describe abilities
Browse files
src/lib/components/Battle/ActionViewSelector.svelte
CHANGED
|
@@ -5,6 +5,7 @@
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| 5 |
<script lang="ts">
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| 6 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
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import type { BattleState } from '$lib/battle-engine/types';
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export let currentView: ActionView = 'main';
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export let onViewChange: (view: ActionView) => void;
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@@ -95,9 +96,9 @@
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</div>
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<div class="move-desc" class:disabled={isDisabled}>
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{#if battleMove?.effects && battleMove.effects.length > 0}
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-
{battleMove.effects.length} effects • {move
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{:else}
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-
{move
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{/if}
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</div>
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{#if battleMove?.flags && battleMove.flags.length > 0}
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<script lang="ts">
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import type { PicletInstance, BattleMove } from '$lib/db/schema';
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import type { BattleState } from '$lib/battle-engine/types';
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+
import { generateMoveDescription } from '$lib/utils/moveDescriptions';
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export let currentView: ActionView = 'main';
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export let onViewChange: (view: ActionView) => void;
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</div>
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<div class="move-desc" class:disabled={isDisabled}>
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{#if battleMove?.effects && battleMove.effects.length > 0}
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+
{battleMove.effects.length} effects • {generateMoveDescription(battleMove || move)}
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{:else}
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+
{generateMoveDescription(battleMove || move)}
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{/if}
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</div>
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{#if battleMove?.flags && battleMove.flags.length > 0}
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src/lib/components/Piclets/AbilityDisplay.svelte
CHANGED
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@@ -1,5 +1,6 @@
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<script lang="ts">
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import type { SpecialAbility, BattleEffect, Trigger } from '$lib/battle-engine/types';
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interface Props {
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ability: SpecialAbility;
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@@ -124,7 +125,7 @@
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<span class="ability-icon">✨</span>
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<div class="ability-info">
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<h3 class="ability-name">{ability.name}</h3>
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-
<p class="ability-description">{ability
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</div>
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</div>
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<script lang="ts">
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import type { SpecialAbility, BattleEffect, Trigger } from '$lib/battle-engine/types';
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+
import { generateAbilityDescription } from '$lib/utils/moveDescriptions';
