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/**
 * Core Battle Engine for Pictuary
 * Implements the battle system as defined in battle_system_design.md
 */

import type { 
  BattleState, 
  BattlePiclet, 
  PicletDefinition, 
  BattleAction, 
  MoveAction,
  BattleEffect,
  DamageAmount,
  StatModification,
  HealAmount,
  StatusEffect,
  BaseStats,
  Move
} from './types';
import { getEffectivenessMultiplier } from '../types/picletTypes';

export class BattleEngine {
  private state: BattleState;

  constructor(playerPiclet: PicletDefinition, opponentPiclet: PicletDefinition, playerLevel = 50, opponentLevel = 50) {
    this.state = {
      turn: 1,
      phase: 'selection',
      playerPiclet: this.createBattlePiclet(playerPiclet, playerLevel),
      opponentPiclet: this.createBattlePiclet(opponentPiclet, opponentLevel),
      fieldEffects: [],
      log: [],
      winner: undefined
    };

    this.log('Battle started!');
    this.log(`${playerPiclet.name} vs ${opponentPiclet.name}`);
  }

  private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
    // Calculate stats based on level (simplified formula)
    const statMultiplier = 1 + (level - 50) * 0.02; // 2% per level above/below 50
    
    const hp = Math.floor(definition.baseStats.hp * statMultiplier);
    const attack = Math.floor(definition.baseStats.attack * statMultiplier);
    const defense = Math.floor(definition.baseStats.defense * statMultiplier);
    const speed = Math.floor(definition.baseStats.speed * statMultiplier);

    const piclet: BattlePiclet = {
      definition,
      currentHp: hp,
      maxHp: hp,
      level,
      attack,
      defense,
      speed,
      accuracy: 100, // Base accuracy
      statusEffects: [],
      moves: definition.movepool.slice(0, 4).map(move => ({
        move,
        currentPP: move.pp
      })),
      statModifiers: {},
      temporaryEffects: []
    };

    // Apply special ability effects
    if (definition.specialAbility?.effects) {
      for (const effect of definition.specialAbility.effects) {
        this.applyEffectToPiclet(effect, piclet);
      }
    }

    return piclet;
  }

  public getState(): BattleState {
    return JSON.parse(JSON.stringify(this.state)); // Deep clone for immutability
  }

  public isGameOver(): boolean {
    return this.state.phase === 'ended';
  }

  public getWinner(): 'player' | 'opponent' | 'draw' | undefined {
    return this.state.winner;
  }

  public executeActions(playerAction: BattleAction, opponentAction: BattleAction): void {
    if (this.state.phase !== 'selection') {
      throw new Error('Cannot execute actions - battle is not in selection phase');
    }

    this.state.phase = 'execution';
    this.log(`Turn ${this.state.turn} - Actions: ${playerAction.type} vs ${opponentAction.type}`);

    // Determine action order based on priority and speed
    const actions = this.determineActionOrder(playerAction, opponentAction);

    // Execute actions in order
    for (const action of actions) {
      if (this.state.phase === 'ended') break;
      this.executeAction(action);
    }

    // End of turn processing
    this.processTurnEnd();

    // Check for battle end
    this.checkBattleEnd();

    if (this.state.phase !== 'ended') {
      this.state.turn++;
      this.state.phase = 'selection';
    }
  }

  private determineActionOrder(playerAction: BattleAction, opponentAction: BattleAction): Array<BattleAction & { executor: 'player' | 'opponent' }> {
    const playerPriority = this.getActionPriority(playerAction, this.state.playerPiclet);
    const opponentPriority = this.getActionPriority(opponentAction, this.state.opponentPiclet);

    const playerSpeed = this.state.playerPiclet.speed;
    const opponentSpeed = this.state.opponentPiclet.speed;

