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/**
 * Core Battle Engine for Pictuary
 * Implements the battle system as defined in battle_system_design.md
 */

import type { 
  BattleState, 
  BattlePiclet, 
  PicletDefinition, 
  BattleAction, 
  MoveAction,
  SwitchAction,
  BattleEffect,
  DamageAmount,
  StatModification,
  HealAmount,
  StatusEffect,
  BaseStats,
  Move,
  Trigger
} from './types';
import { getEffectivenessMultiplier } from '../types/picletTypes';

export class BattleEngine {
  private state: BattleState;
  private playerRoster: PicletDefinition[];
  private opponentRoster: PicletDefinition[];
  private playerRosterStates: Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }>;
  private opponentRosterStates: Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }>;

  constructor(
    playerPiclet: PicletDefinition | PicletDefinition[], 
    opponentPiclet: PicletDefinition | PicletDefinition[], 
    playerLevel = 50, 
    opponentLevel = 50
  ) {
    // Handle roster setup with internal prefixes for reliable animation targeting
    this.playerRoster = (Array.isArray(playerPiclet) ? playerPiclet : [playerPiclet])
      .map(piclet => ({ ...piclet, name: `player-${piclet.name}` }));
    this.opponentRoster = (Array.isArray(opponentPiclet) ? opponentPiclet : [opponentPiclet])
      .map(piclet => ({ ...piclet, name: `enemy-${piclet.name}` }));
    
    // Initialize roster states
    this.playerRosterStates = this.initializeRosterStates(this.playerRoster, playerLevel);
    this.opponentRosterStates = this.initializeRosterStates(this.opponentRoster, opponentLevel);
    this.state = {
      turn: 1,
      phase: 'selection',
      playerPiclet: this.createBattlePiclet(this.playerRoster[0], playerLevel),
      opponentPiclet: this.createBattlePiclet(this.opponentRoster[0], opponentLevel),
      fieldEffects: [],
      log: [],
      winner: undefined
    };

    // Sync initial states to roster for consistency
    this.syncActivePicketToRoster('player');
    this.syncActivePicketToRoster('opponent');

  }

  private initializeRosterStates(roster: PicletDefinition[], level: number): Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }> {
    return roster.map(piclet => {
      // Use pre-calculated HP from definition (already includes level scaling)
      const hp = piclet.baseStats.hp;
      return {
        currentHp: hp,
        maxHp: hp,
        fainted: false,
        moves: piclet.movepool.slice(0, 4).map(move => ({
          move,
          currentPP: move.pp
        }))
      };
    });
  }

  private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
    // Battle engine now uses pre-calculated stats from levelingService
    // No level scaling needed here - stats already include level and nature effects
    const hp = definition.baseStats.hp;
    const attack = definition.baseStats.attack;
    const defense = definition.baseStats.defense;
    const speed = definition.baseStats.speed;

    const piclet: BattlePiclet = {
      definition,
      currentHp: hp,
      maxHp: hp,
      level,
      attack,
      defense,
      speed,
      accuracy: 100, // Base accuracy
      statusEffects: [],
      moves: definition.movepool.slice(0, 4).map(move => ({
        move,
        currentPP: move.pp
      })),
      statModifiers: {},
      temporaryEffects: []
    };

    // Apply special ability effects
    if (definition.specialAbility?.effects) {
      for (const effect of definition.specialAbility.effects) {
        this.applyEffectToPiclet(effect, piclet);
      }
    }

    return piclet;
  }

  public getState(): BattleState {
    return JSON.parse(JSON.stringify(this.state)); // Deep clone for immutability
  }

  public isGameOver(): boolean {
    return this.state.phase === 'ended';
  }

  public getWinner(): 'player' | 'opponent' | 'draw' | undefined {
    return this.state.winner;
  }

  public executeActions(playerAction: BattleAction, opponentAction: BattleAction): void {
    if (this.state.phase !== 'selection') {
      throw new Error('Cannot execute actions - battle is not in selection phase');
    }

    this.state.phase = 'execution';

    // Determine action order based on priority and speed
    const actions = this.determineActionOrder(playerAction, opponentAction);

    // Execute actions in order
    for (const action of actions) {
      if ((this.state.phase as string) === 'ended') break;  // Check if battle already ended
      this.executeAction(action);
      
      // Check for battle end after each action (important for self-destruct moves)
      this.checkBattleEnd();
      if ((this.state.phase as string) === 'ended') break;
    }

    // End of turn processing
    if ((this.state.phase as string) !== 'ended') {
      this.processTurnEnd();
    }

    // Sync active piclets to roster to preserve state changes
    if ((this.state.phase as string) !== 'ended') {
      this.syncActivePicketToRoster('player');
      this.syncActivePicketToRoster('opponent');
    }

    // Check for battle end
    this.checkBattleEnd();

    if ((this.state.phase as string) !== 'ended') {
      this.state.turn++;
      this.state.phase = 'selection';
    }
  }

  private determineActionOrder(playerAction: BattleAction, opponentAction: BattleAction): Array<BattleAction & { executor: 'player' | 'opponent' }> {
    const playerPriority = this.getActionPriority(playerAction, this.state.playerPiclet);
    const opponentPriority = this.getActionPriority(opponentAction, this.state.opponentPiclet);

    const playerSpeed = this.state.playerPiclet.speed;
    const opponentSpeed = this.state.opponentPiclet.speed;

    // Higher priority goes first, then speed, then random
    let playerFirst = false;
    if (playerPriority > opponentPriority) {
      playerFirst = true;
    } else if (playerPriority < opponentPriority) {
      playerFirst = false;
    } else if (playerSpeed > opponentSpeed) {
      playerFirst = true;
    } else if (playerSpeed < opponentSpeed) {
      playerFirst = false;
    } else {
      playerFirst = Math.random() < 0.5; // Speed tie
    }

    return playerFirst
      ? [
          { ...playerAction, executor: 'player' as const },
          { ...opponentAction, executor: 'opponent' as const }
        ]
      : [
          { ...opponentAction, executor: 'opponent' as const },
          { ...playerAction, executor: 'player' as const }
        ];
  }

  private getActionPriority(action: BattleAction, piclet: BattlePiclet): number {
    let priority = 0;
    
    if (action.type === 'move') {
      const move = piclet.moves[action.moveIndex]?.move;
      priority = move?.priority || 0;
      
      // Check for conditional priority effects in the move
      if (move?.effects) {
        for (const effect of move.effects) {
          if (effect.type === 'priority' && (!effect.condition || this.checkCondition(effect.condition, piclet, piclet))) {
            priority += (effect as any).value || 0;
          }
        }
      }
      
      // Add priority modifier from effects
      const priorityMod = piclet.statModifiers.priority || 0;
      priority += priorityMod;
    } else {
      priority = 6; // Switch actions have highest priority
    }
    
    return priority;
  }

  private executeAction(action: BattleAction & { executor: 'player' | 'opponent' }): void {
    if (action.type === 'move') {
      this.executeMove(action);
    } else if (action.type === 'switch') {
      this.executeSwitch(action as SwitchAction & { executor: 'player' | 'opponent' });
    }
  }

  private executeMove(action: MoveAction & { executor: 'player' | 'opponent' }): void {
    const attacker = action.executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
    const defender = action.executor === 'player' ? this.state.opponentPiclet : this.state.playerPiclet;
    
