piclets / src /lib /battle-engine /move-flags.test.ts
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ALL TESTS
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import { describe, it, expect, beforeEach } from 'vitest';
import { BattleEngine } from './BattleEngine';
import type { PicletDefinition, SpecialAbility } from './types';
import { PicletType, AttackType } from './types';
describe('Move Flags and Flag-Based Interactions', () => {
describe('Flag-Based Immunities', () => {
it('should provide immunity to contact moves with Ethereal Form', () => {
const etherealForm: SpecialAbility = {
name: "Ethereal Form",
description: "Ghostly body cannot be touched by physical contact",
effects: [
{
type: 'mechanicOverride',
mechanic: 'flagImmunity',
value: ['contact']
}
]
};
const ghostly: PicletDefinition = {
name: "Ghost Fighter",
description: "Ethereal being immune to contact",
tier: 'medium',
primaryType: PicletType.CULTURE,
baseStats: { hp: 70, attack: 80, defense: 50, speed: 90 },
nature: "Timid",
specialAbility: etherealForm,
movepool: [
{
name: "Shadow Ball",
type: AttackType.CULTURE,
power: 80,
accuracy: 100,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const contactUser: PicletDefinition = {
name: "Physical Fighter",
description: "Uses contact moves",
tier: 'medium',
primaryType: PicletType.BEAST,
baseStats: { hp: 80, attack: 90, defense: 70, speed: 60 },
nature: "Adamant",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Punch",
type: AttackType.BEAST,
power: 75,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['contact', 'punch'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
},
{
name: "Energy Blast",
type: AttackType.SPACE,
power: 75,
accuracy: 100,
pp: 10,
priority: 0,
flags: [], // No contact flag
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(ghostly, contactUser);
// Test contact move immunity
const initialHp = engine.getState().playerPiclet.currentHp;
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Contact move
);
const hpAfterContact = engine.getState().playerPiclet.currentHp;
expect(hpAfterContact).toBe(initialHp); // No damage from contact move
expect(engine.getLog().some(msg => msg.includes('had no effect') || msg.includes('immune'))).toBe(true);
// Test non-contact move still works
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 1 } // Non-contact move
);
const hpAfterNonContact = engine.getState().playerPiclet.currentHp;
expect(hpAfterNonContact).toBeLessThan(hpAfterContact); // Should take damage
});
it('should provide immunity to sound moves with Sound Barrier', () => {
const soundBarrier: SpecialAbility = {
name: "Sound Barrier",
description: "Natural sound dampening prevents sound-based moves",
effects: [
{
type: 'mechanicOverride',
mechanic: 'flagImmunity',
value: ['sound']
}
]
};
const soundProof: PicletDefinition = {
name: "Silent Fighter",
description: "Cannot be affected by sound attacks",
tier: 'medium',
primaryType: PicletType.MACHINA,
baseStats: { hp: 85, attack: 70, defense: 85, speed: 50 },
nature: "Bold",
specialAbility: soundBarrier,
movepool: [
{
name: "Laser Beam",
type: AttackType.MACHINA,
power: 70,
accuracy: 100,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const soundUser: PicletDefinition = {
name: "Sound Fighter",
description: "Uses sound-based attacks",
tier: 'medium',
primaryType: PicletType.CULTURE,
baseStats: { hp: 75, attack: 80, defense: 60, speed: 85 },
nature: "Modest",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Sonic Boom",
type: AttackType.CULTURE,
power: 80,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['sound'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(soundProof, soundUser);
const initialHp = engine.getState().playerPiclet.currentHp;
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 }
);
const finalHp = engine.getState().playerPiclet.currentHp;
expect(finalHp).toBe(initialHp);
expect(engine.getLog().some(msg => msg.includes('had no effect') || msg.includes('immune'))).toBe(true);
});
it('should provide immunity to explosive moves with Soft Body', () => {
const softBody: SpecialAbility = {
name: "Soft Body",
description: "Gelatinous form absorbs explosions but vulnerable to direct hits",
effects: [
{
type: 'mechanicOverride',
mechanic: 'flagImmunity',
value: ['explosive']
},
{
type: 'mechanicOverride',
mechanic: 'flagWeakness',
value: ['punch']
}
]
};
const gelatinous: PicletDefinition = {
name: "Gel Fighter",
description: "Soft gelatinous body",
tier: 'medium',
primaryType: PicletType.AQUATIC,
