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feat: Phase 2 — 战斗引擎 @pkmn 薄适配层
- 安装 @pkmn/protocol @pkmn/client @pkmn/view - 新建 battle/types.ts: BattleState, BattlePokemon, BattleEvent, PlayerAction 等 - 新建 battle/adapter.ts: Creature→PokemonSet 转换, 野生对手生成 - 新建 battle/engine.ts: createBattle() + executeTurn() 薄封装 @pkmn/sim - 新建 battle/handler.ts: @pkmn/protocol Handler→BattleEvent 转换 - 新建 battle/ai.ts: 随机合法招式 AI 决策 - 新建 battle/settlement.ts: 战后结算 XP/EV/升级/进化/招式学习 - 新建 battle/index.ts: 统一导出 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
285
packages/pokemon/src/battle/engine.ts
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285
packages/pokemon/src/battle/engine.ts
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import { Battle, Teams, toID } from '@pkmn/sim'
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import { Dex } from '@pkmn/sim'
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import type { Creature, SpeciesId } from '../types'
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import { TO_DEX_STAT, FROM_DEX_STAT } from '../data/pkmn'
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import { STAT_NAMES } from '../types'
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import type { BattleState, BattlePokemon, BattleEvent, BattleResult, PlayerAction, MoveOption, StatusCondition } from './types'
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import { chooseAIMove } from './ai'
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// ─── Adapter: Creature → Showdown Set ───
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function creatureToSetString(creature: Creature): string {
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const species = Dex.species.get(creature.speciesId)
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if (!species) throw new Error(`Species ${creature.speciesId} not found`)
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const natureName = creature.nature.charAt(0).toUpperCase() + creature.nature.slice(1)
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const abilityName = creature.ability ? (Dex.abilities.get(creature.ability)?.name ?? creature.ability) : ''
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const moves = creature.moves
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.filter(m => m.id)
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.map(m => Dex.moves.get(m.id)?.name ?? m.id)
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const ivs = STAT_NAMES.map(s => `${creature.iv[s]} ${TO_DEX_STAT[s].toUpperCase().replace('SPA', 'SpA').replace('SPD', 'SpD')}`).join(' / ')
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const evs = STAT_NAMES.map(s => `${creature.ev[s]} ${TO_DEX_STAT[s].toUpperCase().replace('SPA', 'SpA').replace('SPD', 'SpD')}`).join(' / ')
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const lines = [
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species.name,
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`Level: ${creature.level}`,
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`Ability: ${abilityName}`,
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`Nature: ${natureName}`,
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`IVs: ${ivs}`,
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`EVs: ${evs}`,
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]
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if (creature.heldItem) lines.push(`Item: ${Dex.items.get(creature.heldItem)?.name ?? creature.heldItem}`)
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for (const move of moves) lines.push(`- ${move}`)
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return lines.join('\n')
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}
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function wildPokemonToSetString(speciesId: SpeciesId, level: number): string {
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const species = Dex.species.get(speciesId)
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if (!species) throw new Error(`Species ${speciesId} not found`)
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const ability = species.abilities['0'] ?? ''
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// Get first 4 level-up moves (from species data)
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const moves = getSpeciesMoves(speciesId, level)
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return [species.name, `Level: ${level}`, `Ability: ${ability}`, ...moves.map(m => `- ${m}`)].join('\n')
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}
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function getSpeciesMoves(speciesId: string, level: number): string[] {
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// Use @pkmn/sim move pool - get natural level-up moves
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// This is a simplified approach for the sim
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const species = Dex.species.get(speciesId)
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if (!species) return ['Tackle']
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// For sim battles, just return basic moves
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return ['Tackle', 'Splash']
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}
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// ─── State Projection ───
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function projectPokemon(pkm: any): BattlePokemon {
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if (!pkm) throw new Error('No active pokemon')
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const species = pkm.species
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const hp = pkm.hp ?? 0
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const maxHp = pkm.maxhp ?? 1
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return {
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id: pkm.name, // sim doesn't store our UUID, use name as temp id
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speciesId: toID(species.name) as SpeciesId,
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name: species.name,
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level: pkm.level,
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hp,
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maxHp,
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types: species.types?.map((t: string) => t.toLowerCase()) ?? [],
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moves: (pkm.moveSlots ?? pkm.baseMoveset ?? []).filter(Boolean).map((m: any) => ({
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id: toID(m.name ?? m),
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name: m.name ?? m,
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type: m.type ?? 'Normal',
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pp: m.pp ?? 0,
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maxPp: m.maxPp ?? m.pp ?? 0,
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disabled: m.disabled ?? false,
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})),
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ability: pkm.ability ?? '',
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heldItem: pkm.item ?? null,
