gotchi-battler-game-logic 2.0.0 → 2.0.1

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package/README.md CHANGED
@@ -15,11 +15,11 @@ npm install gotchi-battler-game-logic
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  To use the module in your project, import it as follows:
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  ```javascript
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- const { game } = require('gotchi-battler-game-logic')
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+ const { battle } = require('gotchi-battler-game-logic')
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  // team1 and team2 an in-game team objects (see below)
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  // seed is a random seed for the game
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- const result = game(team1, team2, seed)
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+ const result = battle(team1, team2, seed)
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  ```
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  The schema for the in-game team object can be found in `/schemas/team.json`
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@@ -0,0 +1,605 @@
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+ const {
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+ PASSIVES,
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+ BUFF_MULT_EFFECTS,
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+ BUFF_FLAT_EFFECTS,
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+ DEBUFF_MULT_EFFECTS,
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+ DEBUFF_FLAT_EFFECTS,
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+ MULTS
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+ } = require('./constants')
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+
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+ // Get only alive gotchis in a team
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+ const getAlive = (team, row) => {
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+ if (row) {
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+ return team.formation[row].filter(x => x).filter(x => x.health > 0)
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+ }
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+
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+ return [...team.formation.front, ...team.formation.back].filter(x => x).filter(x => x.health > 0)
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+ }
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+
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+ /**
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+ * Get the formation position of a gotchi
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+ * @param {Object} team1 An in-game team object
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+ * @param {Object} team2 An in-game team object
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+ * @param {Number} gotchiId The id of the gotchi
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+ * @returns {Object} position The formation position of the gotchi
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+ * @returns {Number} position.team The team the gotchi is on
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+ * @returns {String} position.row The row the gotchi is on
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+ * @returns {Number} position.position The position of the gotchi in the row
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+ * @returns {null} position null if the gotchi is not found
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+ **/
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+ const getFormationPosition = (team1, team2, gotchiId) => {
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+ const team1FrontIndex = team1.formation.front.findIndex(x => x && x.id === gotchiId)
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+
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+ if (team1FrontIndex !== -1) return {
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+ team: 1,
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+ row: 'front',
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+ position: team1FrontIndex,
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+ name: team1.formation.front[team1FrontIndex].name
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+ }
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+
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+ const team1BackIndex = team1.formation.back.findIndex(x => x && x.id === gotchiId)
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+
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+ if (team1BackIndex !== -1) return {
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+ team: 1,
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+ row: 'back',
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+ position: team1BackIndex,
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+ name: team1.formation.back[team1BackIndex].name
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+ }
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+
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+ const team2FrontIndex = team2.formation.front.findIndex(x => x && x.id === gotchiId)
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+
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+ if (team2FrontIndex !== -1) return {
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+ team: 2,
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+ row: 'front',
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+ position: team2FrontIndex,
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+ name: team2.formation.front[team2FrontIndex].name
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+ }
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+
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+ const team2BackIndex = team2.formation.back.findIndex(x => x && x.id === gotchiId)
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+
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+ if (team2BackIndex !== -1) return {
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+ team: 2,
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+ row: 'back',
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+ position: team2BackIndex,
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+ name: team2.formation.back[team2BackIndex].name
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+ }
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+
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+ return null
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+ }
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+
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+ /**
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+ * Get the leader gotchi of a team
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+ * @param {Object} team An in-game team object
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+ * @returns {Object} gotchi The leader gotchi
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+ * @returns {Number} leader.id The id of the gotchi
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+ * @returns {String} leader.special The special object of the gotchi
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+ * @returns {String} leader.special.class The class of the special
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+ **/
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+ const getLeaderGotchi = (team) => {
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+ const leader = [...team.formation.front, ...team.formation.back].find(x => x && x.id === team.leader)
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+
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+ if (!leader) throw new Error('Leader not found')
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+
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+ return leader
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+ }
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+
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+ /**
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+ * Get the next gotchi to act
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+ * @param {Object} team1 An in-game team object
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+ * @param {Object} team2 An in-game team object
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+ * @param {Function} rng The random number generator
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+ * @returns {Object} position The formation position of the gotchi
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+ **/
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+ const getNextToAct = (team1, team2, rng) => {
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+ const aliveGotchis = [...getAlive(team1), ...getAlive(team2)]
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+
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+ aliveGotchis.sort((a, b) => a.actionDelay - b.actionDelay)
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+
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+ let toAct = aliveGotchis.filter(gotchi => gotchi.actionDelay === aliveGotchis[0].actionDelay)
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+
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+ // If only one gotchi can act then return it
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+ if (toAct.length === 1) return getFormationPosition(team1, team2, toAct[0].id)
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+
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+ // Lowest speeds win tiebreaker
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+ toAct.sort((a, b) => a.speed - b.speed)
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+ toAct = toAct.filter(gotchi => gotchi.speed === toAct[0].speed)
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+
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+ // If only one gotchi can act then return it
