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/**
 * Test for the complete Tempest Wraith example from the design document
 * This demonstrates all advanced features working together
 */

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

describe('Complete Tempest Wraith Implementation', () => {
  it('should handle the complete Tempest Wraith from design document', () => {
    const tempestWraith: PicletDefinition = {
      name: "Tempest Wraith",
      description: "A ghostly creature born from violent storms, wielding cosmic energy and shadowy illusions",
      tier: 'high',
      primaryType: PicletType.SPACE,
      secondaryType: PicletType.CULTURE,
      baseStats: {
        hp: 75,
        attack: 95,
        defense: 45,
        speed: 85
      },
      nature: "timid",
      specialAbility: {
        name: "Storm Caller",
        description: "When HP drops below 25%, gains immunity to status effects and +50% speed",
        triggers: [
          {
            event: 'onLowHP',
            effects: [
              {
                type: 'mechanicOverride',
                mechanic: 'statusImmunity',
                value: ['burn', 'freeze', 'paralyze', 'poison', 'sleep', 'confuse']
              },
              {
                type: 'modifyStats',
                target: 'self',
                stats: { speed: 'greatly_increase' }
              }
            ]
          },
          {
            event: 'onSwitchIn',
            condition: 'ifWeather:storm',
            effects: [
              {
                type: 'modifyStats',
                target: 'self',
                stats: { attack: 'increase' }
              }
            ]
          }
        ]
      },
      movepool: [
        {
          name: "Shadow Pulse",
          type: AttackType.CULTURE,
          power: 70,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'damage',
              target: 'opponent',
              amount: 'normal'
            },
            {
              type: 'applyStatus',
              target: 'opponent',
              status: 'confuse'
            }
          ]
        },
        {
          name: "Cosmic Strike",
          type: AttackType.SPACE,
          power: 85,
          accuracy: 90,
          pp: 10,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'damage',
              target: 'opponent',
              amount: 'normal'
            },
            {
              type: 'applyStatus',
              target: 'opponent',
              status: 'paralyze'
            }
          ]
        },
        {
          name: "Spectral Drain",
          type: AttackType.CULTURE,
          power: 60,
          accuracy: 95,
          pp: 12,
          priority: 0,
          flags: ['draining'],
          effects: [
            {
              type: 'damage',
              target: 'opponent',
              formula: 'drain',
              value: 0.5
            }
          ]
        },
        {
          name: "Void Sacrifice",
          type: AttackType.SPACE,
          power: 130,
          accuracy: 85,
          pp: 1,
          priority: 0,
          flags: ['sacrifice', 'explosive'],
          effects: [
            {
              type: 'damage',
              target: 'all',
              formula: 'standard',
              multiplier: 1.2
            },
            {
              type: 'damage',
              target: 'self',
              formula: 'percentage',
              value: 75
            },
            {
              type: 'fieldEffect',
              effect: 'voidStorm',
              target: 'field',
              stackable: false
            }
          ]
        }
      ]
    };

    const opponent: PicletDefinition = {
      name: "Standard Fighter",
      description: "A basic opponent",
      tier: 'medium',
      primaryType: PicletType.BEAST,
      baseStats: { hp: 100, attack: 80, defense: 70, speed: 60 },
      nature: "Hardy",
      specialAbility: { name: "None", description: "No ability" },
      movepool: [{
        name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35,
        priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
      }]
    };

    const engine = new BattleEngine(tempestWraith, opponent);

    // Test 1: Verify Tempest Wraith is properly initialized
    const state = engine.getState();
    expect(state.playerPiclet.definition.name).toBe("Tempest Wraith");
    expect(state.playerPiclet.definition.primaryType).toBe(PicletType.SPACE);
    expect(state.playerPiclet.definition.secondaryType).toBe(PicletType.CULTURE);
    expect(state.playerPiclet.moves).toHaveLength(4);

    // Test 2: Verify special ability structure
    const ability = tempestWraith.specialAbility;
    expect(ability.name).toBe("Storm Caller");
    expect(ability.triggers).toHaveLength(2);
    expect(ability.triggers![0].event).toBe('onLowHP');
    expect(ability.triggers![1].event).toBe('onSwitchIn');

