closer to battle running
Browse files- src/lib/battle-engine/types.ts +3 -2
- src/lib/components/Battle/ActionButtons.svelte +3 -0
- src/lib/components/Battle/ActionViewSelector.svelte +90 -12
- src/lib/components/Battle/BattleControls.svelte +3 -0
- src/lib/components/Battle/BattleField.svelte +54 -6
- src/lib/components/Battle/FieldEffectIndicator.svelte +105 -0
- src/lib/components/Battle/StatusEffectIndicator.svelte +90 -0
- src/lib/components/Pages/Battle.svelte +120 -77
- src/lib/components/PicletGenerator/PicletGenerator.svelte +6 -1
- src/lib/db/piclets.ts +94 -30
- src/lib/types/index.ts +39 -1
- src/lib/utils/battleConversion.ts +179 -0
src/lib/battle-engine/types.ts
CHANGED
@@ -3,9 +3,10 @@
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* Based on battle_system_design.md specification
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*/
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-
import { PicletType, AttackType, TypeEffectiveness } from '../types/picletTypes';
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-
export { PicletType, AttackType
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export type Tier = 'low' | 'medium' | 'high' | 'legendary';
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* Based on battle_system_design.md specification
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*/
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import { PicletType, AttackType, type TypeEffectiveness } from '../types/picletTypes';
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export { PicletType, AttackType };
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export type { TypeEffectiveness };
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export type Tier = 'low' | 'medium' | 'high' | 'legendary';
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src/lib/components/Battle/ActionButtons.svelte
CHANGED
@@ -1,12 +1,14 @@
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<script lang="ts">
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import ActionViewSelector, { type ActionView } from './ActionViewSelector.svelte';
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import type { PicletInstance, BattleMove } from '$lib/db/schema';
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export let isWildBattle: boolean;
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance | null = null;
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export let availablePiclets: PicletInstance[] = [];
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export let processingTurn: boolean = false;
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export let onAction: (action: string) => void;
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export let onMoveSelect: (move: BattleMove) => void = () => {};
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export let onPicletSelect: (piclet: PicletInstance) => void = () => {};
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@@ -46,6 +48,7 @@
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{availablePiclets}
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{enemyPiclet}
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{isWildBattle}
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onMoveSelected={handleMoveSelected}
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onPicletSelected={handlePicletSelected}
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onCaptureAttempt={handleCaptureAttempt}
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<script lang="ts">
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import ActionViewSelector, { type ActionView } from './ActionViewSelector.svelte';
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import type { PicletInstance, BattleMove } from '$lib/db/schema';
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import type { BattleState } from '$lib/battle-engine/types';
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export let isWildBattle: boolean;
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance | null = null;
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export let availablePiclets: PicletInstance[] = [];
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export let processingTurn: boolean = false;
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+
export let battleState: BattleState | undefined = undefined;
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export let onAction: (action: string) => void;
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export let onMoveSelect: (move: BattleMove) => void = () => {};
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export let onPicletSelect: (piclet: PicletInstance) => void = () => {};
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{availablePiclets}
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{enemyPiclet}
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{isWildBattle}
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+
{battleState}
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onMoveSelected={handleMoveSelected}
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onPicletSelected={handlePicletSelected}
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onCaptureAttempt={handleCaptureAttempt}
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src/lib/components/Battle/ActionViewSelector.svelte
CHANGED
@@ -1,7 +1,10 @@
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<script lang="ts">
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import type { PicletInstance, BattleMove } from '$lib/db/schema';
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-
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-
export type ActionView = 'main' | 'moves' | 'piclets' | 'items' | 'stats' | 'forcedSwap';
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export let currentView: ActionView = 'main';
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export let onViewChange: (view: ActionView) => void;
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export let availablePiclets: PicletInstance[] = [];
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export let enemyPiclet: PicletInstance | null = null;
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export let isWildBattle: boolean = false;
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export let onMoveSelected: (move: BattleMove) => void = () => {};
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export let onPicletSelected: (piclet: PicletInstance) => void = () => {};
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export let onCaptureAttempt: () => void = () => {};
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export let currentPicletId: number | null = null;
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export let processingTurn: boolean = false;
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// Main action items
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const actions = [
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{ title: 'Act', icon: '⚔️', view: 'moves' as ActionView },
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@@ -59,8 +66,10 @@
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<div class="sub-view-content">
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{#if currentView === 'moves'}
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<div class="sub-view-list">
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-
{#each moves as move}
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{@const isDisabled = move.currentPp <= 0}
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<button
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class="sub-item move-item"
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on:click={() => !isDisabled && onMoveSelected(move)}
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@@ -68,15 +77,44 @@
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>
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<span class="type-emoji" class:disabled={isDisabled}>
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{move.type === 'normal' ? '⚪' :
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-
move.type === '
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-
move.type === '
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</span>
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<div class="move-info">
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-
