Last active
December 8, 2022 18:55
-
-
Save painedpineapple/251cc12ba310b94b26c47c0679bea300 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
const initialState = { | |
// The current state of the battle | |
currentState: 'SELECT_MOVE', | |
// The active Pokemon on each side | |
activePokemon: [null, null], | |
// The remaining health of each Pokemon | |
health: [0, 0], | |
// The moves available to each Pokemon | |
moves: [[], []], | |
// The current move being used by each Pokemon | |
currentMove: [null, null], | |
// The effect of each Pokemon's current move | |
moveEffect: [null, null], | |
// The status effect of each Pokemon | |
statusEffect: [null, null], | |
// The stats of each Pokemon | |
stats: [[], []] | |
}; | |
function pokemonBattleReducer(state = initialState, action) { | |
switch (action.type) { | |
case 'SELECT_MOVE': | |
// Set the current move for the active Pokemon | |
const currentMove = state.currentMove.slice(); | |
currentMove[action.side] = action.move; | |
// Calculate the effect of the move based on the Pokemon's stats | |
const moveEffect = state.moveEffect.slice(); | |
moveEffect[action.side] = calculateMoveEffect( | |
action.move, | |
state.stats[action.side] | |
); | |
return { | |
...state, | |
currentState: 'APPLY_MOVE', | |
currentMove, | |
moveEffect | |
}; | |
case 'APPLY_MOVE': | |
// Check if the move has a chance to cause a critical hit | |
let criticalHit = false; | |
if (Math.random() < action.move.criticalHitChance) { | |
criticalHit = true; | |
} | |
// Calculate the effect of the move on the opposing Pokemon's health | |
const health = state.health.slice(); | |
let damage = moveEffect[action.side]; | |
if (criticalHit) { | |
damage *= 2; | |
} | |
health[action.opposingSide] -= damage; | |
// Check if the move has a chance to cause a status effect | |
let statusEffect = state.statusEffect.slice(); | |
if (Math.random() < action.move.statusEffectChance) { | |
statusEffect[action.opposingSide] = action.move.statusEffect; | |
} | |
return { | |
...state, | |
currentState: 'CHECK_VICTORY', | |
health, | |
statusEffect | |
}; | |
case 'CHECK_VICTORY': | |
// Check if either Pokemon has been defeated | |
if (state.health[0] <= 0 || state.health[1] <= 0) { | |
return { | |
...state, | |
currentState: 'BATTLE_OVER' | |
}; | |
} else { | |
return { | |
...state, | |
currentState: 'SELECT_MOVE' | |
}; | |
} | |
default: | |
return state; | |
} | |
} | |
function calculateMoveEffect(move, stats) { | |
// Calculate the effect of the move based on the Pokemon's stats | |
let effect = move.baseEffect; | |
effect = effect * stats.attack / stats.defense; | |
return effect; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment