LEVELS
Browse files
src/lib/battle-engine/BattleEngine.ts
CHANGED
@@ -61,8 +61,8 @@ export class BattleEngine {
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private initializeRosterStates(roster: PicletDefinition[], level: number): Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }> {
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return roster.map(piclet => {
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-
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-
const hp =
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return {
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currentHp: hp,
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maxHp: hp,
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@@ -76,12 +76,12 @@ export class BattleEngine {
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}
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private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
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-
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-
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const hp = definition.baseStats.hp;
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-
const attack =
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-
const defense =
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-
const speed =
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const piclet: BattlePiclet = {
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definition,
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private initializeRosterStates(roster: PicletDefinition[], level: number): Array<{ currentHp: number; maxHp: number; fainted: boolean; moves: Array<{move: Move; currentPP: number}> }> {
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return roster.map(piclet => {
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+
// Use pre-calculated HP from definition (already includes level scaling)
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+
const hp = piclet.baseStats.hp;
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return {
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currentHp: hp,
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maxHp: hp,
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}
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private createBattlePiclet(definition: PicletDefinition, level: number): BattlePiclet {
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// Battle engine now uses pre-calculated stats from levelingService
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// No level scaling needed here - stats already include level and nature effects
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const hp = definition.baseStats.hp;
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+
const attack = definition.baseStats.attack;
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const defense = definition.baseStats.defense;
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const speed = definition.baseStats.speed;
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const piclet: BattlePiclet = {
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definition,
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src/lib/components/Battle/PicletInfo.svelte
CHANGED
@@ -1,11 +1,16 @@
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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export let piclet: PicletInstance;
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export let hpPercentage: number;
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-
export let xpPercentage: number = 0;
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export let isPlayer: boolean;
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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$: displayHp = Math.ceil(piclet.currentHp);
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@@ -50,9 +55,20 @@
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<div class="xp-bar">
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<div
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class="xp-fill"
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-
style="width: {
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></div>
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</div>
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{/if}
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</div>
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@@ -160,12 +176,23 @@
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background: #e0e0e0;
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border-radius: 2px;
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overflow: hidden;
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}
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.xp-fill {
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height: 100%;
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background: #2196f3;
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-
transition: width 0.
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}
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/* Triangle Pointer */
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<script lang="ts">
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import type { PicletInstance } from '$lib/db/schema';
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+
import { getXpProgress, getXpForNextLevel } from '$lib/services/levelingService';
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export let piclet: PicletInstance;
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export let hpPercentage: number;
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+
export let xpPercentage: number = 0; // Legacy prop - will be overridden for players
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export let isPlayer: boolean;
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+
// Calculate real XP percentage using levelingService
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$: realXpPercentage = isPlayer ? getXpProgress(piclet.xp, piclet.level) : 0;
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$: nextLevelXp = isPlayer ? getXpForNextLevel(piclet.level) : 0;
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+
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$: hpColor = hpPercentage > 0.5 ? '#4caf50' : hpPercentage > 0.2 ? '#ffc107' : '#f44336';
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$: displayHp = Math.ceil(piclet.currentHp);
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<div class="xp-bar">
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<div
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class="xp-fill"
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+
style="width: {realXpPercentage}%"
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></div>
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</div>
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+
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+
<!-- XP Progress Text (Player only) -->
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+
{#if piclet.level < 100}
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+
<div class="xp-text">
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<span class="xp-progress">{Math.floor(realXpPercentage)}% to next level</span>
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</div>
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{:else}
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+
<div class="xp-text">
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<span class="xp-progress">MAX LEVEL</span>
