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import { db } from './index';
import type { Encounter, PicletInstance } from './schema';
import { EncounterType } from './schema';
import { getOrCreateGameState, markEncountersRefreshed } from './gameState';
import { getCaughtPiclets, getUncaughtPiclets } from './piclets';
import { calculateStat, calculateHp } from '../services/levelingService';

// Configuration
const ENCOUNTER_REFRESH_HOURS = 2;
const MIN_WILD_ENCOUNTERS = 2;
const MAX_WILD_ENCOUNTERS = 3;
const LEVEL_VARIANCE = 2;

export class EncounterService {
  // Check if encounters should be refreshed
  static async shouldRefreshEncounters(): Promise<boolean> {
    const state = await getOrCreateGameState();
    const hoursSinceRefresh = (Date.now() - state.lastEncounterRefresh.getTime()) / (1000 * 60 * 60);
    return hoursSinceRefresh >= ENCOUNTER_REFRESH_HOURS;
  }

  // Force encounter refresh
  static async forceEncounterRefresh(): Promise<void> {
    await db.encounters.clear();
    await markEncountersRefreshed();
  }

  // Get current encounters
  static async getCurrentEncounters(): Promise<Encounter[]> {
    return await db.encounters
      .orderBy('createdAt')
      .reverse()
      .toArray();
  }

  // Clear all encounters
  static async clearEncounters(): Promise<void> {
    await db.encounters.clear();
  }


  // Generate new encounters
  static async generateEncounters(): Promise<Encounter[]> {
    const encounters: Omit<Encounter, 'id'>[] = [];
    
    // Check for "Your First Piclet" scenario first
    const caughtPiclets = await getCaughtPiclets();
    const uncaughtPiclets = await getUncaughtPiclets();
    
    if (caughtPiclets.length === 0) {
      // Player has no caught piclets
      if (uncaughtPiclets.length > 0) {
        // Player has scanned piclets but hasn't caught any - create first piclet encounter
        console.log('Player has scanned piclets but no caught ones - creating first piclet encounter');
        const firstPicletEncounter = await this.createFirstCatchEncounter(uncaughtPiclets);
        encounters.push(firstPicletEncounter);
      } else {
        // Player has no piclets at all - return empty encounters
        console.log('Player has no piclets at all - returning empty encounters');
        await db.encounters.clear();
        await markEncountersRefreshed();
        return [];
      }
      
      // Save the first piclet encounter and return
      await db.encounters.clear();
      for (const encounter of encounters) {
        await db.encounters.add(encounter);
      }
      await markEncountersRefreshed();
      return await this.getCurrentEncounters();
    }
    
    // Player has caught piclets - generate normal encounters
    console.log('Generating normal encounters for player with caught piclets');
    
    // Generate wild piclet encounters FIRST to ensure they're included
    const wildEncounters = await this.generateWildEncounters();
    console.log('Wild encounters generated:', wildEncounters.length);
    encounters.push(...wildEncounters);
    
    // Always add shop and health center
    encounters.push({
      type: EncounterType.SHOP,
      title: 'Piclet Shop',
      description: 'Buy items and supplies for your journey',
      createdAt: new Date()
    });

    encounters.push({
      type: EncounterType.HEALTH_CENTER,
      title: 'Health Center',
      description: 'Heal your piclets back to full health',
      createdAt: new Date()
    });

    // Clear existing encounters and add new ones
    await db.encounters.clear();
    for (const encounter of encounters) {
      await db.encounters.add(encounter);
    }

    await markEncountersRefreshed();
    return await this.getCurrentEncounters();
  }

  // Create first catch encounter
  private static async createFirstCatchEncounter(uncaughtPiclets: PicletInstance[]): Promise<Omit<Encounter, 'id'>> {
    // Use the most recently scanned (last in array) uncaught piclet
    const latestPiclet = uncaughtPiclets[uncaughtPiclets.length - 1];
    
    // Use the piclet's nickname or typeId for display
    const displayName = latestPiclet.nickname || latestPiclet.typeId.replace(/-/g, ' ').replace(/\b\w/g, l => l.toUpperCase());
    
    return {
      type: EncounterType.FIRST_PICLET,
      title: 'Your First Piclet!',
      description: `A friendly ${displayName} appears! This one seems easy to catch.`,
      picletInstanceId: latestPiclet.id, // Reference to the specific piclet instance
      picletTypeId: latestPiclet.typeId,
      enemyLevel: 5, // Easy level for first encounter
      createdAt: new Date()
    };
  }

  // Generate wild piclet encounters
  private static async generateWildEncounters(): Promise<Omit<Encounter, 'id'>[]> {
    const encounters: Omit<Encounter, 'id'>[] = [];
    
    // Get player's average level
    const avgLevel = await this.getPlayerAverageLevel();
    
    // Get uncaught piclets (these can appear as wild encounters to be caught)
    const uncaughtPiclets = await getUncaughtPiclets();
    console.log('Uncaught piclets for wild encounters:', uncaughtPiclets.length);
    
    if (uncaughtPiclets.length === 0) {
      console.log('No uncaught piclets - returning empty wild encounters');
      return encounters;
    }
    
