This implements two big changes:
- All settings shared between `room.chatRoomData` and `room` have been
merged into `room.settings` (so, for instance, `room.slowchat` is now
only `room.settings.slowchat`).
This makes it so we never have to worry about them getting "out of
sync".
- Checking to see if a room is persistent is now `if (room.persist)`
instead of `if (room.chatRoomData)`
- `Rooms.global.writeChatRoomData()` is now rarely called directly;
there's a new `room.saveSettings()` which will handle it for you.
- All properties of `room.settings` are now optional (except
`title`).
- There's a new file `user-groups.ts` which handles authority.
- `room.auth` and `Users.globalAuth` are now
`Auth extends Map<ID, GroupSymbol>` objects.
- `room.auth` is now always defined, removing the need for
`room.auth?.[userid]` workarounds.
- A lot of code relating to usergroups and permission checks have
been refactored.
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
A lot of people had been asking about whether it was possible to search for moves with a high critical-hit ratio (relevant for building with things like Sniper or Focus Energy).
(Also includes a refactor to cut down on the number of type assertions
necessary in movesearch code, by Zarel)
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
PR #6781 only fixed one of the crashes; the real problem was that the
code expects aliases to be an empty array if rooms have no aliases,
which have multiple flaws including unnecessarily taking up JSON
space.
- Long answers now wrap (I tried so many different ways to do this
in CSS, involving nested divs with max-width, and ended up giving
up and just inserting `<wbr />`s into the code.
- Hints are now in boxes, making them easier to see
- There's a "to answer, use /scavenge ANSWER" prompt next to the
hunt start message, to help new players.
- Fixed a bug with help permissions
This is a really minor thing, but fewer words tend to make
sentences more readable, and crash messages should focus more
on why something crashed than the crash itself.
uhtmlchange messages, which should never have been in the chatlog
in the first place, are now always hidden.
uhtml messages are now hidden by default (can be shown with the `all`
option), because they lead to huge message sizes which cause problems
with the server, in gamecorner and a few other rooms which use it a
lot.
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.
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.
Not having prefer-const on the JS side makes JS -> TS refactors really
unreadable. This commit just auto-fixes it so we're using
`prefer-const` everywhere.
* Attribute non-host mod commands
* Fix crash in queue
* Add command for listing all data entries
* Update permissions in help box
credits to @Claire238
Pokemon that are not available in-game are now consolidated into `isNonstandard`. 'Past' indicates that the Pokemon no longer works in the current generation. 'Unobtainable' indicates that the Pokemon works but can only be obtained through hacking.
- apply them as "formats"/"mods" instead of a large parent game with another room game nested inside
- the parent game is attached to ``room.scavgame`` as an independent object instead.
- add a command to set the twist (/scav settwist) and reset the twist (/scav resettwist) for scripted formats
- this means that scavenger-games.js might be updated once per month as new twists are created.
- add a command to start a regular hunt with twists
More than one twist can be loaded into a single scavenger hunt (from scavenger game mode + /scav createtwist)
- global auth should now be able to see chat logs of rooms they can't
moderate
- secret and personal rooms that a staff member is either currently in,
or has auth in, will now show up in the main logs list (although
you should just use /chatlog, it's much easier)
`user.can` and `user.authAtLeast` now take `Room | BasicChatRoom`
instead of `BasicChatRoom`. It's now significantly less necessary to
cast things to `BasicChatRoom`.
This is mostly just a follow up to #6342.
`prefer-optional-chaining` was turned on and fixed in every location it
complained in. The transformed function [0] looks expensive from a
glance but from skimming through the replaced sites it doesn't appear
to be ran in any important place, so it should be OK.
The linter improvements are:
- Increase linter performance
- Make `full-lint` and `lint` write to different caches so we
avoid overwriting their caches since they're different configs
- Change husky's hook to `npm run lint` so as to write to the
same cache
- Remove `@typescript-eslint/eslint-plugin-tslint` which is
essentially a wrapper to TSLint because the rules aren't worth
running another linter
- Convert `.eslintrc.json` and `.eslintrc-syntax.json` to two spaces
rather than four tabs to respect PS' `.editorconfig`
- Rename `fulllint` to `full-lint` to ease spelling it
[0] - https://pastie.io/mmtxpf.js (prettified)
There is no lottery editmarkup command. The proper use is to use /lottery edit, which allows you to edit the number of max winners, the name of the lottery, and the HTML, but also requires all three parameters be included.
