mirror of
https://github.com/smogon/pokemon-showdown-client.git
synced 2026-03-22 01:55:56 -05:00
Out of 12 issues found: 3 bugs: - duplicate property - caught a bug in Gen 1 Light Screen - duplicate property - caught a bug in Gen 1 Reflect - unused variable - caught a bug in type animations 7 harmless but good for code quality: - unused variable - harmless but good for code quality - unused variable - harmless but good for code quality - unused variable - harmless but good for code quality - unused variable - harmless but good for code quality - duplicate case - harmless but important for code quality - unused variable - harmless but good for code quality - unused variable - harmless but important for code quality 2 not-bugs that had to be worked around: - unused variable - used for an `eval` trick, had to use a workaround - unused variable - used for readable destructuring I think on balance, LGTM does more good than bad. Catching bugs early is worth some amount of hassle. (Also like half these problems are problems tslint could catch if I actually bothered to set it up...)
31 lines
754 B
JavaScript
Executable File
31 lines
754 B
JavaScript
Executable File
#!/usr/bin/env node
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const fs = require('fs');
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const path = require('path');
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process.chdir(path.resolve(__dirname, '..'));
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window = global;
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{
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let exports = global;
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eval('' + fs.readFileSync(`js/battle-dex.js`));
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eval('' + fs.readFileSync(`js/battle-dex-data.js`));
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eval('' + fs.readFileSync(`js/battle.js`));
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eval('' + fs.readFileSync(`data/text.js`));
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eval('' + fs.readFileSync(`js/battle-text-parser.js`));
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}
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const parser = new BattleTextParser();
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const readline = require('readline');
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const rl = readline.createInterface({
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input: process.stdin,
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output: process.stdout,
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terminal: false
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});
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rl.on('line', line => {
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const {args, kwArgs} = Battle.lineParse(line);
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process.stdout.write(parser.parseLine(args, kwArgs) || '');
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});
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