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