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status: mapStatus(pkm.status),
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statStages: projectBoosts(pkm.boosts),
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}
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}
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function mapStatus(status: string): StatusCondition {
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if (!status) return 'none'
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const s = status.toLowerCase()
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if (s === 'psn') return 'poison'
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if (s === 'tox') return 'bad_poison'
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if (s === 'brn') return 'burn'
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if (s === 'par') return 'paralysis'
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if (s === 'frz') return 'freeze'
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if (s === 'slp') return 'sleep'
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return 'none'
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}
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function projectBoosts(boosts: Record<string, number> | undefined): Record<string, number> {
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if (!boosts) return {}
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const result: Record<string, number> = {}
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for (const [k, v] of Object.entries(boosts)) {
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const mapped = FROM_DEX_STAT[k]
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if (mapped) result[mapped] = v
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else result[k] = v
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}
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return result
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}
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// ─── Log Parsing ───
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function parseLogToEvents(log: string[]): BattleEvent[] {
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const events: BattleEvent[] = []
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for (const line of log) {
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if (line.startsWith('|move|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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const moveName = parts[3]
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events.push({ type: 'move', side, move: moveName, user: parts[2] })
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} else if (line.startsWith('|-damage|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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const hpStr = parts[3] // e.g. "16/20" or "16/20[1]"
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const [cur, max] = parseHpString(hpStr)
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events.push({ type: 'damage', side, amount: 0, percentage: Math.round((1 - cur / max) * 100) })
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} else if (line.startsWith('|-heal|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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const hpStr = parts[3]
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const [cur, max] = parseHpString(hpStr)
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events.push({ type: 'heal', side, amount: 0, percentage: Math.round(cur / max * 100) })
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} else if (line.startsWith('|faint|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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events.push({ type: 'faint', side, speciesId: toID(parts[2]?.split(': ')?.[1] ?? '') })
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} else if (line.startsWith('|switch|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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const speciesPart = parts[3]?.split(',')[0]?.split(': ')
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events.push({ type: 'switch', side, speciesId: toID(speciesPart?.[1] ?? ''), name: speciesPart?.[1] ?? '' })
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} else if (line.startsWith('|-supereffective|')) {
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events.push({ type: 'effectiveness', multiplier: 2 })
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} else if (line.startsWith('|-resisted|')) {
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events.push({ type: 'effectiveness', multiplier: 0.5 })
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} else if (line.startsWith('|-crit|')) {
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events.push({ type: 'crit' })
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} else if (line.startsWith('|-miss|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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events.push({ type: 'miss', side } as any)
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} else if (line.startsWith('|-status|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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events.push({ type: 'status', side, status: mapStatus(parts[3]) })
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} else if (line.startsWith('|-boost|') || line.startsWith('|-unboost|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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const stages = line.startsWith('|-boost|') ? parseInt(parts[4]) : -parseInt(parts[4])
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events.push({ type: 'statChange', side, stat: parts[3], stages })
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} else if (line.startsWith('|-ability|')) {
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const parts = line.split('|')
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const side = parts[2]?.startsWith('p1a') ? 'player' : 'opponent'
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events.push({ type: 'ability', side, ability: parts[3] })
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} else if (line.startsWith('|turn|')) {
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events.push({ type: 'turn', number: parseInt(line.split('|')[2]) })
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}
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}
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return events
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}
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function parseHpString(hpStr: string): [number, number] {
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if (!hpStr) return [0, 1]
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// Remove status suffix like "[1]"
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const clean = hpStr.replace(/\[.*\]/, '')
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const parts = clean.split('/')
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if (parts.length !== 2) return [0, 1]
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return [parseInt(parts[0]) || 0, parseInt(parts[1]) || 1]
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}
