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const templatePiclet = caughtPiclets.find(p => p.typeId === encounter.picletTypeId);
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if (!templatePiclet) {
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throw new Error(`Piclet type not found: ${encounter.picletTypeId}`);
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}
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// Create a new piclet instance for recatch
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const newLevel = encounter.enemyLevel || 5;
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const newPiclet: Omit<PicletInstance, 'id'> = {
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...templatePiclet,
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level: newLevel,
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currentPp: move.pp
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})),
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// Clear roster info for new catch
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isInRoster: false,
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rosterPosition: undefined,
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caught: true,
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caughtAt: new Date()
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};
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// Save the new piclet
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const id = await db.picletInstances.add(newPiclet);
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return { ...newPiclet, id };
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