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 @@
|
|
| 3 |
* Based on battle_system_design.md specification
|
| 4 |
*/
|
| 5 |
|
| 6 |
-
import { PicletType, AttackType, TypeEffectiveness } from '../types/picletTypes';
|
| 7 |
|
| 8 |
-
export { PicletType, AttackType
|
|
|
|
| 9 |
|
| 10 |
export type Tier = 'low' | 'medium' | 'high' | 'legendary';
|
| 11 |
|
|
|
|
| 3 |
* Based on battle_system_design.md specification
|
| 4 |
*/
|
| 5 |
|
| 6 |
+
import { PicletType, AttackType, type TypeEffectiveness } from '../types/picletTypes';
|
| 7 |
|
| 8 |
+
export { PicletType, AttackType };
|
| 9 |
+
export type { TypeEffectiveness };
|
| 10 |
|
| 11 |
export type Tier = 'low' | 'medium' | 'high' | 'legendary';
|
| 12 |
|
src/lib/components/Battle/ActionButtons.svelte
CHANGED
|
@@ -1,12 +1,14 @@
|
|
| 1 |
<script lang="ts">
|
| 2 |
import ActionViewSelector, { type ActionView } from './ActionViewSelector.svelte';
|
| 3 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
|
|
|
| 4 |
|
| 5 |
export let isWildBattle: boolean;
|
| 6 |
export let playerPiclet: PicletInstance;
|
| 7 |
export let enemyPiclet: PicletInstance | null = null;
|
| 8 |
export let availablePiclets: PicletInstance[] = [];
|
| 9 |
export let processingTurn: boolean = false;
|
|
|
|
| 10 |
export let onAction: (action: string) => void;
|
| 11 |
export let onMoveSelect: (move: BattleMove) => void = () => {};
|
| 12 |
export let onPicletSelect: (piclet: PicletInstance) => void = () => {};
|
|
@@ -46,6 +48,7 @@
|
|
| 46 |
{availablePiclets}
|
| 47 |
{enemyPiclet}
|
| 48 |
{isWildBattle}
|
|
|
|
| 49 |
onMoveSelected={handleMoveSelected}
|
| 50 |
onPicletSelected={handlePicletSelected}
|
| 51 |
onCaptureAttempt={handleCaptureAttempt}
|
|
|
|
| 1 |
<script lang="ts">
|
| 2 |
import ActionViewSelector, { type ActionView } from './ActionViewSelector.svelte';
|
| 3 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
| 4 |
+
import type { BattleState } from '$lib/battle-engine/types';
|
| 5 |
|
| 6 |
export let isWildBattle: boolean;
|
| 7 |
export let playerPiclet: PicletInstance;
|
| 8 |
export let enemyPiclet: PicletInstance | null = null;
|
| 9 |
export let availablePiclets: PicletInstance[] = [];
|
| 10 |
export let processingTurn: boolean = false;
|
| 11 |
+
export let battleState: BattleState | undefined = undefined;
|
| 12 |
export let onAction: (action: string) => void;
|
| 13 |
export let onMoveSelect: (move: BattleMove) => void = () => {};
|
| 14 |
export let onPicletSelect: (piclet: PicletInstance) => void = () => {};
|
|
|
|
| 48 |
{availablePiclets}
|
| 49 |
{enemyPiclet}
|
| 50 |
{isWildBattle}
|
| 51 |
+
{battleState}
|
| 52 |
onMoveSelected={handleMoveSelected}
|
| 53 |
onPicletSelected={handlePicletSelected}
|
| 54 |
onCaptureAttempt={handleCaptureAttempt}
|
src/lib/components/Battle/ActionViewSelector.svelte
CHANGED
|
@@ -1,7 +1,10 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
<script lang="ts">
|
| 2 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