    // Higher priority goes first, then speed, then random
    let playerFirst = false;
    if (playerPriority > opponentPriority) {
      playerFirst = true;
    } else if (playerPriority < opponentPriority) {
      playerFirst = false;
    } else if (playerSpeed > opponentSpeed) {
      playerFirst = true;
    } else if (playerSpeed < opponentSpeed) {
      playerFirst = false;
    } else {
      playerFirst = Math.random() < 0.5; // Speed tie
    }

    return playerFirst
      ? [
          { ...playerAction, executor: 'player' as const },
          { ...opponentAction, executor: 'opponent' as const }
        ]
      : [
          { ...opponentAction, executor: 'opponent' as const },
          { ...playerAction, executor: 'player' as const }
        ];
  }

  private getActionPriority(action: BattleAction, piclet: BattlePiclet): number {
    let priority = 0;
    
    if (action.type === 'move') {
      const move = piclet.moves[action.moveIndex]?.move;
      priority = move?.priority || 0;
      
      // Check for conditional priority effects in the move
      if (move?.effects) {
        for (const effect of move.effects) {
          if (effect.type === 'priority' && (!effect.condition || this.checkCondition(effect.condition, piclet, piclet))) {
            priority += (effect as any).value || 0;
          }
        }
      }
      
      // Add priority modifier from effects
      const priorityMod = piclet.statModifiers.priority || 0;
      priority += priorityMod;
    } else {
      priority = 6; // Switch actions have highest priority
    }
    
    return priority;
  }

  private executeAction(action: BattleAction & { executor: 'player' | 'opponent' }): void {
    if (action.type === 'move') {
      this.executeMove(action);
    } else if (action.type === 'switch') {
      this.log(`${action.executor} attempted to switch (not implemented)`);
    }
  }

  private executeMove(action: MoveAction & { executor: 'player' | 'opponent' }): void {
    const attacker = action.executor === 'player' ? this.state.playerPiclet : this.state.opponentPiclet;
    const defender = action.executor === 'player' ? this.state.opponentPiclet : this.state.playerPiclet;

    const moveData = attacker.moves[action.moveIndex];
    if (!moveData || moveData.currentPP <= 0) {
      this.log(`${attacker.definition.name} has no PP left for that move!`);
      return;
    }

    const move = moveData.move;
    this.log(`${attacker.definition.name} used ${move.name}!`);

    // Consume PP
    moveData.currentPP--;

    // Check if move hits
    if (!this.checkMoveHits(move, attacker, defender)) {
      this.log(`${attacker.definition.name}'s attack missed!`);
      return;
    }

    // For gambling/luck-based moves, roll once and store the result
    const luckyRoll = Math.random() < 0.5;
    
    // Process effects
    for (const effect of move.effects) {
      this.processEffect(effect, attacker, defender, move, luckyRoll);
    }
  }

  private checkMoveHits(move: Move, attacker: BattlePiclet, defender: BattlePiclet): boolean {
    // Simple accuracy check - can be enhanced later
    const accuracy = move.accuracy;
    const roll = Math.random() * 100;
    return roll < accuracy;
  }

  private processEffect(effect: BattleEffect, attacker: BattlePiclet, defender: BattlePiclet, move: Move, luckyRoll?: boolean): void {
    // Check condition (simplified for now)
    if (effect.condition && !this.checkCondition(effect.condition, attacker, defender, luckyRoll)) {
      return;
    }

    switch (effect.type) {
      case 'damage':
        if (effect.target === 'all') {
          // Self-destruct style moves that damage all targets
          this.processDamageEffect(effect, attacker, attacker, move); // Self-damage
          this.processDamageEffect(effect, attacker, defender, move); // Opponent damage
        } else {
          const damageTarget = this.resolveTarget(effect.target, attacker, defender);
          if (damageTarget) this.processDamageEffect(effect, attacker, damageTarget, move);
        }
        break;
      case 'modifyStats':
        const statsTarget = this.resolveTarget(effect.target, attacker, defender);
        if (statsTarget) this.processModifyStatsEffect(effect, statsTarget);
        break;
      case 'applyStatus':
        const statusTarget = this.resolveTarget(effect.target, attacker, defender);
        if (statusTarget) this.processApplyStatusEffect(effect, statusTarget);
        break;
      case 'heal':
        const healTarget = this.resolveTarget(effect.target, attacker, defender);
        if (healTarget) this.processHealEffect(effect, healTarget);
        break;
      case 'manipulatePP':
        const ppTarget = this.resolveTarget(effect.target, attacker, defender);
        if (ppTarget) this.processManipulatePPEffect(effect, ppTarget);
        break;
      case 'fieldEffect':
        this.processFieldEffect(effect);
        break;
      case 'counter':
        this.processCounterEffect(effect, attacker, defender);
        break;
      case 'priority':
        const priorityTarget = this.resolveTarget(effect.target, attacker, defender);
        if (priorityTarget) this.processPriorityEffect(effect, priorityTarget);
        break;
      case 'removeStatus':
        const removeStatusTarget = this.resolveTarget(effect.target, attacker, defender);
        if (removeStatusTarget) this.processRemoveStatusEffect(effect, removeStatusTarget);
        break;
      case 'mechanicOverride':
        const mechanicTarget = this.resolveTarget(effect.target, attacker, defender);
        if (mechanicTarget) this.processMechanicOverrideEffect(effect, mechanicTarget);
        break;
      default:
        this.log(`Effect ${(effect as any).type} not implemented yet`);
    }
  }