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+
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+ if (toAct.length === 1) return getFormationPosition(team1, team2, toAct[0].id)
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+
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+ // If still tied then randomly choose
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+ const randomIndex = Math.floor(rng() * toAct.length)
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+
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+ if (!toAct[randomIndex]) throw new Error(`No gotchi found at index ${randomIndex}`)
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+
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+ toAct = toAct[randomIndex]
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+ return getFormationPosition(team1, team2, toAct.id)
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+ }
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+
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+ const getTarget = (defendingTeam, rng) => {
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+ // Check for taunt gotchis
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+ const taunt = [...getAlive(defendingTeam, 'front'), ...getAlive(defendingTeam, 'back')].filter(gotchi => gotchi.statuses && gotchi.statuses.includes("taunt"))
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+
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+ if (taunt.length) {
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+ if (taunt.length === 1) return taunt[0]
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+
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+ // If multiple taunt gotchis then randomly choose one
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+ return taunt[Math.floor(rng() * taunt.length)]
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+ }
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+
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+ // Target gotchis in the front row first
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+ const frontRow = getAlive(defendingTeam, 'front')
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+
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+ if (frontRow.length) {
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+ return frontRow[Math.floor(rng() * frontRow.length)]
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+ }
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+
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+ // If no gotchis in front row then target back row
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+ const backRow = getAlive(defendingTeam, 'back')
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+
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+ if (backRow.length) {
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+ return backRow[Math.floor(rng() * backRow.length)]
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+ }
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+
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+ throw new Error('No gotchis to target')
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+ }
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+
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+ const applySpeedPenalty = (gotchi, penalty) => {
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+ const speedPenalty = (gotchi.speed - 100) * penalty
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+
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+ return {
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+ ...gotchi,
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+ magic: gotchi.magic - speedPenalty,
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+ physical: gotchi.physical - speedPenalty
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+ }
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+ }
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+
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+ /**
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+ * Get the damage of an attack
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+ * @param {Object} attackingTeam The attacking team
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+ * @param {Object} defendingTeam The defending team
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+ * @param {Object} attackingGotchi The gotchi attacking
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+ * @param {Object} defendingGotchi The gotchi defending
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+ * @param {Number} multiplier The damage multiplier
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+ * @param {Boolean} ignoreArmor Whether to ignore armor
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+ * @param {Number} speedPenalty The speed penalty to apply
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+ * @returns {Number} damage The damage of the attack
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+ **/
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+ const getDamage = (attackingTeam, defendingTeam, attackingGotchi, defendingGotchi, multiplier, ignoreArmor, speedPenalty) => {
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+
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+ const attackerWithSpeedPenalty = speedPenalty ? applySpeedPenalty(attackingGotchi, speedPenalty) : attackingGotchi
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+
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+ // Apply any status effects
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+ const modifiedAttackingGotchi = getModifiedStats(attackerWithSpeedPenalty)
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+ const modifiedDefendingGotchi = getModifiedStats(defendingGotchi)
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+
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+ let attackValue = modifiedAttackingGotchi.attack === 'magic' ? modifiedAttackingGotchi.magic : modifiedAttackingGotchi.physical
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+
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+ // If attacking gotchi is in the front row then apply front row attack bonus
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+ if (getFormationPosition(attackingTeam, defendingTeam, attackingGotchi.id).row === 'front') {
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+ attackValue = Math.round(attackValue * MULTS.FRONT_ROW_ATK_BONUS)
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+ }
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+
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+ let defenseValue = modifiedAttackingGotchi.attack === 'magic' ? modifiedDefendingGotchi.magic : modifiedDefendingGotchi.physical
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+
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+ // If defending gotchi is in the front row then apply front row defence penalty
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+ if (getFormationPosition(attackingTeam, defendingTeam, defendingGotchi.id).row === 'front') {
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+ defenseValue = Math.round(defenseValue * MULTS.FRONT_ROW_DEF_NERF)
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+ }
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+
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+ // Add armor to defense value
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+ if (!ignoreArmor) defenseValue += modifiedDefendingGotchi.armor
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+
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+ // Calculate damage
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+ let damage = Math.round((attackValue / defenseValue) * 100)
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+
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+ // Apply multiplier
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+ if (multiplier) damage = Math.round(damage * multiplier)
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+
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+ // check for environment effects
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+ if (defendingGotchi.environmentEffects && defendingGotchi.environmentEffects.length > 0) {
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+ damage = Math.round(damage * (1 + (defendingGotchi.environmentEffects.length * 0.5)))
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+ }
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+
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+ return damage
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+ }
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+
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+ /**
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+ * Apply status effects to a gotchi
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+ * @param {Object} gotchi An in-game gotchi object
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+ * @returns {Object} gotchi An in-game gotchi object with modified stats
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+ */
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+ const getModifiedStats = (gotchi) => {
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+ const statMods = {}
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+
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+ gotchi.statuses.forEach(status => {
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+ const statusStatMods = {}
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+
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+ // apply any modifier from BUFF_MULT_EFFECTS
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+ if (BUFF_MULT_EFFECTS[status]) {
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+ Object.keys(BUFF_MULT_EFFECTS[status]).forEach(stat => {
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+ const modifier = Math.round(gotchi[stat] * BUFF_MULT_EFFECTS[status][stat])