| 3 |
-
|
| 4 |
-
export type ActionView = 'main' | 'moves' | 'piclets' | 'items' | 'stats' | 'forcedSwap';
|
| 5 |
|
| 6 |
export let currentView: ActionView = 'main';
|
| 7 |
export let onViewChange: (view: ActionView) => void;
|
|
@@ -9,12 +12,16 @@
|
|
| 9 |
export let availablePiclets: PicletInstance[] = [];
|
| 10 |
export let enemyPiclet: PicletInstance | null = null;
|
| 11 |
export let isWildBattle: boolean = false;
|
|
|
|
| 12 |
export let onMoveSelected: (move: BattleMove) => void = () => {};
|
| 13 |
export let onPicletSelected: (piclet: PicletInstance) => void = () => {};
|
| 14 |
export let onCaptureAttempt: () => void = () => {};
|
| 15 |
export let currentPicletId: number | null = null;
|
| 16 |
export let processingTurn: boolean = false;
|
| 17 |
|
|
|
|
|
|
|
|
|
|
| 18 |
// Main action items
|
| 19 |
const actions = [
|
| 20 |
{ title: 'Act', icon: '⚔️', view: 'moves' as ActionView },
|
|
@@ -59,8 +66,10 @@
|
|
| 59 |
<div class="sub-view-content">
|
| 60 |
{#if currentView === 'moves'}
|
| 61 |
<div class="sub-view-list">
|
| 62 |
-
{#each moves as move}
|
| 63 |
{@const isDisabled = move.currentPp <= 0}
|
|
|
|
|
|
|
| 64 |
<button
|
| 65 |
class="sub-item move-item"
|
| 66 |
on:click={() => !isDisabled && onMoveSelected(move)}
|
|
@@ -68,15 +77,44 @@
|
|
| 68 |
>
|
| 69 |
<span class="type-emoji" class:disabled={isDisabled}>
|
| 70 |
{move.type === 'normal' ? '⚪' :
|
| 71 |
-
move.type === '
|
| 72 |
-
move.type === '
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 73 |
</span>
|
| 74 |
<div class="move-info">
|
| 75 |
-
<div class="move-name" class:disabled={isDisabled}>
|
| 76 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 77 |
</div>
|
| 78 |
-
<div class="move-
|
| 79 |
-
PP: {move.currentPp}/{move.pp}
|
|
|
|
|
|
|
|
|
|
| 80 |
</div>
|
| 81 |
</button>
|
| 82 |
{/each}
|
|
@@ -335,6 +373,42 @@
|
|
| 335 |
color: #c7c7cc;
|
| 336 |
}
|
| 337 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 338 |
.move-pp {
|
| 339 |
font-size: 12px;
|
| 340 |
padding: 4px 8px;
|
|
@@ -344,9 +418,13 @@
|
|
| 344 |
white-space: nowrap;
|
| 345 |
}
|
| 346 |
|
| 347 |
-
.move-
|
| 348 |
-
|
| 349 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 350 |
}
|
| 351 |
|
| 352 |
/* Piclet items */
|
|
|
|
| 1 |
+
<script context="module" lang="ts">
|
| 2 |
+
export type ActionView = 'main' | 'moves' | 'piclets' | 'items' | 'stats' | 'forcedSwap';
|
| 3 |
+
</script>
|
| 4 |
+
|
| 5 |
<script lang="ts">
|
| 6 |
import type { PicletInstance, BattleMove } from '$lib/db/schema';
|
| 7 |
+
import type { BattleState } from '$lib/battle-engine/types';
|
|
|
|
| 8 |
|
| 9 |
export let currentView: ActionView = 'main';
|
| 10 |
export let onViewChange: (view: ActionView) => void;
|
|
|
|
| 12 |
export let availablePiclets: PicletInstance[] = [];
|
| 13 |
export let enemyPiclet: PicletInstance | null = null;
|
| 14 |
export let isWildBattle: boolean = false;
|
| 15 |
+
export let battleState: BattleState | undefined = undefined;