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</div>
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{/if}
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{/if}
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</div>
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background: #e0e0e0;
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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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height: 100%;
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background: #2196f3;
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+
transition: width 0.8s ease;
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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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+
.xp-progress {
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+
font-weight: 500;
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}
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/* Triangle Pointer */
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src/lib/components/Pages/Battle.svelte
CHANGED
@@ -7,6 +7,8 @@
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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 { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
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export let playerPiclet: PicletInstance;
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@@ -41,6 +43,15 @@
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let playerFaint = false;
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let enemyFaint = false;
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onMount(() => {
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// Initialize battle engine with converted piclet definitions
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@@ -163,8 +174,10 @@
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? `${currentEnemyPiclet.nickname} fainted! You won!`
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: `${currentPlayerPiclet.nickname} fainted! You lost!`;
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currentMessage = winMessage;
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-
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-
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}, 2000);
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} else {
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setTimeout(() => {
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@@ -346,6 +359,61 @@
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function handleBack() {
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battlePhase = 'main';
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}
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|
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</script>
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<div class="battle-page" transition:fade={{ duration: 300 }}>
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@@ -389,6 +457,45 @@
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onBack={handleBack}
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390 |
/>
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</div>
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392 |
</div>
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<style>
|
@@ -456,4 +563,99 @@
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position: relative;
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background: #f8f9fa;
|
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}
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|
459 |
</style>
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|
7 |
import { BattleEngine } from '$lib/battle-engine/BattleEngine';
|
8 |
import type { BattleState, MoveAction } from '$lib/battle-engine/types';
|
9 |