  private checkCondition(condition: string, attacker: BattlePiclet, defender: BattlePiclet, luckyRoll?: boolean): boolean {
    switch (condition) {
      case 'always':
        return true;
      case 'ifLowHp':
        return attacker.currentHp / attacker.maxHp < 0.25;
      case 'ifHighHp':
        return attacker.currentHp / attacker.maxHp > 0.75;
      case 'ifLucky50':
        return luckyRoll !== undefined ? luckyRoll : Math.random() < 0.5;
      case 'ifUnlucky50':
        return luckyRoll !== undefined ? !luckyRoll : Math.random() >= 0.5;
      case 'whileFrozen':
        return attacker.statusEffects.includes('freeze');
      // Type-specific conditions
      case 'ifMoveType:flora':
      case 'ifMoveType:space':
      case 'ifMoveType:beast':
      case 'ifMoveType:bug':
      case 'ifMoveType:aquatic':
      case 'ifMoveType:mineral':
      case 'ifMoveType:machina':
      case 'ifMoveType:structure':
      case 'ifMoveType:culture':
      case 'ifMoveType:cuisine':
      case 'ifMoveType:normal':
        // Would need move context to check, placeholder for now
        return true;
      // Status-specific conditions
      case 'ifStatus:burn':
        return attacker.statusEffects.includes('burn');
      case 'ifStatus:freeze':
        return attacker.statusEffects.includes('freeze');
      case 'ifStatus:paralyze':
        return attacker.statusEffects.includes('paralyze');
      case 'ifStatus:poison':
        return attacker.statusEffects.includes('poison');
      case 'ifStatus:sleep':
        return attacker.statusEffects.includes('sleep');
      case 'ifStatus:confuse':
        return attacker.statusEffects.includes('confuse');
      // Weather conditions (placeholder)
      case 'ifWeather:storm':
      case 'ifWeather:rain':
      case 'ifWeather:sun':
      case 'ifWeather:snow':
        return false; // Weather system not implemented yet
      // Combat conditions
      case 'ifDamagedThisTurn':
        // Check if the attacker was damaged this turn
        // For now, we'll implement this by checking if currentHp < maxHp
        // This is a simplified implementation
        return attacker.currentHp < attacker.maxHp;
      case 'ifNotSuperEffective':
        // Would need move context, placeholder
        return false;
      case 'ifStatusMove':
        // Would need move context, placeholder
        return false;
      case 'afterUse':
        // This condition should be processed after the move's other effects
        return true;
      default:
        return true; // Default to true for unimplemented conditions
    }
  }

  private resolveTarget(target: string, attacker: BattlePiclet, defender: BattlePiclet): BattlePiclet | null {
    switch (target) {
      case 'self':
        return attacker;
      case 'opponent':
        return defender;
      default:
        return null; // Multi-target not implemented yet
    }
  }

  private processDamageEffect(effect: { amount?: DamageAmount; formula?: string; value?: number; multiplier?: number }, attacker: BattlePiclet, target: BattlePiclet, move: Move): void {
    let damage = 0;

    // Check type immunity first
    if (this.checkTypeImmunity(target, move.type)) {
      this.log(`${target.definition.name} is immune to ${move.type} type moves!`);
      return;
    }