<div class="move-name" class:disabled={isDisabled}>
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-
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</div>
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-
<div class="move-
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PP: {move.currentPp}/{move.pp}
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</div>
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</button>
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{/each}
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@@ -335,6 +373,42 @@
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color: #c7c7cc;
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}
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.move-pp {
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font-size: 12px;
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padding: 4px 8px;
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@@ -344,9 +418,13 @@
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white-space: nowrap;
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}
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-
.move-
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-
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-
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}
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/* Piclet items */
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<script context="module" lang="ts">
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export type ActionView = 'main' | 'moves' | 'piclets' | 'items' | 'stats' | 'forcedSwap';
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</script>
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<script lang="ts">
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import type { PicletInstance, BattleMove } from '$lib/db/schema';
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import type { BattleState } from '$lib/battle-engine/types';
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export let currentView: ActionView = 'main';
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export let onViewChange: (view: ActionView) => void;
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export let availablePiclets: PicletInstance[] = [];
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export let enemyPiclet: PicletInstance | null = null;
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export let isWildBattle: boolean = false;
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+
export let battleState: BattleState | undefined = undefined;
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export let onMoveSelected: (move: BattleMove) => void = () => {};
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export let onPicletSelected: (piclet: PicletInstance) => void = () => {};
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export let onCaptureAttempt: () => void = () => {};
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export let currentPicletId: number | null = null;
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export let processingTurn: boolean = false;
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// Enhanced move information from battle state
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$: enhancedMoves = battleState?.playerPiclet?.moves || [];
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// Main action items
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const actions = [
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{ title: 'Act', icon: '⚔️', view: 'moves' as ActionView },
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<div class="sub-view-content">
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{#if currentView === 'moves'}
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<div class="sub-view-list">
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{#each moves as move, index}
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{@const isDisabled = move.currentPp <= 0}
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{@const enhancedMove = enhancedMoves[index]}
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{@const battleMove = enhancedMove?.move}
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<button
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class="sub-item move-item"
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on:click={() => !isDisabled && onMoveSelected(move)}
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>
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<span class="type-emoji" class:disabled={isDisabled}>
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{move.type === 'normal' ? '⚪' :
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move.type === 'beast' ? '🦁' :
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move.type === 'bug' ? '🐛' :
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move.type === 'aquatic' ? '🌊' :
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move.type === 'flora' ? '🌿' :
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move.type === 'mineral' ? '💎' :
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move.type === 'space' ? '🌌' :
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move.type === 'machina' ? '⚙️' :
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move.type === 'structure' ? '🏗️' :
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move.type === 'culture' ? '🎭' :
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move.type === 'cuisine' ? '🍽️' : '❓'}
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</span>
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<div class="move-info">
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<div class="move-name" class:disabled={isDisabled}>
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{move.name}
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{#if battleMove?.power > 0}
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<span class="move-power">⚡{battleMove.power}</span>
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{/if}
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</div>
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<div class="move-desc" class:disabled={isDisabled}>
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{#if battleMove?.effects && battleMove.effects.length > 0}
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{battleMove.effects.length} effects • {move.description}
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{:else}
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{move.description}
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{/if}
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</div>
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{#if battleMove?.flags && battleMove.flags.length > 0}
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<div class="move-flags">
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{#each battleMove.flags as flag}
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<span class="flag-badge">{flag}</span>
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{/each}
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</div>
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{/if}
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</div>
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<div class="move-stats" class:disabled={isDisabled}>
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<div class="move-pp">PP: {move.currentPp}/{move.pp}</div>
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{#if battleMove}
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<div class="move-accuracy">Acc: {battleMove.accuracy}%</div>
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{/if}
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</div>
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</button>
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{/each}
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color: #c7c7cc;
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}
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.move-power {
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font-size: 11px;
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color: #ff6b35;
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font-weight: bold;
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margin-left: 6px;
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}
