rm db monsters
Browse files
src/lib/components/Pages/Encounters.svelte
CHANGED
@@ -29,39 +29,32 @@
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async function loadEncounters() {
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isLoading = true;
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try {
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-
// Check if we have
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-
const discoveredMonsters = await db.monsters.toArray();
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const playerPiclets = await db.picletInstances.toArray();
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-
if (
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-
// No
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encounters = [];
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isLoading = false;
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return;
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}
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-
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-
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-
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-
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-
} else {
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-
// Player has piclets - always generate fresh encounters with wild piclets
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-
console.log('Player has piclets - generating fresh encounters with wild piclets');
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-
await EncounterService.forceEncounterRefresh();
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-
encounters = await EncounterService.generateEncounters();
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-
}
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console.log('Final encounters:', encounters.map(e => ({ type: e.type, title: e.title })));
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-
// Load
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-
await
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} catch (error) {
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console.error('Error loading encounters:', error);
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}
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isLoading = false;
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}
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-
async function
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const wildEncounters = encounters.filter(e =>
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e.type === EncounterType.WILD_PICLET && e.picletTypeId
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);
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@@ -69,18 +62,14 @@
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for (const encounter of wildEncounters) {
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if (!encounter.picletTypeId) continue;
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-
//
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-
const
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-
.
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-
.
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-
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const monster = await db.monsters
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-
.where('name')
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.equals(monsterName)
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.first();
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-
if (
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-
monsterImages.set(encounter.picletTypeId,
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}
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}
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// Trigger reactive update
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@@ -94,8 +83,8 @@
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console.log('Force refreshing encounters...');
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encounters = await EncounterService.generateEncounters();
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// Load
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await
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// Update game state with new refresh time
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const gameState = await getOrCreateGameState();
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@@ -167,7 +156,7 @@
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try {
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await EncounterService.forceEncounterRefresh();
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encounters = await EncounterService.generateEncounters();
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-
await
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} catch (error) {
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console.error('Error refreshing encounters:', error);
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}
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@@ -253,111 +242,49 @@
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async function generateEnemyPiclet(encounter: Encounter): Promise<PicletInstance | null> {
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if (!encounter.picletTypeId || !encounter.enemyLevel) return null;
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-
// Get
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const
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.where('
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.equals(encounter.picletTypeId
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.first();
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-
if (!
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console.error('
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return null;
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}
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-
// Calculate stats based on
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const level = encounter.enemyLevel;
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-
const stats = monster.stats;
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-
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// Calculate base stats from the 0-100 scale
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-
const baseHp = Math.floor(stats.HP * 2 + 50);
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-
const baseAttack = Math.floor(stats.attack * 1.5 + 30);
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-
const baseDefense = Math.floor(stats.defence * 1.5 + 30);
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-
const baseSpeed = Math.floor(stats.speed * 1.5 + 30);
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-
const baseFieldAttack = Math.floor(baseAttack * 0.8);
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const baseFieldDefense = Math.floor(baseDefense * 0.8);
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-
// Calculate current stats based on level
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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(baseHp, level);
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-
// Create enemy piclet instance
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const enemyPiclet: PicletInstance = {
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id: -1, // Temporary ID for enemy
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-
typeId: encounter.picletTypeId,
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-
nickname: monster.name,
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-
primaryType: 'beast' as any, // Default type
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level: level,
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xp: 0,
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currentHp: maxHp,
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maxHp: maxHp,
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-
attack: calculateStat(baseAttack, level),
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defense: calculateStat(baseDefense, level),
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fieldAttack: calculateStat(baseFieldAttack, level),
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fieldDefense: calculateStat(baseFieldDefense, level),
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speed: calculateStat(baseSpeed, level),
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-
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-
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-
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-
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-
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baseSpeed,
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-
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moves: [
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{
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name: stats.attackActionName,
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type: 'normal' as any,
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-
power: 50,
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accuracy: 95,
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pp: 20,
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currentPp: 20,
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description: stats.attackActionDescription
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},
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{
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name: stats.buffActionName,
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type: 'normal' as any,
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power: 0,