    // Test 3: Test Shadow Pulse (dual effect move)
    engine.executeActions(
      { type: 'move', piclet: 'player', moveIndex: 0 }, // Shadow Pulse
      { type: 'move', piclet: 'opponent', moveIndex: 0 }
    );

    let log = engine.getLog();
    expect(log.some(msg => msg.includes('used Shadow Pulse'))).toBe(true);

    // Test 4: Test Spectral Drain (drain move)
    if (!engine.isGameOver()) {
      // Damage the player to test healing
      engine['state'].playerPiclet.currentHp = 30;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 2 }, // Spectral Drain
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      log = engine.getLog();
      expect(log.some(msg => msg.includes('recovered') && msg.includes('HP from draining'))).toBe(true);
    }

    // Test 5: Test Void Sacrifice (ultimate move)
    if (!engine.isGameOver()) {
      const preVoidHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 3 }, // Void Sacrifice
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      log = engine.getLog();
      expect(log.some(msg => msg.includes('used Void Sacrifice'))).toBe(true);
      // Just verify that some field effect message exists
      const hasFieldEffect = log.some(msg => msg.includes('applied') || msg.includes('effect'));
      expect(hasFieldEffect).toBe(true);
      
      // Should have taken massive self-damage
      const postVoidHp = engine.getState().playerPiclet.currentHp;
      expect(postVoidHp).toBeLessThan(preVoidHp);
    }
  });

  it('should demonstrate strategic depth with different movesets', () => {
    const tempestWraith: PicletDefinition = {
      name: "Tempest Wraith",
      description: "A ghostly creature born from violent storms",
      tier: 'high',
      primaryType: PicletType.SPACE,
      secondaryType: PicletType.CULTURE,
      baseStats: { hp: 75, attack: 95, defense: 45, speed: 85 },
      nature: "timid",
      specialAbility: {
        name: "Storm Caller",
        description: "Complex multi-trigger ability",
        triggers: [
          {
            event: 'onLowHP',
            effects: [
              {
                type: 'mechanicOverride',
                mechanic: 'statusImmunity',
                value: ['burn', 'freeze', 'paralyze', 'poison', 'sleep', 'confuse']
              }
            ]
          }
        ]
      },
      movepool: [
        {
          name: "Berserker's End",
          type: AttackType.BEAST,
          power: 80,
          accuracy: 95,
          pp: 10,
          priority: 0,
          flags: ['contact', 'reckless'],
          effects: [
            {
              type: 'damage',
              target: 'opponent',
              amount: 'normal'
            },
            {
              type: 'damage',
              target: 'opponent',
              amount: 'strong',
              condition: 'ifLowHp'
            },
            {
              type: 'mechanicOverride',
              target: 'self',
              mechanic: 'healingBlocked',
              value: true
            }
          ]
        },
        {
          name: "Cursed Gambit",
          type: AttackType.CULTURE,
          power: 0,
          accuracy: 100,
          pp: 1,
          priority: 0,
          flags: ['gambling'],
          effects: [
            {
              type: 'heal',
              target: 'self',
              formula: 'percentage',
              value: 100,
              condition: 'ifLucky50'
            },
            {
              type: 'damage',
              target: 'self',
              formula: 'fixed',
              value: 9999,
              condition: 'ifUnlucky50'
            }
          ]
        }
      ]
    };

    const engine = new BattleEngine(tempestWraith, {
      name: "Opponent", description: "Test opponent", tier: 'medium',
      primaryType: PicletType.BEAST, baseStats: { hp: 100, attack: 80, defense: 70, speed: 60 },
      nature: "Hardy", specialAbility: { name: "None", description: "No ability" },
      movepool: [{ name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35,
        priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }] }]
    });

    // Test the moveset variety
    const state = engine.getState();
    expect(state.playerPiclet.moves[0].move.name).toBe("Berserker's End");
    expect(state.playerPiclet.moves[1].move.name).toBe("Cursed Gambit");

    // Test Berserker's End effects
    const berserkersEnd = state.playerPiclet.moves[0].move;
    expect(berserkersEnd.effects).toHaveLength(3);
    expect(berserkersEnd.effects[1].condition).toBe('ifLowHp');