    // Check flag-based type immunity (like ground immunity via levitate)
    if (this.checkFlagBasedTypeImmunity(target, move.flags)) {
      this.log(`${target.definition.name} had no effect!`);
      return;
    }

    // Check flag interactions
    const flagInteraction = this.checkFlagInteraction(target, move.flags);
    if (flagInteraction === 'immune') {
      this.log(`It had no effect on ${target.definition.name}!`);
      return;
    }

    // Handle different damage formulas
    if (effect.formula) {
      damage = this.calculateDamageByFormula(effect, attacker, target, move);
    } else if (effect.amount) {
      damage = this.calculateStandardDamage(effect.amount, attacker, target, move);
    }

    // Apply flag interaction modifiers
    if (flagInteraction === 'weak') {
      damage = Math.floor(damage * 1.5);
      this.log("It's super effective!");
    } else if (flagInteraction === 'resist') {
      damage = Math.floor(damage * 0.5);
      this.log("It's not very effective...");
    }

    // Apply damage multiplier from abilities
    const damageMultiplier = this.getDamageMultiplier(attacker);
    damage = Math.floor(damage * damageMultiplier);

    // Check for critical hits
    const critMod = this.checkCriticalHitModification(attacker, target);
    if (critMod === 'always' || (critMod === 'normal' && Math.random() < 0.0625)) { // 1/16 base crit rate
      damage = Math.floor(damage * 1.5);
      this.log("A critical hit!");
    }

    // Apply damage
    if (damage > 0) {
      target.currentHp = Math.max(0, target.currentHp - damage);
      this.log(`${target.definition.name} took ${damage} damage!`);
      
      // Check for counter effects on the target
      this.checkCounterEffects(target, attacker, move);
    }

    // Handle special formula effects
    if (effect.formula === 'drain') {
      const healAmount = Math.floor(damage * (effect.value || 0.5));
      attacker.currentHp = Math.min(attacker.maxHp, attacker.currentHp + healAmount);
      if (healAmount > 0) {
        this.log(`${attacker.definition.name} recovered ${healAmount} HP from draining!`);
      }
    } else if (effect.formula === 'recoil') {
      const recoilDamage = Math.floor(damage * (effect.value || 0.25));
      attacker.currentHp = Math.max(0, attacker.currentHp - recoilDamage);
      if (recoilDamage > 0) {
        this.log(`${attacker.definition.name} took ${recoilDamage} recoil damage!`);
      }
    }
  }

  private calculateDamageByFormula(effect: { formula?: string; value?: number; multiplier?: number }, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    switch (effect.formula) {
      case 'fixed':
        return effect.value || 0;
      
      case 'percentage':
        return Math.floor(target.maxHp * ((effect.value || 0) / 100));
      
      case 'recoil':
      case 'drain':
      case 'standard':
        // Use the move's actual power for standard formula
        return this.calculateStandardDamageWithPower(move.power, attacker, target, move) * (effect.multiplier || 1);
      
      default:
        return 0;
    }
  }

  private calculateStandardDamageWithPower(power: number, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    const baseDamage = power;
    
    // Type effectiveness
    const effectiveness = getEffectivenessMultiplier(
      move.type, 
      target.definition.primaryType, 
      target.definition.secondaryType
    );

    // STAB (Same Type Attack Bonus)
    const stab = (move.type === attacker.definition.primaryType || move.type === attacker.definition.secondaryType) ? 1.5 : 1;

    // Damage calculation (simplified)
    const attackStat = attacker.attack;
    const defenseStat = target.defense;
    
    let damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    damage = Math.floor(damage * effectiveness * stab);
    
    // Random factor (85-100%)
    damage = Math.floor(damage * (0.85 + Math.random() * 0.15));
    
    // Minimum 1 damage for effective moves
    if (effectiveness > 0 && damage < 1) {
      damage = 1;
    }

    // Log effectiveness messages
    if (effectiveness === 0) {
      this.log("It had no effect!");
    } else if (effectiveness > 1) {
      this.log("It's super effective!");
    } else if (effectiveness < 1) {
      this.log("It's not very effective...");
    }

    return damage;
  }

  private calculateStandardDamage(amount: DamageAmount, attacker: BattlePiclet, target: BattlePiclet, move: Move): number {
    const baseDamage = this.getDamageAmount(amount);
    