    // Use uncaught piclets as templates for wild encounters
    const availablePiclets = uncaughtPiclets;
    console.log('Available piclets for encounters:', availablePiclets.map(p => p.typeId));
    
    const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
    console.log('Generating', encounterCount, 'wild encounters');
    
    for (let i = 0; i < encounterCount; i++) {
      // Pick a random piclet from available ones
      const piclet = availablePiclets[Math.floor(Math.random() * availablePiclets.length)];
      
      const levelVariance = Math.floor(Math.random() * (LEVEL_VARIANCE * 2 + 1)) - LEVEL_VARIANCE;
      const enemyLevel = Math.max(1, avgLevel + levelVariance);
      
      // Use the piclet's nickname or typeId for display
      const displayName = piclet.nickname || piclet.typeId.replace(/-/g, ' ').replace(/\b\w/g, l => l.toUpperCase());
      
      const wildEncounter = {
        type: EncounterType.WILD_PICLET,
        title: `Wild ${displayName} Appeared!`,
        description: `A level ${enemyLevel} ${displayName} blocks your path!`,
        picletTypeId: piclet.typeId,
        enemyLevel,
        createdAt: new Date()
      };
      
      console.log('Created wild encounter:', wildEncounter.title, 'with typeId:', wildEncounter.picletTypeId);
      encounters.push(wildEncounter);
    }
    
    console.log('Generated', encounters.length, 'wild encounters');
    return encounters;
  }

  // Get player's average piclet level
  private static async getPlayerAverageLevel(): Promise<number> {
    const rosterPiclets = await db.picletInstances
      .where('isInRoster')
      .equals(1) // Dexie uses 1 for true in indexed fields
      .toArray();
    
    if (rosterPiclets.length === 0) {
      const caughtPiclets = await getCaughtPiclets();
      if (caughtPiclets.length === 0) return 5; // Default starting level
      
      const totalLevel = caughtPiclets.reduce((sum, p) => sum + p.level, 0);
      return Math.round(totalLevel / caughtPiclets.length);
    }
    
    const totalLevel = rosterPiclets.reduce((sum, p) => sum + p.level, 0);
    return Math.round(totalLevel / rosterPiclets.length);
  }


  // Catch a wild piclet (marks uncaught piclet as caught, or creates new instance for recatches)
  static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
    if (!encounter.picletTypeId) throw new Error('No piclet type specified');
    
    // First check if this is an uncaught piclet that can be directly marked as caught
    const uncaughtPiclets = await getUncaughtPiclets();
    const uncaughtPiclet = uncaughtPiclets.find(p => p.typeId === encounter.picletTypeId);
    
    if (uncaughtPiclet) {
      // This is the first time catching this type - mark the existing uncaught piclet as caught
      const newLevel = encounter.enemyLevel || uncaughtPiclet.level;
      
      // Update the existing uncaught piclet
      const updates = {
        caught: true,
        caughtAt: new Date(),
        level: newLevel,
        xp: 0,
        currentHp: calculateHp(uncaughtPiclet.baseHp, newLevel),
        maxHp: calculateHp(uncaughtPiclet.baseHp, newLevel),
        attack: calculateStat(uncaughtPiclet.baseAttack, newLevel),
        defense: calculateStat(uncaughtPiclet.baseDefense, newLevel),
        fieldAttack: calculateStat(uncaughtPiclet.baseFieldAttack, newLevel),
        fieldDefense: calculateStat(uncaughtPiclet.baseFieldDefense, newLevel),
        speed: calculateStat(uncaughtPiclet.baseSpeed, newLevel),
        
        // Reset move PP to full
        moves: uncaughtPiclet.moves.map(move => ({
          ...move,
          currentPp: move.pp
        }))
      };
      
      // Set roster position 0 if this is the first caught piclet
      const existingCaughtPiclets = await getCaughtPiclets();
      if (existingCaughtPiclets.length === 0) {
        Object.assign(updates, {
          rosterPosition: 0,
          isInRoster: true
        });
      }
      
      // Update the existing piclet
      await db.picletInstances.update(uncaughtPiclet.id!, updates);
      
      // Return the updated piclet
      return { ...uncaughtPiclet, ...updates };
    }
    
    // If no uncaught piclet found, this is a recatch - create a new instance using caught piclet as template
    const caughtPiclets = await getCaughtPiclets();
    const templatePiclet = caughtPiclets.find(p => p.typeId === encounter.picletTypeId);
    
    if (!templatePiclet) {
      throw new Error(`Piclet type not found: ${encounter.picletTypeId}`);
    }
    
    // Create a new piclet instance for recatch
    const newLevel = encounter.enemyLevel || 5;
    
    const newPiclet: Omit<PicletInstance, 'id'> = {
      ...templatePiclet,
      level: newLevel,
      xp: 0,
      currentHp: calculateHp(templatePiclet.baseHp, newLevel),
      maxHp: calculateHp(templatePiclet.baseHp, newLevel),
      attack: calculateStat(templatePiclet.baseAttack, newLevel),
      defense: calculateStat(templatePiclet.baseDefense, newLevel),
      fieldAttack: calculateStat(templatePiclet.baseFieldAttack, newLevel),
      fieldDefense: calculateStat(templatePiclet.baseFieldDefense, newLevel),
      speed: calculateStat(templatePiclet.baseSpeed, newLevel),
      
      // Reset move PP to full
      moves: templatePiclet.moves.map(move => ({
        ...move,
        currentPp: move.pp
      })),
      
      // Clear roster info for new catch
      isInRoster: false,
      rosterPosition: undefined,
      caught: true,
      caughtAt: new Date()
    };
    
    // Save the new piclet
    const id = await db.picletInstances.add(newPiclet);
    return { ...newPiclet, id };
  }
}