By adding a `getGame` function of type:
```
// null is returned if the gameids don't match
// or the game doesn't exist
getGame<T extends RoomGame>(constructor: new (...args: any[]) => T) => T | null
```
(Credits @urkerab and @whalemer for the function signature.)
It allows refactoring previous code of:
```
if (room.game && room.game.gameid !== 'hangman') return;
const game = room.game as Hangman;
```
to:
```
const game = room.getGame(Hangman);
if (!game) return;
```
This has a couple of advantages:
- TypeScript will throw an error if the if condition is not present.
- In the new code, the template must extends `RoomGame` and be assignable to the same ID, so it's 100% typesafe
Date strings can have inconsitensies between browsers and apparently node versions too.
sim3 uses a newer node version and as a result date calculations are off by one.
I have swapped to using individual date componets eg `new Date(2020, 0)` to fix this.
This commit adds a `challengeType` property to `RoomBattle` of
type `rated | unrated | challenge | tour`.
Previously, there was no way to programatically differ an unrated
battle from a challenge, which is useful in places like filters.
Right now the /mnm command results in warnings that the mega stone is a CAP stone, even when it is not. This is because isNonstandard is now set to "Past" instead of undefined.
`server/chat-commands.js` is now a directory. It's been split into
`core`, `moderation`, and `admin`. `info` and `roomsettings` from
`chat-plugins` have also moved to `chat-commands`.
Some cleanup:
- Bot commands for inserting HTML into rooms like `/adduhtml` have been
moved from `info` into `admin`.
- `/a` has been renamed `/addline`, for clarity (and also moved from
`info` into `admin`).
- Room management commands like `/createroom` and `/roomintro` were
moved to `room-settings`
- `chat-commands/admin` has been TypeScripted
Command consoles previously would silently fail if you used a
broadcastable command (like `/dt` or `/learn`). They are now let
through, although actually trying to broadcast (like `!dt`) will
still show an error message.
- Automatically request PM logs from users when possible in PM harrasment tickets.
- Add a button to check a reported user's global modlog to all tickets.
- Add buttons for force-renaming/clearing the status of a user in inappropriate name/status tickets.
- Add a button for checking shared battles between a the reporter and reported user for battle harrasment tickets.
- Other minor improvements.
* Make /events view visually match /events
Lack of consistency was bothering me
* This is why I shouldn't code when I'm sick
* Generalize formatEvent to function
I'm just going to pretend this code is good
* Update room-events.js
Closing an inactive ticket indicates that there was no communication
between the user and staff, do not credit a ticket to the staff member.
Also fixes an issue with a error message for closing tickets with a
negative result that were already closed.
- Remove ticket escalation because its not used.
- Simpliy report category to hopefully reduce the number of tickets opened in the wrong category.
- Improve ticket form interaction with namelocked users.
- Add a button to PM Harrasment ticket staffintros to allow staff to quickly request pm logs.
- - Only works when the reporter reports a user through their usercard.
* Refactor filters to always use regex
* Update server/chat-plugins/chat-monitor.js
Co-Authored-By: Kirk Scheibelhut <scheibo@users.noreply.github.com>
* Simplify evasion detection regex storage after peach rightfully pointed out how fucking stupid i am
* Put this garbage in adminlog if that room exists
* fix tslint
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.
* Update chat monitor to include a battle filter, as well as evasion detection
* Forgot about the roomid rename thing
* Mitigate the first problem hopefully
* Mitigate the second problem in an extremely elegant way
* Precompile the substitutions
* Make this new filter not racist towards nigerians
* Totally not ghostwritten code because i'm really smart
* Small edit
- Repealing rules now always works, regardless of rule order
(Fixes AAA validation)
- Fix a check for egg move hidden ability validation
(Fixes a Gen 4 Dragon Dance Charizard set)
- Always ban AG when banning Uber
(Fixes allowing Rayquaza-Mega in lower tiers)
- Fix ability validation in Let's Go
- Fix valid-move-combo dexsearch
* 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
eslint:recommended seems tohave gotten more sensitive.
require-atomic-updates was disabled because "I think this is
intentional behavior because that someObj object was read before
await expression and written after await expression." is wayyy
to aggressive: https://github.com/eslint/eslint/issues/11899
* Add more hunt management options
- Hints: add a command to display hints that can be recalled using /scav hint and /viewhunt for hunts that last several hours. This allows previously given hints to still be visible even after it scrolls out of chat, or the user uses /clear after completing some difficult param question. This command cannot be used until after 10 minutes of the hunt.
