piclets / src /lib /battle-engine /MultiBattleEngine.test.ts
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add battle engine
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/**
* Tests for Multi-Piclet Battle Engine
* Covers battles with up to 4 Piclets on the field at once
*/
import { describe, it, expect, beforeEach } from 'vitest';
import { MultiBattleEngine } from './MultiBattleEngine';
import { MultiBattleConfig, TurnActions } from './multi-piclet-types';
import { PicletType, AttackType } from './types';
import {
STELLAR_WOLF,
TOXIC_CRAWLER,
BERSERKER_BEAST,
AQUA_GUARDIAN
} from './test-data';
describe('MultiBattleEngine', () => {
let config: MultiBattleConfig;
let engine: MultiBattleEngine;
beforeEach(() => {
config = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 1,
opponentActiveCount: 1,
battleType: 'single'
};
engine = new MultiBattleEngine(config);
});
describe('Battle Initialization', () => {
it('should initialize single battle correctly', () => {
const state = engine.getState();
expect(state.turn).toBe(1);
expect(state.phase).toBe('selection');
expect(state.activePiclets.player).toHaveLength(2);
expect(state.activePiclets.opponent).toHaveLength(2);
// First position should be active, second should be null
expect(state.activePiclets.player[0]).not.toBeNull();
expect(state.activePiclets.player[1]).toBeNull();
expect(state.activePiclets.opponent[0]).not.toBeNull();
expect(state.activePiclets.opponent[1]).toBeNull();
});
it('should initialize double battle correctly', () => {
const doubleConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 2,
opponentActiveCount: 2,
battleType: 'double'
};
const doubleEngine = new MultiBattleEngine(doubleConfig);
const state = doubleEngine.getState();
// Both positions should be active
expect(state.activePiclets.player[0]).not.toBeNull();
expect(state.activePiclets.player[1]).not.toBeNull();
expect(state.activePiclets.opponent[0]).not.toBeNull();
expect(state.activePiclets.opponent[1]).not.toBeNull();
});
it('should handle parties correctly', () => {
const state = engine.getState();
expect(state.parties.player).toHaveLength(2);
expect(state.parties.opponent).toHaveLength(2);
expect(state.parties.player[0].name).toBe('Stellar Wolf');
expect(state.parties.opponent[0].name).toBe('Toxic Crawler');
});
});
describe('Action Generation', () => {
it('should generate valid move actions for active Piclets', () => {
const actions = engine.getValidActions('player');
// Should have move actions for the active Piclet
const moveActions = actions.filter(a => a.type === 'move');
expect(moveActions.length).toBeGreaterThan(0);
// All move actions should be for position 0 (the active Piclet)
moveActions.forEach(action => {
expect((action as any).position).toBe(0);
});
});
it('should generate switch actions for party members', () => {
const actions = engine.getValidActions('player');
const switchActions = actions.filter(a => a.type === 'switch');
expect(switchActions.length).toBeGreaterThan(0);
// Should be able to switch the inactive party member into position 0
const switchToPosition0 = switchActions.find(a =>
(a as any).position === 0 && (a as any).partyIndex === 1
);
expect(switchToPosition0).toBeDefined();
});
});
describe('Single Battle Execution', () => {
it('should execute a single battle turn correctly', () => {
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Tackle
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0 // Tackle
}]
};
const initialOpponentHp = engine.getState().activePiclets.opponent[0]!.currentHp;
engine.executeTurn(turnActions);
const finalOpponentHp = engine.getState().activePiclets.opponent[0]!.currentHp;
expect(finalOpponentHp).toBeLessThan(initialOpponentHp);
const log = engine.getLog();
expect(log.some(msg => msg.includes('used Tackle'))).toBe(true);
});
it('should handle switch actions correctly', () => {
const turnActions: TurnActions = {
player: [{
type: 'switch',
side: 'player',
position: 0,
partyIndex: 1 // Switch to Berserker Beast
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
const initialName = engine.getState().activePiclets.player[0]!.definition.name;
engine.executeTurn(turnActions);
const finalName = engine.getState().activePiclets.player[0]!.definition.name;
expect(initialName).toBe('Stellar Wolf');
expect(finalName).toBe('Berserker Beast');
const log = engine.getLog();
expect(log.some(msg => msg.includes('switched out'))).toBe(true);
expect(log.some(msg => msg.includes('switched in'))).toBe(true);
});
});
describe('Double Battle System', () => {
let doubleEngine: MultiBattleEngine;
beforeEach(() => {
const doubleConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 2,
opponentActiveCount: 2,
battleType: 'double'
};
doubleEngine = new MultiBattleEngine(doubleConfig);
});
it('should execute double battle turns correctly', () => {
const turnActions: TurnActions = {
player: [
{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Stellar Wolf uses Tackle
},
{
type: 'move',
side: 'player',
position: 1,
moveIndex: 0 // Berserker Beast uses Tackle
}
],
opponent: [
