battle battle
Browse files- src/lib/battle-engine/BattleEngine.ts +743 -70
- src/lib/battle-engine/ability-triggers.test.ts +316 -609
- src/lib/battle-engine/advanced-status-effects.test.ts +369 -0
- src/lib/battle-engine/debug-field-effects.test.ts +101 -0
- src/lib/battle-engine/field-effects.test.ts +493 -0
- src/lib/battle-engine/remaining-triggers.test.ts +363 -0
- src/lib/battle-engine/switching-system.test.ts +445 -0
- src/lib/battle-engine/types.ts +2 -1
src/lib/battle-engine/BattleEngine.ts
CHANGED
@@ -9,32 +9,70 @@ import type {
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PicletDefinition,
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BattleAction,
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MoveAction,
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BattleEffect,
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DamageAmount,
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StatModification,
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HealAmount,
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StatusEffect,
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BaseStats,
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Move
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} from './types';
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import { getEffectivenessMultiplier } from '../types/picletTypes';
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export class BattleEngine {
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private state: BattleState;
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this.state = {
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turn: 1,
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phase: 'selection',
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playerPiclet: this.createBattlePiclet(
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opponentPiclet: this.createBattlePiclet(
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fieldEffects: [],
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log: [],
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winner: undefined
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};
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this.log('Battle started!');
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this.log(`${
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}
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private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
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@@ -112,6 +150,12 @@ export class BattleEngine {
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this.processTurnEnd();
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}
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// Check for battle end
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this.checkBattleEnd();
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@@ -183,13 +227,18 @@ export class BattleEngine {
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if (action.type === 'move') {
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this.executeMove(action);
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} else if (action.type === 'switch') {
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-
this.
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}
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}
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private executeMove(action: MoveAction & { executor: 'player' | 'opponent' }): void {
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const attacker = action.executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
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const defender = action.executor === 'player' ? this.state.opponentPiclet : this.state.playerPiclet;
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const moveData = attacker.moves[action.moveIndex];
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if (!moveData || moveData.currentPP <= 0) {
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@@ -198,17 +247,26 @@ export class BattleEngine {
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}
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const move = moveData.move;
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this.log(`${attacker.definition.name} used ${move.name}!`);
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// Consume PP
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moveData.currentPP--;
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// Check if move hits
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-
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this.log(`${attacker.definition.name}'s attack missed!`);
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return;
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}
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// For gambling/luck-based moves, roll once and store the result
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const luckyRoll = Math.random() < 0.5;
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@@ -216,6 +274,127 @@ export class BattleEngine {
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for (const effect of move.effects) {
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this.processEffect(effect, attacker, defender, move, luckyRoll);
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}
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}
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private checkMoveHits(move: Move, _attacker: BattlePiclet, _defender: BattlePiclet): boolean {
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@@ -400,12 +579,20 @@ export class BattleEngine {
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// Apply damage multiplier from abilities
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const damageMultiplier = this.getDamageMultiplier(attacker);
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damage = Math.floor(damage * damageMultiplier);
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// Check for critical hits
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const critMod = this.checkCriticalHitModification(attacker, target);
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-
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damage = Math.floor(damage * 1.5);
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this.log("A critical hit!");
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}
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// Apply damage
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@@ -413,6 +600,14 @@ export class BattleEngine {
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target.currentHp = Math.max(0, target.currentHp - damage);
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this.log(`${target.definition.name} took ${damage} damage!`);
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// Check for counter effects on the target
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this.checkCounterEffects(target, attacker, move);
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}
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@@ -423,6 +618,7 @@ export class BattleEngine {
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attacker.currentHp = Math.min(attacker.maxHp, attacker.currentHp + healAmount);
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if (healAmount > 0) {
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this.log(`${attacker.definition.name} recovered ${healAmount} HP from draining!`);
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}
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} else if (effect.formula === 'recoil') {
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const recoilDamage = Math.floor(damage * (effect.value || 0.25));
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@@ -544,30 +740,12 @@ export class BattleEngine {
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(target as any)[statKey] = Math.floor((target as any)[statKey] * multiplier);
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}
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this.log(`${target.definition.name}'s ${stat} ${modification.includes('increase') ? 'rose' : 'fell'}!`);
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}
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}
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private processApplyStatusEffect(effect: { status: StatusEffect; chance?: number }, target: BattlePiclet): void {
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// Check chance if specified
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if (effect.chance !== undefined) {
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const roll = Math.random() * 100;
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if (roll >= effect.chance) {
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return; // Status effect failed to apply
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}
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}
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// Check for status immunity
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if (this.checkStatusImmunity(target, effect.status)) {
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this.log(`${target.definition.name} is immune to ${effect.status}!`);
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return;
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}
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if (!target.statusEffects.includes(effect.status)) {
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target.statusEffects.push(effect.status);
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this.log(`${target.definition.name} was ${effect.status}ed!`);
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}
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}
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private processHealEffect(effect: { amount?: HealAmount; formula?: string; value?: number }, target: BattlePiclet): void {
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let healAmount = 0;
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if (actualHeal > 0) {
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this.log(`${target.definition.name} recovered ${actualHeal} HP!`);
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}
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}
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}
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this.processStatusEffects(this.state.playerPiclet);
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this.processStatusEffects(this.state.opponentPiclet);
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//
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this.processFieldEffects();
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// Decrement temporary effects
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this.processTemporaryEffects(this.state.playerPiclet);
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this.processTemporaryEffects(this.state.opponentPiclet);
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}
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private processStatusEffects(piclet: BattlePiclet): void {
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-
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switch (status) {
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case 'burn':
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case 'poison':
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@@ -661,7 +851,56 @@ export class BattleEngine {
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piclet.currentHp = Math.max(0, piclet.currentHp - damage);
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this.log(`${piclet.definition.name} was hurt by ${status}!`);
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break;
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-
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}
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}
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}
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}
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private processFieldEffects(): void {
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//
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switch (fieldEffect.name) {
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case 'spikes':
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// Spikes damage any piclet that switches in (for now, just log)
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this.log('Spikes are scattered on the battlefield!');
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break;
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case 'stealth_rock':
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// Stealth Rock damages based on type effectiveness
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this.log('Pointed stones float in the air!');
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break;
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case 'reflect':
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// Reduce physical damage
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this.log('A barrier reflects physical attacks!');
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break;
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case 'light_screen':
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// Reduce special damage
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this.log('A barrier weakens special attacks!');
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break;
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}
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}
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// Decrement field effect durations
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this.state.fieldEffects = this.state.fieldEffects.filter(effect => {
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effect.duration--;
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if (effect.duration <= 0) {
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this.log(`${effect.name} faded away!`);
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return false;
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}
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return true;
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});
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}
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private checkBattleEnd(): void {
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-
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this.state.winner = 'draw';
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this.state.phase = 'ended';
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this.log('Battle ended in a draw!');
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} else if (
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this.state.winner = 'opponent';
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this.state.phase = 'ended';
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this.log(`${this.state.opponentPiclet.definition.name} wins!`);
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} else if (
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this.state.winner = 'player';
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this.state.phase = 'ended';
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this.log(`${this.state.playerPiclet.definition.name} wins!`);
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}
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}
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@@ -784,34 +1180,50 @@ export class BattleEngine {
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}
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private processFieldEffect(effect: { effect: string; target: string; stackable?: boolean }): void {
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// Add field effect to battle state
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const fieldEffect = {
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name:
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duration: 5, // Default duration
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effect: effect
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};
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// Check if effect already exists and is not stackable
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if (!effect.stackable) {
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-
this.state.fieldEffects = this.state.fieldEffects.filter(fe => fe.name !==
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}
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this.state.fieldEffects.push(fieldEffect);
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-
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-
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-
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break;
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-
case '
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this.log('
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break;
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807 |
-
case '
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this.log('
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break;
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810 |
-
case '
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this.log('
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break;
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default:
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this.log(`${
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}
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}
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817 |
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@@ -989,4 +1401,265 @@ export class BattleEngine {
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}
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}
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}
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|
992 |
}
|
|
|
9 |
PicletDefinition,
|
10 |
BattleAction,
|
11 |
MoveAction,
|
12 |
+
SwitchAction,
|
13 |
BattleEffect,
|
14 |
DamageAmount,
|
15 |
StatModification,
|
16 |
HealAmount,
|
17 |
StatusEffect,
|
18 |