    // Check if attacker can act due to status effects
    if (!this.canPicletAct(attacker)) {
      return; // Skip this action
    }

    const moveData = attacker.moves[action.moveIndex];
    if (!moveData || moveData.currentPP <= 0) {
      this.log(`${attacker.definition.name} has no PP left for that move!`);
      return;
    }

    const move = moveData.move;
    
    // Trigger before move use
    this.triggerBeforeMoveUse(attacker, move);
    
    this.log(`${attacker.definition.name} used ${move.name}!`);

    // Consume PP
    moveData.currentPP--;

    // Check if move hits
    const moveHit = this.checkMoveHits(move, attacker, defender);
    if (!moveHit) {
      this.log(`${attacker.definition.name}'s attack missed!`);
      this.triggerAfterMoveUse(attacker, move, false);
      return;
    }

    // Trigger opponent contact move (if applicable)
    this.triggerOnOpponentContactMove(defender, attacker, move);

    // For gambling/luck-based moves, roll once and store the result
    const luckyRoll = Math.random() < 0.5;
    
    // Process effects
    for (const effect of move.effects) {
      this.processEffect(effect, attacker, defender, move, luckyRoll);
    }
    
    // Trigger after move use
    this.triggerAfterMoveUse(attacker, move, true);
  }

  private executeSwitch(action: SwitchAction & { executor: 'player' | 'opponent' }): void {
    const isPlayer = action.executor === 'player';
    const roster = isPlayer ? this.playerRoster : this.opponentRoster;
    const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
    const currentPiclet = isPlayer ? this.state.playerPiclet : this.state.opponentPiclet;
    
    // Validate switch action
    if (action.newPicletIndex < 0 || action.newPicletIndex >= roster.length) {
      this.log(`${action.executor} cannot switch - invalid piclet index!`);
      return;
    }
    
    if (action.newPicletIndex === this.getCurrentPicletIndex(action.executor)) {
      this.log(`${roster[action.newPicletIndex].name} is already active!`);
      return;
    }
    
    if (rosterStates[action.newPicletIndex].fainted) {
      this.log(`${roster[action.newPicletIndex].name} is unable to battle!`);
      return;
    }
    
    const oldPiclet = currentPiclet;
    const newPicletDef = roster[action.newPicletIndex];
    
    // Trigger switch-out ability
    this.triggerOnSwitchOut(oldPiclet);
    
    // Save current piclet state back to roster
    this.savePicletToRoster(oldPiclet, action.executor);
    
    // Load new piclet from roster
    const newPiclet = this.loadPicletFromRoster(action.newPicletIndex, action.executor);
    
    // Update battle state
    if (isPlayer) {
      this.state.playerPiclet = newPiclet;
    } else {
      this.state.opponentPiclet = newPiclet;
    }
    
    this.log(`${action.executor} switched to ${newPicletDef.name}!`);
    
    // Apply entry hazards
    this.applyEntryHazards(newPiclet);
    
    // Trigger switch-in ability
    this.triggerOnSwitchIn(newPiclet);
  }

  private getCurrentPicletIndex(executor: 'player' | 'opponent'): number {
    const isPlayer = executor === 'player';
    const roster = isPlayer ? this.playerRoster : this.opponentRoster;
    const currentPiclet = isPlayer ? this.state.playerPiclet : this.state.opponentPiclet;
    
    return roster.findIndex(piclet => piclet.name === currentPiclet.definition.name);
  }

  private savePicletToRoster(piclet: BattlePiclet, executor: 'player' | 'opponent'): void {
    const isPlayer = executor === 'player';
    const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
    const currentIndex = this.getCurrentPicletIndex(executor);
    
    if (currentIndex !== -1) {
      // Save current state back to roster
      rosterStates[currentIndex].currentHp = piclet.currentHp;
      rosterStates[currentIndex].fainted = piclet.currentHp <= 0;
      
      // Save current PP state
      for (let i = 0; i < piclet.moves.length; i++) {
        if (rosterStates[currentIndex].moves[i]) {
          rosterStates[currentIndex].moves[i].currentPP = piclet.moves[i].currentPP;
        }
      }
    }
  }

  private syncActivePicketToRoster(executor: 'player' | 'opponent'): void {
    const piclet = executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
    this.savePicletToRoster(piclet, executor);
  }

  private loadPicletFromRoster(index: number, executor: 'player' | 'opponent'): BattlePiclet {
    const isPlayer = executor === 'player';
    const roster = isPlayer ? this.playerRoster : this.opponentRoster;
    const rosterStates = isPlayer ? this.playerRosterStates : this.opponentRosterStates;
    const level = isPlayer ? this.state.playerPiclet.level : this.state.opponentPiclet.level;
    
    const definition = roster[index];
    const savedState = rosterStates[index];
    
    // Create fresh battle piclet
    const piclet = this.createBattlePiclet(definition, level);
    
    // Restore saved state
    piclet.currentHp = savedState.currentHp;
    
    // Restore PP
    for (let i = 0; i < piclet.moves.length; i++) {
      if (savedState.moves[i]) {
        piclet.moves[i].currentPP = savedState.moves[i].currentPP;
      }
    }
    
    // Reset stat modifications (switching clears temporary stat changes)
    piclet.statModifiers = {};
    
    return piclet;
  }

  private triggerOnSwitchIn(piclet: BattlePiclet): void {
    this.triggerAbilities('onSwitchIn', piclet);
  }

  private triggerOnSwitchOut(piclet: BattlePiclet): void {
    this.triggerAbilities('onSwitchOut', piclet);
  }

  private checkMoveHits(move: Move, _attacker: BattlePiclet, _defender: BattlePiclet): boolean {
    // Simple accuracy check - can be enhanced later
    const accuracy = move.accuracy;
    const roll = Math.random() * 100;
    return roll < accuracy;
  }

  private processEffect(effect: BattleEffect, attacker: BattlePiclet, defender: BattlePiclet, move: Move, luckyRoll?: boolean): void {
    // Check condition (simplified for now)
    if (effect.condition && !this.checkCondition(effect.condition, attacker, defender, luckyRoll)) {
      return;
    }

    switch (effect.type) {
      case 'damage':
        if (effect.target === 'all') {
          // Self-destruct style moves that damage all targets
          this.processDamageEffect(effect, attacker, attacker, move); // Self-damage
          this.processDamageEffect(effect, attacker, defender, move); // Opponent damage
        } else {
          const damageTarget = this.resolveTarget(effect.target, attacker, defender);
          if (damageTarget) this.processDamageEffect(effect, attacker, damageTarget, move);
        }
        break;
      case 'modifyStats':
        const statsTarget = this.resolveTarget(effect.target, attacker, defender);
        if (statsTarget) this.processModifyStatsEffect(effect, statsTarget);
        break;
      case 'applyStatus':
        const statusTarget = this.resolveTarget(effect.target, attacker, defender);
        if (statusTarget) this.processApplyStatusEffect(effect, statusTarget);
        break;
      case 'heal':
        const healTarget = this.resolveTarget(effect.target, attacker, defender);
        if (healTarget) this.processHealEffect(effect, healTarget);
        break;
      case 'manipulatePP':
        const ppTarget = this.resolveTarget(effect.target, attacker, defender);
        if (ppTarget) this.processManipulatePPEffect(effect, ppTarget);
        break;
      case 'fieldEffect':
        this.processFieldEffect(effect);
        break;
      case 'counter':
        this.processCounterEffect(effect, attacker, defender);
        break;
      case 'priority':
        const priorityTarget = this.resolveTarget(effect.target, attacker, defender);
        if (priorityTarget) this.processPriorityEffect(effect, priorityTarget);
        break;
      case 'removeStatus':
        const removeStatusTarget = this.resolveTarget(effect.target, attacker, defender);
        if (removeStatusTarget) this.processRemoveStatusEffect(effect, removeStatusTarget);
        break;
      case 'mechanicOverride':
        // MechanicOverride effects don't have a target - they apply to the user
        this.processMechanicOverrideEffect(effect, attacker);
        break;
      default:
        this.log(`Effect ${(effect as any).type} not implemented yet`);
    }
  }

