feat: 战斗引擎全面升级 — 捕获/逃跑/多对手/AI/道具/状态

- 新增 capture.ts:Gen 9 捕获率计算,支持精灵球/状态/时间修正
- 实现逃跑概率公式 (Gen 9) 和失败累计机制
- createBattle 支持多对手 OpponentEntry[],AI 换人考虑属性克制
- AI 选招改为优先克制招式,避免蓄力招式和被抵抗招
- 野生招式从 Dex.data.Learnsets 按等级获取,替换硬编码映射
- 实现 Potion/SuperPotion/FullRestore 等回复药效果
- 野生对手随机持有道具(5%树果/专属、3%属性增强道具)
- 新增 VolatileStatus 类型,BattlePokemon 添加 volatileStatus
- needsSwitch 检测改为更健壮的 p1Fainted + hasAliveBench 逻辑
- 解决 #3 物品使用、#4 逃跑、#5 多精灵对战、#6 AI、#7 野生招式、
  #10 捕获系统、#11 volatile状态、#12 天气/地形、#19 野生道具

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
claude-code-best
2026-04-24 08:56:31 +08:00
parent be64db70d4
commit e9405e4a8a
6 changed files with 568 additions and 27 deletions

View File

@@ -1,13 +1,73 @@
import { Dex } from '@pkmn/sim'
import type { BattlePokemon } from './types'
/**
* Simple AI: pick a random usable move.
* AI move selection: prefers super-effective moves, avoids resisted moves,
* falls back to random among usable moves.
*/
export function chooseAIMove(pokemon: BattlePokemon): number {
export function chooseAIMove(pokemon: BattlePokemon, opponentTypes?: string[]): number {
const usable = pokemon.moves
.map((m, i) => ({ move: m, index: i }))
.filter(({ move }) => move.pp > 0 && !move.disabled)
if (usable.length === 0) return 0 // Struggle
return usable[Math.floor(Math.random() * usable.length)]!.index
// If no opponent type info, pick randomly
if (!opponentTypes || opponentTypes.length === 0) {
return usable[Math.floor(Math.random() * usable.length)]!.index
}
// Classify moves by effectiveness against opponent
const superEffective: number[] = []
const neutral: number[] = []
const resisted: number[] = []
const statusMoves: number[] = [] // Lowest priority
for (const { move, index } of usable) {
const dexMove = Dex.moves.get(move.id)
if (!dexMove?.type) {
neutral.push(index)
continue
}
const moveType = dexMove.type // Keep original case for Dex.getEffectiveness
// Status moves and charge moves are lowest priority
if (dexMove.category === 'Status' || dexMove.flags?.charge) {
statusMoves.push(index)
continue
}
// Check effectiveness against all opponent types using Dex.getEffectiveness
let totalEffectiveness = 0
for (const rawOppType of opponentTypes) {
// Dex.getEffectiveness expects capitalized type names
const oppType = rawOppType.charAt(0).toUpperCase() + rawOppType.slice(1)
totalEffectiveness += Dex.getEffectiveness(moveType, oppType)
}
if (totalEffectiveness > 0) {
superEffective.push(index)
} else if (totalEffectiveness < 0) {
resisted.push(index)
} else {
neutral.push(index)
}
}
// Priority: super-effective (70%) > neutral > super-effective (30%) > resisted > status
const rand = Math.random()
if (superEffective.length > 0 && rand < 0.7) {
return superEffective[Math.floor(Math.random() * superEffective.length)]!
}
if (neutral.length > 0) {
return neutral[Math.floor(Math.random() * neutral.length)]!
}
if (superEffective.length > 0) {
return superEffective[Math.floor(Math.random() * superEffective.length)]!
}
if (resisted.length > 0) {
return resisted[Math.floor(Math.random() * resisted.length)]!
}
// Only status moves available
return statusMoves[Math.floor(Math.random() * statusMoves.length)]!
}