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accuracy: 100,
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pp: 15,
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currentPp: 15,
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description: stats.buffActionDescription
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},
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{
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name: stats.debuffActionName,
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type: 'normal' as any,
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power: 0,
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accuracy: 85,
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pp: 15,
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-
currentPp: 15,
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-
description: stats.debuffActionDescription
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},
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{
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name: stats.specialActionName,
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-
type: 'normal' as any,
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power: 80,
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-
accuracy: 90,
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pp: 5,
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currentPp: 5,
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-
description: stats.specialActionDescription
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}
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],
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-
nature: 'hardy',
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isInRoster: false,
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-
caughtAt: new Date()
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-
bst: baseHp + baseAttack + baseDefense + baseFieldAttack + baseFieldDefense + baseSpeed,
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tier: (stats as any).tier || 'medium',
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-
role: 'balanced',
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variance: 0,
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-
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imageUrl: monster.imageUrl,
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-
imageData: monster.imageData, // Use the transparent image data
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-
imageCaption: monster.imageCaption,
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-
concept: monster.concept,
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-
imagePrompt: monster.imagePrompt
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};
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return enemyPiclet;
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async function loadEncounters() {
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isLoading = true;
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try {
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+
// Check if we have any piclet instances
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const playerPiclets = await db.picletInstances.toArray();
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+
if (playerPiclets.length === 0) {
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+
// No piclets discovered/caught - show empty state
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encounters = [];
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isLoading = false;
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return;
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}
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+
// Player has piclets - always generate fresh encounters with wild piclets
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+
console.log('Player has piclets - generating fresh encounters with wild piclets');
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+
await EncounterService.forceEncounterRefresh();
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encounters = await EncounterService.generateEncounters();
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console.log('Final encounters:', encounters.map(e => ({ type: e.type, title: e.title })));
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+
// Load piclet images for wild encounters
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+
await loadPicletImages();
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} catch (error) {
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console.error('Error loading encounters:', error);
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}
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isLoading = false;
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}
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+
async function loadPicletImages() {
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const wildEncounters = encounters.filter(e =>
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e.type === EncounterType.WILD_PICLET && e.picletTypeId
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);
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for (const encounter of wildEncounters) {
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if (!encounter.picletTypeId) continue;
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+
// Find a piclet instance with this typeId
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const piclet = await db.picletInstances
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.where('typeId')
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.equals(encounter.picletTypeId)
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.first();
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+
if (piclet && piclet.imageData) {
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+
monsterImages.set(encounter.picletTypeId, piclet.imageData);
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}
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}
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// Trigger reactive update
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console.log('Force refreshing encounters...');
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encounters = await EncounterService.generateEncounters();
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+
// Load piclet images for new encounters
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await loadPicletImages();
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// Update game state with new refresh time
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const gameState = await getOrCreateGameState();
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try {
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await EncounterService.forceEncounterRefresh();
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encounters = await EncounterService.generateEncounters();
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+
await loadPicletImages();
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} catch (error) {
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console.error('Error refreshing encounters:', error);
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}
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async function generateEnemyPiclet(encounter: Encounter): Promise<PicletInstance | null> {
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if (!encounter.picletTypeId || !encounter.enemyLevel) return null;
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+
// Get a piclet instance with this typeId to use as a template
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const templatePiclet = await db.picletInstances
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.where('typeId')
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.equals(encounter.picletTypeId)
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.first();
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+
if (!templatePiclet) {
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console.error('Piclet template not found for typeId:', encounter.picletTypeId);
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return null;
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}
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+
// Calculate stats based on template's base stats and encounter level
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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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+
// Create enemy piclet instance based on template
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const enemyPiclet: PicletInstance = {
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+
...templatePiclet,
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id: -1, // Temporary ID for enemy
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level: level,
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xp: 0,
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currentHp: maxHp,
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maxHp: maxHp,
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+
attack: calculateStat(templatePiclet.baseAttack, level),
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+
defense: calculateStat(templatePiclet.baseDefense, level),
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+
fieldAttack: calculateStat(templatePiclet.baseFieldAttack, level),
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+
fieldDefense: calculateStat(templatePiclet.baseFieldDefense, level),
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+
speed: calculateStat(templatePiclet.baseSpeed, level),
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+
// Reset move PP to full
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281 |