    // Type effectiveness
    const effectiveness = getEffectivenessMultiplier(
      move.type, 
      target.definition.primaryType, 
      target.definition.secondaryType
    );

    // STAB (Same Type Attack Bonus)
    const stab = (move.type === attacker.definition.primaryType || move.type === attacker.definition.secondaryType) ? 1.5 : 1;

    // Damage calculation (simplified)
    const attackStat = attacker.attack;
    const defenseStat = target.defense;
    
    let damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    damage = Math.floor(damage * effectiveness * stab);
    
    // Random factor (85-100%)
    damage = Math.floor(damage * (0.85 + Math.random() * 0.15));
    
    // Minimum 1 damage for effective moves
    if (effectiveness > 0 && damage < 1) {
      damage = 1;
    }

    // Log effectiveness messages
    if (effectiveness === 0) {
      this.log("It had no effect!");
    } else if (effectiveness > 1) {
      this.log("It's super effective!");
    } else if (effectiveness < 1) {
      this.log("It's not very effective...");
    }

    return damage;
  }

  private processModifyStatsEffect(effect: { stats: Partial<Record<keyof BaseStats | 'accuracy', StatModification>> }, target: BattlePiclet): void {
    for (const [stat, modification] of Object.entries(effect.stats)) {
      const multiplier = this.getStatModifier(modification);
      if (stat === 'accuracy') {
        target.accuracy = Math.floor(target.accuracy * multiplier);
      } else {
        const statKey = stat as keyof BaseStats;
        (target as any)[statKey] = Math.floor((target as any)[statKey] * multiplier);
      }
      
      this.log(`${target.definition.name}'s ${stat} ${modification.includes('increase') ? 'rose' : 'fell'}!`);
    }
  }

  private processApplyStatusEffect(effect: { status: StatusEffect; chance?: number }, target: BattlePiclet): void {
    // Check chance if specified
    if (effect.chance !== undefined) {
      const roll = Math.random() * 100;
      if (roll >= effect.chance) {
        return; // Status effect failed to apply
      }
    }

    // Check for status immunity
    if (this.checkStatusImmunity(target, effect.status)) {
      this.log(`${target.definition.name} is immune to ${effect.status}!`);
      return;
    }

    if (!target.statusEffects.includes(effect.status)) {
      target.statusEffects.push(effect.status);
      this.log(`${target.definition.name} was ${effect.status}ed!`);
    }
  }

  private processHealEffect(effect: { amount?: HealAmount; formula?: string; value?: number }, target: BattlePiclet): void {
    let healAmount = 0;

    if (effect.formula) {
      switch (effect.formula) {
        case 'percentage':
          healAmount = Math.floor(target.maxHp * ((effect.value || 0) / 100));
          break;
        case 'fixed':
          healAmount = effect.value || 0;
          break;
        default:
          healAmount = this.getHealAmount(effect.amount || 'medium', target.maxHp);
      }
    } else if (effect.amount === 'percentage' && effect.value !== undefined) {
      // Handle percentage healing when specified as amount instead of formula
      healAmount = Math.floor(target.maxHp * (effect.value / 100));
    } else if (effect.amount) {
      healAmount = this.getHealAmount(effect.amount, target.maxHp);
    }

    const oldHp = target.currentHp;
    target.currentHp = Math.min(target.maxHp, target.currentHp + healAmount);
    const actualHeal = target.currentHp - oldHp;
    
    if (actualHeal > 0) {
      this.log(`${target.definition.name} recovered ${actualHeal} HP!`);
    }
  }

  private getDamageAmount(amount: DamageAmount): number {
    switch (amount) {
      case 'weak': return 40;
      case 'normal': return 70;
      case 'strong': return 100;
      case 'extreme': return 140;
      default: return 70;
    }
  }

  private getStatModifier(modification: StatModification): number {
    switch (modification) {
      case 'increase': return 1.25;
      case 'decrease': return 0.75;
      case 'greatly_increase': return 1.5;
      case 'greatly_decrease': return 0.5;
      default: return 1.0;
    }
  }

  private getHealAmount(amount: HealAmount, maxHp: number): number {
    switch (amount) {
      case 'small': return Math.floor(maxHp * 0.25);
      case 'medium': return Math.floor(maxHp * 0.5);
      case 'large': return Math.floor(maxHp * 0.75);
      case 'full': return maxHp;
      default: return Math.floor(maxHp * 0.5);
    }
  }

  private processTurnEnd(): void {
    // Process status effects
    this.processStatusEffects(this.state.playerPiclet);
    this.processStatusEffects(this.state.opponentPiclet);
    