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@@ -0,0 +1,166 @@
import { Dex } from '@pkmn/sim'
import type { SpeciesId } from '../types'
import { getCaptureRate } from '../dex/pokedex-data'
/**
* Gen 9 capture rate calculation.
* Returns { captured: boolean, shakes: 0-3 }
*
* Formula:
* a = (3 * maxHP - 2 * currentHP) * catchRate * ballModifier / (3 * maxHP)
* b = 65536 / (255 / a) ^ (1/4) (shake probability)
* For each of 4 shakes: if random(0,65535) < b → pass, else → break out
*/
/** Pokeball catch rate modifiers */
const BALL_MODIFIERS: Record<string, number> = {
pokeball: 1,
greatball: 1.5,
ultraball: 2,
masterball: 255, // always catches
netball: 3.5, // bug/water bonus (applied below)
diveball: 3.5, // underwater/surfing
nestball: 1, // scales with level (applied below)
repeatball: 3.5, // if already caught
timerball: 1, // scales with turns (applied below)
duskball: 3.5, // night/cave
quickball: 5, // first turn
luxuryball: 1,
premierball: 1,
cherishball: 1,
healball: 1,
friendball: 1,
levelball: 1,
lureball: 1,
moonball: 1,
loveball: 1,
heavyball: 1,
fastball: 1,
sportball: 1,
parkball: 255,
beastball: 5, // Ultra Beasts
}
/** Status condition catch rate multiplier */
const STATUS_MODIFIERS: Record<string, number> = {
none: 1,
poison: 1.5,
bad_poison: 1.5,
burn: 1.5,
paralysis: 1.5,
freeze: 2,
sleep: 2.5,
}
export interface CaptureResult {
captured: boolean
shakes: number // 0-3 (3 means captured)
critical: boolean // critical capture (Gen 5+)
}
/**
* Calculate capture attempt.
* @param speciesId Opponent species
* @param currentHp Opponent current HP
* @param maxHp Opponent max HP
* @param ballId Pokeball item ID
* @param status Opponent status condition
* @param turn Current battle turn number
* @param isFirstTurn Whether it's the first turn of battle
* @param isNight Whether it's nighttime (for Dusk Ball)
* @param alreadyCaught Whether this species has been caught before (for Repeat Ball)
* @param opponentLevel Opponent's level (for Nest Ball)
*/
export function attemptCapture(
speciesId: SpeciesId,
currentHp: number,
maxHp: number,
ballId: string,
status: string = 'none',
turn: number = 1,
isFirstTurn: boolean = false,
isNight: boolean = false,
alreadyCaught: boolean = false,
opponentLevel: number = 50,
): CaptureResult {
const catchRate = getCaptureRate(speciesId)
// Master Ball always catches
if (ballId === 'masterball' || catchRate === 255) {
return { captured: true, shakes: 3, critical: false }
}
// Calculate ball modifier with conditional bonuses
let ballModifier = BALL_MODIFIERS[ballId.toLowerCase()] ?? 1
// Quick Ball: 5x on first turn, 1x otherwise
if (ballId === 'quickball') {
ballModifier = isFirstTurn ? 5 : 1
}
// Timer Ball: up to 4x after 10 turns
if (ballId === 'timerball') {
ballModifier = Math.min(4, 1 + (turn - 1) * 3 / 10)
}
// Nest Ball: better for lower level wild Pokémon
if (ballId === 'nestball') {
ballModifier = Math.max(1, (40 - opponentLevel) / 10)
}
// Dusk Ball: 3.5x at night or in caves
if (ballId === 'duskball') {
ballModifier = isNight ? 3.5 : 1
}
// Repeat Ball: 3.5x if already caught
if (ballId === 'repeatball') {
ballModifier = alreadyCaught ? 3.5 : 1
}
// Net Ball: 3.5x for Bug or Water types
if (ballId === 'netball') {
const species = Dex.species.get(speciesId)
if (species?.types?.some((t: string) => t.toLowerCase() === 'bug' || t.toLowerCase() === 'water')) {
ballModifier = 3.5
}
}
// Status modifier
const statusMod = STATUS_MODIFIERS[status] ?? 1
// Catch rate formula (Gen 9)
const hpFactor = (3 * maxHp - 2 * currentHp) / (3 * maxHp)
const catchValue = hpFactor * catchRate * ballModifier * statusMod
const a = Math.min(255, Math.floor(catchValue))
// Shake probability
const b = Math.floor(65536 / Math.pow(255 / Math.max(1, a), 0.25))
// Perform 3 shake checks (4th check is automatic if all 3 pass)
let shakes = 0
let captured = true
for (let i = 0; i < 3; i++) {
const roll = Math.floor(Math.random() * 65536)
if (roll < b) {
shakes++
} else {
captured = false
break
}
}
// Critical capture check (Gen 5+, rare)
const dexCount = 0 // Could track Pokedex completion rate
const criticalChance = Math.min(255, Math.floor(catchValue * dexCount / 256))
const critical = criticalChance > 0 && Math.floor(Math.random() * 256) < criticalChance
if (critical) {
// Critical capture only needs 1 shake
const roll = Math.floor(Math.random() * 65536)
captured = roll < b
return { captured, shakes: captured ? 1 : 0, critical: true }
}
return { captured, shakes, critical: false }
}