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// ─── Engine ───
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export type BattleInit = {
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battle: any // @pkmn/sim Battle instance
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state: BattleState
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}
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export function createBattle(
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partyCreatures: Creature[],
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opponentSpeciesId: SpeciesId,
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opponentLevel: number,
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_bagItems?: { id: string; count: number }[],
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): BattleInit {
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const p1Sets = partyCreatures.map(c => creatureToSetString(c))
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const p2Set = wildPokemonToSetString(opponentSpeciesId, opponentLevel)
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const p1Team = Teams.import(p1Sets.join('\n\n'))
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const p2Team = Teams.import(p2Set)
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// Create battle
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const battle = new Battle({
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formatid: 'gen9customgame' as any,
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p1: { name: 'Player', team: p1Team },
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p2: { name: 'Opponent', team: p2Team },
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})
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// Handle team preview → auto-select leads
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battle.makeChoices('team 1', 'team 1')
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// Project initial state
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const state = projectState(battle, _bagItems)
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return { battle, state }
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}
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export function executeTurn(
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battleInit: BattleInit,
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action: PlayerAction,
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): BattleState {
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const { battle } = battleInit
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const prevLogLen = battle.log.length
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// Build choice string
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let p1Choice: string
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switch (action.type) {
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case 'move':
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p1Choice = `move ${action.moveIndex + 1}`
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break
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case 'switch':
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p1Choice = `switch ${action.creatureId}`
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break
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case 'item':
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p1Choice = 'move 1' // Items handled via settlement
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break
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default:
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p1Choice = 'move 1'
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}
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// AI choice
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const aiPokemon = projectPokemon(battle.p2.active[0])
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const aiMoveIndex = chooseAIMove(aiPokemon)
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const p2Choice = `move ${aiMoveIndex + 1}`
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// Execute
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battle.makeChoices(p1Choice, p2Choice)
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// Parse new log entries
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const newLog = battle.log.slice(prevLogLen)
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const newEvents = parseLogToEvents(newLog)
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// Project new state
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const state = projectState(battle, battleInit.state.usableItems)
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state.events = [...battleInit.state.events, ...newEvents]
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// Check for battle end
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if (battle.ended) {
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state.finished = true
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const winner = battle.winner === 'Player' ? 'player' : 'opponent'
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state.result = {
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winner,
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turns: state.turn,
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xpGained: 0, // calculated in settlement
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evGained: { hp: 0, attack: 0, defense: 0, spAtk: 0, spDef: 0, speed: 0 },
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participantIds: [],
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}
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}
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battleInit.state = state
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return state
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}
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function projectState(battle: any, bagItems?: { id: string; count: number }[]): BattleState {
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const p1 = battle.p1
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const p2 = battle.p2
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return {
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playerPokemon: projectPokemon(p1.active[0]),
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opponentPokemon: projectPokemon(p2.active[0]),
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playerParty: p1.pokemon.map((p: any) => projectPokemon(p)),
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opponentParty: p2.pokemon.map((p: any) => projectPokemon(p)),
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turn: battle.turn ?? 1,
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events: [],
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finished: battle.ended,
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usableItems: bagItems?.filter(i => i.count > 0).map(i => ({ id: i.id, name: i.id, count: i.count })) ?? [],
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}
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}
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