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import type { PicletInstance, BattleState, BattlePhase, BattleMove } from './schema';
import { db } from './index';
import { getEffectivenessMultiplier, AttackType } from '../types/picletTypes';

export class BattleService {
  // Initialize a new battle
  static createBattleState(
    playerPiclet: PicletInstance,
    enemyPiclet: PicletInstance,
    isWildBattle: boolean = true
  ): BattleState {
    return {
      phase: 'intro' as BattlePhase,
      currentTurn: 0,
      playerPiclet,
      enemyPiclet,
      isWildBattle,
      processingTurn: false,
      battleEnded: false
    };
  }

  // Calculate damage with type effectiveness
  static calculateDamage(
    attacker: PicletInstance,
    defender: PicletInstance,
    move: BattleMove
  ): { damage: number; effectiveness: number } {
    const baseDamage = move.power || 50;
    const attackStat = move.power > 0 ? attacker.attack : attacker.fieldAttack;
    const defenseStat = move.power > 0 ? defender.defense : defender.fieldDefense;
    
    // Type effectiveness
    const effectiveness = getEffectivenessMultiplier(
      move.type,
      defender.primaryType,
      defender.secondaryType
    );
    
    // STAB (Same Type Attack Bonus) - 1.5x if move type matches attacker's type
    const stab = (move.type === attacker.primaryType as unknown as AttackType || move.type === attacker.secondaryType as unknown as AttackType) ? 1.5 : 1;
    
    // Simple damage formula
    let damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    
    // Apply type effectiveness and STAB
    damage = Math.floor(damage * effectiveness * stab);
    
    // Add some randomness (85-100% of calculated damage)
    const randomFactor = 0.85 + Math.random() * 0.15;
    damage = Math.floor(damage * randomFactor);
    
    // Minimum 1 damage for non-immune moves
    if (effectiveness > 0 && damage < 1) {
      damage = 1;
    }
    
    return { damage, effectiveness };
  }

  // Check if move hits (based on accuracy)
  static doesMoveHit(accuracy: number): boolean {
    return Math.random() * 100 < accuracy;
  }

  // Calculate capture rate for wild piclets
  static calculateCaptureRate(
    targetPiclet: PicletInstance,
    targetMaxHp: number
  ): number {
    const hpFactor = (targetMaxHp - targetPiclet.currentHp) / targetMaxHp;
    const levelFactor = Math.max(0.5, 1 - (targetPiclet.level / 100));
    
    // Base capture rate increases with damage and lower level
    const baseRate = 0.3; // 30% base rate
    const captureRate = baseRate + (hpFactor * 0.4) + (levelFactor * 0.3);
    
    return Math.min(0.95, captureRate); // Cap at 95%
  }

  // Attempt to catch a wild piclet
  static attemptCapture(
    targetPiclet: PicletInstance
  ): { success: boolean; shakes: number } {
    const captureRate = this.calculateCaptureRate(targetPiclet, targetPiclet.maxHp);
    const roll = Math.random();
    
    // Calculate shakes (0-3)
    let shakes = 0;
    if (roll < captureRate * 0.9) shakes = 1;
    if (roll < captureRate * 0.7) shakes = 2;
    if (roll < captureRate * 0.5) shakes = 3;
    
    return {
      success: roll < captureRate,
      shakes
    };
  }

  // Create a caught piclet instance
  static async createCaughtPiclet(
    wildPiclet: PicletInstance
  ): Promise<PicletInstance> {
    const caughtPiclet: Omit<PicletInstance, 'id'> = {
      ...wildPiclet,
      isInRoster: false, // Goes to storage initially
      rosterPosition: undefined,
      caughtAt: new Date()
    };
    
    const id = await db.picletInstances.add(caughtPiclet);
    return { ...caughtPiclet, id };
  }

  // Calculate experience gain
  static calculateExpGain(
    defeatedPiclet: PicletInstance,
    isWild: boolean
  ): number {
    const baseExp = 50 + (defeatedPiclet.level * 10);
    const wildModifier = isWild ? 1 : 1.5; // Trainer piclets give more exp
    
    return Math.floor(baseExp * wildModifier);
  }

  // Check if piclet should level up
  static checkLevelUp(
    piclet: PicletInstance,
    expGained: number
  ): { leveledUp: boolean; newLevel: number } {
    const newExp = piclet.xp + expGained;
    const expForNextLevel = this.getExpForLevel(piclet.level + 1);
    
    if (newExp >= expForNextLevel) {
      return {
        leveledUp: true,
        newLevel: piclet.level + 1
      };
    }
    
    return {
      leveledUp: false,
      newLevel: piclet.level
    };
  }

  // Get experience required for a level
  static getExpForLevel(level: number): number {
    // Simple exponential growth formula
    return Math.floor(Math.pow(level, 2.5) * 10);
  }

  // Apply stat boosts for level up
  static applyLevelUpStats(piclet: PicletInstance): PicletInstance {
    // Simple stat growth (5-10% increase per level)
    const growthFactor = 1.07;
    
    return {
      ...piclet,
      level: piclet.level + 1,
      maxHp: Math.floor(piclet.maxHp * growthFactor),
      currentHp: Math.floor(piclet.currentHp * growthFactor),
      attack: Math.floor(piclet.attack * growthFactor),
      defense: Math.floor(piclet.defense * growthFactor),
      fieldAttack: Math.floor(piclet.fieldAttack * growthFactor),
      fieldDefense: Math.floor(piclet.fieldDefense * growthFactor),
      speed: Math.floor(piclet.speed * growthFactor)
    };
  }
}