better stats
Browse files- src/lib/components/Battle/PicletInfo.svelte +37 -21
- src/lib/components/Pages/Battle.svelte +124 -20
- src/lib/db/piclets.ts +14 -3
src/lib/components/Battle/PicletInfo.svelte
CHANGED
@@ -1,6 +1,7 @@
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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import { getXpProgress, getXpTowardsNextLevel } from '$lib/services/levelingService';
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export let piclet: PicletInstance;
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export let hpPercentage: number;
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@@ -11,6 +12,11 @@
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$: realXpPercentage = isPlayer ? getXpProgress(piclet.xp, piclet.level, piclet.tier) : 0;
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$: xpTowardsNext = isPlayer ? getXpTowardsNextLevel(piclet.xp, piclet.level, piclet.tier) : { current: 0, needed: 0, percentage: 0 };
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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$: displayHp = Math.ceil(piclet.currentHp);
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@@ -23,17 +29,16 @@
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setTimeout(() => hpFlash = false, 300);
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previousHp = displayHp;
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}
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-
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-
// Get type emoji (simplified - should map from actual types)
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const typeEmoji = '🔥'; // Default fire type
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</script>
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<div class="piclet-info-wrapper {isPlayer ? 'player-info-wrapper' : 'enemy-info-wrapper'}">
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-
<div class="piclet-info">
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<!-- Name Row -->
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<div class="name-row">
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<span class="piclet-name">{piclet.nickname}</span>
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-
<span class="type-emoji">{typeEmoji}</span>
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<span class="level-badge">Lv.{piclet.level}</span>
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</div>
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@@ -90,25 +95,40 @@
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border-radius: 8px;
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padding: 12px;
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min-width: 160px;
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}
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/* Name Row */
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.name-row {
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display: flex;
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align-items: center;
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-
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margin-bottom: 8px;
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}
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.piclet-name {
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font-weight: 600;
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font-size: 14px;
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color: #1a1a1a;
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-
flex: 1;
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}
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-
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.type-emoji {
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-
font-size: 12px;
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}
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.level-badge {
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@@ -128,6 +148,8 @@
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border-radius: 4px;
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overflow: hidden;
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margin-bottom: 4px;
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}
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.hp-fill {
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@@ -140,6 +162,8 @@
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font-size: 11px;
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color: #666;
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margin-bottom: 4px;
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}
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.hp-values {
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@@ -167,6 +191,8 @@
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border-radius: 2px;
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overflow: hidden;
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margin-bottom: 2px;
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}
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.xp-fill {
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@@ -175,16 +201,6 @@
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transition: width 1.2s ease-out;
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}
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-
/* XP Text */
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.xp-text {
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font-size: 10px;
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color: #666;
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}
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-
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.xp-progress {
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font-weight: 500;
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transition: all 0.3s ease;
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}
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/* Triangle Pointer */
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.triangle-pointer {
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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import { getXpProgress, getXpTowardsNextLevel } from '$lib/services/levelingService';
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import { TYPE_DATA } from '$lib/types/picletTypes';
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export let piclet: PicletInstance;
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export let hpPercentage: number;
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$: realXpPercentage = isPlayer ? getXpProgress(piclet.xp, piclet.level, piclet.tier) : 0;
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$: xpTowardsNext = isPlayer ? getXpTowardsNextLevel(piclet.xp, piclet.level, piclet.tier) : { current: 0, needed: 0, percentage: 0 };
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// Type-based styling
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$: typeData = TYPE_DATA[piclet.primaryType];
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$: typeColor = typeData.color;
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$: typeLogoPath = `/classes/${piclet.primaryType}.png`;
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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$: displayHp = Math.ceil(piclet.currentHp);
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setTimeout(() => hpFlash = false, 300);
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previousHp = displayHp;
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}
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</script>
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<div class="piclet-info-wrapper {isPlayer ? 'player-info-wrapper' : 'enemy-info-wrapper'}">
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<div class="piclet-info" style="--type-logo: url('{typeLogoPath}')">
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<!-- Type Logo Background -->
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<div class="type-logo-background"></div>
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<!-- Name Row -->
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<div class="name-row">
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<span class="piclet-name">{piclet.nickname}</span>
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<span class="level-badge">Lv.{piclet.level}</span>
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</div>
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border-radius: 8px;
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padding: 12px;
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min-width: 160px;
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position: relative;
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overflow: hidden;
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}
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/* Type Logo Background */
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.type-logo-background {
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position: absolute;
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bottom: 1px;
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left: 1px;
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width: 35px;