    // Process field effects
    this.processFieldEffects();
    
    // Decrement temporary effects
    this.processTemporaryEffects(this.state.playerPiclet);
    this.processTemporaryEffects(this.state.opponentPiclet);
  }

  private processStatusEffects(piclet: BattlePiclet): void {
    for (const status of piclet.statusEffects) {
      switch (status) {
        case 'burn':
        case 'poison':
          const damage = Math.floor(piclet.maxHp / 8);
          piclet.currentHp = Math.max(0, piclet.currentHp - damage);
          this.log(`${piclet.definition.name} was hurt by ${status}!`);
          break;
        // Other status effects can be implemented later
      }
    }
  }

  private processTemporaryEffects(piclet: BattlePiclet): void {
    // Decrement duration of temporary effects
    piclet.temporaryEffects = piclet.temporaryEffects.filter(effect => {
      effect.duration--;
      return effect.duration > 0;
    });
  }

  private processFieldEffects(): void {
    // Process field effects at end of turn
    for (const fieldEffect of this.state.fieldEffects) {
      switch (fieldEffect.name) {
        case 'spikes':
          // Spikes damage any piclet that switches in (for now, just log)
          this.log('Spikes are scattered on the battlefield!');
          break;
        case 'stealth_rock':
          // Stealth Rock damages based on type effectiveness
          this.log('Pointed stones float in the air!');
          break;
        case 'reflect':
          // Reduce physical damage
          this.log('A barrier reflects physical attacks!');
          break;
        case 'light_screen':
          // Reduce special damage
          this.log('A barrier weakens special attacks!');
          break;
      }
    }
    
    // Decrement field effect durations
    this.state.fieldEffects = this.state.fieldEffects.filter(effect => {
      effect.duration--;
      if (effect.duration <= 0) {
        this.log(`${effect.name} faded away!`);
        return false;
      }
      return true;
    });
  }

  private checkBattleEnd(): void {
    if (this.state.playerPiclet.currentHp <= 0 && this.state.opponentPiclet.currentHp <= 0) {
      this.state.winner = 'draw';
      this.state.phase = 'ended';
      this.log('Battle ended in a draw!');
    } else if (this.state.playerPiclet.currentHp <= 0) {
      this.state.winner = 'opponent';
      this.state.phase = 'ended';
      this.log(`${this.state.opponentPiclet.definition.name} wins!`);
    } else if (this.state.opponentPiclet.currentHp <= 0) {
      this.state.winner = 'player';
      this.state.phase = 'ended';
      this.log(`${this.state.playerPiclet.definition.name} wins!`);
    }
  }

  private log(message: string): void {
    this.state.log.push(message);
  }

  // Public method to get battle log
  public getLog(): string[] {
    return [...this.state.log];
  }

  // Additional effect processors for advanced features
  private processManipulatePPEffect(effect: { action: string; amount?: string; value?: number; targetMove?: string }, target: BattlePiclet): void {
    const ppChange = this.getPPAmount(effect.amount, effect.value || 5);
    
    switch (effect.action) {
      case 'drain':
        // Drain PP from target's moves
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP > 0) {
            const drained = Math.min(moveSlot.currentPP, ppChange);
            moveSlot.currentPP -= drained;
            this.log(`${target.definition.name}'s PP was drained from ${moveSlot.move.name}!`);
            break; // Only drain from first move with PP
          }
        }
        break;
      case 'restore':
        // Restore PP to target's moves
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP < moveSlot.move.pp) {
            const restored = Math.min(moveSlot.move.pp - moveSlot.currentPP, ppChange);
            moveSlot.currentPP += restored;
            this.log(`${target.definition.name}'s PP was restored to ${moveSlot.move.name}!`);
            break; // Only restore to first move that needs PP
          }
        }
        break;
      case 'disable':
        // Disable a move by setting its PP to 0
        for (const moveSlot of target.moves) {
          if (moveSlot.currentPP > 0) {
            moveSlot.currentPP = 0;
            this.log(`${target.definition.name}'s ${moveSlot.move.name} was disabled!`);
            break; // Only disable first available move
          }
        }
        break;
    }
  }