  private checkCondition(condition: string, attacker: BattlePiclet, _defender: BattlePiclet, luckyRoll?: boolean): boolean {
    switch (condition) {
      case 'always':
        return true;
      case 'ifLowHp':
        return attacker.currentHp / attacker.maxHp < 0.25;
      case 'ifHighHp':
        return attacker.currentHp / attacker.maxHp > 0.75;
      case 'ifLucky50':
        return luckyRoll !== undefined ? luckyRoll : Math.random() < 0.5;
      case 'ifUnlucky50':
        return luckyRoll !== undefined ? !luckyRoll : Math.random() >= 0.5;
      case 'whileFrozen':
        return attacker.statusEffects.includes('freeze');
      // Type-specific conditions
      case 'ifMoveType:flora':
      case 'ifMoveType:space':
      case 'ifMoveType:beast':
      case 'ifMoveType:bug':
      case 'ifMoveType:aquatic':
      case 'ifMoveType:mineral':
      case 'ifMoveType:machina':
      case 'ifMoveType:structure':
      case 'ifMoveType:culture':
      case 'ifMoveType:cuisine':
      case 'ifMoveType:normal':
        // Would need move context to check, placeholder for now
        return true;
      // Status-specific conditions
      case 'ifStatus:burn':
        return attacker.statusEffects.includes('burn');
      case 'ifStatus:freeze':
        return attacker.statusEffects.includes('freeze');
      case 'ifStatus:paralyze':
        return attacker.statusEffects.includes('paralyze');
      case 'ifStatus:poison':
        return attacker.statusEffects.includes('poison');
      case 'ifStatus:sleep':
        return attacker.statusEffects.includes('sleep');
      case 'ifStatus:confuse':
        return attacker.statusEffects.includes('confuse');
      // Weather conditions (placeholder)
      case 'ifWeather:storm':
      case 'ifWeather:rain':
      case 'ifWeather:sun':
      case 'ifWeather:snow':
        return false; // Weather system not implemented yet
      // Combat conditions
      case 'ifDamagedThisTurn':
        // Check if the attacker was damaged this turn
        // For now, we'll implement this by checking if currentHp < maxHp
        // This is a simplified implementation
        return attacker.currentHp < attacker.maxHp;
      case 'ifNotSuperEffective':
        // Would need move context, placeholder
        return false;
      case 'ifStatusMove':
        // Would need move context, placeholder
        return false;
      case 'afterUse':
        // This condition should be processed after the move's other effects
        return true;
      default:
        return true; // Default to true for unimplemented conditions
    }
  }

  private resolveTarget(target: string, attacker: BattlePiclet, defender: BattlePiclet): BattlePiclet | null {
    switch (target) {
      case 'self':
        return attacker;
      case 'opponent':
        return defender;
      default:
        return null; // Multi-target not implemented yet
    }
  }

  private processDamageEffect(effect: { amount?: DamageAmount; formula?: string; value?: number; multiplier?: number }, attacker: BattlePiclet, target: BattlePiclet, move: Move): void {
    let damage = 0;

    // Check type immunity first
    if (this.checkTypeImmunity(target, move.type)) {
      this.log(`${target.definition.name} is immune to ${move.type} type moves!`);
      return;
    }

    // Check flag-based type immunity (like ground immunity via levitate)
    if (this.checkFlagBasedTypeImmunity(target, move.flags)) {
      this.log(`${target.definition.name} had no effect!`);
      return;
    }

    // Check flag interactions
    const flagInteraction = this.checkFlagInteraction(target, move.flags);
    if (flagInteraction === 'immune') {
      this.log(`It had no effect on ${target.definition.name}!`);
      return;
    }

    // Handle different damage formulas
    if (effect.formula) {
      damage = this.calculateDamageByFormula(effect, attacker, target, move);
    } else if (effect.amount) {
      damage = this.calculateStandardDamage(effect.amount, attacker, target, move);
    }

    // Apply flag interaction modifiers
    if (flagInteraction === 'weak') {
      damage = Math.floor(damage * 1.5);
      this.log("It's super effective!");
    } else if (flagInteraction === 'resist') {
      damage = Math.floor(damage * 0.5);
      this.log("It's not very effective...");
    }

    // Apply damage multiplier from abilities
    const damageMultiplier = this.getDamageMultiplier(attacker);
    damage = Math.floor(damage * damageMultiplier);
    
    // Apply field effect damage multipliers
    const isPlayerAttacking = attacker === this.state.playerPiclet;
    const fieldEffectMultiplier = this.getFieldEffectDamageMultiplier(move, isPlayerAttacking);
    damage = Math.floor(damage * fieldEffectMultiplier);

    // Check for critical hits
    const critMod = this.checkCriticalHitModification(attacker, target);
    const isCriticalHit = critMod === 'always' || (critMod === 'normal' && Math.random() < 0.0625);
    if (isCriticalHit) { // 1/16 base crit rate
      damage = Math.floor(damage * 1.5);
      this.log("A critical hit!");
      // Trigger critical hit ability
      this.triggerOnCriticalHit(attacker, target);
    }

    // Apply damage
    if (damage > 0) {
      target.currentHp = Math.max(0, target.currentHp - damage);
      this.log(`${target.definition.name} took ${damage} damage!`);
      
      // Wake up from sleep when damaged
      this.wakeUpFromSleep(target);
      
      // Trigger ability events
      this.triggerOnDamageTaken(target, damage, move.flags.includes('contact'));
      this.triggerOnDamageDealt(attacker, damage, target);
      this.triggerOnLowHP(target);
      
      // Check for counter effects on the target
      this.checkCounterEffects(target, attacker, move);
    }

    // Handle special formula effects
    if (effect.formula === 'drain') {
      const healAmount = Math.floor(damage * (effect.value || 0.5));
      attacker.currentHp = Math.min(attacker.maxHp, attacker.currentHp + healAmount);
      if (healAmount > 0) {
        this.log(`${attacker.definition.name} recovered ${healAmount} HP from draining!`);
        this.triggerOnHPDrained(attacker, target, healAmount);
      }
    } else if (effect.formula === 'recoil') {
      const recoilDamage = Math.floor(damage * (effect.value || 0.25));
      attacker.currentHp = Math.max(0, attacker.currentHp - recoilDamage);
      if (recoilDamage > 0) {
        this.log(`${attacker.definition.name} took ${recoilDamage} recoil damage!`);
      }
    }
  }

  private calculateDamageByFormula(effect: { formula?: string; value?: number; multiplier?: number }, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    switch (effect.formula) {
      case 'fixed':
        return effect.value || 0;
      
      case 'percentage':
        return Math.floor(target.maxHp * ((effect.value || 0) / 100));
      
      case 'recoil':
      case 'drain':
      case 'standard':
        // Use the move's actual power for standard formula
        return this.calculateStandardDamageWithPower(move.power, attacker, target, move) * (effect.multiplier || 1);
      
      default:
        return 0;
    }
  }

  private calculateStandardDamageWithPower(power: number, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    const baseDamage = power;
    