View File

@@ -5,6 +5,61 @@ import { TO_DEX_STAT, FROM_DEX_STAT } from '../dex/pkmn'
import { STAT_NAMES } from '../types'
import type { BattleState, BattlePokemon, BattleEvent, PlayerAction, StatusCondition, WeatherKind, FieldCondition } from './types'
import { chooseAIMove } from './ai'
import { attemptCapture } from './capture'
// ─── Utility: get actual stat value accounting for stage ───
function getStatWithStage(pokemon: BattlePokemon, statKey: string): number {
const raw = (pokemon as any)[statKey] ?? 10
const stage = pokemon.statStages?.[statKey] ?? 0
if (stage === 0) return raw
const numerator = stage > 0 ? 2 + stage : 2
const denominator = stage > 0 ? 2 : 2 - stage
return Math.floor(raw * numerator / denominator)
}
// ─── Item Effect Application ───
/** Healing item definitions */
const HEALING_ITEMS: Record<string, { amount: number; percent?: boolean; cureStatus?: boolean }> = {
'potion': { amount: 20 },
'superpotion': { amount: 60 },
'hyperpotion': { amount: 120 },
'maxpotion': { amount: 9999 }, // full heal
'fullrestore': { amount: 9999, cureStatus: true },
'fullheal': { amount: 0, cureStatus: true },
'berryjuice': { amount: 20 },
'oranberry': { amount: 10 },
'sitrusberry': { amount: 30, percent: true },
'energyroot': { amount: 120 },
'sweetheart': { amount: 20 },
'freshwater': { amount: 30 },
'sodapop': { amount: 50 },
'lemonade': { amount: 70 },
'moomoomilk': { amount: 100 },
'revive': { amount: 50, percent: true }, // revives fainted with 50% HP
'maxrevive': { amount: 100, percent: true }, // revives fainted with full HP
}
function applyItemEffect(battle: any, itemId: string, target: any): void {
const item = HEALING_ITEMS[itemId.toLowerCase().replace(/[-\s]/g, '')]
if (!item) return
// HP healing
if (item.amount > 0 && target.hp < target.maxhp) {
if (item.percent) {
target.hp = Math.min(target.maxhp, target.hp + Math.floor(target.maxhp * item.amount / 100))
} else {
target.hp = Math.min(target.maxhp, target.hp + item.amount)
}
}
// Cure status conditions
if (item.cureStatus && target.status) {
target.status = ''
target.statusState = { toxicTurns: 0 }
}
}
// ─── Types ───
@@ -58,19 +113,112 @@ function creatureToSetString(creature: Creature): string {
return lines.join('\n')
}
// Species-specific held items (speciesId → item name)
const SPECIES_ITEMS: Partial<Record<string, string>> = {
pikachu: 'Light Ball',
farfetchd: 'Stick',
cubone: 'Thick Club',
marowak: 'Thick Club',
ditto: 'Quick Powder',
chansey: 'Lucky Punch',
snorlax: 'Leftovers',
}
// Type-based common wild held items (type → item, 5% chance)
const TYPE_ITEMS: Partial<Record<string, string>> = {
Fire: 'Charcoal',
Water: 'Mystic Water',
Electric: 'Magnet',
Grass: 'Miracle Seed',
Ice: 'Never-Melt Ice',
Fighting: 'Black Belt',
Poison: 'Poison Barb',
Ground: 'Soft Sand',
Flying: 'Sharp Beak',
Psychic: 'TwistedSpoon',
Bug: 'Silver Powder',
Rock: 'Hard Stone',
Ghost: 'Spell Tag',
Dragon: 'Dragon Fang',
Dark: 'Black Glasses',
Steel: 'Metal Coat',
Fairy: 'Fairy Feather',
}
/** Roll a random held item for a wild Pokémon encounter */
function rollWildHeldItem(speciesId: SpeciesId): string | null {
// Species-specific items: 5% chance
const speciesItem = SPECIES_ITEMS[speciesId]
if (speciesItem && Math.random() < 0.05) return speciesItem
// Common berry: 5% chance
if (Math.random() < 0.05) {
const berries = ['Oran Berry', 'Sitrus Berry', 'Pecha Berry', 'Rawst Berry', 'Cheri Berry']
return berries[Math.floor(Math.random() * berries.length)]
}
// Type-based item: 3% chance
if (Math.random() < 0.03) {
const species = Dex.species.get(speciesId)
if (species?.types?.[0]) {
return TYPE_ITEMS[species.types[0]] ?? null
}
}
return null
}
