Commit Graph

101 Commits

Author SHA1 Message Date
Karthik Bandagonda
4425ec2719
Add onChooseTeam event for formats (#11476)
* Add onChooseTeam event for formats

* Fix VGC 2010 autochoose

* Use custom validation instead of Limit One Restricted

* cleaner code

* clean up chooseTeam code
2025-10-06 02:20:44 -06:00
Kris Johnson
f52bc482bb
Add Terastal Crescendo online competition (#11471)
* Add Terastal Crescendo online competition

* Fix build
2025-10-01 21:13:50 -06:00
André Bastos Dias
f74586f765
Implement Imprison disabling logic using Test Fight (#11208) 2025-07-22 02:09:45 -07:00
André Bastos Dias
3b7b1d2864
Don't update the timer when an updated request is sent (#11251)
* Don't add time if there is a request update

* Ups

* Change prevRequest to updatedRequest

* Fix tests

* Refactor

* Fix tests
2025-07-13 15:38:58 -06:00
urkerab
862f409e57
SideConditionStart event should target the side with the condition (#11216)
Some checks are pending
Node.js CI / build (18.x) (push) Waiting to run
* SideConditionStart event should target the side with the condition

* Use Slayer95's approach

* Delete data/mods/gen9fe/abilities.ts

---------

Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
2025-07-01 01:34:17 -06:00
Guangcong Luo
091241f1bb
Sim: Emit requests after updates (#11105)
Fixes #8546
2025-05-15 20:30:02 -07:00
Sergio Garcia
fc23103de1
Fix random typos (#11020)
Some checks are pending
Node.js CI / build (18.x) (push) Waiting to run
2025-04-13 23:59:36 -07:00
Karthik Bandagonda
06d8a8963b
Ensure megax and megay actions show up in inputlog (#11014) 2025-04-04 23:28:06 -05:00
Guangcong Luo
c280cca53b
Fix Gen 1 Wrap (#10936)
Some checks are pending
Node.js CI / build (18.x) (push) Waiting to run
2025-03-08 21:55:22 -08:00
Guangcong Luo
72bd8baf9e Add TypeScript types for sim requests 2025-02-26 00:00:23 -08:00
Guangcong Luo
e25bec3620 Remove some implicit conversions
boolean -> number and number -> string should be explicit. Probably
string -> number should be, too, but I'm not ready to turn on the lint
option yet.

This was supposed to be part of the big ESLint refactor but I forgot
to push it. <_<
2025-02-25 22:55:01 -08:00
Guangcong Luo
78439b4a02
Update to ESLint 9 (#10926)
ESLint has a whole new config format, so I figure it's a good time to
make the config system saner.

- First, we no longer have separate eslint-no-types configs. Lint
  performance shouldn't be enough of a problem to justify the
  relevant maintenance complexity.

- Second, our base config should work out-of-the-box now. `npx eslint`
  will work as expected, without any CLI flags. You should still use
  `npm run lint` which adds the `--cached` flag for performance.

- Third, whatever updates I did fixed style linting, which apparently
  has been bugged for quite some time, considering all the obvious
  mixed-tabs-and-spaces issues I found in the upgrade.

Also here are some changes to our style rules. In particular:

- Curly brackets (for objects etc) now have spaces inside them. Sorry
  for the huge change. ESLint doesn't support our old style, and most
  projects use Prettier style, so we might as well match them in this way.
  See https://github.com/eslint-stylistic/eslint-stylistic/issues/415

- String + number concatenation is no longer allowed. We now
  consistently use template strings for this.
2025-02-25 20:03:46 -08:00
Kris Johnson
519fe2eb37 Add February 2025 rotational ladders 2025-02-01 00:27:11 -07:00
pyuk-bot
7bb2fd1869
Overhaul 'SwitchIn' event for more accurate effect resolution order (#10766) 2025-01-28 16:51:17 -06:00
Guangcong Luo
ec7332b498 Import Utils from lib/utils
Some checks are pending
Node.js CI / build (16.x) (push) Waiting to run
This mostly is just a step towards removing sim's dependency on Node's
stdlib.
2025-01-14 23:01:53 -08:00
Kris Johnson
acd4858aec MnM Doubles: Allow >1 Mega Evolution per turn 2024-12-01 09:59:19 -07:00
Guangcong Luo
973b01c1e4 Refactor Crazyhouse rule implementation
Previous implementation was quite wonky and doesn't really need to be.
2024-07-01 01:01:40 -07:00
Karthik
76c2e598c6
Let's Go: Implement itemless megas (#10212) 2024-03-24 22:56:13 -04:00
Alexander B
5b05bd2f6d
Refactor Revival Blessing to be an action + fixes (#9204) 2022-12-22 15:24:19 -06:00
kittenchilly
30c41dcfbf
Fix Last Respects and Supreme Overlord (#9111) 2022-12-04 12:46:28 -05:00
Hisuian Zoroark
ce523c3b22
Revival Blessing: Fix bugs (#9104) 2022-12-01 23:03:03 -05:00
Hisuian Zoroark
ae85e4d017
Implement Revival Blessing (#9035) 2022-12-01 15:33:23 -05:00
Kris Johnson
d50c8c249b
Add Gen 9 (#8997) 2022-11-17 20:46:29 -05:00
Marty
846bb330db Implement Force Select rule 2022-07-12 16:32:10 -04:00
Leonard Craft III
530eaa6763
Add Jump! Magikarp! format (#8832) 2022-07-11 18:02:51 -05:00
pyuk-bot
fdd775b3f1
Re-fix Frisk's interaction with Neturalizing Gas (#8526) 2021-11-10 10:30:20 -08:00
Mia
472f349799 Fix build 2021-08-27 22:04:20 -05:00
Guangcong Luo
55980d416c
Support value rules (#8267)
`teamLength`, `maxLevel`, `cupLevelLimit`, and `minSourceGen` no longer
exist as properties of `Format`. Instead, they're value rules that
become properties of `RuleTable`, and can be specified as custom rules
and inherited through rulesets like anything else.