    // Type effectiveness
    const effectiveness = getEffectivenessMultiplier(
      move.type, 
      target.definition.primaryType, 
      target.definition.secondaryType
    );

    // STAB (Same Type Attack Bonus) - compare enum values as strings
    const stab = (move.type.toString() === attacker.definition.primaryType?.toString() || 
                  move.type.toString() === attacker.definition.secondaryType?.toString()) ? 1.5 : 1;

    // Damage calculation (simplified)
    const attackStat = attacker.attack;
    const defenseStat = target.defense;
    
    let damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    damage = Math.floor(damage * effectiveness * stab);
    
    // Random factor (85-100%)
    damage = Math.floor(damage * (0.85 + Math.random() * 0.15));
    
    // Minimum 1 damage for effective moves
    if (effectiveness > 0 && damage < 1) {
      damage = 1;
    }

    // Log effectiveness messages
    if (effectiveness === 0) {
      this.log("It had no effect!");
    } else if (effectiveness > 1) {
      this.log("It's super effective!");
    } else if (effectiveness < 1) {
      this.log("It's not very effective...");
    }

    return damage;
  }

  private calculateStandardDamage(amount: DamageAmount, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    const baseDamage = this.getDamageAmount(amount);
    
    // Type effectiveness
    const effectiveness = getEffectivenessMultiplier(
      move.type, 
      target.definition.primaryType, 
      target.definition.secondaryType
    );

    // STAB (Same Type Attack Bonus) - compare enum values as strings
    const stab = (move.type.toString() === attacker.definition.primaryType?.toString() || 
                  move.type.toString() === attacker.definition.secondaryType?.toString()) ? 1.5 : 1;

    // Damage calculation (simplified)
    const attackStat = attacker.attack;
    const defenseStat = target.defense;
    
    let damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    damage = Math.floor(damage * effectiveness * stab);
    
    // Random factor (85-100%)
    damage = Math.floor(damage * (0.85 + Math.random() * 0.15));
    
    // Minimum 1 damage for effective moves
    if (effectiveness > 0 && damage < 1) {
      damage = 1;
    }

    // Log effectiveness messages
    if (effectiveness === 0) {
      this.log("It had no effect!");
    } else if (effectiveness > 1) {
      this.log("It's super effective!");
    } else if (effectiveness < 1) {
      this.log("It's not very effective...");
    }

    return damage;
  }

  private processModifyStatsEffect(effect: { stats: Partial<Record<keyof BaseStats | 'accuracy', StatModification>> }, target: BattlePiclet): void {
    for (const [stat, modification] of Object.entries(effect.stats)) {
      const multiplier = this.getStatModifier(modification);
      if (stat === 'accuracy') {
        target.accuracy = Math.floor(target.accuracy * multiplier);
      } else {
        const statKey = stat as keyof BaseStats;
        (target as any)[statKey] = Math.floor((target as any)[statKey] * multiplier);
      }
      
      const changeType = modification.includes('increase') ? 'increase' : 'decrease';
      this.log(`${target.definition.name}'s ${stat} ${modification.includes('increase') ? 'rose' : 'fell'}!`);
      this.triggerOnStatChange(target, stat, changeType);
    }
  }


  private processHealEffect(effect: { amount?: HealAmount; formula?: string; value?: number }, target: BattlePiclet): void {
    let healAmount = 0;

    if (effect.formula) {
      switch (effect.formula) {
        case 'percentage':
          healAmount = Math.floor(target.maxHp * ((effect.value || 0) / 100));
          break;
        case 'fixed':
          healAmount = effect.value || 0;
          break;
        default:
          healAmount = this.getHealAmount(effect.amount || 'medium', target.maxHp);
      }
    } else if (effect.amount) {
      healAmount = this.getHealAmount(effect.amount, target.maxHp);
    }

    // Check for healing inversion mechanic
    if (this.shouldInvertHealing(target)) {
      // Healing becomes damage
      const oldHp = target.currentHp;
      target.currentHp = Math.max(0, target.currentHp - healAmount);
      const actualDamage = oldHp - target.currentHp;
      
      if (actualDamage > 0) {
        this.log(`${target.definition.name} took ${actualDamage} damage from inverted healing!`);
      }
    } else {
      // Normal healing
      const oldHp = target.currentHp;
      target.currentHp = Math.min(target.maxHp, target.currentHp + healAmount);
      const actualHeal = target.currentHp - oldHp;
      
      if (actualHeal > 0) {
        this.log(`${target.definition.name} recovered ${actualHeal} HP!`);
        this.triggerOnFullHP(target);
      }
    }
  }

  private getDamageAmount(amount: DamageAmount): number {
    switch (amount) {
      case 'weak': return 40;
      case 'normal': return 70;
      case 'strong': return 100;
      case 'extreme': return 140;
      default: return 70;
    }
  }

  private getStatModifier(modification: StatModification): number {
    switch (modification) {
      case 'increase': return 1.25;
      case 'decrease': return 0.75;
      case 'greatly_increase': return 1.5;
      case 'greatly_decrease': return 0.5;
      default: return 1.0;
    }
  }

  private getHealAmount(amount: HealAmount, maxHp: number): number {
    switch (amount) {
      case 'small': return Math.floor(maxHp * 0.25);
      case 'medium': return Math.floor(maxHp * 0.5);
      case 'large': return Math.floor(maxHp * 0.75);
      case 'full': return maxHp;
      default: return Math.floor(maxHp * 0.5);
    }
  }

  private processTurnEnd(): void {
    // Process status effects
    this.processStatusEffects(this.state.playerPiclet);
    this.processStatusEffects(this.state.opponentPiclet);
    
    // Apply field healing effects
    this.applyFieldHealingEffects();
    
    // Process field effects (duration management)
    this.processFieldEffects();
    
    // Trigger end of turn abilities
    this.triggerEndOfTurn();
    