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height: 35px;
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background-image: var(--type-logo);
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background-size: contain;
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background-repeat: no-repeat;
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background-position: center;
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opacity: 0.12;
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pointer-events: none;
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z-index: 1;
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}
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/* Name Row */
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.name-row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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margin-bottom: 8px;
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position: relative;
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z-index: 2;
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}
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.piclet-name {
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font-weight: 600;
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font-size: 14px;
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color: #1a1a1a;
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}
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.level-badge {
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border-radius: 4px;
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overflow: hidden;
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margin-bottom: 4px;
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position: relative;
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z-index: 2;
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}
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.hp-fill {
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font-size: 11px;
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color: #666;
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margin-bottom: 4px;
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position: relative;
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z-index: 2;
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}
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.hp-values {
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border-radius: 2px;
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overflow: hidden;
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margin-bottom: 2px;
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position: relative;
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z-index: 2;
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}
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.xp-fill {
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transition: width 1.2s ease-out;
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}
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/* Triangle Pointer */
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.triangle-pointer {
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src/lib/components/Pages/Battle.svelte
CHANGED
@@ -5,7 +5,7 @@
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import BattleField from '../Battle/BattleField.svelte';
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import BattleControls from '../Battle/BattleControls.svelte';
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import { BattleEngine } from '$lib/battle-engine/BattleEngine';
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-
import type { BattleState, MoveAction } from '$lib/battle-engine/types';
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import { picletInstanceToBattleDefinition, battlePicletToInstance, stripBattlePrefix } from '$lib/utils/battleConversion';
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import { calculateBattleXp, processAllLevelUps } from '$lib/services/levelingService';
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import { db } from '$lib/db/index';
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@@ -55,10 +55,26 @@
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onMount(() => {
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// Initialize battle engine with converted piclet definitions
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-
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const enemyDefinition = picletInstanceToBattleDefinition(enemyPiclet);
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-
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battleState = battleEngine.getState();
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// Start intro sequence
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@@ -175,6 +191,13 @@
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: `${currentPlayerPiclet.nickname} fainted! You lost!`;
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currentMessage = winMessage;
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// Process battle results with XP and level ups
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setTimeout(async () => {
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await handleBattleResults(battleState.winner === 'player');
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@@ -333,27 +356,108 @@
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if (!battleEngine) return;
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battlePhase = 'main';
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-
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-
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-
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-
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-
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//
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currentPlayerPiclet = piclet;
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playerHpPercentage = piclet.currentHp / piclet.maxHp;
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currentMessage = `Go, ${piclet.nickname}!`;
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}
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-
}
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}
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function handleBack() {
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import BattleField from '../Battle/BattleField.svelte';
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import BattleControls from '../Battle/BattleControls.svelte';
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import { BattleEngine } from '$lib/battle-engine/BattleEngine';
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import type { BattleState, MoveAction, SwitchAction } from '$lib/battle-engine/types';
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import { picletInstanceToBattleDefinition, battlePicletToInstance, stripBattlePrefix } from '$lib/utils/battleConversion';
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import { calculateBattleXp, processAllLevelUps } from '$lib/services/levelingService';
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import { db } from '$lib/db/index';
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onMount(() => {
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// Initialize battle engine with converted piclet definitions
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// Convert full roster for switching support
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const playerRosterDefinitions = rosterPiclets.map(p => picletInstanceToBattleDefinition(p));
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const enemyDefinition = picletInstanceToBattleDefinition(enemyPiclet);
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// Find the starting player piclet index in the roster
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const startingPlayerIndex = rosterPiclets.findIndex(p => p.id === playerPiclet.id);
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// Initialize with full rosters (player roster vs single enemy)
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battleEngine = new BattleEngine(playerRosterDefinitions, enemyDefinition, playerPiclet.level, enemyPiclet.level);
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// If starting piclet is not the first in roster, switch to it
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if (startingPlayerIndex > 0) {
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const initialSwitchAction: SwitchAction = {
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type: 'switch',
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piclet: 'player',
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newPicletIndex: startingPlayerIndex
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};
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battleEngine.executeAction(initialSwitchAction, 'player');
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}
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battleState = battleEngine.getState();
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// Start intro sequence
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: `${currentPlayerPiclet.nickname} fainted! You lost!`;
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currentMessage = winMessage;