{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0 // Toxic Crawler uses Tackle
},
{
type: 'move',
side: 'opponent',
position: 1,
moveIndex: 0 // Aqua Guardian uses Tackle
}
]
};
doubleEngine.executeTurn(turnActions);
const log = doubleEngine.getLog();
expect(log.some(msg => msg.includes('Stellar Wolf used'))).toBe(true);
expect(log.some(msg => msg.includes('Berserker Beast used'))).toBe(true);
expect(log.some(msg => msg.includes('Toxic Crawler used'))).toBe(true);
expect(log.some(msg => msg.includes('Aqua Guardian used'))).toBe(true);
});
it('should handle mixed actions in double battles', () => {
const turnActions: TurnActions = {
player: [
{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Attack
},
{
type: 'switch',
side: 'player',
position: 1,
partyIndex: 0 // This would be switching to same Piclet, but tests the system
}
],
opponent: [
{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
},
{
type: 'move',
side: 'opponent',
position: 1,
moveIndex: 0
}
]
};
doubleEngine.executeTurn(turnActions);
const log = doubleEngine.getLog();
expect(log.some(msg => msg.includes('used'))).toBe(true);
});
});
describe('Action Priority System', () => {
it('should prioritize switch actions over moves', () => {
const doubleConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 2,
opponentActiveCount: 2,
battleType: 'double'
};
const doubleEngine = new MultiBattleEngine(doubleConfig);
const turnActions: TurnActions = {
player: [
{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Regular move
}
],
opponent: [
{
type: 'switch',
side: 'opponent',
position: 0,
partyIndex: 1 // Switch action (should go first)
}
]
};
doubleEngine.executeTurn(turnActions);
const log = doubleEngine.getLog();
const switchIndex = log.findIndex(msg => msg.includes('switched'));
const moveIndex = log.findIndex(msg => msg.includes('used'));
// Switch should happen before move (if both occurred)
if (switchIndex !== -1 && moveIndex !== -1) {
expect(switchIndex).toBeLessThan(moveIndex);
}
});
it('should use speed for same priority actions', () => {
// Stellar Wolf (speed 70) vs Toxic Crawler (speed 55)
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Tackle (priority 0)
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0 // Tackle (priority 0)
}]
};
engine.executeTurn(turnActions);
const log = engine.getLog();
const stellarIndex = log.findIndex(msg => msg.includes('Stellar Wolf used'));
const toxicIndex = log.findIndex(msg => msg.includes('Toxic Crawler used'));
// Stellar Wolf should go first due to higher speed
expect(stellarIndex).toBeLessThan(toxicIndex);
});
});
describe('Victory Conditions', () => {
it('should end battle when all opponent Piclets faint', () => {
// Create a battle with single-Piclet opponent party (no reserves)
const singleOpponentConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER], // Only one Piclet, no reserves
playerActiveCount: 1,
opponentActiveCount: 1,
battleType: 'single'
};
const singleEngine = new MultiBattleEngine(singleOpponentConfig);
// Set opponent to very low HP
(singleEngine as any).state.activePiclets.opponent[0]!.currentHp = 1;
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
singleEngine.executeTurn(turnActions);
expect(singleEngine.isGameOver()).toBe(true);
expect(singleEngine.getWinner()).toBe('player');
});
it('should continue battle when reserves are available', () => {
// This test would require implementing automatic switching
// when a Piclet faints, which is more complex
expect(true).toBe(true); // Placeholder
});
});
describe('Targeting System', () => {
it('should target opponents correctly in single battles', () => {
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Attack should hit opponent
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
const initialHp = engine.getState().activePiclets.opponent[0]!.currentHp;
engine.executeTurn(turnActions);
const finalHp = engine.getState().activePiclets.opponent[0]!.currentHp;
expect(finalHp).toBeLessThan(initialHp);
});
it('should target all opponents in double battles', () => {
const doubleConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 2,
opponentActiveCount: 2,
battleType: 'double'
};
const doubleEngine = new MultiBattleEngine(doubleConfig);
// Create a multi-target move for testing
const multiTargetMove = {
name: 'Mass Strike',
type: 'normal' as any,
power: 30,
accuracy: 100,
pp: 10,
priority: 0,
flags: [] as any,
effects: [{
type: 'damage' as any,
target: 'allOpponents' as any,
amount: 'normal' as any
}]
};
// Add the move to the attacker
(doubleEngine as any).state.activePiclets.player[0].moves[0] = {
move: multiTargetMove,
currentPP: 10
};
const initialHp1 = doubleEngine.getState().activePiclets.opponent[0]!.currentHp;
const initialHp2 = doubleEngine.getState().activePiclets.opponent[1]!.currentHp;
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Multi-target move
}],
opponent: [
{ type: 'move', side: 'opponent', position: 0, moveIndex: 0 },
{ type: 'move', side: 'opponent', position: 1, moveIndex: 0 }
]
};
doubleEngine.executeTurn(turnActions);
const finalHp1 = doubleEngine.getState().activePiclets.opponent[0]!.currentHp;