    // Decrement temporary effects
    this.processTemporaryEffects(this.state.playerPiclet);
    this.processTemporaryEffects(this.state.opponentPiclet);
  }

  private processStatusEffects(piclet: BattlePiclet): void {
    // Process status effects that trigger at end of turn
    const statusesToRemove: string[] = [];
    
    for (let i = 0; i < piclet.statusEffects.length; i++) {
      const status = piclet.statusEffects[i];
      
      switch (status) {
        case 'burn':
        case 'poison':
          const damage = Math.floor(piclet.maxHp / 8);
          piclet.currentHp = Math.max(0, piclet.currentHp - damage);
          this.log(`${piclet.definition.name} was hurt by ${status}!`);
          break;
          
        case 'freeze':
          // Don't process freeze on the turn it was applied
          if ((piclet as any).freezeJustApplied) {
            delete (piclet as any).freezeJustApplied;
          } else {
            // 20% chance to thaw out each turn
            if (Math.random() < 0.2) {
              statusesToRemove.push(status);
              this.log(`${piclet.definition.name} thawed out!`);
            }
          }
          break;
          
        case 'sleep':
          // Don't process sleep on the turn it was applied
          if ((piclet as any).sleepJustApplied) {
            delete (piclet as any).sleepJustApplied;
          } else {
            // Decrement sleep turns and wake up
            const sleepTurns = (piclet as any).sleepTurns || 0;
            if (sleepTurns <= 1) {
              statusesToRemove.push(status);
              this.log(`${piclet.definition.name} woke up!`);
              delete (piclet as any).sleepTurns;
            } else {
              (piclet as any).sleepTurns = sleepTurns - 1;
            }
          }
          break;
          
        case 'confuse':
          // Decrement confusion turns
          const confusionTurns = (piclet as any).confusionTurns || 0;
          if (confusionTurns <= 1) {
            statusesToRemove.push(status);
            this.log(`${piclet.definition.name} snapped out of confusion!`);
            delete (piclet as any).confusionTurns;
          } else {
            (piclet as any).confusionTurns = confusionTurns - 1;
          }
          break;
      }
    }
    
    // Remove statuses that expired
    for (const statusToRemove of statusesToRemove) {
      const index = piclet.statusEffects.indexOf(statusToRemove as any);
      if (index > -1) {
        piclet.statusEffects.splice(index, 1);
      }
    }
  }

  private processTemporaryEffects(piclet: BattlePiclet): void {
    // Decrement duration of temporary effects
    piclet.temporaryEffects = piclet.temporaryEffects.filter(effect => {
      effect.duration--;
      return effect.duration > 0;
    });
  }

  private processFieldEffects(): void {
    // Field effects are processed at end of turn for duration management
    // Their actual mechanics are applied during relevant battle phases
    
    // Decrement field effect durations and remove expired ones
    this.state.fieldEffects = this.state.fieldEffects.filter(effect => {
      effect.duration--;
      if (effect.duration <= 0) {
        this.log(`${this.formatFieldEffectName(effect.name)} faded away!`);
        return false;
      }
      return true;
    });
  }

  private formatFieldEffectName(effectName: string): string {
    switch (effectName) {
      case 'entryHazardSpikes': return 'Entry spikes';
      case 'contactDamageReduction': return 'Contact damage barrier';
      case 'nonContactDamageReduction': return 'Non-contact damage barrier';
      case 'healingField': return 'Healing field';
      case 'poisonousField': return 'Poisonous field';
      default: return effectName;
    }
  }

  private getFieldEffectDamageMultiplier(move: Move, isPlayerAttacking: boolean): number {
    let multiplier = 1.0;
    
    // Determine if this is a contact move
    const isContactMove = move.flags.includes('contact');
    
    // Check field effects that modify damage
    for (const fieldEffect of this.state.fieldEffects) {
      const targetSide = fieldEffect.effect.target;
      // Field effects protect the side they're applied to from incoming attacks
      // So if playerSide has a barrier, it protects player from opponent attacks
      const protectsDefender = (!isPlayerAttacking && targetSide === 'playerSide') ||
                              (isPlayerAttacking && targetSide === 'opponentSide');
      
      if (!protectsDefender) continue;
      
      switch (fieldEffect.name) {
        case 'contactDamageReduction':
          if (isContactMove) {
            multiplier *= 0.5; // Reduce contact move damage by 50%
          }
          break;
        case 'nonContactDamageReduction':
          if (!isContactMove) {
            multiplier *= 0.5; // Reduce non-contact move damage by 50%
          }
          break;
      }
    }
    
    return multiplier;
  }

  private applyEntryHazards(piclet: BattlePiclet): void {
    // Apply entry hazards when a piclet enters battle (switching mechanics)
    for (const fieldEffect of this.state.fieldEffects) {
      if (fieldEffect.name === 'spikes' || fieldEffect.name === 'entryHazardSpikes') {
        const targetSide = fieldEffect.effect.target;
        const isPlayerSide = piclet === this.state.playerPiclet;
        const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
                         (!isPlayerSide && targetSide === 'opponentSide');
        
        if (appliesTo) {
          const damage = Math.floor(piclet.maxHp * 0.125); // 12.5% max HP damage
          piclet.currentHp = Math.max(0, piclet.currentHp - damage);
          this.log(`${piclet.definition.name} was hurt by spikes!`);
        }
      } else if (fieldEffect.name === 'toxicSpikes') {
        const targetSide = fieldEffect.effect.target;
        const isPlayerSide = piclet === this.state.playerPiclet;
        const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
                         (!isPlayerSide && targetSide === 'opponentSide');
        
        if (appliesTo && !piclet.statusEffects.includes('poison')) {
          piclet.statusEffects.push('poison');
          this.log(`${piclet.definition.name} was poisoned by toxic spikes!`);
        }
      } else if (fieldEffect.name === 'poisonousField') {
        const targetSide = fieldEffect.effect.target;
        const isPlayerSide = piclet === this.state.playerPiclet;
        const appliesTo = (isPlayerSide && targetSide === 'playerSide') ||
                         (!isPlayerSide && targetSide === 'opponentSide');
        
        if (appliesTo && !piclet.statusEffects.includes('poison')) {
          piclet.statusEffects.push('poison');
          this.log(`${piclet.definition.name} was poisoned by toxic spikes!`);
        }
      }
    }
  }

  private applyFieldHealingEffects(): void {
    // Apply healing field effects at end of turn
    const healingFields = this.state.fieldEffects.filter(effect => effect.name === 'healingField');
    
    for (const healingField of healingFields) {
      const targetSide = healingField.effect.target;
      
      if (targetSide === 'playerSide' || targetSide === 'field') {
        const healAmount = Math.floor(this.state.playerPiclet.maxHp * 0.0625); // 6.25% max HP
        if (this.state.playerPiclet.currentHp < this.state.playerPiclet.maxHp) {
          this.state.playerPiclet.currentHp = Math.min(
            this.state.playerPiclet.maxHp,
            this.state.playerPiclet.currentHp + healAmount
          );
          this.log(`${this.state.playerPiclet.definition.name} was healed by the healing field!`);
        }
      }
      
      if (targetSide === 'opponentSide' || targetSide === 'field') {
        const healAmount = Math.floor(this.state.opponentPiclet.maxHp * 0.0625); // 6.25% max HP
        if (this.state.opponentPiclet.currentHp < this.state.opponentPiclet.maxHp) {
          this.state.opponentPiclet.currentHp = Math.min(
            this.state.opponentPiclet.maxHp,
            this.state.opponentPiclet.currentHp + healAmount
          );
          this.log(`${this.state.opponentPiclet.definition.name} was healed by the healing field!`);
        }
      }
    }
  }


  private checkBattleEnd(): void {
    const playerFainted = this.state.playerPiclet.currentHp <= 0;
    const opponentFainted = this.state.opponentPiclet.currentHp <= 0;
    
    // Mark fainted piclets in roster states and trigger KO events
    if (playerFainted) {
      const playerIndex = this.getCurrentPicletIndex('player');
      if (playerIndex !== -1) {
        this.playerRosterStates[playerIndex].fainted = true;
        this.triggerOnKO(this.state.playerPiclet, this.state.opponentPiclet);
      }
    }
    
    if (opponentFainted) {
      const opponentIndex = this.getCurrentPicletIndex('opponent');
      if (opponentIndex !== -1) {
        this.opponentRosterStates[opponentIndex].fainted = true;
        this.triggerOnKO(this.state.opponentPiclet, this.state.playerPiclet);
      }
    }
    