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.move-flags {
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display: flex;
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gap: 4px;
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margin-top: 4px;
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flex-wrap: wrap;
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}
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.flag-badge {
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font-size: 10px;
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padding: 2px 6px;
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background: #e3f2fd;
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color: #1976d2;
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border-radius: 8px;
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font-weight: 500;
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}
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.move-stats {
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display: flex;
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flex-direction: column;
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gap: 2px;
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align-items: flex-end;
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}
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+
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.move-stats.disabled .move-pp,
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.move-stats.disabled .move-accuracy {
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background: #f2f2f7;
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color: #8e8e93;
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}
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.move-pp {
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font-size: 12px;
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padding: 4px 8px;
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white-space: nowrap;
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}
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+
.move-accuracy {
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font-size: 11px;
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padding: 2px 6px;
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background: #e8f5e8;
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color: #2e7d32;
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border-radius: 8px;
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white-space: nowrap;
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}
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/* Piclet items */
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src/lib/components/Battle/BattleControls.svelte
CHANGED
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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import ActionButtons from './ActionButtons.svelte';
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import TypewriterText from './TypewriterText.svelte';
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@@ -11,6 +12,7 @@
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance;
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export let rosterPiclets: PicletInstance[] = [];
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export let onAction: (action: string) => void;
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export let onMoveSelect: (move: any) => void;
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export let onPicletSelect: (piclet: PicletInstance) => void;
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@@ -34,6 +36,7 @@
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{enemyPiclet}
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{availablePiclets}
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{processingTurn}
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{onAction}
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{onMoveSelect}
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{onPicletSelect}
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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import type { BattleState } from '$lib/battle-engine/types';
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import ActionButtons from './ActionButtons.svelte';
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import TypewriterText from './TypewriterText.svelte';
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance;
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export let rosterPiclets: PicletInstance[] = [];
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export let battleState: BattleState | undefined = undefined;
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export let onAction: (action: string) => void;
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export let onMoveSelect: (move: any) => void;
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export let onPicletSelect: (piclet: PicletInstance) => void;
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{enemyPiclet}
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{availablePiclets}
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{processingTurn}
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{battleState}
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{onAction}
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{onMoveSelect}
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{onPicletSelect}
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src/lib/components/Battle/BattleField.svelte
CHANGED
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import { onMount } from 'svelte';
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import { fade } from 'svelte/transition';
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import type { PicletInstance } from '$lib/db/schema';
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import PicletInfo from './PicletInfo.svelte';
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export let playerPiclet: PicletInstance;
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export let enemyPiclet: PicletInstance;
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export let playerHpPercentage: number;
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export let enemyHpPercentage: number;
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export let showIntro: boolean = false;
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// Animation states
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let playerVisible = false;
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@@ -47,6 +51,11 @@
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{/if}
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<div class="battle-content">
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<!-- Enemy Row -->
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<div class="enemy-row">
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<div class="enemy-stack" class:intro-animations={showIntro}>
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@@ -63,18 +72,30 @@
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class="piclet-image enemy-image"
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src={enemyPiclet.imageData || enemyPiclet.imageUrl}
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alt={enemyPiclet.nickname}
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-
on:error={(e) =>
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/>
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<img
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class="platform enemy-platform"
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src="/assets/grass.PNG"
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alt="Platform"
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on:error={(e) => {
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-
e.currentTarget
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-
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}}
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/>
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<div class="platform-fallback enemy-platform-fallback" style="display: none;"></div>
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</div>
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{/if}
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</div>
