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import { db } from './index';
import type { Encounter, PicletInstance } from './schema';
import { EncounterType } from './schema';
import { getOrCreateGameState, markEncountersRefreshed } from './gameState';

// 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 if player has caught any piclets first
    const playerPiclets = await db.picletInstances.toArray();
    
    if (playerPiclets.length === 0) {
      // No piclets caught yet - check for discovered piclets
      // For now, we'll check the monsters collection as a proxy for discovered piclets
      // In a real app, this would check a remote database for piclets discovered by scanning
      const discoveredPiclets = await db.monsters.toArray();
      
      if (discoveredPiclets.length === 0) {
        // No piclets discovered yet - return empty encounters
        await db.encounters.clear();
        await markEncountersRefreshed();
        return [];
      }
      
      // Player has discovered but not caught any piclets - show ONLY first catch encounter
      const firstDiscovered = discoveredPiclets[0];
      encounters.push({
        type: EncounterType.WILD_PICLET,
        title: 'Your First Piclet!',
        description: 'A friendly piclet appears! This one seems easy to catch.',
        picletTypeId: firstDiscovered.name.toLowerCase().replace(/\s+/g, '-'),
        enemyLevel: 5,
        createdAt: new Date()
      });
      
      // IMPORTANT: Return here - don't add shop/health center for first catch
      await db.encounters.clear();
      await db.encounters.add(encounters[0]);
      await markEncountersRefreshed();
      return await this.getCurrentEncounters();
    }
    
    // Player has piclets - generate normal encounters
    
    // Always add shop and health center first
    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()
    });
    
    // Generate wild piclet encounters
    const wildEncounters = await this.generateWildEncounters();
    encounters.push(...wildEncounters);

    // 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(): Promise<Omit<Encounter, 'id'>> {
    // TODO: Replace with actual piclet data when available
    // For now, using placeholder data
    return {
      type: EncounterType.WILD_PICLET,
      title: 'Your First Piclet!',
      description: 'A friendly piclet appears! This one seems easy to catch.',
      picletTypeId: 'starter-001', // Placeholder ID
      enemyLevel: 5,
      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 all discovered monsters
    const discoveredMonsters = await db.monsters.toArray();
    if (discoveredMonsters.length === 0) return encounters;
    
    // Get player's caught piclets to potentially exclude them
    const caughtPiclets = await db.picletInstances.toArray();
    const caughtTypeIds = new Set(caughtPiclets.map(p => p.typeId));
    
    // Filter for uncaught monsters (optional - you might want to allow catching duplicates)
    const availableMonsters = discoveredMonsters; // Or filter: .filter(m => !caughtTypeIds.has(m.name.toLowerCase().replace(/\s+/g, '-')))
    
    const encounterCount = MIN_WILD_ENCOUNTERS + Math.floor(Math.random() * (MAX_WILD_ENCOUNTERS - MIN_WILD_ENCOUNTERS + 1));
    
    for (let i = 0; i < encounterCount; i++) {
      // Pick a random monster from discovered ones
      const monster = availableMonsters[Math.floor(Math.random() * availableMonsters.length)];
      
      const levelVariance = Math.floor(Math.random() * (LEVEL_VARIANCE * 2 + 1)) - LEVEL_VARIANCE;
      const enemyLevel = Math.max(1, avgLevel + levelVariance);
      
      encounters.push({
        type: EncounterType.WILD_PICLET,
        title: `Wild ${monster.name} Appeared!`,
        description: `A level ${enemyLevel} ${monster.name} blocks your path!`,
        picletTypeId: monster.name.toLowerCase().replace(/\s+/g, '-'),
        enemyLevel,
        createdAt: new Date()
      });
    }
    
    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 allPiclets = await db.picletInstances.toArray();
      if (allPiclets.length === 0) return 5; // Default starting level
      
      const totalLevel = allPiclets.reduce((sum, p) => sum + p.level, 0);
      return Math.round(totalLevel / allPiclets.length);
    }
    
    const totalLevel = rosterPiclets.reduce((sum, p) => sum + p.level, 0);
    return Math.round(totalLevel / rosterPiclets.length);
  }

  // Catch a wild piclet (for first encounter)
  static async catchWildPiclet(encounter: Encounter): Promise<PicletInstance> {
    if (!encounter.picletTypeId) throw new Error('No piclet type specified');
    
    // Import the conversion function
    const { monsterToPicletInstance } = await import('./piclets');
    
    // Get the monster data by name (typeId is the lowercase hyphenated name)
    const monsterName = encounter.picletTypeId.replace(/-/g, ' ').replace(/\b\w/g, l => l.toUpperCase());
    const monster = await db.monsters
      .where('name')
      .equals(monsterName)
      .first();
    
    if (!monster) {
      throw new Error(`Monster not found: ${monsterName}`);
    }
    
    // Convert monster to piclet instance
    const picletData = await monsterToPicletInstance(monster, encounter.enemyLevel || 5);
    
    // Set roster position 0 if this is the first piclet
    const existingPiclets = await db.picletInstances.toArray();
    if (existingPiclets.length === 0) {
      picletData.rosterPosition = 0;
    }
    
    // Save the new piclet
    const id = await db.picletInstances.add(picletData);
    return { ...picletData, id };
  }
}