const finalHp2 = doubleEngine.getState().activePiclets.opponent[1]!.currentHp;
// Both opponents should take damage
expect(finalHp1).toBeLessThan(initialHp1);
expect(finalHp2).toBeLessThan(initialHp2);
});
it('should target self correctly', () => {
// Create a self-targeting move (like heal)
const selfTargetMove = {
name: 'Self Heal',
type: 'normal' as any,
power: 0,
accuracy: 100,
pp: 10,
priority: 0,
flags: [] as any,
effects: [{
type: 'heal' as any,
target: 'self' as any,
amount: 'medium' as any
}]
};
// Damage the Piclet first then heal
(engine as any).state.activePiclets.player[0].currentHp = 50;
// Add the heal move
(engine as any).state.activePiclets.player[0].moves[0] = {
move: selfTargetMove,
currentPP: 10
};
const initialHp = engine.getState().activePiclets.player[0]!.currentHp;
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0 // Self-heal move
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
engine.executeTurn(turnActions);
const finalHp = engine.getState().activePiclets.player[0]!.currentHp;
// Player should have more HP after healing
expect(finalHp).toBeGreaterThan(initialHp);
});
});
describe('Status Effects in Multi-Battle', () => {
it('should process status effects for all active Piclets', () => {
const doubleConfig: MultiBattleConfig = {
playerParty: [STELLAR_WOLF, BERSERKER_BEAST],
opponentParty: [TOXIC_CRAWLER, AQUA_GUARDIAN],
playerActiveCount: 2,
opponentActiveCount: 2,
battleType: 'double'
};
const doubleEngine = new MultiBattleEngine(doubleConfig);
// Apply poison to both active player Piclets
(doubleEngine as any).state.activePiclets.player[0]!.statusEffects.push('poison');
(doubleEngine as any).state.activePiclets.player[1]!.statusEffects.push('poison');
const turnActions: TurnActions = {
player: [
{ type: 'move', side: 'player', position: 0, moveIndex: 0 },
{ type: 'move', side: 'player', position: 1, moveIndex: 0 }
],
opponent: [
{ type: 'move', side: 'opponent', position: 0, moveIndex: 0 },
{ type: 'move', side: 'opponent', position: 1, moveIndex: 0 }
]
};
doubleEngine.executeTurn(turnActions);
const log = doubleEngine.getLog();
const poisonMessages = log.filter(msg => msg.includes('hurt by poison'));
expect(poisonMessages.length).toBe(2); // Both Piclets should take poison damage
});
});
describe('Active Piclet Tracking', () => {
it('should correctly track active Piclets', () => {
const actives = engine.getActivePiclets();
expect(actives.player).toHaveLength(1);
expect(actives.opponent).toHaveLength(1);
expect(actives.player[0].definition.name).toBe('Stellar Wolf');
expect(actives.opponent[0].definition.name).toBe('Toxic Crawler');
});
it('should update active tracking after switches', () => {
const turnActions: TurnActions = {
player: [{
type: 'switch',
side: 'player',
position: 0,
partyIndex: 1 // Switch to Berserker Beast
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
engine.executeTurn(turnActions);
const actives = engine.getActivePiclets();
expect(actives.player[0].definition.name).toBe('Berserker Beast');
});
});
describe('Party Management', () => {
it('should track available switches correctly', () => {
const availableSwitches = engine.getAvailableSwitches('player');
expect(availableSwitches).toHaveLength(1);
expect(availableSwitches[0].piclet.name).toBe('Berserker Beast');
expect(availableSwitches[0].partyIndex).toBe(1);
});
it('should update available switches after switching', () => {
const turnActions: TurnActions = {
player: [{
type: 'switch',
side: 'player',
position: 0,
partyIndex: 1 // Switch to Berserker Beast
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
engine.executeTurn(turnActions);
const availableSwitches = engine.getAvailableSwitches('player');
expect(availableSwitches).toHaveLength(1);
expect(availableSwitches[0].piclet.name).toBe('Stellar Wolf');
expect(availableSwitches[0].partyIndex).toBe(0);
});
it('should handle fainted Piclets correctly', () => {
// Set player Piclet to very low HP
(engine as any).state.activePiclets.player[0]!.currentHp = 1;
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 0,
moveIndex: 0
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0 // This should cause player to faint
}]
};
engine.executeTurn(turnActions);
const log = engine.getLog();
expect(log.some(msg => msg.includes('fainted!'))).toBe(true);
// Active Piclet should be removed (null)
const state = engine.getState();
expect(state.activePiclets.player[0]).toBeNull();
});
});
describe('Edge Cases', () => {
it('should handle empty action arrays gracefully', () => {
const turnActions: TurnActions = {
player: [],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
expect(() => {
engine.executeTurn(turnActions);
}).not.toThrow();
});
it('should handle invalid positions gracefully', () => {
const turnActions: TurnActions = {
player: [{
type: 'move',
side: 'player',
position: 1, // Invalid position (empty slot)
moveIndex: 0
}],
opponent: [{
type: 'move',
side: 'opponent',
position: 0,
moveIndex: 0
}]
};
expect(() => {
engine.executeTurn(turnActions);
}).not.toThrow();
});
});
});