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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:
@@ -1,13 +1,73 @@
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import { Dex } from '@pkmn/sim'
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import type { BattlePokemon } from './types'
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/**
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* Simple AI: pick a random usable move.
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* AI move selection: prefers super-effective moves, avoids resisted moves,
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* falls back to random among usable moves.
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*/
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export function chooseAIMove(pokemon: BattlePokemon): number {
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export function chooseAIMove(pokemon: BattlePokemon, opponentTypes?: string[]): number {
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const usable = pokemon.moves
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.map((m, i) => ({ move: m, index: i }))
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.filter(({ move }) => move.pp > 0 && !move.disabled)
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if (usable.length === 0) return 0 // Struggle
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return usable[Math.floor(Math.random() * usable.length)]!.index
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// If no opponent type info, pick randomly
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if (!opponentTypes || opponentTypes.length === 0) {
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return usable[Math.floor(Math.random() * usable.length)]!.index
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}
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// Classify moves by effectiveness against opponent
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const superEffective: number[] = []
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const neutral: number[] = []
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const resisted: number[] = []
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const statusMoves: number[] = [] // Lowest priority
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for (const { move, index } of usable) {
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const dexMove = Dex.moves.get(move.id)
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if (!dexMove?.type) {
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neutral.push(index)
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continue
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}
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const moveType = dexMove.type // Keep original case for Dex.getEffectiveness
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// Status moves and charge moves are lowest priority
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if (dexMove.category === 'Status' || dexMove.flags?.charge) {
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statusMoves.push(index)
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continue
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}
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// Check effectiveness against all opponent types using Dex.getEffectiveness
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let totalEffectiveness = 0
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for (const rawOppType of opponentTypes) {
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// Dex.getEffectiveness expects capitalized type names
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const oppType = rawOppType.charAt(0).toUpperCase() + rawOppType.slice(1)
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totalEffectiveness += Dex.getEffectiveness(moveType, oppType)
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}
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if (totalEffectiveness > 0) {
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superEffective.push(index)
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} else if (totalEffectiveness < 0) {
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resisted.push(index)
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} else {
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neutral.push(index)
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}
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}
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// Priority: super-effective (70%) > neutral > super-effective (30%) > resisted > status
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const rand = Math.random()
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if (superEffective.length > 0 && rand < 0.7) {
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return superEffective[Math.floor(Math.random() * superEffective.length)]!
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}
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if (neutral.length > 0) {
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return neutral[Math.floor(Math.random() * neutral.length)]!
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}
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if (superEffective.length > 0) {
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return superEffective[Math.floor(Math.random() * superEffective.length)]!
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}
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if (resisted.length > 0) {
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return resisted[Math.floor(Math.random() * resisted.length)]!
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}
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// Only status moves available
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return statusMoves[Math.floor(Math.random() * statusMoves.length)]!
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}
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166
packages/pokemon/src/battle/capture.ts
Normal file
166
packages/pokemon/src/battle/capture.ts
Normal file
@@ -0,0 +1,166 @@
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import { Dex } from '@pkmn/sim'
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import type { SpeciesId } from '../types'
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import { getCaptureRate } from '../dex/pokedex-data'
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/**
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* Gen 9 capture rate calculation.
