alll working??
Browse files
src/lib/battle-engine/BattleEngine.ts
CHANGED
@@ -99,17 +99,23 @@ export class BattleEngine {
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// Execute actions in order
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for (const action of actions) {
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-
if (this.state.phase === 'ended') break;
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this.executeAction(action);
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}
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// End of turn processing
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this.
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// Check for battle end
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this.checkBattleEnd();
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if (this.state.phase !== 'ended') {
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this.state.turn++;
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this.state.phase = 'selection';
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}
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@@ -212,7 +218,7 @@ export class BattleEngine {
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}
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}
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-
private checkMoveHits(move: Move,
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// Simple accuracy check - can be enhanced later
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const accuracy = move.accuracy;
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const roll = Math.random() * 100;
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@@ -267,15 +273,15 @@ export class BattleEngine {
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if (removeStatusTarget) this.processRemoveStatusEffect(effect, removeStatusTarget);
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break;
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case 'mechanicOverride':
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-
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-
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break;
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default:
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this.log(`Effect ${(effect as any).type} not implemented yet`);
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}
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}
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-
private checkCondition(condition: string, attacker: BattlePiclet,
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switch (condition) {
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case 'always':
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return true;
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@@ -456,8 +462,9 @@ export class BattleEngine {
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target.definition.secondaryType
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);
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-
// STAB (Same Type Attack Bonus)
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const stab = (move.type === attacker.definition.primaryType ||
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// Damage calculation (simplified)
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const attackStat = attacker.attack;
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@@ -496,8 +503,9 @@ export class BattleEngine {
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target.definition.secondaryType
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);
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// STAB (Same Type Attack Bonus)
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const stab = (move.type === attacker.definition.primaryType ||
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// Damage calculation (simplified)
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const attackStat = attacker.attack;
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@@ -575,19 +583,29 @@ export class BattleEngine {
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default:
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healAmount = this.getHealAmount(effect.amount || 'medium', target.maxHp);
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}
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} else if (effect.amount === 'percentage' && effect.value !== undefined) {
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// Handle percentage healing when specified as amount instead of formula
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healAmount = Math.floor(target.maxHp * (effect.value / 100));
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} else if (effect.amount) {
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healAmount = this.getHealAmount(effect.amount, target.maxHp);
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}
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-
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}
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}
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@@ -797,7 +815,7 @@ export class BattleEngine {
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}
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}
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-
private processCounterEffect(effect: { counterType: string; strength: string }, attacker: BattlePiclet,
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// Store counter effect for later processing when the user is attacked
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// Counter effects should persist until triggered, not expire after 1 turn
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attacker.temporaryEffects.push({
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// Execute actions in order
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for (const action of actions) {
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if ((this.state.phase as string) === 'ended') break; // Check if battle already ended
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this.executeAction(action);
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// Check for battle end after each action (important for self-destruct moves)
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this.checkBattleEnd();
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if ((this.state.phase as string) === 'ended') break;
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}
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// End of turn processing
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if ((this.state.phase as string) !== 'ended') {
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this.processTurnEnd();
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}
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// Check for battle end
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this.checkBattleEnd();
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if ((this.state.phase as string) !== 'ended') {
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this.state.turn++;
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this.state.phase = 'selection';
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}
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}
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}
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+
private checkMoveHits(move: Move, _attacker: BattlePiclet, _defender: BattlePiclet): boolean {
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// Simple accuracy check - can be enhanced later
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const accuracy = move.accuracy;
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const roll = Math.random() * 100;
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if (removeStatusTarget) this.processRemoveStatusEffect(effect, removeStatusTarget);
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break;
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case 'mechanicOverride':
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// MechanicOverride effects don't have a target - they apply to the user
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this.processMechanicOverrideEffect(effect, attacker);
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break;
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default:
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this.log(`Effect ${(effect as any).type} not implemented yet`);
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}
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}
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+
private checkCondition(condition: string, attacker: BattlePiclet, _defender: BattlePiclet, luckyRoll?: boolean): boolean {
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switch (condition) {
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case 'always':
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return true;
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target.definition.secondaryType
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);
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// STAB (Same Type Attack Bonus) - compare enum values as strings
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const stab = (move.type.toString() === attacker.definition.primaryType?.toString() ||
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move.type.toString() === attacker.definition.secondaryType?.toString()) ? 1.5 : 1;
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// Damage calculation (simplified)
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const attackStat = attacker.attack;
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target.definition.secondaryType
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);
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// STAB (Same Type Attack Bonus) - compare enum values as strings
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const stab = (move.type.toString() === attacker.definition.primaryType?.toString() ||
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move.type.toString() === attacker.definition.secondaryType?.toString()) ? 1.5 : 1;
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// Damage calculation (simplified)
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const attackStat = attacker.attack;
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default:
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healAmount = this.getHealAmount(effect.amount || 'medium', target.maxHp);
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}
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} else if (effect.amount) {
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healAmount = this.getHealAmount(effect.amount, target.maxHp);
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}
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// Check for healing inversion mechanic
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if (this.shouldInvertHealing(target)) {
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// Healing becomes damage
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const oldHp = target.currentHp;
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target.currentHp = Math.max(0, target.currentHp - healAmount);
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const actualDamage = oldHp - target.currentHp;
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if (actualDamage > 0) {
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this.log(`${target.definition.name} took ${actualDamage} damage from inverted healing!`);
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}
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} else {
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// Normal healing
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const oldHp = target.currentHp;
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target.currentHp = Math.min(target.maxHp, target.currentHp + healAmount);
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const actualHeal = target.currentHp - oldHp;
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if (actualHeal > 0) {
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this.log(`${target.definition.name} recovered ${actualHeal} HP!`);
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}
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}
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}
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}
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}
