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import { describe, it, expect, beforeEach } from 'vitest';
import { BattleEngine } from './BattleEngine';
import type { PicletDefinition } from './types';
import { PicletType, AttackType } from './types';

describe('Field Effects System', () => {
  let contactAttacker: PicletDefinition;
  let nonContactAttacker: PicletDefinition;
  let fieldEffectUser: PicletDefinition;
  let basicOpponent: PicletDefinition;

  beforeEach(() => {
    // Piclet that uses contact moves
    contactAttacker = {
      name: "Contact Fighter",
      description: "Uses contact moves",
      tier: 'medium',
      primaryType: PicletType.BEAST,
      baseStats: { hp: 80, attack: 80, defense: 60, speed: 70 },
      nature: "Adamant",
      specialAbility: { name: "No Ability", description: "" },
      movepool: [
        {
          name: "Physical Strike",
          type: AttackType.BEAST,
          power: 60,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: ['contact'],
          effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
        }
      ]
    };

    // Piclet that uses non-contact moves
    nonContactAttacker = {
      name: "Ranged Fighter",
      description: "Uses non-contact moves",
      tier: 'medium',
      primaryType: PicletType.SPACE,
      baseStats: { hp: 80, attack: 80, defense: 60, speed: 70 },
      nature: "Modest",
      specialAbility: { name: "No Ability", description: "" },
      movepool: [
        {
          name: "Energy Blast",
          type: AttackType.SPACE,
          power: 60,
          accuracy: 100,
          pp: 15,
          priority: 0,
          flags: [],
          effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
        }
      ]
    };

    // Piclet that can create field effects
    fieldEffectUser = {
      name: "Field Controller",
      description: "Controls battlefield effects",
      tier: 'medium',
      primaryType: PicletType.BEAST, // Changed to BEAST so opponent can damage it
      baseStats: { hp: 100, attack: 60, defense: 80, speed: 60 },
      nature: "Calm",
      specialAbility: { name: "No Ability", description: "" },
      movepool: [
        {
          name: "Contact Barrier",
          type: AttackType.SPACE,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'fieldEffect',
              effect: 'reflect',
              target: 'playerSide',
              stackable: false
            }
          ]
        },
        {
          name: "Non-Contact Barrier",
          type: AttackType.SPACE,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'fieldEffect',
              effect: 'lightScreen',
              target: 'playerSide',
              stackable: false
            }
          ]
        },
        {
          name: "Entry Spikes",
          type: AttackType.MINERAL,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'fieldEffect',
              effect: 'spikes',
              target: 'opponentSide',
              stackable: true
            }
          ]
        },
        {
          name: "Healing Field",
          type: AttackType.FLORA,
          power: 0,
          accuracy: 100,
          pp: 10,
          priority: 0,
          flags: [],
          effects: [
            {
              type: 'fieldEffect',
              effect: 'healingMist',
              target: 'field',
              stackable: false
            }
          ]
        }
      ]
    };

    // Basic opponent for testing
    basicOpponent = {
      name: "Basic Opponent",
      description: "Standard test opponent",
      tier: 'medium',
      primaryType: PicletType.BEAST,
      baseStats: { hp: 80, attack: 60, defense: 60, speed: 60 },
      nature: "Hardy",
      specialAbility: { name: "No Ability", description: "" },
      movepool: [
        {
          name: "Basic Attack",
          type: AttackType.NORMAL,
          power: 50,
          accuracy: 100,
          pp: 20,
          priority: 0,
          flags: ['contact'],
          effects: [{ type: 'damage', target: 'opponent', amount: 'normal' }]
        }
      ]
    };
  });

  describe('Contact Damage Reduction (Reflect)', () => {
    it('should reduce contact move damage by 50%', () => {
      const engine = new BattleEngine(fieldEffectUser, contactAttacker);
      
      // Set up barrier first
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Basic Attack (will be reduced)
      );

      const log = engine.getLog();
      expect(log.some(msg => msg.includes('barrier was raised to reduce contact move damage'))).toBe(true);
      