  private getPPAmount(amount?: string, value?: number): number {
    if (value !== undefined) return value;
    switch (amount) {
      case 'small': return 3;
      case 'medium': return 5;
      case 'large': return 8;
      default: return 5;
    }
  }

  private processFieldEffect(effect: { effect: string; target: string; stackable?: boolean }): void {
    // Add field effect to battle state
    const fieldEffect = {
      name: effect.effect,
      duration: 5, // Default duration
      effect: effect
    };
    
    // Check if effect already exists and is not stackable
    if (!effect.stackable) {
      this.state.fieldEffects = this.state.fieldEffects.filter(fe => fe.name !== effect.effect);
    }
    
    this.state.fieldEffects.push(fieldEffect);
    switch (effect.effect) {
      case 'spikes':
        this.log('Spikes were set on the field!');
        break;
      case 'reflect':
        this.log('Reflect was applied to the field!');
        break;
      case 'lightScreen':
        this.log('Light Screen was applied to the field!');
        break;
      case 'stealthRock':
        this.log('Stealth Rock was applied to the field!');
        break;
      default:
        this.log(`${effect.effect.charAt(0).toUpperCase() + effect.effect.slice(1)} was applied to the field!`);
    }
  }

  private processCounterEffect(effect: { counterType: string; strength: string }, attacker: BattlePiclet, target: BattlePiclet): void {
    // Store counter effect for later processing when the user is attacked
    // Counter effects should persist until triggered, not expire after 1 turn
    attacker.temporaryEffects.push({
      effect: {
        type: 'counter',
        counterType: effect.counterType,
        strength: effect.strength
      } as any,
      duration: 5 // Persist for multiple turns until triggered
    });
    this.log(`${attacker.definition.name} is preparing to counter!`);
  }

  private processPriorityEffect(effect: { value: number; condition?: string }, target: BattlePiclet): void {
    // Store priority modification for next move
    target.statModifiers.priority = (target.statModifiers.priority || 0) + effect.value;
    this.log(`${target.definition.name}'s move priority changed by ${effect.value}!`);
  }

  private processRemoveStatusEffect(effect: { status: string }, target: BattlePiclet): void {
    if (target.statusEffects.includes(effect.status as any)) {
      target.statusEffects = target.statusEffects.filter(s => s !== effect.status);
      this.log(`${target.definition.name} was cured of ${effect.status}!`);
    }
  }

  private processMechanicOverrideEffect(effect: { mechanic: string; value: any; condition?: string }, target: BattlePiclet): void {
    // Store mechanic override as temporary effect for processing during relevant calculations
    target.temporaryEffects.push({
      effect: { 
        type: 'mechanicOverride',
        mechanic: effect.mechanic,
        value: effect.value,
        condition: effect.condition,
        target: 'self'
      } as any,
      duration: effect.condition === 'restOfBattle' ? 999 : 1
    });
    
    this.log(`Mechanic override '${effect.mechanic}' applied to ${target.definition.name}!`);
  }

  // Helper methods for checking mechanic overrides
  private hasMechanicOverride(piclet: BattlePiclet, mechanic: string): any {
    const override = piclet.temporaryEffects.find(
      effect => effect.effect.type === 'mechanicOverride' && 
                (effect.effect as any).mechanic === mechanic
    );
    return override ? (override.effect as any).value : null;
  }

  private checkCriticalHitModification(attacker: BattlePiclet, target: BattlePiclet): 'always' | 'never' | 'normal' {
    // Check attacker's critical hit modifiers
    const attackerOverride = this.hasMechanicOverride(attacker, 'criticalHits');
    if (attackerOverride === true) return 'always';
    