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* Returns { captured: boolean, shakes: 0-3 }
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*
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* Formula:
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* a = (3 * maxHP - 2 * currentHP) * catchRate * ballModifier / (3 * maxHP)
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* b = 65536 / (255 / a) ^ (1/4) (shake probability)
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* For each of 4 shakes: if random(0,65535) < b → pass, else → break out
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*/
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/** Pokeball catch rate modifiers */
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const BALL_MODIFIERS: Record<string, number> = {
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pokeball: 1,
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greatball: 1.5,
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ultraball: 2,
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masterball: 255, // always catches
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netball: 3.5, // bug/water bonus (applied below)
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diveball: 3.5, // underwater/surfing
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nestball: 1, // scales with level (applied below)
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repeatball: 3.5, // if already caught
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timerball: 1, // scales with turns (applied below)
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duskball: 3.5, // night/cave
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quickball: 5, // first turn
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luxuryball: 1,
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premierball: 1,
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cherishball: 1,
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healball: 1,
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friendball: 1,
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levelball: 1,
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lureball: 1,
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moonball: 1,
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loveball: 1,
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heavyball: 1,
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fastball: 1,
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sportball: 1,
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parkball: 255,
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beastball: 5, // Ultra Beasts
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}
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/** Status condition catch rate multiplier */
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const STATUS_MODIFIERS: Record<string, number> = {
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none: 1,
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poison: 1.5,
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bad_poison: 1.5,
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burn: 1.5,
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paralysis: 1.5,
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freeze: 2,
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sleep: 2.5,
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}
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export interface CaptureResult {
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captured: boolean
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shakes: number // 0-3 (3 means captured)
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critical: boolean // critical capture (Gen 5+)
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}
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/**
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* Calculate capture attempt.
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* @param speciesId Opponent species
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* @param currentHp Opponent current HP
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* @param maxHp Opponent max HP
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* @param ballId Pokeball item ID
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* @param status Opponent status condition
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* @param turn Current battle turn number
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* @param isFirstTurn Whether it's the first turn of battle
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* @param isNight Whether it's nighttime (for Dusk Ball)
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* @param alreadyCaught Whether this species has been caught before (for Repeat Ball)
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* @param opponentLevel Opponent's level (for Nest Ball)
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*/
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export function attemptCapture(
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speciesId: SpeciesId,
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currentHp: number,
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maxHp: number,
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ballId: string,
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status: string = 'none',
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turn: number = 1,
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isFirstTurn: boolean = false,
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isNight: boolean = false,
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alreadyCaught: boolean = false,
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opponentLevel: number = 50,
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): CaptureResult {
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const catchRate = getCaptureRate(speciesId)
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// Master Ball always catches
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if (ballId === 'masterball' || catchRate === 255) {
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return { captured: true, shakes: 3, critical: false }
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}
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// Calculate ball modifier with conditional bonuses
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let ballModifier = BALL_MODIFIERS[ballId.toLowerCase()] ?? 1
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// Quick Ball: 5x on first turn, 1x otherwise
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if (ballId === 'quickball') {
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ballModifier = isFirstTurn ? 5 : 1
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}
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// Timer Ball: up to 4x after 10 turns
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if (ballId === 'timerball') {
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ballModifier = Math.min(4, 1 + (turn - 1) * 3 / 10)
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}
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// Nest Ball: better for lower level wild Pokémon
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if (ballId === 'nestball') {
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ballModifier = Math.max(1, (40 - opponentLevel) / 10)
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}
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// Dusk Ball: 3.5x at night or in caves
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if (ballId === 'duskball') {
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ballModifier = isNight ? 3.5 : 1
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}
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// Repeat Ball: 3.5x if already caught
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if (ballId === 'repeatball') {
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ballModifier = alreadyCaught ? 3.5 : 1
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}
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// Net Ball: 3.5x for Bug or Water types
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if (ballId === 'netball') {
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const species = Dex.species.get(speciesId)