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interface Props {
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ability: SpecialAbility;
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<span class="ability-icon">✨</span>
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<div class="ability-info">
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<h3 class="ability-name">{ability.name}</h3>
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+
<p class="ability-description">{generateAbilityDescription(ability)}</p>
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</div>
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</div>
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src/lib/components/Piclets/MoveDisplay.svelte
CHANGED
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@@ -1,6 +1,7 @@
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<script lang="ts">
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import type { BattleMove as DBBattleMove } from '$lib/db/schema';
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import type { Move, BattleEffect } from '$lib/battle-engine/types';
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interface Props {
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move: DBBattleMove;
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@@ -141,9 +142,6 @@
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<span class="power-badge">⚡{move.power}</span>
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{/if}
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</div>
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-
<div class="move-type-badge" style="background-color: {typeColor}">
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-
{move.type.toUpperCase()}
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-
</div>
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</div>
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</div>
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@@ -170,7 +168,7 @@
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</div>
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<div class="move-description">
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-
{move
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</div>
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{#if battleMove?.flags && battleMove.flags.length > 0}
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@@ -285,16 +283,6 @@
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font-weight: 600;
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}
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-
.move-type-badge {
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-
display: inline-block;
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-
padding: 2px 8px;
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-
border-radius: 12px;
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-
color: white;
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-
font-size: 10px;
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-
font-weight: 600;
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-
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);
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-
align-self: flex-start;
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-
}
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.move-stats {
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display: flex;
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<script lang="ts">
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import type { BattleMove as DBBattleMove } from '$lib/db/schema';
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import type { Move, BattleEffect } from '$lib/battle-engine/types';
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+
import { generateMoveDescription } from '$lib/utils/moveDescriptions';
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interface Props {
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move: DBBattleMove;
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<span class="power-badge">⚡{move.power}</span>
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{/if}