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+
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+ statusStatMods[stat] = modifier
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+ })
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+ }
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+
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+ // apply any modifier from BUFF_FLAT_EFFECTS
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+ if (BUFF_FLAT_EFFECTS[status]) {
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+ Object.keys(BUFF_FLAT_EFFECTS[status]).forEach(stat => {
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+ if (statusStatMods[stat]) {
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+ // If a mod for this status already exists, only add if the new mod is greater
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+ if (BUFF_FLAT_EFFECTS[status][stat] > statusStatMods[stat]) statusStatMods[stat] = BUFF_FLAT_EFFECTS[status][stat]
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+ } else {
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+ statusStatMods[stat] = BUFF_FLAT_EFFECTS[status][stat]
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+ }
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+ })
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+ }
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+
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+ // apply any modifier from DEBUFF_MULT_EFFECTS
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+ if (DEBUFF_MULT_EFFECTS[status]) {
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+ Object.keys(DEBUFF_MULT_EFFECTS[status]).forEach(stat => {
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+ const modifier = Math.round(gotchi[stat] * DEBUFF_MULT_EFFECTS[status][stat])
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+
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+ statusStatMods[stat] = -modifier
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+ })
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+ }
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+
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+ // apply any modifier from DEBUFF_FLAT_EFFECTS
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+ if (DEBUFF_FLAT_EFFECTS[status]) {
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+ Object.keys(DEBUFF_FLAT_EFFECTS[status]).forEach(stat => {
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+ if (statusStatMods[stat]) {
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+ // If a mod for this status already exists, only add if the new mod is greater
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+ if (DEBUFF_FLAT_EFFECTS[status][stat] < statusStatMods[stat]) statusStatMods[stat] = DEBUFF_FLAT_EFFECTS[status][stat]
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+ } else {
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+ statusStatMods[stat] = -DEBUFF_FLAT_EFFECTS[status][stat]
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+ }
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+ })
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+ }
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+
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+ // apply status mods
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+ Object.keys(statusStatMods).forEach(stat => {
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+ statMods[stat] = statMods[stat] ? statMods[stat] + statusStatMods[stat] : statusStatMods[stat]
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+ })
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+ })
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+
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+ const modifiedGotchi = {
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+ ...gotchi
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+ }
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+
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+ // apply stat mods
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+ Object.keys(statMods).forEach(stat => {
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+ if (statMods[stat] < 0) {
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+ modifiedGotchi[stat] = modifiedGotchi[stat] + statMods[stat] < 0 ? 0 : modifiedGotchi[stat] + statMods[stat]
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+ } else {
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+ modifiedGotchi[stat] += statMods[stat]
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+ }
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+
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+ })
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+
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+ // Recalculate attack type
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+ modifiedGotchi.attack = modifiedGotchi.magic > modifiedGotchi.physical ? 'magic' : 'physical'
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+
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+ return modifiedGotchi
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+ }
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+
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+ const calculateActionDelay = (gotchi) => {
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+ // Calculate action delay and round to 3 decimal places
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+ return Math.round(((100 / getModifiedStats(gotchi).speed) + Number.EPSILON) * 1000) / 1000
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+ }
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+
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+ const getNewActionDelay = (gotchi) => {
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+ // Calculate new action delay and round to 3 decimal places
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+ return Math.round((gotchi.actionDelay + calculateActionDelay(gotchi) + Number.EPSILON) * 1000) / 1000
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+ }
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+
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+ /**
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+ * Simplify a team object for storage
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+ * @param {Object} team An in-game team object
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+ * @returns {Object} simplifiedTeam A simplified team object
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+ */
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+ const simplifyTeam = (team) => {
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+ return {
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+ name: team.name,
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+ owner: team.owner,
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+ leaderId: team.leader,
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+ rows: [
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+ {
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+ slots: team.formation.front.map((x) => {
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+ return {
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+ isActive: x ? true : false,
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+ id: x ? x.id : null
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+ }
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+ })
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+ },
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+ {
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+ slots: team.formation.back.map((x) => {
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+ return {
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+ isActive: x ? true : false,
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+ id: x ? x.id : null
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+ }
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+ })
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+ }
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+ ],
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+ uiOrder: getUiOrder(team)
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+ }
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+ }
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+
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+ /**
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+ * Get the UI order of a team (used for the front end)
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+ * @param {Object} team An in-game team object
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+ * @returns {Array} uiOrder An array of gotchi ids in the order they should be displayed
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+ **/
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+ const getUiOrder = (team) => {
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+ const uiOrder = []
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+
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+ if (team.formation.front[0]) uiOrder.push(team.formation.front[0].id)
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+ if (team.formation.back[0]) uiOrder.push(team.formation.back[0].id)
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+ if (team.formation.front[1]) uiOrder.push(team.formation.front[1].id)
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+ if (team.formation.back[1]) uiOrder.push(team.formation.back[1].id)
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+ if (team.formation.front[2]) uiOrder.push(team.formation.front[2].id)
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+ if (team.formation.back[2]) uiOrder.push(team.formation.back[2].id)
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+ if (team.formation.front[3]) uiOrder.push(team.formation.front[3].id)
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+ if (team.formation.back[3]) uiOrder.push(team.formation.back[3].id)
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+ if (team.formation.front[4]) uiOrder.push(team.formation.front[4].id)
