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. <_<
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.
This PR addresses [#10644](https://github.com/smogon/pokemon-showdown/issues/10644).
Developers just need to run `node build` to rebuild the `dist` folder whenever the `.ts` files in `sim/` change.
## Other Considerations
- Add a watch script to rebuild when ``.ts`` changes.
- Convert the script itself to TypeScript & compile it with ``tsc``.
- Convert the script itself to TypeScript & use ``ts-node`` + ``nodemon``.
This is meant for Windows users that don't have UNIX commands set up. I'm retaining support for compiling using command-line tools since that is consistently 4 seconds or less, whereas fs is frequently slower. That speed is desireable, especially on sim3, so it's worth the extra code.
* Move gen 8 rands code to gen8 folder
* Add test data file
* Remove hidden power from random-teams
* Remove BDSP
* Remove item selection for now
* Remove ability culling for now
* Remove move culling for now
* Obtain allowed pokemon from random-sets.json
* Add tera blast counter
* linting
* Remove Dynamax from random-teams
* Remove unnecessary check
* Add role and tera type + fix data format
* remove gmax
* Disable tier for now
* movePool should have move ids not names
* linting
* Add required moves
* Create an individual function for moveset generation
* Return moves early if <= 4 moves available
* Add counter for individual STABS, including tera
* Tera Blast is tera stab
* Add some moves (help with testing)
* Remove culling moves from moveset
* Add new hazard removing moves
* Test STAB and recovery moves
* Cull movepool each time a move is added
* Black Sludge only if tera type is Poison
* teratype and role to functions
* Test some 'High Priority' items
* Move ability selection to its own function
* Fix ability sorting/selection
* No need to go through the move adding process if number of moves in set + movepool is 4
* lint
* Remove some pokemon that aren't in gen 9 randbats
* Tera STAB example
* Allow for forcing abilities
* Silvally not in gen 9
* Move level calculation to getLevel
* Tier-based levelling and doubles coverage
* Sitrus Berry default item for doubles
* Avoid hard-coding for species frequency
* Linting + replace hail with snow
* Change a comment slightly
* Fix STAB moves: need to check that they do damage
* minor thing
* Comment out tera type requirement
* comments
* Add gen 9 randbats format
* STAB counter
* Remove setupType
* Add cullMutlaExclusive()
* Remove unnecessary functions
* Move CC/HC to the bottom
* Allow movesA and movesB to be overlapping
* Initialization of fill-out
* linting
* Setup moveEnforcementCheckers
* Type/STAB counter only updates for moves that aren't in noSTAB
* Account for type changing abilities earlier
* STAB enforcement
* Setup moves array
* linting
* Revert Setup change
* More fillout
* move tweaks
* Tera STAB enforcement
* Remove rest from recovery moves
* Enforce setup
* Add Facade if Guts
* Misc enforced moves
* Enforce more moves
* Enforce STAB priority
* Setup forced on tera blast user
* check if there are moves of the desired kind before sampling
* move tweaks
* Need to check if setupMoves is empty
* fix brute bonnet
* fix scream tail
* Finish up move incompatibilities
* fix scream tail harder
* Formatting
* Fix some things
* End culling early if movepool gets too small
* Paired moves: end culling early if movepool gets too small
* Remove 'stop cull' for testing purposes
* If 2/4 moves are filled, remove single unpaired move
* Remove now unnecessary hardcodes
* Use MovePairs instead of hardcoding pairs
* addMove function for adding moves to moveset
* Move updates
* Extra check is unnecessary, moves and movePool should never have moves in common
* Mach Punch required on Breloom
* lint
* Remove Synthesis from Brute Bonnet (5 enforced moves)
* adjust oranguru tera types
* finish up moves
* Force abilities
* Update my favorite pokemon
* linting
* Add shouldCullAbility
* fix setup counter
* Move sorting abilities below hardcoding
* minor change
* Add fields
* fix sawsbuck typo
* Improve the species generation + remove Basculegion and Houndstone as possible leads
* Fix Species frequency
* Linting
* veluza can actually run sharpness
* code all ability rejections
* Update random-sets.json
* EVs/IVs tinkering change
* fix capitalization error
* Perform small fixes
* fix moves that don't exist
* linting
* Magnezone hardcode
* Items
* Update random-teams.ts
* linting
* prep for leveling
* long list for ditto
* comment out a line of text
* finish individualizing levels and also melop sucks
* add lokix thing
* revavroom
* updates from testing
* komala probably shouldn't have dark as an option
* tropius fix
* intim mence is ok
* kleavor should not get sheer force
* why did we give hydre earth power lmao
* why did we put leech seed on toed
* forgot to sitrusify cheek pouch mons
* fix enamorus
* Syntax error
* Change Zoroark lastmon condition to level >= 72
* Fix Zoroark-level constraint to allow for level forcing
* Fix singles vs doubles definition
* Use species.id as much as possible for set generation
* updates from testing
* allow flash fire heatran
* additional sash parameters
* reject stakeout if the user has zero attacks
* fixes
* update pawmot abilities
* Change iron fist counter to a number
* Force Own Tempo on Petal Dance Lilligant
* Add T-wave to SD groudon set
* Slush Rush guaranteed with Snowscape + possible if team has snow
* Rework ability sorting: find list of non-culled abilities before sorting and selecting
* Move S/V rands to The Forefront
* fix regidrago
* Small fix to choosing allowed abilities
* update aliases
* Update Arcanines
* Change from forEach to for, since index is no longer being used
* first impression is bug stab now
* set updates from the randscord
* Update /randbats to gen 9
* Add Tera Type to /randbats output
* things to do with steel
* Update data/random-teams.ts
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Update data/random-teams.ts
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Update data/random-teams.ts
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Update data/random-teams.ts
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Update data/random-teams.ts
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Move Battle Factory and BSS Factory to mods/gen8 folder
* Remove gen8 factory sets test
* Copy over random-sets.json when building
* add missing heatran-based incompatibility
* fix sableye not always getting Recover
* set updates
* start movin' cap 1v1
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* finish movin' cap 1v1
* Update random-battles.ts
* Update random-teams.ts
* Update random-teams.ts
Co-authored-by: livid washed <liuc.kelvin9901@hotmail.com>
Co-authored-by: livid washed <115855253+livid-washed@users.noreply.github.com>
Co-authored-by: Alexander B <4866817+MathyFurret@users.noreply.github.com>
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
This now reaches 99.9% success rate on logs from January 2018-May 2021, and 94.6% success on logs from November 2014-May 2021. (Assuming one defines "success" as "modernizing the modlog entry without just spitting out an OLD MODLOG: entry".)
The modlog converter now mostly works properly. There are some discrepancies (for example, Lobby gets 11,000 more modlog entries in SQLite than in text); I'm not sure if this is because of glitches in the previous system or a bug in my code. This script will need to be run after #8004 is merged.
`./build decl` now builds TS declarations for everything exported by
`sim/`. Unfortunately, the built TS declarations still refer to global
types, so some things still have `any` type, but it's much better than
nothing.
`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