Commit Graph

153 Commits

Author SHA1 Message Date
Karthik
49149ea8fb
Properly handle Zacian/Zamazenta Crowned forms (#8753) 2022-05-09 14:23:15 -05:00
Marty
450da1638b Gens II-IV: Correct Encore duration 2022-05-04 17:51:29 -04:00
Karthik
71cf44125e
Gen 4: Fix Knock Off interaction with Sticky Hold and Multitype (#8745) 2022-05-04 17:30:54 -04:00
Karthik
0e692d4a9e
Gen 3-4: Fix Knock Off mechanics (#8569) 2022-04-25 18:03:35 -04:00
Karthik
cfff8b85aa
Fix Focus Punch/Beak Blast/Shell Trap charge timing (#8733) 2022-04-25 16:35:36 -04:00
Leonard Craft III
f033714eda
Implement held Poke Ball legality (#8722) 2022-04-18 12:16:58 -04:00
Annika
d09e2d8354 Random Battles: April 2022 patch 2022-04-04 16:22:31 -07:00
Annika
4d73b897b6 Random Battles: Support more value rules
This adds support for `Max Move Count` and `Adjust Level`
2022-03-30 21:56:43 -07:00
Karthik
2cbfac9b68
Fix Heal Bell/Aromatherapy in Multi Battles (#8671) 2022-02-21 14:22:52 -05:00
Tarrembeau
79fb81e06e
[Gen 4] Random Battle: Update movepools (#8668) 2022-02-15 12:50:49 -08:00
Karthik
fa4944de5a
Gen 3-4: Fix Snatch when used by multiple pokemon (#8592) 2022-01-01 18:07:30 -05:00
Annika
ae84fefa4a Random Battles: Fix item generation for Arceus 2021-11-26 12:10:42 -08:00
Leonard Craft III
7cf60606c5
Fix paralysis modifier application (#8478) 2021-11-06 15:52:39 -04:00
Karthik
100e511b07
Gen IV: Fix client messages for spread move miss (#8507) 2021-10-28 18:49:00 -05:00
Marty-D
675b393796 Gen II-IV: Hide Beat Up message
As per https://www.smogon.com/forums/posts/8992145/
2021-10-26 18:47:32 -04:00
Annika
d3a2911c27 Random Battles: Use correct Dex APIs 2021-10-08 19:50:52 -07:00
Karthik
e12c372e54
Add mods for old VGC formats (#8474) 2021-09-30 10:55:45 -04:00
Karthik
d99779ba8a
Gen III-IV: Fix interaction between Liquid Ooze / Dream Eater (#8467) 2021-09-19 10:28:22 -04:00
Karthik
4f791ef852
Gen III-IV: Fix Uproar duration (#8450) 2021-09-05 12:46:11 -04:00
pacmanboss256
23b35498f6
Rename the "mystery" and "authentic" move flags (#8445)
* mystery -> allyanim
* authentic -> bypasssub
2021-08-30 23:07:50 -07:00
Marty-D
7d02028ebe Gen IV: Correct Light Ball modifier
A discovery 15 years late!
2021-08-07 15:10:28 -04:00
Annika
c134195915
Use ts-node instead of Sucrase (#8369) 2021-07-09 19:59:22 -07:00
Marty-D
6a833db4f6 Gen III-IV: Fix Choice lock timing 2021-07-08 15:46:02 -04:00
Marty-D
410ef7ca70
Gen IV: Hide Mail on Team Preview
https://www.smogon.com/forums/threads/team-preview-information-before-gen-5.3687366/
2021-07-07 19:31:10 -04:00
Marty-D
43713804b9 Gen II-IV: Fix Destiny Bond handling during Pursuit
Thanks, xzern and SuperEpicAmpharos!

