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# Pictuary Battle Engine

A standalone, testable battle system for the Pictuary game, implementing the battle mechanics defined in `battle_system_design.md`.

## Overview

This battle engine provides a complete turn-based combat system implementing EVERYTHING from `battle_system_design.md`:

- **Type effectiveness** based on Pictuary's photography-themed types (Beast, Bug, Aquatic, Flora, Mineral, Space, Machina, Structure, Culture, Cuisine)
- **Composable effects system** with 10 different effect types
- **Advanced damage formulas** (standard, recoil, drain, fixed, percentage)
- **Mechanic override system** for special abilities that modify core game mechanics
- **Trigger-based special abilities** with 18 different trigger events
- **Status effects** with chance-based application and turn-end processing
- **Field effects** with stackable/non-stackable variants
- **PP manipulation** system (drain, restore, disable)
- **Counter moves** and priority modification
- **Conditional effects** with 25+ different conditions
- **Extreme risk-reward moves** as defined in the design document
- **Comprehensive test coverage** (116 tests across 7 test files)

## Architecture

### Core Components

- **`BattleEngine.ts`** - Main battle orchestration and logic
- **`types.ts`** - Type definitions for all battle system interfaces
- **`test-data.ts`** - Example Piclets and moves for testing
- **`*.test.ts`** - Comprehensive test suites

### Key Features

1. **Battle State Management**
   - Turn-based execution with proper phase handling
   - Action priority system (priority → speed → random)
   - Win condition checking and battle end logic
   - Field effects tracking and processing

2. **Advanced Damage System**
   - **Standard damage**: Traditional attack vs defense calculation with type effectiveness and STAB
   - **Recoil damage**: Self-harm after dealing damage (e.g., 25% recoil)
   - **Drain damage**: Heal user for portion of damage dealt (e.g., 50% drain)
   - **Fixed damage**: Exact damage amounts regardless of stats
   - **Percentage damage**: Damage based on target's max HP percentage
   - Type effectiveness calculations with dual-type support
   - STAB (Same Type Attack Bonus)
   - Accuracy checks with move-specific accuracy values

3. **Comprehensive Effect System**
   - **damage**: 5 different damage formulas with conditional scaling
   - **modifyStats**: Stat changes (increase/decrease/greatly_increase/greatly_decrease)
   - **applyStatus**: Status effects with configurable chance percentages
   - **heal**: Healing with amounts (small/medium/large/full) or percentage/fixed formulas
   - **manipulatePP**: PP drain, restore, or disable targeting specific moves
   - **fieldEffect**: Battlefield modifications affecting all combatants
   - **counter**: Delayed damage reflection based on incoming attack types
   - **priority**: Dynamic priority modification for moves
   - **removeStatus**: Cure specific status conditions
   - **mechanicOverride**: Fundamental game mechanic modifications

4. **Status Effects**
   - **Poison/Burn**: Turn-end damage (1/8 max HP)
   - **Paralysis/Sleep/Freeze**: Action prevention
   - **Confusion**: Self-targeting chance
   - **Chance-based application**: Configurable success rates (e.g., 30% freeze chance)
   - **Status immunity**: Abilities can grant immunity to specific statuses
   - **Status removal**: Moves and abilities can cure conditions

5. **Special Ability System**
   - **18 Trigger Events**: onDamageTaken, onSwitchIn, endOfTurn, onLowHP, etc.
   - **Conditional triggers**: Abilities activate based on HP thresholds, weather, status
   - **Multiple effects per trigger**: Complex abilities with layered effects
   - **Mechanic overrides**: Abilities that fundamentally change game rules

6. **Field Effects**
   - **Global effects**: Affect entire battlefield
   - **Side effects**: Affect one player's side only
   - **Stackable/Non-stackable**: Configurable effect layering
   - **Duration tracking**: Effects expire after set number of turns

7. **Move Flags System**
   - **Combat flags**: contact, bite, punch, sound, explosive, draining, ground
   - **Priority flags**: priority, lowPriority
   - **Mechanic flags**: charging, recharge, multiHit, twoTurn, sacrifice, gambling
   - **Interaction flags**: reflectable, snatchable, copyable, protectable, bypassProtect
   - **Flag immunity/weakness**: Abilities can modify interactions with flagged moves