See the PR for a full reckoning of changes:

https://github.com/smogon/pokemon-showdown/pull/8267
2021-05-06 01:16:16 -07:00
Guangcong Luo
c11dccb032
Rename and fix maxTeamSize (#8266)
`maxTeamSize` is a bad variable name (not that `teamLength.battle` is
any better, but that'll get fixed in a future refactor).

- Rename `maxTeamSize` to `chosenTeamSize`, to better indicate that
  this is the size after Team Preview, and that it is also the minimum
  size after Team Preview.

- Don't limit team sizes to 6 if `teamLength.battle` isn't specified.
  This removes an unnecessary `teamLength.battle` requirement in all
  Custom Game formats.

- Stop requiring `maxTeamSize` as a parameter for `battle.getRequests`.
  It's not even used except as a hint to the Preact client, and was
  never state in the first place.

- Stop supporting partial `side.chooseTeam`. This is an unused feature
  and removing it massively simplifies the code and fixes a bug in
  `cupLevelLimit` which definitely was not written with the
  understanding that `chooseTeam` could be partial.

- Fix a bug in #7929 which seemed to misunderstand what `teamsize` was
  for.
2021-05-04 00:31:05 -07:00
Guangcong Luo
f9fdc73133
Support per-pokemon Residual handlers in Side/Field conditions (#8222)
For side conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onSideStart`/`onSideRestart`/`onSideResidual`/`onSideEnd`,
with the `onResidualOrder` properties renamed `onSideResidualOrder`.

For field conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onFieldStart`/`onFieldRestart`/`onFieldResidual`/`onFieldEnd`,
with the `onResidualOrder` properties renamed `onFieldResidualOrder`.

(The `onField` and `onSide` part helps make it clear to the type system
that the first argument is a Field or Side, not a Pokemon.)

Side and field conditions can now use `onResidual` to tick separately
on each pokemon in Speed order. `onResidualOrder` (the per-pokemon
tick) can be timed separate from `onSideResidualOrder` (the
per-condition tick), allowing conditions to end at a different priority
than they tick per-pokemon.

Relatedly, `onTeamPreview` and `onStart` in formats now need to be
`onFieldTeamPreview` and `onFieldStart`.

Unrelatedly, `effectData` has been renamed `effectState`, and the
corresponding state containers (`pokemon.statusData`,
`pokemon.speciesData`, `pokemon.itemData`, `pokemon.abilityData`,
`field.weatherData`, `field.terrainData`) have been similarly renamed. I
renamed the types a while ago, but I was holding off renaming the fields
because it would be a breaking change. But this is a breaking change
anyway, so we might as well do it now.

Note: `onResidual` will tick even on `onSideEnd` turns, although
`onSideResidual` won't. When refactoring weather, remember to
check `this.state.duration` so you don't deal weather damage on the
ending turn.

Intended as a better fix for #8216
2021-04-25 10:55:54 -07:00
InAShellnut
9ab4c86fe3
Add Stadium 2, Nintendo Cup 1997, and Nintendo Cup 2000 (#8195)
An implementation of Nintendo Cup 1997, Nintendo Cup 2000, and Pokemon Stadium 2, for Pokemon Showdown. The only thing which has not been implemented was showing the exact health of both Pokemon in Pokemon Stadium 2, however implementing that requires changes to the showdown client. The Nintendo Cup 1997 code was done by Enigami, and the rest was by myself (Shellnuts).