Also noticed the Pursuit switch accuracy check wasn't overridden in Gen 2 yet so I threw that in too.
2021-06-24 12:05:11 -04:00
Adam Tran
be2210f881
Fix Future Sight Life Orb interactions (#8357) 2021-06-08 11:48:10 -04:00
Annika
d8988bb250 Random Battles: Fix double-Hidden Power bug 2021-06-05 12:24:08 -07:00
pacmanboss256
91f86530c5
Fix Gen 3 Weather Ball and Gen 4 Trick (#8314) 2021-05-24 15:07:37 -04:00
Leonard Craft III
d946308900
Fix the order of many end-turn resolution effects (#8307)
Co-authored-by: Marty-D <Marty-D@users.noreply.github.com>
2021-05-17 11:53:52 -04:00
pacmanboss256
4186ef5f4f
Refactor Mold Breaker effect (#8291) 2021-05-14 08:32:41 -04:00
Annika
071e21da5c
Random Battles: Refactor to use Sets and Multisets more (#8292) 2021-05-11 09:16:28 -07:00
Annika
5d177a8384 Random Battles: Remove wrongly-implemented rules 2021-05-07 10:19:45 -07:00
Annika
2b3741ec2f Random Battles: Support more Value Rules
Specifically, randomized formats will now support Max Team Size, Min Source Gen, Adjust Level, Adjust Level Down, and Force Monotype.

This fixes the issue with randomly-generated Multi Battle teams containing six Pokémon, instead of three as desired.
2021-05-06 22:45:08 -07:00
Leonard Craft III
771c60d4b9
Improve self-hit confusion damage (#8264) 2021-05-04 13:44:13 -04:00
Guangcong Luo
f9fdc73133
Support per-pokemon Residual handlers in Side/Field conditions (#8222)
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
2021-04-25 10:55:54 -07:00
Guangcong Luo
486f292904
Refactor everything to use Utils.sortBy (#8220)
A few uses of `array.sort()` have been left alone:

- sorting in `data/` because they aren't supposed to import anything

- `set-importer` because I still have no clue what that's for and what
  dependencies it is/isn't allowed to have

- `sort()` with no arguments used as a lexical sort (at which point
  `sortBy` offers no benefits)

All other cases have been replaced with `Utils.sortBy`, which should
be a massive increase in readability.

Sort orders should be much more readable now, without needing to puzzle
through sign issues. The order is always low-to-high, A-to-Z,
true-to-false.
2021-04-23 22:41:00 -07:00
Marty-D
94840470c3 Make sure Bide actually ends 2021-04-12 10:52:46 -04:00
Guangcong Luo
13189fdb02
Update Dex API (#8181)
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
2021-04-08 03:00:37 -07:00
Guangcong Luo
44ef998ecc Implement free-for-all
This involves a huge refactor for how battles are constructed, but
it's totally worth it.

Currently, tournaments, challenges, and laddering are unsupported; only
unrated searches work. But it does work, and it's beautiful.
2021-04-01 04:44:16 -07:00
Guangcong Luo
3b5e8cbfc2
Refactor for multi battles (#8152) 2021-03-31 20:27:07 -07:00
Guangcong Luo
d18c0a4e1f Refactor more things to use pokemon.allies/foes
(This will make multi battles easier to implement.)
2021-03-28 20:06:18 -07:00
Guangcong Luo
ed454ef76a
Refactor scripts to battle-actions (#8138)
This introduces a new class, BattleActions, available as `battle.actions`,
moving all functions from `data/scripts.ts` to `sim/battle-actions.ts`.

This makes it so that "go to definition" will now work correctly for
functions previously in scripts; we no longer need UnimplementedError,
and there's now a clean conceptual separation between `battle` and
`battle-actions` (whereas the previous distinction between `battle` and
`scripts` was basically nonexistent).

This will be a difficult migration if you maintain a fork with custom
scripted mods. I'm sorry! Migration instructions are here:

https://github.com/smogon/pokemon-showdown/pull/8138
2021-03-28 12:01:38 -07:00
Annika
9e7074572e Random Battles update 2021-03-26 15:45:59 -07:00
Kris Johnson
5e6c259dec
Gen 3/4: Remove HAs in getSpecies (#8134) 2021-03-23 10:19:50 -07:00
Annika
550a4df374
Random Battles: Refactor Gen 5-7 (#8106) 2021-03-09 19:49:47 -08:00
Marty-D
e92bc94685 Gen IV: Fix Rough Skin
Little overzealous with the copypasting last time...
2021-03-06 14:33:57 -05:00
ACakeWearingAHat
d0eeeac7f0
Random Battles: Improve documentation (#8096) 2021-03-05 14:18:00 -08:00
Annika
13a870a4a3
Random Battles: Refactor Generation 4 (#8087) 2021-03-03 13:16:50 -08:00
Annika
c2e97aaaed
Use optional chaining in more places (#8063) 2021-02-22 11:42:05 -08:00
ACakeWearingAHat
c9e431ed48
Random Battles: Bugfixes for Doubles and old generations (#8058) 2021-02-19 16:08:27 -08:00