+
moves: templatePiclet.moves.map(move => ({
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282 |
+
...move,
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+
currentPp: move.pp
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+
})),
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isInRoster: false,
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+
caughtAt: new Date()
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};
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return enemyPiclet;
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src/lib/components/PicletGenerator/PicletGenerator.svelte
CHANGED
@@ -892,8 +892,8 @@ Write your response within \`\`\`json\`\`\``;
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892 |
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893 |
// Convert to PicletInstance format and save
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894 |
const picletInstance = await monsterToPicletInstance(picletData);
|
895 |
-
const
|
896 |
-
console.log('Piclet auto-saved with ID:',
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897 |
} catch (err) {
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898 |
console.error('Failed to auto-save piclet:', err);
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899 |
console.error('Piclet data that failed to save:', {
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892 |
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893 |
// Convert to PicletInstance format and save
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894 |
const picletInstance = await monsterToPicletInstance(picletData);
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895 |
+
const picletId = await savePicletInstance(picletInstance);
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896 |
+
console.log('Piclet auto-saved with ID:', picletId);
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897 |
} catch (err) {
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898 |
console.error('Failed to auto-save piclet:', err);
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899 |
console.error('Piclet data that failed to save:', {
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src/lib/db/encounterService.ts
CHANGED
@@ -44,34 +44,12 @@ export class EncounterService {
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44 |
const playerPiclets = await db.picletInstances.toArray();
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45 |
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46 |
if (playerPiclets.length === 0) {
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47 |
-
// No piclets caught yet -
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48 |
-
//
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49 |
-
|
50 |
-
const discoveredPiclets = await db.monsters.toArray();
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51 |
-
|
52 |
-
if (discoveredPiclets.length === 0) {
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53 |
-
// No piclets discovered yet - return empty encounters
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54 |
-
await db.encounters.clear();
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55 |
-
await markEncountersRefreshed();
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56 |
-
return [];
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57 |
-
}
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58 |
-
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59 |
-
// Player has discovered but not caught any piclets - show ONLY first catch encounter
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60 |
-
const firstDiscovered = discoveredPiclets[0];
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-
encounters.push({
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-
type: EncounterType.WILD_PICLET,
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63 |
-
title: 'Your First Piclet!',
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description: 'A friendly piclet appears! This one seems easy to catch.',
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-
picletTypeId: firstDiscovered.name.toLowerCase().replace(/\s+/g, '-'),
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enemyLevel: 5,
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createdAt: new Date()
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});
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-
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// IMPORTANT: Return here - don't add shop/health center for first catch
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await db.encounters.clear();
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-
await db.encounters.add(encounters[0]);
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await markEncountersRefreshed();
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return
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}
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// Player has piclets - generate normal encounters
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@@ -128,34 +106,37 @@ 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 all discovered
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132 |
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const
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133 |
-
console.log('
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135 |
-
if (
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console.log('No
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return encounters;
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}
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139 |
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140 |
-
//
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141 |
-
const
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142 |
-
console.log('Available
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144 |
const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
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console.log('Generating', encounterCount, 'wild encounters');
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147 |
for (let i = 0; i < encounterCount; i++) {
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148 |
-
// Pick a random
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149 |
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const
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const levelVariance = Math.floor(Math.random() * (LEVEL_VARIANCE * 2 + 1)) - LEVEL_VARIANCE;
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152 |
const enemyLevel = Math.max(1, avgLevel + levelVariance);
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153 |
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const wildEncounter = {
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type: EncounterType.WILD_PICLET,
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-
title: `Wild ${
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description: `A level ${enemyLevel} ${
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158 |
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picletTypeId:
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enemyLevel,
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createdAt: new Date()
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};
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@@ -187,35 +168,60 @@ export class EncounterService {
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187 |
return Math.round(totalLevel / rosterPiclets.length);
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}
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-
// Catch a wild piclet (
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191 |
static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
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192 |
if (!encounter.picletTypeId) throw new Error('No piclet type specified');
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194 |
-
//
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195 |
-
const
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196 |
-
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197 |
-
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198 |
-
const monsterName = encounter.picletTypeId.replace(/-/g, ' ').replace(/\b\w/g, l => l.toUpperCase());
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199 |
-
const monster = await db.monsters
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200 |
-
.where('name')
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201 |
-
.equals(monsterName)
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202 |
.first();
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203 |
|
204 |
-
if (!
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205 |
-
throw new Error(`
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206 |
}
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207 |
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208 |
-
//
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209 |
-
const
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210 |
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211 |
// Set roster position 0 if this is the first piclet
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212 |
const existingPiclets = await db.picletInstances.toArray();
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213 |
-
if (existingPiclets.length ===
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214 |
-
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}
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216 |
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217 |
// Save the new piclet
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218 |
-
const id = await db.picletInstances.add(
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219 |
-
return { ...