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class="piclet-image player-image"
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src={playerPiclet.imageData || playerPiclet.imageUrl}
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alt={playerPiclet.nickname}
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-
on:error={(e) =>
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/>
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<img
|
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class="platform player-platform"
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src="/assets/grass.PNG"
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alt="Platform"
|
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on:error={(e) => {
|
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-
e.currentTarget
|
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-
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}}
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/>
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<div class="platform-fallback player-platform-fallback" style="display: none;"></div>
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</div>
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{/if}
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@@ -269,6 +302,21 @@
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flex: 1;
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}
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/* Animations */
|
273 |
.enemy-piclet-wrapper {
|
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animation-fill-mode: both;
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2 |
import { onMount } from 'svelte';
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3 |
import { fade } from 'svelte/transition';
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4 |
import type { PicletInstance } from '$lib/db/schema';
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+
import type { BattleState } from '$lib/battle-engine/types';
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import PicletInfo from './PicletInfo.svelte';
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+
import StatusEffectIndicator from './StatusEffectIndicator.svelte';
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8 |
+
import FieldEffectIndicator from './FieldEffectIndicator.svelte';
|
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|
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export let playerPiclet: PicletInstance;
|
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export let enemyPiclet: PicletInstance;
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export let playerHpPercentage: number;
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export let enemyHpPercentage: number;
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export let showIntro: boolean = false;
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+
export let battleState: BattleState | undefined = undefined;
|
16 |
|
17 |
// Animation states
|
18 |
let playerVisible = false;
|
|
|
51 |
{/if}
|
52 |
|
53 |
<div class="battle-content">
|
54 |
+
<!-- Field Effects Display -->
|
55 |
+
{#if battleState?.fieldEffects}
|
56 |
+
<FieldEffectIndicator fieldEffects={battleState.fieldEffects} />
|
57 |
+
{/if}
|
58 |
+
|
59 |
<!-- Enemy Row -->
|
60 |
<div class="enemy-row">
|
61 |
<div class="enemy-stack" class:intro-animations={showIntro}>
|
|
|
72 |
class="piclet-image enemy-image"
|
73 |
src={enemyPiclet.imageData || enemyPiclet.imageUrl}
|
74 |
alt={enemyPiclet.nickname}
|
75 |
+
on:error={(e) => {
|
76 |
+
const target = e.currentTarget as HTMLImageElement;
|
77 |
+
target.src = 'https://via.placeholder.com/120x120?text=Piclet';
|
78 |
+
}}
|
79 |
/>
|
80 |
<img
|
81 |
class="platform enemy-platform"
|
82 |
src="/assets/grass.PNG"
|
83 |
alt="Platform"
|
84 |
on:error={(e) => {
|
85 |
+
const target = e.currentTarget as HTMLImageElement;
|
86 |
+
const nextSibling = target.nextElementSibling as HTMLElement;
|
87 |
+
target.style.display = 'none';
|
88 |
+
if (nextSibling) nextSibling.style.display = 'block';
|
89 |
}}
|
90 |
/>
|
91 |
<div class="platform-fallback enemy-platform-fallback" style="display: none;"></div>
|
92 |
+
|
93 |
+
<!-- Enemy Status Effects -->
|
94 |
+
{#if battleState?.opponentPiclet?.statusEffects}
|
95 |
+
<div class="enemy-status-effects">
|
96 |
+
<StatusEffectIndicator statusEffects={battleState.opponentPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
|
97 |
+
</div>
|
98 |
+
{/if}
|
99 |
</div>
|
100 |
{/if}
|
101 |
</div>
|
|
|
112 |
class="piclet-image player-image"
|
113 |
src={playerPiclet.imageData || playerPiclet.imageUrl}
|
114 |
alt={playerPiclet.nickname}
|
115 |
+
on:error={(e) => {
|
116 |
+
const target = e.currentTarget as HTMLImageElement;
|
117 |
+
target.src = 'https://via.placeholder.com/120x120?text=Piclet';
|
118 |
+
}}
|
119 |
/>
|
120 |
<img
|
121 |
class="platform player-platform"
|
122 |
src="/assets/grass.PNG"
|
123 |
alt="Platform"
|
124 |
on:error={(e) => {
|
125 |
+
const target = e.currentTarget as HTMLImageElement;
|
126 |
+
const nextSibling = target.nextElementSibling as HTMLElement;
|
127 |
+
target.style.display = 'none';
|
128 |
+
if (nextSibling) nextSibling.style.display = 'block';
|
129 |
}}
|
130 |
/>
|
131 |
<div class="platform-fallback player-platform-fallback" style="display: none;"></div>
|
132 |
+
|
133 |
+
<!-- Player Status Effects -->
|
134 |
+
{#if battleState?.playerPiclet?.statusEffects}
|
135 |
+
<div class="player-status-effects">
|
136 |
+
<StatusEffectIndicator statusEffects={battleState.playerPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
|
137 |
+
</div>
|
138 |
+
{/if}
|
139 |
</div>
|
140 |
{/if}
|
141 |
|
|
|
302 |
flex: 1;
|
303 |
}
|
304 |
|
305 |
+
/* Status Effects Positioning */
|
306 |
+
.enemy-status-effects {
|
307 |
+
position: absolute;
|
308 |
+
top: -10px;
|
309 |
+
right: -10px;
|
310 |
+
z-index: 5;
|
311 |
+
}
|
312 |
+
|
313 |
+
.player-status-effects {
|
314 |
+
position: absolute;
|
315 |
+
bottom: -10px;
|
316 |
+
left: -10px;
|
317 |
+
z-index: 5;
|
318 |
+
}
|
319 |
+
|
320 |
/* Animations */
|
321 |
.enemy-piclet-wrapper {
|
322 |
animation-fill-mode: both;
|
src/lib/components/Battle/FieldEffectIndicator.svelte
ADDED
@@ -0,0 +1,105 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<script lang="ts">
|
2 |
+
export let fieldEffects: Array<{ effect: string; turnsRemaining?: number; side?: string }> = [];
|
3 |
+
|
4 |
+
function getFieldEffectColor(effect: string): string {
|
5 |
+
if (effect.includes('weather')) return '#4dabf7';
|
6 |
+
if (effect.includes('terrain')) return '#51cf66';
|
7 |
+
if (effect.includes('hazard')) return '#ff6b6b';
|
8 |
+
return '#868e96';
|
9 |
+
}
|
10 |
+
|
11 |
+
function getFieldEffectIcon(effect: string): string {
|
12 |
+
if (effect.includes('storm')) return '⛈️';
|
13 |
+
if (effect.includes('rain')) return '🌧️';
|
14 |
+
if (effect.includes('sun')) return '☀️';
|
15 |
+
if (effect.includes('snow')) return '🌨️';
|
16 |
+
if (effect.includes('spikes')) return '⚡';
|
17 |
+
if (effect.includes('reflect')) return '🛡️';
|
18 |
+
return '🌀';
|
19 |
+
}
|
20 |
+
</script>
|
21 |
+
|
22 |
+
{#if fieldEffects.length > 0}
|
23 |
+
<div class="field-effects">
|
24 |
+
<div class="field-effects-header">Field Effects</div>
|
25 |
+
{#each fieldEffects as effect}
|
26 |
+
<div
|
27 |
+
class="field-effect"
|
28 |
+
style="background-color: {getFieldEffectColor(effect.effect)}"
|
29 |
+
title="{effect.effect}{effect.turnsRemaining ? ` (${effect.turnsRemaining} turns)` : ''}"
|
30 |
+
>
|
31 |
+
<span class="effect-icon">{getFieldEffectIcon(effect.effect)}</span>
|
32 |
+
<span class="effect-name">{effect.effect}</span>
|
33 |
+
{#if effect.turnsRemaining}
|
34 |
+
<span class="turns-remaining">{effect.turnsRemaining}</span>
|
35 |
+
{/if}
|
36 |
+
{#if effect.side}
|
37 |
+
<span class="effect-side">({effect.side})</span>
|
38 |
+
{/if}
|
39 |
+
</div>
|
40 |
+
{/each}
|
41 |
+
</div>
|
42 |
+
{/if}
|
43 |
+
|
44 |
+
<style>
|
45 |
+
.field-effects {
|
46 |
+
position: absolute;
|
47 |
+
top: 10px;
|
48 |
+
left: 50%;
|
49 |
+
transform: translateX(-50%);
|
50 |
+
display: flex;
|
51 |
+
flex-direction: column;
|
52 |
+
align-items: center;
|
53 |
+
gap: 4px;
|
54 |
+
z-index: 10;
|
55 |
+
}
|
56 |
+
|
57 |
+
.field-effects-header {
|
58 |
+
background: rgba(0, 0, 0, 0.7);
|
59 |
+
color: white;
|
60 |
+
padding: 2px 8px;
|
61 |
+
border-radius: 12px;
|
62 |
+
font-size: 0.7rem;
|
63 |
+
font-weight: bold;
|