    // Check if any viable piclets remain
    const playerHasViablePiclets = this.playerRosterStates.some(state => !state.fainted);
    const opponentHasViablePiclets = this.opponentRosterStates.some(state => !state.fainted);
    
    if (!playerHasViablePiclets && !opponentHasViablePiclets) {
      this.state.winner = 'draw';
      this.state.phase = 'ended';
      this.log('Battle ended in a draw!');
    } else if (!playerHasViablePiclets) {
      this.state.winner = 'opponent';
      this.state.phase = 'ended';
      // No win message - handled in UI
    } else if (!opponentHasViablePiclets) {
      this.state.winner = 'player';
      this.state.phase = 'ended';
      // No win message - handled in UI
    } else if (playerFainted || opponentFainted) {
      // Handle forced switching - at least one piclet fainted but viable alternatives exist
      this.handleForcedSwitching(playerFainted, opponentFainted);
    }
  }

  private handleForcedSwitching(playerFainted: boolean, opponentFainted: boolean): void {
    if (playerFainted) {
      this.log(`${this.state.playerPiclet.definition.name} fainted!`);
      const viablePiclets = this.playerRosterStates.map((state, index) => ({ index, state }))
        .filter(entry => !entry.state.fainted);
      
      if (viablePiclets.length === 1) {
        // Auto-switch to the only remaining piclet
        const autoSwitchIndex = viablePiclets[0].index;
        this.log(`Player must choose a new piclet! Auto-switching to ${this.playerRoster[autoSwitchIndex].name}!`);
        this.executeSwitch({ type: 'switch', piclet: 'player', newPicletIndex: autoSwitchIndex, executor: 'player' });
      } else {
        this.log(`Player must choose a new piclet from ${viablePiclets.length} remaining options!`);
        // In a real implementation, this would pause and wait for player input
        // For testing, we can simulate choosing the first available
      }
    }
    
    if (opponentFainted) {
      this.log(`${this.state.opponentPiclet.definition.name} fainted!`);
      const viablePiclets = this.opponentRosterStates.map((state, index) => ({ index, state }))
        .filter(entry => !entry.state.fainted);
      
      if (viablePiclets.length === 1) {
        // Auto-switch to the only remaining piclet
        const autoSwitchIndex = viablePiclets[0].index;
        this.log(`Opponent must choose a new piclet! Auto-switching to ${this.opponentRoster[autoSwitchIndex].name}!`);
        this.executeSwitch({ type: 'switch', piclet: 'opponent', newPicletIndex: autoSwitchIndex, executor: 'opponent' });
      } else {
        this.log(`Opponent must choose a new piclet from ${viablePiclets.length} remaining options!`);
        // In a real implementation, this would be AI logic
      }
    }
  }

  private log(message: string): void {
    this.state.log.push(message);
  }

  // Public method to get battle log
  public getLog(): string[] {
    // Strip battle prefixes from all log messages for display
    return this.state.log.map(message => this.stripBattlePrefixes(message));
  }
  
  private stripBattlePrefixes(message: string): string {
    // Remove player- and enemy- prefixes from messages
    return message
      .replace(/player-/g, '')
      .replace(/enemy-/g, '');
  }

  // Additional effect processors for advanced features
  private processManipulatePPEffect(effect: { action: string; amount?: string; value?: number; targetMove?: string }, target: BattlePiclet): void {
    const ppChange = this.getPPAmount(effect.amount, effect.value || 5);
    
    switch (effect.action) {
      case 'drain':
        // Drain PP from target's moves
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP > 0) {
            const drained = Math.min(moveSlot.currentPP, ppChange);
            moveSlot.currentPP -= drained;
            this.log(`${target.definition.name}'s PP was drained from ${moveSlot.move.name}!`);
            break; // Only drain from first move with PP
          }
        }
        break;
      case 'restore':
        // Restore PP to target's moves
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP < moveSlot.move.pp) {
            const restored = Math.min(moveSlot.move.pp - moveSlot.currentPP, ppChange);
            moveSlot.currentPP += restored;
            this.log(`${target.definition.name}'s PP was restored to ${moveSlot.move.name}!`);
            break; // Only restore to first move that needs PP
          }
        }
        break;
      case 'disable':
        // Disable a move by setting its PP to 0
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP > 0) {
            moveSlot.currentPP = 0;
            this.log(`${target.definition.name}'s ${moveSlot.move.name} was disabled!`);
            break; // Only disable first available move
          }
        }
        break;
    }
  }

  private getPPAmount(amount?: string, value?: number): number {
    if (value !== undefined) return value;
    switch (amount) {
      case 'small': return 3;
      case 'medium': return 5;
      case 'large': return 8;
      default: return 5;
    }
  }

  private processFieldEffect(effect: { effect: string; target: string; stackable?: boolean }): void {
    // Map old effect names to new descriptive names
    const effectNameMap: Record<string, string> = {
      'spikes': 'entryHazardSpikes',
      'reflect': 'contactDamageReduction', 
      'lightScreen': 'nonContactDamageReduction',
      'healingMist': 'healingField',
      'toxicSpikes': 'poisonousField'
    };
    
    const mappedName = effectNameMap[effect.effect] || effect.effect;
    
    // Add field effect to battle state
    const fieldEffect = {
      name: mappedName,
      duration: 5, // Default duration
      effect: effect
    };
    
    // Check if effect already exists and is not stackable
    if (!effect.stackable) {
      this.state.fieldEffects = this.state.fieldEffects.filter(fe => fe.name !== mappedName);
    }
    
    this.state.fieldEffects.push(fieldEffect);
    
    // Log effect application with clear descriptions
    switch (mappedName) {
      case 'entryHazardSpikes':
        this.log('Entry spikes were scattered on the battlefield!');
        break;
      case 'contactDamageReduction':
        this.log('A barrier was raised to reduce contact move damage!');
        break;
      case 'nonContactDamageReduction':
        this.log('A barrier was raised to reduce non-contact move damage!');
        break;
      case 'healingField':
        this.log('A healing field was created!');
        break;
      case 'poisonousField':
        this.log('A poisonous field was created!');
        break;
      default:
        this.log(`${mappedName} was applied to the field!`);
    }
  }

  private processCounterEffect(effect: { strength: string }, attacker: BattlePiclet, _target: BattlePiclet): void {
    // Store counter effect for later processing when the user is attacked
    // Counter effects should persist until triggered, not expire after 1 turn
    attacker.temporaryEffects.push({
      effect: {
        type: 'counter',
        strength: effect.strength
      } as any,
      duration: 5 // Persist for multiple turns until triggered
    });
    this.log(`${attacker.definition.name} is preparing to counter!`);
  }

  private processPriorityEffect(effect: { value: number; condition?: string }, target: BattlePiclet): void {
    // Store priority modification for next move
    target.statModifiers.priority = (target.statModifiers.priority || 0) + effect.value;
    this.log(`${target.definition.name}'s move priority changed by ${effect.value}!`);
  }

  private processRemoveStatusEffect(effect: { status: string }, target: BattlePiclet): void {
    if (target.statusEffects.includes(effect.status as any)) {
      target.statusEffects = target.statusEffects.filter(s => s !== effect.status);
      this.log(`${target.definition.name} was cured of ${effect.status}!`);
    }
  }

  private processMechanicOverrideEffect(effect: { mechanic: string; value: any; condition?: string }, target: BattlePiclet): void {
    // Store mechanic override as temporary effect for processing during relevant calculations
    target.temporaryEffects.push({
      effect: { 
        type: 'mechanicOverride',
        mechanic: effect.mechanic,
        value: effect.value,
        condition: effect.condition,
        target: 'self'
      } as any,
      duration: effect.condition === 'restOfBattle' ? 999 : 1
    });
    
    this.log(`Mechanic override '${effect.mechanic}' applied to ${target.definition.name}!`);
  }