    // Check target's critical hit immunity
    const targetOverride = this.hasMechanicOverride(target, 'criticalHits');
    if (targetOverride === false) return 'never';
    
    return 'normal';
  }

  private checkStatusImmunity(target: BattlePiclet, status: string): boolean {
    const immunity = this.hasMechanicOverride(target, 'statusImmunity');
    if (Array.isArray(immunity)) {
      return immunity.includes(status);
    }
    return false;
  }

  private checkTypeImmunity(target: BattlePiclet, attackType: string): boolean {
    const immunity = this.hasMechanicOverride(target, 'typeImmunity');
    if (Array.isArray(immunity)) {
      return immunity.includes(attackType);
    }
    return false;
  }

  private checkFlagBasedTypeImmunity(target: BattlePiclet, flags: string[]): boolean {
    const immunity = this.hasMechanicOverride(target, 'typeImmunity');
    if (Array.isArray(immunity)) {
      // Check if any of the move's flags match the type immunity
      return flags.some(flag => immunity.includes(flag));
    }
    return false;
  }

  private checkFlagInteraction(target: BattlePiclet, flags: string[]): 'immune' | 'weak' | 'resist' | 'normal' {
    // Check immunities first
    const immunity = this.hasMechanicOverride(target, 'flagImmunity');
    if (Array.isArray(immunity) && flags.some(flag => immunity.includes(flag))) {
      return 'immune';
    }
    
    // Check weaknesses
    const weakness = this.hasMechanicOverride(target, 'flagWeakness');
    if (Array.isArray(weakness) && flags.some(flag => weakness.includes(flag))) {
      return 'weak';
    }
    
    // Check resistances
    const resistance = this.hasMechanicOverride(target, 'flagResistance');
    if (Array.isArray(resistance) && flags.some(flag => resistance.includes(flag))) {
      return 'resist';
    }
    
    return 'normal';
  }

  private getDamageMultiplier(piclet: BattlePiclet): number {
    const multiplier = this.hasMechanicOverride(piclet, 'damageMultiplier');
    return typeof multiplier === 'number' ? multiplier : 1.0;
  }

  private shouldInvertHealing(target: BattlePiclet): boolean {
    return !!this.hasMechanicOverride(target, 'healingInversion');
  }

  private applyEffectToPiclet(effect: BattleEffect, piclet: BattlePiclet): void {
    switch (effect.type) {
      case 'modifyStats':
        // Apply permanent stat modifications from abilities
        for (const [stat, modification] of Object.entries(effect.stats)) {
          const multiplier = this.getStatModifier(modification);
          if (stat === 'accuracy') {
            piclet.accuracy = Math.floor(piclet.accuracy * multiplier);
          } else {
            const statKey = stat as keyof BaseStats;
            (piclet as any)[statKey] = Math.floor((piclet as any)[statKey] * multiplier);
          }
        }
        break;
      case 'mechanicOverride':
        // Store mechanic overrides as permanent effects
        piclet.temporaryEffects.push({
          effect: effect,
          duration: 999 // Permanent ability effect
        });
        break;
      // Other effects are handled during battle
    }
  }

  private checkCounterEffects(target: BattlePiclet, attacker: BattlePiclet, move: Move): void {
    // Check if the target has any counter effects ready
    for (let i = target.temporaryEffects.length - 1; i >= 0; i--) {
      const tempEffect = target.temporaryEffects[i];
      if (tempEffect.effect.type === 'counter') {
        const counterEffect = tempEffect.effect as any;
        const shouldCounter = counterEffect.counterType === 'any' || 
                             (counterEffect.counterType === 'physical' && move.flags.includes('contact')) ||
                             (counterEffect.counterType === 'special' && !move.flags.includes('contact'));
        
        if (shouldCounter) {
          // Calculate counter damage
          let counterDamage = 0;
          switch (counterEffect.strength) {
            case 'weak': counterDamage = 20; break;
            case 'normal': counterDamage = 40; break;
            case 'strong': counterDamage = 60; break;
            default: counterDamage = 40;
          }
          
          attacker.currentHp = Math.max(0, attacker.currentHp - counterDamage);
          this.log(`${target.definition.name} countered with ${counterDamage} damage!`);
          
          // Remove the counter effect after it triggers
          target.temporaryEffects.splice(i, 1);
        }
      }
    }
  }
}