      // Test that subsequent contact moves are reduced
      const initialHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier (no effect, already active)
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Basic Attack (should be reduced)
      );
      
      const finalHp = engine.getState().playerPiclet.currentHp;
      const damage = initialHp - finalHp;
      
      // Damage should be significantly reduced (less than normal ~30-40 damage)
      expect(damage).toBeLessThan(25);
      expect(damage).toBeGreaterThan(0); // But still some damage
    });

    it('should not reduce non-contact move damage', () => {
      const engine = new BattleEngine(fieldEffectUser, nonContactAttacker);
      
      // Set up contact barrier
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Energy Blast (non-contact)
      );
      
      // Test that non-contact moves are NOT reduced
      const initialHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Energy Blast (should not be reduced)
      );
      
      const finalHp = engine.getState().playerPiclet.currentHp;
      const damage = initialHp - finalHp;
      
      // Damage should be normal (around 30-50)
      expect(damage).toBeGreaterThan(25);
    });
  });

  describe('Non-Contact Damage Reduction (Light Screen)', () => {
    it('should reduce non-contact move damage by 50%', () => {
      const engine = new BattleEngine(fieldEffectUser, nonContactAttacker);
      
      // Set up non-contact barrier
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 1 }, // Non-Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Energy Blast (should be reduced)
      );

      const log = engine.getLog();
      expect(log.some(msg => msg.includes('barrier was raised to reduce non-contact move damage'))).toBe(true);
      
      // Test reduction on subsequent turn
      const initialHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 1 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Energy Blast (should be reduced)
      );
      
      const finalHp = engine.getState().playerPiclet.currentHp;
      const damage = initialHp - finalHp;
      
      // Damage should be reduced
      expect(damage).toBeLessThan(25);
      expect(damage).toBeGreaterThan(0);
    });

    it('should not reduce contact move damage', () => {
      const engine = new BattleEngine(fieldEffectUser, contactAttacker);
      
      // Set up non-contact barrier
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 1 }, // Non-Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Physical Strike (contact)
      );
      
      // Test that contact moves are NOT reduced
      const initialHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 1 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Physical Strike (should not be reduced)
      );
      
      const finalHp = engine.getState().playerPiclet.currentHp;
      const damage = initialHp - finalHp;
      
      // Damage should be normal
      expect(damage).toBeGreaterThan(25);
    });
  });

  describe('Entry Hazards (Spikes)', () => {
    it('should set up entry spikes on opponent side', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const log = engine.getLog();
      expect(log.some(msg => msg.includes('Entry spikes were scattered'))).toBe(true);
      
      // Check that field effect was applied
      const state = engine.getState();
      expect(state.fieldEffects.some(effect => effect.name === 'entryHazardSpikes')).toBe(true);
    });

    it('should be stackable', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Apply spikes twice
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes again
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      const state = engine.getState();
      const spikeEffects = state.fieldEffects.filter(effect => effect.name === 'entryHazardSpikes');
      expect(spikeEffects.length).toBe(2); // Should stack
    });
  });

  describe('Healing Field', () => {
    it('should create a healing field that affects both sides', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Damage both piclets first
      engine['state'].playerPiclet.currentHp = Math.floor(engine['state'].playerPiclet.maxHp * 0.5);
      engine['state'].opponentPiclet.currentHp = Math.floor(engine['state'].opponentPiclet.maxHp * 0.5);
      
      const playerInitialHp = engine.getState().playerPiclet.currentHp;
      const opponentInitialHp = engine.getState().opponentPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );

      const log = engine.getLog();
      expect(log.some(msg => msg.includes('healing field was created'))).toBe(true);
      
