/** * Tests for advanced battle effects from the design document * Covers all missing functionality that needs to be implemented */ import { describe, it, expect, beforeEach } from 'vitest'; import { BattleEngine } from './BattleEngine'; import { PicletDefinition, Move, SpecialAbility } from './types'; import { PicletType, AttackType } from './types'; // Test data for advanced effects const STANDARD_STATS = { hp: 100, attack: 80, defense: 70, speed: 60 }; describe('Advanced Battle Effects - TDD Implementation', () => { describe('Damage Formula System', () => { it('should handle recoil damage moves', () => { const recoilMove: Move = { name: "Reckless Dive", type: AttackType.SPACE, power: 120, accuracy: 100, pp: 5, priority: 0, flags: ['contact', 'reckless'], effects: [ { type: 'damage', target: 'opponent', amount: 'strong' }, { type: 'damage', target: 'self', formula: 'recoil', value: 0.25 } ] }; const testPiclet: PicletDefinition = { name: "Recoil Tester", description: "Tests recoil moves", tier: 'medium', primaryType: PicletType.SPACE, baseStats: STANDARD_STATS, nature: "Bold", specialAbility: { name: "None", description: "No ability" }, movepool: [recoilMove] }; const targetPiclet: PicletDefinition = { name: "Target", description: "Target dummy", tier: 'medium', primaryType: PicletType.BEAST, baseStats: STANDARD_STATS, nature: "Hardy", specialAbility: { name: "None", description: "No ability" }, movepool: [{ name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35, priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }] }] }; const engine = new BattleEngine(testPiclet, targetPiclet); 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).toBeLessThan(initialHp); // Should have taken recoil damage }); it('should handle drain damage moves', () => { const drainMove: Move = { name: "Spectral Drain", type: AttackType.CULTURE, power: 60, accuracy: 100, pp: 10, priority: 0, flags: ['draining'], effects: [ { type: 'damage', target: 'opponent', formula: 'drain', value: 0.5 } ] }; const testPiclet: PicletDefinition = { name: "Drain Tester", description: "Tests drain moves", tier: 'medium', primaryType: PicletType.CULTURE, baseStats: STANDARD_STATS, nature: "Bold", specialAbility: { name: "None", description: "No ability" }, movepool: [drainMove] }; const targetPiclet: PicletDefinition = { name: "Target", description: "Target dummy", tier: 'medium', primaryType: PicletType.BEAST, baseStats: STANDARD_STATS, nature: "Hardy", specialAbility: { name: "None", description: "No ability" }, movepool: [{ name: "Tackle", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 35, priority: 0, flags: [], effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }] }] }; const engine = new BattleEngine(testPiclet, targetPiclet); // Damage the user first to test healing engine['state'].playerPiclet.currentHp = 50; const initialHp = engine.getState().playerPiclet.currentHp; engine.executeActions( { type: 'move', piclet: 'player', moveIndex: 0 }, { type: 'move', piclet: 'opponent', moveIndex: 0 } ); const log = engine.getLog(); const hasHealingMessage = log.some(msg => msg.includes('recovered') && msg.includes('HP from draining')); expect(hasHealingMessage).toBe(true); // Should have healed from drain }); it('should handle fixed damage moves', () => { const fixedMove: Move = { name: "Fixed Strike", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 10, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', formula: 'fixed', value: 50 } ] }; // Test implementation would verify exactly 50 damage dealt expect(fixedMove.effects[0].formula).toBe('fixed'); expect(fixedMove.effects[0].value).toBe(50); }); it('should handle percentage damage moves', () => { const percentMove: Move = { name: "Percentage Strike", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 5, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', formula: 'percentage', value: 25 // 25% of target's max HP } ] }; // Test implementation would verify percentage-based damage expect(percentMove.effects[0].formula).toBe('percentage'); expect(percentMove.effects[0].value).toBe(25); }); }); describe('PP Manipulation System', () => { it('should handle PP drain moves', () => { const ppDrainMove: Move = { name: "Mind Drain", type: AttackType.CULTURE, power: 40, accuracy: 100, pp: 15, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'normal' }, { type: 'manipulatePP', target: 'opponent', action: 'drain', amount: 'medium' } ] }; // Test would verify PP is drained from opponent's moves expect(ppDrainMove.effects[1].type).toBe('manipulatePP'); expect(ppDrainMove.effects[1].action).toBe('drain'); }); it('should handle PP restore moves', () => { const ppRestoreMove: Move = { name: "Restore Energy", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 5, priority: 0, flags: [], effects: [ { type: 'manipulatePP', target: 'self', action: 'restore', amount: 'large' } ] }; // Test would verify PP is restored to self expect(ppRestoreMove.effects[0].type).toBe('manipulatePP'); expect(ppRestoreMove.effects[0].action).toBe('restore'); }); it('should handle specific PP manipulation', () => { const specificPPMove: Move = { name: "Soul Burn", type: AttackType.SPACE, power: 150, accuracy: 90, pp: 5, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'extreme' }, { type: 'manipulatePP', target: 'self', action: 'drain', value: 3, targetMove: 'random', condition: 'afterUse' } ] }; // Test would verify specific PP amounts are drained expect(specificPPMove.effects[1].value).toBe(3); expect(specificPPMove.effects[1].targetMove).toBe('random'); }); }); describe('Field Effects System', () => { it('should handle field-wide effects', () => { const fieldMove: Move = { name: "Void Storm", type: AttackType.SPACE, power: 0, accuracy: 100, pp: 5, priority: 0, flags: [], effects: [ { type: 'fieldEffect', effect: 'voidStorm', target: 'field', stackable: false } ] }; // Test would verify field effects are applied and tracked expect(fieldMove.effects[0].type).toBe('fieldEffect'); expect(fieldMove.effects[0].target).toBe('field'); }); it('should handle side-specific effects', () => { const sideMove: Move = { name: "Healing Mist", type: AttackType.FLORA, power: 0, accuracy: 100, pp: 10, priority: 0, flags: [], effects: [ { type: 'fieldEffect', effect: 'healingMist', target: 'playerSide', stackable: true } ] }; // Test would verify side effects work correctly expect(sideMove.effects[0].target).toBe('playerSide'); expect(sideMove.effects[0].stackable).toBe(true); }); }); describe('Counter Move System', () => { it('should handle physical counter moves', () => { const counterMove: Move = { name: "Counter Strike", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 20, priority: -5, flags: ['lowPriority'], effects: [ { type: 'counter', strength: 'strong' } ] }; // Test would verify counter moves work against any attacks expect(counterMove.effects[0].type).toBe('counter'); expect(counterMove.effects[0].strength).toBe('strong'); }); it('should handle special counter moves', () => { const specialCounterMove: Move = { name: "Mirror Coat", type: AttackType.CULTURE, power: 0, accuracy: 100, pp: 20, priority: -5, flags: ['lowPriority'], effects: [ { type: 'counter', strength: 'strong' } ] }; expect(specialCounterMove.effects[0].strength).toBe('strong'); }); }); describe('Priority Manipulation', () => { it('should handle priority-changing effects', () => { const priorityMove: Move = { name: "Quick Strike", type: AttackType.NORMAL, power: 40, accuracy: 100, pp: 30, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'weak' }, { type: 'priority', target: 'self', value: 1, condition: 'ifLowHp' } ] }; // Test would verify priority changes based on conditions expect(priorityMove.effects[1].type).toBe('priority'); expect(priorityMove.effects[1].value).toBe(1); }); }); describe('Status Chance System', () => { it('should handle status moves with specific chances', () => { const chanceStatusMove: Move = { name: "Thunder Wave", type: AttackType.SPACE, power: 0, accuracy: 90, pp: 20, priority: 0, flags: [], effects: [ { type: 'applyStatus', target: 'opponent', status: 'paralyze', chance: 100 } ] }; expect(chanceStatusMove.effects[0].chance).toBe(100); }); it('should handle partial chance status effects', () => { const partialChanceMove: Move = { name: "Ice Touch", type: AttackType.MINERAL, power: 60, accuracy: 100, pp: 20, priority: 0, flags: ['contact'], effects: [ { type: 'damage', target: 'opponent', amount: 'normal' }, { type: 'applyStatus', target: 'opponent', status: 'freeze', chance: 30 } ] }; expect(partialChanceMove.effects[1].chance).toBe(30); }); }); describe('Percentage-based Healing', () => { it('should handle percentage healing moves', () => { const percentHealMove: Move = { name: "Recovery", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 10, priority: 0, flags: [], effects: [ { type: 'heal', target: 'self', formula: 'percentage', value: 50 // 50% of max HP } ] }; expect(percentHealMove.effects[0].formula).toBe('percentage'); expect(percentHealMove.effects[0].value).toBe(50); }); it('should handle fixed healing moves', () => { const fixedHealMove: Move = { name: "First Aid", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 15, priority: 0, flags: [], effects: [ { type: 'heal', target: 'self', formula: 'fixed', value: 25 // Heal exactly 25 HP } ] }; expect(fixedHealMove.effects[0].formula).toBe('fixed'); expect(fixedHealMove.effects[0].value).toBe(25); }); }); describe('Extended Condition System', () => { it('should handle type-specific conditions', () => { const typeConditionMove: Move = { name: "Flora Boost", type: AttackType.FLORA, power: 60, accuracy: 100, pp: 15, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'normal' }, { type: 'modifyStats', target: 'self', stats: { attack: 'increase' }, condition: 'ifMoveType:flora' } ] }; expect(typeConditionMove.effects[1].condition).toBe('ifMoveType:flora'); }); it('should handle status-specific conditions', () => { const statusConditionMove: Move = { name: "Burn Power", type: AttackType.SPACE, power: 80, accuracy: 100, pp: 10, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'strong', condition: 'ifStatus:burn' } ] }; expect(statusConditionMove.effects[0].condition).toBe('ifStatus:burn'); }); it('should handle weather-specific conditions', () => { const weatherConditionMove: Move = { name: "Storm Strike", type: AttackType.SPACE, power: 70, accuracy: 95, pp: 15, priority: 0, flags: [], effects: [ { type: 'damage', target: 'opponent', amount: 'strong', condition: 'ifWeather:storm' } ] }; expect(weatherConditionMove.effects[0].condition).toBe('ifWeather:storm'); }); }); describe('Remove Status Effects', () => { it('should handle status removal moves', () => { const removeStatusMove: Move = { name: "Cleanse", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 15, priority: 0, flags: [], effects: [ { type: 'removeStatus', target: 'self', status: 'poison' } ] }; expect(removeStatusMove.effects[0].type).toBe('removeStatus'); expect(removeStatusMove.effects[0].status).toBe('poison'); }); it('should handle multi-target status removal', () => { const teamCleanseMove: Move = { name: "Team Cleanse", type: AttackType.NORMAL, power: 0, accuracy: 100, pp: 5, priority: 0, flags: [], effects: [ { type: 'removeStatus', target: 'allies', status: 'confuse' } ] }; expect(teamCleanseMove.effects[0].target).toBe('allies'); }); }); });