|
| 16 |
export let onMoveSelected: (move: BattleMove) => void = () => {};
|
| 17 |
export let onPicletSelected: (piclet: PicletInstance) => void = () => {};
|
| 18 |
export let onCaptureAttempt: () => void = () => {};
|
| 19 |
export let currentPicletId: number | null = null;
|
| 20 |
export let processingTurn: boolean = false;
|
| 21 |
|
| 22 |
+
// Enhanced move information from battle state
|
| 23 |
+
$: enhancedMoves = battleState?.playerPiclet?.moves || [];
|
| 24 |
+
|
| 25 |
// Main action items
|
| 26 |
const actions = [
|
| 27 |
{ title: 'Act', icon: '⚔️', view: 'moves' as ActionView },
|
|
|
|
| 66 |
<div class="sub-view-content">
|
| 67 |
{#if currentView === 'moves'}
|
| 68 |
<div class="sub-view-list">
|
| 69 |
+
{#each moves as move, index}
|
| 70 |
{@const isDisabled = move.currentPp <= 0}
|
| 71 |
+
{@const enhancedMove = enhancedMoves[index]}
|
| 72 |
+
{@const battleMove = enhancedMove?.move}
|
| 73 |
<button
|
| 74 |
class="sub-item move-item"
|
| 75 |
on:click={() => !isDisabled && onMoveSelected(move)}
|
|
|
|
| 77 |
>
|
| 78 |
<span class="type-emoji" class:disabled={isDisabled}>
|
| 79 |
{move.type === 'normal' ? '⚪' :
|
| 80 |
+
move.type === 'beast' ? '🦁' :
|
| 81 |
+
move.type === 'bug' ? '🐛' :
|
| 82 |
+
move.type === 'aquatic' ? '🌊' :
|
| 83 |
+
move.type === 'flora' ? '🌿' :
|
| 84 |
+
move.type === 'mineral' ? '💎' :
|
| 85 |
+
move.type === 'space' ? '🌌' :
|
| 86 |
+
move.type === 'machina' ? '⚙️' :
|
| 87 |
+
move.type === 'structure' ? '🏗️' :
|
| 88 |
+
move.type === 'culture' ? '🎭' :
|
| 89 |
+
move.type === 'cuisine' ? '🍽️' : '❓'}
|
| 90 |
</span>
|
| 91 |
<div class="move-info">
|
| 92 |
+
<div class="move-name" class:disabled={isDisabled}>
|
| 93 |
+
{move.name}
|
| 94 |
+
{#if battleMove?.power > 0}
|
| 95 |
+
<span class="move-power">⚡{battleMove.power}</span>
|
| 96 |
+
{/if}
|
| 97 |
+
</div>
|
| 98 |
+
<div class="move-desc" class:disabled={isDisabled}>
|
| 99 |
+
{#if battleMove?.effects && battleMove.effects.length > 0}
|
| 100 |
+
{battleMove.effects.length} effects • {move.description}
|
| 101 |
+
{:else}
|
| 102 |
+
{move.description}
|
| 103 |
+
{/if}
|
| 104 |
+
</div>
|
| 105 |
+
{#if battleMove?.flags && battleMove.flags.length > 0}
|
| 106 |
+
<div class="move-flags">
|
| 107 |
+
{#each battleMove.flags as flag}
|
| 108 |
+
<span class="flag-badge">{flag}</span>
|
| 109 |
+
{/each}
|
| 110 |
+
</div>
|
| 111 |
+
{/if}
|
| 112 |
</div>
|
| 113 |
+
<div class="move-stats" class:disabled={isDisabled}>
|
| 114 |
+
<div class="move-pp">PP: {move.currentPp}/{move.pp}</div>
|
| 115 |
+
{#if battleMove}
|
| 116 |
+
<div class="move-accuracy">Acc: {battleMove.accuracy}%</div>
|
| 117 |
+
{/if}
|
| 118 |
</div>
|
| 119 |
</button>
|
| 120 |
{/each}
|
|
|
|
| 373 |
color: #c7c7cc;
|
| 374 |
}
|
| 375 |
|
| 376 |
+
.move-power {
|
| 377 |
+
font-size: 11px;
|
| 378 |
+
color: #ff6b35;
|
| 379 |
+
font-weight: bold;
|
| 380 |
+
margin-left: 6px;
|
| 381 |
+
}
|
| 382 |
+
|
| 383 |
+
.move-flags {
