* Split up dex-data over individual files
This commit introduces:
- `dex-abilities.ts`
- `dex-conditions.ts`
- `dex-formats.ts`
- `dex-items.ts`
- `dex-moves.ts`
- `dex-species.ts`
These files centralize definitions from `dex-data` and `global-types`.
* Inherit ItemData from Item etc
Previously, Condition inherited from ConditionData. Now, ConditionData
inherits from Condition. The advantage of the new approach is that now,
Condition and DataCondition no longer need to be separate types, and
there should be much less duplication of type definitions in general.
This has also been done for
- ItemData/Item/DataItem
- AbilityData/Ability/DataAbility
- FormatData/Format/DataFormat
Species and DataSpecies was already merged, but this also reverses
their inheritance (saving a lot of duplicated definitions in the
process!)
The only one left is MoveData, which is just super complicated and
will need its own commit.
Specifically, if you target your ally and your ally uses Ally Switch
(causing you to target yourself), certain moves (including Thunder,
Hurricane, and SSA) crash. This has been fixed.
* 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.
`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.
This mostly serves to provide cleaner and more consistent field
naming. maxMove currently doesn't have boosts or effects to group
together but who knows what will be thrown at us via DLC, and being
symmetrical with zMoves is a nice.
- `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.
The server now uses the same approach as the client of treating
cosmetic formes as real formes, as documented in `FORMES.md`.
This eliminates the need for the `.forme` and `.speciesid` properties
of `Pokemon`.
`pokemon.id` has also been removed: useful, since it turns out half
of its uses were bugs that should have used `pokemon.species.id`.
BasicEffect always had a `status` property to support the pattern of
testing it to see if it's a move that sets status directly.
This is just a situation that TypeScript is bad at.
Another possibility would be to set `status: undefined` on PureEffect,
Ability, Item, and Species, but I think that's also ugly. Casting to
Move is probably the best approach, so that's what we do now.
The data/.ts refactor left a few .js files in, which weren't deleted
between 13 and 3 days ago:
c85f5bccb0
Because of this, the corresponding `.ts` files were considered new,
rather than renamed, and changes to the `.js` files got deleted rather
than merged.
Fortunately, this only affected `moves.js`, which has now been manually
re-merged with the changes.
Bar Fight is supposed to act like Fake Out and only work on turn 1. This line added in this PR was missing from the runMove function, so Bar Fight and Fake Out were usable past turn 1.
`activeTurns` was previously a horrible hack, used for "first full turn
only" effects like Speed Boost as well as "first move action" effects
like Fake Out.
In addition to being a huge hazard for API users such as OMs, this also
means weird bugs such as Speed Boost not working if you get hit by
Sky Drop on your first turn.
This commit fixes them by splitting these counters into two - an
`activeTurns` counter for Speed Boost, and an `activeMoveActions`
counter for Fake Out.
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.
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
`item.itemUser` replaces `item.zMoveUser`, and is a new field
representing a list of possible users of an item, for items that are
restricted to specific species.
`item.zMoveUser` is a base forme for items that affect every forme, and
a forme name otherwise (forme name is currently only used for
`forcedForme` uses).
Arceus is a weird case. Both generic Z crystals and Plates, while
having unique effects on Arceus, also have effects on other Pokémon.
For this reason, Arceus isn't listed as an `itemUser` of either of
these item types - use-cases that want this should also check
`item.forcedForme`.
This is mostly intended to be useful to move-searching and custom
rules (like NatDex, which will only allow past-gen items associated
with removed species).
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.