BaseStats,
|
19 |
+
Move,
|
20 |
+
Trigger
|
21 |
} from './types';
|
22 |
import { getEffectivenessMultiplier } from '../types/picletTypes';
|
23 |
|
24 |
export class BattleEngine {
|
25 |
private state: BattleState;
|
26 |
+
private playerRoster: PicletDefinition[];
|
27 |
+
private opponentRoster: PicletDefinition[];
|
28 |
+
private playerRosterStates: Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }>;
|
29 |
+
private opponentRosterStates: Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }>;
|
30 |
+
|
31 |
+
constructor(
|
32 |
+
playerPiclet: PicletDefinition | PicletDefinition[],
|
33 |
+
opponentPiclet: PicletDefinition | PicletDefinition[],
|
34 |
+
playerLevel = 50,
|
35 |
+
opponentLevel = 50
|
36 |
+
) {
|
37 |
+
// Handle roster setup
|
38 |
+
this.playerRoster = Array.isArray(playerPiclet) ? playerPiclet : [playerPiclet];
|
39 |
+
this.opponentRoster = Array.isArray(opponentPiclet) ? opponentPiclet : [opponentPiclet];
|
40 |
+
|
41 |
+
// Initialize roster states
|
42 |
+
this.playerRosterStates = this.initializeRosterStates(this.playerRoster, playerLevel);
|
43 |
+
this.opponentRosterStates = this.initializeRosterStates(this.opponentRoster, opponentLevel);
|
44 |
this.state = {
|
45 |
turn: 1,
|
46 |
phase: 'selection',
|
47 |
+
playerPiclet: this.createBattlePiclet(this.playerRoster[0], playerLevel),
|
48 |
+
opponentPiclet: this.createBattlePiclet(this.opponentRoster[0], opponentLevel),
|
49 |
fieldEffects: [],
|
50 |
log: [],
|
51 |
winner: undefined
|
52 |
};
|
53 |
|
54 |
+
// Sync initial states to roster for consistency
|
55 |
+
this.syncActivePicketToRoster('player');
|
56 |
+
this.syncActivePicketToRoster('opponent');
|
57 |
+
|
58 |
this.log('Battle started!');
|
59 |
+
this.log(`${this.playerRoster[0].name} vs ${this.opponentRoster[0].name}`);
|
60 |
+
}
|
61 |
+
|
62 |
+
private initializeRosterStates(roster: PicletDefinition[], level: number): Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }> {
|
63 |
+
return roster.map(piclet => {
|
64 |
+
const statMultiplier = 1 + (level - 50) * 0.02;
|
65 |
+
const hp = Math.floor(piclet.baseStats.hp * statMultiplier);
|
66 |
+
return {
|
67 |
+
currentHp: hp,
|
68 |
+
maxHp: hp,
|
69 |
+
fainted: false,
|
70 |
+
moves: piclet.movepool.slice(0, 4).map(move => ({
|
71 |
+
move,
|
72 |
+
currentPP: move.pp
|
73 |
+
}))
|
74 |
+
};
|
75 |
+
});
|
76 |
}
|
77 |
|
78 |
private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
|
|
|
150 |
this.processTurnEnd();
|
151 |
}
|
152 |
|
153 |
+
// Sync active piclets to roster to preserve state changes
|
154 |
+
if ((this.state.phase as string) !== 'ended') {
|
155 |
+
this.syncActivePicketToRoster('player');
|
156 |
+
this.syncActivePicketToRoster('opponent');
|
157 |
+
}
|
158 |
+
|
159 |
// Check for battle end
|
160 |
this.checkBattleEnd();
|
161 |
|
|
|
227 |
if (action.type === 'move') {
|
228 |
this.executeMove(action);
|
229 |
} else if (action.type === 'switch') {
|
230 |
+
this.executeSwitch(action as SwitchAction & { executor: 'player' | 'opponent' });
|
231 |
}
|
232 |
}
|
233 |
|
234 |
private executeMove(action: MoveAction & { executor: 'player' | 'opponent' }): void {
|
235 |
const attacker = action.executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
|
236 |
const defender = action.executor === 'player' ? this.state.opponentPiclet : this.state.playerPiclet;
|
237 |
+
|
238 |
+
// Check if attacker can act due to status effects
|
239 |
+
if (!this.canPicletAct(attacker)) {
|
240 |
+
return; // Skip this action
|
241 |
+
}
|
242 |
|
243 |
const moveData = attacker.moves[action.moveIndex];
|
244 |
if (!moveData || moveData.currentPP <= 0) {
|
|
|
247 |
}
|
248 |
|
249 |
const move = moveData.move;
|
250 |
+
|
251 |
+
// Trigger before move use
|
252 |
+
this.triggerBeforeMoveUse(attacker, move);
|
253 |
+
|
254 |
this.log(`${attacker.definition.name} used ${move.name}!`);
|
255 |
|
256 |
// Consume PP
|
257 |
moveData.currentPP--;
|
258 |
|
259 |
// Check if move hits
|
260 |
+
const moveHit = this.checkMoveHits(move, attacker, defender);
|
261 |
+
if (!moveHit) {
|
262 |
this.log(`${attacker.definition.name}'s attack missed!`);
|
263 |
+
this.triggerAfterMoveUse(attacker, move, false);
|
264 |
return;
|
265 |
}
|
266 |
|
267 |
+
// Trigger opponent contact move (if applicable)
|
268 |
+
this.triggerOnOpponentContactMove(defender, attacker, move);
|
269 |
+
|
270 |
// For gambling/luck-based moves, roll once and store the result
|
271 |
const luckyRoll = Math.random() < 0.5;
|
272 |
|
|
|
274 |
for (const effect of move.effects) {
|
275 |
this.processEffect(effect, attacker, defender, move, luckyRoll);
|
276 |
}
|
277 |
+
|
278 |
+
// Trigger after move use
|
279 |
+
this.triggerAfterMoveUse(attacker, move, true);
|
280 |
+
}
|
281 |
+
|
282 |
+
private executeSwitch(action: SwitchAction & { executor: 'player' | 'opponent' }): void {
|
283 |
+
const isPlayer = action.executor === 'player';
|
284 |
+
const roster = isPlayer ? this.playerRoster : this.opponentRoster;
|
285 |
+
const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
|
286 |
+
const currentPiclet = isPlayer ? this.state.playerPiclet : this.state.opponentPiclet;
|
287 |
+
|
288 |
+
// Validate switch action
|
289 |
+
if (action.newPicletIndex < 0 || action.newPicletIndex >= roster.length) {
|
290 |
+
this.log(`${action.executor} cannot switch - invalid piclet index!`);
|
291 |
+
return;
|
292 |
+
}
|
293 |
+
|
294 |
+
if (action.newPicletIndex === this.getCurrentPicletIndex(action.executor)) {
|
295 |
+
this.log(`${roster[action.newPicletIndex].name} is already active!`);
|
296 |
+
return;
|
297 |
+
}
|
298 |
+
|
299 |
+
if (rosterStates[action.newPicletIndex].fainted) {
|
300 |
+
this.log(`${roster[action.newPicletIndex].name} is unable to battle!`);
|
301 |
+
return;
|
302 |
+
}
|
303 |
+
|
304 |
+
const oldPiclet = currentPiclet;
|
305 |
+
const newPicletDef = roster[action.newPicletIndex];
|
306 |
+
|
307 |
+
// Trigger switch-out ability
|
308 |
+
this.triggerOnSwitchOut(oldPiclet);
|
309 |
+
|
310 |
+
// Save current piclet state back to roster
|
311 |
+
this.savePicletToRoster(oldPiclet, action.executor);
|
312 |
+
|
313 |
+
// Load new piclet from roster
|
314 |
+
const newPiclet = this.loadPicletFromRoster(action.newPicletIndex, action.executor);
|
315 |
+
|
316 |
+
// Update battle state
|
317 |
+
if (isPlayer) {
|
318 |
+
this.state.playerPiclet = newPiclet;
|
319 |
+
} else {
|
320 |
+
this.state.opponentPiclet = newPiclet;
|
321 |
+
}
|
322 |
+
|
323 |
+
this.log(`${action.executor} switched to ${newPicletDef.name}!`);
|
324 |
+
|
325 |
+
// Apply entry hazards
|
326 |
+
this.applyEntryHazards(newPiclet);
|
327 |
+
|
328 |
+
// Trigger switch-in ability
|
329 |
+
this.triggerOnSwitchIn(newPiclet);
|
330 |
+
}
|
331 |
+
|
332 |
+
private getCurrentPicletIndex(executor: 'player' | 'opponent'): number {
|
333 |
+
const isPlayer = executor === 'player';
|
334 |
+
const roster = isPlayer ? this.playerRoster : this.opponentRoster;
|
335 |
+
const currentPiclet = isPlayer ? this.state.playerPiclet : this.state.opponentPiclet;
|
336 |
+
|
337 |
+
return roster.findIndex(piclet => piclet.name === currentPiclet.definition.name);
|
338 |
+
}
|
339 |
+
|
340 |
+
private savePicletToRoster(piclet: BattlePiclet, executor: 'player' | 'opponent'): void {
|
341 |
+
const isPlayer = executor === 'player';
|
342 |
+
const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
|
343 |
+
const currentIndex = this.getCurrentPicletIndex(executor);
|
344 |
+
|
345 |
+
if (currentIndex !== -1) {
|
346 |
+
// Save current state back to roster
|
347 |
+
rosterStates[currentIndex].currentHp = piclet.currentHp;
|
348 |
+
rosterStates[currentIndex].fainted = piclet.currentHp <= 0;
|
349 |
+
|
350 |
+
// Save current PP state
|
351 |
+
for (let i = 0; i < piclet.moves.length; i++) {
|
352 |
+
if (rosterStates[currentIndex].moves[i]) {
|
353 |
+
rosterStates[currentIndex].moves[i].currentPP = piclet.moves[i].currentPP;
|
354 |
+
}
|
355 |
+
}
|
356 |
+
}
|
357 |
+
}
|
358 |
+
|
359 |
+
private syncActivePicketToRoster(executor: 'player' | 'opponent'): void {
|
360 |
+
const piclet = executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
|
361 |
+
this.savePicletToRoster(piclet, executor);
|
362 |
+
}
|
363 |
+
|
364 |
+
private loadPicletFromRoster(index: number, executor: 'player' | 'opponent'): BattlePiclet {
|
365 |
+
const isPlayer = executor === 'player';
|
366 |
+
const roster = isPlayer ? this.playerRoster : this.opponentRoster;
|
367 |
+
const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
|
368 |
+
const level = isPlayer ? this.state.playerPiclet.level : this.state.opponentPiclet.level;
|
369 |
+
|
370 |
+
const definition = roster[index];
|
371 |
+
const savedState = rosterStates[index];
|
372 |
+
|
373 |
+
// Create fresh battle piclet
|
374 |
+
const piclet = this.createBattlePiclet(definition, level);
|
375 |
+
|
376 |
+
// Restore saved state
|
377 |
+
piclet.currentHp = savedState.currentHp;
|
378 |
+
|
379 |
+
// Restore PP
|
380 |
+
for (let i = 0; i < piclet.moves.length; i++) {
|
381 |
+
if (savedState.moves[i]) {
|
382 |
+
piclet.moves[i].currentPP = savedState.moves[i].currentPP;
|
383 |
+
}
|
384 |
+
}
|
385 |
+
|
386 |
+
// Reset stat modifications (switching clears temporary stat changes)
|
387 |
+
piclet.statModifiers = {};
|
388 |
+
|
389 |
+
return piclet;
|
390 |
+
}
|
391 |
+
|
392 |
+
private triggerOnSwitchIn(piclet: BattlePiclet): void {
|
393 |
+
this.triggerAbilities('onSwitchIn', piclet);
|
394 |
+
}
|
395 |
+
|
396 |
+
private triggerOnSwitchOut(piclet: BattlePiclet): void {
|
397 |
+
this.triggerAbilities('onSwitchOut', piclet);
|
398 |
}
|
399 |
|
400 |
private checkMoveHits(move: Move, _attacker: BattlePiclet, _defender: BattlePiclet): boolean {
|
|
|
579 |
// Apply damage multiplier from abilities
|
580 |
const damageMultiplier = this.getDamageMultiplier(attacker);
|
581 |
damage = Math.floor(damage * damageMultiplier);
|
582 |
+
|
583 |
+
// Apply field effect damage multipliers
|
584 |
+
const isPlayerAttacking = attacker === this.state.playerPiclet;
|
585 |
+
const fieldEffectMultiplier = this.getFieldEffectDamageMultiplier(move, isPlayerAttacking);
|
586 |
+
damage = Math.floor(damage * fieldEffectMultiplier);
|
587 |
|
588 |
// Check for critical hits
|
589 |
const critMod = this.checkCriticalHitModification(attacker, target);
|
590 |
+
const isCriticalHit = critMod === 'always' || (critMod === 'normal' && Math.random() < 0.0625);
|
591 |
+
if (isCriticalHit) { // 1/16 base crit rate
|
592 |
damage = Math.floor(damage * 1.5);
|
593 |
this.log("A critical hit!");
|
594 |
+
// Trigger critical hit ability
|
595 |
+
this.triggerOnCriticalHit(attacker, target);
|
596 |
}
|
597 |
|
598 |
// Apply damage
|
|
|
600 |
target.currentHp = Math.max(0, target.currentHp - damage);
|
601 |
this.log(`${target.definition.name} took ${damage} damage!`);
|
602 |
|
603 |
+
// Wake up from sleep when damaged
|
604 |
+
this.wakeUpFromSleep(target);
|
605 |
+
|
606 |
+
// Trigger ability events
|
607 |
+
this.triggerOnDamageTaken(target, damage, move.flags.includes('contact'));
|
608 |
+
this.triggerOnDamageDealt(attacker, damage, target);
|
609 |
+
this.triggerOnLowHP(target);
|
610 |
+
|
611 |
// Check for counter effects on the target
|
612 |
this.checkCounterEffects(target, attacker, move);
|
613 |
}
|
|
|
618 |
attacker.currentHp = Math.min(attacker.maxHp, attacker.currentHp + healAmount);
|
619 |
if (healAmount > 0) {
|
620 |
this.log(`${attacker.definition.name} recovered ${healAmount} HP from draining!`);
|
621 |
+
this.triggerOnHPDrained(attacker, target, healAmount);
|
622 |
}
|
623 |
} else if (effect.formula === 'recoil') {
|
624 |
const recoilDamage = Math.floor(damage * (effect.value || 0.25));
|
|
|
740 |
(target as any)[statKey] = Math.floor((target as any)[statKey] * multiplier);
|
741 |
}
|
742 |
|
743 |
+
const changeType = modification.includes('increase') ? 'increase' : 'decrease';
|
744 |
this.log(`${target.definition.name}'s ${stat} ${modification.includes('increase') ? 'rose' : 'fell'}!`);
|
745 |
+
this.triggerOnStatChange(target, stat, changeType);
|
746 |
}
|
747 |
}
|
748 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
749 |
|
750 |
private processHealEffect(effect: { amount?: HealAmount; formula?: string; value?: number }, target: BattlePiclet): void {
|
751 |
let healAmount = 0;
|
|
|
783 |
|
784 |
if (actualHeal > 0) {
|
785 |
this.log(`${target.definition.name} recovered ${actualHeal} HP!`);
|
786 |
+
this.triggerOnFullHP(target);
|
787 |
}
|
788 |
}
|
789 |
}
|
|
|
823 |
this.processStatusEffects(this.state.playerPiclet);
|
824 |
this.processStatusEffects(this.state.opponentPiclet);
|
825 |
|
826 |
+
// Apply field healing effects
|
827 |
+
this.applyFieldHealingEffects();
|
828 |
+
|
829 |
+
// Process field effects (duration management)
|
830 |
this.processFieldEffects();
|
831 |
|
832 |
+
// Trigger end of turn abilities
|
833 |
+
this.triggerEndOfTurn();
|
834 |
+
|
835 |
// Decrement temporary effects
|
836 |
this.processTemporaryEffects(this.state.playerPiclet);
|
837 |
this.processTemporaryEffects(this.state.opponentPiclet);
|
838 |
}
|
839 |
|
840 |
private processStatusEffects(piclet: BattlePiclet): void {
|
841 |
+
// Process status effects that trigger at end of turn
|
842 |
+
const statusesToRemove: string[] = [];
|
843 |
+
|
844 |
+
for (let i = 0; i < piclet.statusEffects.length; i++) {
|
845 |
+
const status = piclet.statusEffects[i];
|
846 |
+
|
847 |
switch (status) {
|
848 |
case 'burn':
|
849 |
case 'poison':
|
|
|
851 |
piclet.currentHp = Math.max(0, piclet.currentHp - damage);
|
852 |
this.log(`${piclet.definition.name} was hurt by ${status}!`);
|
853 |
break;
|
854 |
+
|
855 |
+
case 'freeze':
|
856 |
+
// Don't process freeze on the turn it was applied
|
857 |
+
if ((piclet as any).freezeJustApplied) {
|
858 |
+
delete (piclet as any).freezeJustApplied;
|
859 |
+
} else {
|
860 |
+
// 20% chance to thaw out each turn
|
861 |
+
if (Math.random() < 0.2) {
|
862 |
+
statusesToRemove.push(status);
|
863 |
+
this.log(`${piclet.definition.name} thawed out!`);
|
864 |
+
}
|
865 |
+
}
|
866 |
+
break;
|
867 |
+
|
868 |
+
case 'sleep':
|
869 |
+
// Don't process sleep on the turn it was applied
|
870 |
+
if ((piclet as any).sleepJustApplied) {
|
871 |
+
delete (piclet as any).sleepJustApplied;
|
872 |
+
} else {
|
873 |
+
// Decrement sleep turns and wake up
|
874 |
+
const sleepTurns = (piclet as any).sleepTurns || 0;
|
875 |
+
if (sleepTurns <= 1) {
|
876 |
+
statusesToRemove.push(status);
|
877 |
+
this.log(`${piclet.definition.name} woke up!`);
|
878 |
+
delete (piclet as any).sleepTurns;
|
879 |
+
} else {
|
880 |
+
(piclet as any).sleepTurns = sleepTurns - 1;
|
881 |
+
}
|
882 |
+
}
|
883 |
+
break;
|
884 |
+
|
885 |
+
case 'confuse':
|
886 |
+
// Decrement confusion turns
|
887 |
+
const confusionTurns = (piclet as any).confusionTurns || 0;
|
888 |
+
if (confusionTurns <= 1) {
|
889 |
+
statusesToRemove.push(status);
|
890 |
+
this.log(`${piclet.definition.name} snapped out of confusion!`);
|
891 |
+
delete (piclet as any).confusionTurns;
|
892 |
+
} else {
|
893 |
+
(piclet as any).confusionTurns = confusionTurns - 1;
|
894 |
+
}
|
895 |
+
break;
|
896 |
+
}
|
897 |
+
}
|
898 |
+
|
899 |
+
// Remove statuses that expired
|
900 |
+
for (const statusToRemove of statusesToRemove) {
|
901 |
+
const index = piclet.statusEffects.indexOf(statusToRemove as any);
|
902 |
+
if (index > -1) {
|
903 |
+
piclet.statusEffects.splice(index, 1);
|
904 |
}
|
905 |
}
|
906 |
}
|
|
|
914 |
}
|
915 |
|
916 |
private processFieldEffects(): void {
|
917 |
+
// Field effects are processed at end of turn for duration management
|
918 |
+
// Their actual mechanics are applied during relevant battle phases
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
919 |
|
920 |
+
// Decrement field effect durations and remove expired ones
|
921 |
this.state.fieldEffects = this.state.fieldEffects.filter(effect => {
|
922 |
effect.duration--;
|
923 |
if (effect.duration <= 0) {
|
924 |
+
this.log(`${this.formatFieldEffectName(effect.name)} faded away!`);
|
925 |
return false;
|
926 |
}
|
927 |
return true;
|
928 |
});
|
929 |
}
|
930 |
|
931 |
+
private formatFieldEffectName(effectName: string): string {
|
932 |
+
switch (effectName) {
|
933 |
+
case 'entryHazardSpikes': return 'Entry spikes';
|
934 |
+
case 'contactDamageReduction': return 'Contact damage barrier';
|
935 |
+
case 'nonContactDamageReduction': return 'Non-contact damage barrier';
|
936 |
+
case 'healingField': return 'Healing field';
|
937 |
+
case 'poisonousField': return 'Poisonous field';
|
938 |
+
default: return effectName;
|
939 |
+
}
|
940 |
+
}
|
941 |
+
|
942 |
+
private getFieldEffectDamageMultiplier(move: Move, isPlayerAttacking: boolean): number {
|
943 |
+
let multiplier = 1.0;
|
944 |
+
|
945 |
+
// Determine if this is a contact move
|
946 |
+
const isContactMove = move.flags.includes('contact');
|
947 |
+
|
948 |
+
// Check field effects that modify damage
|
949 |
+
for (const fieldEffect of this.state.fieldEffects) {
|
950 |
+
const targetSide = fieldEffect.effect.target;
|
951 |
+
// Field effects protect the side they're applied to from incoming attacks
|
952 |
+
// So if playerSide has a barrier, it protects player from opponent attacks
|
953 |
+
const protectsDefender = (!isPlayerAttacking && targetSide === 'playerSide') ||
|
954 |
+
(isPlayerAttacking && targetSide === 'opponentSide');
|
955 |
+
|
956 |
+
if (!protectsDefender) continue;
|
957 |
+
|
958 |
+
switch (fieldEffect.name) {
|
959 |
+
case 'contactDamageReduction':
|
960 |
+
if (isContactMove) {
|
961 |
+
multiplier *= 0.5; // Reduce contact move damage by 50%
|
962 |
+
}
|
963 |
+
break;
|
964 |
+
case 'nonContactDamageReduction':
|
965 |
+
if (!isContactMove) {
|
966 |
+
multiplier *= 0.5; // Reduce non-contact move damage by 50%
|
967 |
+
}
|
968 |
+
break;
|
969 |
+
}
|
970 |
+
}
|
971 |
+
|
972 |
+
return multiplier;
|
973 |
+
}
|
974 |
+
|
975 |
+
private applyEntryHazards(piclet: BattlePiclet): void {
|
976 |
+
// Apply entry hazards when a piclet enters battle (switching mechanics)
|
977 |
+
for (const fieldEffect of this.state.fieldEffects) {
|
978 |
+
if (fieldEffect.name === 'spikes' || fieldEffect.name === 'entryHazardSpikes') {
|
979 |
+
const targetSide = fieldEffect.effect.target;
|
980 |
+
const isPlayerSide = piclet === this.state.playerPiclet;
|
981 |
+
const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
|
982 |
+
(!isPlayerSide && targetSide === 'opponentSide');
|
983 |
+
|
984 |
+
if (appliesTo) {
|
985 |
+
const damage = Math.floor(piclet.maxHp * 0.125); // 12.5% max HP damage
|
986 |
+
piclet.currentHp = Math.max(0, piclet.currentHp - damage);
|
987 |
+
this.log(`${piclet.definition.name} was hurt by spikes!`);
|
988 |
+
}
|
989 |
+
} else if (fieldEffect.name === 'toxicSpikes') {
|
990 |
+