import { picletInstanceToBattleDefinition, battlePicletToInstance, stripBattlePrefix } from '$lib/utils/battleConversion';
|
10 |
+
import { calculateBattleXp, processAllLevelUps, getXpProgress } from '$lib/services/levelingService';
|
11 |
+
import { db } from '$lib/db/index';
|
12 |
import { getEffectivenessText, getEffectivenessColor } from '$lib/types/picletTypes';
|
13 |
|
14 |
export let playerPiclet: PicletInstance;
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|
43 |
let playerFaint = false;
|
44 |
let enemyFaint = false;
|
45 |
|
46 |
+
// Battle results state
|
47 |
+
let battleResultsVisible = false;
|
48 |
+
let battleResults = {
|
49 |
+
victory: false,
|
50 |
+
xpGained: 0,
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51 |
+
levelUps: [],
|
52 |
+
newLevel: 0
|
53 |
+
};
|
54 |
+
|
55 |
|
56 |
onMount(() => {
|
57 |
// Initialize battle engine with converted piclet definitions
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|
174 |
? `${currentEnemyPiclet.nickname} fainted! You won!`
|
175 |
: `${currentPlayerPiclet.nickname} fainted! You lost!`;
|
176 |
currentMessage = winMessage;
|
177 |
+
|
178 |
+
// Process battle results with XP and level ups
|
179 |
+
setTimeout(async () => {
|
180 |
+
await handleBattleResults(battleState.winner === 'player');
|
181 |
}, 2000);
|
182 |
} else {
|
183 |
setTimeout(() => {
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|
359 |
function handleBack() {
|
360 |
battlePhase = 'main';
|
361 |
}
|
362 |
+
|
363 |
+
async function handleBattleResults(playerWon: boolean) {
|
364 |
+
if (playerWon) {
|
365 |
+
// Calculate XP gained from defeating the enemy
|
366 |
+
const xpGained = calculateBattleXp(currentEnemyPiclet, 1);
|
367 |
+
|
368 |
+
// Apply XP to player's Piclet
|
369 |
+
const updatedPlayerPiclet = {
|
370 |
+
...currentPlayerPiclet,
|
371 |
+
xp: currentPlayerPiclet.xp + xpGained
|
372 |
+
};
|
373 |
+
|
374 |
+
// Process any level ups
|
375 |
+
const { newInstance, levelUpInfo } = processAllLevelUps(updatedPlayerPiclet);
|
376 |
+
|
377 |
+
// Save updated Piclet to database
|
378 |
+
if (newInstance.id) {
|
379 |
+
await db.picletInstances.update(newInstance.id, newInstance);
|
380 |
+
}
|
381 |
+
|
382 |
+
// Update local state
|
383 |
+
currentPlayerPiclet = newInstance;
|
384 |
+
|
385 |
+
// Prepare battle results for display
|
386 |
+
battleResults = {
|
387 |
+
victory: true,
|
388 |
+
xpGained,
|
389 |
+
levelUps: levelUpInfo,
|
390 |
+
newLevel: newInstance.level
|
391 |
+
};
|
392 |
+
|
393 |
+
// Show battle results screen
|
394 |
+
if (xpGained > 0 || levelUpInfo.length > 0) {
|
395 |
+
battleResultsVisible = true;
|
396 |
+
|
397 |
+
// Auto-dismiss after showing results
|
398 |
+
setTimeout(() => {
|
399 |
+
battleResultsVisible = false;
|
400 |
+
onBattleEnd(true);
|
401 |
+
}, levelUpInfo.length > 0 ? 4000 : 2500);
|
402 |
+
} else {
|
403 |
+
onBattleEnd(true);
|
404 |
+
}
|
405 |
+
} else {
|
406 |
+
// Player lost - no XP gained
|
407 |
+
battleResults = {
|
408 |
+
victory: false,
|
409 |
+
xpGained: 0,
|
410 |
+
levelUps: [],
|
411 |
+
newLevel: currentPlayerPiclet.level
|
412 |
+
};
|
413 |
+
|
414 |
+
onBattleEnd(false);
|
415 |
+
}
|
416 |
+
}
|
417 |
</script>
|
418 |
|
419 |
<div class="battle-page" transition:fade={{ duration: 300 }}>
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|
457 |
onBack={handleBack}
|
458 |
/>
|
459 |
</div>
|
460 |
+
|
461 |
+
<!-- Battle Results Overlay -->
|
462 |
+
{#if battleResultsVisible}
|
463 |
+
<div class="battle-results-overlay" transition:fade={{ duration: 300 }}>
|
464 |
+
<div class="battle-results-card">
|
465 |
+
<h2>{battleResults.victory ? 'Victory!' : 'Defeat!'}</h2>
|
466 |
+
|
467 |
+
{#if battleResults.victory && battleResults.xpGained > 0}
|
468 |
+
<div class="xp-gain">
|
469 |
+
<p><strong>{currentPlayerPiclet.nickname}</strong> gained <strong>{battleResults.xpGained} XP</strong>!</p>