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if (species?.types?.some((t: string) => t.toLowerCase() === 'bug' || t.toLowerCase() === 'water')) {
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ballModifier = 3.5
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}
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}
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// Status modifier
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const statusMod = STATUS_MODIFIERS[status] ?? 1
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// Catch rate formula (Gen 9)
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const hpFactor = (3 * maxHp - 2 * currentHp) / (3 * maxHp)
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const catchValue = hpFactor * catchRate * ballModifier * statusMod
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const a = Math.min(255, Math.floor(catchValue))
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// Shake probability
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const b = Math.floor(65536 / Math.pow(255 / Math.max(1, a), 0.25))
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// Perform 3 shake checks (4th check is automatic if all 3 pass)
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let shakes = 0
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let captured = true
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for (let i = 0; i < 3; i++) {
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const roll = Math.floor(Math.random() * 65536)
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if (roll < b) {
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shakes++
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} else {
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captured = false
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break
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}
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}
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// Critical capture check (Gen 5+, rare)
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const dexCount = 0 // Could track Pokedex completion rate
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const criticalChance = Math.min(255, Math.floor(catchValue * dexCount / 256))
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const critical = criticalChance > 0 && Math.floor(Math.random() * 256) < criticalChance
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if (critical) {
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// Critical capture only needs 1 shake
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const roll = Math.floor(Math.random() * 65536)
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captured = roll < b
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return { captured, shakes: captured ? 1 : 0, critical: true }
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}
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return { captured, shakes, critical: false }
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}
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@@ -5,6 +5,61 @@ import { TO_DEX_STAT, FROM_DEX_STAT } from '../dex/pkmn'
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import { STAT_NAMES } from '../types'
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import type { BattleState, BattlePokemon, BattleEvent, PlayerAction, StatusCondition, WeatherKind, FieldCondition } from './types'
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import { chooseAIMove } from './ai'
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import { attemptCapture } from './capture'
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// ─── Utility: get actual stat value accounting for stage ───
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function getStatWithStage(pokemon: BattlePokemon, statKey: string): number {
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const raw = (pokemon as any)[statKey] ?? 10
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const stage = pokemon.statStages?.[statKey] ?? 0
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if (stage === 0) return raw
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const numerator = stage > 0 ? 2 + stage : 2
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const denominator = stage > 0 ? 2 : 2 - stage
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return Math.floor(raw * numerator / denominator)
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}
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// ─── Item Effect Application ───
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/** Healing item definitions */
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const HEALING_ITEMS: Record<string, { amount: number; percent?: boolean; cureStatus?: boolean }> = {
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'potion': { amount: 20 },
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'superpotion': { amount: 60 },
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'hyperpotion': { amount: 120 },
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'maxpotion': { amount: 9999 }, // full heal
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'fullrestore': { amount: 9999, cureStatus: true },
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'fullheal': { amount: 0, cureStatus: true },
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'berryjuice': { amount: 20 },
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'oranberry': { amount: 10 },
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'sitrusberry': { amount: 30, percent: true },
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'energyroot': { amount: 120 },
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'sweetheart': { amount: 20 },
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'freshwater': { amount: 30 },
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'sodapop': { amount: 50 },
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'lemonade': { amount: 70 },
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'moomoomilk': { amount: 100 },
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'revive': { amount: 50, percent: true }, // revives fainted with 50% HP
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'maxrevive': { amount: 100, percent: true }, // revives fainted with full HP
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}
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function applyItemEffect(battle: any, itemId: string, target: any): void {
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const item = HEALING_ITEMS[itemId.toLowerCase().replace(/[-\s]/g, '')]
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if (!item) return
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// HP healing
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if (item.amount > 0 && target.hp < target.maxhp) {
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if (item.percent) {
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target.hp = Math.min(target.maxhp, target.hp + Math.floor(target.maxhp * item.amount / 100))
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} else {
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target.hp = Math.min(target.maxhp, target.hp + item.amount)
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}
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}
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// Cure status conditions
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if (item.cureStatus && target.status) {
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target.status = ''
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target.statusState = { toxicTurns: 0 }
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}
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}
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// ─── Types ───
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@@ -58,19 +113,112 @@ function creatureToSetString(creature: Creature): string {
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return lines.join('\n')
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}
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// Species-specific held items (speciesId → item name)
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const SPECIES_ITEMS: Partial<Record<string, string>> = {
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pikachu: 'Light Ball',
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farfetchd: 'Stick',