|
| 384 |
+
display: flex;
|
| 385 |
+
gap: 4px;
|
| 386 |
+
margin-top: 4px;
|
| 387 |
+
flex-wrap: wrap;
|
| 388 |
+
}
|
| 389 |
+
|
| 390 |
+
.flag-badge {
|
| 391 |
+
font-size: 10px;
|
| 392 |
+
padding: 2px 6px;
|
| 393 |
+
background: #e3f2fd;
|
| 394 |
+
color: #1976d2;
|
| 395 |
+
border-radius: 8px;
|
| 396 |
+
font-weight: 500;
|
| 397 |
+
}
|
| 398 |
+
|
| 399 |
+
.move-stats {
|
| 400 |
+
display: flex;
|
| 401 |
+
flex-direction: column;
|
| 402 |
+
gap: 2px;
|
| 403 |
+
align-items: flex-end;
|
| 404 |
+
}
|
| 405 |
+
|
| 406 |
+
.move-stats.disabled .move-pp,
|
| 407 |
+
.move-stats.disabled .move-accuracy {
|
| 408 |
+
background: #f2f2f7;
|
| 409 |
+
color: #8e8e93;
|
| 410 |
+
}
|
| 411 |
+
|
| 412 |
.move-pp {
|
| 413 |
font-size: 12px;
|
| 414 |
padding: 4px 8px;
|
|
|
|
| 418 |
white-space: nowrap;
|
| 419 |
}
|
| 420 |
|
| 421 |
+
.move-accuracy {
|
| 422 |
+
font-size: 11px;
|
| 423 |
+
padding: 2px 6px;
|
| 424 |
+
background: #e8f5e8;
|
| 425 |
+
color: #2e7d32;
|
| 426 |
+
border-radius: 8px;
|
| 427 |
+
white-space: nowrap;
|
| 428 |
}
|
| 429 |
|
| 430 |
/* Piclet items */
|
src/lib/components/Battle/BattleControls.svelte
CHANGED
|
@@ -1,5 +1,6 @@
|
|
| 1 |
<script lang="ts">
|
| 2 |
import type { PicletInstance } from '$lib/db/schema';
|
|
|
|
| 3 |
import ActionButtons from './ActionButtons.svelte';
|
| 4 |
import TypewriterText from './TypewriterText.svelte';
|
| 5 |
|
|
@@ -11,6 +12,7 @@
|
|
| 11 |
export let playerPiclet: PicletInstance;
|
| 12 |
export let enemyPiclet: PicletInstance;
|
| 13 |
export let rosterPiclets: PicletInstance[] = [];
|
|
|
|
| 14 |
export let onAction: (action: string) => void;
|
| 15 |
export let onMoveSelect: (move: any) => void;
|
| 16 |
export let onPicletSelect: (piclet: PicletInstance) => void;
|
|
@@ -34,6 +36,7 @@
|
|
| 34 |
{enemyPiclet}
|
| 35 |
{availablePiclets}
|
| 36 |
{processingTurn}
|
|
|
|
| 37 |
{onAction}
|
| 38 |
{onMoveSelect}
|
| 39 |
{onPicletSelect}
|
|
|
|
| 1 |
<script lang="ts">
|
| 2 |
import type { PicletInstance } from '$lib/db/schema';
|
| 3 |
+
import type { BattleState } from '$lib/battle-engine/types';
|
| 4 |
import ActionButtons from './ActionButtons.svelte';
|
| 5 |
import TypewriterText from './TypewriterText.svelte';
|
| 6 |
|
|
|
|
| 12 |
export let playerPiclet: PicletInstance;
|
| 13 |
export let enemyPiclet: PicletInstance;
|
| 14 |
export let rosterPiclets: PicletInstance[] = [];
|
| 15 |
+
export let battleState: BattleState | undefined = undefined;
|
| 16 |
export let onAction: (action: string) => void;
|
| 17 |
export let onMoveSelect: (move: any) => void;
|
| 18 |
export let onPicletSelect: (piclet: PicletInstance) => void;
|
|
|
|
| 36 |
{enemyPiclet}
|
| 37 |
{availablePiclets}
|
| 38 |
{processingTurn}
|
| 39 |
+
{battleState}
|
| 40 |
{onAction}
|
| 41 |
{onMoveSelect}
|
| 42 |
{onPicletSelect}
|
src/lib/components/Battle/BattleField.svelte
CHANGED
|
@@ -2,13 +2,17 @@
|
|
| 2 |
import { onMount } from 'svelte';
|
| 3 |