  // Helper methods for checking mechanic overrides
  private hasMechanicOverride(piclet: BattlePiclet, mechanic: string): any {
    const override = piclet.temporaryEffects.find(
      effect => effect.effect.type === 'mechanicOverride' && 
                (effect.effect as any).mechanic === mechanic
    );
    return override ? (override.effect as any).value : null;
  }

  private checkCriticalHitModification(attacker: BattlePiclet, target: BattlePiclet): 'always' | 'never' | 'normal' {
    // Check attacker's critical hit modifiers
    const attackerOverride = this.hasMechanicOverride(attacker, 'criticalHits');
    if (attackerOverride === true) return 'always';
    
    // Check target's critical hit immunity
    const targetOverride = this.hasMechanicOverride(target, 'criticalHits');
    if (targetOverride === false) return 'never';
    
    return 'normal';
  }

  private checkStatusImmunity(target: BattlePiclet, status: string): boolean {
    const immunity = this.hasMechanicOverride(target, 'statusImmunity');
    if (Array.isArray(immunity)) {
      return immunity.includes(status);
    }
    return false;
  }

  private checkTypeImmunity(target: BattlePiclet, attackType: string): boolean {
    const immunity = this.hasMechanicOverride(target, 'typeImmunity');
    if (Array.isArray(immunity)) {
      return immunity.includes(attackType);
    }
    return false;
  }

  private checkFlagBasedTypeImmunity(target: BattlePiclet, flags: string[]): boolean {
    const immunity = this.hasMechanicOverride(target, 'typeImmunity');
    if (Array.isArray(immunity)) {
      // Check if any of the move's flags match the type immunity
      return flags.some(flag => immunity.includes(flag));
    }
    return false;
  }

  private checkFlagInteraction(target: BattlePiclet, flags: string[]): 'immune' | 'weak' | 'resist' | 'normal' {
    // Check immunities first
    const immunity = this.hasMechanicOverride(target, 'flagImmunity');
    if (Array.isArray(immunity) && flags.some(flag => immunity.includes(flag))) {
      return 'immune';
    }
    
    // Check weaknesses
    const weakness = this.hasMechanicOverride(target, 'flagWeakness');
    if (Array.isArray(weakness) && flags.some(flag => weakness.includes(flag))) {
      return 'weak';
    }
    
    // Check resistances
    const resistance = this.hasMechanicOverride(target, 'flagResistance');
    if (Array.isArray(resistance) && flags.some(flag => resistance.includes(flag))) {
      return 'resist';
    }
    
    return 'normal';
  }

  private getDamageMultiplier(piclet: BattlePiclet): number {
    const multiplier = this.hasMechanicOverride(piclet, 'damageMultiplier');
    return typeof multiplier === 'number' ? multiplier : 1.0;
  }

  private shouldInvertHealing(target: BattlePiclet): boolean {
    return !!this.hasMechanicOverride(target, 'healingInversion');
  }

  private applyEffectToPiclet(effect: BattleEffect, piclet: BattlePiclet): void {
    switch (effect.type) {
      case 'modifyStats':
        // Apply permanent stat modifications from abilities
        for (const [stat, modification] of Object.entries(effect.stats)) {
          const multiplier = this.getStatModifier(modification);
          if (stat === 'accuracy') {
            piclet.accuracy = Math.floor(piclet.accuracy * multiplier);
          } else {
            const statKey = stat as keyof BaseStats;
            (piclet as any)[statKey] = Math.floor((piclet as any)[statKey] * multiplier);
          }
        }
        break;
      case 'mechanicOverride':
        // Store mechanic overrides as permanent effects
        piclet.temporaryEffects.push({
          effect: effect,
          duration: 999 // Permanent ability effect
        });
        break;
      // Other effects are handled during battle
    }
  }

  private checkCounterEffects(target: BattlePiclet, attacker: BattlePiclet, move: Move): void {
    // Check if the target has any counter effects ready
    for (let i = target.temporaryEffects.length - 1; i >= 0; i--) {
      const tempEffect = target.temporaryEffects[i];
      if (tempEffect.effect.type === 'counter') {
        const counterEffect = tempEffect.effect as any;
        const shouldCounter = true; // All counters now work against any attack type
        
        if (shouldCounter) {
          // Calculate counter damage
          let counterDamage = 0;
          switch (counterEffect.strength) {
            case 'weak': counterDamage = 20; break;
            case 'normal': counterDamage = 40; break;
            case 'strong': counterDamage = 60; break;
            default: counterDamage = 40;
          }
          
          attacker.currentHp = Math.max(0, attacker.currentHp - counterDamage);
          this.log(`${target.definition.name} countered with ${counterDamage} damage!`);
          
          // Remove the counter effect after it triggers
          target.temporaryEffects.splice(i, 1);
        }
      }
    }
  }

  // Advanced Status Effect Checks
  private canPicletAct(piclet: BattlePiclet): boolean {
    // Check status effects that prevent action
    for (const status of piclet.statusEffects) {
      switch (status) {
        case 'freeze':
          this.log(`${piclet.definition.name} is frozen solid and cannot move!`);
          return false;
          
        case 'sleep':
          this.log(`${piclet.definition.name} is fast asleep and cannot wake up!`);
          return false;
          
        case 'paralyze':
          // 25% chance to be fully paralyzed
          if (Math.random() < 0.25) {
            this.log(`${piclet.definition.name} is fully paralyzed and cannot move!`);
            return false;
          }
          break;
          
        case 'confuse':
          // 33% chance to hurt self in confusion
          if (Math.random() < 0.33) {
            const selfDamage = Math.floor(piclet.maxHp * 0.125); // 12.5% max HP
            piclet.currentHp = Math.max(0, piclet.currentHp - selfDamage);
            this.log(`${piclet.definition.name} hurt itself in confusion for ${selfDamage} damage!`);
            return false;
          }
          break;
      }
    }
    return true;
  }

  // Enhanced Status Application
  private processApplyStatusEffect(effect: { status: StatusEffect; chance?: number }, target: BattlePiclet): void {
    // Check chance if specified
    if (effect.chance !== undefined) {
      const roll = Math.random() * 100;
      if (roll >= effect.chance) {
        return; // Status effect failed to apply
      }
    }

    // Check for status immunity
    if (this.checkStatusImmunity(target, effect.status)) {
      this.log(`${target.definition.name} is immune to ${effect.status}!`);
      return;
    }