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// Trigger faint animation for the defeated Piclet
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if (battleState.winner === 'player') {
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enemyFaint = true;
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} else {
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playerFaint = true;
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}
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// Process battle results with XP and level ups
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setTimeout(async () => {
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await handleBattleResults(battleState.winner === 'player');
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if (!battleEngine) return;
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battlePhase = 'main';
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processingTurn = true;
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// Find the index of the selected piclet in the roster
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const picletIndex = rosterPiclets.findIndex(p => p.id === piclet.id);
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if (picletIndex === -1) {
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console.error('Selected piclet not found in roster');
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processingTurn = false;
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return;
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}
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const switchAction: SwitchAction = {
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type: 'switch',
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piclet: 'player',
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newPicletIndex: picletIndex
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};
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try {
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// Choose random enemy move (AI continues to act)
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const availableEnemyMoves = battleState.opponentPiclet.moves.filter(m => m.currentPP > 0);
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if (availableEnemyMoves.length === 0) {
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currentMessage = `${currentEnemyPiclet.nickname} has no moves left!`;
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processingTurn = false;
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return;
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}
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const randomEnemyMove = availableEnemyMoves[Math.floor(Math.random() * availableEnemyMoves.length)];
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const enemyMoveIndex = battleState.opponentPiclet.moves.indexOf(randomEnemyMove);
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const enemyAction: MoveAction = {
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type: 'move',
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moveIndex: enemyMoveIndex
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};
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// Get log entries before action to track new messages
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const logBefore = battleEngine.getLog();
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// Execute the turn - switching vs enemy move
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battleEngine.executeActions(switchAction, enemyAction);
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battleState = battleEngine.getState();
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// Get only the new log entries from this turn
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const logAfter = battleEngine.getLog();
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const newLogEntries = logAfter.slice(logBefore.length);
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const result = { log: newLogEntries };
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// Show battle messages with timing and visual effects
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if (result.log && result.log.length > 0) {
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let messageIndex = 0;
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function showNextBattleMessage() {
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if (messageIndex < result.log.length) {
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const message = result.log[messageIndex];
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currentMessage = message;
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// Trigger visual effects based on message content
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triggerVisualEffectsFromMessage(message);
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messageIndex++;
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setTimeout(showNextBattleMessage, 1500);
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} else {
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// After all messages, check battle end or continue
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finalizeSwitchTurn();
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}
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}
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showNextBattleMessage();
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} else {
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finalizeSwitchTurn();
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}
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function finalizeSwitchTurn() {
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// Update UI state from battle engine
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updateUIFromBattleState();
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// Check for battle end
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if (battleState.winner) {
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battleEnded = true;
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const winMessage = battleState.winner === 'player'
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? `${currentEnemyPiclet.nickname} fainted! You won!`
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: `${currentPlayerPiclet.nickname} fainted! You lost!`;
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currentMessage = winMessage;
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// Trigger faint animation for the defeated Piclet
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if (battleState.winner === 'player') {
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enemyFaint = true;
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} else {
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playerFaint = true;
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}
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// Process battle results with XP and level ups
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setTimeout(async () => {
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await handleBattleResults(battleState.winner === 'player');
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}, 2000);
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} else {
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setTimeout(() => {
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currentMessage = `What will ${currentPlayerPiclet.nickname} do?`;
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processingTurn = false;
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}, 1000);
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}
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}
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} catch (error) {
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457 |
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console.error('Switch error:', error);
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458 |
+
currentMessage = 'Unable to switch Piclets!';
|
459 |
+
processingTurn = false;
|
460 |
+
}
|
461 |
}
|
462 |
|
463 |
function handleBack() {
|
src/lib/db/piclets.ts
CHANGED
@@ -46,9 +46,20 @@ export async function monsterToPicletInstance(monster: Monster, level: number =
|
|
46 |
const baseFieldAttack = Math.floor(baseAttack * 0.8);
|
47 |
const baseFieldDefense = Math.floor(baseDefense * 0.8);
|
48 |
|
49 |
-
//
|
50 |
-
const calculateStat = (base: number, level: number) =>
|
51 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
52 |
|
53 |
const maxHp = calculateHp(baseHp, level);
|
54 |
|
|
|
46 |
const baseFieldAttack = Math.floor(baseAttack * 0.8);
|
47 |
const baseFieldDefense = Math.floor(baseDefense * 0.8);
|
48 |
|
49 |
+
// Use Pokemon-accurate stat calculations (matching levelingService)
|
50 |
+
const calculateStat = (base: number, level: number) => {
|
51 |
+
if (level === 1) {
|
52 |
+
return Math.max(1, Math.floor(base / 10) + 5);
|
53 |
+
}
|
54 |
+
return Math.floor((2 * base * level) / 100) + 5;
|
55 |
+
};
|
56 |
+
|
57 |
+
const calculateHp = (base: number, level: number) => {
|
58 |
+
if (level === 1) {
|
59 |
+
return Math.max(1, Math.floor(base / 10) + 11);
|
60 |
+
}
|
61 |
+
return Math.floor((2 * base * level) / 100) + level + 10;
|
62 |
+
};
|
63 |
|
64 |
const maxHp = calculateHp(baseHp, level);
|
65 |
|