|
470 |
+
</div>
|
471 |
+
{/if}
|
472 |
+
|
473 |
+
{#if battleResults.levelUps.length > 0}
|
474 |
+
{#each battleResults.levelUps as levelUp}
|
475 |
+
<div class="level-up" transition:fade={{ duration: 500 }}>
|
476 |
+
<h3>🎉 Level Up! 🎉</h3>
|
477 |
+
<p><strong>{currentPlayerPiclet.nickname}</strong> grew to level <strong>{levelUp.newLevel}</strong>!</p>
|
478 |
+
|
479 |
+
<div class="stat-changes">
|
480 |
+
{#if levelUp.statChanges.hp > 0}
|
481 |
+
<div class="stat-change">HP +{levelUp.statChanges.hp}</div>
|
482 |
+
{/if}
|
483 |
+
{#if levelUp.statChanges.attack > 0}
|
484 |
+
<div class="stat-change">Attack +{levelUp.statChanges.attack}</div>
|
485 |
+
{/if}
|
486 |
+
{#if levelUp.statChanges.defense > 0}
|
487 |
+
<div class="stat-change">Defense +{levelUp.statChanges.defense}</div>
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488 |
+
{/if}
|
489 |
+
{#if levelUp.statChanges.speed > 0}
|
490 |
+
<div class="stat-change">Speed +{levelUp.statChanges.speed}</div>
|
491 |
+
{/if}
|
492 |
+
</div>
|
493 |
+
</div>
|
494 |
+
{/each}
|
495 |
+
{/if}
|
496 |
+
</div>
|
497 |
+
</div>
|
498 |
+
{/if}
|
499 |
</div>
|
500 |
|
501 |
<style>
|
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|
563 |
position: relative;
|
564 |
background: #f8f9fa;
|
565 |
}
|
566 |
+
|
567 |
+
/* Battle Results Overlay */
|
568 |
+
.battle-results-overlay {
|
569 |
+
position: fixed;
|
570 |
+
inset: 0;
|
571 |
+
background: rgba(0, 0, 0, 0.8);
|
572 |
+
display: flex;
|
573 |
+
align-items: center;
|
574 |
+
justify-content: center;
|
575 |
+
z-index: 2000;
|
576 |
+
}
|
577 |
+
|
578 |
+
.battle-results-card {
|
579 |
+
background: white;
|
580 |
+
border-radius: 16px;
|
581 |
+
padding: 2rem;
|
582 |
+
max-width: 400px;
|
583 |
+
width: 90%;
|
584 |
+
text-align: center;
|
585 |
+
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
|
586 |
+
}
|
587 |
+
|
588 |
+
.battle-results-card h2 {
|
589 |
+
margin: 0 0 1rem 0;
|
590 |
+
font-size: 1.8rem;
|
591 |
+
font-weight: 700;
|
592 |
+
color: #1a1a1a;
|
593 |
+
}
|
594 |
+
|
595 |
+
.xp-gain {
|
596 |
+
background: #e3f2fd;
|
597 |
+
border-radius: 8px;
|
598 |
+
padding: 1rem;
|
599 |
+
margin: 1rem 0;
|
600 |
+
border: 2px solid #2196f3;
|
601 |
+
}
|
602 |
+
|
603 |
+
.xp-gain p {
|
604 |
+
margin: 0;
|
605 |
+
color: #1565c0;
|
606 |
+
font-size: 1.1rem;
|
607 |
+
}
|
608 |
+
|
609 |
+
.level-up {
|
610 |
+
background: linear-gradient(135deg, #fff3e0 0%, #ffcc02 100%);
|
611 |
+
border-radius: 12px;
|
612 |
+
padding: 1.5rem;
|
613 |
+
margin: 1rem 0;
|
614 |
+
border: 3px solid #ff6f00;
|
615 |
+
animation: levelUpPulse 0.6s ease-in-out;
|
616 |
+
}
|
617 |
+
|
618 |
+
.level-up h3 {
|
619 |
+
margin: 0 0 0.5rem 0;
|
620 |
+
font-size: 1.4rem;
|
621 |
+
color: #e65100;
|
622 |
+
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.1);
|
623 |
+
}
|
624 |
+
|
625 |
+
.level-up p {
|
626 |
+
margin: 0 0 1rem 0;
|
627 |
+
font-size: 1.2rem;
|
628 |
+
color: #bf360c;
|
629 |
+
}
|
630 |
+
|
631 |
+
.stat-changes {
|
632 |
+
display: flex;
|
633 |
+
flex-wrap: wrap;
|
634 |
+
gap: 0.5rem;
|
635 |
+
justify-content: center;
|
636 |
+
}
|
637 |
+
|
638 |
+
.stat-change {
|
639 |
+
background: rgba(76, 175, 80, 0.2);
|
640 |
+
border: 1px solid #4caf50;
|
641 |
+
border-radius: 20px;
|
642 |
+
padding: 0.25rem 0.75rem;
|
643 |
+
font-size: 0.9rem;
|
644 |
+
font-weight: 600;
|
645 |
+
color: #2e7d32;
|
646 |
+
}
|
647 |
+
|
648 |
+
@keyframes levelUpPulse {
|
649 |
+
0% {
|
650 |
+
transform: scale(0.9);
|
651 |
+
opacity: 0;
|
652 |
+
}
|
653 |
+
50% {
|
654 |
+
transform: scale(1.05);
|
655 |
+
}
|
656 |
+
100% {
|
657 |
+
transform: scale(1);
|
658 |
+
opacity: 1;
|
659 |
+
}
|
660 |
+
}
|
661 |
</style>
|
src/lib/services/levelingService.ts
ADDED
@@ -0,0 +1,274 @@
|
|
|
|