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</div>
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</div>
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</div>
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</div>
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<div class="move-description">
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+
{generateMoveDescription(battleMove || move)}
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</div>
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{#if battleMove?.flags && battleMove.flags.length > 0}
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font-weight: 600;
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}
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.move-stats {
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display: flex;
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src/lib/utils/moveDescriptions.ts
ADDED
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@@ -0,0 +1,362 @@
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| 1 |
+
/**
|
| 2 |
+
* Utility for generating descriptive text for battle moves based on their properties
|
| 3 |
+
*/
|
| 4 |
+
|
| 5 |
+
import type { BattleMove } from '$lib/db/schema';
|
| 6 |
+
import type { Move, BattleEffect, StatModification, MoveFlag, SpecialAbility, Trigger } from '$lib/battle-engine/types';
|
| 7 |
+
|
| 8 |
+
/**
|
| 9 |
+
* Generate a natural language description for a move based on its properties
|
| 10 |
+
*/
|
| 11 |
+
export function generateMoveDescription(move: BattleMove | Move): string {
|
| 12 |
+
const parts: string[] = [];
|
| 13 |
+
|
| 14 |
+
// Start with power assessment
|
| 15 |
+
if (move.power > 0) {
|
| 16 |
+
const powerDescription = getPowerDescription(move.power);
|
| 17 |
+
parts.push(`A ${powerDescription} ${move.type} attack`);
|
| 18 |
+
} else {
|
| 19 |
+
// Non-damaging move
|
| 20 |
+
parts.push(`A ${move.type} support move`);
|
| 21 |
+
}
|
| 22 |
+
|
| 23 |
+
// Add accuracy information if not perfect
|
| 24 |
+
if (move.accuracy < 100) {
|
| 25 |
+
const accuracyDescription = getAccuracyDescription(move.accuracy);
|
| 26 |
+
parts.push(`with ${accuracyDescription} accuracy`);
|
| 27 |
+
}
|
| 28 |
+
|
| 29 |
+
// Add priority information
|
| 30 |
+
if (move.priority > 0) {
|
| 31 |
+
parts.push(`that strikes with increased priority`);
|
| 32 |
+
} else if (move.priority < 0) {
|
| 33 |
+
parts.push(`that moves with reduced priority`);
|
| 34 |
+
}
|
| 35 |
+
|
| 36 |
+
// Add flag-based descriptions
|
| 37 |
+
if (move.flags.length > 0) {
|
| 38 |
+
const flagDescriptions = move.flags.map(flag => getFlagDescription(flag)).filter(Boolean);
|
| 39 |
+
if (flagDescriptions.length > 0) {
|
| 40 |
+
parts.push(flagDescriptions.join(', '));
|
| 41 |
+
}
|
| 42 |
+
}
|
| 43 |
+
|
| 44 |
+
// Add effects description
|
| 45 |
+
if ('effects' in move && move.effects && move.effects.length > 0) {
|
| 46 |
+
const effectDescriptions = getEffectsDescription(move.effects);
|
| 47 |
+
if (effectDescriptions.length > 0) {
|
| 48 |
+
parts.push(effectDescriptions);
|
| 49 |
+
}
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
// Join all parts together
|
| 53 |
+
let description = parts[0] || 'A mysterious move';
|
| 54 |
+
if (parts.length > 1) {
|
| 55 |
+
const additionalParts = parts.slice(1);
|
| 56 |
+
description += ' ' + additionalParts.join(' ');
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
return description + '.';
|
| 60 |
+
}
|
| 61 |
+
|
| 62 |
+
/**
|
| 63 |
+
* Convert power value to descriptive text
|
| 64 |
+
*/
|
| 65 |
+
function getPowerDescription(power: number): string {
|
| 66 |
+
if (power <= 40) return 'weak';
|
| 67 |
+
if (power <= 60) return 'modest';
|
| 68 |
+
if (power <= 80) return 'strong';
|
| 69 |
+
if (power <= 100) return 'powerful';
|
| 70 |
+
if (power <= 120) return 'devastating';
|
| 71 |
+
return 'overwhelming';
|
| 72 |
+
}
|
| 73 |
+
|
| 74 |
+
/**
|
| 75 |
+
* Convert accuracy to descriptive text
|
| 76 |
+
*/
|
| 77 |
+
function getAccuracyDescription(accuracy: number): string {
|
| 78 |
+
if (accuracy >= 95) return 'near-perfect';
|
| 79 |
+
if (accuracy >= 85) return 'reliable';
|
| 80 |
+
if (accuracy >= 75) return 'moderate';
|
| 81 |
+
if (accuracy >= 65) return 'shaky';
