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

describe('Remaining Trigger Events', () => {
  let basicPiclet: PicletDefinition;
  let triggerPiclet: PicletDefinition;

  beforeEach(() => {
    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' }]
        }
      ]
    };

    triggerPiclet = {
      name: "Trigger Test",
      description: "Tests all trigger events",
      tier: 'medium',
      primaryType: PicletType.CULTURE,
      baseStats: { hp: 100, attack: 70, defense: 70, speed: 50 },
      nature: "Bold",
      specialAbility: {
        name: "Multi Trigger",
        description: "Triggers on various events",
        triggers: []
      },
      movepool: [
        {
          name: "Drain Punch",
          type: AttackType.BEAST,
          power: 60,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: ['contact'],
          effects: [
            { type: 'damage', target: 'opponent', amount: 'normal', formula: 'drain', value: 0.5 }
          ]
        },
        {
          name: "Status Move",
          type: AttackType.CULTURE,
          power: 0,
          accuracy: 100,
          pp: 20,
          priority: 0,
          flags: [],
          effects: [
            { type: 'applyStatus', target: 'opponent', status: 'paralyze', chance: 100 }
          ]
        },
        {
          name: "Stat Boost",
          type: AttackType.CULTURE,
          power: 0,
          accuracy: 100,
          pp: 20,
          priority: 0,
          flags: [],
          effects: [
            { type: 'modifyStats', target: 'self', stats: { attack: 'increase' } }
          ]
        },
        {
          name: "Heal Move",
          type: AttackType.CULTURE,
          power: 0,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: [],
          effects: [
            { type: 'heal', target: 'self', amount: 'large' }
          ]
        }
      ]
    };
  });

  describe('onStatusInflicted Trigger', () => {
    it('should trigger when status effect is applied', () => {
      const statusTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Status Aware",
          description: "Triggers when status is inflicted",
          triggers: [
            {
              event: 'onStatusInflicted',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: { attack: 'increase' }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, statusTriggerPiclet);
      const initialAttack = engine.getState().opponentPiclet.attack;

      // Use status move to trigger the ability
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 1 } // Status Move
      );

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

      console.log('Status inflicted test log:', log);
      console.log('Initial attack:', initialAttack, 'Final attack:', finalAttack);

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

  describe('onHPDrained Trigger', () => {
    it('should trigger when HP is drained from opponent', () => {
      const drainTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Life Stealer",
          description: "Triggers when draining HP",
          triggers: [
            {
              event: 'onHPDrained',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: { speed: 'increase' }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, drainTriggerPiclet);
      const initialSpeed = engine.getState().opponentPiclet.speed;

      // Use drain move to trigger the ability
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 } // Drain Punch
      );

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

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

  describe('beforeMoveUse/afterMoveUse Triggers', () => {
    it('should trigger before and after move use', () => {
      const moveTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Move Monitor",
          description: "Triggers before and after moves",
          triggers: [
            {
              event: 'beforeMoveUse',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: { defense: 'increase' }
                }
              ]
            },
            {
              event: 'afterMoveUse',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: { accuracy: 'increase' }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, moveTriggerPiclet);
      const initialDefense = engine.getState().opponentPiclet.defense;
      const initialAccuracy = engine.getState().opponentPiclet.accuracy;

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

      const finalDefense = engine.getState().opponentPiclet.defense;
      const finalAccuracy = engine.getState().opponentPiclet.accuracy;
      const log = engine.getLog();

      expect(finalDefense).toBeGreaterThan(initialDefense);
      expect(finalAccuracy).toBeGreaterThan(initialAccuracy);
      expect(log.some(msg => msg.includes('Move Monitor') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('onFullHP Trigger', () => {
    it('should trigger when HP reaches maximum', () => {
      const fullHpTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Full Power",
          description: "Triggers when at full HP",
          triggers: [
            {
              event: 'onFullHP',
              condition: 'always',
              effects: [
                {
                  type: 'modifyStats',
                  target: 'self',
                  stats: { attack: 'greatly_increase' }
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, fullHpTriggerPiclet);
      
      // Damage the piclet first
      engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.5);
      const initialAttack = engine.getState().opponentPiclet.attack;

      // Use heal move to reach full HP
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 3 } // Heal Move
      );

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

      // Should trigger if healed to full HP
      if (engine.getState().opponentPiclet.currentHp === engine.getState().opponentPiclet.maxHp) {
        expect(finalAttack).toBeGreaterThan(initialAttack);
        expect(log.some(msg => msg.includes('Full Power') && msg.includes('triggered'))).toBe(true);
      }
    });
  });

  describe('onOpponentContactMove Trigger', () => {
    it('should trigger when opponent uses contact move', () => {
      const contactTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Rough Skin",
          description: "Triggers when hit by contact moves",
          triggers: [
            {
              event: 'onOpponentContactMove',
              condition: 'always',
              effects: [
                {
                  type: 'damage',
                  target: 'opponent',
                  amount: 'weak'
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, contactTriggerPiclet);
      const initialPlayerHp = engine.getState().playerPiclet.currentHp;

      // Player uses contact move
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Basic Attack (contact)
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const finalPlayerHp = engine.getState().playerPiclet.currentHp;
      const log = engine.getLog();

      // Player should take damage from contact
      expect(finalPlayerHp).toBeLessThan(initialPlayerHp);
      expect(log.some(msg => msg.includes('Rough Skin') && msg.includes('triggered'))).toBe(true);
    });
  });

  describe('onStatChange Trigger', () => {
    it('should trigger when stats are modified', () => {
      const statTriggerPiclet = {
        ...triggerPiclet,
        specialAbility: {
          name: "Stat Monitor",
          description: "Triggers when stats change",
          triggers: [
            {
              event: 'onStatChange',
              condition: 'always',
              effects: [
                {
                  type: 'heal',
                  target: 'self',
                  amount: 'small'
                }
              ]
            }
          ]
        }
      };

      const engine = new BattleEngine(basicPiclet, statTriggerPiclet);
      
      // Damage the piclet first so healing is visible
      engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.8);
      const initialHp = engine.getState().opponentPiclet.currentHp;

      // Use stat boost move to trigger the ability
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 2 } // Stat Boost
      );

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

      expect(finalHp).toBeGreaterThan(initialHp);
      expect(log.some(msg => msg.includes('Stat Monitor') && msg.includes('triggered'))).toBe(true);
    });
  });
});