64 |
+
}
|
65 |
+
|
66 |
+
.field-effect {
|
67 |
+
display: flex;
|
68 |
+
align-items: center;
|
69 |
+
gap: 4px;
|
70 |
+
padding: 3px 8px;
|
71 |
+
border-radius: 12px;
|
72 |
+
color: white;
|
73 |
+
font-size: 0.7rem;
|
74 |
+
font-weight: bold;
|
75 |
+
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
|
76 |
+
background: linear-gradient(45deg, transparent 30%, rgba(255, 255, 255, 0.1) 50%, transparent 70%);
|
77 |
+
animation: shimmer 2s infinite;
|
78 |
+
}
|
79 |
+
|
80 |
+
.effect-icon {
|
81 |
+
font-size: 0.8rem;
|
82 |
+
}
|
83 |
+
|
84 |
+
.effect-name {
|
85 |
+
font-size: 0.6rem;
|
86 |
+
text-transform: capitalize;
|
87 |
+
}
|
88 |
+
|
89 |
+
.turns-remaining {
|
90 |
+
background: rgba(255, 255, 255, 0.3);
|
91 |
+
border-radius: 8px;
|
92 |
+
padding: 1px 4px;
|
93 |
+
font-size: 0.6rem;
|
94 |
+
}
|
95 |
+
|
96 |
+
.effect-side {
|
97 |
+
font-size: 0.6rem;
|
98 |
+
opacity: 0.8;
|
99 |
+
}
|
100 |
+
|
101 |
+
@keyframes shimmer {
|
102 |
+
0%, 100% { background-position: -100% 0; }
|
103 |
+
50% { background-position: 100% 0; }
|
104 |
+
}
|
105 |
+
</style>
|
src/lib/components/Battle/StatusEffectIndicator.svelte
ADDED
@@ -0,0 +1,90 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<script lang="ts">
|
2 |
+
import type { StatusEffect } from '$lib/battle-engine/types';
|
3 |
+
|
4 |
+
export let statusEffects: { type: StatusEffect; turnsLeft?: number }[] = [];
|
5 |
+
|
6 |
+
function getStatusColor(status: StatusEffect): string {
|
7 |
+
switch (status) {
|
8 |
+
case 'burn': return '#ff6b6b';
|
9 |
+
case 'freeze': return '#74c0fc';
|
10 |
+
case 'paralyze': return '#ffd43b';
|
11 |
+
case 'poison': return '#9775fa';
|
12 |
+
case 'sleep': return '#868e96';
|
13 |
+
case 'confuse': return '#ff8cc8';
|
14 |
+
default: return '#495057';
|
15 |
+
}
|
16 |
+
}
|
17 |
+
|
18 |
+
function getStatusIcon(status: StatusEffect): string {
|
19 |
+
switch (status) {
|
20 |
+
case 'burn': return '🔥';
|
21 |
+
case 'freeze': return '❄️';
|
22 |
+
case 'paralyze': return '⚡';
|
23 |
+
case 'poison': return '☠️';
|
24 |
+
case 'sleep': return '💤';
|
25 |
+
case 'confuse': return '😵';
|
26 |
+
default: return '?';
|
27 |
+
}
|
28 |
+
}
|
29 |
+
</script>
|
30 |
+
|
31 |
+
{#if statusEffects.length > 0}
|
32 |
+
<div class="status-effects">
|
33 |
+
{#each statusEffects as effect}
|
34 |
+
<div
|
35 |
+
class="status-effect"
|
36 |
+
style="background-color: {getStatusColor(effect.type)}"
|
37 |
+
title="{effect.type}{effect.turnsLeft ? ` (${effect.turnsLeft} turns)` : ''}"
|
38 |
+
>
|
39 |
+
<span class="status-icon">{getStatusIcon(effect.type)}</span>
|
40 |
+
<span class="status-name">{effect.type.toUpperCase()}</span>
|
41 |
+
{#if effect.turnsLeft}
|
42 |
+
<span class="turns-left">{effect.turnsLeft}</span>
|
43 |
+
{/if}
|
44 |
+
</div>
|
45 |
+
{/each}
|
46 |
+
</div>
|
47 |
+
{/if}
|
48 |
+
|
49 |
+
<style>
|
50 |
+
.status-effects {
|
51 |
+
display: flex;
|
52 |
+
gap: 4px;
|
53 |
+
flex-wrap: wrap;
|
54 |
+
margin: 4px 0;
|
55 |
+
}
|
56 |
+
|
57 |
+
.status-effect {
|
58 |
+
display: flex;
|
59 |
+
align-items: center;
|
60 |
+
gap: 2px;
|
61 |
+
padding: 2px 6px;
|
62 |
+
border-radius: 12px;
|
63 |
+
color: white;
|
64 |
+
font-size: 0.7rem;
|
65 |
+
font-weight: bold;
|
66 |
+
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
|
67 |
+
animation: pulse 1.5s infinite;
|
68 |
+
}
|
69 |
+
|
70 |
+
.status-icon {
|
71 |
+
font-size: 0.8rem;
|
72 |
+
}
|
73 |
+
|
74 |
+
.status-name {
|
75 |
+
font-size: 0.6rem;
|
76 |
+
}
|
77 |
+
|
78 |
+
.turns-left {
|
79 |
+
background: rgba(255, 255, 255, 0.3);
|
80 |
+
border-radius: 8px;
|
81 |
+
padding: 1px 4px;
|
82 |
+
font-size: 0.6rem;
|
83 |
+
margin-left: 2px;
|
84 |
+
}
|
85 |
+
|
86 |
+
@keyframes pulse {
|
87 |
+
0%, 100% { opacity: 1; }
|
88 |
+
50% { opacity: 0.7; }
|
89 |
+
}
|
90 |
+
</style>
|
src/lib/components/Pages/Battle.svelte
CHANGED
@@ -4,7 +4,9 @@
|
|
4 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
5 |
import BattleField from '../Battle/BattleField.svelte';
|
6 |
import BattleControls from '../Battle/BattleControls.svelte';
|
7 |
-
import {
|
|
|
|
|
8 |
import { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
|
9 |
|
10 |
export let playerPiclet: PicletInstance;
|
@@ -13,19 +15,32 @@
|
|
13 |
export let onBattleEnd: (result: any) => void = () => {};
|
14 |
export let rosterPiclets: PicletInstance[] = []; // All roster piclets passed from parent
|
15 |
|
|
|
|
|
|
|
|
|
|
|
|
|
16 |
// Battle state
|
17 |
let currentMessage = isWildBattle
|
18 |
? `A wild ${enemyPiclet.nickname} appeared!`
|
19 |
: `Trainer wants to battle!`;
|
20 |
-
let battlePhase: 'intro' | 'main' | 'moveSelect' | 'picletSelect' | 'ended' = 'intro';
|
21 |
let processingTurn = false;
|
22 |
let battleEnded = false;
|
23 |
|
24 |
-
// HP animation states
|
25 |
let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
|
26 |
let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
|
27 |
|
28 |
onMount(() => {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
29 |
// Start intro sequence
|
30 |
setTimeout(() => {
|
31 |
currentMessage = `Go, ${playerPiclet.nickname}!`;
|
@@ -63,97 +78,123 @@
|
|
63 |
}
|
64 |
|
65 |
function handleMoveSelect(move: BattleMove) {
|
|
|
|
|
66 |
battlePhase = 'main';
|
67 |
processingTurn = true;
|
68 |
-
currentMessage = `${playerPiclet.nickname} used ${move.name}!`;
|
69 |
|
70 |
-
|
71 |
-
|
72 |
-
|
73 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
74 |
return;
|
75 |
}
|
76 |
|
77 |
-
|
78 |
-
const
|
|
|
|
|
|
|
|
|
79 |
|
80 |
-
//
|
81 |
-
const
|
82 |
-
|
83 |
-
enemyHpPercentage = newHp / enemyPiclet.maxHp;
|
84 |
|
85 |
-
// Show
|
86 |
-
|
87 |
-
|
88 |
-
|
89 |
-
|
90 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
91 |
}
|
92 |
|
93 |
-
|
94 |
-
|
95 |
-
|
|
|
|
|
|
|
96 |
battleEnded = true;
|
97 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
98 |
} else {
|
99 |
-
|
|
|
|
|
|
|
100 |
}
|
101 |
-
}
|
102 |
-
}
|
|
|
|
|
|
|
|
|
103 |
}
|
104 |
|
105 |
-
|
106 |
-
|
107 |
-
|
108 |
|
109 |
-
|
110 |
-
|
111 |
-
|
112 |
-
|
113 |
-
|
114 |
-
|
115 |
-
|
116 |
-
return;
|
117 |
-
}
|
118 |
-
|
119 |
-
const { damage, effectiveness } = BattleService.calculateDamage(enemyPiclet, playerPiclet, enemyMove);
|
120 |
-
|
121 |
-
// Update player HP
|
122 |
-
const newHp = Math.max(0, playerPiclet.currentHp - damage);
|
123 |
-
playerPiclet.currentHp = newHp;
|
124 |
-
playerHpPercentage = newHp / playerPiclet.maxHp;
|
125 |
-
|
126 |
-
// Show effectiveness message if applicable
|
127 |
-
const effectivenessMessage = getEffectivenessText(effectiveness);
|
128 |
-
if (effectivenessMessage) {
|
129 |
-
setTimeout(() => {
|
130 |
-
currentMessage = effectivenessMessage;
|
131 |
-
}, 1000);
|
132 |
-
}
|
133 |
-
|
134 |
-
setTimeout(() => {
|
135 |
-
if (playerHpPercentage <= 0) {
|
136 |
-
currentMessage = `${playerPiclet.nickname} fainted!`;
|
137 |
-
battleEnded = true;
|
138 |
-
setTimeout(() => onBattleEnd(false), 2000);
|
139 |
-
} else {
|
140 |
-
currentMessage = `What will ${playerPiclet.nickname} do?`;
|
141 |
-
processingTurn = false;
|
142 |
-
}
|
143 |
-
}, effectivenessMessage ? 2500 : 1500);
|
144 |
-
}, 1500);
|
145 |
}
|
146 |
|
147 |
function handlePicletSelect(piclet: PicletInstance) {
|
|
|
|
|
148 |
battlePhase = 'main';
|
149 |
-
currentMessage = `Come back, ${
|
|
|
150 |
setTimeout(() => {
|
151 |
-
|
152 |
-
|
153 |
-
|
154 |
-
|
155 |
-
|
156 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
157 |
}, 1500);
|
158 |
}
|
159 |
|
@@ -173,11 +214,12 @@
|
|
173 |
|
174 |
<div class="battle-content">
|
175 |
<BattleField
|
176 |
-
{
|
177 |
-
{
|
178 |
{playerHpPercentage}
|
179 |
{enemyHpPercentage}
|
180 |
showIntro={battlePhase === 'intro'}
|
|
|
181 |
/>
|
182 |
|
183 |
<BattleControls
|
@@ -186,9 +228,10 @@
|
|
186 |
{processingTurn}
|
187 |
{battleEnded}
|
188 |
{isWildBattle}
|
189 |
-
{
|
190 |
-
{
|
191 |
{rosterPiclets}
|
|
|
192 |
onAction={handleAction}
|
193 |
onMoveSelect={handleMoveSelect}
|
194 |
onPicletSelect={handlePicletSelect}
|
|
|
4 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
5 |
import BattleField from '../Battle/BattleField.svelte';
|
6 |
import BattleControls from '../Battle/BattleControls.svelte';
|
7 |
+
import { BattleEngine } from '$lib/battle-engine/BattleEngine';
|
8 |
+
import type { BattleState, MoveAction } from '$lib/battle-engine/types';
|
9 |
+
import { picletInstanceToBattleDefinition, battlePicletToInstance } from '$lib/utils/battleConversion';
|
10 |
import { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