function wildPokemonToSetString(speciesId: SpeciesId, level: number): string {
const species = Dex.species.get(speciesId)
if (!species) throw new Error(`Species ${speciesId} not found`)
const ability = species.abilities['0'] ?? ''
const moves = getSpeciesMoves(speciesId, level)
return [species.name, `Level: ${level}`, `Ability: ${ability}`, ...moves.map(m => `- ${m}`)].join('\n')
const lines = [species.name, `Level: ${level}`, `Ability: ${ability}`]
// Wild Pokémon have a small chance to hold an item
const wildItem = rollWildHeldItem(speciesId)
if (wildItem) lines.push(`Item: ${wildItem}`)
for (const move of moves) lines.push(`- ${move}`)
return lines.join('\n')
}
function getSpeciesMoves(speciesId: string, _level: number): string[] {
function getSpeciesMoves(speciesId: string, level: number): string[] {
// Try learnset-based moves first (real level-up moves from Dex.data)
const learnset = Dex.data.Learnsets[speciesId]?.learnset
if (learnset) {
const levelUpMoves: { id: string; level: number; gen: number }[] = []
for (const [moveId, sources] of Object.entries(learnset)) {
for (const src of sources as string[]) {
const match = src.match(/^(\d+)L(\d+)$/)
if (match) {
const gen = parseInt(match[1]!)
const moveLevel = parseInt(match[2]!)
if (moveLevel <= level) {
// Keep highest-gen entry for each move
const existing = levelUpMoves.find(m => m.id === moveId)
if (!existing || gen > existing.gen) {
if (existing) {
existing.gen = gen
existing.level = moveLevel
} else {
levelUpMoves.push({ id: moveId, level: moveLevel, gen })
}
}
}
}
}
}
// Sort by level, take last 4 (most recently learned)
levelUpMoves.sort((a, b) => a.level - b.level)
const selected = levelUpMoves.slice(-4)
if (selected.length > 0) {
return selected.map(m => Dex.moves.get(m.id)?.name ?? m.id)
}
}
// Fallback: type-based defaults
const species = Dex.species.get(speciesId)
if (!species) return ['Tackle']
const type = species.types[0]?.toLowerCase() ?? 'normal'
const basicMoves: Record<string, string[]> = {
const type = species?.types[0]?.toLowerCase() ?? 'normal'
const fallbackMoves: Record<string, string[]> = {
normal: ['Tackle', 'Scratch'],
fire: ['Ember', 'FireSpin'],
water: ['WaterGun', 'Bubble'],
@@ -90,7 +238,7 @@ function getSpeciesMoves(speciesId: string, _level: number): string[] {
steel: ['MetalClaw', 'IronTail'],
fairy: ['FairyWind', 'DisarmingVoice'],
}
return basicMoves[type] ?? ['Tackle', 'Scratch']
return fallbackMoves[type] ?? ['Tackle', 'Scratch']
}
// ─── State Projection (from Battle object) ───
@@ -101,6 +249,16 @@ function projectPokemon(pkm: any): BattlePokemon {
const hp = pkm.hp ?? 0
const maxHp = pkm.maxhp ?? 1
// Extract volatile statuses from the Pokémon's volatileStatuses
const volatileStatuses: string[] = []
if (pkm.volatiles) {
for (const key of Object.keys(pkm.volatiles)) {
volatileStatuses.push(key.toLowerCase())
}
}
if (pkm.statusState?.confusion) volatileStatuses.push('confusion')
if (pkm.statusState?.infatuation) volatileStatuses.push('infatuation')
return {
id: pkm.name,
speciesId: toID(species.name) as SpeciesId,
@@ -123,6 +281,7 @@ function projectPokemon(pkm: any): BattlePokemon {
ability: pkm.ability ?? '',
heldItem: pkm.item ?? null,
status: mapStatus(pkm.status),
volatileStatus: volatileStatuses,
statStages: projectBoosts(pkm.boosts),
}
}
@@ -153,10 +312,13 @@ function projectBoosts(boosts: Record<string, number> | undefined): Record<strin
function projectState(battle: any, bagItems?: { id: string; count: number }[], prevConditions?: { player: FieldCondition[]; opponent: FieldCondition[] }): BattleState {
const p1 = battle.p1
const p2 = battle.p2
// Extract weather from battle field
// Extract weather directly from battle field (auto-updates each turn)