const targetSide = fieldEffect.effect.target;
|
991 |
+
const isPlayerSide = piclet === this.state.playerPiclet;
|
992 |
+
const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
|
993 |
+
(!isPlayerSide && targetSide === 'opponentSide');
|
994 |
+
|
995 |
+
if (appliesTo && !piclet.statusEffects.includes('poison')) {
|
996 |
+
piclet.statusEffects.push('poison');
|
997 |
+
this.log(`${piclet.definition.name} was poisoned by toxic spikes!`);
|
998 |
+
}
|
999 |
+
} else if (fieldEffect.name === 'poisonousField') {
|
1000 |
+
const targetSide = fieldEffect.effect.target;
|
1001 |
+
const isPlayerSide = piclet === this.state.playerPiclet;
|
1002 |
+
const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
|
1003 |
+
(!isPlayerSide && targetSide === 'opponentSide');
|
1004 |
+
|
1005 |
+
if (appliesTo && !piclet.statusEffects.includes('poison')) {
|
1006 |
+
piclet.statusEffects.push('poison');
|
1007 |
+
this.log(`${piclet.definition.name} was poisoned by toxic spikes!`);
|
1008 |
+
}
|
1009 |
+
}
|
1010 |
+
}
|
1011 |
+
}
|
1012 |
+
|
1013 |
+
private applyFieldHealingEffects(): void {
|
1014 |
+
// Apply healing field effects at end of turn
|
1015 |
+
const healingFields = this.state.fieldEffects.filter(effect => effect.name === 'healingField');
|
1016 |
+
|
1017 |
+
for (const healingField of healingFields) {
|
1018 |
+
const targetSide = healingField.effect.target;
|
1019 |
+
|
1020 |
+
if (targetSide === 'playerSide' || targetSide === 'field') {
|
1021 |
+
const healAmount = Math.floor(this.state.playerPiclet.maxHp * 0.0625); // 6.25% max HP
|
1022 |
+
if (this.state.playerPiclet.currentHp < this.state.playerPiclet.maxHp) {
|
1023 |
+
this.state.playerPiclet.currentHp = Math.min(
|
1024 |
+
this.state.playerPiclet.maxHp,
|
1025 |
+
this.state.playerPiclet.currentHp + healAmount
|
1026 |
+
);
|
1027 |
+
this.log(`${this.state.playerPiclet.definition.name} was healed by the healing field!`);
|
1028 |
+
}
|
1029 |
+
}
|
1030 |
+
|
1031 |
+
if (targetSide === 'opponentSide' || targetSide === 'field') {
|
1032 |
+
const healAmount = Math.floor(this.state.opponentPiclet.maxHp * 0.0625); // 6.25% max HP
|
1033 |
+
if (this.state.opponentPiclet.currentHp < this.state.opponentPiclet.maxHp) {
|
1034 |
+
this.state.opponentPiclet.currentHp = Math.min(
|
1035 |
+
this.state.opponentPiclet.maxHp,
|
1036 |
+
this.state.opponentPiclet.currentHp + healAmount
|
1037 |
+
);
|
1038 |
+
this.log(`${this.state.opponentPiclet.definition.name} was healed by the healing field!`);
|
1039 |
+
}
|
1040 |
+
}
|
1041 |
+
}
|
1042 |
+
}
|
1043 |
+
|
1044 |
+
|
1045 |
private checkBattleEnd(): void {
|
1046 |
+
const playerFainted = this.state.playerPiclet.currentHp <= 0;
|
1047 |
+
const opponentFainted = this.state.opponentPiclet.currentHp <= 0;
|
1048 |
+
|
1049 |
+
// Mark fainted piclets in roster states and trigger KO events
|
1050 |
+
if (playerFainted) {
|
1051 |
+
const playerIndex = this.getCurrentPicletIndex('player');
|
1052 |
+
if (playerIndex !== -1) {
|
1053 |
+
this.playerRosterStates[playerIndex].fainted = true;
|
1054 |
+
this.triggerOnKO(this.state.playerPiclet, this.state.opponentPiclet);
|
1055 |
+
}
|
1056 |
+
}
|
1057 |
+
|
1058 |
+
if (opponentFainted) {
|
1059 |
+
const opponentIndex = this.getCurrentPicletIndex('opponent');
|
1060 |
+
if (opponentIndex !== -1) {
|
1061 |
+
this.opponentRosterStates[opponentIndex].fainted = true;
|
1062 |
+
this.triggerOnKO(this.state.opponentPiclet, this.state.playerPiclet);
|
1063 |
+
}
|
1064 |
+
}
|
1065 |
+
|
1066 |
+
// Check if any viable piclets remain
|
1067 |
+
const playerHasViablePiclets = this.playerRosterStates.some(state => !state.fainted);
|
1068 |
+
const opponentHasViablePiclets = this.opponentRosterStates.some(state => !state.fainted);
|
1069 |
+
|
1070 |
+
if (!playerHasViablePiclets && !opponentHasViablePiclets) {
|
1071 |
this.state.winner = 'draw';
|
1072 |
this.state.phase = 'ended';
|
1073 |
this.log('Battle ended in a draw!');
|
1074 |
+
} else if (!playerHasViablePiclets) {
|
1075 |
this.state.winner = 'opponent';
|
1076 |
this.state.phase = 'ended';
|
1077 |
this.log(`${this.state.opponentPiclet.definition.name} wins!`);
|
1078 |
+
} else if (!opponentHasViablePiclets) {
|
1079 |
this.state.winner = 'player';
|
1080 |
this.state.phase = 'ended';
|
1081 |
this.log(`${this.state.playerPiclet.definition.name} wins!`);
|
1082 |
+
} else if (playerFainted || opponentFainted) {
|
1083 |
+
// Handle forced switching - at least one piclet fainted but viable alternatives exist
|
1084 |
+
this.handleForcedSwitching(playerFainted, opponentFainted);
|
1085 |
+
}
|
1086 |
+
}
|
1087 |
+
|
1088 |
+
private handleForcedSwitching(playerFainted: boolean, opponentFainted: boolean): void {
|
1089 |
+
if (playerFainted) {
|
1090 |
+
this.log(`${this.state.playerPiclet.definition.name} fainted!`);
|
1091 |
+
const viablePiclets = this.playerRosterStates.map((state, index) => ({ index, state }))
|
1092 |
+
.filter(entry => !entry.state.fainted);
|
1093 |
+
|
1094 |
+
if (viablePiclets.length === 1) {
|
1095 |
+
// Auto-switch to the only remaining piclet
|
1096 |
+
const autoSwitchIndex = viablePiclets[0].index;
|
1097 |
+
this.log(`Player must choose a new piclet! Auto-switching to ${this.playerRoster[autoSwitchIndex].name}!`);
|
1098 |
+
this.executeSwitch({ type: 'switch', piclet: 'player', newPicletIndex: autoSwitchIndex, executor: 'player' });
|
1099 |
+
} else {
|
1100 |
+
this.log(`Player must choose a new piclet from ${viablePiclets.length} remaining options!`);
|
1101 |
+
// In a real implementation, this would pause and wait for player input
|
1102 |
+
// For testing, we can simulate choosing the first available
|
1103 |
+
}
|
1104 |
+
}
|
1105 |
+
|
1106 |
+
if (opponentFainted) {
|
1107 |
+
this.log(`${this.state.opponentPiclet.definition.name} fainted!`);
|
1108 |
+
const viablePiclets = this.opponentRosterStates.map((state, index) => ({ index, state }))
|
1109 |
+
.filter(entry => !entry.state.fainted);
|
1110 |
+
|
1111 |
+
if (viablePiclets.length === 1) {
|
1112 |
+
// Auto-switch to the only remaining piclet
|
1113 |
+
const autoSwitchIndex = viablePiclets[0].index;
|
1114 |
+
this.log(`Opponent must choose a new piclet! Auto-switching to ${this.opponentRoster[autoSwitchIndex].name}!`);
|
1115 |
+
this.executeSwitch({ type: 'switch', piclet: 'opponent', newPicletIndex: autoSwitchIndex, executor: 'opponent' });
|
1116 |
+
} else {
|
1117 |
+
this.log(`Opponent must choose a new piclet from ${viablePiclets.length} remaining options!`);
|
1118 |
+
// In a real implementation, this would be AI logic
|
1119 |
+
}
|
1120 |
}
|
1121 |
}
|
1122 |
|
|
|
1180 |
}
|
1181 |
|
1182 |
private processFieldEffect(effect: { effect: string; target: string; stackable?: boolean }): void {
|
1183 |
+
// Map old effect names to new descriptive names
|
1184 |
+
const effectNameMap: Record<string, string> = {
|
1185 |
+
'spikes': 'entryHazardSpikes',
|
1186 |
+
'reflect': 'contactDamageReduction',
|
1187 |
+
'lightScreen': 'nonContactDamageReduction',
|
1188 |
+
'healingMist': 'healingField',
|
1189 |
+
'toxicSpikes': 'poisonousField'
|
1190 |
+
};
|
1191 |
+
|
1192 |
+
const mappedName = effectNameMap[effect.effect] || effect.effect;
|
1193 |
+
|
1194 |
// Add field effect to battle state
|
1195 |
const fieldEffect = {
|
1196 |
+
name: mappedName,
|
1197 |
duration: 5, // Default duration
|
1198 |
effect: effect
|
1199 |
};
|
1200 |
|
1201 |
// Check if effect already exists and is not stackable
|
1202 |
if (!effect.stackable) {
|
1203 |
+
this.state.fieldEffects = this.state.fieldEffects.filter(fe => fe.name !== mappedName);
|
1204 |
}
|
1205 |
|
1206 |
this.state.fieldEffects.push(fieldEffect);
|
1207 |
+
|
1208 |
+
// Log effect application with clear descriptions
|
1209 |
+
switch (mappedName) {
|
1210 |
+
case 'entryHazardSpikes':
|
1211 |
+
this.log('Entry spikes were scattered on the battlefield!');
|
1212 |
break;
|
1213 |
+
case 'contactDamageReduction':
|
1214 |
+
this.log('A barrier was raised to reduce contact move damage!');
|
1215 |
break;
|
1216 |
+
case 'nonContactDamageReduction':
|
1217 |
+
this.log('A barrier was raised to reduce non-contact move damage!');
|
1218 |
break;
|
1219 |
+
case 'healingField':
|
1220 |
+
this.log('A healing field was created!');
|
1221 |
+
break;
|
1222 |
+
case 'poisonousField':
|
1223 |
+
this.log('A poisonous field was created!');
|
1224 |
break;
|
1225 |
default:
|
1226 |
+
this.log(`${mappedName} was applied to the field!`);
|
1227 |
}
|
1228 |
}
|
1229 |
|
|
|
1401 |
}
|
1402 |
}
|
1403 |
}
|
1404 |
+
|
1405 |
+
// Advanced Status Effect Checks
|
1406 |
+
private canPicletAct(piclet: BattlePiclet): boolean {
|
1407 |
+
// Check status effects that prevent action
|
1408 |
+
for (const status of piclet.statusEffects) {
|
1409 |
+
switch (status) {
|
1410 |
+
case 'freeze':
|
1411 |
+
this.log(`${piclet.definition.name} is frozen solid and cannot move!`);
|
1412 |
+
return false;
|
1413 |
+
|
1414 |
+
case 'sleep':
|
1415 |
+
this.log(`${piclet.definition.name} is fast asleep and cannot wake up!`);
|
1416 |
+
return false;
|
1417 |
+
|
1418 |
+
case 'paralyze':
|
1419 |
+
// 25% chance to be fully paralyzed
|
1420 |
+
if (Math.random() < 0.25) {
|
1421 |
+
this.log(`${piclet.definition.name} is fully paralyzed and cannot move!`);
|
1422 |
+
return false;
|
1423 |
+
}
|
1424 |
+
break;
|
1425 |
+
|
1426 |
+
case 'confuse':
|
1427 |
+
// 33% chance to hurt self in confusion
|
1428 |
+
if (Math.random() < 0.33) {
|
1429 |
+
const selfDamage = Math.floor(piclet.maxHp * 0.125); // 12.5% max HP
|
1430 |
+
piclet.currentHp = Math.max(0, piclet.currentHp - selfDamage);
|
1431 |
+
this.log(`${piclet.definition.name} hurt itself in confusion for ${selfDamage} damage!`);
|
1432 |
+
return false;
|
1433 |
+
}
|
1434 |
+
break;
|
1435 |
+
}
|
1436 |
+
}
|
1437 |
+
return true;
|
1438 |
+
}
|
1439 |
+
|
1440 |
+
// Enhanced Status Application
|
1441 |
+
private processApplyStatusEffect(effect: { status: StatusEffect; chance?: number }, target: BattlePiclet): void {
|
1442 |
+
// Check chance if specified
|
1443 |
+
if (effect.chance !== undefined) {
|
1444 |
+
const roll = Math.random() * 100;
|
1445 |
+
if (roll >= effect.chance) {
|
1446 |
+
return; // Status effect failed to apply
|
1447 |
+
}
|
1448 |
+
}
|
1449 |
+
|
1450 |
+
// Check for status immunity
|
1451 |
+
if (this.checkStatusImmunity(target, effect.status)) {
|
1452 |
+
this.log(`${target.definition.name} is immune to ${effect.status}!`);
|
1453 |
+
return;
|
1454 |
+
}
|
1455 |
+
|
1456 |
+
// Check for major status conflicts (freeze, paralyze, sleep are mutually exclusive)
|
1457 |
+
const majorStatuses = ['freeze', 'paralyze', 'sleep'];
|
1458 |
+
if (majorStatuses.includes(effect.status)) {
|
1459 |
+
const hasMajorStatus = target.statusEffects.some(status => majorStatuses.includes(status));
|
1460 |
+
if (hasMajorStatus) {
|
1461 |
+
this.log(`${target.definition.name} is already affected by a major status condition!`);
|
1462 |
+
return;
|
1463 |
+
}
|
1464 |
+
}
|
1465 |
+
|
1466 |
+
if (!target.statusEffects.includes(effect.status)) {
|
1467 |
+
target.statusEffects.push(effect.status);
|
1468 |
+
|
1469 |
+
// Trigger status inflicted event
|
1470 |
+
this.triggerOnStatusInflicted(target, effect.status);
|
1471 |
+
|
1472 |
+
// Apply immediate effects and set durations
|
1473 |
+
switch (effect.status) {
|
1474 |
+
case 'freeze':
|
1475 |
+
this.log(`${target.definition.name} was frozen solid!`);
|
1476 |
+
// Mark as just applied to prevent immediate thawing
|
1477 |
+
(target as any).freezeJustApplied = true;
|
1478 |
+
break;
|
1479 |
+
case 'paralyze':
|
1480 |
+
this.log(`${target.definition.name} was paralyzed!`);
|
1481 |
+
// Reduce speed by 50%
|
1482 |
+
target.speed = Math.floor(target.speed * 0.5);
|
1483 |
+
break;
|
1484 |
+
case 'sleep':
|
1485 |
+
this.log(`${target.definition.name} fell asleep!`);
|
1486 |
+
// Sleep lasts 1-3 turns
|
1487 |
+
(target as any).sleepTurns = 1 + Math.floor(Math.random() * 3);
|
1488 |
+
(target as any).sleepJustApplied = true;
|
1489 |
+
break;
|
1490 |
+
case 'confuse':
|
1491 |
+
this.log(`${target.definition.name} became confused!`);
|
1492 |
+
// Confusion lasts 2-5 turns
|
1493 |
+
(target as any).confusionTurns = 2 + Math.floor(Math.random() * 4);
|
1494 |
+
break;
|
1495 |
+
default:
|
1496 |
+
this.log(`${target.definition.name} was ${effect.status}ed!`);
|
1497 |
+
}
|
1498 |
+
}
|
1499 |
+
}
|
1500 |
+
|
1501 |
+
// Wake up from sleep when damaged
|
1502 |
+
private wakeUpFromSleep(target: BattlePiclet): void {
|
1503 |
+
if (target.statusEffects.includes('sleep')) {
|
1504 |
+
const sleepIndex = target.statusEffects.indexOf('sleep');
|
1505 |
+
if (sleepIndex > -1) {
|
1506 |
+
target.statusEffects.splice(sleepIndex, 1);
|
1507 |
+
this.log(`${target.definition.name} woke up from the attack!`);
|
1508 |
+
delete (target as any).sleepTurns;
|
1509 |
+
}
|
1510 |
+
}
|
1511 |
+
}
|
1512 |
+
|
1513 |
+
// Ability Trigger System
|
1514 |
+
private triggerAbilities(event: string, piclet: BattlePiclet, context?: any): void {
|
1515 |
+
if (!piclet.definition.specialAbility?.triggers) return;
|
1516 |
+
|
1517 |
+
for (const trigger of piclet.definition.specialAbility.triggers) {
|
1518 |
+
if (trigger.event === event && this.checkTriggerCondition(trigger, piclet, context)) {
|
1519 |
+
this.log(`${piclet.definition.name}'s ${piclet.definition.specialAbility.name} triggered!`);
|
1520 |
+
|
1521 |
+
// Process all effects in the trigger
|
1522 |
+
for (const effect of trigger.effects) {
|
1523 |
+
this.processAbilityTriggerEffect(effect, piclet, context);
|
1524 |
+
}
|
1525 |
+
}
|
1526 |
+
}
|
1527 |
+
}
|
1528 |
+
|
1529 |
+
private checkTriggerCondition(trigger: Trigger, piclet: BattlePiclet, context?: any): boolean {
|
1530 |
+
if (!trigger.condition || trigger.condition === 'always') {
|
1531 |
+
return true;
|
1532 |
+
}
|
1533 |
+
|
1534 |
+
// Check various conditions
|
1535 |
+
switch (trigger.condition) {
|
1536 |
+
case 'ifLowHp':
|
1537 |
+
return (piclet.currentHp / piclet.maxHp) < 0.25;
|
1538 |
+
case 'ifHighHp':
|
1539 |
+
return piclet.currentHp === piclet.maxHp;
|
1540 |
+
case 'onCritical':
|
1541 |
+
return context?.isCriticalHit === true;
|
1542 |
+
case 'ifStatusMove':
|
1543 |
+
return context?.isStatusMove === true;
|
1544 |
+
default:
|
1545 |
+
return true;
|
1546 |
+
}
|
1547 |
+
}
|
1548 |
+
|
1549 |
+
private processAbilityTriggerEffect(effect: BattleEffect, owner: BattlePiclet, context?: any): void {
|
1550 |
+
// Determine target for the effect based on effect type
|
1551 |
+
let targetType = 'self'; // default
|
1552 |
+
if ('target' in effect) {
|
1553 |
+
targetType = effect.target;
|
1554 |
+
}
|
1555 |
+
const target = this.resolveAbilityTarget(targetType, owner);
|
1556 |
+
if (!target) return;
|
1557 |
+
|
1558 |
+
// Process the effect using existing effect processors
|
1559 |
+
switch (effect.type) {
|
1560 |
+
case 'damage':
|
1561 |
+
// Create a dummy move for damage calculation
|
1562 |
+
const dummyMove: Move = {
|
1563 |
+
name: `${owner.definition.specialAbility?.name} Effect`,
|
1564 |
+
type: 'normal' as any,
|
1565 |
+
power: 0,
|
1566 |
+
accuracy: 100,
|
1567 |
+
pp: 1,
|
1568 |
+
priority: 0,
|
1569 |
+
flags: [],
|
1570 |
+
effects: []
|
1571 |
+
};
|
1572 |
+
this.processDamageEffect(effect, owner, target, dummyMove);
|
1573 |
+
break;
|
1574 |
+
case 'modifyStats':
|
1575 |
+
this.processModifyStatsEffect(effect, target);
|
1576 |
+
break;
|
1577 |
+
case 'heal':
|
1578 |
+
this.processHealEffect(effect, target);
|
1579 |
+
break;
|
1580 |
+
case 'applyStatus':
|
1581 |
+
this.processApplyStatusEffect(effect, target);
|
1582 |
+
break;
|
1583 |
+
case 'removeStatus':
|
1584 |
+
this.processRemoveStatusEffect(effect, target);
|
1585 |
+
break;
|
1586 |
+
default:
|
1587 |
+
this.log(`Ability effect ${effect.type} not implemented yet`);
|
1588 |
+
}
|
1589 |
+
}
|
1590 |
+
|
1591 |
+
private resolveAbilityTarget(targetType: string, owner: BattlePiclet): BattlePiclet | null {
|
1592 |
+
switch (targetType) {
|
1593 |
+
case 'self':
|
1594 |
+
return owner;
|
1595 |
+
case 'opponent':
|
1596 |
+
return owner === this.state.playerPiclet ? this.state.opponentPiclet : this.state.playerPiclet;
|
1597 |
+
default:
|
1598 |
+
return null;
|
1599 |
+
}
|
1600 |
+
}
|
1601 |
+
|
1602 |
+
// Trigger Points Integration
|
1603 |
+
private triggerOnDamageTaken(piclet: BattlePiclet, damage: number, isContactMove: boolean): void {
|
1604 |
+
this.triggerAbilities('onDamageTaken', piclet, { damage, isContactMove });
|
1605 |
+
if (isContactMove) {
|
1606 |
+
this.triggerAbilities('onContactDamage', piclet, { damage });
|
1607 |
+
}
|
1608 |
+
}
|
1609 |
+
|
1610 |
+
private triggerOnDamageDealt(piclet: BattlePiclet, damage: number, target: BattlePiclet): void {
|
1611 |
+
this.triggerAbilities('onDamageDealt', piclet, { damage, target });
|
1612 |
+
}
|
1613 |
+
|
1614 |
+
private triggerOnCriticalHit(piclet: BattlePiclet, target: BattlePiclet): void {
|
1615 |
+
this.triggerAbilities('onCriticalHit', piclet, { target, isCriticalHit: true });
|
1616 |
+
}
|
1617 |
+
|
1618 |
+
private triggerOnLowHP(piclet: BattlePiclet): void {
|
1619 |
+
if ((piclet.currentHp / piclet.maxHp) < 0.25) {
|
1620 |
+
this.triggerAbilities('onLowHP', piclet);
|
1621 |
+
}
|
1622 |
+
}
|
1623 |
+
|
1624 |
+
private triggerEndOfTurn(): void {
|
1625 |
+
this.triggerAbilities('endOfTurn', this.state.playerPiclet);
|
1626 |
+
this.triggerAbilities('endOfTurn', this.state.opponentPiclet);
|
1627 |
+
}
|
1628 |
+
|
1629 |
+
private triggerOnStatusInflicted(piclet: BattlePiclet, status: string): void {
|
1630 |
+
this.triggerAbilities('onStatusInflicted', piclet, { status });
|
1631 |
+
}
|
1632 |
+
|
1633 |
+
private triggerOnHPDrained(attacker: BattlePiclet, target: BattlePiclet, drainAmount: number): void {
|
1634 |
+
this.triggerAbilities('onHPDrained', attacker, { target, drainAmount });
|
1635 |
+
}
|
1636 |
+
|
1637 |
+
private triggerOnKO(knockedOut: BattlePiclet, attacker: BattlePiclet): void {
|
1638 |
+
this.triggerAbilities('onKO', knockedOut, { attacker });
|
1639 |
+
this.triggerAbilities('onKO', attacker, { target: knockedOut, causedKO: true });
|
1640 |
+
}
|
1641 |
+
|
1642 |
+
private triggerBeforeMoveUse(piclet: BattlePiclet, move: Move): void {
|
1643 |
+
this.triggerAbilities('beforeMoveUse', piclet, { move });
|
1644 |
+
}
|
1645 |
+
|
1646 |
+
private triggerAfterMoveUse(piclet: BattlePiclet, move: Move, success: boolean): void {
|
1647 |
+
this.triggerAbilities('afterMoveUse', piclet, { move, success });
|
1648 |
+
}
|
1649 |
+
|
1650 |
+
private triggerOnFullHP(piclet: BattlePiclet): void {
|
1651 |
+
if (piclet.currentHp === piclet.maxHp) {
|
1652 |
+
this.triggerAbilities('onFullHP', piclet);
|
1653 |
+
}
|
1654 |
+
}
|
1655 |
+
|
1656 |
+