|
| 82 |
+
return 'unreliable';
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
/**
|
| 86 |
+
* Convert move flag to descriptive text
|
| 87 |
+
*/
|
| 88 |
+
function getFlagDescription(flag: MoveFlag): string {
|
| 89 |
+
switch (flag) {
|
| 90 |
+
case 'contact': return 'requiring physical contact';
|
| 91 |
+
case 'bite': return 'using a biting attack';
|
| 92 |
+
case 'punch': return 'delivered as a punch';
|
| 93 |
+
case 'sound': return 'using sound waves';
|
| 94 |
+
case 'explosive': return 'with explosive force';
|
| 95 |
+
case 'draining': return 'that drains energy';
|
| 96 |
+
case 'ground': return 'affecting grounded targets';
|
| 97 |
+
case 'priority': return 'with quick execution';
|
| 98 |
+
case 'lowPriority': return 'with delayed execution';
|
| 99 |
+
case 'charging': return 'requiring preparation';
|
| 100 |
+
case 'recharge': return 'causing exhaustion afterward';
|
| 101 |
+
case 'multiHit': return 'striking multiple times';
|
| 102 |
+
case 'twoTurn': return 'taking two turns to complete';
|
| 103 |
+
case 'sacrifice': return 'at great cost to the user';
|
| 104 |
+
case 'gambling': return 'with unpredictable results';
|
| 105 |
+
case 'reckless': return 'with reckless abandon';
|
| 106 |
+
case 'reflectable': return 'that can be reflected';
|
| 107 |
+
case 'snatchable': return 'that can be stolen';
|
| 108 |
+
case 'copyable': return 'that can be copied';
|
| 109 |
+
case 'protectable': return 'blocked by protection moves';
|
| 110 |
+
case 'bypassProtect': return 'that bypasses protection';
|
| 111 |
+
default: return '';
|
| 112 |
+
}
|
| 113 |
+
}
|
| 114 |
+
|
| 115 |
+
/**
|
| 116 |
+
* Generate description for move effects
|
| 117 |
+
*/
|
| 118 |
+
function getEffectsDescription(effects: BattleEffect[]): string {
|
| 119 |
+
const descriptions: string[] = [];
|
| 120 |
+
|
| 121 |
+
for (const effect of effects) {
|
| 122 |
+
const desc = getEffectDescription(effect);
|
| 123 |
+
if (desc) descriptions.push(desc);
|
| 124 |
+
}
|
| 125 |
+
|
| 126 |
+
if (descriptions.length === 0) return '';
|
| 127 |
+
if (descriptions.length === 1) return descriptions[0];
|
| 128 |
+
if (descriptions.length === 2) return descriptions.join(' and ');
|
| 129 |
+
|
| 130 |
+
return descriptions.slice(0, -1).join(', ') + ', and ' + descriptions[descriptions.length - 1];
|
| 131 |
+
}
|
| 132 |
+
|
| 133 |
+
/**
|
| 134 |
+
* Generate description for a single effect
|
| 135 |
+
*/
|
| 136 |
+
function getEffectDescription(effect: BattleEffect): string {
|
| 137 |
+
switch (effect.type) {
|
| 138 |
+
case 'damage':
|
| 139 |
+
return getDamageEffectDescription(effect);
|
| 140 |
+
case 'modifyStats':
|
| 141 |
+
return getStatModificationDescription(effect);
|
| 142 |
+
case 'applyStatus':
|
| 143 |
+
return getStatusEffectDescription(effect);
|
| 144 |
+
case 'heal':
|
| 145 |
+
return getHealEffectDescription(effect);
|
| 146 |
+
case 'manipulatePP':
|
| 147 |
+
return getPPEffectDescription(effect);
|
| 148 |
+
case 'fieldEffect':
|
| 149 |
+
return 'affects the battlefield';
|
| 150 |
+
case 'counter':
|
| 151 |
+
return 'retaliates against attacks';
|
| 152 |
+
case 'removeStatus':
|
| 153 |
+
return 'removes status conditions';
|
| 154 |
+
case 'mechanicOverride':
|
| 155 |
+
return 'alters battle mechanics';
|
| 156 |
+
default:
|
| 157 |
+
return '';
|
| 158 |
+
}
|
| 159 |
+
}
|
| 160 |
+
|
| 161 |
+
function getDamageEffectDescription(effect: any): string {
|
| 162 |
+
if (effect.formula === 'recoil') return 'causes recoil damage to the user';
|
| 163 |
+
if (effect.formula === 'drain') return 'restores HP equal to damage dealt';
|
| 164 |
+
if (effect.formula === 'fixed') return 'deals fixed damage';
|
| 165 |
+
if (effect.formula === 'percentage') return 'deals percentage-based damage';
|
| 166 |
+
|
| 167 |
+
if (effect.target === 'self') return 'damages the user';
|
| 168 |
+
return ''; // Standard damage is implied by power
|
| 169 |
+
}
|
| 170 |
+
|
| 171 |
+
function getStatModificationDescription(effect: any): string {
|
| 172 |
+
const target = effect.target === 'self' ? 'the user\'s' : 'the target\'s';
|
| 173 |
+
const stats = Object.keys(effect.stats);
|
| 174 |
+
const modifications = Object.values(effect.stats) as StatModification[];
|
| 175 |
+
|
