This enables battles in tests to reset their RNG to what it originally
was when they were created. A number of tests do this already by
breaking encapsulating and modifying the prng variable directly. This
should fix that.
We also remove createBattleWithPRNG and min/maxSeed properties.
Firstly, the tests that were still using the maxSeed property were
setting it to Battle.seed which has no effect since the PRNG class does
not look at this property any more - so these were no-ops.
After removing this property from tests, maxRollSeed was never used, so
I removed it and renamed minRollSeed to DEFAULT_ROLL_SEED (since it's
constant).
The places that were still using minRollSeed also were no-ops or were
using createBattleWithPRNG. Since every single instance was actually
just using the same code, I removed createBattleWithPRNG and made
createBattle default to giving you a seed with DEFAULT_ROLL_SEED and
removed the minRollSeed property too.
This makes tests much simpler and reduces the usage surface of
TestTools; now, you must define your *own* seed if you're making a PRNG
for a test, or you use one that TestTools gives you; you may not use a
public property that TestTools gives you.
We also remove the code that removes a listener in the Battle Engine.
This was rendered obsolete by f6a7c4b (see more info [in the discussion
on github][disc]
[disc]:
https://github.com/Zarel/Pokemon-Showdown/pull/3272#discussion_r102414795
This removes the 'deterministic test' tools by preventing action at a
distance (namely, preventing the modification of the `init` method in
`Battle` during tests). This action at a distance is incredibly
confusing.
All this action at a distance did was discard any parameters that were
passed to `Battle` that weren't the first three (which was probably a
mistake by the original author) and also hard code `this.seed` and
`this.startingSeed` in `Battle`.
This functionality has now been moved to the `PRNG` class, so instead
users should pass a `PRNG` to `Battle` as the 5th constructor argument.
Users can also pass one as the third argument to `common.createBattle`
or use `common.createBattleWithPRNG` with the PRNG as the first
argument.
The PRNG is just an encapsulation of the pseudo-random algorithm in a
class. It is stateful, so make sure to take a `clone()` of the PRNG if
you want to re-use it.
This makes gen 7 the default mod, updates the tests to match, and fixes
the corresponding build error.
Note that this only changes the default Tools mod, the default Formats
mod is now gen6. gen7 must be specified by name in a format, for that
format to be a gen 7 format.
Previously moves like Leech Seed incremented residualdmg when used by 1,
but this doesn't actually happen in the game. Instead, an actual game
uses a flag to store toxic poisoning flag, and when it's not specified,
these statuses always dealt 1/16 of full HP.
This fixes the issue where the sequence of moves (Toxic followed by Leech
Seed) was dealing 1/16, 3/16, and 4/16 of full HP in residual damage,
instead of 1/16, 2/16, and 3/16.