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cubone: 'Thick Club',
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marowak: 'Thick Club',
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ditto: 'Quick Powder',
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chansey: 'Lucky Punch',
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snorlax: 'Leftovers',
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}
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// Type-based common wild held items (type → item, 5% chance)
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const TYPE_ITEMS: Partial<Record<string, string>> = {
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Fire: 'Charcoal',
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Water: 'Mystic Water',
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Electric: 'Magnet',
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Grass: 'Miracle Seed',
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Ice: 'Never-Melt Ice',
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Fighting: 'Black Belt',
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Poison: 'Poison Barb',
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Ground: 'Soft Sand',
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Flying: 'Sharp Beak',
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Psychic: 'TwistedSpoon',
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Bug: 'Silver Powder',
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Rock: 'Hard Stone',
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Ghost: 'Spell Tag',
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Dragon: 'Dragon Fang',
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Dark: 'Black Glasses',
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Steel: 'Metal Coat',
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Fairy: 'Fairy Feather',
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}
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/** Roll a random held item for a wild Pokémon encounter */
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function rollWildHeldItem(speciesId: SpeciesId): string | null {
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// Species-specific items: 5% chance
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const speciesItem = SPECIES_ITEMS[speciesId]
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if (speciesItem && Math.random() < 0.05) return speciesItem
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// Common berry: 5% chance
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if (Math.random() < 0.05) {
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const berries = ['Oran Berry', 'Sitrus Berry', 'Pecha Berry', 'Rawst Berry', 'Cheri Berry']
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return berries[Math.floor(Math.random() * berries.length)]
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}
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// Type-based item: 3% chance
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if (Math.random() < 0.03) {
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const species = Dex.species.get(speciesId)
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if (species?.types?.[0]) {
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return TYPE_ITEMS[species.types[0]] ?? null
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}
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}
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return null
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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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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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const lines = [species.name, `Level: ${level}`, `Ability: ${ability}`]
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// Wild Pokémon have a small chance to hold an item
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const wildItem = rollWildHeldItem(speciesId)
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if (wildItem) lines.push(`Item: ${wildItem}`)
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for (const move of moves) lines.push(`- ${move}`)
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return lines.join('\n')
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}
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function getSpeciesMoves(speciesId: string, _level: number): string[] {
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function getSpeciesMoves(speciesId: string, level: number): string[] {
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// Try learnset-based moves first (real level-up moves from Dex.data)
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const learnset = Dex.data.Learnsets[speciesId]?.learnset
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if (learnset) {
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const levelUpMoves: { id: string; level: number; gen: number }[] = []
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for (const [moveId, sources] of Object.entries(learnset)) {
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for (const src of sources as string[]) {
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const match = src.match(/^(\d+)L(\d+)$/)
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if (match) {
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const gen = parseInt(match[1]!)
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const moveLevel = parseInt(match[2]!)
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if (moveLevel <= level) {
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// Keep highest-gen entry for each move
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const existing = levelUpMoves.find(m => m.id === moveId)
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if (!existing || gen > existing.gen) {
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if (existing) {
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existing.gen = gen
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existing.level = moveLevel
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} else {
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levelUpMoves.push({ id: moveId, level: moveLevel, gen })
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}
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}
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}
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}
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}
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}
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// Sort by level, take last 4 (most recently learned)
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levelUpMoves.sort((a, b) => a.level - b.level)
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const selected = levelUpMoves.slice(-4)
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if (selected.length > 0) {
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return selected.map(m => Dex.moves.get(m.id)?.name ?? m.id)
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}
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}
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// Fallback: type-based defaults
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const species = Dex.species.get(speciesId)
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if (!species) return ['Tackle']
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const type = species.types[0]?.toLowerCase() ?? 'normal'
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const basicMoves: Record<string, string[]> = {
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const type = species?.types[0]?.toLowerCase() ?? 'normal'
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const fallbackMoves: Record<string, string[]> = {
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normal: ['Tackle', 'Scratch'],
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fire: ['Ember', 'FireSpin'],
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water: ['WaterGun', 'Bubble'],
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@@ -90,7 +238,7 @@ function getSpeciesMoves(speciesId: string, _level: number): string[] {
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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
|
||||
}
|
||||
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user