* Activate Wonder Guard if the target is immune
* Lint
* Correctly check for immunities
* Refactor runImmunity
* Change all move.type to move
For example, this fixes Thousand Arrows vs Air Ballon Terapagos. Tera Shell was not activating.
* Remove unnecessary cast
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 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
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
`BattlePokedex` is now `Pokedex`, `BattleItems` is now `Items`, etc.
I also renamed `Movedex` to `Moves` and `Statuses` to `Conditions`.
`TypeChart` isn't `Types` yet, because unlike the others, it's not
indexed by ID. That should probably be fixed one day.
The server now uses the same approach as the client of treating
cosmetic formes as real formes, as documented in `FORMES.md`.
This eliminates the need for the `.forme` and `.speciesid` properties
of `Pokemon`.
`pokemon.id` has also been removed: useful, since it turns out half
of its uses were bugs that should have used `pokemon.species.id`.
For historical reasons, move property definitions have been very blurry
across `EffectData`. Fortunately, recent refactors have made it
possible to put them all where they're supposed to be.