Pictuary Battle Engine
A standalone, testable battle system for the Pictuary game, implementing the battle mechanics defined in battle_system_design.md
.
Overview
This battle engine provides a complete turn-based combat system implementing EVERYTHING from battle_system_design.md
:
- Type effectiveness based on Pictuary's photography-themed types (Beast, Bug, Aquatic, Flora, Mineral, Space, Machina, Structure, Culture, Cuisine)
- Composable effects system with 10 different effect types
- Advanced damage formulas (standard, recoil, drain, fixed, percentage)
- Mechanic override system for special abilities that modify core game mechanics
- Trigger-based special abilities with 18 different trigger events
- Status effects with chance-based application and turn-end processing
- Field effects with stackable/non-stackable variants
- PP manipulation system (drain, restore, disable)
- Counter moves and priority modification
- Conditional effects with 25+ different conditions
- Extreme risk-reward moves as defined in the design document
- Comprehensive test coverage (116 tests across 7 test files)
Architecture
Core Components
BattleEngine.ts
- Main battle orchestration and logictypes.ts
- Type definitions for all battle system interfacestest-data.ts
- Example Piclets and moves for testing*.test.ts
- Comprehensive test suites
Key Features
Battle State Management
- Turn-based execution with proper phase handling
- Action priority system (priority → speed → random)
- Win condition checking and battle end logic
- Field effects tracking and processing
Advanced Damage System
- Standard damage: Traditional attack vs defense calculation with type effectiveness and STAB
- Recoil damage: Self-harm after dealing damage (e.g., 25% recoil)
- Drain damage: Heal user for portion of damage dealt (e.g., 50% drain)
- Fixed damage: Exact damage amounts regardless of stats
- Percentage damage: Damage based on target's max HP percentage
- Type effectiveness calculations with dual-type support
- STAB (Same Type Attack Bonus)
- Accuracy checks with move-specific accuracy values
Comprehensive Effect System
- damage: 5 different damage formulas with conditional scaling
- modifyStats: Stat changes (increase/decrease/greatly_increase/greatly_decrease)
- applyStatus: Status effects with configurable chance percentages
- heal: Healing with amounts (small/medium/large/full) or percentage/fixed formulas
- manipulatePP: PP drain, restore, or disable targeting specific moves
- fieldEffect: Battlefield modifications affecting all combatants
- counter: Delayed damage reflection based on incoming attack types
- priority: Dynamic priority modification for moves
- removeStatus: Cure specific status conditions
- mechanicOverride: Fundamental game mechanic modifications
Status Effects
- Poison/Burn: Turn-end damage (1/8 max HP)
- Paralysis/Sleep/Freeze: Action prevention
- Confusion: Self-targeting chance
- Chance-based application: Configurable success rates (e.g., 30% freeze chance)
- Status immunity: Abilities can grant immunity to specific statuses
- Status removal: Moves and abilities can cure conditions
Special Ability System
- 18 Trigger Events: onDamageTaken, onSwitchIn, endOfTurn, onLowHP, etc.
- Conditional triggers: Abilities activate based on HP thresholds, weather, status
- Multiple effects per trigger: Complex abilities with layered effects
- Mechanic overrides: Abilities that fundamentally change game rules
Field Effects
- Global effects: Affect entire battlefield
- Side effects: Affect one player's side only
- Stackable/Non-stackable: Configurable effect layering
- Duration tracking: Effects expire after set number of turns
Move Flags System
- Combat flags: contact, bite, punch, sound, explosive, draining, ground
- Priority flags: priority, lowPriority
- Mechanic flags: charging, recharge, multiHit, twoTurn, sacrifice, gambling
- Interaction flags: reflectable, snatchable, copyable, protectable, bypassProtect
- Flag immunity/weakness: Abilities can modify interactions with flagged moves
Usage
Basic Battle Setup
import { BattleEngine } from './BattleEngine';
import { STELLAR_WOLF, TOXIC_CRAWLER } from './test-data';
// Create a new battle
const battle = new BattleEngine(STELLAR_WOLF, TOXIC_CRAWLER);
// Execute a turn
const playerAction = { type: 'move', piclet: 'player', moveIndex: 0 };
const opponentAction = { type: 'move', piclet: 'opponent', moveIndex: 1 };
battle.executeActions(playerAction, opponentAction);
// Check battle state
console.log(battle.getState());
console.log(battle.getLog());
console.log(battle.isGameOver(), battle.getWinner());
Creating Custom Piclets
import { PicletDefinition, Move, PicletType, AttackType } from './types';
const customMove: Move = {
name: "Thunder Strike",
type: AttackType.SPACE,
power: 80,
accuracy: 90,
pp: 10,
priority: 0,
flags: ['explosive'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'strong'
},
{
type: 'applyStatus',
target: 'opponent',
status: 'paralyze',
condition: 'ifLucky50'
}
]
};
const customPiclet: PicletDefinition = {
name: "Storm Guardian",
description: "A cosmic entity that commands lightning",
tier: 'high',
primaryType: PicletType.SPACE,
baseStats: { hp: 120, attack: 100, defense: 90, speed: 85 },
nature: "Bold",
specialAbility: {
name: "Lightning Rod",
description: "Draws electric attacks and boosts power"
},
movepool: [customMove, /* other moves */]
};
Testing
The battle engine includes comprehensive test coverage:
# Run all battle engine tests
npm test src/lib/battle-engine/
# Run specific test file
npm test src/lib/battle-engine/BattleEngine.test.ts
# Run with UI
npm run test:ui
Test Categories
Unit Tests (
BattleEngine.test.ts
)- Battle initialization
- Basic battle flow
- Damage calculations
- Status effects
- Stat modifications
- Healing effects
- Conditional effects
- Battle end conditions
- Move accuracy
- Action priority
Integration Tests (
integration.test.ts
)- Complete battle scenarios
- Multi-turn battles with complex interactions
- Performance and stability tests
- Edge cases
Design Principles
Following the battle system design document:
- Simple JSON Schema - Moves are defined with conceptual effect levels (weak/normal/strong/extreme) rather than specific numeric values
- Composable Effects - Multiple effects per move with conditional triggers
- Bold and Dramatic - Effects can be powerful with interesting tradeoffs
- Type-Driven - Photography-themed types with meaningful interactions
- Special Abilities - Passive traits that transform gameplay
Integration with Main App
This module is designed to be eventually imported into the main Svelte app:
// In Battle.svelte
import { BattleEngine } from '$lib/battle-engine/BattleEngine';
import type { PicletDefinition } from '$lib/battle-engine/types';
// Convert PicletInstance to PicletDefinition format
// Initialize battle engine
// Replace existing battle logic
Future Enhancements
Planned features following the design document:
- Special ability trigger system
- Field effects and weather
- Counter moves and priority manipulation
- PP manipulation effects
- Multi-target moves
- Switch actions and party management
- Critical hit calculations
- More complex conditional effects
- Battle replay system
Performance Notes
- Battle state is immutable (deep-cloned on
getState()
) - Efficient type effectiveness lookup using enums
- Minimal memory allocation during battle execution
- Tested for battles up to 100+ turns without performance issues