|
11 |
|
12 |
export let playerPiclet: PicletInstance;
|
|
|
15 |
export let onBattleEnd: (result: any) => void = () => {};
|
16 |
export let rosterPiclets: PicletInstance[] = []; // All roster piclets passed from parent
|
17 |
|
18 |
+
// Initialize battle engine
|
19 |
+
let battleEngine: BattleEngine;
|
20 |
+
let battleState: BattleState;
|
21 |
+
let currentPlayerPiclet = playerPiclet;
|
22 |
+
let currentEnemyPiclet = enemyPiclet;
|
23 |
+
|
24 |
// Battle state
|
25 |
let currentMessage = isWildBattle
|
26 |
? `A wild ${enemyPiclet.nickname} appeared!`
|
27 |
: `Trainer wants to battle!`;
|
28 |
+
let battlePhase: 'intro' | 'main' | 'moveSelect' | 'picletSelect' | 'ended' = 'intro';
|
29 |
let processingTurn = false;
|
30 |
let battleEnded = false;
|
31 |
|
32 |
+
// HP animation states
|
33 |
let playerHpPercentage = playerPiclet.currentHp / playerPiclet.maxHp;
|
34 |
let enemyHpPercentage = enemyPiclet.currentHp / enemyPiclet.maxHp;
|
35 |
|
36 |
onMount(() => {
|
37 |
+
// Initialize battle engine with converted piclet definitions
|
38 |
+
const playerDefinition = picletInstanceToBattleDefinition(playerPiclet);
|
39 |
+
const enemyDefinition = picletInstanceToBattleDefinition(enemyPiclet);
|
40 |
+
|
41 |
+
battleEngine = new BattleEngine(playerDefinition, enemyDefinition, playerPiclet.level, enemyPiclet.level);
|
42 |
+
battleState = battleEngine.getState();
|
43 |
+
|
44 |
// Start intro sequence
|
45 |
setTimeout(() => {
|
46 |
currentMessage = `Go, ${playerPiclet.nickname}!`;
|
|
|
78 |
}
|
79 |
|
80 |
function handleMoveSelect(move: BattleMove) {
|
81 |
+
if (!battleEngine) return;
|
82 |
+
|
83 |
battlePhase = 'main';
|
84 |
processingTurn = true;
|
|
|
85 |
|
86 |
+
// Find the corresponding move in the battle engine
|
87 |
+
const battleMove = battleState.playerPiclet.moves.find(m => m.move.name === move.name);
|
88 |
+
if (!battleMove) return;
|
89 |
+
|
90 |
+
const moveAction: MoveAction = {
|
91 |
+
type: 'move',
|
92 |
+
moveIndex: battleState.playerPiclet.moves.indexOf(battleMove)
|
93 |
+
};
|
94 |
+
|
95 |
+
try {
|
96 |
+
// Choose random enemy move (could be improved with AI)
|
97 |
+
const availableEnemyMoves = battleState.opponentPiclet.moves.filter(m => m.currentPP > 0);
|
98 |
+
if (availableEnemyMoves.length === 0) {
|
99 |
+
currentMessage = `${currentEnemyPiclet.nickname} has no moves left!`;
|
100 |
+
processingTurn = false;
|
101 |
return;
|
102 |
}
|
103 |
|
104 |
+
const randomEnemyMove = availableEnemyMoves[Math.floor(Math.random() * availableEnemyMoves.length)];
|
105 |
+
const enemyMoveIndex = battleState.opponentPiclet.moves.indexOf(randomEnemyMove);
|
106 |
+
const enemyAction: MoveAction = {
|
107 |
+
type: 'move',
|
108 |
+
moveIndex: enemyMoveIndex
|
109 |
+
};
|
110 |
|
111 |
+
// Execute the turn - battle engine handles priority automatically
|
112 |
+
const result = battleEngine.executeTurn(moveAction, enemyAction);
|
113 |
+
battleState = battleEngine.getState();
|
|
|
114 |
|
115 |
+
// Show battle messages with timing
|
116 |
+
if (result.log && result.log.length > 0) {
|
117 |
+
let messageIndex = 0;
|
118 |
+
function showNextBattleMessage() {
|
119 |
+
if (messageIndex < result.log.length) {
|
120 |
+
currentMessage = result.log[messageIndex];
|
121 |
+
messageIndex++;
|
122 |
+
setTimeout(showNextBattleMessage, 1500);
|
123 |
+
} else {
|
124 |
+
// After all messages, check battle end or continue
|
125 |
+
finalizeTurn();
|
126 |
+
}
|
127 |
+
}
|
128 |
+
showNextBattleMessage();
|
129 |
+
} else {
|
130 |
+
finalizeTurn();
|
131 |
}
|
132 |
|
133 |
+
function finalizeTurn() {
|
134 |
+
// Update UI state from battle engine
|
135 |
+
updateUIFromBattleState();
|
136 |
+
|
137 |
+
// Check for battle end
|
138 |
+
if (battleState.winner) {
|
139 |
battleEnded = true;
|
140 |
+
const winMessage = battleState.winner === 'player'
|
141 |
+
? `${currentEnemyPiclet.nickname} fainted! You won!`
|
142 |
+
: `${currentPlayerPiclet.nickname} fainted! You lost!`;
|
143 |
+
currentMessage = winMessage;
|
144 |
+
setTimeout(() => {
|
145 |
+
onBattleEnd(battleState.winner === 'player');
|
146 |
+
}, 2000);
|
147 |
} else {
|
148 |
+
setTimeout(() => {
|
149 |
+
currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
|
150 |
+
processingTurn = false;
|
151 |
+
}, 1000);
|
152 |
}
|
153 |
+
}
|
154 |
+
} catch (error) {
|
155 |
+
console.error('Battle engine error:', error);
|
156 |
+
currentMessage = 'Something went wrong in battle!';
|
157 |
+
processingTurn = false;
|
158 |
+
}
|
159 |
}
|
160 |
|
161 |
+
|
162 |
+
function updateUIFromBattleState() {
|
163 |
+
if (!battleState) return;
|
164 |
|
165 |
+
// Update player piclet state
|
166 |
+
currentPlayerPiclet = battlePicletToInstance(battleState.playerPiclet, currentPlayerPiclet);
|
167 |
+
playerHpPercentage = battleState.playerPiclet.currentHp / battleState.playerPiclet.maxHp;
|
168 |
+
|
169 |
+
// Update enemy piclet state
|
170 |
+
currentEnemyPiclet = battlePicletToInstance(battleState.opponentPiclet, currentEnemyPiclet);
|
171 |
+
enemyHpPercentage = battleState.opponentPiclet.currentHp / battleState.opponentPiclet.maxHp;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
172 |
}
|
173 |
|
174 |
function handlePicletSelect(piclet: PicletInstance) {
|
175 |
+
if (!battleEngine) return;
|
176 |
+
|
177 |
battlePhase = 'main';
|
178 |
+
currentMessage = `Come back, ${currentPlayerPiclet.nickname}!`;
|
179 |
+
|
180 |
setTimeout(() => {
|
181 |
+
// Convert the selected piclet to battle definition and switch
|
182 |
+
const newPicletDefinition = picletInstanceToBattleDefinition(piclet);
|
183 |
+
|
184 |
+
try {
|
185 |
+
// TODO: Implement switching in battle engine
|
186 |
+
// For now, just update the UI
|
187 |
+
currentPlayerPiclet = piclet;
|
188 |
+
playerHpPercentage = piclet.currentHp / piclet.maxHp;
|
189 |
+
currentMessage = `Go, ${piclet.nickname}!`;
|
190 |
+
|
191 |
+
setTimeout(() => {
|
192 |
+
currentMessage = `What will ${piclet.nickname} do?`;
|
193 |
+
}, 1500);
|
194 |
+
} catch (error) {
|
195 |
+
console.error('Switch error:', error);
|
196 |
+
currentMessage = 'Unable to switch Piclets!';
|
197 |
+
}
|
198 |
}, 1500);
|
199 |
}
|
200 |
|
|
|
214 |
|
215 |
<div class="battle-content">
|
216 |
<BattleField
|
217 |
+
playerPiclet={currentPlayerPiclet}
|
218 |
+
enemyPiclet={currentEnemyPiclet}
|
219 |
{playerHpPercentage}
|
220 |
{enemyHpPercentage}
|
221 |
showIntro={battlePhase === 'intro'}
|
222 |
+
{battleState}
|
223 |
/>
|
224 |
|
225 |
<BattleControls
|
|
|
228 |
{processingTurn}
|
229 |
{battleEnded}
|
230 |
{isWildBattle}
|
231 |
+
playerPiclet={currentPlayerPiclet}
|
232 |
+
enemyPiclet={currentEnemyPiclet}
|
233 |
{rosterPiclets}
|
234 |
+
{battleState}
|
235 |
onAction={handleAction}
|
236 |
onMoveSelect={handleMoveSelect}
|
237 |
onPicletSelect={handlePicletSelect}
|
src/lib/components/PicletGenerator/PicletGenerator.svelte
CHANGED
@@ -1,5 +1,6 @@
|
|
1 |
<script lang="ts">
|
2 |
import type { PicletGeneratorProps, PicletWorkflowState, CaptionType, CaptionLength, PicletStats } from '$lib/types';
|
|
|
3 |
import type { PicletInstance } from '$lib/db/schema';
|
4 |
import UploadStep from './UploadStep.svelte';
|
5 |
import WorkflowProgress from './WorkflowProgress.svelte';
|
@@ -568,7 +569,11 @@ The output should be formatted as a JSON instance that conforms to the schema be
|
|
568 |
"required": ["hp", "attack", "defense", "speed"],
|
569 |
"additionalProperties": false
|
570 |
},
|
571 |
-
"nature": {
|
|
|
|
|
|
|
|
|
572 |
"specialAbility": {
|
573 |
"type": "object",
|
574 |
"properties": {
|
|
|
1 |
<script lang="ts">
|
2 |
import type { PicletGeneratorProps, PicletWorkflowState, CaptionType, CaptionLength, PicletStats } from '$lib/types';
|
3 |
+
import { Nature } from '$lib/types';
|
4 |
import type { PicletInstance } from '$lib/db/schema';
|
5 |
import UploadStep from './UploadStep.svelte';
|
6 |
import WorkflowProgress from './WorkflowProgress.svelte';
|
|
|
569 |
"required": ["hp", "attack", "defense", "speed"],
|
570 |
"additionalProperties": false
|
571 |
},
|
572 |
+
"nature": {
|
573 |
+
"type": "string",
|
574 |
+
"enum": ["hardy", "docile", "serious", "bashful", "quirky", "lonely", "brave", "adamant", "naughty", "bold", "relaxed", "impish", "lax", "timid", "hasty", "jolly", "naive", "modest", "mild", "quiet", "gentle", "sassy", "careful", "calm", "reckless"],
|
575 |
+
"description": "Personality trait affecting behavior and battle style"
|
576 |
+
},
|
577 |
"specialAbility": {
|
578 |
"type": "object",
|
579 |
"properties": {
|
src/lib/db/piclets.ts