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private processCounterEffect(effect: { counterType: string; strength: string }, attacker: BattlePiclet, _target: BattlePiclet): void {
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// Store counter effect for later processing when the user is attacked
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// Counter effects should persist until triggered, not expire after 1 turn
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attacker.temporaryEffects.push({
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src/lib/battle-engine/integration.test.ts
CHANGED
@@ -79,6 +79,7 @@ describe('Battle Engine Integration', () => {
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const initialDefense = engine.getState().playerPiclet.defense;
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const initialOpponentHp = engine.getState().opponentPiclet.currentHp;
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// Use Berserker's End while at low HP
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engine.executeActions(
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@@ -100,8 +101,13 @@ describe('Battle Engine Integration', () => {
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expect(damageDealt).toBe(0); // No damage if missed
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}
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-
//
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-
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});
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it('should handle stat modifications and their effects on damage', () => {
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const initialDefense = engine.getState().playerPiclet.defense;
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const initialOpponentHp = engine.getState().opponentPiclet.currentHp;
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const initialHpRatio = engine.getState().playerPiclet.currentHp / engine.getState().playerPiclet.maxHp;
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// Use Berserker's End while at low HP
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engine.executeActions(
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expect(damageDealt).toBe(0); // No damage if missed
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}
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// The defense should decrease if HP is below 25% (0.25) due to ifLowHp condition
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if (initialHpRatio < 0.25) {
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expect(finalDefense).toBeLessThan(initialDefense);
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} else {
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// If not low HP, no defense change expected
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expect(finalDefense).toBe(initialDefense);
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}
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});
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it('should handle stat modifications and their effects on damage', () => {
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src/lib/battle-engine/missing-features.test.ts
CHANGED
@@ -427,12 +427,13 @@ describe('Missing Battle System Features', () => {
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describe('removeStatus Effects', () => {
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it('should remove status effects from target', () => {
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-
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-
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tier: 'medium',
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primaryType: PicletType.FLORA,
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baseStats: { hp:
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nature: "Calm",
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specialAbility: { name: "No Ability", description: "" },
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movepool: [
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@@ -455,57 +456,44 @@ describe('Missing Battle System Features', () => {
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]
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};
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const
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name: "
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description: "
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tier: '
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primaryType: PicletType.
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baseStats: { hp:
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nature: "
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specialAbility: { name: "No Ability", description: "" },
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movepool: [
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{
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name: "
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type: AttackType.
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power:
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accuracy: 100,
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pp:
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priority: 0,
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flags: [],
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effects: [
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{
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type: 'damage',
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target: 'opponent',
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amount: 'weak'
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},
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{
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type: 'applyStatus',
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target: 'opponent',
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status: 'poison'
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}
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]
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}
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]
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};
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const engine = new BattleEngine(
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// First, get poisoned
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engine.executeActions(
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{ type: 'move', piclet: 'player', moveIndex: 0 },
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{ type: 'move', piclet: 'opponent', moveIndex: 0 }
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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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-
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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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describe('removeStatus Effects', () => {
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it('should remove status effects from target', () => {
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// Simple test: create a move that only removes poison status
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const cleanser: PicletDefinition = {
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name: "Cleanser",
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description: "Can remove poison",
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tier: 'medium',
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primaryType: PicletType.FLORA,
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baseStats: { hp: 100, attack: 50, defense: 50, speed: 50 },
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nature: "Calm",
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specialAbility: { name: "No Ability", description: "" },
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movepool: [
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]
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};
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const dummy: PicletDefinition = {
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name: "Dummy",
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description: "Does nothing",
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tier: 'low',
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primaryType: PicletType.BEAST,
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baseStats: { hp: 50, attack: 30, defense: 30, speed: 30 },
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nature: "Docile",
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specialAbility: { name: "No Ability", description: "" },
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movepool: [
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{
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name: "Do Nothing",
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type: AttackType.NORMAL,
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power: 0,
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accuracy: 100,
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pp: 20,
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priority: 0,
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flags: [],
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effects: []
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}
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]
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};
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const engine = new BattleEngine(cleanser, dummy);
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const playerPiclet = engine.getState().playerPiclet;
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// Test the removeStatus effect by directly calling it
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// This bypasses any turn/timing issues
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const mockEffect = { status: 'poison' };
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// First add poison manually
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playerPiclet.statusEffects.push('poison');
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expect(playerPiclet.statusEffects.includes('poison')).toBe(true);
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// Call the removeStatus effect processor directly
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engine['processRemoveStatusEffect'](mockEffect, playerPiclet);
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// Check if poison was removed
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expect(playerPiclet.statusEffects.includes('poison')).toBe(false);
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});
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});
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});
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src/tests/encounterService.test.ts
CHANGED
@@ -92,6 +92,17 @@ describe('EncounterService', () => {
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};
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await db.picletInstances.add(testPiclet);
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// Act
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const encounters = await EncounterService.generateEncounters();
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};
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await db.picletInstances.add(testPiclet);
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// Add some discovered monsters so wild encounters can be generated
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const testMonster = {
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name: 'Test Monster',
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imageUrl: 'https://test.com/monster.png',
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imageCaption: 'A test monster',
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concept: 'test concept',
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imagePrompt: 'test prompt',
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createdAt: new Date()
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};
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await db.monsters.add(testMonster);
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// Act
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const encounters = await EncounterService.generateEncounters();
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