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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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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
/**
|
2 |
+
* Pokemon-style Leveling and Stat Calculation Service
|
3 |
+
* Implements accurate Pokemon stat formulas based on pokemon_stat_calculation.md
|
4 |
+
*/
|
5 |
+
|
6 |
+
import type { PicletInstance } from '$lib/db/schema';
|
7 |
+
|
8 |
+
// Pokemon nature effects: [boosted_stat, lowered_stat] or [null, null] for neutral
|
9 |
+
export const NATURES = {
|
10 |
+
'Hardy': [null, null], // Neutral
|
11 |
+
'Lonely': ['attack', 'defense'],
|
12 |
+
'Brave': ['attack', 'speed'],
|
13 |
+
'Adamant': ['attack', 'sp_attack'],
|
14 |
+
'Naughty': ['attack', 'sp_defense'],
|
15 |
+
'Bold': ['defense', 'attack'],
|
16 |
+
'Docile': [null, null], // Neutral
|
17 |
+
'Relaxed': ['defense', 'speed'],
|
18 |
+
'Impish': ['defense', 'sp_attack'],
|
19 |
+
'Lax': ['defense', 'sp_defense'],
|
20 |
+
'Timid': ['speed', 'attack'],
|
21 |
+
'Hasty': ['speed', 'defense'],
|
22 |
+
'Serious': [null, null], // Neutral
|
23 |
+
'Jolly': ['speed', 'sp_attack'],
|
24 |
+
'Naive': ['speed', 'sp_defense'],
|
25 |
+
'Modest': ['sp_attack', 'attack'],
|
26 |
+
'Mild': ['sp_attack', 'defense'],
|
27 |
+
'Quiet': ['sp_attack', 'speed'],
|
28 |
+
'Bashful': [null, null], // Neutral
|
29 |
+
'Rash': ['sp_attack', 'sp_defense'],
|
30 |
+
'Calm': ['sp_defense', 'attack'],
|
31 |
+
'Gentle': ['sp_defense', 'defense'],
|
32 |
+
'Sassy': ['sp_defense', 'speed'],
|
33 |
+
'Careful': ['sp_defense', 'sp_attack'],
|
34 |
+
'Quirky': [null, null], // Neutral
|
35 |
+
} as const;
|
36 |
+
|
37 |
+
export type NatureName = keyof typeof NATURES;
|
38 |
+
|
39 |
+
// Experience requirements for Medium Fast growth rate (level³)
|
40 |
+
const XP_REQUIREMENTS: number[] = [];
|
41 |
+
for (let level = 1; level <= 100; level++) {
|
42 |
+
XP_REQUIREMENTS[level] = level * level * level;
|
43 |
+
}
|
44 |
+
|
45 |
+
export interface LevelUpInfo {
|
46 |
+
oldLevel: number;
|
47 |
+
newLevel: number;
|
48 |
+
statChanges: {
|
49 |
+
hp: number;
|
50 |
+
attack: number;
|
51 |
+
defense: number;
|
52 |
+
speed: number;
|
53 |
+
};
|
54 |
+
}
|
55 |
+
|
56 |
+
export interface NatureModifiers {
|
57 |
+
attack: number;
|
58 |
+
defense: number;
|
59 |
+
speed: number;
|
60 |
+
}
|
61 |
+
|
62 |
+
/**
|
63 |
+
* Calculate HP using Pokemon's HP formula
|
64 |
+
* Formula: floor((2 * base_hp * level) / 100) + level + 10
|
65 |
+
*/
|
66 |
+
export function calculateHp(baseHp: number, level: number): number {
|
67 |
+
if (level === 1) {
|
68 |
+
return Math.max(1, Math.floor(baseHp / 10) + 11); // Special case for level 1
|
69 |
+
}
|
70 |
+
|
71 |
+
return Math.floor((2 * baseHp * level) / 100) + level + 10;
|
72 |
+
}
|
73 |
+
|
74 |
+
/**
|
75 |
+
* Calculate non-HP stat using Pokemon's standard formula
|
76 |
+
* Formula: floor((floor((2 * base_stat * level) / 100) + 5) * nature_modifier)
|
77 |
+
*/
|
78 |
+
export function calculateStat(baseStat: number, level: number, natureModifier: number = 1.0): number {
|
79 |
+
if (level === 1) {
|
80 |
+
return Math.max(1, Math.floor(baseStat / 10) + 5); // Special case for level 1
|
81 |
+
}
|
82 |
+
|
83 |
+
const baseValue = Math.floor((2 * baseStat * level) / 100) + 5;
|
84 |
+
return Math.floor(baseValue * natureModifier);
|
85 |
+
}
|
86 |
+
|
87 |
+
/**
|
88 |
+
* Get nature modifiers for all stats
|
89 |
+
*/
|
90 |
+
export function getNatureModifiers(nature: string): NatureModifiers {
|
91 |
+
const natureName = nature as NatureName;
|
92 |
+
const [boosted, lowered] = NATURES[natureName] || NATURES['Hardy'];
|
93 |
+
|
94 |
+
const modifiers: NatureModifiers = {
|
95 |
+
attack: 1.0,
|
96 |
+
defense: 1.0,
|
97 |
+
speed: 1.0,
|
98 |
+
};
|
99 |
+
|
100 |
+
if (boosted) {
|
101 |
+
(modifiers as any)[boosted] = 1.1; // +10%
|
102 |
+
}
|
103 |
+
if (lowered) {
|
104 |
+
