This PR
- Brings all Random Battles code up to the standard 120-charaacter line length limit
- Improves readability for all Random Battles code
- Refactors current-gen Random Battles team generation to be more modular and readable
Documentation thanks to @ACakeWearingAHat!
* Lint arrow-body-style
* Lint prefer-object-spread
Object spread is faster _and_ more readable.
This also fixes a few unnecessary object clones.
* Enable no-parameter-properties
This isn't currently used, but this makes clear that it shouldn't be.
* Refactor more Promises to async/await
* Remove unnecessary code from getDataMoveHTML etc
* Lint prefer-string-starts-ends-with
* Stop using no-undef
According to the typescript-eslint FAQ, this is redundant with
TypeScript, and they're not wrong. This will save us from needing to
specify globals in two different places which will be nice.
(The name FormatsData is inconsistent with how we name other things;
especially since it's supposed to be data for a single format. It was
probably originally a typo. -Zarel)
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.
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.
Items that are not available in-game are now consolidated into `isNonstandard`. 'Past' indicates that the item no longer works in the current generation. 'Unobtainable' indicates that the item works but can only be obtained through hacking.
Credit to @lusamine for testing many of these items in Sw/Sh.
Previously, battle queue stuff was just strewn around `battle.ts`.
This gives it a new home: `battle-queue.ts`.
This was intended to make `battle.ts` slightly more tractable, although
the difference is so small that maybe I shouldn't bother. Oh, well,
every little bit helps.
Fixes#6346
The `AfterDamage` event has been replaced with `DamagingHit`, which
which happens for damaging moves after secondaries.
The `AfterHit` event has also been moved after `DamagingHit`, to make
sure Knock Off still procs after Rocky Helmet.
`AfterHit` is no longer a valid event on `secondary` and `self` blocks,
because it's meaningless in those blocks, anyway. All `self.onAfterHit`
and `secondary.onAfterHit` handlers have been moved to `onHit`, which
should have the same timing in practice.
- `Obtainable` and `Team Preview` are now part of `Standard`
- `minSourceGen: 8` is now a part of `-Unreleased` (which is part of
`Obtainable`) in Gen 8. Instead, it's NatDex that overrides it with
`minSourceGen: 1`. This allows `!Standard, Standard NatDex` and
`!Standard NatDex, Standard` to work as intended.
- Duplicate rules are now checked for (does not apply to subrules, so
multiple inheritance is still possible)
- It is now possible to inherit `minSourceGen` from rules.
We now track `baseMaxhp`, the pre-Dynamax max HP. We also have a new
function `getUndynamaxedHP` for use by moves that use it (famously,
Endeavor).
- `baseStoredStats` is unused outside of the mouseover stats display.
I updated its implementation to reflect this.
- Power Construct doesn't have a defined behavior during Dynamax. I
ended up implementing an approximation of what it should probably do.
- Endeavor, Pain Split, Super Fang, and Nature's Madness now work on
undynamaxed HP.
- Moves that deal or heal percentage damage now do it based on
undynamaxed max HP, other than G-Max Finale.
Fixes#6131Fixes#6087
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
In certain cases, a spread move that KOed an opponent would send an
incorrect message which could crash the client. This fixes that while
also simplifying the code.
They were previously some weird interface where their actual types
were properties. I guess whoever wrote this was unaware that TypeScript
namespaces were designed for this exact use-case.