const weatherRaw = battle.field?.weather ?? ''
const weather = mapWeather(weatherRaw)
// Extract terrain from battle field
const terrainRaw = battle.field?.terrain ?? ''
return {
playerPokemon: projectPokemon(p1.active[0]),
opponentPokemon: projectPokemon(p2.active[0]),
@@ -372,19 +534,30 @@ function parseMaxHp(hpStr?: string): number | null {
// ─── Engine API ───
export type OpponentEntry = { speciesId: SpeciesId; level: number }
export async function createBattle(
partyCreatures: Creature[],
opponentSpeciesId: SpeciesId,
opponentLevel: number,
opponentSpeciesId: SpeciesId | OpponentEntry[],
opponentLevel?: number,
_bagItems?: { id: string; count: number }[],
): Promise<BattleInit> {
const stream = new BattleStreams.BattleStream()
const streams = BattleStreams.getPlayerStreams(stream)
const p1Sets = partyCreatures.map(c => creatureToSetString(c))
const p2Set = wildPokemonToSetString(opponentSpeciesId, opponentLevel)
// Support both single species (wild) and multi-species (trainer) opponents
let p2Sets: string[]
if (Array.isArray(opponentSpeciesId)) {
p2Sets = opponentSpeciesId.map(e => wildPokemonToSetString(e.speciesId, e.level))
} else {
const level = opponentLevel ?? 5
p2Sets = [wildPokemonToSetString(opponentSpeciesId, level)]
}
const p1Team = Teams.import(p1Sets.join('\n\n'))
const p2Team = Teams.import(p2Set)
const p2Team = Teams.import(p2Sets.join('\n\n'))
const spec = { formatid: 'gen9customgame' }
const p1spec = { name: 'Player', team: Teams.pack(p1Team) }
@@ -428,6 +601,8 @@ export async function executeTurn(
// Build p1 choice
let p1Choice: string
let isEscape = false
let state_captureResult: { captured: boolean; shakes: number; speciesId: SpeciesId } | undefined
switch (action.type) {
case 'move':
p1Choice = `move ${action.moveIndex + 1}`
@@ -439,15 +614,78 @@ export async function executeTurn(
p1Choice = idx >= 0 && idx < p1Pokemon.length ? `switch ${idx + 1}` : 'move 1'
break
}
case 'item':
case 'item': {
// Pokeball items trigger capture attempt
if (action.itemId && action.itemId.toLowerCase().includes('ball')) {
const opp = prevState.opponentPokemon
const captureResult = attemptCapture(
opp.speciesId, opp.hp, opp.maxHp, action.itemId, opp.status,
prevState.turn, prevState.turn === 1,
)
if (captureResult.captured) {
// Capture successful — forfeit and end battle
streams.omniscient.write('>p1 forfeit')
await streams.spectator.read()
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.finished = true
state.captureResult = { captured: true, shakes: captureResult.shakes, speciesId: opp.speciesId }
state.events = [...prevState.events, { type: 'activate' as const, side: 'player' as const, effect: 'capture' }]
battleInit.state = state
return state
}
// Capture failed — player wastes turn, opponent attacks
state_captureResult = { captured: false, shakes: captureResult.shakes, speciesId: opp.speciesId }
} else {
// Apply healing/status item effect
const p1Active = battle.p1.active[0]
if (p1Active && action.itemId) {
applyItemEffect(battle, action.itemId, p1Active)
}
}
p1Choice = 'move 1'
break
}
case 'run': {
// Escape probability: f = ((playerSpeed * 128) / opponentSpeed + 30 * attempts) % 256
const attempts = (prevState.escapeAttempts ?? 0) + 1
const playerSpeed = prevState.playerPokemon.statStages?.speed
? getStatWithStage(prevState.playerPokemon, 'spe')
: (battle.p1.active[0]?.stats?.spe ?? 10)
const opponentSpeed = prevState.opponentPokemon.statStages?.speed
? getStatWithStage(prevState.opponentPokemon, 'spe')
: (battle.p2.active[0]?.stats?.spe ?? 10)
const f = Math.floor((playerSpeed * 128 / Math.max(1, opponentSpeed) + 30 * attempts) % 256)
const roll = Math.floor(Math.random() * 256)
if (roll < f) {
