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import { describe, it, expect, beforeEach } from 'vitest';
import { BattleEngine } from './BattleEngine';
import type { PicletDefinition, SpecialAbility } from './types';
import { PicletType, AttackType } from './types';

describe('Special Ability Triggers System', () => {
  let basicPiclet: PicletDefinition;
  let abilityPiclet: PicletDefinition;

  beforeEach(() => {
    // Basic piclet without special abilities
    basicPiclet = {
      name: "Basic Fighter",
      description: "Standard test piclet",
      tier: 'medium',
      primaryType: PicletType.BEAST,
      baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
      nature: "Hardy",
      specialAbility: { name: "No Ability", description: "" },
      movepool: [
        {
          name: "Basic Attack",
          type: AttackType.BEAST,
          power: 50,
          accuracy: 100,
          pp: 20,
          priority: 0,
          flags: ['contact'],
          effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
        }
      ]
    };

    // Piclet with special abilities for testing
    abilityPiclet = {
      name: "Ability User",
      description: "Has special abilities",
      tier: 'medium',
      primaryType: PicletType.BEAST,
      baseStats: { hp: 100, attack: 70, defense: 70, speed: 50 },
      nature: "Bold",
      specialAbility: {
        name: "Test Ability",
        description: "Triggers on various events",
        triggers: [
          {
            event: 'onDamageTaken',
            condition: 'always',
            effects: [
              {
                type: 'modifyStats',
                target: 'self',
                stats: {
                  attack: 'increase'
                }
              }
            ]
          }
        ]
      },
      movepool: [
        {
          name: "Power Strike",
          type: AttackType.BEAST,
          power: 60,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: ['contact'],
          effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
        }
      ]
    };
  });

  describe('onDamageTaken Trigger', () => {
    it('should trigger when piclet takes damage', () => {
      const engine = new BattleEngine(abilityPiclet, basicPiclet);
      const initialAttack = engine.getState().playerPiclet.attack;

      // Opponent attacks, should trigger onDamageTaken
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 } // This should damage player and trigger ability
      );

      const finalAttack = engine.getState().playerPiclet.attack;
      const log = engine.getLog();

      // Attack should have increased due to ability trigger
      expect(finalAttack).toBeGreaterThan(initialAttack);
      expect(log.some(msg => msg.includes('Test Ability') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('endOfTurn Trigger', () => {
    it('should trigger at the end of every turn', () => {
      const endTurnAbility: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Regeneration",
          description: "Heals at end of turn",
          triggers: [
            {
              event: 'endOfTurn',
              condition: 'always',
              effects: [
                {
                  type: 'heal',
                  target: 'self',
                  amount: 'small'
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(endTurnAbility, basicPiclet);
      
      // Damage the piclet first so healing is visible, but not too much
      engine['state'].playerPiclet.currentHp = Math.floor(engine['state'].playerPiclet.maxHp * 0.9);
      const initialHp = engine.getState().playerPiclet.currentHp;

      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const log = engine.getLog();
      console.log('Regeneration test log:', log);
      console.log('Initial HP:', initialHp, 'Final HP:', engine.getState().playerPiclet.currentHp);

      // The ability should trigger (check log message)
      expect(log.some(msg => msg.includes('Regeneration') && msg.includes('triggered'))).toBe(true);
      
      // HP might decrease due to damage taken, but healing should have occurred
      expect(log.some(msg => msg.includes('recovered') || msg.includes('healed'))).toBe(true);
    });
  });

  describe('onDamageDealt Trigger', () => {
    it('should trigger when piclet deals damage to opponent', () => {
      const damageDealer: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Combat High",
          description: "Gains speed when dealing damage",
          triggers: [
            {
              event: 'onDamageDealt',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: {
                    speed: 'increase'
                  }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(damageDealer, basicPiclet);
      const initialSpeed = engine.getState().playerPiclet.speed;

      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Player deals damage
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const finalSpeed = engine.getState().playerPiclet.speed;
      const log = engine.getLog();

      expect(finalSpeed).toBeGreaterThan(initialSpeed);
      expect(log.some(msg => msg.includes('Combat High') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('onCriticalHit Trigger', () => {
    it('should trigger when dealing a critical hit', () => {
      const criticalHitter: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Critical Momentum",
          description: "Gains attack on critical hits",
          triggers: [
            {
              event: 'onCriticalHit',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: {
                    attack: 'increase'
                  }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(criticalHitter, basicPiclet);
      
