Previously, we split gen 2-5 egg move validation into two phases,
`checkLearnset` where we searched for a valid father, and
`reconcileLearnset` where we made sure the father could learn the move
combination.
Egg move validation has now been completely moved out of these
functions and into `validateSource`, which calls `findEggMoveFathers`.
The new algorithm no longer requires `C` moves to be hardcoded into
`learnsets.js`, now doing a more thorough check validation for the
father's move combination. This should be slower than before, but
net performance should be massively improved due to two other
optimizations in this refactor:
- We no longer do any father-searching if the moveset can be obtained
any other way - in particular, this means no more father validation
in gen 6+ where all egg move combinations are legal anyway.
- We only check fully-evolved pokemon as fathers (because anything a
prevo can learn, its evos can learn, too - yes, we remember to make
exceptions for Salazzle, Combee, and future-gen evos)
In addition, `/learn` should now provide significantly better
information for egg move breeding, since it uses a more thorough check
instead of the validator's short-circuiting the moment it finds a valid
father.
This also improves some baby-only move validation, specifically fixing
the issue with Seismic Toss Charm Chansey.
In most other similar systems, like TeamValidator, we use `thing.dex` instead of having it extend `ModdedDex`. Battle has always extended `ModdedDex`, though. This changes Battle to match the others.
This should fix an issue with `Battle.data` not being cached.
This also frees up Battle to extend ObjectReadWriteStream<string> in a future update.
* Refactor validator
This is a major refactor intended to make the default rules easier to
understand, and also easier for OMs to bypass.
Removed rules:
- `Pokemon`: This is now `-Nonexistent`. Its previous name was intended
to be interpreted as "simulate the Pokémon games exactly, and only
allow what they allow". The new name should make it clearer that it
mainly bans CAPs and other nonexistent Pokémon and functionality.
- `-Illegal`: This is now `Obtainable` (see below).
- `Allow CAP`: This is now `+CAP`. Instead of having a hardcoded rule,
OMs can now be manually whitelist any pokemon/item/etc or group of
them, overriding `-Nonexistent`.
- `Ignore Illegal Abilities`: This is now `!Obtainable Abilities` (see
below).
`Obtainable` was previously `-Illegal`, and does the same thing: Makes
sure you have a regular Pokémon game with only Pokémon that can be
obtained without hacking.
But instead of being a ban, it's now a rule that does nothing by
itself, except contain more rules:
- `Obtainable Moves`
- `Obtainable Abilities`
- `Obtainable Formes`
- `Obtainable Misc`
- `-Nonexistent`
- `-Unreleased`
This allows OMs to piecemeal repeal and unban any of these individual
rules, instead of the previous approach of unbanning them all and
manually reimplementing every single validation you wanted to keep.
* Refactor PokemonSources into a class
This mostly just makes a lot of the weirder checks in the validator
substantially more readable.
This also renames `lsetData` to `setSources`, which should also help
readability.
* Validate Bottle Cap HP types
Fixes an issue reported here:
https://github.com/Zarel/Pokemon-Showdown/issues/5742#issuecomment-533850288
* Fix several move validation issues
Fixes#5742
We have a new MoveSource type: R for Restricted. R moves work like
level-up/tutor/TM moves, except you're limited to one R move.
- Shedinja move stolen from Ninjask in Gen 3-4 are now R moves instead
of event moves. This allows them to coexist with Nincada egg moves.
- Necrozma-DW/DM now inherit moves/events from Necrozma (like Rotom,
but with event validation). This allows them to be shiny.
- Pokemon can now get egg moves from their own evolutions. This fixes
some Tyrogue, Charmander, and Treecko sets mentioned in #5742
- Some more C moves were added, fixing some Hitmontop and Chatot sets
mentioned in #5742
* Improve ability/move compatibility validator
Normally, Illusion copies everything except the level, so if Zoroark is
a different level from the pokemon it's copying, it's very obvious that
it's a copy. This isn't a problem normally (because everyone is 50 or
100), but in randbats, it's a big tell, and makes Zoroark weaker than
it's supposed to be.
And, unrelatedly, everyone thinks it's a bug even though it's not.
This contains a lot of minor refactors, but the main thing that's going
on here is that battle stream writes have been streamlined to be a lot
easier for others to use.
We even support:
./pokemon-showdown simulate-battle
which provides a stdio interface for anyone using any programming
language to simulate a battle.
I'm not entirely sure why we're maintaining the separation of SpA and
SpD, except for better support of possible OMs or custom games where
they could be different, I guess.
There are probably game mechanics that would be better supported if we
actually just unified SpA and SpD.