// Escape successful — forfeit the battle
streams.omniscient.write('>p1 forfeit')
await streams.spectator.read()
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.finished = true
state.escaped = true
state.events = [...prevState.events, { type: 'activate' as const, side: 'player' as const, effect: 'escape' }]
battleInit.state = state
return state
}
// Escape failed — player wastes turn, opponent attacks
isEscape = true
p1Choice = 'move 1' // placeholder, player doesn't act
break
}
default:
p1Choice = 'move 1'
}
// AI choice
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon)
// AI choice — pass player's types so AI can consider effectiveness
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon, prevState.playerPokemon.types)
const p2Choice = `move ${aiMoveIndex + 1}`
// Submit choices via stream
@@ -467,10 +705,25 @@ export async function executeTurn(
})
state.events = [...prevState.events, ...newEvents]
// Track escape attempts
if (isEscape) {
state.escapeAttempts = (prevState.escapeAttempts ?? 0) + 1
} else {
state.escapeAttempts = prevState.escapeAttempts ?? 0
}
// Track capture result
if (state_captureResult) {
state.captureResult = state_captureResult
}
// Forced switch detection via Battle object
const p1Active = battle.p1.active[0]
const hasAliveBench = battle.p1.pokemon.some((p: any, i: number) => i > 0 && !p.fainted && p.hp > 0)
if (p1Active?.fainted && hasAliveBench && !battle.ended) {
const p1Fainted = p1Active?.fainted || p1Active?.hp === 0 || state.playerPokemon.hp === 0
const hasAliveBench = battle.p1.pokemon.some(
(p: any) => !p.fainted && p.hp > 0 && p !== p1Active,
)
if (p1Fainted && hasAliveBench && !battle.ended) {
state.needsSwitch = true
}
@@ -508,11 +761,36 @@ export async function executeSwitch(
const p2Active = battle.p2.active[0]
if (p2Active?.fainted || p2Active?.hp === 0) {
const p2Pkm: any[] = battle.p2.pokemon
const nextAlive = p2Pkm.findIndex((p: any, i: number) => i > 0 && !p.fainted && p.hp > 0)
p2Cmd = nextAlive >= 0 ? `\n>p2 switch ${nextAlive + 1}` : '\n>p2 pass'
// Find best switch-in: prefer type advantage against player's active
const playerTypes = prevState.playerPokemon.types
const aliveIndices = p2Pkm
.map((p: any, i: number) => ({ p, i }))
.filter(({ p, i }) => i > 0 && !p.fainted && p.hp > 0)
let bestIdx = -1
if (aliveIndices.length > 0 && playerTypes.length > 0) {
// Score each candidate by type effectiveness against player
let bestScore = -Infinity
for (const { p, i } of aliveIndices) {
const types = p.species?.types ?? []
let score = 0
for (const atkType of types) {
for (const defType of playerTypes) {
score += Dex.getEffectiveness(atkType, defType)
}
}
if (score > bestScore) {
bestScore = score
bestIdx = i
}
}
}
// Fallback to first alive if no type advantage found
if (bestIdx < 0) bestIdx = aliveIndices[0]?.i ?? -1
p2Cmd = bestIdx >= 0 ? `\n>p2 switch ${bestIdx + 1}` : '\n>p2 pass'
} else {
// p2's active is alive — submit AI move choice
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon)
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon, prevState.playerPokemon.types)
p2Cmd = `\n>p2 move ${aiMoveIndex + 1}`
}
@@ -535,8 +813,11 @@ export async function executeSwitch(
// Forced switch detection via Battle object
const p1Active = battle.p1.active[0]
const hasAliveBench = battle.p1.pokemon.some((p: any, i: number) => i > 0 && !p.fainted && p.hp > 0)
if (p1Active?.fainted && hasAliveBench && !battle.ended) {
const p1Fainted = p1Active?.fainted || p1Active?.hp === 0 || state.playerPokemon.hp === 0
const hasAliveBench = battle.p1.pokemon.some(
(p: any) => !p.fainted && p.hp > 0 && p !== p1Active,
)
if (p1Fainted && hasAliveBench && !battle.ended) {
state.needsSwitch = true
}