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+ if (team.formation.back[4]) uiOrder.push(team.formation.back[4].id)
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+
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+ return uiOrder
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+ }
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+
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+ /**
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+ * Add the leader statuses to a team
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+ * @param {Object} team An in-game team object
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+ **/
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+ const addLeaderToTeam = (team) => {
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+ // Add passive leader abilities
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+ const teamLeader = getLeaderGotchi(team)
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+
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+ team.leaderPassive = teamLeader.special.id
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+
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+ // Apply leader passive statuses
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+ switch (team.leaderPassive) {
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+ case 1:
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+ // Sharpen blades - all allies gain 'sharp_blades' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+ break
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+ case 2:
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+ // Cloud of Zen - Leader get 'cloud_of_zen' status
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+ teamLeader.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ break
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+ case 3:
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+ // Frenzy - all allies get 'frenzy' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+ break
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+ case 4:
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+ // All allies get 'fortify' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+
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+ break
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+ case 5:
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+ // Spread the fear - all allies get 'spread_the_fear' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+ break
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+ case 6:
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+ // Cleansing aura - every healer ally and every tank ally gets 'cleansing_aura' status
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+ getAlive(team).forEach(x => {
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+ if (x.special.id === 6 || x.special.id === 4) x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+ break
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+ case 7:
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+ // All allies get 'channel_the_coven' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
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+ break
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+ case 8:
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+ // All allies get 'clan_momentum' status
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+ getAlive(team).forEach(x => {
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+ x.statuses.push(PASSIVES[team.leaderPassive - 1])
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+ })
409
+ break
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+ }
411
+ }
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+
413
+ const removeLeaderPassivesFromTeam = (team) => {
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+ let statusesRemoved = []
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+ if (!team.leaderPassive) return statusesRemoved
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+
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+ // Remove leader passive statuses from team
418
+ getAlive(team).forEach(x => {
419
+ // add effects for each status removed
420
+ x.statuses.forEach(status => {
421
+ if (status === PASSIVES[team.leaderPassive - 1]) {
422
+ statusesRemoved.push({
423
+ target: x.id,
424
+ status: status
425
+ })
426
+ }
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+ })
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+
429
+ x.statuses = x.statuses.filter(x => x !== PASSIVES[team.leaderPassive - 1])
430
+ })
431
+
432
+ team.leaderPassive = null
433
+
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+ return statusesRemoved
435
+ }
436
+
437
+ const getExpiredStatuses = (team1, team2) => {
438
+ // If leader is dead, remove leader passive
439
+ let statusesExpired = []
440
+ if (team1.leaderPassive && !getAlive(team1).find(x => x.id === team1.leader)) {
441
+ // Remove leader passive statuses
442
+ statusesExpired = removeLeaderPassivesFromTeam(team1)
443
+ }
444
+ if (team2.leaderPassive && !getAlive(team2).find(x => x.id === team2.leader)) {
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+ // Remove leader passive statuses
446
+ statusesExpired = removeLeaderPassivesFromTeam(team2)
447
+ }
448
+
449
+ return statusesExpired
450
+ }
451
+
452
+ /**
453
+ * Add a status to a gotchi
454
+ * @param {Object} gotchi An in-game gotchi object
455
+ * @param {String} status The status to add
456
+ * @returns {Boolean} success A boolean to determine if the status was added
457
+ **/
458
+ const addStatusToGotchi = (gotchi, status) => {
459
+ // Check that gotchi doesn't already have max number of statuses
460
+ if (gotchi.statuses.filter(item => item === status).length >= MULTS.MAX_STATUSES) return false
461
+
462
+ gotchi.statuses.push(status)
463
+
464
+ return true
465
+ }
466
+
467
+ const scrambleGotchiIds = (allAliveGotchis, team1, team2) => {
468
+ // check there's no duplicate gotchis
469
+ const gotchiIds = allAliveGotchis.map(x => x.id)
470
+
471
+ if (gotchiIds.length !== new Set(gotchiIds).size) {
472
+ // scramble gotchi ids
473
+ allAliveGotchis.forEach(x => {
474
+ const newId = Math.floor(Math.random() * 10000000)
475
+
476
+ // find gotchi in team1 or team2
477
+ const position = getFormationPosition(team1, team2, x.id)
478
+
479
+ // change gotchi id
480
+ if (position) {
481
+ if (position.team === 1) {
482
+ if (x.id === team1.leader) team1.leader = newId
483
+ team1.formation[position.row][position.position].id = newId
484
+ } else {
485
+ if (x.id === team2.leader) team2.leader = newId
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+ team2.formation[position.row][position.position].id = newId
487
+ }
488
+ } else {
489
+ throw new Error('Gotchi not found in team1 or team2')
490
+ }
491
+ })
492
+
493
+ // check again
494
+ const newGotchiIds = allAliveGotchis.map(x => x.id)
495
+ if (newGotchiIds.length !== new Set(newGotchiIds).size) {
496
+ // Scramble again
497
+ scrambleGotchiIds(allAliveGotchis, team1, team2)
498
+ }
499
+ }
500
+ }
501
+
502
+ /**
503
+ * Prepare teams for battle
504
+ * @param {Array} allAliveGotchis An array of all alive gotchis
505
+ * @param {Object} team1 An in-game team object
506
+ * @param {Object} team2 An in-game team object
507
+ **/
508
+ const prepareTeams = (allAliveGotchis, team1, team2) => {
509
+ // check there's no duplicate gotchis
510
+ scrambleGotchiIds(allAliveGotchis, team1, team2);
511
+
512
+ allAliveGotchis.forEach(x => {
513
+ // Add statuses property to all gotchis
514
+ x.statuses = []
515
+
516
+ // Calculate initial action delay for all gotchis
517
+ x.actionDelay = calculateActionDelay(x)
518
+
519
+ // Calculate attack type
520
+ x.attack = x.magic > x.physical ? 'magic' : 'physical'
521
+
522
+ // Add original stats to all gotchis
523
+ // Do a deep copy of the gotchi object to avoid modifying the original object
524
+ x.originalStats = JSON.parse(JSON.stringify(x))
525
+
526
+ // Add environmentEffects to all gotchis
527
+ x.environmentEffects = []
528
+ })
529
+
530
+ // Add leader passive to team
531
+ addLeaderToTeam(team1)
532
+ addLeaderToTeam(team2)
533
+
534
+ // Apply stat items
535
+ applyStatItems(allAliveGotchis)
536
+ }
537
+
538
+ /**
539
+ * Get log gotchi object for battle logs
540
+ * @param {Array} allAliveGotchis An array of all alive gotchis
541
+ * @returns {Array} logGotchis An array of gotchi objects for logs
542
+ */
543
+ const getLogGotchis = (allAliveGotchis) => {
544
+ const logGotchis = JSON.parse(JSON.stringify(allAliveGotchis))
545
+
546
+ logGotchis.forEach(x => {
547
+ // Change gotchi.special.class to gotchi.special.gotchiClass to avoid conflicts with class keyword
548
+ x.special.gotchiClass = x.special.class
549
+
550
+ // Remove unnecessary properties to reduce log size
551
+ delete x.special.class
552
+ delete x.snapshotBlock
553
+ delete x.onchainId
554
+ delete x.brs
555
+ delete x.nrg
556
+ delete x.agg
557
+ delete x.spk
558
+ delete x.brn
559
+ delete x.eyc
560
+ delete x.eys
561
+ delete x.kinship
562
+ delete x.xp
563
+ delete x.actionDelay
564
+ delete x.attack
565
+ delete x.originalStats
566
+ delete x.environmentEffects
567
+ })
568
+
569
+ return logGotchis
570
+ }
571
+
572
+ /**
573
+ * Apply stat items to gotchis
574
+ * @param {Array} gotchis An array of gotchis
575
+ */
576
+ const applyStatItems = (gotchis) => {
577
+ gotchis.forEach(gotchi => {
578
+ // Apply stat items
579
+ if (gotchi.item && gotchi.item.stat && gotchi.item.statValue) {
580
+ gotchi[gotchi.item.stat] += gotchi.item.statValue
581
+ }
582
+ })
583
+ }
584
+
585
+ module.exports = {
586
+ getAlive,
587
+ getFormationPosition,
588
+ getLeaderGotchi,
589
+ getNextToAct,
590
+ getTarget,
591
+ getDamage,
592
+ getModifiedStats,
593
+ calculateActionDelay,
594
+ getNewActionDelay,
595
+ simplifyTeam,
596
+ getUiOrder,
597
+ addLeaderToTeam,
598
+ removeLeaderPassivesFromTeam,
599
+ getExpiredStatuses,
600
+ addStatusToGotchi,
601
+ scrambleGotchiIds,
602
+ prepareTeams,
603
+ getLogGotchis,
604
+ applyStatItems
605
+ }
@@ -5,575 +5,26 @@ const teamSchema = require('../../schemas/team.json')
5
5
 