private triggerOnOpponentContactMove(defender: BattlePiclet, attacker: BattlePiclet, move: Move): void {
|
1657 |
+
if (move.flags.includes('contact')) {
|
1658 |
+
this.triggerAbilities('onOpponentContactMove', defender, { attacker, move });
|
1659 |
+
}
|
1660 |
+
}
|
1661 |
+
|
1662 |
+
private triggerOnStatChange(piclet: BattlePiclet, stat: string, change: string): void {
|
1663 |
+
this.triggerAbilities('onStatChange', piclet, { stat, change });
|
1664 |
+
}
|
1665 |
}
|
src/lib/battle-engine/ability-triggers.test.ts
CHANGED
@@ -1,681 +1,388 @@
|
|
1 |
-
/**
|
2 |
-
* Tests for special ability trigger system from the design document
|
3 |
-
* Tests all the different trigger events and their implementations
|
4 |
-
*/
|
5 |
-
|
6 |
import { describe, it, expect, beforeEach } from 'vitest';
|
7 |
import { BattleEngine } from './BattleEngine';
|
8 |
-
import { PicletDefinition,
|
9 |
import { PicletType, AttackType } from './types';
|
10 |
|
11 |
-
|
12 |
-
|
13 |
-
|
14 |
-
|
15 |
-
|
16 |
-
|
17 |
-
|
18 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
19 |
triggers: [
|
20 |
{
|
21 |
event: 'onDamageTaken',
|
|
|
22 |
effects: [
|
23 |
{
|
24 |
type: 'modifyStats',
|
25 |
target: 'self',
|
26 |
-
stats: {
|
27 |
-
|
28 |
-
|
29 |
-
}
|
30 |
-
]
|
31 |
-
};
|
32 |
-
|
33 |
-
const berserkerPiclet: PicletDefinition = {
|
34 |
-
name: "Rage Beast",
|
35 |
-
description: "Gets stronger when hurt",
|
36 |
-
tier: 'medium',
|
37 |
-
primaryType: PicletType.BEAST,
|
38 |
-
baseStats: STANDARD_STATS,
|
39 |
-
nature: "Brave",
|
40 |
-
specialAbility: berserkAbility,
|
41 |
-
movepool: [{
|
42 |
-
name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35,
|
43 |
-
priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
44 |
-
}]
|
45 |
-
};
|
46 |
-
|
47 |
-
expect(berserkAbility.triggers![0].event).toBe('onDamageTaken');
|
48 |
-
});
|
49 |
-
|
50 |
-
it('should handle onDamageDealt triggers', () => {
|
51 |
-
const lifeStealAbility: SpecialAbility = {
|
52 |
-
name: "Life Steal",
|
53 |
-
description: "Heals when dealing damage",
|
54 |
-
triggers: [
|
55 |
-
{
|
56 |
-
event: 'onDamageDealt',
|
57 |
-
effects: [
|
58 |
-
{
|
59 |
-
type: 'heal',
|
60 |
-
target: 'self',
|
61 |
-
amount: 'small'
|
62 |
-
}
|
63 |
-
]
|
64 |
-
}
|
65 |
-
]
|
66 |
-
};
|
67 |
-
|
68 |
-
expect(lifeStealAbility.triggers![0].event).toBe('onDamageDealt');
|
69 |
-
});
|
70 |
-
|
71 |
-
it('should handle onContactDamage triggers', () => {
|
72 |
-
const toxicSkin: SpecialAbility = {
|
73 |
-
name: "Toxic Skin",
|
74 |
-
description: "Physical contact poisons the attacker",
|
75 |
-
triggers: [
|
76 |
-
{
|
77 |
-
event: 'onContactDamage',
|
78 |
-
effects: [
|
79 |
-
{
|
80 |
-
type: 'applyStatus',
|
81 |
-
target: 'attacker',
|
82 |
-
status: 'poison',
|
83 |
-
chance: 50
|
84 |
}
|
85 |
]
|
86 |
}
|
87 |
]
|
88 |
-
}
|
89 |
-
|
90 |
-
|
91 |
-
|
92 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
93 |
});
|
94 |
|
95 |
-
describe('
|
96 |
-
it('should
|
97 |
-
const
|
98 |
-
|
99 |
-
description: "Fire damage energizes this Piclet, increasing attack power",
|
100 |
-
triggers: [
|
101 |
-
{
|
102 |
-
event: 'onStatusInflicted',
|
103 |
-
condition: 'ifStatus:burn',
|
104 |
-
effects: [
|
105 |
-
{
|
106 |
-
type: 'modifyStats',
|
107 |
-
target: 'self',
|
108 |
-
stats: { attack: 'greatly_increase' }
|
109 |
-
}
|
110 |
-
]
|
111 |
-
}
|
112 |
-
]
|
113 |
-
};
|
114 |
|
115 |
-
|
116 |
-
|
117 |
-
|
|
|
|
|
118 |
|
119 |
-
|
120 |
-
const
|
121 |
-
name: "Status Shield",
|
122 |
-
description: "Reflects status moves back to user",
|
123 |
-
triggers: [
|
124 |
-
{
|
125 |
-
event: 'onStatusMove',
|
126 |
-
effects: [
|
127 |
-
{
|
128 |
-
type: 'mechanicOverride',
|
129 |
-
mechanic: 'targetRedirection',
|
130 |
-
value: 'reflect'
|
131 |
-
}
|
132 |
-
]
|
133 |
-
}
|
134 |
-
]
|
135 |
-
};
|
136 |
|
137 |
-
|
138 |
-
|
139 |
-
|
140 |
-
it('should handle onStatusMoveTargeted triggers', () => {
|
141 |
-
const statusCounter: SpecialAbility = {
|
142 |
-
name: "Status Counter",
|
143 |
-
description: "When targeted by status moves, counter with damage",
|
144 |
-
triggers: [
|
145 |
-
{
|
146 |
-
event: 'onStatusMoveTargeted',
|
147 |
-
effects: [
|
148 |
-
{
|
149 |
-
type: 'damage',
|
150 |
-
target: 'attacker',
|
151 |
-
formula: 'fixed',
|
152 |
-
value: 30
|
153 |
-
}
|
154 |
-
]
|
155 |
-
}
|
156 |
-
]
|
157 |
-
};
|
158 |
-
|
159 |
-
expect(statusCounter.triggers![0].event).toBe('onStatusMoveTargeted');
|
160 |
});
|
161 |
});
|
162 |
|
163 |
-
describe('
|
164 |
-
it('should
|
165 |
-
const
|
166 |
-
|
167 |
-
|
168 |
-
|
169 |
-
|
170 |
-
|
171 |
-
|
172 |
-
|
173 |
-
|
174 |
-
|
175 |
-
|
176 |
-
|
177 |
-
|
178 |
-
|
179 |
-
|
|
|
|
|
|
|
|
|
180 |
};
|
181 |
|
182 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
183 |
});
|
184 |
});
|
185 |
|
186 |
-
describe('
|
187 |
-
it('should
|
188 |
-
const
|
189 |
-
|
190 |
-
|
191 |
-
|
192 |
-
|
193 |
-
|
194 |
-
|
195 |
-
|
196 |
-
|
197 |
-
|
198 |
-
|
199 |
-
|
200 |
-
|
201 |
-
|
202 |
-
|
203 |
-
|
|
|
|
|
|
|
|
|
|
|
204 |
};
|
205 |
|
206 |
-
|
207 |
-
|
208 |
-
});
|
209 |
|
210 |
-
|
211 |
-
|
212 |
-
|
213 |
-
|
214 |
-
|
215 |
-
|
216 |
-
|
217 |
-
event: 'onKO',
|
218 |
-
effects: [
|
219 |
-
{
|
220 |
-
type: 'modifyStats',
|
221 |
-
target: 'self',
|
222 |
-
stats: { attack: 'greatly_increase', speed: 'increase' }
|
223 |
-
}
|
224 |
-
]
|
225 |
-
}
|
226 |
-
]
|
227 |
-
};
|
228 |
|
229 |
-
expect(
|
|
|
230 |
});
|
231 |
});
|
232 |
|
233 |
-
describe('
|
234 |
-
it('should
|
235 |
-
const
|
236 |
-
|
237 |
-
|
238 |
-
|
239 |
-
|
240 |
-
|
241 |
-
|
242 |
-
|
243 |
-
|
244 |
-
|
245 |
-
|
246 |
-
|
247 |
-
|
248 |
-
|
249 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
250 |
};
|
251 |
|
252 |
-
|
253 |
-
|
254 |
-
|
|
|
|
|
255 |
|
256 |
-
|
257 |
-
const regenerator: SpecialAbility = {
|
258 |
-
name: "Regenerator",
|
259 |
-
description: "Restores HP when switching out",
|
260 |
-
triggers: [
|
261 |
-
{
|
262 |
-
event: 'onSwitchOut',
|
263 |
-
effects: [
|
264 |
-
{
|
265 |
-
type: 'heal',
|
266 |
-
target: 'self',
|
267 |
-
amount: 'small'
|
268 |
-
}
|
269 |
-
]
|
270 |
-
}
|
271 |
-
]
|
272 |
-
};
|
273 |
|
274 |
-
|
275 |
-
|
|
|
|
|
276 |
|
277 |
-
|
278 |
-
|
279 |
-
name: "Storm Caller",
|
280 |
-
description: "Boosts attack when entering during storm weather",
|
281 |
-
triggers: [
|
282 |
-
{
|
283 |
-
event: 'onSwitchIn',
|
284 |
-
condition: 'ifWeather:storm',
|
285 |
-
effects: [
|
286 |
-
{
|
287 |
-
type: 'modifyStats',
|
288 |
-
target: 'self',
|
289 |
-
stats: { attack: 'increase' }
|
290 |
-
}
|
291 |
-
]
|
292 |
-
}
|
293 |
-
]
|
294 |
-
};
|
295 |
|
296 |
-
|
297 |
-
|
298 |
-
});
|
299 |
|
300 |
-
|
301 |
-
|
302 |
-
|
303 |
-
name: "Weather Adaptation",
|
304 |
-
description: "Adapts stats based on weather changes",
|
305 |
-
triggers: [
|
306 |
-
{
|
307 |
-
event: 'onWeatherChange',
|
308 |
-
effects: [
|
309 |
-
{
|
310 |
-
type: 'modifyStats',
|
311 |
-
target: 'self',
|
312 |
-
stats: { speed: 'increase' }
|
313 |
-
}
|
314 |
-
]
|
315 |
-
}
|
316 |
-
]
|
317 |
-
};
|
318 |
-
|
319 |
-
expect(weatherAdapt.triggers![0].event).toBe('onWeatherChange');
|
320 |
});
|
321 |
});
|
322 |
|
323 |
-
describe('
|
324 |
-
it('should
|
325 |
-
const
|
326 |
-
|
327 |
-
|
328 |
-
|
329 |
-
|
330 |
-
|
331 |
-
|
332 |
-
|
333 |
-
|
334 |
-
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-
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|
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-
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-
|
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-
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|
340 |
};
|
341 |
|
342 |
-
|
343 |
-
|
344 |
|
345 |
-
|
346 |
-
|
347 |
-
|
348 |
-
|
349 |
-
triggers: [
|
350 |
-
{
|
351 |
-
event: 'afterMoveUse',
|
352 |
-
effects: [
|
353 |
-
{
|
354 |
-
type: 'heal',
|
355 |
-
target: 'self',
|
356 |
-
formula: 'fixed',
|
357 |
-
value: 5
|
358 |
-
}
|
359 |
-
]
|
360 |
-
}
|
361 |
-
]
|
362 |
-
};
|
363 |
-
|
364 |
-
expect(moveRecovery.triggers![0].event).toBe('afterMoveUse');
|
365 |
-
});
|
366 |
-
});
|
367 |
-
|
368 |
-
describe('HP Threshold Triggers', () => {
|
369 |
-
it('should handle onLowHP triggers', () => {
|
370 |
-
const emergencyMode: SpecialAbility = {
|
371 |
-
name: "Emergency Mode",
|
372 |
-
description: "Activates emergency protocols when HP is low",
|
373 |
-
triggers: [
|
374 |
-
{
|
375 |
-
event: 'onLowHP',
|
376 |
-
effects: [
|
377 |
-
{
|
378 |
-
type: 'modifyStats',
|
379 |
-
target: 'self',
|
380 |
-
stats: { speed: 'greatly_increase', attack: 'increase' }
|
381 |
-
},
|
382 |
-
{
|
383 |
-
type: 'mechanicOverride',
|
384 |
-
mechanic: 'statusImmunity',
|
385 |
-
value: ['burn', 'poison', 'paralyze']
|
386 |
-
}
|
387 |
-
]
|
388 |
-
}
|
389 |
-
]
|
390 |
-
};
|
391 |
|
392 |
-
|
393 |
-
|
394 |
-
});
|
395 |
-
|
396 |
-
it('should handle onFullHP triggers', () => {
|
397 |
-
const fullPower: SpecialAbility = {
|
398 |
-
name: "Full Power",
|
399 |
-
description: "Maximum power when at full health",
|
400 |
-
triggers: [
|
401 |
-
{
|
402 |
-
event: 'onFullHP',
|
403 |
-
effects: [
|
404 |
-
{
|
405 |
-
type: 'modifyStats',
|
406 |
-
target: 'self',
|
407 |
-
stats: { attack: 'greatly_increase' }
|
408 |
-
}
|
409 |
-
]
|
410 |
-
}
|
411 |
-
]
|
412 |
-
};
|
413 |
|
414 |
-
|
|
|
|
|
|
|
|
|
415 |
});
|
416 |
});
|
417 |
|
418 |
-
describe('
|
419 |
-
it('should
|
420 |
-
const
|
421 |
-
|
422 |
-
|
423 |
-
|
424 |
-
|
425 |
-
|
426 |
-
|
427 |
-
|
428 |
-
|
429 |
-
|
430 |
-
|
431 |
-
|
432 |
-
|
433 |
-
|
434 |
-
|
435 |
-
|
|
|
|
|
|
|
|
|
|
|
436 |
};
|
437 |
|
438 |
-
|
439 |
-
|
440 |
|
441 |
-
|
442 |
-
|
443 |
-
|
444 |
-
|
445 |
-
|
446 |
-
{
|
447 |
-
event: 'endOfTurn',
|
448 |
-
condition: 'ifStatus:sleep',
|
449 |
-
effects: [
|
450 |
-
{
|
451 |
-
type: 'heal',
|
452 |
-
target: 'self',
|
453 |
-
formula: 'percentage',
|
454 |
-
value: 15
|
455 |
-
}
|
456 |
-
]
|
457 |
-
}
|
458 |
-
]
|
459 |
-
};
|
460 |
|
461 |
-
|
462 |
-
|
463 |
-
});
|
464 |
|
465 |
-
|
466 |
-
|
467 |
-
|
468 |
-
|
469 |
-
|
470 |
-
triggers: [
|
471 |
-
{
|
472 |
-
event: 'onOpponentContactMove',
|
473 |
-
effects: [
|
474 |
-
{
|
475 |
-
type: 'damage',
|
476 |
-
target: 'attacker',
|
477 |
-
formula: 'fixed',
|
478 |
-
value: 15
|
479 |
-
}
|
480 |
-
]
|
481 |
-
}
|
482 |
-
]
|
483 |
-
};
|
484 |
|
485 |
-
|
486 |
-
|
|
|
|
|
487 |
|
488 |
-
|
489 |
-
const
|
490 |
-
name: "Wind Currents",
|
491 |
-
description: "Gains +25% speed when opponent uses a contact move",
|
492 |
-
triggers: [
|
493 |
-
{
|
494 |
-
event: 'onOpponentContactMove',
|
495 |
-
effects: [
|
496 |
-
{
|
497 |
-
type: 'modifyStats',
|
498 |
-
target: 'self',
|
499 |
-
stats: { speed: 'increase' }
|
500 |
-
}
|
501 |
-
]
|
502 |
-
}
|
503 |
-
]
|
504 |
-
};
|
505 |
|
506 |
-
|
507 |
-
|
508 |
-
description: "A mysterious floating creature that manipulates wind currents",
|
509 |
-
tier: 'medium',
|
510 |
-
primaryType: PicletType.SPACE,
|
511 |
-
baseStats: { hp: 65, attack: 85, defense: 40, speed: 90 },
|
512 |
-
nature: "hasty",
|
513 |
-
specialAbility: windCurrents,
|
514 |
-
movepool: [{
|
515 |
-
name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35,
|
516 |
-
priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
517 |
-
}]
|
518 |
-
};
|
519 |
-
|
520 |
-
expect(windCurrents.triggers![0].event).toBe('onOpponentContactMove');
|
521 |
-
expect(zephyrSprite.specialAbility.name).toBe('Wind Currents');
|
522 |
});
|
523 |
});
|
524 |
|
525 |
-
describe('
|
526 |
-
it('should handle
|
527 |
-
const
|
528 |
-
|
529 |
-
|
530 |
-
|
531 |
-
|
532 |
-
|
533 |
-
|
534 |
-
|
535 |
-
|
536 |
-
|
537 |
-
|
538 |
-
|
539 |
-
|
540 |
-
|
541 |
-
|
542 |
-
|
543 |
-
|
544 |
-
|
545 |
-
|
546 |
-
|
547 |
-
|
548 |
-
|
549 |
-
|
550 |
-
|
551 |
-
|
552 |
-
|
553 |
-
|
554 |
-
|
555 |
-
|
556 |
-
|
557 |
-
|
558 |
-
|
559 |
-
|
560 |
-
|
561 |
-
{
|
562 |
-
type: 'modifyStats',
|
563 |
-
target: 'self',
|
564 |
-
stats: { attack: 'increase' }
|
565 |
-
}
|
566 |
-
]
|
567 |
-
}
|
568 |
-
]
|
569 |
-
};
|
570 |
-
|
571 |
-
expect(complexAbility.triggers).toHaveLength(3);
|
572 |
-
expect(complexAbility.triggers![1].condition).toBe('ifLowHp');
|
573 |
-
expect(complexAbility.triggers![2].effects).toHaveLength(2);
|
574 |
-
});
|
575 |
-
});
|
576 |
-
|
577 |
-
describe('Status-Specific Ability Examples', () => {
|
578 |
-
it('should handle Glacial Birth - starts battle frozen', () => {
|
579 |
-
const glacialBirth: SpecialAbility = {
|
580 |
-
name: "Glacial Birth",
|
581 |
-
description: "Enters battle in a frozen state but gains defensive bonuses",
|
582 |
-
triggers: [
|
583 |
-
{
|
584 |
-
event: 'onSwitchIn',
|
585 |
-
effects: [
|
586 |
-
{
|
587 |
-
type: 'applyStatus',
|
588 |
-
target: 'self',
|
589 |
-
status: 'freeze',
|
590 |
-
chance: 100
|
591 |
-
},
|
592 |
-
{
|
593 |
-
type: 'modifyStats',
|
594 |
-
target: 'self',
|
595 |
-
stats: { defense: 'greatly_increase' },
|
596 |
-
condition: 'whileFrozen'
|
597 |
-
}
|
598 |
-
]
|
599 |
-
}
|
600 |
-
]
|
601 |
-
};
|
602 |
-
|
603 |
-
expect(glacialBirth.triggers![0].effects[0].status).toBe('freeze');
|
604 |
-
expect(glacialBirth.triggers![0].effects[1].condition).toBe('whileFrozen');
|
605 |
-
});
|
606 |
-
|
607 |
-
it('should handle Cryogenic Touch - freezes on contact', () => {
|
608 |
-
const cryogenicTouch: SpecialAbility = {
|
609 |
-
name: "Cryogenic Touch",
|
610 |
-
description: "Contact moves have a chance to freeze the attacker",
|
611 |
-
triggers: [
|
612 |
-
{
|
613 |
-
event: 'onContactDamage',
|
614 |
-
effects: [
|
615 |
-
{
|
616 |
-
type: 'applyStatus',
|
617 |
-
target: 'attacker',
|
618 |
-
status: 'freeze',
|
619 |
-
chance: 30
|
620 |
-
}
|
621 |
-
]
|
622 |
-
}
|
623 |
-
]
|
624 |
};
|
625 |
|
626 |
-
|
627 |
-
|
|
|
628 |
|
629 |
-
|
630 |
-
|
631 |
-
|
632 |
-
|
633 |
-
triggers: [
|
634 |
-
{
|
635 |
-
event: 'onSwitchIn',
|
636 |
-
effects: [
|
637 |
-
{
|
638 |
-
type: 'applyStatus',
|
639 |
-
target: 'opponent',
|
640 |
-
status: 'paralyze',
|
641 |
-
chance: 75
|
642 |
-
}
|
643 |
-
]
|
644 |
-
}
|
645 |
-
]
|
646 |
-
};
|
647 |
-
|
648 |
-
expect(paralyticAura.triggers![0].effects[0].target).toBe('opponent');
|
649 |
-
expect(paralyticAura.triggers![0].effects[0].chance).toBe(75);
|
650 |
-
});
|
651 |
|
652 |
-
|
653 |
-
const
|
654 |
-
|
655 |
-
description: "Clear mind prevents confusion and helps allies focus",
|
656 |
-
effects: [
|
657 |
-
{
|
658 |
-
type: 'mechanicOverride',
|
659 |
-
mechanic: 'statusImmunity',
|
660 |
-
value: ['confuse']
|
661 |
-
}
|
662 |
-
],
|
663 |
-
triggers: [
|
664 |
-
{
|
665 |
-
event: 'onSwitchIn',
|
666 |
-
effects: [
|
667 |
-
{
|
668 |
-
type: 'removeStatus',
|
669 |
-
target: 'allies',
|
670 |
-
status: 'confuse'
|
671 |
-
}
|
672 |
-
]
|
673 |
-
}
|
674 |
-
]
|
675 |
-
};
|
676 |
|
677 |
-
|
678 |
-
expect(
|
|
|
|
|
679 |
});
|
680 |
});
|
681 |
});
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
import { describe, it, expect, beforeEach } from 'vitest';
|
2 |
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition, SpecialAbility } from './types';
|
4 |
import { PicletType, AttackType } from './types';
|
5 |
|
6 |
+
describe('Special Ability Triggers System', () => {
|
7 |
+
let basicPiclet: PicletDefinition;
|
8 |
+
let abilityPiclet: PicletDefinition;
|
9 |
+
|
10 |
+
beforeEach(() => {
|
11 |
+
// Basic piclet without special abilities
|
12 |
+
basicPiclet = {
|
13 |
+
name: "Basic Fighter",
|
14 |
+
description: "Standard test piclet",
|
15 |
+
tier: 'medium',
|
16 |
+
primaryType: PicletType.BEAST,
|
17 |
+
baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
|
18 |
+
nature: "Hardy",
|
19 |
+
specialAbility: { name: "No Ability", description: "" },
|
20 |
+
movepool: [
|
21 |
+
{
|
22 |
+
name: "Basic Attack",
|
23 |
+
type: AttackType.BEAST,
|
24 |
+
power: 50,
|
25 |
+
accuracy: 100,
|
26 |
+
pp: 20,
|
27 |
+
priority: 0,
|
28 |
+
flags: ['contact'],
|
29 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
30 |
+
}
|
31 |
+
]
|
32 |
+
};
|
33 |
+
|
34 |
+
// Piclet with special abilities for testing
|
35 |
+
abilityPiclet = {
|
36 |
+
name: "Ability User",
|
37 |
+
description: "Has special abilities",
|
38 |
+
tier: 'medium',
|
39 |
+
primaryType: PicletType.BEAST,
|
40 |
+
baseStats: { hp: 100, attack: 70, defense: 70, speed: 50 },
|
41 |
+
nature: "Bold",
|
42 |
+
specialAbility: {
|
43 |
+
name: "Test Ability",
|
44 |
+
description: "Triggers on various events",
|
45 |
triggers: [
|
46 |
{
|
47 |
event: 'onDamageTaken',
|
48 |
+
condition: 'always',
|
49 |
effects: [
|
50 |
{
|
51 |
type: 'modifyStats',
|
52 |
target: 'self',
|
53 |
+
stats: {
|
54 |
+
attack: 'increase'
|
55 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
56 |
}
|
57 |
]
|
58 |
}
|
59 |
]
|
60 |
+
},
|
61 |
+
movepool: [
|
62 |
+
{
|
63 |
+
name: "Power Strike",
|
64 |
+
type: AttackType.BEAST,
|
65 |
+
power: 60,
|
66 |
+
accuracy: 100,
|
67 |
+
pp: 15,
|
68 |
+
priority: 0,
|
69 |
+
flags: ['contact'],
|
70 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
71 |
+
}
|
72 |
+
]
|
73 |
+
};
|
74 |
});
|
75 |
|
76 |
+
describe('onDamageTaken Trigger', () => {
|
77 |
+
it('should trigger when piclet takes damage', () => {
|
78 |
+
const engine = new BattleEngine(abilityPiclet, basicPiclet);
|
79 |
+
const initialAttack = engine.getState().playerPiclet.attack;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
80 |
|
81 |
+
// Opponent attacks, should trigger onDamageTaken
|
82 |
+
engine.executeActions(
|
83 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
84 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // This should damage player and trigger ability
|
85 |
+
);
|
86 |
|
87 |
+
const finalAttack = engine.getState().playerPiclet.attack;
|
88 |
+
const log = engine.getLog();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
89 |
|
90 |
+
// Attack should have increased due to ability trigger
|
91 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
92 |
+
expect(log.some(msg => msg.includes('Test Ability') && msg.includes('triggered'))).toBe(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
93 |
});
|
94 |
});
|
95 |
|
96 |
+
describe('endOfTurn Trigger', () => {
|
97 |
+
it('should trigger at the end of every turn', () => {
|
98 |
+
const endTurnAbility: PicletDefinition = {
|
99 |
+
...abilityPiclet,
|
100 |
+
specialAbility: {
|
101 |
+
name: "Regeneration",
|
102 |
+
description: "Heals at end of turn",
|
103 |
+
triggers: [
|
104 |
+
{
|
105 |
+
event: 'endOfTurn',
|
106 |
+
condition: 'always',
|
107 |
+
effects: [
|
108 |
+
{
|
109 |
+
type: 'heal',
|
110 |
+
target: 'self',
|
111 |
+
amount: 'small'
|
112 |
+
}
|
113 |
+
]
|
114 |
+
}
|
115 |
+
]
|
116 |
+
}
|
117 |
};
|
118 |
|
119 |
+
const engine = new BattleEngine(endTurnAbility, basicPiclet);
|
120 |
+
|
121 |
+
// Damage the piclet first so healing is visible, but not too much