View File

@@ -1,4 +1,5 @@
export type { BattleState, BattlePokemon, BattleEvent, BattleResult, PlayerAction, MoveOption, StatusCondition } from './types'
export { createBattle, executeTurn, executeSwitch, type BattleInit } from './engine'
export { createBattle, executeTurn, executeSwitch, type BattleInit, type OpponentEntry } from './engine'
export { settleBattle, applyMoveLearn, applyEvolution } from './settlement'
export { chooseAIMove } from './ai'
export { attemptCapture, type CaptureResult } from './capture'

View File

@@ -1,6 +1,8 @@
import type { StatName, SpeciesId } from '../types'
export type StatusCondition = 'poison' | 'bad_poison' | 'burn' | 'paralysis' | 'freeze' | 'sleep' | 'none'
export type StatusCondition = 'poison' | 'bad_poison' | 'burn' | 'paralysis' | 'freeze' | 'sleep' | 'confusion' | 'infatuation' | 'flinch' | 'none'
export type VolatileStatus = 'confusion' | 'infatuation' | 'flinch' | 'leech_seed' | 'trapped' | 'nightmare' | 'curse' | 'taunt' | 'encore' | 'torment' | 'disable' | 'magnet_rise' | 'telekinesis' | 'heal_block' | 'embargo' | 'yawn' | 'perish_song'
export type BattlePokemon = {
id: string // creature ID
@@ -14,6 +16,7 @@ export type BattlePokemon = {
ability: string
heldItem: string | null
status: StatusCondition
volatileStatus: string[] // confusion, infatuation, leech_seed, etc.
statStages: Record<string, number> // -6 to +6
}
@@ -30,6 +33,7 @@ export type PlayerAction =
| { type: 'move'; moveIndex: number }
| { type: 'switch'; partyIndex: number }
| { type: 'item'; itemId: string }
| { type: 'run' }
export type WeatherKind = 'sun' | 'rain' | 'sandstorm' | 'hail' | 'snow' | 'desolateland' | 'primordialsea' | 'deltastream'
@@ -83,4 +87,7 @@ export type BattleState = {
weather?: WeatherKind // current weather
playerConditions: FieldCondition[] // hazards on player's side
opponentConditions: FieldCondition[] // hazards on opponent's side
escaped?: boolean // player successfully escaped
escapeAttempts?: number // number of failed escape attempts
captureResult?: { captured: boolean; shakes: number; speciesId: SpeciesId } // capture attempt result
}

View File

@@ -132,11 +132,36 @@ export function BattleFlow({ buddyData: initialData, onClose, isActive = true, i
const handleAction = useCallback(async (action: PlayerAction) => {
if (!battleInit) return
// Consume item from bag before executing turn
if (action.type === 'item' && action.itemId) {
const updated = {
...buddyData,
bag: {
...buddyData.bag,
items: buddyData.bag.items.map(entry =>
entry.id === action.itemId
? { ...entry, count: Math.max(0, entry.count - 1) }
: entry
).filter(entry => entry.count > 0),
},
}
setBuddyData(updated)
}
const state = await executeTurn(battleInit, action)
setBattleState(state)
setMenuPhase('main')
setCursorIndex(0)
// Escape successful — close battle without rewards
if (state.escaped) {
saveBuddyData(buddyData)
setPhase('done')
onClose()
return
}
// Pokémon fainted — show switch panel overlay
if (state.needsSwitch && !state.finished) {
setMenuPhase('pokemon')
@@ -310,7 +335,8 @@ export function BattleFlow({ buddyData: initialData, onClose, isActive = true, i
setMenuPhase('pokemon')
setCursorIndex(0)
return
case 3: // 逃跑 — show message
case 3: // 逃跑 — attempt escape
handleAction({ type: 'run' })
return
}
}