6
6
  const { GameError } = require('../../utils/errors')
7
7
 
8
- let {
8
+ const {
9
9
  PASSIVES,
10
- BUFF_MULT_EFFECTS,
11
- BUFF_FLAT_EFFECTS,
12
- DEBUFF_MULT_EFFECTS,
13
- DEBUFF_FLAT_EFFECTS,
14
10
  DEBUFFS,
15
11
  BUFFS,
16
12
  MULTS
17
13
  } = require('./constants')
18
14
 
19
- // Get only alive gotchis in a team
20
- const getAlive = (team, row) => {
21
- if (row) {
22
- return team.formation[row].filter(x => x).filter(x => x.health > 0)
23
- }
24
-
25
- return [...team.formation.front, ...team.formation.back].filter(x => x).filter(x => x.health > 0)
26
- }
27
-
28
- /**
29
- * Get the formation position of a gotchi
30
- * @param {Object} team1 An in-game team object
31
- * @param {Object} team2 An in-game team object
32
- * @param {Number} gotchiId The id of the gotchi
33
- * @returns {Object} position The formation position of the gotchi
34
- * @returns {Number} position.team The team the gotchi is on
35
- * @returns {String} position.row The row the gotchi is on
36
- * @returns {Number} position.position The position of the gotchi in the row
37
- * @returns {null} position null if the gotchi is not found
38
- **/
39
- const getFormationPosition = (team1, team2, gotchiId) => {
40
- const team1FrontIndex = team1.formation.front.findIndex(x => x && x.id === gotchiId)
41
-
42
- if (team1FrontIndex !== -1) return {
43
- team: 1,
44
- row: 'front',
45
- position: team1FrontIndex,
46
- name: team1.formation.front[team1FrontIndex].name
47
- }
48
-
49
- const team1BackIndex = team1.formation.back.findIndex(x => x && x.id === gotchiId)
50
-
51
- if (team1BackIndex !== -1) return {
52
- team: 1,
53
- row: 'back',
54
- position: team1BackIndex,
55
- name: team1.formation.back[team1BackIndex].name
56
- }
57
-
58
- const team2FrontIndex = team2.formation.front.findIndex(x => x && x.id === gotchiId)
59
-
60
- if (team2FrontIndex !== -1) return {
61
- team: 2,
62
- row: 'front',
63
- position: team2FrontIndex,
64
- name: team2.formation.front[team2FrontIndex].name
65
- }
66
-
67
- const team2BackIndex = team2.formation.back.findIndex(x => x && x.id === gotchiId)
68
-
69
- if (team2BackIndex !== -1) return {
70
- team: 2,
71
- row: 'back',
72
- position: team2BackIndex,
73
- name: team2.formation.back[team2BackIndex].name
74
- }
75
-
76
- return null
77
- }
78
-
79
- /**
80
- * Get the leader gotchi of a team
81
- * @param {Object} team An in-game team object
82
- * @returns {Object} gotchi The leader gotchi
83
- * @returns {Number} leader.id The id of the gotchi
84
- * @returns {String} leader.special The special object of the gotchi
85
- * @returns {String} leader.special.class The class of the special
86
- **/
87
- const getLeaderGotchi = (team) => {
88
- const leader = [...team.formation.front, ...team.formation.back].find(x => x && x.id === team.leader)
89
-
90
- if (!leader) throw new Error('Leader not found')
91
-
92
- return leader
93
- }
94
-
95
- /**
96
- * Get the next gotchi to act
97
- * @param {Object} team1 An in-game team object
98
- * @param {Object} team2 An in-game team object
99
- * @param {Function} rng The random number generator
100
- * @returns {Object} position The formation position of the gotchi
101
- **/
102
- const getNextToAct = (team1, team2, rng) => {
103
- const aliveGotchis = [...getAlive(team1), ...getAlive(team2)]
104
-
105
- aliveGotchis.sort((a, b) => a.actionDelay - b.actionDelay)
106
-
107
- let toAct = aliveGotchis.filter(gotchi => gotchi.actionDelay === aliveGotchis[0].actionDelay)
108
-
109
- // If only one gotchi can act then return it
110
- if (toAct.length === 1) return getFormationPosition(team1, team2, toAct[0].id)
111
-
112
- // Lowest speeds win tiebreaker
113
- toAct.sort((a, b) => a.speed - b.speed)
114
- toAct = toAct.filter(gotchi => gotchi.speed === toAct[0].speed)
115
-
116
- // If only one gotchi can act then return it
117
-
118
- if (toAct.length === 1) return getFormationPosition(team1, team2, toAct[0].id)
119
-
120
- // If still tied then randomly choose
121
- const randomIndex = Math.floor(rng() * toAct.length)
122
-
123
- if (!toAct[randomIndex]) throw new Error(`No gotchi found at index ${randomIndex}`)
124
-
125
- toAct = toAct[randomIndex]
126
- return getFormationPosition(team1, team2, toAct.id)
127
- }
128
-
129
- const getTarget = (defendingTeam, rng) => {
130
- // Check for taunt gotchis
131
- const taunt = [...getAlive(defendingTeam, 'front'), ...getAlive(defendingTeam, 'back')].filter(gotchi => gotchi.statuses && gotchi.statuses.includes("taunt"))
132
-
133
- if (taunt.length) {
134
- if (taunt.length === 1) return taunt[0]
135
-
136
- // If multiple taunt gotchis then randomly choose one
137
- return taunt[Math.floor(rng() * taunt.length)]
138
- }
139
-
140
- // Target gotchis in the front row first
141
- const frontRow = getAlive(defendingTeam, 'front')
142
-
143
- if (frontRow.length) {
144
- return frontRow[Math.floor(rng() * frontRow.length)]
145
- }
146
-
147
- // If no gotchis in front row then target back row
148
- const backRow = getAlive(defendingTeam, 'back')
149
-
150
- if (backRow.length) {
151
- return backRow[Math.floor(rng() * backRow.length)]
152
- }
153
-
154
- throw new Error('No gotchis to target')
155
- }
156
-
157
- const applySpeedPenalty = (gotchi, penalty) => {
158
- const speedPenalty = (gotchi.speed - 100) * penalty
159
-
160
- return {
161
- ...gotchi,
162
- magic: gotchi.magic - speedPenalty,
163
- physical: gotchi.physical - speedPenalty
164
- }
165
- }
166
-
167
- /**
168
- * Get the damage of an attack
169
- * @param {Object} attackingTeam The attacking team
170
- * @param {Object} defendingTeam The defending team
171
- * @param {Object} attackingGotchi The gotchi attacking
172
- * @param {Object} defendingGotchi The gotchi defending
173
- * @param {Number} multiplier The damage multiplier
174
- * @param {Boolean} ignoreArmor Whether to ignore armor
175
- * @param {Number} speedPenalty The speed penalty to apply
176
- * @returns {Number} damage The damage of the attack
177
- **/
178
- const getDamage = (attackingTeam, defendingTeam, attackingGotchi, defendingGotchi, multiplier, ignoreArmor, speedPenalty) => {
179
-
180
- const attackerWithSpeedPenalty = speedPenalty ? applySpeedPenalty(attackingGotchi, speedPenalty) : attackingGotchi
181
-
182
- // Apply any status effects
183
- const modifiedAttackingGotchi = getModifiedStats(attackerWithSpeedPenalty)
184
- const modifiedDefendingGotchi = getModifiedStats(defendingGotchi)
185
-
186
- let attackValue = modifiedAttackingGotchi.attack === 'magic' ? modifiedAttackingGotchi.magic : modifiedAttackingGotchi.physical
187
-
188
- // If attacking gotchi is in the front row then apply front row attack bonus