|
122 |
+
engine['state'].playerPiclet.currentHp = Math.floor(engine['state'].playerPiclet.maxHp * 0.9);
|
123 |
+
const initialHp = engine.getState().playerPiclet.currentHp;
|
124 |
+
|
125 |
+
engine.executeActions(
|
126 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
127 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
128 |
+
);
|
129 |
+
|
130 |
+
const log = engine.getLog();
|
131 |
+
console.log('Regeneration test log:', log);
|
132 |
+
console.log('Initial HP:', initialHp, 'Final HP:', engine.getState().playerPiclet.currentHp);
|
133 |
+
|
134 |
+
// The ability should trigger (check log message)
|
135 |
+
expect(log.some(msg => msg.includes('Regeneration') && msg.includes('triggered'))).toBe(true);
|
136 |
+
|
137 |
+
// HP might decrease due to damage taken, but healing should have occurred
|
138 |
+
expect(log.some(msg => msg.includes('recovered') || msg.includes('healed'))).toBe(true);
|
139 |
});
|
140 |
});
|
141 |
|
142 |
+
describe('onDamageDealt Trigger', () => {
|
143 |
+
it('should trigger when piclet deals damage to opponent', () => {
|
144 |
+
const damageDealer: PicletDefinition = {
|
145 |
+
...abilityPiclet,
|
146 |
+
specialAbility: {
|
147 |
+
name: "Combat High",
|
148 |
+
description: "Gains speed when dealing damage",
|
149 |
+
triggers: [
|
150 |
+
{
|
151 |
+
event: 'onDamageDealt',
|
152 |
+
condition: 'always',
|
153 |
+
effects: [
|
154 |
+
{
|
155 |
+
type: 'modifyStats',
|
156 |
+
target: 'self',
|
157 |
+
stats: {
|
158 |
+
speed: 'increase'
|
159 |
+
}
|
160 |
+
}
|
161 |
+
]
|
162 |
+
}
|
163 |
+
]
|
164 |
+
}
|
165 |
};
|
166 |
|
167 |
+
const engine = new BattleEngine(damageDealer, basicPiclet);
|
168 |
+
const initialSpeed = engine.getState().playerPiclet.speed;
|
|
|
169 |
|
170 |
+
engine.executeActions(
|
171 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Player deals damage
|
172 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
173 |
+
);
|
174 |
+
|
175 |
+
const finalSpeed = engine.getState().playerPiclet.speed;
|
176 |
+
const log = engine.getLog();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
177 |
|
178 |
+
expect(finalSpeed).toBeGreaterThan(initialSpeed);
|
179 |
+
expect(log.some(msg => msg.includes('Combat High') && msg.includes('triggered'))).toBe(true);
|
180 |
});
|
181 |
});
|
182 |
|
183 |
+
describe('onCriticalHit Trigger', () => {
|
184 |
+
it('should trigger when dealing a critical hit', () => {
|
185 |
+
const criticalHitter: PicletDefinition = {
|
186 |
+
...abilityPiclet,
|
187 |
+
specialAbility: {
|
188 |
+
name: "Critical Momentum",
|
189 |
+
description: "Gains attack on critical hits",
|
190 |
+
triggers: [
|
191 |
+
{
|
192 |
+
event: 'onCriticalHit',
|
193 |
+
condition: 'always',
|
194 |
+
effects: [
|
195 |
+
{
|
196 |
+
type: 'modifyStats',
|
197 |
+
target: 'self',
|
198 |
+
stats: {
|
199 |
+
attack: 'increase'
|
200 |
+
}
|
201 |
+
}
|
202 |
+
]
|
203 |
+
}
|
204 |
+
]
|
205 |
+
}
|
206 |
};
|
207 |
|
208 |
+
const engine = new BattleEngine(criticalHitter, basicPiclet);
|
209 |
+
|
210 |
+
// Force a critical hit for testing
|
211 |
+
const originalRandom = Math.random;
|
212 |
+
Math.random = () => 0.01; // Force critical hit (< 0.0625)
|
213 |
|
214 |
+
const initialAttack = engine.getState().playerPiclet.attack;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
215 |
|
216 |
+
engine.executeActions(
|
217 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Should crit and trigger ability
|
218 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
219 |
+
);
|
220 |
|
221 |
+
// Restore original Math.random
|
222 |
+
Math.random = originalRandom;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
223 |
|
224 |
+
const finalAttack = engine.getState().playerPiclet.attack;
|
225 |
+
const log = engine.getLog();
|
|
|
226 |
|
227 |
+
expect(log.some(msg => msg.includes('A critical hit!'))).toBe(true);
|
228 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
229 |
+
expect(log.some(msg => msg.includes('Critical Momentum') && msg.includes('triggered'))).toBe(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
230 |
});
|
231 |
});
|
232 |
|
233 |
+
describe('onContactDamage Trigger', () => {
|
234 |
+
it('should trigger only when hit by contact moves', () => {
|
235 |
+
const contactSensitive: PicletDefinition = {
|
236 |
+
...abilityPiclet,
|
237 |
+
specialAbility: {
|
238 |
+
name: "Spiky Skin",
|
239 |
+
description: "Hurts attackers that make contact",
|
240 |
+
triggers: [
|
241 |
+
{
|
242 |
+
event: 'onContactDamage',
|
243 |
+
condition: 'always',
|
244 |
+
effects: [
|
245 |
+
{
|
246 |
+
type: 'damage',
|
247 |
+
target: 'opponent',
|
248 |
+
amount: 'small'
|
249 |
+
}
|
250 |
+
]
|
251 |
+
}
|
252 |
+
]
|
253 |
+
}
|
254 |
};
|
255 |
|
256 |
+
const engine = new BattleEngine(contactSensitive, basicPiclet);
|
257 |
+
const initialOpponentHp = engine.getState().opponentPiclet.currentHp;
|
258 |
|
259 |
+
engine.executeActions(
|
260 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
261 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Contact move should trigger Spiky Skin
|
262 |
+
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
263 |
|
264 |
+
const finalOpponentHp = engine.getState().opponentPiclet.currentHp;
|
265 |
+
const log = engine.getLog();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
266 |
|
267 |
+
// Opponent should take extra damage from Spiky Skin
|
268 |
+
expect(log.some(msg => msg.includes('Spiky Skin') && msg.includes('triggered'))).toBe(true);
|
269 |
+
|
270 |
+
// The opponent should have taken damage from both the regular attack and the ability
|
271 |
+
expect(finalOpponentHp).toBeLessThan(initialOpponentHp);
|
272 |
});
|
273 |
});
|
274 |
|
275 |
+
describe('Conditional Triggers', () => {
|
276 |
+
it('should respect ifLowHp condition', () => {
|
277 |
+
const conditionalAbility: PicletDefinition = {
|
278 |
+
...abilityPiclet,
|
279 |
+
specialAbility: {
|
280 |
+
name: "Desperation",
|
281 |
+
description: "Only triggers when HP is low",
|
282 |
+
triggers: [
|
283 |
+
{
|
284 |
+
event: 'onDamageTaken',
|
285 |
+
condition: 'ifLowHp',
|
286 |
+
effects: [
|
287 |
+
{
|
288 |
+
type: 'modifyStats',
|
289 |
+
target: 'self',
|
290 |
+
stats: {
|
291 |
+
attack: 'greatly_increase'
|
292 |
+
}
|
293 |
+
}
|
294 |
+
]
|
295 |
+
}
|
296 |
+
]
|
297 |
+
}
|
298 |
};
|
299 |
|
300 |
+
const engine = new BattleEngine(conditionalAbility, basicPiclet);
|
301 |
+
const initialAttack = engine.getState().playerPiclet.attack;
|
302 |
|
303 |
+
// At high HP, condition should not be met
|
304 |
+
engine.executeActions(
|
305 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
306 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
307 |
+
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
308 |
|
309 |
+
const midAttack = engine.getState().playerPiclet.attack;
|
310 |
+
expect(midAttack).toBe(initialAttack); // No trigger due to condition
|
|
|
311 |
|
312 |
+
// Create a new engine for the low HP test
|
313 |
+
const lowHpEngine = new BattleEngine(conditionalAbility, basicPiclet);
|
314 |
+
|
315 |
+
// Set HP low and trigger the ability
|
316 |
+
lowHpEngine['state'].playerPiclet.currentHp = Math.floor(lowHpEngine['state'].playerPiclet.maxHp * 0.15);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
317 |
|
318 |
+
lowHpEngine.executeActions(
|
319 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
320 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
321 |
+
);
|
322 |
|
323 |
+
const finalAttack = lowHpEngine.getState().playerPiclet.attack;
|
324 |
+
const log = lowHpEngine.getLog();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
325 |
|
326 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
327 |
+
expect(log.some(msg => msg.includes('Desperation') && msg.includes('triggered'))).toBe(true);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
328 |
});
|
329 |
});
|
330 |
|
331 |
+
describe('Multiple Triggers on Same Ability', () => {
|
332 |
+
it('should handle multiple triggers on the same ability', () => {
|
333 |
+
const multiTriggerAbility: PicletDefinition = {
|
334 |
+
...abilityPiclet,
|
335 |
+
specialAbility: {
|
336 |
+
name: "Adaptive Fighter",
|
337 |
+
description: "Multiple trigger conditions",
|
338 |
+
triggers: [
|
339 |
+
{
|
340 |
+
event: 'onDamageTaken',
|
341 |
+
condition: 'always',
|
342 |
+
effects: [
|
343 |
+
{
|
344 |
+
type: 'modifyStats',
|
345 |
+
target: 'self',
|
346 |
+
stats: {
|
347 |
+
defense: 'increase'
|
348 |
+
}
|
349 |
+
}
|
350 |
+
]
|
351 |
+
},
|
352 |
+
{
|
353 |
+
event: 'onDamageDealt',
|
354 |
+
condition: 'always',
|
355 |
+
effects: [
|
356 |
+
{
|
357 |
+
type: 'modifyStats',
|
358 |
+
target: 'self',
|
359 |
+
stats: {
|
360 |
+
attack: 'increase'
|
361 |
+
}
|
362 |
+
}
|
363 |
+
]
|
364 |
+
}
|
365 |
+
]
|
366 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
367 |
};
|
368 |
|
369 |
+
const engine = new BattleEngine(multiTriggerAbility, basicPiclet);
|
370 |
+
const initialAttack = engine.getState().playerPiclet.attack;
|
371 |
+
const initialDefense = engine.getState().playerPiclet.defense;
|
372 |
|
373 |
+
engine.executeActions(
|
374 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Should trigger onDamageDealt
|
375 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Should trigger onDamageTaken
|
376 |
+
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
377 |
|
378 |
+
const finalAttack = engine.getState().playerPiclet.attack;
|
379 |
+
const finalDefense = engine.getState().playerPiclet.defense;
|
380 |
+
const log = engine.getLog();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
381 |
|
382 |
+
// Both stats should increase
|
383 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
384 |
+
expect(finalDefense).toBeGreaterThan(initialDefense);
|
385 |
+
expect(log.some(msg => msg.includes('Adaptive Fighter') && msg.includes('triggered'))).toBe(true);
|
386 |
});
|
387 |
});
|
388 |
});
|
src/lib/battle-engine/advanced-status-effects.test.ts
ADDED
@@ -0,0 +1,369 @@
|
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|
|
|
|
|
|
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|
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|
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|
1 |
+
import { describe, it, expect, beforeEach } from 'vitest';
|
2 |
+
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition } from './types';
|
4 |
+
import { PicletType, AttackType } from './types';
|
5 |
+
|
6 |
+
describe('Advanced Status Effects System', () => {
|
7 |
+
let basicPiclet: PicletDefinition;
|
8 |
+
let statusInflicter: PicletDefinition;
|
9 |
+
|
10 |
+
beforeEach(() => {
|
11 |
+
// Basic piclet without special abilities
|
12 |
+
basicPiclet = {
|
13 |
+
name: "Basic Fighter",
|
14 |
+
description: "Standard test piclet",
|
15 |
+
tier: 'medium',
|
16 |
+
primaryType: PicletType.BEAST,
|
17 |
+
baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
|
18 |
+
nature: "Hardy",
|
19 |
+
specialAbility: { name: "No Ability", description: "" },
|
20 |
+
movepool: [
|
21 |
+
{
|
22 |
+
name: "Basic Attack",
|
23 |
+
type: AttackType.BEAST,
|
24 |
+
power: 50,
|
25 |
+
accuracy: 100,
|
26 |
+
pp: 20,
|
27 |
+
priority: 0,
|
28 |
+
flags: ['contact'],
|
29 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
30 |
+
}
|
31 |
+
]
|
32 |
+
};
|
33 |
+
|
34 |
+
// Piclet that can inflict status effects
|
35 |
+
statusInflicter = {
|
36 |
+
name: "Status Master",
|
37 |
+
description: "Can inflict various status effects",
|
38 |
+
tier: 'medium',
|
39 |
+
primaryType: PicletType.CULTURE,
|
40 |
+
baseStats: { hp: 90, attack: 50, defense: 70, speed: 80 },
|
41 |
+
nature: "Timid",
|
42 |
+
specialAbility: { name: "No Ability", description: "" },
|
43 |
+
movepool: [
|
44 |
+
{
|
45 |
+
name: "Freeze Ray",
|
46 |
+
type: AttackType.AQUATIC,
|
47 |
+
power: 40,
|
48 |
+
accuracy: 90,
|
49 |
+
pp: 15,
|
50 |
+
priority: 0,
|
51 |
+
flags: [],
|
52 |
+
effects: [
|
53 |
+
{ type: 'damage', target: 'opponent', amount: 'normal' },
|
54 |
+
{ type: 'applyStatus', target: 'opponent', status: 'freeze', chance: 30 }
|
55 |
+
]
|
56 |
+
},
|
57 |
+
{
|
58 |
+
name: "Paralyzing Shock",
|
59 |
+
type: AttackType.MACHINA,
|
60 |
+
power: 45,
|
61 |
+
accuracy: 100,
|
62 |
+
pp: 20,
|
63 |
+
priority: 0,
|
64 |
+
flags: [],
|
65 |
+
effects: [
|
66 |
+
{ type: 'damage', target: 'opponent', amount: 'normal' },
|
67 |
+
{ type: 'applyStatus', target: 'opponent', status: 'paralyze', chance: 25 }
|
68 |
+
]
|
69 |
+
},
|
70 |
+
{
|
71 |
+
name: "Sleep Powder",
|
72 |
+
type: AttackType.FLORA,
|
73 |
+
power: 0,
|
74 |
+
accuracy: 85,
|
75 |
+
pp: 15,
|
76 |
+
priority: 0,
|
77 |
+
flags: [],
|
78 |
+
effects: [
|
79 |
+
{ type: 'applyStatus', target: 'opponent', status: 'sleep', chance: 100 }
|
80 |
+
]
|
81 |
+
},
|
82 |
+
{
|
83 |
+
name: "Confuse Ray",
|
84 |
+
type: AttackType.SPACE,
|
85 |
+
power: 0,
|
86 |
+
accuracy: 100,
|
87 |
+
pp: 10,
|
88 |
+
priority: 0,
|
89 |
+
flags: [],
|
90 |
+
effects: [
|
91 |
+
{ type: 'applyStatus', target: 'opponent', status: 'confuse', chance: 100 }
|
92 |
+
]
|
93 |
+
}
|
94 |
+
]
|
95 |
+
};
|
96 |
+
});
|
97 |
+
|
98 |
+
describe('Freeze Status Effect', () => {
|
99 |
+
it('should prevent the frozen piclet from acting', () => {
|
100 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
101 |
+
|
102 |
+
// Force freeze to trigger by mocking Math.random
|
103 |
+
const originalRandom = Math.random;
|
104 |
+
Math.random = () => 0.1; // 10% < 30% chance, should trigger freeze
|
105 |
+
|
106 |
+
engine.executeActions(
|
107 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Freeze Ray
|
108 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Should be prevented if frozen
|
109 |
+
);
|
110 |
+
|
111 |
+
// Restore Math.random
|
112 |
+
Math.random = originalRandom;
|
113 |
+
|
114 |
+
const log = engine.getLog();
|
115 |
+
const opponentState = engine.getState().opponentPiclet;
|
116 |
+
|
117 |
+
// Check that freeze was applied
|
118 |
+
expect(opponentState.statusEffects).toContain('freeze');
|
119 |
+
expect(log.some(msg => msg.includes('was frozen'))).toBe(true);
|
120 |
+
|
121 |
+
// Execute another turn to test freeze preventing action
|
122 |
+
if (!engine.isGameOver()) {
|
123 |
+
engine.executeActions(
|
124 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
125 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
126 |
+
);
|
127 |
+
|
128 |
+
const secondTurnLog = engine.getLog();
|
129 |
+
expect(secondTurnLog.some(msg => msg.includes('is frozen solid') || msg.includes('cannot move'))).toBe(true);
|
130 |
+
}
|
131 |
+
});
|
132 |
+
|
133 |
+
it('should have a chance to thaw each turn', () => {
|
134 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
135 |
+
|
136 |
+
// Manually apply freeze status
|
137 |
+
engine['state'].opponentPiclet.statusEffects.push('freeze');
|
138 |
+
|
139 |
+
// Force thaw with low random number
|
140 |
+
const originalRandom = Math.random;
|
141 |
+
Math.random = () => 0.1; // Should trigger thaw (usually 20% chance)
|
142 |
+
|
143 |
+
engine.executeActions(
|
144 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
145 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
146 |
+
);
|
147 |
+
|
148 |
+
// Restore Math.random
|
149 |
+
Math.random = originalRandom;
|
150 |
+
|
151 |
+
const log = engine.getLog();
|
152 |
+
const opponentState = engine.getState().opponentPiclet;
|
153 |
+
|
154 |
+
// Should thaw and be able to act
|
155 |
+
expect(log.some(msg => msg.includes('thawed out') || msg.includes('is no longer frozen'))).toBe(true);
|
156 |
+
expect(opponentState.statusEffects).not.toContain('freeze');
|
157 |
+
});
|
158 |
+
});
|
159 |
+
|
160 |
+
describe('Paralysis Status Effect', () => {
|
161 |
+
it('should reduce speed by 50%', () => {
|
162 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
163 |
+
const initialSpeed = engine.getState().opponentPiclet.speed;
|
164 |
+
|
165 |
+
// Force paralysis to trigger
|
166 |
+
const originalRandom = Math.random;
|
167 |
+
Math.random = () => 0.1; // 10% < 25% chance
|
168 |
+
|
169 |
+
engine.executeActions(
|
170 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 }, // Paralyzing Shock
|
171 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
172 |
+
);
|
173 |
+
|
174 |
+
// Restore Math.random
|
175 |
+
Math.random = originalRandom;
|
176 |
+
|
177 |
+
const finalSpeed = engine.getState().opponentPiclet.speed;
|
178 |
+
const log = engine.getLog();
|
179 |
+
|
180 |
+
expect(engine.getState().opponentPiclet.statusEffects).toContain('paralyze');
|
181 |
+
expect(log.some(msg => msg.includes('was paralyzed'))).toBe(true);
|
182 |
+
expect(finalSpeed).toBe(Math.floor(initialSpeed * 0.5)); // 50% speed reduction
|
183 |
+
});
|
184 |
+
|
185 |
+
it('should have 25% chance to prevent action', () => {
|
186 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
187 |
+
|
188 |
+
// Manually apply paralysis
|
189 |
+
engine['state'].opponentPiclet.statusEffects.push('paralyze');
|
190 |
+
engine['state'].opponentPiclet.speed = Math.floor(engine['state'].opponentPiclet.speed * 0.5);
|
191 |
+
|
192 |
+
// Force paralysis to prevent action
|
193 |
+
const originalRandom = Math.random;
|
194 |
+
Math.random = () => 0.1; // Should trigger paralysis prevention (25% chance)
|
195 |
+
|
196 |
+
engine.executeActions(
|
197 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
198 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Should be prevented
|
199 |
+
);
|
200 |
+
|
201 |
+
// Restore Math.random
|
202 |
+
Math.random = originalRandom;
|
203 |
+
|
204 |
+
const log = engine.getLog();
|
205 |
+
expect(log.some(msg =>
|
206 |
+
msg.includes('is fully paralyzed') ||
|
207 |
+
msg.includes('cannot move due to paralysis')
|
208 |
+
)).toBe(true);
|
209 |
+
});
|
210 |
+
});
|
211 |
+
|
212 |
+
describe('Sleep Status Effect', () => {
|
213 |
+
it('should prevent action and last 1-3 turns', () => {
|
214 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
215 |
+
|
216 |
+
engine.executeActions(
|
217 |
+
{ type: 'move', piclet: 'player', moveIndex: 2 }, // Sleep Powder
|
218 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Should be prevented if asleep
|
219 |
+
);
|
220 |
+
|
221 |
+
const log = engine.getLog();
|
222 |
+
const opponentState = engine.getState().opponentPiclet;
|
223 |
+
|
224 |
+
expect(opponentState.statusEffects).toContain('sleep');
|
225 |
+
expect(log.some(msg => msg.includes('fell asleep'))).toBe(true);
|
226 |
+
|
227 |
+
// Sleep should prevent action
|
228 |
+
if (!engine.isGameOver()) {
|
229 |
+
engine.executeActions(
|
230 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
231 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
232 |
+
);
|
233 |
+
|
234 |
+
const secondLog = engine.getLog();
|
235 |
+
expect(secondLog.some(msg =>
|
236 |
+
msg.includes('is fast asleep') ||