(modifiers as any)[lowered] = 0.9; // -10%
|
105 |
+
}
|
106 |
+
|
107 |
+
return modifiers;
|
108 |
+
}
|
109 |
+
|
110 |
+
/**
|
111 |
+
* Get XP required to reach a specific level
|
112 |
+
*/
|
113 |
+
export function getXpForLevel(level: number): number {
|
114 |
+
if (level < 1 || level > 100) {
|
115 |
+
throw new Error('Level must be between 1 and 100');
|
116 |
+
}
|
117 |
+
return XP_REQUIREMENTS[level];
|
118 |
+
}
|
119 |
+
|
120 |
+
/**
|
121 |
+
* Get XP required for next level
|
122 |
+
*/
|
123 |
+
export function getXpForNextLevel(currentLevel: number): number {
|
124 |
+
if (currentLevel >= 100) return 0; // Max level
|
125 |
+
return getXpForLevel(currentLevel + 1);
|
126 |
+
}
|
127 |
+
|
128 |
+
/**
|
129 |
+
* Calculate XP progress percentage for current level
|
130 |
+
*/
|
131 |
+
export function getXpProgress(currentXp: number, currentLevel: number): number {
|
132 |
+
if (currentLevel >= 100) return 100;
|
133 |
+
|
134 |
+
const currentLevelXp = getXpForLevel(currentLevel);
|
135 |
+
const nextLevelXp = getXpForLevel(currentLevel + 1);
|
136 |
+
const xpIntoLevel = currentXp - currentLevelXp;
|
137 |
+
const xpNeededForLevel = nextLevelXp - currentLevelXp;
|
138 |
+
|
139 |
+
return Math.min(100, Math.max(0, (xpIntoLevel / xpNeededForLevel) * 100));
|
140 |
+
}
|
141 |
+
|
142 |
+
/**
|
143 |
+
* Recalculate all stats for a Piclet based on current level and nature
|
144 |
+
*/
|
145 |
+
export function recalculatePicletStats(instance: PicletInstance): PicletInstance {
|
146 |
+
const natureModifiers = getNatureModifiers(instance.nature);
|
147 |
+
|
148 |
+
// Calculate new stats
|
149 |
+
const newMaxHp = calculateHp(instance.baseHp, instance.level);
|
150 |
+
const newAttack = calculateStat(instance.baseAttack, instance.level, natureModifiers.attack);
|
151 |
+
const newDefense = calculateStat(instance.baseDefense, instance.level, natureModifiers.defense);
|
152 |
+
const newSpeed = calculateStat(instance.baseSpeed, instance.level, natureModifiers.speed);
|
153 |
+
|
154 |
+
// Field stats are 80% of main stats (existing logic)
|
155 |
+
const newFieldAttack = Math.floor(newAttack * 0.8);
|
156 |
+
const newFieldDefense = Math.floor(newDefense * 0.8);
|
157 |
+
|
158 |
+
// Maintain current HP ratio when stats change
|
159 |
+
const hpRatio = instance.maxHp > 0 ? instance.currentHp / instance.maxHp : 1;
|
160 |
+
const newCurrentHp = Math.ceil(newMaxHp * hpRatio);
|
161 |
+
|
162 |
+
return {
|
163 |
+
...instance,
|
164 |
+
maxHp: newMaxHp,
|
165 |
+
currentHp: newCurrentHp,
|
166 |
+
attack: newAttack,
|
167 |
+
defense: newDefense,
|
168 |
+
speed: newSpeed,
|
169 |
+
fieldAttack: newFieldAttack,
|
170 |
+
fieldDefense: newFieldDefense
|
171 |
+
};
|
172 |
+
}
|
173 |
+
|
174 |
+
/**
|
175 |
+
* Process potential level up and return results
|
176 |
+
*/
|
177 |
+
export function processLevelUp(instance: PicletInstance): {
|
178 |
+
newInstance: PicletInstance;
|
179 |
+
levelUpInfo: LevelUpInfo | null;
|
180 |
+
} {
|
181 |
+
const requiredXp = getXpForNextLevel(instance.level);
|
182 |
+
|
183 |
+
// Check if level up is possible
|
184 |
+
if (instance.level >= 100 || instance.xp < requiredXp) {
|
185 |
+
return { newInstance: instance, levelUpInfo: null };
|
186 |
+
}
|
187 |
+
|
188 |
+
// Calculate old stats for comparison
|
189 |
+
const oldStats = {
|
190 |
+
hp: instance.maxHp,
|
191 |
+
attack: instance.attack,
|
192 |
+
defense: instance.defense,
|
193 |
+
speed: instance.speed
|
194 |
+
};
|
195 |
+
|
196 |
+
// Level up the Piclet
|
197 |
+
const leveledUpInstance = {
|
198 |
+
...instance,
|
199 |
+
level: instance.level + 1
|
200 |
+
};
|
201 |
+
|
202 |
+
// Recalculate stats with new level
|
203 |
+
const newInstance = recalculatePicletStats(leveledUpInstance);
|
204 |
+
|
205 |
+
// Heal to full HP on level up (Pokemon tradition)
|
206 |
+
const finalInstance = {
|
207 |
+
...newInstance,
|