189
- if (getFormationPosition(attackingTeam, defendingTeam, attackingGotchi.id).row === 'front') {
190
- attackValue = Math.round(attackValue * MULTS.FRONT_ROW_ATK_BONUS)
191
- }
192
-
193
- let defenseValue = modifiedAttackingGotchi.attack === 'magic' ? modifiedDefendingGotchi.magic : modifiedDefendingGotchi.physical
194
-
195
- // If defending gotchi is in the front row then apply front row defence penalty
196
- if (getFormationPosition(attackingTeam, defendingTeam, defendingGotchi.id).row === 'front') {
197
- defenseValue = Math.round(defenseValue * MULTS.FRONT_ROW_DEF_NERF)
198
- }
199
-
200
- // Add armor to defense value
201
- if (!ignoreArmor) defenseValue += modifiedDefendingGotchi.armor
202
-
203
- // Calculate damage
204
- let damage = Math.round((attackValue / defenseValue) * 100)
205
-
206
- // Apply multiplier
207
- if (multiplier) damage = Math.round(damage * multiplier)
208
-
209
- // check for environment effects
210
- if (defendingGotchi.environmentEffects && defendingGotchi.environmentEffects.length > 0) {
211
- damage = Math.round(damage * (1 + (defendingGotchi.environmentEffects.length * 0.5)))
212
- }
213
-
214
- return damage
215
- }
216
-
217
- /**
218
- * Apply status effects to a gotchi
219
- * @param {Object} gotchi An in-game gotchi object
220
- * @returns {Object} gotchi An in-game gotchi object with modified stats
221
- */
222
- const getModifiedStats = (gotchi) => {
223
- const statMods = {}
224
-
225
- gotchi.statuses.forEach(status => {
226
- const statusStatMods = {}
227
-
228
- // apply any modifier from BUFF_MULT_EFFECTS
229
- if (BUFF_MULT_EFFECTS[status]) {
230
- Object.keys(BUFF_MULT_EFFECTS[status]).forEach(stat => {
231
- const modifier = Math.round(gotchi[stat] * BUFF_MULT_EFFECTS[status][stat])
232
-
233
- statusStatMods[stat] = modifier
234
- })
235
- }
236
-
237
- // apply any modifier from BUFF_FLAT_EFFECTS
238
- if (BUFF_FLAT_EFFECTS[status]) {
239
- Object.keys(BUFF_FLAT_EFFECTS[status]).forEach(stat => {
240
- if (statusStatMods[stat]) {
241
- // If a mod for this status already exists, only add if the new mod is greater
242
- if (BUFF_FLAT_EFFECTS[status][stat] > statusStatMods[stat]) statusStatMods[stat] = BUFF_FLAT_EFFECTS[status][stat]
243
- } else {
244
- statusStatMods[stat] = BUFF_FLAT_EFFECTS[status][stat]
245
- }
246
- })
247
- }
248
-
249
- // apply any modifier from DEBUFF_MULT_EFFECTS
250
- if (DEBUFF_MULT_EFFECTS[status]) {
251
- Object.keys(DEBUFF_MULT_EFFECTS[status]).forEach(stat => {
252
- const modifier = Math.round(gotchi[stat] * DEBUFF_MULT_EFFECTS[status][stat])
253
-
254
- statusStatMods[stat] = -modifier
255
- })
256
- }
257
-
258
- // apply any modifier from DEBUFF_FLAT_EFFECTS
259
- if (DEBUFF_FLAT_EFFECTS[status]) {
260
- Object.keys(DEBUFF_FLAT_EFFECTS[status]).forEach(stat => {
261
- if (statusStatMods[stat]) {
262
- // If a mod for this status already exists, only add if the new mod is greater
263
- if (DEBUFF_FLAT_EFFECTS[status][stat] < statusStatMods[stat]) statusStatMods[stat] = DEBUFF_FLAT_EFFECTS[status][stat]
264
- } else {
265
- statusStatMods[stat] = -DEBUFF_FLAT_EFFECTS[status][stat]
266
- }
267
- })
268
- }
269
-
270
- // apply status mods
271
- Object.keys(statusStatMods).forEach(stat => {
272
- statMods[stat] = statMods[stat] ? statMods[stat] + statusStatMods[stat] : statusStatMods[stat]
273
- })
274
- })
275
-
276
- const modifiedGotchi = {
277
- ...gotchi
278
- }
279
-
280
- // apply stat mods
281
- Object.keys(statMods).forEach(stat => {
282
- if (statMods[stat] < 0) {
283
- modifiedGotchi[stat] = modifiedGotchi[stat] + statMods[stat] < 0 ? 0 : modifiedGotchi[stat] + statMods[stat]
284
- } else {
285
- modifiedGotchi[stat] += statMods[stat]
286
- }
287
-
288
- })
289
-
290
- // Recalculate attack type
291
- modifiedGotchi.attack = modifiedGotchi.magic > modifiedGotchi.physical ? 'magic' : 'physical'
292
-
293
- return modifiedGotchi
294
- }
295
-
296
- const calculateActionDelay = (gotchi) => {
297
- // Calculate action delay and round to 3 decimal places
298
- return Math.round(((100 / getModifiedStats(gotchi).speed) + Number.EPSILON) * 1000) / 1000
299
- }
300
-
301
- const getNewActionDelay = (gotchi) => {
302
- // Calculate new action delay and round to 3 decimal places
303
- return Math.round((gotchi.actionDelay + calculateActionDelay(gotchi) + Number.EPSILON) * 1000) / 1000
304
- }
305
-
306
- /**
307
- * Simplify a team object for storage
308
- * @param {Object} team An in-game team object
309
- * @returns {Object} simplifiedTeam A simplified team object
310
- */
311
- const simplifyTeam = (team) => {
312
- return {
313
- name: team.name,
314
- owner: team.owner,
315
- leaderId: team.leader,
316
- rows: [
317
- {
318
- slots: team.formation.front.map((x) => {
319
- return {
320
- isActive: x ? true : false,
321
- id: x ? x.id : null
322
- }
323
- })
324
- },
325
- {
326
- slots: team.formation.back.map((x) => {
327
- return {
328
- isActive: x ? true : false,
329
- id: x ? x.id : null
330
- }
331
- })
332
- }
333
- ],
334
- uiOrder: getUiOrder(team)
335
- }
336
- }
337
-
338
- /**
339
- * Get the UI order of a team (used for the front end)
340
- * @param {Object} team An in-game team object
341
- * @returns {Array} uiOrder An array of gotchi ids in the order they should be displayed
342
- **/
343
- const getUiOrder = (team) => {
344
- const uiOrder = []
345
-
346
- if (team.formation.front[0]) uiOrder.push(team.formation.front[0].id)
347
- if (team.formation.back[0]) uiOrder.push(team.formation.back[0].id)
348
- if (team.formation.front[1]) uiOrder.push(team.formation.front[1].id)
349
- if (team.formation.back[1]) uiOrder.push(team.formation.back[1].id)
350
- if (team.formation.front[2]) uiOrder.push(team.formation.front[2].id)
351
- if (team.formation.back[2]) uiOrder.push(team.formation.back[2].id)
352
- if (team.formation.front[3]) uiOrder.push(team.formation.front[3].id)
353
- if (team.formation.back[3]) uiOrder.push(team.formation.back[3].id)
354
- if (team.formation.front[4]) uiOrder.push(team.formation.front[4].id)
355
- if (team.formation.back[4]) uiOrder.push(team.formation.back[4].id)
356
-
357
- return uiOrder
358
- }
359
-
360
- /**
361
- * Add the leader statuses to a team
362
- * @param {Object} team An in-game team object
363
- **/
364
- const addLeaderToTeam = (team) => {
365
- // Add passive leader abilities
366
- const teamLeader = getLeaderGotchi(team)
367
-
368
- team.leaderPassive = teamLeader.special.id
369
-
370
- // Apply leader passive statuses
371
- switch (team.leaderPassive) {
372
- case 1:
373
- // Sharpen blades - all allies gain 'sharp_blades' status
374
- getAlive(team).forEach(x => {
375
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