import { fade } from 'svelte/transition';
|
| 4 |
import type { PicletInstance } from '$lib/db/schema';
|
|
|
|
| 5 |
import PicletInfo from './PicletInfo.svelte';
|
|
|
|
|
|
|
| 6 |
|
| 7 |
export let playerPiclet: PicletInstance;
|
| 8 |
export let enemyPiclet: PicletInstance;
|
| 9 |
export let playerHpPercentage: number;
|
| 10 |
export let enemyHpPercentage: number;
|
| 11 |
export let showIntro: boolean = false;
|
|
|
|
| 12 |
|
| 13 |
// Animation states
|
| 14 |
let playerVisible = false;
|
|
@@ -47,6 +51,11 @@
|
|
| 47 |
{/if}
|
| 48 |
|
| 49 |
<div class="battle-content">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 50 |
<!-- Enemy Row -->
|
| 51 |
<div class="enemy-row">
|
| 52 |
<div class="enemy-stack" class:intro-animations={showIntro}>
|
|
@@ -63,18 +72,30 @@
|
|
| 63 |
class="piclet-image enemy-image"
|
| 64 |
src={enemyPiclet.imageData || enemyPiclet.imageUrl}
|
| 65 |
alt={enemyPiclet.nickname}
|
| 66 |
-
on:error={(e) =>
|
|
|
|
|
|
|
|
|
|
| 67 |
/>
|
| 68 |
<img
|
| 69 |
class="platform enemy-platform"
|
| 70 |
src="/assets/grass.PNG"
|
| 71 |
alt="Platform"
|
| 72 |
on:error={(e) => {
|
| 73 |
-
e.currentTarget
|
| 74 |
-
|
|
|
|
|
|
|
| 75 |
}}
|
| 76 |
/>
|
| 77 |
<div class="platform-fallback enemy-platform-fallback" style="display: none;"></div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 78 |
</div>
|
| 79 |
{/if}
|
| 80 |
</div>
|
|
@@ -91,18 +112,30 @@
|
|
| 91 |
class="piclet-image player-image"
|
| 92 |
src={playerPiclet.imageData || playerPiclet.imageUrl}
|
| 93 |
alt={playerPiclet.nickname}
|
| 94 |
-
on:error={(e) =>
|
|
|
|
|
|
|
|
|
|
| 95 |
/>
|
| 96 |
<img
|
| 97 |
class="platform player-platform"
|
| 98 |
src="/assets/grass.PNG"
|
| 99 |
alt="Platform"
|
| 100 |
on:error={(e) => {
|
| 101 |
-
e.currentTarget
|
| 102 |
-
|
|
|
|
|
|
|
| 103 |
}}
|
| 104 |
/>
|
| 105 |
<div class="platform-fallback player-platform-fallback" style="display: none;"></div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 106 |
</div>
|
| 107 |
{/if}
|
| 108 |
|
|
@@ -269,6 +302,21 @@
|
|
| 269 |
flex: 1;
|
| 270 |
}
|
| 271 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 272 |
/* Animations */
|
| 273 |
.enemy-piclet-wrapper {
|
| 274 |
animation-fill-mode: both;
|
|
|
|
| 2 |
import { onMount } from 'svelte';
|
| 3 |
import { fade } from 'svelte/transition';
|
| 4 |
import type { PicletInstance } from '$lib/db/schema';
|
| 5 |
+
import type { BattleState } from '$lib/battle-engine/types';
|
| 6 |
import PicletInfo from './PicletInfo.svelte';
|
| 7 |
+
import StatusEffectIndicator from './StatusEffectIndicator.svelte';
|
| 8 |
+
import FieldEffectIndicator from './FieldEffectIndicator.svelte';
|
| 9 |
|
| 10 |
export let playerPiclet: PicletInstance;
|
| 11 |
export let enemyPiclet: PicletInstance;
|
| 12 |
export let playerHpPercentage: number;
|
| 13 |
export let enemyHpPercentage: number;
|
| 14 |
export let showIntro: boolean = false;
|
| 15 |
+
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 |
+
}
|