      // Both piclets should be healed at end of turn
      const playerFinalHp = engine.getState().playerPiclet.currentHp;
      const opponentFinalHp = engine.getState().opponentPiclet.currentHp;
      
      expect(playerFinalHp).toBeGreaterThan(playerInitialHp);
      expect(opponentFinalHp).toBeGreaterThan(opponentInitialHp);
      expect(log.some(msg => msg.includes('healed by the healing field'))).toBe(true);
    });

    it('should not heal piclets at full HP', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Both piclets at full HP
      const playerInitialHp = engine.getState().playerPiclet.currentHp;
      const opponentInitialHp = engine.getState().opponentPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      // HP should remain the same
      const playerFinalHp = engine.getState().playerPiclet.currentHp;
      const opponentFinalHp = engine.getState().opponentPiclet.currentHp;
      
      expect(playerFinalHp).toBe(playerInitialHp);
      expect(opponentFinalHp).toBe(opponentInitialHp);
    });
  });

  describe('Field Effect Duration and Management', () => {
    it('should expire field effects after 5 turns', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Create a barrier
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      // Verify it exists
      expect(engine.getState().fieldEffects.length).toBe(1);
      
      // Pass 5 turns
      for (let i = 0; i < 5; i++) {
        engine.executeActions(
          { type: 'move', piclet: 'player', moveIndex: 0 },
          { type: 'move', piclet: 'opponent', moveIndex: 0 }
        );
      }
      
      // Effect should have expired
      const log = engine.getLog();
      expect(log.some(msg => msg.includes('faded away'))).toBe(true);
      expect(engine.getState().fieldEffects.length).toBe(0);
    });

    it('should not stack non-stackable effects', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Apply same barrier twice
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier again
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      // Should only have one effect (refreshed duration)
      const contactBarriers = engine.getState().fieldEffects.filter(
        effect => effect.name === 'contactDamageReduction'
      );
      expect(contactBarriers.length).toBe(1);
    });

    it('should properly format field effect names in logs', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      // Pass enough turns for effect to fade
      for (let i = 0; i < 5; i++) {
        engine.executeActions(
          { type: 'move', piclet: 'player', moveIndex: 0 },
          { type: 'move', piclet: 'opponent', moveIndex: 0 }
        );
      }
      
      const log = engine.getLog();
      expect(log.some(msg => 
        msg.includes('Contact damage barrier faded away') ||
        msg.includes('contact damage barrier faded away')
      )).toBe(true);
    });
  });

  describe('Field Effect Integration with Battle Flow', () => {
    it('should apply field effects during damage calculation', () => {
      const engine = new BattleEngine(fieldEffectUser, contactAttacker);
      
      // Measure baseline damage first
      const baselineEngine = new BattleEngine(fieldEffectUser, contactAttacker);
      const baselineInitialHp = baselineEngine.getState().playerPiclet.currentHp;
      
      baselineEngine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // No barrier
      );
      
      const baselineDamage = baselineInitialHp - baselineEngine.getState().playerPiclet.currentHp;
      
      // Now test with barrier
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      const protectedInitialHp = engine.getState().playerPiclet.currentHp;
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 },
        { type: 'move', piclet: 'opponent', moveIndex: 0 }  // Attack against barrier
      );
      
      const protectedDamage = protectedInitialHp - engine.getState().playerPiclet.currentHp;
      
      // Protected damage should be significantly less
      expect(protectedDamage).toBeLessThan(baselineDamage * 0.75);
    });

    it('should handle multiple field effects simultaneously', () => {
      const engine = new BattleEngine(fieldEffectUser, basicOpponent);
      
      // Apply multiple field effects
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 0 }, // Contact Barrier
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 3 }, // Healing Field
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      engine.executeActions(
        { type: 'move', piclet: 'player', moveIndex: 2 }, // Entry Spikes
        { type: 'move', piclet: 'opponent', moveIndex: 0 }
      );
      
      // Should have 3 different field effects
      const state = engine.getState();
      expect(state.fieldEffects.length).toBe(3);
      
      const effectNames = state.fieldEffects.map(effect => effect.name);
      expect(effectNames).toContain('contactDamageReduction');
      expect(effectNames).toContain('healingField');
      expect(effectNames).toContain('entryHazardSpikes');
    });
  });
});