|
237 |
+
msg.includes('cannot wake up')
|
238 |
+
)).toBe(true);
|
239 |
+
}
|
240 |
+
});
|
241 |
+
|
242 |
+
it('should wake up when attacked', () => {
|
243 |
+
const engine = new BattleEngine(basicPiclet, statusInflicter);
|
244 |
+
|
245 |
+
// Put player to sleep
|
246 |
+
engine['state'].playerPiclet.statusEffects.push('sleep');
|
247 |
+
|
248 |
+
engine.executeActions(
|
249 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Should be prevented by sleep
|
250 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Attack should wake up player
|
251 |
+
);
|
252 |
+
|
253 |
+
const log = engine.getLog();
|
254 |
+
const playerState = engine.getState().playerPiclet;
|
255 |
+
|
256 |
+
// Should wake up when damaged
|
257 |
+
expect(log.some(msg => msg.includes('woke up'))).toBe(true);
|
258 |
+
expect(playerState.statusEffects).not.toContain('sleep');
|
259 |
+
});
|
260 |
+
});
|
261 |
+
|
262 |
+
describe('Confusion Status Effect', () => {
|
263 |
+
it('should last 2-5 turns and cause self-damage 33% of the time', () => {
|
264 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
265 |
+
|
266 |
+
engine.executeActions(
|
267 |
+
{ type: 'move', piclet: 'player', moveIndex: 3 }, // Confuse Ray
|
268 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
269 |
+
);
|
270 |
+
|
271 |
+
const log = engine.getLog();
|
272 |
+
const opponentState = engine.getState().opponentPiclet;
|
273 |
+
|
274 |
+
expect(opponentState.statusEffects).toContain('confuse');
|
275 |
+
expect(log.some(msg => msg.includes('became confused'))).toBe(true);
|
276 |
+
|
277 |
+
// Test confusion self-damage
|
278 |
+
const initialHp = engine.getState().opponentPiclet.currentHp;
|
279 |
+
|
280 |
+
// Force confusion self-damage
|
281 |
+
const originalRandom = Math.random;
|
282 |
+
Math.random = () => 0.2; // Should trigger self-damage (33% chance)
|
283 |
+
|
284 |
+
if (!engine.isGameOver()) {
|
285 |
+
engine.executeActions(
|
286 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
287 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
288 |
+
);
|
289 |
+
|
290 |
+
const confusedLog = engine.getLog();
|
291 |
+
const finalHp = engine.getState().opponentPiclet.currentHp;
|
292 |
+
|
293 |
+
expect(confusedLog.some(msg =>
|
294 |
+
msg.includes('hurt itself in confusion') ||
|
295 |
+
msg.includes('attacked itself')
|
296 |
+
)).toBe(true);
|
297 |
+
}
|
298 |
+
|
299 |
+
// Restore Math.random
|
300 |
+
Math.random = originalRandom;
|
301 |
+
});
|
302 |
+
|
303 |
+
it('should wear off after 2-5 turns', () => {
|
304 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
305 |
+
|
306 |
+
// Manually apply confusion with duration
|
307 |
+
engine['state'].opponentPiclet.statusEffects.push('confuse');
|
308 |
+
(engine['state'].opponentPiclet as any).confusionTurns = 1; // Set to expire next turn
|
309 |
+
|
310 |
+
engine.executeActions(
|
311 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
312 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
313 |
+
);
|
314 |
+
|
315 |
+
const log = engine.getLog();
|
316 |
+
const opponentState = engine.getState().opponentPiclet;
|
317 |
+
|
318 |
+
expect(log.some(msg => msg.includes('is no longer confused') || msg.includes('snapped out of confusion'))).toBe(true);
|
319 |
+
expect(opponentState.statusEffects).not.toContain('confuse');
|
320 |
+
});
|
321 |
+
});
|
322 |
+
|
323 |
+
describe('Status Effect Interactions', () => {
|
324 |
+
it('should not allow multiple major status effects simultaneously', () => {
|
325 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
326 |
+
|
327 |
+
// Apply freeze first
|
328 |
+
engine['state'].opponentPiclet.statusEffects.push('freeze');
|
329 |
+
|
330 |
+
// Try to apply paralysis
|
331 |
+
const originalRandom = Math.random;
|
332 |
+
Math.random = () => 0.1; // Should trigger paralysis normally
|
333 |
+
|
334 |
+
engine.executeActions(
|
335 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 }, // Paralyzing Shock
|
336 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
337 |
+
);
|
338 |
+
|
339 |
+
Math.random = originalRandom;
|
340 |
+
|
341 |
+
const opponentState = engine.getState().opponentPiclet;
|
342 |
+
const majorStatuses = opponentState.statusEffects.filter(status =>
|
343 |
+
['freeze', 'paralyze', 'sleep'].includes(status)
|
344 |
+
);
|
345 |
+
|
346 |
+
// Should only have one major status effect
|
347 |
+
expect(majorStatuses.length).toBeLessThanOrEqual(1);
|
348 |
+
});
|
349 |
+
|
350 |
+
it('should allow confusion alongside other status effects', () => {
|
351 |
+
const engine = new BattleEngine(statusInflicter, basicPiclet);
|
352 |
+
|
353 |
+
// Apply paralysis first
|
354 |
+
engine['state'].opponentPiclet.statusEffects.push('paralyze');
|
355 |
+
|
356 |
+
// Apply confusion
|
357 |
+
engine.executeActions(
|
358 |
+
{ type: 'move', piclet: 'player', moveIndex: 3 }, // Confuse Ray
|
359 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
360 |
+
);
|
361 |
+
|
362 |
+
const opponentState = engine.getState().opponentPiclet;
|
363 |
+
|
364 |
+
// Should have both paralysis and confusion
|
365 |
+
expect(opponentState.statusEffects).toContain('paralyze');
|
366 |
+
expect(opponentState.statusEffects).toContain('confuse');
|
367 |
+
});
|
368 |
+
});
|
369 |
+
});
|
src/lib/battle-engine/debug-field-effects.test.ts
ADDED
@@ -0,0 +1,101 @@
|
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|
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|
|
|
|
1 |
+
import { describe, it, expect } from 'vitest';
|
2 |
+
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition } from './types';
|
4 |
+
import { PicletType, AttackType } from './types';
|
5 |
+
|
6 |
+
describe('Debug Field Effects', () => {
|
7 |
+
it('should debug field effect creation and damage calculation', () => {
|
8 |
+
const fieldUser: PicletDefinition = {
|
9 |
+
name: "Field User",
|
10 |
+
description: "Creates field effects",
|
11 |
+
tier: 'medium',
|
12 |
+
primaryType: PicletType.BEAST, // Changed to BEAST so opponent can damage it
|
13 |
+
baseStats: { hp: 100, attack: 60, defense: 80, speed: 60 },
|
14 |
+
nature: "Calm",
|
15 |
+
specialAbility: { name: "No Ability", description: "" },
|
16 |
+
movepool: [
|
17 |
+
{
|
18 |
+
name: "Contact Barrier",
|
19 |
+
type: AttackType.SPACE,
|
20 |
+
power: 0,
|
21 |
+
accuracy: 100,
|
22 |
+
pp: 10,
|
23 |
+
priority: 0,
|
24 |
+
flags: [],
|
25 |
+
effects: [
|
26 |
+
{
|
27 |
+
type: 'fieldEffect',
|
28 |
+
effect: 'reflect',
|
29 |
+
target: 'playerSide',
|
30 |
+
stackable: false
|
31 |
+
}
|
32 |
+
]
|
33 |
+
}
|
34 |
+
]
|
35 |
+
};
|
36 |
+
|
37 |
+
const attacker: PicletDefinition = {
|
38 |
+
name: "Contact Attacker",
|
39 |
+
description: "Uses contact moves",
|
40 |
+
tier: 'medium',
|
41 |
+
primaryType: PicletType.BEAST,
|
42 |
+
baseStats: { hp: 80, attack: 80, defense: 60, speed: 70 },
|
43 |
+
nature: "Adamant",
|
44 |
+
specialAbility: { name: "No Ability", description: "" },
|
45 |
+
movepool: [
|
46 |
+
{
|
47 |
+
name: "Physical Strike",
|
48 |
+
type: AttackType.BEAST,
|
49 |
+
power: 60,
|
50 |
+
accuracy: 100,
|
51 |
+
pp: 15,
|
52 |
+
priority: 0,
|
53 |
+
flags: ['contact'],
|
54 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
55 |
+
}
|
56 |
+
]
|
57 |
+
};
|
58 |
+
|
59 |
+
const engine = new BattleEngine(fieldUser, attacker);
|
60 |
+
|
61 |
+
console.log('Initial state:', {
|
62 |
+
playerHp: engine.getState().playerPiclet.currentHp,
|
63 |
+
opponentHp: engine.getState().opponentPiclet.currentHp,
|
64 |
+
fieldEffects: engine.getState().fieldEffects
|
65 |
+
});
|
66 |
+
|
67 |
+
// First turn: create barrier and get attacked
|
68 |
+
engine.executeActions(
|
69 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
70 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Physical Strike
|
71 |
+
);
|
72 |
+
|
73 |
+
console.log('After first turn:', {
|
74 |
+
playerHp: engine.getState().playerPiclet.currentHp,
|
75 |
+
opponentHp: engine.getState().opponentPiclet.currentHp,
|
76 |
+
fieldEffects: engine.getState().fieldEffects,
|
77 |
+
log: engine.getLog()
|
78 |
+
});
|
79 |
+
|
80 |
+
// Second turn: opponent attacks again (should be reduced)
|
81 |
+
const hpBeforeSecondAttack = engine.getState().playerPiclet.currentHp;
|
82 |
+
|
83 |
+
engine.executeActions(
|
84 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier (no effect)
|
85 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Physical Strike (should be reduced)
|
86 |
+
);
|
87 |
+
|
88 |
+
const hpAfterSecondAttack = engine.getState().playerPiclet.currentHp;
|
89 |
+
const damage = hpBeforeSecondAttack - hpAfterSecondAttack;
|
90 |
+
|
91 |
+
console.log('After second turn:', {
|
92 |
+
playerHp: hpAfterSecondAttack,
|
93 |
+
damage: damage,
|
94 |
+
fieldEffects: engine.getState().fieldEffects,
|
95 |
+
log: engine.getLog()
|
96 |
+
});
|
97 |
+
|
98 |
+
expect(engine.getState().fieldEffects.length).toBeGreaterThan(0);
|
99 |
+
expect(damage).toBeGreaterThan(0); // Some damage should occur
|
100 |
+
});
|
101 |
+
});
|
src/lib/battle-engine/field-effects.test.ts
ADDED
@@ -0,0 +1,493 @@
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
1 |
+
import { describe, it, expect, beforeEach } from 'vitest';
|
2 |
+
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition } from './types';
|
4 |
+
import { PicletType, AttackType } from './types';
|
5 |
+
|
6 |
+
describe('Field Effects System', () => {
|
7 |
+
let contactAttacker: PicletDefinition;
|
8 |
+
let nonContactAttacker: PicletDefinition;
|
9 |
+
let fieldEffectUser: PicletDefinition;
|
10 |
+
let basicOpponent: PicletDefinition;
|
11 |
+
|
12 |
+
beforeEach(() => {
|
13 |
+
// Piclet that uses contact moves
|
14 |
+
contactAttacker = {
|
15 |
+
name: "Contact Fighter",
|
16 |
+
description: "Uses contact moves",
|
17 |
+
tier: 'medium',
|
18 |
+
primaryType: PicletType.BEAST,
|
19 |
+
baseStats: { hp: 80, attack: 80, defense: 60, speed: 70 },
|
20 |
+
nature: "Adamant",
|
21 |
+
specialAbility: { name: "No Ability", description: "" },
|
22 |
+
movepool: [
|
23 |
+
{
|
24 |
+
name: "Physical Strike",
|
25 |
+
type: AttackType.BEAST,
|
26 |
+
power: 60,
|
27 |
+
accuracy: 100,
|
28 |
+
pp: 15,
|
29 |
+
priority: 0,
|
30 |
+
flags: ['contact'],
|
31 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
32 |
+
}
|
33 |
+
]
|
34 |
+
};
|
35 |
+
|
36 |
+
// Piclet that uses non-contact moves
|
37 |
+
nonContactAttacker = {
|
38 |
+
name: "Ranged Fighter",
|
39 |
+
description: "Uses non-contact moves",
|
40 |
+
tier: 'medium',
|
41 |
+
primaryType: PicletType.SPACE,
|
42 |
+
baseStats: { hp: 80, attack: 80, defense: 60, speed: 70 },
|
43 |
+
nature: "Modest",
|
44 |
+
specialAbility: { name: "No Ability", description: "" },
|
45 |
+
movepool: [
|
46 |
+
{
|
47 |
+
name: "Energy Blast",
|
48 |
+
type: AttackType.SPACE,
|
49 |
+
power: 60,
|
50 |
+
accuracy: 100,
|
51 |
+
pp: 15,
|
52 |
+
priority: 0,
|
53 |
+
flags: [],
|
54 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
55 |
+
}
|
56 |
+
]
|
57 |
+
};
|
58 |
+
|
59 |
+
// Piclet that can create field effects
|
60 |
+
fieldEffectUser = {
|
61 |
+
name: "Field Controller",
|
62 |
+
description: "Controls battlefield effects",
|
63 |
+
tier: 'medium',
|
64 |
+
primaryType: PicletType.BEAST, // Changed to BEAST so opponent can damage it
|
65 |
+
baseStats: { hp: 100, attack: 60, defense: 80, speed: 60 },
|
66 |
+
nature: "Calm",
|
67 |
+
specialAbility: { name: "No Ability", description: "" },
|
68 |
+
movepool: [
|
69 |
+
{
|
70 |
+
name: "Contact Barrier",
|
71 |
+
type: AttackType.SPACE,
|
72 |
+
power: 0,
|
73 |
+
accuracy: 100,
|
74 |
+
pp: 10,
|
75 |
+
priority: 0,
|
76 |
+
flags: [],
|
77 |
+
effects: [
|
78 |
+
{
|
79 |
+
type: 'fieldEffect',
|
80 |
+
effect: 'reflect',
|
81 |
+
target: 'playerSide',
|
82 |
+
stackable: false
|
83 |
+
}
|
84 |
+
]
|
85 |
+
},
|
86 |
+
{
|
87 |
+
name: "Non-Contact Barrier",
|
88 |
+
type: AttackType.SPACE,
|
89 |
+
power: 0,
|
90 |
+
accuracy: 100,
|
91 |
+
pp: 10,
|
92 |
+
priority: 0,
|
93 |
+
flags: [],
|
94 |
+
effects: [
|
95 |
+
{
|
96 |
+
type: 'fieldEffect',
|
97 |
+
effect: 'lightScreen',
|
98 |
+
target: 'playerSide',
|
99 |
+
stackable: false
|
100 |
+
}
|
101 |
+
]
|
102 |
+
},
|
103 |
+
{
|
104 |
+
name: "Entry Spikes",
|
105 |
+
type: AttackType.MINERAL,
|
106 |
+
power: 0,
|
107 |
+
accuracy: 100,
|
108 |
+
pp: 10,
|
109 |
+
priority: 0,
|
110 |
+
flags: [],
|
111 |
+
effects: [
|
112 |
+
{
|
113 |
+
type: 'fieldEffect',
|
114 |
+
effect: 'spikes',
|
115 |
+
target: 'opponentSide',
|
116 |
+
stackable: true
|
117 |
+
}
|
118 |
+
]
|
119 |
+
},
|
120 |
+
{
|
121 |
+
name: "Healing Field",
|
122 |
+
type: AttackType.FLORA,
|
123 |
+
power: 0,
|
124 |
+
accuracy: 100,
|
125 |
+
pp: 10,
|
126 |
+
priority: 0,
|
127 |
+
flags: [],
|
128 |
+
effects: [
|
129 |
+
{
|
130 |
+
type: 'fieldEffect',
|
131 |
+
effect: 'healingMist',
|
132 |
+
target: 'field',
|
133 |
+
stackable: false
|
134 |
+
}
|
135 |
+
]
|
136 |
+
}
|
137 |
+
]
|
138 |
+
};
|
139 |
+
|
140 |
+
// Basic opponent for testing
|
141 |
+
basicOpponent = {
|
142 |
+
name: "Basic Opponent",
|
143 |
+
description: "Standard test opponent",
|
144 |
+
tier: 'medium',
|
145 |
+
primaryType: PicletType.BEAST,
|
146 |
+
baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
|
147 |
+
nature: "Hardy",
|
148 |
+
specialAbility: { name: "No Ability", description: "" },
|
149 |
+
movepool: [
|
150 |
+
{
|
151 |
+
name: "Basic Attack",
|
152 |
+
type: AttackType.NORMAL,
|
153 |
+
power: 50,
|
154 |
+
accuracy: 100,
|
155 |
+
pp: 20,
|
156 |
+
priority: 0,
|
157 |
+
flags: ['contact'],
|
158 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
159 |
+
}
|
160 |
+
]
|
161 |
+
};
|
162 |
+
});
|
163 |
+
|
164 |
+
describe('Contact Damage Reduction (Reflect)', () => {
|
165 |
+
it('should reduce contact move damage by 50%', () => {
|
166 |
+
const engine = new BattleEngine(fieldEffectUser, contactAttacker);
|
167 |
+
|
168 |
+
// Set up barrier first
|
169 |
+
engine.executeActions(
|
170 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
171 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Basic Attack (will be reduced)
|
172 |
+
);
|
173 |
+
|
174 |
+
const log = engine.getLog();
|
175 |
+
expect(log.some(msg => msg.includes('barrier was raised to reduce contact move damage'))).toBe(true);
|
176 |
+
|
177 |
+
// Test that subsequent contact moves are reduced
|
178 |
+
const initialHp = engine.getState().playerPiclet.currentHp;
|
179 |
+
|
180 |
+
engine.executeActions(
|
181 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier (no effect, already active)
|
182 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Basic Attack (should be reduced)
|
183 |
+
);
|
184 |
+
|
185 |
+
const finalHp = engine.getState().playerPiclet.currentHp;
|
186 |
+
const damage = initialHp - finalHp;
|
187 |
+
|
188 |
+
// Damage should be significantly reduced (less than normal ~30-40 damage)
|
189 |
+
expect(damage).toBeLessThan(25);
|
190 |
+
expect(damage).toBeGreaterThan(0); // But still some damage
|
191 |
+
});
|
192 |
+
|
193 |
+
it('should not reduce non-contact move damage', () => {
|
194 |
+
const engine = new BattleEngine(fieldEffectUser, nonContactAttacker);
|
195 |
+
|
196 |
+
// Set up contact barrier
|
197 |
+
engine.executeActions(
|
198 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
199 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Energy Blast (non-contact)
|
200 |
+
);
|
201 |
+
|
202 |
+
// Test that non-contact moves are NOT reduced
|
203 |
+
const initialHp = engine.getState().playerPiclet.currentHp;
|
204 |
+
|
205 |
+
engine.executeActions(
|
206 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
207 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Energy Blast (should not be reduced)
|
208 |
+
);
|
209 |
+
|
210 |
+
const finalHp = engine.getState().playerPiclet.currentHp;
|
211 |
+
const damage = initialHp - finalHp;
|
212 |
+
|
213 |
+
// Damage should be normal (around 30-50)
|
214 |
+
expect(damage).toBeGreaterThan(25);
|
215 |
+
});
|
216 |
+
});
|
217 |
+
|
218 |
+
describe('Non-Contact Damage Reduction (Light Screen)', () => {
|
219 |
+
it('should reduce non-contact move damage by 50%', () => {
|
220 |
+
const engine = new BattleEngine(fieldEffectUser, nonContactAttacker);
|
221 |
+
|
222 |
+
// Set up non-contact barrier
|
223 |
+
engine.executeActions(
|
224 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 }, // Non-Contact Barrier
|
225 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Energy Blast (should be reduced)
|
226 |
+
);
|
227 |
+
|
228 |
+
const log = engine.getLog();
|
229 |
+
expect(log.some(msg => msg.includes('barrier was raised to reduce non-contact move damage'))).toBe(true);
|
230 |
+
|
231 |
+
// Test reduction on subsequent turn
|
232 |
+
const initialHp = engine.getState().playerPiclet.currentHp;
|
233 |
+
|
234 |
+
engine.executeActions(
|
235 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 },
|
236 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Energy Blast (should be reduced)
|
237 |
+
);
|
238 |
+
|
239 |
+
const finalHp = engine.getState().playerPiclet.currentHp;
|
240 |
+
const damage = initialHp - finalHp;
|
241 |
+
|
242 |
+
// Damage should be reduced
|
243 |
+
expect(damage).toBeLessThan(25);
|
244 |
+
expect(damage).toBeGreaterThan(0);
|
245 |
+
});
|
246 |
+
|
247 |
+
it('should not reduce contact move damage', () => {
|
248 |
+
const engine = new BattleEngine(fieldEffectUser, contactAttacker);
|
249 |
+
|
250 |
+
// Set up non-contact barrier
|
251 |
+
engine.executeActions(
|
252 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 }, // Non-Contact Barrier
|
253 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Physical Strike (contact)
|
254 |
+
);
|
255 |
+
|
256 |
+
// Test that contact moves are NOT reduced
|
257 |
+
const initialHp = engine.getState().playerPiclet.currentHp;
|
258 |
+
|
259 |
+
engine.executeActions(
|
260 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 },
|
261 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Physical Strike (should not be reduced)
|
262 |
+
);
|
263 |
+
|
264 |
+
const finalHp = engine.getState().playerPiclet.currentHp;
|
265 |
+
const damage = initialHp - finalHp;
|
266 |
+
|
267 |
+
// Damage should be normal
|
268 |
+
expect(damage).toBeGreaterThan(25);
|
269 |
+
});
|
270 |
+
});
|
271 |
+
|
272 |
+
describe('Entry Hazards (Spikes)', () => {
|
273 |
+
it('should set up entry spikes on opponent side', () => {
|
274 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
275 |
+
|
276 |
+
engine.executeActions(
|
277 |
+
{ type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
|
278 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
279 |
+
);
|
280 |
+
|
281 |
+
const log = engine.getLog();
|
282 |
+
expect(log.some(msg => msg.includes('Entry spikes were scattered'))).toBe(true);
|
283 |
+
|
284 |