| 176 |
+
if (stats.length === 1) {
|
| 177 |
+
const statName = stats[0];
|
| 178 |
+
const modification = modifications[0];
|
| 179 |
+
const modDesc = getStatModificationText(modification);
|
| 180 |
+
return `${modDesc} ${target} ${statName}`;
|
| 181 |
+
}
|
| 182 |
+
|
| 183 |
+
return `modifies ${target} battle stats`;
|
| 184 |
+
}
|
| 185 |
+
|
| 186 |
+
function getStatModificationText(modification: StatModification): string {
|
| 187 |
+
switch (modification) {
|
| 188 |
+
case 'increase': return 'raises';
|
| 189 |
+
case 'greatly_increase': return 'sharply raises';
|
| 190 |
+
case 'decrease': return 'lowers';
|
| 191 |
+
case 'greatly_decrease': return 'sharply lowers';
|
| 192 |
+
default: return 'affects';
|
| 193 |
+
}
|
| 194 |
+
}
|
| 195 |
+
|
| 196 |
+
function getStatusEffectDescription(effect: any): string {
|
| 197 |
+
const target = effect.target === 'self' ? 'the user' : 'the target';
|
| 198 |
+
const chance = effect.chance ? ` (${effect.chance}% chance)` : '';
|
| 199 |
+
|
| 200 |
+
switch (effect.status) {
|
| 201 |
+
case 'burn': return `may burn ${target}${chance}`;
|
| 202 |
+
case 'freeze': return `may freeze ${target}${chance}`;
|
| 203 |
+
case 'paralyze': return `may paralyze ${target}${chance}`;
|
| 204 |
+
case 'poison': return `may poison ${target}${chance}`;
|
| 205 |
+
case 'sleep': return `may put ${target} to sleep${chance}`;
|
| 206 |
+
case 'confuse': return `may confuse ${target}${chance}`;
|
| 207 |
+
default: return `may inflict ${effect.status} on ${target}${chance}`;
|
| 208 |
+
}
|
| 209 |
+
}
|
| 210 |
+
|
| 211 |
+
function getHealEffectDescription(effect: any): string {
|
| 212 |
+
const target = effect.target === 'self' ? 'the user' : 'the target';
|
| 213 |
+
|
| 214 |
+
if (effect.amount === 'full') return `fully restores ${target}'s HP`;
|
| 215 |
+
if (effect.amount === 'large') return `greatly restores ${target}'s HP`;
|
| 216 |
+
if (effect.amount === 'medium') return `moderately restores ${target}'s HP`;
|
| 217 |
+
if (effect.amount === 'small') return `slightly restores ${target}'s HP`;
|
| 218 |
+
|
| 219 |
+
return `restores ${target}'s HP`;
|
| 220 |
+
}
|
| 221 |
+
|
| 222 |
+
function getPPEffectDescription(effect: any): string {
|
| 223 |
+
const target = effect.target === 'self' ? 'the user\'s' : 'the target\'s';
|
| 224 |
+
|
| 225 |
+
switch (effect.action) {
|
| 226 |
+
case 'drain': return `reduces ${target} move PP`;
|
| 227 |
+
case 'restore': return `restores ${target} move PP`;
|
| 228 |
+
case 'disable': return `disables ${target} moves`;
|
| 229 |
+
default: return `affects ${target} move usage`;
|
| 230 |
+
}
|
| 231 |
+
}
|
| 232 |
+
|
| 233 |
+
/**
|
| 234 |
+
* Generate a natural language description for a special ability based on its properties
|
| 235 |
+
*/
|
| 236 |
+
export function generateAbilityDescription(ability: SpecialAbility): string {
|
| 237 |
+
const parts: string[] = [];
|
| 238 |
+
|
| 239 |
+
// Handle abilities with triggers (most common case)
|
| 240 |
+
if (ability.triggers && ability.triggers.length > 0) {
|
| 241 |
+
const triggerDescriptions = ability.triggers.map(trigger => getTriggerDescription(trigger));
|
| 242 |
+
const validTriggers = triggerDescriptions.filter(Boolean);
|
| 243 |
+
|
| 244 |
+
if (validTriggers.length > 0) {
|
| 245 |
+
parts.push(...validTriggers);
|
| 246 |
+
}
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
// Handle abilities with direct effects (less common)
|
| 250 |
+
if (ability.effects && ability.effects.length > 0) {
|
| 251 |
+
const effectDescriptions = getEffectsDescription(ability.effects);
|
| 252 |
+
if (effectDescriptions) {
|
| 253 |
+
parts.push(effectDescriptions);
|
| 254 |
+
}
|
| 255 |
+
}
|
| 256 |
+
|
| 257 |
+
// If no triggers or effects, provide a generic description
|
| 258 |
+
if (parts.length === 0) {
|
| 259 |
+
return `A mysterious ability called "${ability.name}".`;
|
| 260 |
+
}
|
| 261 |
+
|
| 262 |
+
// Combine all parts into a cohesive description
|
| 263 |
+
if (parts.length === 1) {
|
| 264 |
+
return parts[0] + '.';
|
| 265 |
+
}
|
| 266 |
+
|
| 267 |
+
return parts.join(' ') + '.';
|
| 268 |
+
}
|
| 269 |
+
|
| 270 |
+
/**
|
| 271 |
+
* Convert trigger event and effects into descriptive text
|
| 272 |
+
*/
|
| 273 |
+