      // Force a critical hit for testing
      const originalRandom = Math.random;
      Math.random = () => 0.01; // Force critical hit (< 0.0625)

      const initialAttack = engine.getState().playerPiclet.attack;

      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Should crit and trigger ability
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      // Restore original Math.random
      Math.random = originalRandom;

      const finalAttack = engine.getState().playerPiclet.attack;
      const log = engine.getLog();

      expect(log.some(msg => msg.includes('A critical hit!'))).toBe(true);
      expect(finalAttack).toBeGreaterThan(initialAttack);
      expect(log.some(msg => msg.includes('Critical Momentum') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('onContactDamage Trigger', () => {
    it('should trigger only when hit by contact moves', () => {
      const contactSensitive: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Spiky Skin",
          description: "Hurts attackers that make contact",
          triggers: [
            {
              event: 'onContactDamage',
              condition: 'always',
              effects: [
                {
                  type: 'damage',
                  target: 'opponent',
                  amount: 'small'
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(contactSensitive, basicPiclet);
      const initialOpponentHp = engine.getState().opponentPiclet.currentHp;

      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 } // Contact move should trigger Spiky Skin
      );

      const finalOpponentHp = engine.getState().opponentPiclet.currentHp;
      const log = engine.getLog();

      // Opponent should take extra damage from Spiky Skin
      expect(log.some(msg => msg.includes('Spiky Skin') && msg.includes('triggered'))).toBe(true);
      
      // The opponent should have taken damage from both the regular attack and the ability
      expect(finalOpponentHp).toBeLessThan(initialOpponentHp);
    });
  });

  describe('Conditional Triggers', () => {
    it('should respect ifLowHp condition', () => {
      const conditionalAbility: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Desperation",
          description: "Only triggers when HP is low",
          triggers: [
            {
              event: 'onDamageTaken',
              condition: 'ifLowHp',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: {
                    attack: 'greatly_increase'
                  }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(conditionalAbility, basicPiclet);
      const initialAttack = engine.getState().playerPiclet.attack;

      // At high HP, condition should not be met
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const midAttack = engine.getState().playerPiclet.attack;
      expect(midAttack).toBe(initialAttack); // No trigger due to condition

      // Create a new engine for the low HP test
      const lowHpEngine = new BattleEngine(conditionalAbility, basicPiclet);
      
      // Set HP low and trigger the ability
      lowHpEngine['state'].playerPiclet.currentHp = Math.floor(lowHpEngine['state'].playerPiclet.maxHp * 0.15);

      lowHpEngine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const finalAttack = lowHpEngine.getState().playerPiclet.attack;
      const log = lowHpEngine.getLog();

      expect(finalAttack).toBeGreaterThan(initialAttack);
      expect(log.some(msg => msg.includes('Desperation') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('Multiple Triggers on Same Ability', () => {
    it('should handle multiple triggers on the same ability', () => {
      const multiTriggerAbility: PicletDefinition = {
        ...abilityPiclet,
        specialAbility: {
          name: "Adaptive Fighter",
          description: "Multiple trigger conditions",
          triggers: [
            {
              event: 'onDamageTaken',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: {
                    defense: 'increase'
                  }
                }
              ]
            },
            {
              event: 'onDamageDealt',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: {
                    attack: 'increase'
                  }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(multiTriggerAbility, basicPiclet);
      const initialAttack = engine.getState().playerPiclet.attack;
      const initialDefense = engine.getState().playerPiclet.defense;

      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Should trigger onDamageDealt
        { type: 'move', piclet: 'opponent', moveIndex: 0 } // Should trigger onDamageTaken
      );

      const finalAttack = engine.getState().playerPiclet.attack;
      const finalDefense = engine.getState().playerPiclet.defense;
      const log = engine.getLog();

      // Both stats should increase
      expect(finalAttack).toBeGreaterThan(initialAttack);
      expect(finalDefense).toBeGreaterThan(initialDefense);
      expect(log.some(msg => msg.includes('Adaptive Fighter') && msg.includes('triggered'))).toBe(true);
    });
  });
});