376
- })
377
- break
378
- case 2:
379
- // Cloud of Zen - Leader get 'cloud_of_zen' status
380
- teamLeader.statuses.push(PASSIVES[team.leaderPassive - 1])
381
- break
382
- case 3:
383
- // Frenzy - all allies get 'frenzy' status
384
- getAlive(team).forEach(x => {
385
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
386
- })
387
- break
388
- case 4:
389
- // All allies get 'fortify' status
390
- getAlive(team).forEach(x => {
391
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
392
- })
393
-
394
- break
395
- case 5:
396
- // Spread the fear - all allies get 'spread_the_fear' status
397
- getAlive(team).forEach(x => {
398
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
399
- })
400
- break
401
- case 6:
402
- // Cleansing aura - every healer ally and every tank ally gets 'cleansing_aura' status
403
- getAlive(team).forEach(x => {
404
- if (x.special.id === 6 || x.special.id === 4) x.statuses.push(PASSIVES[team.leaderPassive - 1])
405
- })
406
- break
407
- case 7:
408
- // All allies get 'channel_the_coven' status
409
- getAlive(team).forEach(x => {
410
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
411
- })
412
- break
413
- case 8:
414
- // All allies get 'clan_momentum' status
415
- getAlive(team).forEach(x => {
416
- x.statuses.push(PASSIVES[team.leaderPassive - 1])
417
- })
418
- break
419
- }
420
- }
421
-
422
- const removeLeaderPassivesFromTeam = (team) => {
423
- let statusesRemoved = []
424
- if (!team.leaderPassive) return statusesRemoved
425
-
426
- // Remove leader passive statuses from team
427
- getAlive(team).forEach(x => {
428
- // add effects for each status removed
429
- x.statuses.forEach(status => {
430
- if (status === PASSIVES[team.leaderPassive - 1]) {
431
- statusesRemoved.push({
432
- target: x.id,
433
- status: status
434
- })
435
- }
436
- })
437
-
438
- x.statuses = x.statuses.filter(x => x !== PASSIVES[team.leaderPassive - 1])
439
- })
440
-
441
- team.leaderPassive = null
442
-
443
- return statusesRemoved
444
- }
445
-
446
- const getExpiredStatuses = (team1, team2) => {
447
- // If leader is dead, remove leader passive
448
- let statusesExpired = []
449
- if (team1.leaderPassive && !getAlive(team1).find(x => x.id === team1.leader)) {
450
- // Remove leader passive statuses
451
- statusesExpired = removeLeaderPassivesFromTeam(team1)
452
- }
453
- if (team2.leaderPassive && !getAlive(team2).find(x => x.id === team2.leader)) {
454
- // Remove leader passive statuses
455
- statusesExpired = removeLeaderPassivesFromTeam(team2)
456
- }
457
-
458
- return statusesExpired
459
- }
460
-
461
- /**
462
- * Add a status to a gotchi
463
- * @param {Object} gotchi An in-game gotchi object
464
- * @param {String} status The status to add
465
- * @returns {Boolean} success A boolean to determine if the status was added
466
- **/
467
- const addStatusToGotchi = (gotchi, status) => {
468
- // Check that gotchi doesn't already have max number of statuses
469
- if (gotchi.statuses.filter(item => item === status).length >= MULTS.MAX_STATUSES) return false
470
-
471
- gotchi.statuses.push(status)
472
-
473
- return true
474
- }
475
-
476
- const scrambleGotchiIds = (allAliveGotchis, team1, team2) => {
477
- // check there's no duplicate gotchis
478
- const gotchiIds = allAliveGotchis.map(x => x.id)
479
-
480
- if (gotchiIds.length !== new Set(gotchiIds).size) {
481
- // scramble gotchi ids
482
- allAliveGotchis.forEach(x => {
483
- const newId = Math.floor(Math.random() * 10000000)
484
-
485
- // find gotchi in team1 or team2
486
- const position = getFormationPosition(team1, team2, x.id)
487
-
488
- // change gotchi id
489
- if (position) {
490
- if (position.team === 1) {
491
- if (x.id === team1.leader) team1.leader = newId
492
- team1.formation[position.row][position.position].id = newId
493
- } else {
494
- if (x.id === team2.leader) team2.leader = newId
495
- team2.formation[position.row][position.position].id = newId
496
- }
497
- } else {
498
- throw new Error('Gotchi not found in team1 or team2')
499
- }
500
- })
501
-
502
- // check again
503
- const newGotchiIds = allAliveGotchis.map(x => x.id)
504
- if (newGotchiIds.length !== new Set(newGotchiIds).size) {
505
- // Scramble again
506
- scrambleGotchiIds(allAliveGotchis, team1, team2)
507
- }
508
- }
509
- }
510
-
511
- /**
512
- * Prepare teams for battle
513
- * @param {Array} allAliveGotchis An array of all alive gotchis
514
- * @param {Object} team1 An in-game team object
515
- * @param {Object} team2 An in-game team object
516
- **/
517
- const prepareTeams = (allAliveGotchis, team1, team2) => {
518
- // check there's no duplicate gotchis
519
- scrambleGotchiIds(allAliveGotchis, team1, team2);
520
-
521
- allAliveGotchis.forEach(x => {
522
- // Add statuses property to all gotchis
523
- x.statuses = []
524
-
525
- // Calculate initial action delay for all gotchis
526
- x.actionDelay = calculateActionDelay(x)
527
-
528
- // Calculate attack type
529
- x.attack = x.magic > x.physical ? 'magic' : 'physical'
530
-
531
- // Add original stats to all gotchis
532
- // Do a deep copy of the gotchi object to avoid modifying the original object
533
- x.originalStats = JSON.parse(JSON.stringify(x))
534
-
535
- // Add environmentEffects to all gotchis
536
- x.environmentEffects = []
537
- })
538
-
539
- // Add leader passive to team
540
- addLeaderToTeam(team1)
541
- addLeaderToTeam(team2);
542
- }
543
-
544
- /**
545
- * Get log gotchi object for battle logs
546
- * @param {Array} allAliveGotchis An array of all alive gotchis
547
- * @returns {Array} logGotchis An array of gotchi objects for logs
548
- */
549
- const getLogGotchis = (allAliveGotchis) => {
550
- const logGotchis = JSON.parse(JSON.stringify(allAliveGotchis))
551
-
552
- logGotchis.forEach(x => {
553
- // Change gotchi.special.class to gotchi.special.gotchiClass to avoid conflicts with class keyword
554
- x.special.gotchiClass = x.special.class
555
-
556
- // Remove unnecessary properties to reduce log size
557
- delete x.special.class
558
- delete x.snapshotBlock
559
- delete x.onchainId
560
- delete x.brs
561
- delete x.nrg
562
- delete x.agg
563
- delete x.spk
564
- delete x.brn
565
- delete x.eyc
566
- delete x.eys
567
- delete x.kinship
568
- delete x.xp
569
- delete x.actionDelay
570
- delete x.attack
571
- delete x.originalStats
572
- delete x.environmentEffects
573
- })
574
-
575
- return logGotchis
576
- }
15
+ const {
16
+ getAlive,
17
+ getNextToAct,
18
+ getTarget,
19
+ getDamage,
20
+ getModifiedStats,
21
+ getNewActionDelay,
22
+ simplifyTeam,
23
+ getExpiredStatuses,
24
+ addStatusToGotchi,
25
+ prepareTeams,
26
+ getLogGotchis
27
+ } = require('./helpers')
577
28
 
