In format events:
`onFieldTeamPreview` has been renamed back to `onTeamPreview`. It's now
a custom event (like `onBegin`), rather than a field event.
Team Preview data has been entirely moved from `onBegin` into
`onTeamPreview`.
`onFieldStart` for formats/rules now happens after Team Preview, rather
than before. Use `onBegin` for things that happen before Team Preview.
`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
`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.
Previously, the validator had its own hardcoded tag system. This
removes the hardcoding and makes it so any pokemon tag in `tags.ts`
can be banned or unbanned.
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
We have apparently been sorting everything by switch-in order this
entire time, not just move redirection. This appears to be a mistake
in #5216
The actual bug fix is just the single line in `comparePriority`,
everything else is just documentation, and a bit of optimization of
how speed ties are resolved.
Fixes#6319
It turns out I accidentally had whole word matching turned on when
I searched the codebase for `AfterBoost`, so I missed all the
`onAfterBoost` uses. :[
This fixes `pokemon.addVolatile('ability:intimidate')` to be able to
add abilities as volatile statuses, for use in OMs that want to have
more than one ability at a time.
Items are now also supported, for instance as
`pokemon.addVolatile('item:choiceband')`.
As usual, abilities and items are not written with this functionality
in mind, so it's the OM's job to fix any crashes caused by
abilities/items not expecting to be used as volatiles.
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