## Usage

### Basic Battle Setup

```typescript
import { BattleEngine } from './BattleEngine';
import { STELLAR_WOLF, TOXIC_CRAWLER } from './test-data';

// Create a new battle
const battle = new BattleEngine(STELLAR_WOLF, TOXIC_CRAWLER);

// Execute a turn
const playerAction = { type: 'move', piclet: 'player', moveIndex: 0 };
const opponentAction = { type: 'move', piclet: 'opponent', moveIndex: 1 };

battle.executeActions(playerAction, opponentAction);

// Check battle state
console.log(battle.getState());
console.log(battle.getLog());
console.log(battle.isGameOver(), battle.getWinner());
```

### Creating Custom Piclets

```typescript
import { PicletDefinition, Move, PicletType, AttackType } from './types';

const customMove: Move = {
  name: "Thunder Strike",
  type: AttackType.SPACE,
  power: 80,
  accuracy: 90,
  pp: 10,
  priority: 0,
  flags: ['explosive'],
  effects: [
    {
      type: 'damage',
      target: 'opponent',
      amount: 'strong'
    },
    {
      type: 'applyStatus',
      target: 'opponent',
      status: 'paralyze',
      condition: 'ifLucky50'
    }
  ]
};

const customPiclet: PicletDefinition = {
  name: "Storm Guardian",
  description: "A cosmic entity that commands lightning",
  tier: 'high',
  primaryType: PicletType.SPACE,
  baseStats: { hp: 120, attack: 100, defense: 90, speed: 85 },
  nature: "Bold",
  specialAbility: {
    name: "Lightning Rod",
    description: "Draws electric attacks and boosts power"
  },
  movepool: [customMove, /* other moves */]
};
```

## Testing

The battle engine includes comprehensive test coverage:

```bash
# Run all battle engine tests
npm test src/lib/battle-engine/

# Run specific test file
npm test src/lib/battle-engine/BattleEngine.test.ts

# Run with UI
npm run test:ui
```

### Test Categories

- **Unit Tests** (`BattleEngine.test.ts`)
  - Battle initialization
  - Basic battle flow
  - Damage calculations
  - Status effects
  - Stat modifications
  - Healing effects
  - Conditional effects
  - Battle end conditions
  - Move accuracy
  - Action priority

- **Integration Tests** (`integration.test.ts`)
  - Complete battle scenarios
  - Multi-turn battles with complex interactions
  - Performance and stability tests
  - Edge cases

## Design Principles

Following the battle system design document:

1. **Simple JSON Schema** - Moves are defined with conceptual effect levels (weak/normal/strong/extreme) rather than specific numeric values
2. **Composable Effects** - Multiple effects per move with conditional triggers
3. **Bold and Dramatic** - Effects can be powerful with interesting tradeoffs
4. **Type-Driven** - Photography-themed types with meaningful interactions
5. **Special Abilities** - Passive traits that transform gameplay

## Integration with Main App

This module is designed to be eventually imported into the main Svelte app:

```typescript
// In Battle.svelte
import { BattleEngine } from '$lib/battle-engine/BattleEngine';
import type { PicletDefinition } from '$lib/battle-engine/types';

// Convert PicletInstance to PicletDefinition format
// Initialize battle engine
// Replace existing battle logic
```

## Future Enhancements

Planned features following the design document:

- [ ] Special ability trigger system
- [ ] Field effects and weather
- [ ] Counter moves and priority manipulation
- [ ] PP manipulation effects
- [ ] Multi-target moves
- [ ] Switch actions and party management
- [ ] Critical hit calculations
- [ ] More complex conditional effects
- [ ] Battle replay system

## Performance Notes

- Battle state is immutable (deep-cloned on `getState()`)
- Efficient type effectiveness lookup using enums
- Minimal memory allocation during battle execution
- Tested for battles up to 100+ turns without performance issues