File size: 4,495 Bytes
7428b13
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
import type { PicletInstance, BattleState, BattlePhase } from './schema';
import { db } from './index';

export class BattleService {
  // Initialize a new battle
  static createBattleState(
    playerPiclet: PicletInstance,
    enemyPiclet: PicletInstance,
    isWildBattle: boolean = true
  ): BattleState {
    return {
      phase: 'intro' as BattlePhase,
      currentTurn: 0,
      playerPiclet,
      enemyPiclet,
      isWildBattle,
      processingTurn: false,
      battleEnded: false
    };
  }

  // Calculate damage (simplified formula)
  static calculateDamage(
    attacker: PicletInstance,
    defender: PicletInstance,
    move: any
  ): number {
    const baseDamage = move.power || 50;
    const attackStat = move.type === 'physical' ? attacker.attack : attacker.fieldAttack;
    const defenseStat = move.type === 'physical' ? defender.defense : defender.fieldDefense;
    
    // Simple damage formula
    const damage = Math.floor((baseDamage * (attackStat / defenseStat) * 0.5) + 10);
    
    // Add some randomness (85-100% of calculated damage)
    const randomFactor = 0.85 + Math.random() * 0.15;
    
    return Math.floor(damage * randomFactor);
  }

  // Check if move hits (based on accuracy)
  static doesMoveHit(accuracy: number): boolean {
    return Math.random() * 100 < accuracy;
  }

  // Calculate capture rate for wild piclets
  static calculateCaptureRate(
    targetPiclet: PicletInstance,
    targetMaxHp: number
  ): number {
    const hpFactor = (targetMaxHp - targetPiclet.currentHp) / targetMaxHp;
    const levelFactor = Math.max(0.5, 1 - (targetPiclet.level / 100));
    
    // Base capture rate increases with damage and lower level
    const baseRate = 0.3; // 30% base rate
    const captureRate = baseRate + (hpFactor * 0.4) + (levelFactor * 0.3);
    
    return Math.min(0.95, captureRate); // Cap at 95%
  }

  // Attempt to catch a wild piclet
  static attemptCapture(
    targetPiclet: PicletInstance
  ): { success: boolean; shakes: number } {
    const captureRate = this.calculateCaptureRate(targetPiclet, targetPiclet.maxHp);
    const roll = Math.random();
    
    // Calculate shakes (0-3)
    let shakes = 0;
    if (roll < captureRate * 0.9) shakes = 1;
    if (roll < captureRate * 0.7) shakes = 2;
    if (roll < captureRate * 0.5) shakes = 3;
    
    return {
      success: roll < captureRate,
      shakes
    };
  }

  // Create a caught piclet instance
  static async createCaughtPiclet(
    wildPiclet: PicletInstance
  ): Promise<PicletInstance> {
    const caughtPiclet: Omit<PicletInstance, 'id'> = {
      ...wildPiclet,
      isInRoster: false, // Goes to storage initially
      rosterPosition: undefined,
      caughtAt: new Date()
    };
    
    const id = await db.picletInstances.add(caughtPiclet);
    return { ...caughtPiclet, id };
  }

  // Calculate experience gain
  static calculateExpGain(
    defeatedPiclet: PicletInstance,
    isWild: boolean
  ): number {
    const baseExp = 50 + (defeatedPiclet.level * 10);
    const wildModifier = isWild ? 1 : 1.5; // Trainer piclets give more exp
    
    return Math.floor(baseExp * wildModifier);
  }

  // Check if piclet should level up
  static checkLevelUp(
    piclet: PicletInstance,
    expGained: number
  ): { leveledUp: boolean; newLevel: number } {
    const newExp = piclet.xp + expGained;
    const expForNextLevel = this.getExpForLevel(piclet.level + 1);
    
    if (newExp >= expForNextLevel) {
      return {
        leveledUp: true,
        newLevel: piclet.level + 1
      };
    }
    
    return {
      leveledUp: false,
      newLevel: piclet.level
    };
  }

  // Get experience required for a level
  static getExpForLevel(level: number): number {
    // Simple exponential growth formula
    return Math.floor(Math.pow(level, 2.5) * 10);
  }

  // Apply stat boosts for level up
  static applyLevelUpStats(piclet: PicletInstance): PicletInstance {
    // Simple stat growth (5-10% increase per level)
    const growthFactor = 1.07;
    
    return {
      ...piclet,
      level: piclet.level + 1,
      maxHp: Math.floor(piclet.maxHp * growthFactor),
      currentHp: Math.floor(piclet.currentHp * growthFactor),
      attack: Math.floor(piclet.attack * growthFactor),
      defense: Math.floor(piclet.defense * growthFactor),
      fieldAttack: Math.floor(piclet.fieldAttack * growthFactor),
      fieldDefense: Math.floor(piclet.fieldDefense * growthFactor),
      speed: Math.floor(piclet.speed * growthFactor)
    };
  }
}