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.
TypeScript 4.8+ supports Lowercase for lowercase strings, which isn't
exactly what ID is, but can be used to type IDs in object keys and data
entries that previously required string. I'm calling it IDEntry in places
where it should be an ID but TypeScript doesn't support that.
Very conveniently, no additional casts will be needed when using ID
where IDEntry is expected.
It's caught at least a few bugs, which is also why I'm PRing: I didn't
write the code for the bugs it found, and don't know if it's the right
way to fix them.
This ballooned into several other type refactors.
* Add AbilityFlags interface
* Add flags to abilities data (Karthik's script)
* Convert isBreakable to its new flag
* Convert most of isPermanent to its new flag
* Convert Trace to its new flag
* Convert Skill Swap to its new flag
* Convert Wandering Spirit to the failskillswap flag
* Update miscelleneous descriptions that depend on cantsuppress
* Convert Entrainment to its flag
* Convert Receiver/PoA to its flag
* Convert Role Play to its flag
* Implement Doodle failure conditions
* Various cleanup
* Breakable fixes
* How did I manage to do this
* Allow LightningRod to be breakable in Gen 3
* Implement notransform flag
* Tera Shell oopsie
* Fix more things after the rebase
* And fix Teraform Zero
* Update data/abilities.ts
* Update data/abilities.ts
* Update data/abilities.ts
* Update data/mods/partnersincrime/abilities.ts
* Update data/abilities.ts
* Update data/mods/sharedpower/abilities.ts
* Update abilities.ts
---------
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
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
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 adds some new `data/text/` files, which are the new home for
item/move/ability descriptions, as well as in-game messages, in one
place for ease of translation.
`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.
- `Modded[Effect]Data` are now correctly defined: they must either have
`inherit: true` and be partial, or not have `inherit: true` and be a
complete `[Effect]Data` entry
- `id` is no longer allowed; instead, it's calculated directly from
`toID(name)`. The one exception, Hidden Power, gets a `realMove`
property to track this (it's still used to set `.id`, though;
TODO: really fix it properly).
- `num` is still required in `data/pokedex.ts` (dex number),
`data/moves.ts` (move index number, for Metronome), and
`data/items.ts` (minisprite sprite-sheet location). It's still not
required for mod-only items and moves.
- `num` is no longer allowed for PureEffects (in `statuses.ts`) where
it's always been meaningless.
- `color` and `heightm`, being completely flavor, are still not
required for `pokedex.ts` in mods. They're still required in the base
pokedex.