    // Test Cursed Gambit effects
    const cursedGambit = state.playerPiclet.moves[1].move;
    expect(cursedGambit.effects).toHaveLength(2);
    expect(cursedGambit.effects[0].condition).toBe('ifLucky50');
    expect(cursedGambit.effects[1].condition).toBe('ifUnlucky50');
  });

  it('should handle complete battle with advanced mechanics', () => {
    const advancedPiclet: PicletDefinition = {
      name: "Master of All Trades",
      description: "Demonstrates every major battle system feature",
      tier: 'legendary',
      primaryType: PicletType.SPACE,
      secondaryType: PicletType.CULTURE,
      baseStats: { hp: 100, attack: 100, defense: 80, speed: 90 },
      nature: "Adaptive",
      specialAbility: {
        name: "Omni-Adaptation",
        description: "Multiple triggers for different situations",
        effects: [
          {
            type: 'mechanicOverride',
            mechanic: 'criticalHits',
            value: 'double'
          }
        ],
        triggers: [
          {
            event: 'onDamageTaken',
            effects: [
              {
                type: 'modifyStats',
                target: 'self',
                stats: { attack: 'increase' }
              }
            ]
          },
          {
            event: 'onSwitchIn',
            effects: [
              {
                type: 'removeStatus',
                target: 'self',
                status: 'poison'
              }
            ]
          },
          {
            event: 'endOfTurn',
            condition: 'ifStatus:burn',
            effects: [
              {
                type: 'heal',
                target: 'self',
                formula: 'percentage',
                value: 10
              }
            ]
          }
        ]
      },
      movepool: [
        {
          name: "Adaptive Strike",
          type: AttackType.NORMAL,
          power: 70,
          accuracy: 100,
          pp: 20,
          priority: 0,
          flags: ['contact'],
          effects: [
            {
              type: 'damage',
              target: 'opponent',
              amount: 'normal'
            },
            {
              type: 'damage',
              target: 'opponent',
              amount: 'strong',
              condition: 'ifStatus:burn'
            }
          ]
        },
        {
          name: "Field Manipulator",
          type: AttackType.SPACE,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: 1,
          flags: ['priority'],
          effects: [
            {
              type: 'fieldEffect',
              effect: 'gravityField',
              target: 'field',
              stackable: false
            },
            {
              type: 'modifyStats',
              target: 'opponent',
              stats: { speed: 'decrease' }
            }
          ]
        },
        {
          name: "Status Cleanse",
          type: AttackType.NORMAL,
          power: 0,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'removeStatus',
              target: 'self',
              status: 'poison'
            },
            {
              type: 'removeStatus',
              target: 'self',
              status: 'burn'
            },
            {
              type: 'heal',
              target: 'self',
              amount: 'medium'
            }
          ]
        },
        {
          name: "Counter Protocol",
          type: AttackType.NORMAL,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: -5,
          flags: ['lowPriority'],
          effects: [
            {
              type: 'counter',
              strength: 'strong'
            }
          ]
        }
      ]
    };

    const engine = new BattleEngine(advancedPiclet, {
      name: "Test Opponent", description: "Basic opponent", tier: 'medium',
      primaryType: PicletType.BEAST, baseStats: { hp: 80, attack: 70, defense: 60, speed: 50 },
      nature: "Hardy", specialAbility: { name: "None", description: "No ability" },
      movepool: [{ name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35,
        priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }] }]
    });

    // Test complex special ability
    const ability = advancedPiclet.specialAbility;
    expect(ability.effects).toHaveLength(1);
    expect(ability.triggers).toHaveLength(3);
    expect(ability.triggers![0].event).toBe('onDamageTaken');
    expect(ability.triggers![2].condition).toBe('ifStatus:burn');

    // Test diverse moveset
    const moves = advancedPiclet.movepool;
    expect(moves).toHaveLength(4);
    expect(moves[1].priority).toBe(1); // Priority move
    expect(moves[3].priority).toBe(-5); // Low priority counter
    expect(moves[2].effects).toHaveLength(3); // Multi-effect move

    // Test battle execution
    engine.executeActions(
      { type: 'move', piclet: 'player', moveIndex: 1 }, // Field Manipulator
      { type: 'move', piclet: 'opponent', moveIndex: 0 }
    );

    const log = engine.getLog();
    const hasFieldEffect = log.some(msg => msg.includes('applied') || msg.includes('effect'));
    expect(hasFieldEffect).toBe(true);
    expect(log.some(msg => msg.includes('speed fell'))).toBe(true);
  });
});