battle.js is probably PS's oldest code. It's received minor touch-ups:
a refactor to prototypes early on, and then a refactor to TypeScript
and classes recently, but otherwise it's had basically zero maintenance
until now.
That's probably why this refactor took me over a week.
The biggest change is that the animation engine strewn around
Pokemon, Side, and Battle has been broken out into a new class named
BattleScene.
Pokemon, Side, and Battle now only track state; all animation is now
done in BattleScene and PokemonSprite.
The fates of major classes:
battle.ts:Pokemon - animation has been moved, mostly to PokemonSprite
battle.ts:Side - animation has been moved, to PokemonSprite/BattleScene
battle.ts:Battle - animation has been moved, mostly to BattleScene
Major changes:
- Many many variables have been renamed to be much clearer about what
they mean. For instance, `animationDelay` is now `timeOffset`, and
`activityDelay` is now `minWait`. A few bugs relating to me mixing
up these two variables have also been fixed. jQuery variables named
like `fooElem` have been renamed like `$foo`.
- The unnecessarily complicated queue1/queue2/activeQueue system,
previously used for telling the animation engine to stop after Pause
was pressed, has been replaced with a simple `interruptionCount`
counter.
- The entire scene can now be reconstructed from scratch, which means
that the `fastForward` system no longer needs to touch the DOM
outside of the battle log. "Prev turn" and "Skip to turn" should be
faster in 1000-turn battles now.
- The animation engine now supports displaying weather and terrain
simultaneously.
- During a replay, Team Preview is shown for a second (instead of
immediately skipping to the battle).
- Various aspects of the animation engine should be much less brittle
now.
- Many bugs were fixed (and new ones were introduced).
Someone reported this stopped working, which is really weird because
there've been zero changes to this part of the code for like ever.
Oh well, this is confirmed to fix the problem, so I guess this isn't
a bad thing.
All battle numbers below 700 million now auto-redirect to Replays.
(All expired battles will redirect to Replays, the auto-redirect just
means the client doesn't need to ask the server if a battle is expired
and wait for an answer before redirecting.)
This is only a first step and doesn't pass strictNullChecks.
I'm committing now because skipping straight to refactoring will be
easier than trying to make it pass strictNullChecks as-is.
TypeScript found at least a few bugs here, which is nice.
This is the first step of moving the entire client over to
TypeScript + Preact!!!!
The main change here is that battledata.js has been split into three
files:
- `src/battle-dex.ts`
- `src/battle-dex-data.ts`
- `src/battle-dex-misc.js`
These are concatenated back into `battledata.js` in the client, so
third parties (and specifically, old replay files) should be
unaffected. Also, this makes sure that we don't have more than two
dependencies right now.
The compilation is done with Babel 7 beta, because no stable version
of Babel supports TypeScript. We're not using `tsc` because it can't
compile to ES3 and it doesn't support preserving line numbers.
`toRoomid` has been moved from client.js to battle-dex.ts.