    // Check for major status conflicts (freeze, paralyze, sleep are mutually exclusive)
    const majorStatuses = ['freeze', 'paralyze', 'sleep'];
    if (majorStatuses.includes(effect.status)) {
      const hasMajorStatus = target.statusEffects.some(status => majorStatuses.includes(status));
      if (hasMajorStatus) {
        this.log(`${target.definition.name} is already affected by a major status condition!`);
        return;
      }
    }

    if (!target.statusEffects.includes(effect.status)) {
      target.statusEffects.push(effect.status);
      
      // Trigger status inflicted event
      this.triggerOnStatusInflicted(target, effect.status);
      
      // Apply immediate effects and set durations
      switch (effect.status) {
        case 'freeze':
          this.log(`${target.definition.name} was frozen solid!`);
          // Mark as just applied to prevent immediate thawing
          (target as any).freezeJustApplied = true;
          break;
        case 'paralyze':
          this.log(`${target.definition.name} was paralyzed!`);
          // Reduce speed by 50%
          target.speed = Math.floor(target.speed * 0.5);
          break;
        case 'sleep':
          this.log(`${target.definition.name} fell asleep!`);
          // Sleep lasts 1-3 turns
          (target as any).sleepTurns = 1 + Math.floor(Math.random() * 3);
          (target as any).sleepJustApplied = true;
          break;
        case 'confuse':
          this.log(`${target.definition.name} became confused!`);
          // Confusion lasts 2-5 turns
          (target as any).confusionTurns = 2 + Math.floor(Math.random() * 4);
          break;
        default:
          this.log(`${target.definition.name} was ${effect.status}ed!`);
      }
    }
  }

  // Wake up from sleep when damaged
  private wakeUpFromSleep(target: BattlePiclet): void {
    if (target.statusEffects.includes('sleep')) {
      const sleepIndex = target.statusEffects.indexOf('sleep');
      if (sleepIndex > -1) {
        target.statusEffects.splice(sleepIndex, 1);
        this.log(`${target.definition.name} woke up from the attack!`);
        delete (target as any).sleepTurns;
      }
    }
  }

  // Ability Trigger System
  private triggerAbilities(event: string, piclet: BattlePiclet, context?: any): void {
    if (!piclet.definition.specialAbility?.triggers) return;

    for (const trigger of piclet.definition.specialAbility.triggers) {
      if (trigger.event === event && this.checkTriggerCondition(trigger, piclet, context)) {
        this.log(`${piclet.definition.name}'s ${piclet.definition.specialAbility.name} triggered!`);
        
        // Process all effects in the trigger
        for (const effect of trigger.effects) {
          this.processAbilityTriggerEffect(effect, piclet, context);
        }
      }
    }
  }

  private checkTriggerCondition(trigger: Trigger, piclet: BattlePiclet, context?: any): boolean {
    if (!trigger.condition || trigger.condition === 'always') {
      return true;
    }

    // Check various conditions
    switch (trigger.condition) {
      case 'ifLowHp':
        return (piclet.currentHp / piclet.maxHp) < 0.25;
      case 'ifHighHp':
        return piclet.currentHp === piclet.maxHp;
      case 'onCritical':
        return context?.isCriticalHit === true;
      case 'ifStatusMove':
        return context?.isStatusMove === true;
      default:
        return true;
    }
  }

  private processAbilityTriggerEffect(effect: BattleEffect, owner: BattlePiclet, context?: any): void {
    // Determine target for the effect based on effect type
    let targetType = 'self'; // default
    if ('target' in effect) {
      targetType = effect.target;
    }
    const target = this.resolveAbilityTarget(targetType, owner);
    if (!target) return;

    // Process the effect using existing effect processors
    switch (effect.type) {
      case 'damage':
        // Create a dummy move for damage calculation
        const dummyMove: Move = {
          name: `${owner.definition.specialAbility?.name} Effect`,
          type: 'normal' as any,
          power: 0,
          accuracy: 100,
          pp: 1,
          priority: 0,
          flags: [],
          effects: []
        };
        this.processDamageEffect(effect, owner, target, dummyMove);
        break;
      case 'modifyStats':
        this.processModifyStatsEffect(effect, target);
        break;
      case 'heal':
        this.processHealEffect(effect, target);
        break;
      case 'applyStatus':
        this.processApplyStatusEffect(effect, target);
        break;
      case 'removeStatus':
        this.processRemoveStatusEffect(effect, target);
        break;
      default:
        this.log(`Ability effect ${effect.type} not implemented yet`);
    }
  }

  private resolveAbilityTarget(targetType: string, owner: BattlePiclet): BattlePiclet | null {
    switch (targetType) {
      case 'self':
        return owner;
      case 'opponent':
        return owner === this.state.playerPiclet ? this.state.opponentPiclet : this.state.playerPiclet;
      default:
        return null;
    }
  }

  // Trigger Points Integration
  private triggerOnDamageTaken(piclet: BattlePiclet, damage: number, isContactMove: boolean): void {
    this.triggerAbilities('onDamageTaken', piclet, { damage, isContactMove });
    if (isContactMove) {
      this.triggerAbilities('onContactDamage', piclet, { damage });
    }
  }

  private triggerOnDamageDealt(piclet: BattlePiclet, damage: number, target: BattlePiclet): void {
    this.triggerAbilities('onDamageDealt', piclet, { damage, target });
  }

  private triggerOnCriticalHit(piclet: BattlePiclet, target: BattlePiclet): void {
    this.triggerAbilities('onCriticalHit', piclet, { target, isCriticalHit: true });
  }

  private triggerOnLowHP(piclet: BattlePiclet): void {
    if ((piclet.currentHp / piclet.maxHp) < 0.25) {
      this.triggerAbilities('onLowHP', piclet);
    }
  }

  private triggerEndOfTurn(): void {
    this.triggerAbilities('endOfTurn', this.state.playerPiclet);
    this.triggerAbilities('endOfTurn', this.state.opponentPiclet);
  }

  private triggerOnStatusInflicted(piclet: BattlePiclet, status: string): void {
    this.triggerAbilities('onStatusInflicted', piclet, { status });
  }

  private triggerOnHPDrained(attacker: BattlePiclet, target: BattlePiclet, drainAmount: number): void {
    this.triggerAbilities('onHPDrained', attacker, { target, drainAmount });
  }

  private triggerOnKO(knockedOut: BattlePiclet, attacker: BattlePiclet): void {
    this.triggerAbilities('onKO', knockedOut, { attacker });
    this.triggerAbilities('onKO', attacker, { target: knockedOut, causedKO: true });
  }

  private triggerBeforeMoveUse(piclet: BattlePiclet, move: Move): void {
    this.triggerAbilities('beforeMoveUse', piclet, { move });
  }

  private triggerAfterMoveUse(piclet: BattlePiclet, move: Move, success: boolean): void {
    this.triggerAbilities('afterMoveUse', piclet, { move, success });
  }

  private triggerOnFullHP(piclet: BattlePiclet): void {
    if (piclet.currentHp === piclet.maxHp) {
      this.triggerAbilities('onFullHP', piclet);
    }
  }

  private triggerOnOpponentContactMove(defender: BattlePiclet, attacker: BattlePiclet, move: Move): void {
    if (move.flags.includes('contact')) {
      this.triggerAbilities('onOpponentContactMove', defender, { attacker, move });
    }
  }

  private triggerOnStatChange(piclet: BattlePiclet, stat: string, change: string): void {
    this.triggerAbilities('onStatChange', piclet, { stat, change });
  }
}