CHANGED
@@ -2,6 +2,7 @@ import { db } from './index';
|
|
2 |
import type { PicletInstance, Monster, BattleMove } from './schema';
|
3 |
import { PicletType, AttackType, getTypeFromConcept } from '../types/picletTypes';
|
4 |
import type { PicletStats } from '../types';
|
|
|
5 |
|
6 |
// Convert a generated Monster to a PicletInstance
|
7 |
export async function monsterToPicletInstance(monster: Monster, level: number = 5): Promise<Omit<PicletInstance, 'id'>> {
|
@@ -9,13 +10,97 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
9 |
throw new Error('Monster must have stats to create PicletInstance');
|
10 |
}
|
11 |
|
12 |
-
|
|
|
13 |
|
14 |
-
|
15 |
-
|
16 |
-
|
17 |
-
|
18 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
19 |
|
20 |
// Field stats are variations of regular stats
|
21 |
const baseFieldAttack = Math.floor(baseAttack * 0.8);
|
@@ -27,27 +112,6 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
27 |
|
28 |
const maxHp = calculateHp(baseHp, level);
|
29 |
|
30 |
-
// Determine primary type from battle stats
|
31 |
-
const normalizedType = stats.primaryType.toLowerCase();
|
32 |
-
|
33 |
-
// Validate that the type exists in our enum
|
34 |
-
const validType = Object.values(PicletType).find(type => type === normalizedType);
|
35 |
-
const primaryType = validType || getTypeFromConcept(monster.concept, monster.imageCaption);
|
36 |
-
|
37 |
-
if (!validType) {
|
38 |
-
console.warn(`Invalid primaryType "${stats.primaryType}" from stats, falling back to concept detection`);
|
39 |
-
}
|
40 |
-
|
41 |
-
// Create moves from battle-ready format
|
42 |
-
const moves: BattleMove[] = stats.movepool.map(move => ({
|
43 |
-
name: move.name,
|
44 |
-
type: move.type as unknown as AttackType,
|
45 |
-
power: move.power,
|
46 |
-
accuracy: move.accuracy,
|
47 |
-
pp: move.pp,
|
48 |
-
currentPp: move.pp,
|
49 |
-
description: `${move.effects.length} effects` // Simplified description for now
|
50 |
-
}));
|
51 |
|
52 |
const bst = baseHp + baseAttack + baseDefense + baseFieldAttack + baseFieldDefense + baseSpeed;
|
53 |
|
@@ -79,7 +143,7 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
79 |
|
80 |
// Battle
|
81 |
moves,
|
82 |
-
nature:
|
83 |
|
84 |
// Roster
|
85 |
isInRoster: false,
|
@@ -88,7 +152,7 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
88 |
// Metadata
|
89 |
caughtAt: new Date(),
|
90 |
bst,
|
91 |
-
tier:
|
92 |
role: 'balanced', // Could be enhanced based on stat distribution
|
93 |
variance: 0,
|
94 |
|
@@ -96,7 +160,7 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
96 |
imageUrl: monster.imageUrl,
|
97 |
imageData: monster.imageData,
|
98 |
imageCaption: monster.imageCaption,
|
99 |
-
concept:
|
100 |
imagePrompt: monster.imagePrompt
|
101 |
};
|
102 |
}
|
|
|
2 |
import type { PicletInstance, Monster, BattleMove } from './schema';
|
3 |
import { PicletType, AttackType, getTypeFromConcept } from '../types/picletTypes';
|
4 |
import type { PicletStats } from '../types';
|
5 |
+
import { Nature } from '../types';
|
6 |
|
7 |
// Convert a generated Monster to a PicletInstance
|
8 |
export async function monsterToPicletInstance(monster: Monster, level: number = 5): Promise<Omit<PicletInstance, 'id'>> {
|
|
|
10 |
throw new Error('Monster must have stats to create PicletInstance');
|
11 |
}
|
12 |
|
13 |
+
// Check if this is a new battle-ready monster or legacy format
|
14 |
+
const isBattleReady = 'baseStats' in monster.stats;
|
15 |
|
16 |
+
let baseHp: number, baseAttack: number, baseDefense: number, baseSpeed: number;
|
17 |
+
let moves: BattleMove[];
|
18 |
+
let primaryType: PicletType;
|
19 |
+
let tier: string;
|
20 |
+
|
21 |
+
if (isBattleReady) {
|
22 |
+
const stats = monster.stats as PicletStats;
|
23 |
+
|
24 |
+
// Calculate base stats from battle-ready format
|
25 |
+
baseHp = Math.floor(stats.baseStats.hp * 2 + 50);
|
26 |
+
baseAttack = Math.floor(stats.baseStats.attack * 1.5 + 30);
|
27 |
+
baseDefense = Math.floor(stats.baseStats.defense * 1.5 + 30);
|
28 |
+
baseSpeed = Math.floor(stats.baseStats.speed * 1.5 + 30);
|
29 |
+
|
30 |
+
// Determine primary type from battle stats
|
31 |
+
const normalizedType = stats.primaryType.toLowerCase();
|
32 |
+
const validType = Object.values(PicletType).find(type => type === normalizedType);
|
33 |
+
primaryType = validType || getTypeFromConcept(monster.concept, monster.imageCaption);
|
34 |
+
|
35 |
+
if (!validType) {
|
36 |
+
console.warn(`Invalid primaryType "${stats.primaryType}" from stats, falling back to concept detection`);
|
37 |
+
}
|
38 |
+
|
39 |
+
// Create moves from battle-ready format
|
40 |
+
moves = stats.movepool.map(move => ({
|
41 |
+
name: move.name,
|
42 |
+
type: move.type as unknown as AttackType,
|
43 |
+
power: move.power,
|
44 |
+
accuracy: move.accuracy,
|
45 |
+
pp: move.pp,
|
46 |
+
currentPp: move.pp,
|
47 |
+
description: `${move.effects.length} effects` // Simplified description for now
|
48 |
+
}));
|
49 |
+
|
50 |
+
tier = stats.tier;
|
51 |
+
} else {
|
52 |
+
// Legacy format
|
53 |
+
const legacyStats = monster.stats as any;
|
54 |
+
baseHp = Math.floor(legacyStats.HP * 2 + 50);
|
55 |
+
baseAttack = Math.floor(legacyStats.attack * 1.5 + 30);
|
56 |
+
baseDefense = Math.floor(legacyStats.defence * 1.5 + 30);
|
57 |
+
baseSpeed = Math.floor(legacyStats.speed * 1.5 + 30);
|
58 |
+
|
59 |
+
// Auto-detect type for legacy monsters
|
60 |
+
primaryType = getTypeFromConcept(monster.concept, monster.imageCaption);
|
61 |
+
|
62 |
+
// Create legacy moves
|
63 |
+
moves = [
|
64 |
+
{
|
65 |
+
name: legacyStats.attackActionName,
|
66 |
+
type: primaryType as unknown as AttackType,
|
67 |
+
power: 50,
|
68 |
+
accuracy: 95,
|
69 |
+
pp: 20,
|
70 |
+
currentPp: 20,
|
71 |
+
description: legacyStats.attackActionDescription
|
72 |
+
},
|
73 |
+
{
|
74 |
+
name: legacyStats.buffActionName,
|
75 |
+
type: AttackType.NORMAL,
|
76 |
+
power: 0,
|
77 |
+
accuracy: 100,
|
78 |
+
pp: 15,
|
79 |
+
currentPp: 15,
|
80 |
+
description: legacyStats.buffActionDescription
|
81 |
+
},
|
82 |
+
{
|
83 |
+
name: legacyStats.debuffActionName,
|
84 |
+
type: AttackType.NORMAL,
|
85 |
+
power: 0,
|
86 |
+
accuracy: 85,
|
87 |
+
pp: 15,
|
88 |
+
currentPp: 15,
|
89 |
+
description: legacyStats.debuffActionDescription
|
90 |
+
},
|
91 |
+
{
|
92 |
+
name: legacyStats.specialActionName,
|
93 |
+
type: primaryType as unknown as AttackType,
|
94 |
+
power: 80,
|
95 |
+
accuracy: 90,
|
96 |
+
pp: 5,
|
97 |
+
currentPp: 5,
|
98 |
+
description: legacyStats.specialActionDescription
|
99 |
+
}
|
100 |
+
];
|
101 |
+
|
102 |
+
tier = legacyStats.tier || 'medium';
|
103 |
+
}
|
104 |
|
105 |
// Field stats are variations of regular stats
|
106 |
const baseFieldAttack = Math.floor(baseAttack * 0.8);
|
|
|
112 |
|
113 |
const maxHp = calculateHp(baseHp, level);
|
114 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
115 |
|
116 |
const bst = baseHp + baseAttack + baseDefense + baseFieldAttack + baseFieldDefense + baseSpeed;
|
117 |
|
|
|
143 |
|
144 |
// Battle
|
145 |
moves,
|
146 |
+
nature: Nature.HARDY, // Default nature
|
147 |
|
148 |
// Roster
|
149 |
isInRoster: false,
|
|
|
152 |
// Metadata
|
153 |
caughtAt: new Date(),
|
154 |
bst,
|
155 |
+
tier: tier, // Use tier from stats
|
156 |
role: 'balanced', // Could be enhanced based on stat distribution
|
157 |
variance: 0,
|
158 |
|
|
|
160 |
imageUrl: monster.imageUrl,
|
161 |
imageData: monster.imageData,
|
162 |
imageCaption: monster.imageCaption,
|
163 |
+
concept: monster.concept, // Use the original concept
|
164 |
imagePrompt: monster.imagePrompt
|
165 |
};
|
166 |
}
|
src/lib/types/index.ts
CHANGED
@@ -104,6 +104,44 @@ export interface PicletGeneratorProps {
|
|
104 |
}
|
105 |
|
106 |
// Piclet Stats Types - now compatible with battle engine
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
107 |
export interface PicletStats {
|
108 |
name: string;
|
109 |
description: string;
|
@@ -116,7 +154,7 @@ export interface PicletStats {
|
|
116 |
defense: number;
|
117 |
speed: number;
|
118 |
};
|
119 |
-
nature:
|
120 |
specialAbility: {
|
121 |
name: string;
|
122 |
description: string;
|
|
|
104 |
}
|
105 |
|
106 |
// Piclet Stats Types - now compatible with battle engine
|
107 |
+
// Nature enum defining personality traits that affect Piclet behavior
|
108 |
+
export enum Nature {
|
109 |
+
// Balanced natures (no stat modification)
|
110 |
+
HARDY = 'hardy',
|
111 |
+
DOCILE = 'docile',
|
112 |
+
SERIOUS = 'serious',
|
113 |
+
BASHFUL = 'bashful',
|
114 |
+
QUIRKY = 'quirky',
|
115 |
+
|
116 |
+
// Attack-focused natures
|
117 |
+