208 |
+
currentHp: newInstance.maxHp
|
209 |
+
};
|
210 |
+
|
211 |
+
// Calculate stat changes
|
212 |
+
const statChanges = {
|
213 |
+
hp: finalInstance.maxHp - oldStats.hp,
|
214 |
+
attack: finalInstance.attack - oldStats.attack,
|
215 |
+
defense: finalInstance.defense - oldStats.defense,
|
216 |
+
speed: finalInstance.speed - oldStats.speed
|
217 |
+
};
|
218 |
+
|
219 |
+
const levelUpInfo: LevelUpInfo = {
|
220 |
+
oldLevel: instance.level,
|
221 |
+
newLevel: finalInstance.level,
|
222 |
+
statChanges
|
223 |
+
};
|
224 |
+
|
225 |
+
return { newInstance: finalInstance, levelUpInfo };
|
226 |
+
}
|
227 |
+
|
228 |
+
/**
|
229 |
+
* Calculate XP gained from defeating a Piclet in battle
|
230 |
+
* Based on Pokemon formula: (baseExpYield * level) / 7
|
231 |
+
*/
|
232 |
+
export function calculateBattleXp(defeatedPiclet: PicletInstance, participantCount: number = 1): number {
|
233 |
+
// Use BST as basis for exp yield (common Pokemon approach)
|
234 |
+
const bst = defeatedPiclet.baseHp + defeatedPiclet.baseAttack + defeatedPiclet.baseDefense +
|
235 |
+
defeatedPiclet.baseSpeed + defeatedPiclet.baseFieldAttack + defeatedPiclet.baseFieldDefense;
|
236 |
+
|
237 |
+
// Convert BST to exp yield (roughly BST/4, minimum 50)
|
238 |
+
const baseExpYield = Math.max(50, Math.floor(bst / 4));
|
239 |
+
|
240 |
+
// Pokemon formula
|
241 |
+
const baseXp = Math.floor((baseExpYield * defeatedPiclet.level) / 7);
|
242 |
+
|
243 |
+
// Divide among participants
|
244 |
+
return Math.max(1, Math.floor(baseXp / participantCount));
|
245 |
+
}
|
246 |
+
|
247 |
+
/**
|
248 |
+
* Check if a level up should occur and process it recursively
|
249 |
+
* (Handles multiple level ups from large XP gains)
|
250 |
+
*/
|
251 |
+
export function processAllLevelUps(instance: PicletInstance): {
|
252 |
+
newInstance: PicletInstance;
|
253 |
+
levelUpInfo: LevelUpInfo[];
|
254 |
+
} {
|
255 |
+
const levelUps: LevelUpInfo[] = [];
|
256 |
+
let currentInstance = instance;
|
257 |
+
|
258 |
+
// Process level ups until no more are possible
|
259 |
+
while (currentInstance.level < 100) {
|
260 |
+
const result = processLevelUp(currentInstance);
|
261 |
+
|
262 |
+
if (result.levelUpInfo) {
|
263 |
+
levelUps.push(result.levelUpInfo);
|
264 |
+
currentInstance = result.newInstance;
|
265 |
+
} else {
|
266 |
+
break;
|
267 |
+
}
|
268 |
+
}
|
269 |
+
|
270 |
+
return {
|
271 |
+
newInstance: currentInstance,
|
272 |
+
levelUpInfo: levelUps
|
273 |
+
};
|
274 |
+
}
|
src/lib/utils/battleConversion.ts
CHANGED
@@ -6,16 +6,22 @@ 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 |
const baseStats: BaseStats = {
|
15 |
-
hp:
|
16 |
-
attack:
|
17 |
-
defense:
|
18 |
-
speed:
|
19 |
};
|
20 |
|
21 |
// Convert simple moves to full battle moves
|
|
|
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 '$lib/types/picletTypes';
|
9 |
+
import { recalculatePicletStats } from '$lib/services/levelingService';
|
10 |
|
11 |
/**
|
12 |
* Convert PicletInstance to PicletDefinition for battle engine use
|
13 |
+
* Uses levelingService to ensure stats are properly calculated for current level
|
14 |
*/
|
15 |
export function picletInstanceToBattleDefinition(instance: PicletInstance): PicletDefinition {
|
16 |
+
// First ensure stats are up-to-date for current level and nature
|
17 |
+
const updatedInstance = recalculatePicletStats(instance);
|
18 |
+
|
19 |
+
// Use the calculated stats directly (no need for complex reverse formulas)
|
20 |
const baseStats: BaseStats = {
|
21 |
+
hp: updatedInstance.maxHp, // Pokemon-calculated HP
|
22 |
+
attack: updatedInstance.attack, // Includes level scaling and nature modifiers
|
23 |
+
defense: updatedInstance.defense, // Includes level scaling and nature modifiers
|
24 |
+
speed: updatedInstance.speed // Includes level scaling and nature modifiers
|
25 |
};
|
26 |
|
27 |
// Convert simple moves to full battle moves
|