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220 |
}
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221 |
}
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44 |
const playerPiclets = await db.picletInstances.toArray();
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45 |
|
46 |
if (playerPiclets.length === 0) {
|
47 |
+
// No piclets caught yet - this shouldn't happen in normal flow since we use picletInstances
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48 |
+
// But just in case, return empty encounters
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49 |
+
console.log('No piclet instances found - returning empty encounters');
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50 |
await db.encounters.clear();
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|
51 |
await markEncountersRefreshed();
|
52 |
+
return [];
|
53 |
}
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54 |
|
55 |
// Player has piclets - generate normal encounters
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|
106 |
// Get player's average level
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107 |
const avgLevel = await this.getPlayerAverageLevel();
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108 |
|
109 |
+
// Get all piclet instances (these represent "discovered" piclets)
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110 |
+
const allPiclets = await db.picletInstances.toArray();
|
111 |
+
console.log('Total piclet instances for wild encounters:', allPiclets.length);
|
112 |
|
113 |
+
if (allPiclets.length === 0) {
|
114 |
+
console.log('No piclet instances - returning empty wild encounters');
|
115 |
return encounters;
|
116 |
}
|
117 |
|
118 |
+
// Get unique piclet types for encounters (allow duplicates)
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119 |
+
const availablePiclets = allPiclets;
|
120 |
+
console.log('Available piclets for encounters:', availablePiclets.map(p => p.typeId));
|
121 |
|
122 |
const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
|
123 |
console.log('Generating', encounterCount, 'wild encounters');
|
124 |
|
125 |
for (let i = 0; i < encounterCount; i++) {
|
126 |
+
// Pick a random piclet from available ones
|
127 |
+
const piclet = availablePiclets[Math.floor(Math.random() * availablePiclets.length)];
|
128 |
|
129 |
const levelVariance = Math.floor(Math.random() * (LEVEL_VARIANCE * 2 + 1)) - LEVEL_VARIANCE;
|
130 |
const enemyLevel = Math.max(1, avgLevel + levelVariance);
|
131 |
|
132 |
+
// Use the piclet's nickname or typeId for display
|
133 |
+
const displayName = piclet.nickname || piclet.typeId.replace(/-/g, ' ').replace(/\b\w/g, l => l.toUpperCase());
|
134 |
+
|
135 |
const wildEncounter = {
|
136 |
type: EncounterType.WILD_PICLET,
|
137 |
+
title: `Wild ${displayName} Appeared!`,
|
138 |
+
description: `A level ${enemyLevel} ${displayName} blocks your path!`,
|
139 |
+
picletTypeId: piclet.typeId,
|
140 |
enemyLevel,
|
141 |
createdAt: new Date()
|
142 |
};
|
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|
168 |
return Math.round(totalLevel / rosterPiclets.length);
|
169 |
}
|
170 |
|
171 |
+
// Catch a wild piclet (creates a new instance based on existing piclet type)
|
172 |
static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
|
173 |
if (!encounter.picletTypeId) throw new Error('No piclet type specified');
|
174 |
|
175 |
+
// Find an existing piclet instance with this typeId to use as a template
|
176 |
+
const templatePiclet = await db.picletInstances
|
177 |
+
.where('typeId')
|
178 |
+
.equals(encounter.picletTypeId)
|
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|
179 |
.first();
|
180 |
|
181 |
+
if (!templatePiclet) {
|
182 |
+
throw new Error(`Piclet type not found: ${encounter.picletTypeId}`);
|
183 |
}
|
184 |
|
185 |
+
// Create a new piclet instance based on the template but with different stats/level
|
186 |
+
const newLevel = encounter.enemyLevel || 5;
|
187 |
+
|
188 |
+
// Calculate new stats based on level (using template's base stats)
|
189 |
+
const calculateStat = (base: number, level: number) => Math.floor((base * level) / 50 + 5);
|
190 |
+
const calculateHp = (base: number, level: number) => Math.floor((base * level) / 50 + level + 10);
|
191 |
+
|
192 |
+
const newPiclet: Omit<PicletInstance, 'id'> = {
|
193 |
+
...templatePiclet,
|
194 |
+
level: newLevel,
|
195 |
+
xp: 0,
|
196 |
+
currentHp: calculateHp(templatePiclet.baseHp, newLevel),
|
197 |
+
maxHp: calculateHp(templatePiclet.baseHp, newLevel),
|
198 |
+
attack: calculateStat(templatePiclet.baseAttack, newLevel),
|
199 |
+
defense: calculateStat(templatePiclet.baseDefense, newLevel),
|
200 |
+
fieldAttack: calculateStat(templatePiclet.baseFieldAttack, newLevel),
|
201 |
+
fieldDefense: calculateStat(templatePiclet.baseFieldDefense, newLevel),
|
202 |
+
speed: calculateStat(templatePiclet.baseSpeed, newLevel),
|
203 |
+
|
204 |
+
// Reset move PP to full
|
205 |
+
moves: templatePiclet.moves.map(move => ({
|
206 |
+
...move,
|
207 |
+
currentPp: move.pp
|
208 |
+
})),
|
209 |
+
|
210 |
+
// Clear roster info for wild catch
|
211 |
+
isInRoster: false,
|
212 |
+
rosterPosition: undefined,
|
213 |
+
caughtAt: new Date()
|
214 |
+
};
|
215 |
|
216 |
// Set roster position 0 if this is the first piclet
|
217 |
const existingPiclets = await db.picletInstances.toArray();
|
218 |
+
if (existingPiclets.length === 1) { // Only the template exists
|
219 |
+
newPiclet.rosterPosition = 0;
|
220 |
+
newPiclet.isInRoster = true;
|
221 |
}
|
222 |
|
223 |
// Save the new piclet
|
224 |
+
const id = await db.picletInstances.add(newPiclet);
|
225 |
+
return { ...newPiclet, id };
|
226 |
}
|
227 |
}
|