LONELY = 'lonely', // +Attack, -Defense
|
118 |
+
BRAVE = 'brave', // +Attack, -Speed
|
119 |
+
ADAMANT = 'adamant', // +Attack, -Special Attack (represented as general attack boost)
|
120 |
+
NAUGHTY = 'naughty', // +Attack, -Special Defense (represented as general attack boost)
|
121 |
+
|
122 |
+
// Defense-focused natures
|
123 |
+
BOLD = 'bold', // +Defense, -Attack
|
124 |
+
RELAXED = 'relaxed', // +Defense, -Speed
|
125 |
+
IMPISH = 'impish', // +Defense, -Special Attack
|
126 |
+
LAX = 'lax', // +Defense, -Special Defense
|
127 |
+
|
128 |
+
// Speed-focused natures
|
129 |
+
TIMID = 'timid', // +Speed, -Attack
|
130 |
+
HASTY = 'hasty', // +Speed, -Defense
|
131 |
+
JOLLY = 'jolly', // +Speed, -Special Attack
|
132 |
+
NAIVE = 'naive', // +Speed, -Special Defense
|
133 |
+
|
134 |
+
// Special natures (creative/tactical)
|
135 |
+
MODEST = 'modest', // Tactical, prefers status moves
|
136 |
+
MILD = 'mild', // Gentle but determined
|
137 |
+
QUIET = 'quiet', // Observant, defensive style
|
138 |
+
GENTLE = 'gentle', // Supportive, healing-focused
|
139 |
+
SASSY = 'sassy', // Unpredictable, varied moves
|
140 |
+
CAREFUL = 'careful', // Cautious, defensive
|
141 |
+
CALM = 'calm', // Composed, balanced approach
|
142 |
+
RECKLESS = 'reckless' // High-risk, high-reward style
|
143 |
+
}
|
144 |
+
|
145 |
export interface PicletStats {
|
146 |
name: string;
|
147 |
description: string;
|
|
|
154 |
defense: number;
|
155 |
speed: number;
|
156 |
};
|
157 |
+
nature: Nature;
|
158 |
specialAbility: {
|
159 |
name: string;
|
160 |
description: string;
|
src/lib/utils/battleConversion.ts
ADDED
@@ -0,0 +1,179 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
/**
|
2 |
+
* Conversion utilities for transforming database types to battle engine types
|
3 |
+
*/
|
4 |
+
|
5 |
+
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
6 |
+
import type { PicletDefinition, Move, BaseStats, SpecialAbility } from '$lib/battle-engine/types';
|
7 |
+
import type { PicletStats, BattleEffect, AbilityTrigger } from '$lib/types';
|
8 |
+
import { PicletType, AttackType } from '$lib/types/picletTypes';
|
9 |
+
|
10 |
+
/**
|
11 |
+
* Convert PicletInstance to PicletDefinition for battle engine use
|
12 |
+
*/
|
13 |
+
export function picletInstanceToBattleDefinition(instance: PicletInstance): PicletDefinition {
|
14 |
+
// Convert base stats from instance level to definition level
|
15 |
+
const baseStats: BaseStats = {
|
16 |
+
hp: Math.floor(instance.baseHp / 2 - 25), // Reverse the conversion from monsterToPicletInstance
|
17 |
+
attack: Math.floor((instance.baseAttack - 30) / 1.5),
|
18 |
+
defense: Math.floor((instance.baseDefense - 30) / 1.5),
|
19 |
+
speed: Math.floor((instance.baseSpeed - 30) / 1.5)
|
20 |
+
};
|
21 |
+
|
22 |
+
// Convert simple moves to full battle moves
|
23 |
+
const movepool: Move[] = instance.moves.map(move => convertBattleMoveToMove(move, instance.primaryType));
|
24 |
+
|
25 |
+
// Create a basic special ability if none exists
|
26 |
+
const specialAbility: SpecialAbility = {
|
27 |
+
name: "Adaptive",
|
28 |
+
description: "A basic ability that adapts to combat situations",
|
29 |
+
triggers: [{
|
30 |
+
event: "endOfTurn",
|
31 |
+
effects: [{
|
32 |
+
type: 'heal',
|
33 |
+
target: 'self',
|
34 |
+
amount: 'small',
|
35 |
+
condition: 'ifLowHp'
|
36 |
+
}]
|
37 |
+
}]
|
38 |
+
};
|
39 |
+
|
40 |
+
// Determine tier based on BST (Base Stat Total)
|
41 |
+
const bst = baseStats.hp + baseStats.attack + baseStats.defense + baseStats.speed;
|
42 |
+
let tier: 'low' | 'medium' | 'high' | 'legendary';
|
43 |
+
if (bst <= 300) tier = 'low';
|
44 |
+
else if (bst <= 400) tier = 'medium';
|
45 |
+
else if (bst <= 500) tier = 'high';
|
46 |
+
else tier = 'legendary';
|
47 |
+
|
48 |
+
return {
|
49 |
+
name: instance.nickname || instance.typeId,
|
50 |
+
description: instance.concept,
|
51 |
+
tier,
|
52 |
+
primaryType: convertPicletTypeToType(instance.primaryType),
|
53 |
+
secondaryType: instance.secondaryType ? convertPicletTypeToType(instance.secondaryType) : undefined,
|
54 |
+
baseStats,
|
55 |
+
nature: instance.nature,
|
56 |
+
specialAbility,
|
57 |
+
movepool
|
58 |
+
};
|
59 |
+
}
|
60 |
+
|
61 |
+
/**
|
62 |
+
* Convert BattleMove to full Move for battle engine
|
63 |
+
*/
|
64 |
+
function convertBattleMoveToMove(battleMove: BattleMove, primaryType: PicletType): Move {
|
65 |
+
// Create basic effects based on move properties
|
66 |
+
const effects: any[] = [];
|
67 |
+
|
68 |
+
if (battleMove.power > 0) {
|
69 |
+
effects.push({
|
70 |
+
type: 'damage',
|
71 |
+
target: 'opponent',
|
72 |
+
amount: battleMove.power >= 80 ? 'strong' :
|
73 |
+
battleMove.power >= 60 ? 'normal' : 'weak'
|
74 |
+
});
|
75 |
+
}
|
76 |
+
|
77 |
+
// Add status or stat effects for non-damaging moves
|
78 |
+
if (battleMove.power === 0) {
|
79 |
+
effects.push({
|
80 |
+
type: 'modifyStats',
|
81 |
+
target: 'self',
|
82 |
+
stats: { attack: 'increase' }
|
83 |
+
});
|
84 |
+
}
|
85 |
+
|
86 |
+
return {
|
87 |
+
name: battleMove.name,
|
88 |
+
type: convertAttackTypeToType(battleMove.type),
|
89 |
+
power: battleMove.power,
|
90 |
+
accuracy: battleMove.accuracy,
|
91 |
+
pp: battleMove.pp,
|
92 |
+
priority: 0,
|
93 |
+
flags: battleMove.power > 0 && battleMove.name.toLowerCase().includes('tackle') ? ['contact'] : [],
|
94 |
+
effects
|
95 |
+
};
|
96 |
+
}
|
97 |
+
|
98 |
+
/**
|
99 |
+
* Convert PicletType to battle engine type
|
100 |
+
*/
|
101 |
+
function convertPicletTypeToType(picletType: PicletType): 'beast' | 'bug' | 'aquatic' | 'flora' | 'mineral' | 'space' | 'machina' | 'structure' | 'culture' | 'cuisine' {
|
102 |
+
const typeMap: Record<PicletType, any> = {
|
103 |
+
[PicletType.BEAST]: 'beast',
|
104 |
+
[PicletType.BUG]: 'bug',
|
105 |
+
[PicletType.AQUATIC]: 'aquatic',
|
106 |
+
[PicletType.FLORA]: 'flora',
|
107 |
+
[PicletType.MINERAL]: 'mineral',
|
108 |
+
[PicletType.SPACE]: 'space',
|
109 |
+
[PicletType.MACHINA]: 'machina',
|
110 |
+
[PicletType.STRUCTURE]: 'structure',
|
111 |
+
[PicletType.CULTURE]: 'culture',
|
112 |
+
[PicletType.CUISINE]: 'cuisine'
|
113 |
+
};
|
114 |
+
|
115 |
+
return typeMap[picletType] || 'beast';
|
116 |
+
}
|
117 |
+
|
118 |
+
/**
|
119 |
+
* Convert AttackType to battle engine type
|
120 |
+
*/
|
121 |
+
function convertAttackTypeToType(attackType: AttackType): 'beast' | 'bug' | 'aquatic' | 'flora' | 'mineral' | 'space' | 'machina' | 'structure' | 'culture' | 'cuisine' | 'normal' {
|
122 |
+
// AttackType and PicletType should align, but handle the NORMAL case
|
123 |
+
if (attackType === AttackType.NORMAL) {
|
124 |
+
return 'normal';
|
125 |
+
}
|
126 |
+
|
127 |
+
// Map other attack types to piclet types
|
128 |
+
const typeMap: Record<string, any> = {
|
129 |
+
'beast': 'beast',
|
130 |
+
'bug': 'bug',
|
131 |
+
'aquatic': 'aquatic',
|
132 |
+
'flora': 'flora',
|
133 |
+
'mineral': 'mineral',
|
134 |
+
'space': 'space',
|
135 |
+
'machina': 'machina',
|
136 |
+
'structure': 'structure',
|
137 |
+
'culture': 'culture',
|
138 |
+
'cuisine': 'cuisine'
|
139 |
+
};
|
140 |
+
|
141 |
+
return typeMap[attackType.toString()] || 'normal';
|
142 |
+
}
|
143 |
+
|
144 |
+
/**
|
145 |
+
* Convert battle engine BattlePiclet back to PicletInstance for state updates
|
146 |
+
*/
|
147 |
+
export function battlePicletToInstance(battlePiclet: any, originalInstance: PicletInstance): PicletInstance {
|
148 |
+
return {
|
149 |
+
...originalInstance,
|
150 |
+
currentHp: battlePiclet.currentHp,
|
151 |
+
maxHp: battlePiclet.maxHp,
|
152 |
+
level: battlePiclet.level,
|
153 |
+
attack: battlePiclet.attack,
|
154 |
+
defense: battlePiclet.defense,
|
155 |
+
speed: battlePiclet.speed,
|
156 |
+
// Update moves with current PP
|
157 |
+
moves: battlePiclet.moves.map((moveData: any, index: number) => ({
|
158 |
+
...originalInstance.moves[index],
|
159 |
+
currentPp: moveData.currentPP
|
160 |
+
}))
|
161 |
+
};
|
162 |
+
}
|
163 |
+
|
164 |
+
/**
|
165 |
+
* Convert PicletStats (from generation) to PicletDefinition for battle engine
|
166 |
+
*/
|
167 |
+
export function picletStatsToBattleDefinition(stats: PicletStats, name: string, concept: string): PicletDefinition {
|
168 |
+
return {
|
169 |
+
name: stats.name || name,
|
170 |
+
description: stats.description || concept,
|
171 |
+
tier: stats.tier,
|
172 |
+
primaryType: stats.primaryType,
|
173 |
+
secondaryType: stats.secondaryType || undefined,
|
174 |
+
baseStats: stats.baseStats,
|
175 |
+
nature: stats.nature,
|
176 |
+
specialAbility: stats.specialAbility,
|
177 |
+
movepool: stats.movepool
|
178 |
+
};
|
179 |
+
}
|