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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 logic
  • types.ts - Type definitions for all battle system interfaces
  • test-data.ts - Example Piclets and moves for testing
  • *.test.ts - Comprehensive test suites

Key Features

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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:

  1. Simple JSON Schema - Moves are defined with conceptual effect levels (weak/normal/strong/extreme) rather than specific numeric values
  2. Composable Effects - Multiple effects per move with conditional triggers
  3. Bold and Dramatic - Effects can be powerful with interesting tradeoffs
  4. Type-Driven - Photography-themed types with meaningful interactions
  5. 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