This should fulfill the requirements asked by the following accepted suggestions:
https://www.smogon.com/forums/threads/please-add-a-pok%C3%A9mon-stadium-2-simulator-in-showdown.3679486/
https://www.smogon.com/forums/threads/add-nintendo-cup-1997-and-2000-as-challenge-only-formats.3653454/
2021-04-22 00:54:14 -07:00
Guangcong Luo
9ee76d7415 Fix crash in FFA forfeiting before Team Preview 2021-04-09 06:13:20 -07:00
Guangcong Luo
13189fdb02
Update Dex API (#8181)
This is the change that renames:

- `Dex.getMove` -> `Dex.moves.get`
- `Dex.getAbility` -> `Dex.abilities.get`
- `Dex.getItem` -> `Dex.items.get`
- `Dex.getSpecies` -> `Dex.species.get`
- `Dex.getEffect` -> `Dex.conditions.get`
- `Dex.getNature` -> `Dex.natures.get`
- `Dex.getType` -> `Dex.types.get`
- `Dex.getFormat` -> `Dex.formats.get`

In addition, some other APIs have been updated:

- `getByID` methods have also been added to every other table.
- `Dex.moves.all()` now gets an array of all moves
  - Plus equivalent methods for `abilities`, `items`, `species`, `formats`, `natures`, `types`
  - Note: there's no `Dex.conditions.all()`
- new API: `Dex.stats` for naming/iterating stats
- `Dex.getEffectByID` -> `Dex.conditions.getByID`
- `Dex.getType` -> `Dex.types.get`
- `Dex.data.Formats` -> `Dex.data.Rulesets`
- `Dex.formats` -> now an array `Dex.formats.all()`
- `Dex.getRuleTable` -> `Dex.formats.getRuleTable`
- `Dex.validateFormat` -> `Dex.formats.validate`

Team functions have been split off into a new `sim/teams` package:

- `Dex.packTeam` -> `Teams.pack`
- `Dex.fastUnpackTeam` -> `Teams.unpack`
- `Dex.generateTeam` -> `Teams.generate`
- `Dex.stringifyTeam` -> `Teams.export`

`Teams.export` has also been rewritten to better match how it works in client.

This implements #8178
2021-04-08 03:00:37 -07:00
pyuk-bot
636ebdd7f8
FFA: Apply GMax side conditions to all foes' sides (#8184)
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
2021-04-06 20:55:43 -07:00
HoeenHero
47d8bd4d82
Fix hazards not applying if the target side is fainted (#8171)
Co-authored-by: pyuk-bot <msaimrkon@gmail.com>
2021-04-03 15:15:13 -07:00
Guangcong Luo
86df524adc Support forfeiting in free-for-all battles
I honestly don't understand HOW it works, but it definitely works.
2021-04-01 04:44:16 -07:00
Guangcong Luo
44ef998ecc Implement free-for-all
This involves a huge refactor for how battles are constructed, but
it's totally worth it.

Currently, tournaments, challenges, and laddering are unsupported; only
unrated searches work. But it does work, and it's beautiful.
2021-04-01 04:44:16 -07:00
Guangcong Luo
622645cd04 Fix crash in addSideCondition 2021-03-31 22:38:24 -07:00
Spandan Punwatkar
b77d6cb20f
Add simulator support for multi battle (#7929)
This doesn't include matchmaking support (which had to be removed
for reworking), but it includes everything else.

Co-authored-by: Spandamn <spandan.punwatkar@gmail.com>
Co-authored-by: MacChaeger <msaimrkon@gmail.com>
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
2021-03-31 22:22:25 -07:00
Guangcong Luo
3b5e8cbfc2
Refactor for multi battles (#8152) 2021-03-31 20:27:07 -07:00
Guangcong Luo
ed454ef76a
Refactor scripts to battle-actions (#8138)
This introduces a new class, BattleActions, available as `battle.actions`,
moving all functions from `data/scripts.ts` to `sim/battle-actions.ts`.

This makes it so that "go to definition" will now work correctly for
functions previously in scripts; we no longer need UnimplementedError,
and there's now a clean conceptual separation between `battle` and
`battle-actions` (whereas the previous distinction between `battle` and
`scripts` was basically nonexistent).

This will be a difficult migration if you maintain a fork with custom
scripted mods. I'm sorry! Migration instructions are here:

https://github.com/smogon/pokemon-showdown/pull/8138
2021-03-28 12:01:38 -07:00
Annika
c2e97aaaed
Use optional chaining in more places (#8063) 2021-02-22 11:42:05 -08:00
pyuk-bot
e939d9cd6d
Actually don't allow Struggling Pokemon to Dynamax (#8011) 2021-02-10 17:10:41 -05:00
Mia
76c10841ea
Lib: Add an index file for all exports (#7972) 2021-01-31 18:00:19 -08:00
MacChaeger
bb8aca0905
Fix move-disabling mechanics for Dynamaxed Pokemon (#7853) 2020-12-30 18:08:53 -05:00
MacChaeger
ef4132edb8
Fix two-turn submoves + Ally Switch in Doubles (#7654) 2020-11-25 15:21:23 -05:00
Guangcong Luo
3336decb79 Implement Desync Clause Mod for Gen 1 Counter 2020-11-15 02:18:37 +00:00
Guangcong Luo
1e39e19f00 Refactor chat to use Utils.splitFirst 2020-11-08 18:31:38 +00:00
Guangcong Luo
a38f0597f8 Remove last vestiges of tslint 2020-10-27 22:49:00 +00:00
Kris Johnson
fa569c7a49
Add properties to see which Pokemon fainted last/this turn (#7452) 2020-10-01 16:31:45 -07:00