baseStats: { hp: 90, attack: 60, defense: 80, speed: 60 },
nature: "Bold",
specialAbility: softBody,
movepool: [
{
name: "Water Gun",
type: AttackType.AQUATIC,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const explosiveUser: PicletDefinition = {
name: "Bomber",
description: "Uses explosive attacks",
tier: 'medium',
primaryType: PicletType.MACHINA,
baseStats: { hp: 120, attack: 90, defense: 60, speed: 70 },
nature: "Hasty",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Explosion",
type: AttackType.MACHINA,
power: 120,
accuracy: 100,
pp: 5,
priority: 0,
flags: ['explosive'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'strong'
}
]
},
{
name: "Mega Punch",
type: AttackType.BEAST,
power: 80,
accuracy: 85,
pp: 10,
priority: 0,
flags: ['contact', 'punch'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(gelatinous, explosiveUser);
const initialHp = engine.getState().playerPiclet.currentHp;
// Test explosive immunity
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Explosive move
);
const hpAfterExplosive = engine.getState().playerPiclet.currentHp;
expect(hpAfterExplosive).toBe(initialHp);
expect(engine.getLog().some(msg => msg.includes('had no effect') || msg.includes('absorbed'))).toBe(true);
// Test punch weakness (should take extra damage) - only if battle hasn't ended
if (!engine.isGameOver()) {
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 1 } // Punch move
);
const hpAfterPunch = engine.getState().playerPiclet.currentHp;
expect(hpAfterPunch).toBeLessThan(hpAfterExplosive);
// Should take more damage than normal due to weakness
}
});
});
describe('Flag-Based Weaknesses', () => {
it('should take extra damage from specific flagged moves', () => {
const fragileShell: SpecialAbility = {
name: "Fragile Shell",
description: "Hard shell provides defense but shatters from explosions",
effects: [
{
type: 'modifyStats',
target: 'self',
stats: { defense: 'increase' }
},
{
type: 'mechanicOverride',
mechanic: 'flagWeakness',
value: ['explosive']
}
]
};
const shelledCreature: PicletDefinition = {
name: "Shell Fighter",
description: "Protected by fragile shell",
tier: 'medium',
primaryType: PicletType.MINERAL,
baseStats: { hp: 80, attack: 60, defense: 90, speed: 50 },
nature: "Impish",
specialAbility: fragileShell,
movepool: [
{
name: "Rock Throw",
type: AttackType.MINERAL,
power: 50,
accuracy: 90,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const explosiveUser: PicletDefinition = {
name: "Bomber",
description: "Uses explosive attacks",
tier: 'medium',
primaryType: PicletType.MACHINA,
baseStats: { hp: 70, attack: 80, defense: 60, speed: 70 },
nature: "Modest",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Normal Attack",
type: AttackType.NORMAL,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
},
{
name: "Bomb Blast",
type: AttackType.MACHINA,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['explosive'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(shelledCreature, explosiveUser);
// Test normal damage
const initialHp = engine.getState().playerPiclet.currentHp;
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Normal attack
);
const hpAfterNormal = engine.getState().playerPiclet.currentHp;
const normalDamage = initialHp - hpAfterNormal;
// Test explosive weakness (should do more damage) - only if battle hasn't ended
if (!engine.isGameOver()) {
const preExplosiveHp = engine.getState().playerPiclet.currentHp;
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 1 } // Explosive attack
);
const hpAfterExplosive = engine.getState().playerPiclet.currentHp;
const explosiveDamage = preExplosiveHp - hpAfterExplosive;
// Explosive should do more damage due to weakness
expect(explosiveDamage).toBeGreaterThan(normalDamage);
expect(engine.getLog().some(msg => msg.includes('It\'s super effective') || msg.includes('weakness'))).toBe(true);
}
});
});
describe('Flag-Based Resistances', () => {
it('should take reduced damage from specific flagged moves', () => {
const thickHide: SpecialAbility = {
name: "Thick Hide",
description: "Tough skin reduces impact from physical contact",
effects: [
{
type: 'mechanicOverride',
mechanic: 'flagResistance',
value: ['contact']
}
]
};
const toughCreature: PicletDefinition = {
name: "Tough Fighter",
description: "Has thick, resistant hide",
tier: 'medium',
primaryType: PicletType.BEAST,
baseStats: { hp: 150, attack: 70, defense: 90, speed: 40 },
nature: "Impish",
specialAbility: thickHide,
movepool: [
{
name: "Bite",