+
// Check that field effect was applied
|
285 |
+
const state = engine.getState();
|
286 |
+
expect(state.fieldEffects.some(effect => effect.name === 'entryHazardSpikes')).toBe(true);
|
287 |
+
});
|
288 |
+
|
289 |
+
it('should be stackable', () => {
|
290 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
291 |
+
|
292 |
+
// Apply spikes twice
|
293 |
+
engine.executeActions(
|
294 |
+
{ type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
|
295 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
296 |
+
);
|
297 |
+
|
298 |
+
engine.executeActions(
|
299 |
+
{ type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes again
|
300 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
301 |
+
);
|
302 |
+
|
303 |
+
const state = engine.getState();
|
304 |
+
const spikeEffects = state.fieldEffects.filter(effect => effect.name === 'entryHazardSpikes');
|
305 |
+
expect(spikeEffects.length).toBe(2); // Should stack
|
306 |
+
});
|
307 |
+
});
|
308 |
+
|
309 |
+
describe('Healing Field', () => {
|
310 |
+
it('should create a healing field that affects both sides', () => {
|
311 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
312 |
+
|
313 |
+
// Damage both piclets first
|
314 |
+
engine['state'].playerPiclet.currentHp = Math.floor(engine['state'].playerPiclet.maxHp * 0.5);
|
315 |
+
engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.5);
|
316 |
+
|
317 |
+
const playerInitialHp = engine.getState().playerPiclet.currentHp;
|
318 |
+
const opponentInitialHp = engine.getState().opponentPiclet.currentHp;
|
319 |
+
|
320 |
+
engine.executeActions(
|
321 |
+
{ type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
|
322 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
323 |
+
);
|
324 |
+
|
325 |
+
const log = engine.getLog();
|
326 |
+
expect(log.some(msg => msg.includes('healing field was created'))).toBe(true);
|
327 |
+
|
328 |
+
// Both piclets should be healed at end of turn
|
329 |
+
const playerFinalHp = engine.getState().playerPiclet.currentHp;
|
330 |
+
const opponentFinalHp = engine.getState().opponentPiclet.currentHp;
|
331 |
+
|
332 |
+
expect(playerFinalHp).toBeGreaterThan(playerInitialHp);
|
333 |
+
expect(opponentFinalHp).toBeGreaterThan(opponentInitialHp);
|
334 |
+
expect(log.some(msg => msg.includes('healed by the healing field'))).toBe(true);
|
335 |
+
});
|
336 |
+
|
337 |
+
it('should not heal piclets at full HP', () => {
|
338 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
339 |
+
|
340 |
+
// Both piclets at full HP
|
341 |
+
const playerInitialHp = engine.getState().playerPiclet.currentHp;
|
342 |
+
const opponentInitialHp = engine.getState().opponentPiclet.currentHp;
|
343 |
+
|
344 |
+
engine.executeActions(
|
345 |
+
{ type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
|
346 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
347 |
+
);
|
348 |
+
|
349 |
+
// HP should remain the same
|
350 |
+
const playerFinalHp = engine.getState().playerPiclet.currentHp;
|
351 |
+
const opponentFinalHp = engine.getState().opponentPiclet.currentHp;
|
352 |
+
|
353 |
+
expect(playerFinalHp).toBe(playerInitialHp);
|
354 |
+
expect(opponentFinalHp).toBe(opponentInitialHp);
|
355 |
+
});
|
356 |
+
});
|
357 |
+
|
358 |
+
describe('Field Effect Duration and Management', () => {
|
359 |
+
it('should expire field effects after 5 turns', () => {
|
360 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
361 |
+
|
362 |
+
// Create a barrier
|
363 |
+
engine.executeActions(
|
364 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
365 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
366 |
+
);
|
367 |
+
|
368 |
+
// Verify it exists
|
369 |
+
expect(engine.getState().fieldEffects.length).toBe(1);
|
370 |
+
|
371 |
+
// Pass 5 turns
|
372 |
+
for (let i = 0; i < 5; i++) {
|
373 |
+
engine.executeActions(
|
374 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
375 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
376 |
+
);
|
377 |
+
}
|
378 |
+
|
379 |
+
// Effect should have expired
|
380 |
+
const log = engine.getLog();
|
381 |
+
expect(log.some(msg => msg.includes('faded away'))).toBe(true);
|
382 |
+
expect(engine.getState().fieldEffects.length).toBe(0);
|
383 |
+
});
|
384 |
+
|
385 |
+
it('should not stack non-stackable effects', () => {
|
386 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
387 |
+
|
388 |
+
// Apply same barrier twice
|
389 |
+
engine.executeActions(
|
390 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
391 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
392 |
+
);
|
393 |
+
|
394 |
+
engine.executeActions(
|
395 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier again
|
396 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
397 |
+
);
|
398 |
+
|
399 |
+
// Should only have one effect (refreshed duration)
|
400 |
+
const contactBarriers = engine.getState().fieldEffects.filter(
|
401 |
+
effect => effect.name === 'contactDamageReduction'
|
402 |
+
);
|
403 |
+
expect(contactBarriers.length).toBe(1);
|
404 |
+
});
|
405 |
+
|
406 |
+
it('should properly format field effect names in logs', () => {
|
407 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
408 |
+
|
409 |
+
engine.executeActions(
|
410 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
411 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
412 |
+
);
|
413 |
+
|
414 |
+
// Pass enough turns for effect to fade
|
415 |
+
for (let i = 0; i < 5; i++) {
|
416 |
+
engine.executeActions(
|
417 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
418 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
419 |
+
);
|
420 |
+
}
|
421 |
+
|
422 |
+
const log = engine.getLog();
|
423 |
+
expect(log.some(msg =>
|
424 |
+
msg.includes('Contact damage barrier faded away') ||
|
425 |
+
msg.includes('contact damage barrier faded away')
|
426 |
+
)).toBe(true);
|
427 |
+
});
|
428 |
+
});
|
429 |
+
|
430 |
+
describe('Field Effect Integration with Battle Flow', () => {
|
431 |
+
it('should apply field effects during damage calculation', () => {
|
432 |
+
const engine = new BattleEngine(fieldEffectUser, contactAttacker);
|
433 |
+
|
434 |
+
// Measure baseline damage first
|
435 |
+
const baselineEngine = new BattleEngine(fieldEffectUser, contactAttacker);
|
436 |
+
const baselineInitialHp = baselineEngine.getState().playerPiclet.currentHp;
|
437 |
+
|
438 |
+
baselineEngine.executeActions(
|
439 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
440 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // No barrier
|
441 |
+
);
|
442 |
+
|
443 |
+
const baselineDamage = baselineInitialHp - baselineEngine.getState().playerPiclet.currentHp;
|
444 |
+
|
445 |
+
// Now test with barrier
|
446 |
+
engine.executeActions(
|
447 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
448 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
449 |
+
);
|
450 |
+
|
451 |
+
const protectedInitialHp = engine.getState().playerPiclet.currentHp;
|
452 |
+
|
453 |
+
engine.executeActions(
|
454 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
455 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Attack against barrier
|
456 |
+
);
|
457 |
+
|
458 |
+
const protectedDamage = protectedInitialHp - engine.getState().playerPiclet.currentHp;
|
459 |
+
|
460 |
+
// Protected damage should be significantly less
|
461 |
+
expect(protectedDamage).toBeLessThan(baselineDamage * 0.75);
|
462 |
+
});
|
463 |
+
|
464 |
+
it('should handle multiple field effects simultaneously', () => {
|
465 |
+
const engine = new BattleEngine(fieldEffectUser, basicOpponent);
|
466 |
+
|
467 |
+
// Apply multiple field effects
|
468 |
+
engine.executeActions(
|
469 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
|
470 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
471 |
+
);
|
472 |
+
|
473 |
+
engine.executeActions(
|
474 |
+
{ type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
|
475 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
476 |
+
);
|
477 |
+
|
478 |
+
engine.executeActions(
|
479 |
+
{ type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
|
480 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
481 |
+
);
|
482 |
+
|
483 |
+
// Should have 3 different field effects
|
484 |
+
const state = engine.getState();
|
485 |
+
expect(state.fieldEffects.length).toBe(3);
|
486 |
+
|
487 |
+
const effectNames = state.fieldEffects.map(effect => effect.name);
|
488 |
+
expect(effectNames).toContain('contactDamageReduction');
|
489 |
+
expect(effectNames).toContain('healingField');
|
490 |
+
expect(effectNames).toContain('entryHazardSpikes');
|
491 |
+
});
|
492 |
+
});
|
493 |
+
});
|
src/lib/battle-engine/remaining-triggers.test.ts
ADDED
@@ -0,0 +1,363 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
1 |
+
import { describe, it, expect, beforeEach } from 'vitest';
|
2 |
+
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition } from './types';
|
4 |
+
import { PicletType, AttackType } from './types';
|
5 |
+
|
6 |
+
describe('Remaining Trigger Events', () => {
|
7 |
+
let basicPiclet: PicletDefinition;
|
8 |
+
let triggerPiclet: PicletDefinition;
|
9 |
+
|
10 |
+
beforeEach(() => {
|
11 |
+
basicPiclet = {
|
12 |
+
name: "Basic Fighter",
|
13 |
+
description: "Standard test piclet",
|
14 |
+
tier: 'medium',
|
15 |
+
primaryType: PicletType.BEAST,
|
16 |
+
baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
|
17 |
+
nature: "Hardy",
|
18 |
+
specialAbility: { name: "No Ability", description: "" },
|
19 |
+
movepool: [
|
20 |
+
{
|
21 |
+
name: "Basic Attack",
|
22 |
+
type: AttackType.BEAST,
|
23 |
+
power: 50,
|
24 |
+
accuracy: 100,
|
25 |
+
pp: 20,
|
26 |
+
priority: 0,
|
27 |
+
flags: ['contact'],
|
28 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
29 |
+
}
|
30 |
+
]
|
31 |
+
};
|
32 |
+
|
33 |
+
triggerPiclet = {
|
34 |
+
name: "Trigger Test",
|
35 |
+
description: "Tests all trigger events",
|
36 |
+
tier: 'medium',
|
37 |
+
primaryType: PicletType.CULTURE,
|
38 |
+
baseStats: { hp: 100, attack: 70, defense: 70, speed: 50 },
|
39 |
+
nature: "Bold",
|
40 |
+
specialAbility: {
|
41 |
+
name: "Multi Trigger",
|
42 |
+
description: "Triggers on various events",
|
43 |
+
triggers: []
|
44 |
+
},
|
45 |
+
movepool: [
|
46 |
+
{
|
47 |
+
name: "Drain Punch",
|
48 |
+
type: AttackType.BEAST,
|
49 |
+
power: 60,
|
50 |
+
accuracy: 100,
|
51 |
+
pp: 15,
|
52 |
+
priority: 0,
|
53 |
+
flags: ['contact'],
|
54 |
+
effects: [
|
55 |
+
{ type: 'damage', target: 'opponent', amount: 'normal', formula: 'drain', value: 0.5 }
|
56 |
+
]
|
57 |
+
},
|
58 |
+
{
|
59 |
+
name: "Status Move",
|
60 |
+
type: AttackType.CULTURE,
|
61 |
+
power: 0,
|
62 |
+
accuracy: 100,
|
63 |
+
pp: 20,
|
64 |
+
priority: 0,
|
65 |
+
flags: [],
|
66 |
+
effects: [
|
67 |
+
{ type: 'applyStatus', target: 'opponent', status: 'paralyze', chance: 100 }
|
68 |
+
]
|
69 |
+
},
|
70 |
+
{
|
71 |
+
name: "Stat Boost",
|
72 |
+
type: AttackType.CULTURE,
|
73 |
+
power: 0,
|
74 |
+
accuracy: 100,
|
75 |
+
pp: 20,
|
76 |
+
priority: 0,
|
77 |
+
flags: [],
|
78 |
+
effects: [
|
79 |
+
{ type: 'modifyStats', target: 'self', stats: { attack: 'increase' } }
|
80 |
+
]
|
81 |
+
},
|
82 |
+
{
|
83 |
+
name: "Heal Move",
|
84 |
+
type: AttackType.CULTURE,
|
85 |
+
power: 0,
|
86 |
+
accuracy: 100,
|
87 |
+
pp: 15,
|
88 |
+
priority: 0,
|
89 |
+
flags: [],
|
90 |
+
effects: [
|
91 |
+
{ type: 'heal', target: 'self', amount: 'large' }
|
92 |
+
]
|
93 |
+
}
|
94 |
+
]
|
95 |
+
};
|
96 |
+
});
|
97 |
+
|
98 |
+
describe('onStatusInflicted Trigger', () => {
|
99 |
+
it('should trigger when status effect is applied', () => {
|
100 |
+
const statusTriggerPiclet = {
|
101 |
+
...triggerPiclet,
|
102 |
+
specialAbility: {
|
103 |
+
name: "Status Aware",
|
104 |
+
description: "Triggers when status is inflicted",
|
105 |
+
triggers: [
|
106 |
+
{
|
107 |
+
event: 'onStatusInflicted',
|
108 |
+
condition: 'always',
|
109 |
+
effects: [
|
110 |
+
{
|
111 |
+
type: 'modifyStats',
|
112 |
+
target: 'self',
|
113 |
+
stats: { attack: 'increase' }
|
114 |
+
}
|
115 |
+
]
|
116 |
+
}
|
117 |
+
]
|
118 |
+
}
|
119 |
+
};
|
120 |
+
|
121 |
+
const engine = new BattleEngine(basicPiclet, statusTriggerPiclet);
|
122 |
+
const initialAttack = engine.getState().opponentPiclet.attack;
|
123 |
+
|
124 |
+
// Use status move to trigger the ability
|
125 |
+
engine.executeActions(
|
126 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
127 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 1 } // Status Move
|
128 |
+
);
|
129 |
+
|
130 |
+
const finalAttack = engine.getState().opponentPiclet.attack;
|
131 |
+
const log = engine.getLog();
|
132 |
+
|
133 |
+
console.log('Status inflicted test log:', log);
|
134 |
+
console.log('Initial attack:', initialAttack, 'Final attack:', finalAttack);
|
135 |
+
|
136 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
137 |
+
expect(log.some(msg => msg.includes('Status Aware') && msg.includes('triggered'))).toBe(true);
|
138 |
+
});
|
139 |
+
});
|
140 |
+
|
141 |
+
describe('onHPDrained Trigger', () => {
|
142 |
+
it('should trigger when HP is drained from opponent', () => {
|
143 |
+
const drainTriggerPiclet = {
|
144 |
+
...triggerPiclet,
|
145 |
+
specialAbility: {
|
146 |
+
name: "Life Stealer",
|
147 |
+
description: "Triggers when draining HP",
|
148 |
+
triggers: [
|
149 |
+
{
|
150 |
+
event: 'onHPDrained',
|
151 |
+
condition: 'always',
|
152 |
+
effects: [
|
153 |
+
{
|
154 |
+
type: 'modifyStats',
|
155 |
+
target: 'self',
|
156 |
+
stats: { speed: 'increase' }
|
157 |
+
}
|
158 |
+
]
|
159 |
+
}
|
160 |
+
]
|
161 |
+
}
|
162 |
+
};
|
163 |
+
|
164 |
+
const engine = new BattleEngine(basicPiclet, drainTriggerPiclet);
|
165 |
+
const initialSpeed = engine.getState().opponentPiclet.speed;
|
166 |
+
|
167 |
+
// Use drain move to trigger the ability
|
168 |
+
engine.executeActions(
|
169 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
170 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Drain Punch
|
171 |
+
);
|
172 |
+
|
173 |
+
const finalSpeed = engine.getState().opponentPiclet.speed;
|
174 |
+
const log = engine.getLog();
|
175 |
+
|
176 |
+
expect(finalSpeed).toBeGreaterThan(initialSpeed);
|
177 |
+
expect(log.some(msg => msg.includes('Life Stealer') && msg.includes('triggered'))).toBe(true);
|
178 |
+
});
|
179 |
+
});
|
180 |
+
|
181 |
+
describe('beforeMoveUse/afterMoveUse Triggers', () => {
|
182 |
+
it('should trigger before and after move use', () => {
|
183 |
+
const moveTriggerPiclet = {
|
184 |
+
...triggerPiclet,
|
185 |
+
specialAbility: {
|
186 |
+
name: "Move Monitor",
|
187 |
+
description: "Triggers before and after moves",
|
188 |
+
triggers: [
|
189 |
+
{
|
190 |
+
event: 'beforeMoveUse',
|
191 |
+
condition: 'always',
|
192 |
+
effects: [
|
193 |
+
{
|
194 |
+
type: 'modifyStats',
|
195 |
+
target: 'self',
|
196 |
+
stats: { defense: 'increase' }
|
197 |
+
}
|
198 |
+
]
|
199 |
+
},
|
200 |
+
{
|
201 |
+
event: 'afterMoveUse',
|
202 |
+
condition: 'always',
|
203 |
+
effects: [
|
204 |
+
{
|
205 |
+
type: 'modifyStats',
|
206 |
+
target: 'self',
|
207 |
+
stats: { accuracy: 'increase' }
|
208 |
+
}
|
209 |
+
]
|
210 |
+
}
|
211 |
+
]
|
212 |
+
}
|
213 |
+
};
|
214 |
+
|
215 |
+
const engine = new BattleEngine(basicPiclet, moveTriggerPiclet);
|
216 |
+
const initialDefense = engine.getState().opponentPiclet.defense;
|
217 |
+
const initialAccuracy = engine.getState().opponentPiclet.accuracy;
|
218 |
+
|
219 |
+
engine.executeActions(
|
220 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
221 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
222 |
+
);
|
223 |
+
|
224 |
+
const finalDefense = engine.getState().opponentPiclet.defense;
|
225 |
+
const finalAccuracy = engine.getState().opponentPiclet.accuracy;
|
226 |
+
const log = engine.getLog();
|
227 |
+
|
228 |
+
expect(finalDefense).toBeGreaterThan(initialDefense);
|
229 |
+
expect(finalAccuracy).toBeGreaterThan(initialAccuracy);
|
230 |
+
expect(log.some(msg => msg.includes('Move Monitor') && msg.includes('triggered'))).toBe(true);
|
231 |
+
});
|
232 |
+
});
|
233 |
+
|
234 |
+
describe('onFullHP Trigger', () => {
|
235 |
+
it('should trigger when HP reaches maximum', () => {
|
236 |
+
const fullHpTriggerPiclet = {
|
237 |
+
...triggerPiclet,
|
238 |
+
specialAbility: {
|
239 |
+
name: "Full Power",
|
240 |
+
description: "Triggers when at full HP",
|
241 |
+
triggers: [
|
242 |
+
{
|
243 |
+
event: 'onFullHP',
|
244 |
+
condition: 'always',
|
245 |
+
effects: [
|
246 |
+
{
|
247 |
+
type: 'modifyStats',
|
248 |
+
target: 'self',
|
249 |
+
stats: { attack: 'greatly_increase' }
|
250 |
+
}
|
251 |
+
]
|
252 |
+
}
|
253 |
+
]
|
254 |
+
}
|
255 |
+
};
|
256 |
+
|
257 |
+
const engine = new BattleEngine(basicPiclet, fullHpTriggerPiclet);
|
258 |
+
|
259 |
+
// Damage the piclet first
|
260 |
+
engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.5);
|
261 |
+
const initialAttack = engine.getState().opponentPiclet.attack;
|
262 |
+
|
263 |
+
// Use heal move to reach full HP
|
264 |
+
engine.executeActions(
|
265 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
266 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 3 } // Heal Move
|
267 |
+
);
|
268 |
+
|
269 |
+
const finalAttack = engine.getState().opponentPiclet.attack;
|
270 |
+
const log = engine.getLog();
|
271 |
+
|
272 |
+
// Should trigger if healed to full HP
|
273 |
+
if (engine.getState().opponentPiclet.currentHp === engine.getState().opponentPiclet.maxHp) {
|
274 |
+
expect(finalAttack).toBeGreaterThan(initialAttack);
|
275 |
+
expect(log.some(msg => msg.includes('Full Power') && msg.includes('triggered'))).toBe(true);
|
276 |
+
}
|
277 |
+
});
|
278 |
+
});
|
279 |
+
|
280 |
+
describe('onOpponentContactMove Trigger', () => {
|
281 |
+
it('should trigger when opponent uses contact move', () => {
|
282 |
+
const contactTriggerPiclet = {
|
283 |
+
...triggerPiclet,
|
284 |
+
specialAbility: {
|
285 |
+
name: "Rough Skin",
|
286 |
+
description: "Triggers when hit by contact moves",
|
287 |
+
triggers: [
|
288 |
+
{
|
289 |
+
event: 'onOpponentContactMove',
|
290 |
+
condition: 'always',
|
291 |
+
effects: [
|
292 |
+
{
|
293 |
+
type: 'damage',
|
294 |
+
target: 'opponent',
|
295 |
+
amount: 'weak'
|
296 |
+
}
|
297 |
+
]
|
298 |
+
}
|
299 |
+
]
|
300 |
+
}
|
301 |
+
};
|
302 |
+
|
303 |
+
const engine = new BattleEngine(basicPiclet, contactTriggerPiclet);
|
304 |
+
const initialPlayerHp = engine.getState().playerPiclet.currentHp;
|
305 |
+
|
306 |
+
// Player uses contact move
|
307 |
+
engine.executeActions(
|
308 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Basic Attack (contact)
|
309 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
310 |
+
);
|
311 |
+
|
312 |
+
const finalPlayerHp = engine.getState().playerPiclet.currentHp;
|
313 |
+
const log = engine.getLog();
|
314 |
+
|
315 |
+
// Player should take damage from contact
|
316 |
+
expect(finalPlayerHp).toBeLessThan(initialPlayerHp);