578
29
  /**
579
30
  * Run a battle between two teams
@@ -855,28 +306,6 @@ const handleStatusEffects = (attackingGotchi, attackingTeam, defendingTeam, rng)
855
306
 
856
307
  const modifiedAttackingGotchi = getModifiedStats(attackingGotchi)
857
308
 
858
- // Check for cleansing_aura
859
- // if (attackingGotchi.statuses.includes('cleansing_aura')) {
860
- // // Remove all debuffs from all allies
861
- // const aliveAllies = getAlive(attackingTeam)
862
- // aliveAllies.forEach((ally) => {
863
- // ally.statuses.forEach((status) => {
864
- // if (DEBUFFS.includes(status)) {
865
- // passiveEffects.push({
866
- // source: attackingGotchi.id,
867
- // target: ally.id,
868
- // status,
869
- // damage: 0,
870
- // remove: true
871
- // })
872
- // }
873
- // })
874
-
875
- // // Remove status effects
876
- // ally.statuses = ally.statuses.filter((status) => !DEBUFFS.includes(status))
877
- // })
878
- // }
879
-
880
309
  // Check for global status effects
881
310
  const allAliveGotchis = [...getAlive(attackingTeam), ...getAlive(defendingTeam)]
882
311
 
@@ -977,24 +406,6 @@ const handleStatusEffects = (attackingGotchi, attackingTeam, defendingTeam, rng)
977
406
 
978
407
  break
979
408
  }
980
-
981
- // Stun
982
- // if (status === 'stun') {
983
- // // Skip turn
984
- // statusEffects.push({
985
- // target: attackingGotchi.id,
986
- // status,
987
- // damage: 0,
988
- // remove: true
989
- // })
990
-
991
- // skipTurn = 'STUN'
992
-
993
- // // Remove first instance of stun
994
- // attackingGotchi.statuses.splice(i, 1)
995
-
996
- // break
997
- // }
998
409
  }
999
410
 
1000
411
  return {
@@ -1036,8 +447,6 @@ const executeTurn = (team1, team2, rng) => {
1036
447
  let specialDone = false
1037
448
  // Check if special attack is ready
1038
449
  if (attackingGotchi.special.cooldown === 0) {
1039
- // TODO: Check if special attack should be used
1040
-
1041
450
  // Execute special attack
1042
451
  const specialResults = specialAttack(attackingGotchi, attackingTeam, defendingTeam, rng)
1043
452
 
@@ -1383,7 +792,5 @@ const specialAttack = (attackingGotchi, attackingTeam, defendingTeam, rng) => {
1383
792
  }
1384
793
 
1385
794
  module.exports = {
1386
- getFormationPosition,
1387
- getModifiedStats,
1388
795
  gameLoop
1389
796
  }
package/index.js CHANGED
@@ -6,7 +6,7 @@ const teamSchema = require('./schemas/team')
6
6
  const { webappTeamToInGameTeam, inGameTeamToWebappTeam } = require('./utils/transforms')
7
7
 
8
8
  module.exports = {
9
- game: currentVersion.gameLoop,
9
+ battle: currentVersion.gameLoop,
10
10
  teamSchema,
11
11
  webappTeamToInGameTeam,
12
12
  inGameTeamToWebappTeam
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "gotchi-battler-game-logic",
3
- "version": "2.0.0",
3
+ "version": "2.0.1",
4
4
  "main": "index.js",
5
5
  "scripts": {
6
6
  "test": "echo \"Error: no test specified\" && exit 1"
package/schemas/team.json CHANGED
@@ -171,6 +171,60 @@
171
171
  "required": ["id", "name", "cooldown", "leaderPassive"],
172
172
  "additionalProperties": false
173
173
  },
174
+ "itemId": {
175
+ "type": ["integer", "null"]
176
+ },
177
+ "item": {
178
+ "type": ["object", "null"],
179
+ "properties": {
180
+ "id": {
181
+ "type": "integer"
182
+ },
183
+ "name": {
184
+ "type": "string"
185
+ },
186
+ "description": {
187
+ "type": "string"
188
+ },
189
+ "image": {
190
+ "type": "string",
191
+ "format": "uri"
192
+ },
193
+ "rarity": {
194
+ "type": "string",
195
+ "enum": ["common", "uncommon", "rare", "legendary", "mythical", "godlike"]
196
+ },
197
+ "cost": {
198
+ "type": "number"
199
+ },
200
+ "stat": {
201
+ "type": "string",
202
+ "enum": ["speed", "health", "crit", "armor", "evade", "resist", "magic", "physical", "accuracy"]
203
+ },
204
+ "statValue": {
205
+ "type": "integer"
206
+ },
207
+ "createdAt": {
208
+ "type": "string"
209
+ },
210
+ "updatedAt": {
211
+ "type": "string"
212
+ }
213
+ },
214
+ "required": ["id", "name", "description", "image", "rarity", "cost", "stat", "statValue"],
215
+ "example": {
216
+ "id": 1,
217
+ "name": "Speed +",
218
+ "description": "Increase speed by 1",
219
+ "image": "https://gotchibattler.com/apple-touch-icon.png",
220
+ "rarity": "common",
221
+ "cost": 0.2,
222
+ "stat": "speed",
223
+ "statValue": 1,
224
+ "createdAt": "2022-02-22T22:22:22Z",
225
+ "updatedAt": "2022-02-22T22:22:22Z"
226
+ }
227
+ },
174
228
  "statuses": {
175
229
  "type": "array",
176
230
  "items": {
@@ -36,6 +36,19 @@
36
36
  "name": "Meditate",
37
37
  "cooldown": 0,
38
38
  "leaderPassive": "Cloud of Zen"
39
+ },
40
+ "itemId": 1,
41
+ "item": {
42
+ "id": 1,
43
+ "name": "Speed +",
44
+ "description": "Increase speed by 1",
45
+ "image": "https://gotchibattler.com/apple-touch-icon.png",
46
+ "rarity": "common",
47
+ "cost": 0.2,
48
+ "stat": "speed",
49
+ "statValue": 1,
50
+ "createdAt": "2022-02-22T22:22:22Z",
51
+ "updatedAt": "2022-02-22T22:22:22Z"
39
52
  }
40
53
  },
41
54
  null,
@@ -1,6 +1,6 @@
1
1
  const fs = require('fs')
2
2
  const path = require('path')
3
- const battle = require('..')
3
+ const { battle } = require('..')
4
4
 
5
5
  // Edit these json files to test different battles
6
6
  // NOTE: Only the in-game stats (speed, health, crit etc..) are used in the game logic
@@ -13,4 +13,6 @@ const timestamp = new Date().getTime()
13
13
  const resultsFilename = `results-${timestamp}.json`
14
14
  fs.writeFileSync(path.join(__dirname, 'output', resultsFilename), JSON.stringify(results, null, '\t'))
15
15
 
16
- console.log(`Results written to ${path.join(__dirname, 'output', resultsFilename)}`)
16
+ console.log(`Results written to ${path.join(__dirname, 'output', resultsFilename)}`)
17
+
18
+ // node scripts/runBattle.js