type: AttackType.BEAST,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['contact', 'bite'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const attacker: PicletDefinition = {
name: "Mixed Attacker",
description: "Uses various attack types",
tier: 'medium',
primaryType: PicletType.BEAST,
baseStats: { hp: 120, attack: 85, defense: 60, speed: 70 },
nature: "Adamant",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Scratch",
type: AttackType.BEAST,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['contact'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
},
{
name: "Energy Beam",
type: AttackType.SPACE,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: [], // No contact
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(toughCreature, attacker);
// Test contact move (should be resisted)
const initialHp = engine.getState().playerPiclet.currentHp;
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Contact move
);
const hpAfterContact = engine.getState().playerPiclet.currentHp;
const contactDamage = initialHp - hpAfterContact;
// For now, just verify that resistance is working through the log message
// The actual damage comparison requires battle to continue, which depends on HP balance
expect(engine.getLog().some(msg => msg.includes('not very effective'))).toBe(true);
// Verify that some damage was actually reduced (contact damage should be less than normal)
// This is a basic sanity check - contact damage with resistance should be reasonable
expect(contactDamage).toBeGreaterThan(0);
expect(contactDamage).toBeLessThan(60); // Should be less than normal damage due to resistance
});
});
describe('Multi-Flag Interactions', () => {
it('should handle creatures with multiple flag interactions', () => {
const liquidBody: SpecialAbility = {
name: "Liquid Body",
description: "Fluid form flows around physical attacks but resonates with sound",
effects: [
{
type: 'mechanicOverride',
mechanic: 'flagImmunity',
value: ['punch', 'bite']
},
{
type: 'mechanicOverride',
mechanic: 'flagWeakness',
value: ['sound']
}
]
};
const liquidCreature: PicletDefinition = {
name: "Liquid Fighter",
description: "Made of flowing liquid",
tier: 'medium',
primaryType: PicletType.AQUATIC,
baseStats: { hp: 85, attack: 70, defense: 60, speed: 75 },
nature: "Calm",
specialAbility: liquidBody,
movepool: [
{
name: "Water Pulse",
type: AttackType.AQUATIC,
power: 60,
accuracy: 100,
pp: 10,
priority: 0,
flags: [],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const multiAttacker: PicletDefinition = {
name: "Multi Attacker",
description: "Uses different types of attacks",
tier: 'medium',
primaryType: PicletType.BEAST,
baseStats: { hp: 200, attack: 80, defense: 65, speed: 70 },
nature: "Hardy",
specialAbility: { name: "No Ability", description: "" },
movepool: [
{
name: "Punch",
type: AttackType.BEAST,
power: 70,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['contact', 'punch'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
},
{
name: "Bite",
type: AttackType.BEAST,
power: 70,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['contact', 'bite'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
},
{
name: "Sonic Roar",
type: AttackType.CULTURE,
power: 70,
accuracy: 100,
pp: 10,
priority: 0,
flags: ['sound'],
effects: [
{
type: 'damage',
target: 'opponent',
amount: 'normal'
}
]
}
]
};
const engine = new BattleEngine(liquidCreature, multiAttacker);
const initialHp = engine.getState().playerPiclet.currentHp;
// Test punch immunity
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 0 } // Punch (should be immune)
);
const hpAfterPunch = engine.getState().playerPiclet.currentHp;
expect(hpAfterPunch).toBe(initialHp);
// Test bite immunity - only if battle hasn't ended
let hpAfterBite = hpAfterPunch;
if (!engine.isGameOver()) {
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 1 } // Bite (should be immune)
);
hpAfterBite = engine.getState().playerPiclet.currentHp;
expect(hpAfterBite).toBe(hpAfterPunch);
}
// Test sound weakness - only if battle hasn't ended
if (!engine.isGameOver()) {
engine.executeActions(
{ type: 'move', piclet: 'player', moveIndex: 0 },
{ type: 'move', piclet: 'opponent', moveIndex: 2 } // Sound (should be weak)
);
const hpAfterSound = engine.getState().playerPiclet.currentHp;
expect(hpAfterSound).toBeLessThan(hpAfterBite);
}
const log = engine.getLog();
expect(log.some(msg => msg.includes('had no effect'))).toBe(true);
expect(log.some(msg => msg.includes('super effective') || msg.includes('weakness'))).toBe(true);
});
});
});