|
317 |
+
expect(log.some(msg => msg.includes('Rough Skin') && msg.includes('triggered'))).toBe(true);
|
318 |
+
});
|
319 |
+
});
|
320 |
+
|
321 |
+
describe('onStatChange Trigger', () => {
|
322 |
+
it('should trigger when stats are modified', () => {
|
323 |
+
const statTriggerPiclet = {
|
324 |
+
...triggerPiclet,
|
325 |
+
specialAbility: {
|
326 |
+
name: "Stat Monitor",
|
327 |
+
description: "Triggers when stats change",
|
328 |
+
triggers: [
|
329 |
+
{
|
330 |
+
event: 'onStatChange',
|
331 |
+
condition: 'always',
|
332 |
+
effects: [
|
333 |
+
{
|
334 |
+
type: 'heal',
|
335 |
+
target: 'self',
|
336 |
+
amount: 'small'
|
337 |
+
}
|
338 |
+
]
|
339 |
+
}
|
340 |
+
]
|
341 |
+
}
|
342 |
+
};
|
343 |
+
|
344 |
+
const engine = new BattleEngine(basicPiclet, statTriggerPiclet);
|
345 |
+
|
346 |
+
// Damage the piclet first so healing is visible
|
347 |
+
engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.8);
|
348 |
+
const initialHp = engine.getState().opponentPiclet.currentHp;
|
349 |
+
|
350 |
+
// Use stat boost move to trigger the ability
|
351 |
+
engine.executeActions(
|
352 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
353 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 2 } // Stat Boost
|
354 |
+
);
|
355 |
+
|
356 |
+
const finalHp = engine.getState().opponentPiclet.currentHp;
|
357 |
+
const log = engine.getLog();
|
358 |
+
|
359 |
+
expect(finalHp).toBeGreaterThan(initialHp);
|
360 |
+
expect(log.some(msg => msg.includes('Stat Monitor') && msg.includes('triggered'))).toBe(true);
|
361 |
+
});
|
362 |
+
});
|
363 |
+
});
|
src/lib/battle-engine/switching-system.test.ts
ADDED
@@ -0,0 +1,445 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
1 |
+
import { describe, it, expect, beforeEach } from 'vitest';
|
2 |
+
import { BattleEngine } from './BattleEngine';
|
3 |
+
import type { PicletDefinition } from './types';
|
4 |
+
import { PicletType, AttackType } from './types';
|
5 |
+
|
6 |
+
describe('Switching System', () => {
|
7 |
+
let basicPiclet: PicletDefinition;
|
8 |
+
let reservePiclet: PicletDefinition;
|
9 |
+
let hazardSetter: PicletDefinition;
|
10 |
+
let switchTriggerPiclet: PicletDefinition;
|
11 |
+
|
12 |
+
beforeEach(() => {
|
13 |
+
// Basic piclet for primary battles
|
14 |
+
basicPiclet = {
|
15 |
+
name: "Basic Fighter",
|
16 |
+
description: "Standard test piclet",
|
17 |
+
tier: 'medium',
|
18 |
+
primaryType: PicletType.BEAST,
|
19 |
+
baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
|
20 |
+
nature: "Hardy",
|
21 |
+
specialAbility: { name: "No Ability", description: "" },
|
22 |
+
movepool: [
|
23 |
+
{
|
24 |
+
name: "Basic Attack",
|
25 |
+
type: AttackType.BEAST,
|
26 |
+
power: 50,
|
27 |
+
accuracy: 100,
|
28 |
+
pp: 20,
|
29 |
+
priority: 0,
|
30 |
+
flags: ['contact'],
|
31 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
32 |
+
}
|
33 |
+
]
|
34 |
+
};
|
35 |
+
|
36 |
+
// Reserve piclet for switching
|
37 |
+
reservePiclet = {
|
38 |
+
name: "Reserve Fighter",
|
39 |
+
description: "Backup piclet",
|
40 |
+
tier: 'medium',
|
41 |
+
primaryType: PicletType.FLORA,
|
42 |
+
baseStats: { hp: 90, attack: 50, defense: 70, speed: 40 },
|
43 |
+
nature: "Calm",
|
44 |
+
specialAbility: { name: "No Ability", description: "" },
|
45 |
+
movepool: [
|
46 |
+
{
|
47 |
+
name: "Leaf Strike",
|
48 |
+
type: AttackType.FLORA,
|
49 |
+
power: 45,
|
50 |
+
accuracy: 100,
|
51 |
+
pp: 25,
|
52 |
+
priority: 0,
|
53 |
+
flags: [],
|
54 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
55 |
+
}
|
56 |
+
]
|
57 |
+
};
|
58 |
+
|
59 |
+
// Piclet that can set entry hazards
|
60 |
+
hazardSetter = {
|
61 |
+
name: "Hazard Master",
|
62 |
+
description: "Sets entry hazards",
|
63 |
+
tier: 'medium',
|
64 |
+
primaryType: PicletType.MINERAL,
|
65 |
+
baseStats: { hp: 70, attack: 40, defense: 80, speed: 50 },
|
66 |
+
nature: "Bold",
|
67 |
+
specialAbility: { name: "No Ability", description: "" },
|
68 |
+
movepool: [
|
69 |
+
{
|
70 |
+
name: "Spike Trap",
|
71 |
+
type: AttackType.MINERAL,
|
72 |
+
power: 0,
|
73 |
+
accuracy: 100,
|
74 |
+
pp: 20,
|
75 |
+
priority: 0,
|
76 |
+
flags: [],
|
77 |
+
effects: [
|
78 |
+
{
|
79 |
+
type: 'fieldEffect',
|
80 |
+
effect: 'spikes',
|
81 |
+
target: 'opponentSide',
|
82 |
+
stackable: true
|
83 |
+
}
|
84 |
+
]
|
85 |
+
},
|
86 |
+
{
|
87 |
+
name: "Toxic Spikes",
|
88 |
+
type: AttackType.MINERAL,
|
89 |
+
power: 0,
|
90 |
+
accuracy: 100,
|
91 |
+
pp: 20,
|
92 |
+
priority: 0,
|
93 |
+
flags: [],
|
94 |
+
effects: [
|
95 |
+
{
|
96 |
+
type: 'fieldEffect',
|
97 |
+
effect: 'toxicSpikes',
|
98 |
+
target: 'opponentSide',
|
99 |
+
stackable: true
|
100 |
+
}
|
101 |
+
]
|
102 |
+
}
|
103 |
+
]
|
104 |
+
};
|
105 |
+
|
106 |
+
// Piclet with switch-triggered abilities
|
107 |
+
switchTriggerPiclet = {
|
108 |
+
name: "Switch Specialist",
|
109 |
+
description: "Has switch-in/out abilities",
|
110 |
+
tier: 'medium',
|
111 |
+
primaryType: PicletType.CULTURE,
|
112 |
+
baseStats: { hp: 85, attack: 55, defense: 65, speed: 75 },
|
113 |
+
nature: "Timid",
|
114 |
+
specialAbility: {
|
115 |
+
name: "Intimidate",
|
116 |
+
description: "Lowers opponent's attack on switch-in",
|
117 |
+
triggers: [
|
118 |
+
{
|
119 |
+
event: 'onSwitchIn',
|
120 |
+
condition: 'always',
|
121 |
+
effects: [
|
122 |
+
{
|
123 |
+
type: 'modifyStats',
|
124 |
+
target: 'opponent',
|
125 |
+
stats: {
|
126 |
+
attack: 'decrease'
|
127 |
+
}
|
128 |
+
}
|
129 |
+
]
|
130 |
+
}
|
131 |
+
]
|
132 |
+
},
|
133 |
+
movepool: [
|
134 |
+
{
|
135 |
+
name: "Quick Strike",
|
136 |
+
type: AttackType.CULTURE,
|
137 |
+
power: 40,
|
138 |
+
accuracy: 100,
|
139 |
+
pp: 30,
|
140 |
+
priority: 1,
|
141 |
+
flags: [],
|
142 |
+
effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
|
143 |
+
}
|
144 |
+
]
|
145 |
+
};
|
146 |
+
});
|
147 |
+
|
148 |
+
describe('Basic Switch Actions', () => {
|
149 |
+
it('should allow switching to a different piclet', () => {
|
150 |
+
// Create engine with rosters
|
151 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
152 |
+
|
153 |
+
const initialPlayerName = engine.getState().playerPiclet.definition.name;
|
154 |
+
expect(initialPlayerName).toBe("Basic Fighter");
|
155 |
+
|
156 |
+
// Execute switch action
|
157 |
+
engine.executeActions(
|
158 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
159 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
160 |
+
);
|
161 |
+
|
162 |
+
const finalPlayerName = engine.getState().playerPiclet.definition.name;
|
163 |
+
const log = engine.getLog();
|
164 |
+
|
165 |
+
expect(finalPlayerName).toBe("Reserve Fighter");
|
166 |
+
expect(log.some(msg => msg.includes('switched') && msg.includes('Reserve Fighter'))).toBe(true);
|
167 |
+
});
|
168 |
+
|
169 |
+
it('should handle switch action priority correctly', () => {
|
170 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
171 |
+
|
172 |
+
// Switch actions should have higher priority than moves
|
173 |
+
engine.executeActions(
|
174 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
175 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
176 |
+
);
|
177 |
+
|
178 |
+
const log = engine.getLog();
|
179 |
+
|
180 |
+
// Switch should happen before the opponent's move
|
181 |
+
const switchIndex = log.findIndex(msg => msg.includes('switched'));
|
182 |
+
const moveIndex = log.findIndex(msg => msg.includes('used') && msg.includes('Basic Attack'));
|
183 |
+
|
184 |
+
expect(switchIndex).toBeLessThan(moveIndex);
|
185 |
+
});
|
186 |
+
|
187 |
+
it('should not allow switching to same piclet', () => {
|
188 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
189 |
+
|
190 |
+
// Try to switch to the same piclet (index 0)
|
191 |
+
engine.executeActions(
|
192 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 0 },
|
193 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
194 |
+
);
|
195 |
+
|
196 |
+
const log = engine.getLog();
|
197 |
+
expect(log.some(msg => msg.includes('already active') || msg.includes('cannot switch'))).toBe(true);
|
198 |
+
});
|
199 |
+
|
200 |
+
it('should not allow switching to fainted piclet', () => {
|
201 |
+
const faintedPiclet = { ...reservePiclet };
|
202 |
+
const engine = new BattleEngine([basicPiclet, faintedPiclet], [basicPiclet]);
|
203 |
+
|
204 |
+
// Mock fainted piclet by accessing private roster states
|
205 |
+
(engine as any).playerRosterStates[1].fainted = true;
|
206 |
+
(engine as any).playerRosterStates[1].currentHp = 0;
|
207 |
+
|
208 |
+
engine.executeActions(
|
209 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
210 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
211 |
+
);
|
212 |
+
|
213 |
+
const log = engine.getLog();
|
214 |
+
expect(log.some(msg => msg.includes('fainted') || msg.includes('unable to battle'))).toBe(true);
|
215 |
+
});
|
216 |
+
});
|
217 |
+
|
218 |
+
describe('Entry Hazards', () => {
|
219 |
+
it('should apply spikes damage on switch-in', () => {
|
220 |
+
const engine = new BattleEngine([hazardSetter, basicPiclet], [basicPiclet, reservePiclet]);
|
221 |
+
|
222 |
+
// Set up spikes
|
223 |
+
engine.executeActions(
|
224 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Spike Trap
|
225 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
226 |
+
);
|
227 |
+
|
228 |
+
const log = engine.getLog();
|
229 |
+
expect(log.some(msg => msg.includes('spikes') || msg.includes('hazard'))).toBe(true);
|
230 |
+
|
231 |
+
// Switch opponent to trigger spikes
|
232 |
+
const initialHp = engine.getState().opponentPiclet.currentHp;
|
233 |
+
|
234 |
+
engine.executeActions(
|
235 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
236 |
+
{ type: 'switch', piclet: 'opponent', newPicletIndex: 1 }
|
237 |
+
);
|
238 |
+
|
239 |
+
const finalLog = engine.getLog();
|
240 |
+
expect(finalLog.some(msg => msg.includes('hurt by spikes') || msg.includes('stepped on spikes'))).toBe(true);
|
241 |
+
});
|
242 |
+
|
243 |
+
it('should apply toxic spikes status on switch-in', () => {
|
244 |
+
const engine = new BattleEngine([hazardSetter], [basicPiclet, reservePiclet]);
|
245 |
+
|
246 |
+
// Set up toxic spikes
|
247 |
+
engine.executeActions(
|
248 |
+
{ type: 'move', piclet: 'player', moveIndex: 1 }, // Toxic Spikes
|
249 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
250 |
+
);
|
251 |
+
|
252 |
+
// Switch opponent to trigger toxic spikes
|
253 |
+
engine.executeActions(
|
254 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
255 |
+
{ type: 'switch', piclet: 'opponent', newPicletIndex: 1 }
|
256 |
+
);
|
257 |
+
|
258 |
+
const finalState = engine.getState().opponentPiclet;
|
259 |
+
const log = engine.getLog();
|
260 |
+
|
261 |
+
expect(finalState.statusEffects).toContain('poison');
|
262 |
+
expect(log.some(msg => msg.includes('poisoned by toxic spikes'))).toBe(true);
|
263 |
+
});
|
264 |
+
|
265 |
+
it('should stack multiple layers of spikes', () => {
|
266 |
+
const engine = new BattleEngine([hazardSetter], [basicPiclet, reservePiclet]);
|
267 |
+
|
268 |
+
// Set up multiple spike layers
|
269 |
+
engine.executeActions(
|
270 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // First Spike Trap
|
271 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
272 |
+
);
|
273 |
+
|
274 |
+
engine.executeActions(
|
275 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 }, // Second Spike Trap
|
276 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
277 |
+
);
|
278 |
+
|
279 |
+
const fieldEffects = engine.getState().fieldEffects;
|
280 |
+
const spikeCount = fieldEffects.filter(effect => effect.name === 'entryHazardSpikes').length;
|
281 |
+
|
282 |
+
expect(spikeCount).toBeGreaterThan(1);
|
283 |
+
});
|
284 |
+
});
|
285 |
+
|
286 |
+
describe('Switch-In/Out Ability Triggers', () => {
|
287 |
+
it('should trigger onSwitchIn ability when piclet enters battle', () => {
|
288 |
+
const engine = new BattleEngine([basicPiclet, switchTriggerPiclet], [basicPiclet]);
|
289 |
+
|
290 |
+
const initialOpponentAttack = engine.getState().opponentPiclet.attack;
|
291 |
+
|
292 |
+
// Switch in the intimidate piclet
|
293 |
+
engine.executeActions(
|
294 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
295 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
296 |
+
);
|
297 |
+
|
298 |
+
const finalOpponentAttack = engine.getState().opponentPiclet.attack;
|
299 |
+
const log = engine.getLog();
|
300 |
+
|
301 |
+
expect(finalOpponentAttack).toBeLessThan(initialOpponentAttack);
|
302 |
+
expect(log.some(msg => msg.includes('Intimidate') && msg.includes('triggered'))).toBe(true);
|
303 |
+
});
|
304 |
+
|
305 |
+
it('should trigger onSwitchOut ability when piclet leaves battle', () => {
|
306 |
+
const switchOutPiclet: PicletDefinition = {
|
307 |
+
...switchTriggerPiclet,
|
308 |
+
specialAbility: {
|
309 |
+
name: "Parting Shot",
|
310 |
+
description: "Lowers opponent's stats on switch-out",
|
311 |
+
triggers: [
|
312 |
+
{
|
313 |
+
event: 'onSwitchOut',
|
314 |
+
condition: 'always',
|
315 |
+
effects: [
|
316 |
+
{
|
317 |
+
type: 'modifyStats',
|
318 |
+
target: 'opponent',
|
319 |
+
stats: {
|
320 |
+
attack: 'decrease',
|
321 |
+
defense: 'decrease'
|
322 |
+
}
|
323 |
+
}
|
324 |
+
]
|
325 |
+
}
|
326 |
+
]
|
327 |
+
}
|
328 |
+
};
|
329 |
+
|
330 |
+
const engine = new BattleEngine([switchOutPiclet, reservePiclet], [basicPiclet]);
|
331 |
+
|
332 |
+
const initialOpponentAttack = engine.getState().opponentPiclet.attack;
|
333 |
+
const initialOpponentDefense = engine.getState().opponentPiclet.defense;
|
334 |
+
|
335 |
+
// Switch out the parting shot piclet
|
336 |
+
engine.executeActions(
|
337 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
338 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
339 |
+
);
|
340 |
+
|
341 |
+
const finalOpponentAttack = engine.getState().opponentPiclet.attack;
|
342 |
+
const finalOpponentDefense = engine.getState().opponentPiclet.defense;
|
343 |
+
const log = engine.getLog();
|
344 |
+
|
345 |
+
expect(finalOpponentAttack).toBeLessThan(initialOpponentAttack);
|
346 |
+
expect(finalOpponentDefense).toBeLessThan(initialOpponentDefense);
|
347 |
+
expect(log.some(msg => msg.includes('Parting Shot') && msg.includes('triggered'))).toBe(true);
|
348 |
+
});
|
349 |
+
});
|
350 |
+
|
351 |
+
describe('Forced Switching', () => {
|
352 |
+
it('should handle forced switch when active piclet faints', () => {
|
353 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
354 |
+
|
355 |
+
// Damage player piclet to near-faint
|
356 |
+
engine['state'].playerPiclet.currentHp = 1;
|
357 |
+
|
358 |
+
engine.executeActions(
|
359 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
360 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Should KO player
|
361 |
+
);
|
362 |
+
|
363 |
+
const log = engine.getLog();
|
364 |
+
|
365 |
+
// Should prompt for forced switch or auto-switch if only one option
|
366 |
+
expect(log.some(msg =>
|
367 |
+
msg.includes('fainted') ||
|
368 |
+
msg.includes('must choose') ||
|
369 |
+
msg.includes('forced switch')
|
370 |
+
)).toBe(true);
|
371 |
+
});
|
372 |
+
|
373 |
+
it('should end battle if no valid switches remain', () => {
|
374 |
+
const engine = new BattleEngine([basicPiclet], [basicPiclet]); // Only one piclet each
|
375 |
+
|
376 |
+
// KO the only piclet
|
377 |
+
engine['state'].playerPiclet.currentHp = 1;
|
378 |
+
|
379 |
+
engine.executeActions(
|
380 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
381 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
382 |
+
);
|
383 |
+
|
384 |
+
expect(engine.isGameOver()).toBe(true);
|
385 |
+
expect(engine.getState().winner).toBe('opponent');
|
386 |
+
});
|
387 |
+
});
|
388 |
+
|
389 |
+
describe('Switch Action Integration', () => {
|
390 |
+
it('should preserve PP and status when switching back', () => {
|
391 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
392 |
+
|
393 |
+
// Use a move to reduce PP
|
394 |
+
engine.executeActions(
|
395 |
+
{ type: 'move', piclet: 'player', moveIndex: 0 },
|
396 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
397 |
+
);
|
398 |
+
|
399 |
+
const ppAfterMove = engine.getState().playerPiclet.moves[0].currentPP;
|
400 |
+
|
401 |
+
// Switch out and back
|
402 |
+
engine.executeActions(
|
403 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
404 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
405 |
+
);
|
406 |
+
|
407 |
+
engine.executeActions(
|
408 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 0 },
|
409 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
410 |
+
);
|
411 |
+
|
412 |
+
const ppAfterReturn = engine.getState().playerPiclet.moves[0].currentPP;
|
413 |
+
|
414 |
+
// PP should be preserved
|
415 |
+
expect(ppAfterReturn).toBe(ppAfterMove);
|
416 |
+
});
|
417 |
+
|
418 |
+
it('should reset stat modifications when switching', () => {
|
419 |
+
const engine = new BattleEngine([basicPiclet, reservePiclet], [basicPiclet]);
|
420 |
+
|
421 |
+
// Apply stat modification
|
422 |
+
engine['state'].playerPiclet.attack += 20; // Simulate boost
|
423 |
+
engine['state'].playerPiclet.statModifiers.attack = 1;
|
424 |
+
|
425 |
+
const boostedAttack = engine.getState().playerPiclet.attack;
|
426 |
+
|
427 |
+
// Switch out and back
|
428 |
+
engine.executeActions(
|
429 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 1 },
|
430 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
431 |
+
);
|
432 |
+
|
433 |
+
engine.executeActions(
|
434 |
+
{ type: 'switch', piclet: 'player', newPicletIndex: 0 },
|
435 |
+
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
|
436 |
+
);
|
437 |
+
|
438 |
+
const finalAttack = engine.getState().playerPiclet.attack;
|
439 |
+
|
440 |
+
// Attack should be reset to base value
|
441 |
+
expect(finalAttack).toBeLessThan(boostedAttack);
|
442 |
+
expect(engine.getState().playerPiclet.statModifiers.attack).toBeFalsy();
|
443 |
+
});
|
444 |
+
});
|
445 |
+
});
|
src/lib/battle-engine/types.ts
CHANGED
@@ -157,7 +157,8 @@ export interface Trigger {
|
|
157 |
event: 'onDamageTaken' | 'onDamageDealt' | 'onContactDamage' | 'onStatusInflicted'
|
158 |
| 'onStatusMove' | 'onStatusMoveTargeted' | 'onCriticalHit' | 'onHPDrained'
|
159 |
| 'onKO' | 'onSwitchIn' | 'onSwitchOut' | 'onWeatherChange' | 'beforeMoveUse'
|
160 |
-
| 'afterMoveUse' | 'onLowHP' | 'onFullHP' | 'endOfTurn' | 'onOpponentContactMove'
|
|
|
161 |
condition?: EffectCondition;
|
162 |
effects: BattleEffect[];
|
163 |
}
|
|
|
157 |
event: 'onDamageTaken' | 'onDamageDealt' | 'onContactDamage' | 'onStatusInflicted'
|
158 |
| 'onStatusMove' | 'onStatusMoveTargeted' | 'onCriticalHit' | 'onHPDrained'
|
159 |
| 'onKO' | 'onSwitchIn' | 'onSwitchOut' | 'onWeatherChange' | 'beforeMoveUse'
|
160 |
+
| 'afterMoveUse' | 'onLowHP' | 'onFullHP' | 'endOfTurn' | 'onOpponentContactMove'
|
161 |
+
| 'onStatChange' | 'onTypeChange';
|
162 |
condition?: EffectCondition;
|
163 |
effects: BattleEffect[];
|
164 |
}
|