function getTriggerDescription(trigger: Trigger): string {
|
| 274 |
+
const eventText = getTriggerEventText(trigger.event);
|
| 275 |
+
const effectsText = getEffectsDescription(trigger.effects);
|
| 276 |
+
const conditionText = trigger.condition ? getConditionText(trigger.condition) : '';
|
| 277 |
+
|
| 278 |
+
let description = eventText;
|
| 279 |
+
|
| 280 |
+
if (conditionText) {
|
| 281 |
+
description += ` ${conditionText}`;
|
| 282 |
+
}
|
| 283 |
+
|
| 284 |
+
if (effectsText) {
|
| 285 |
+
description += `, ${effectsText}`;
|
| 286 |
+
}
|
| 287 |
+
|
| 288 |
+
return description;
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
/**
|
| 292 |
+
* Convert trigger event to human-readable text
|
| 293 |
+
*/
|
| 294 |
+
function getTriggerEventText(event: string): string {
|
| 295 |
+
switch (event) {
|
| 296 |
+
case 'onDamageTaken': return 'When taking damage';
|
| 297 |
+
case 'onDamageDealt': return 'When dealing damage';
|
| 298 |
+
case 'onContactDamage': return 'When hit by contact moves';
|
| 299 |
+
case 'onStatusInflicted': return 'When afflicted with a status condition';
|
| 300 |
+
case 'onStatusMove': return 'When using status moves';
|
| 301 |
+
case 'onStatusMoveTargeted': return 'When targeted by status moves';
|
| 302 |
+
case 'onCriticalHit': return 'When landing critical hits';
|
| 303 |
+
case 'onHPDrained': return 'When HP is drained';
|
| 304 |
+
case 'onKO': return 'When knocked out';
|
| 305 |
+
case 'onSwitchIn': return 'When switching in';
|
| 306 |
+
case 'onSwitchOut': return 'When switching out';
|
| 307 |
+
case 'onWeatherChange': return 'When weather changes';
|
| 308 |
+
case 'beforeMoveUse': return 'Before using moves';
|
| 309 |
+
case 'afterMoveUse': return 'After using moves';
|
| 310 |
+
case 'onLowHP': return 'When HP is low';
|
| 311 |
+
case 'onFullHP': return 'When at full HP';
|
| 312 |
+
case 'endOfTurn': return 'At the end of each turn';
|
| 313 |
+
case 'onOpponentContactMove': return 'When the opponent uses contact moves';
|
| 314 |
+
case 'onStatChange': return 'When stats are changed';
|
| 315 |
+
case 'onTypeChange': return 'When type is changed';
|
| 316 |
+
default: return `When ${event.replace(/^on/, '').toLowerCase()}`;
|
| 317 |
+
}
|
| 318 |
+
}
|
| 319 |
+
|
| 320 |
+
/**
|
| 321 |
+
* Convert effect condition to descriptive text
|
| 322 |
+
*/
|
| 323 |
+
function getConditionText(condition: string): string {
|
| 324 |
+
switch (condition) {
|
| 325 |
+
case 'always': return '';
|
| 326 |
+
case 'onHit': return 'on hit';
|
| 327 |
+
case 'afterUse': return 'after use';
|
| 328 |
+
case 'onCritical': return 'on critical hits';
|
| 329 |
+
case 'ifLowHp': return 'when HP is low';
|
| 330 |
+
case 'ifHighHp': return 'when HP is high';
|
| 331 |
+
case 'thisTurn': return 'this turn';
|
| 332 |
+
case 'nextTurn': return 'next turn';
|
| 333 |
+
case 'turnAfterNext': return 'the turn after next';
|
| 334 |
+
case 'restOfBattle': return 'for the rest of battle';
|
| 335 |
+
case 'onCharging': return 'while charging';
|
| 336 |
+
case 'afterCharging': return 'after charging';
|
| 337 |
+
case 'ifDamagedThisTurn': return 'if damaged this turn';
|
| 338 |
+
case 'ifNotSuperEffective': return 'against non-super-effective moves';
|
| 339 |
+
case 'ifStatusMove': return 'with status moves';
|
| 340 |
+
case 'ifLucky50': return 'with 50% luck';
|
| 341 |
+
case 'ifUnlucky50': return 'with 50% bad luck';
|
| 342 |
+
case 'whileFrozen': return 'while frozen';
|
| 343 |
+
case 'whenStatusAfflicted': return 'when status is inflicted';
|
| 344 |
+
case 'vsPhysical': return 'against physical moves';
|
| 345 |
+
case 'vsSpecial': return 'against special moves';
|
| 346 |
+
default:
|
| 347 |
+
// Handle type-specific conditions
|
| 348 |
+
if (condition.startsWith('ifMoveType:')) {
|
| 349 |
+
const type = condition.split(':')[1];
|
| 350 |
+
return `with ${type} moves`;
|
| 351 |
+
}
|
| 352 |
+
if (condition.startsWith('ifStatus:')) {
|
| 353 |
+
const status = condition.split(':')[1];
|
| 354 |
+
return `when ${status}`;
|
| 355 |
+
}
|
| 356 |
+
if (condition.startsWith('ifWeather:')) {
|
| 357 |
+
const weather = condition.split(':')[1];
|
| 358 |
+
return `in ${weather} weather`;
|
| 359 |
+
}
|
| 360 |
+
return condition;
|
| 361 |
+
}
|
| 362 |
+
}
|