- /scav status is enhanced to show users who have tried to guess in the last 5 minutes in bold (<strong> for you HTML purists)
This has been approved by all 4 roomowners.
* Improve username punishments
Track how many times a name has been forcerenamed, note differently for offline warns and forcerenames
* Hyperlink names, show trusted/ac/registered
* rebase
* pseudorank -> accountstatus
- Anyone can now see the amount of participants
- Max winners can't go above `Number.MAX_SAFE_INTEGER`
- `/lottery edit` can be used to edit the lottery
- "Page unavailable" is not shown to guest users, instead the not "allowing guests to join" is deferred to `/lottery join`.
- Punished users are dropped before generating winners
This seemed desirable in tested, but probably because I hadn't
refreshed. Also, the creator can wrap their content in a div and
give it a margin-bottom.
Created distinctions between:
Role Cop and Role Cop (Classic)
Red Goo and Red Goo (Cracking Idea)
Neapolitan and Vanilla Cop
Also clarified some roles and standardized how Idea Variant roles are listed.
Added a distinction between Silencer and Silencer (Greater Idea) and between Grey Goo and Grey Goo (Cracking Idea). Also added the (xxx Idea) tag to the roles in their respective ideas.
- Ensure the first card of the dealer is on the top of the turnlog
- Don't allow people to use the command to start the game if the game has already started
- Use user names instead of user ids in the initial playerlist for join messages
- Modlog conditionally if the game was ended forcibly or not
This command was originally restricted because users would complain
about lag when the uptime hit about a week. I'm removing this because
it makes it alot harder to verify a server's uptime meets the
requirements when registering servers, and its been a year or so
since lag complaints related to uptime were an issue.
- Modchat permission code should be simpler now
- Mods now have 'modchatall' (can set modchat up to their own rank)
- 'modchatall' (ROs) can no longer remove modchat higher than their own
rank
- 'makeroom' (Leaders) still can remove higher modchat
Namefilter is a complete mismatch for status messages, since names
have very specific requirements that don't apply to status messages.
Nicknames have no such restriction, and work basically the same as
status messages.
By default, PS doesn't have very many tools for dealing with ban
evaders on proxies - most of the main server's protection is in private
code.
This commit adds a basic IP evaluator to PS. It categorizes IPs into
residential, mobile, and proxy (and a few other determinations), and
locks proxy IPs by default. DNSBL entries remain semilocked.
This behavior can, as always, be customized via hostfilter. Detect
`user.locked === '#hostfilter'` for the proxy IP lock, which you can
just set `user.locked = null` to disable.
Fixes#5239
* Scavengers: Viewhunt/Queue improvements/fixes
- Add "unrated" hunts to queue system
- fix /forcestarthunt, an add an unrated option for this.
- allow /viewhunt to show the current question while leaving the unknown answer blank
* Update scavengers.js
`import =` and `export =` are really only intended for backwards
compatibility with CommonJS. While I really don't like the new module
system TC39 has designed for us, it's what we should be using, and
consistency is important.
This is mostly a TypeScript refactor, but it does come with several
renames:
Dnsbl -> IPTools
Dnsbl.query -> IPTools.queryDnsbl
Dnsbl.reverse -> IPTools.getHost
- The big change here is that player.userid can now be empty. You can
now fit state into RoomGamePlayer subclasses even when there are no
users associated with them.
- `game.players` has been introduced as the new canonical list of
players, including userless players. The old `game.players` has been
renamed `game.playerTable`, for clarity.
- `game.addPlayer` now returns the added player
All existing RoomGames have been updated for the new API, and
RoomBattle is now officially a RoomGame subclass.
Tournaments was also massively refactored to be properly updated for
the old API, since that never happened, and should now be a lot more
readable.
It turns out the line `let Punishments = module.exports;` makes it into
`any`, and disables nearly all typechecking of anything to do with
`Punishments`. This refactor fixes that, and also fixes a bunch of flaws
newly caught by TypeScript.
I tried my best not to make any changes to actual functionality. These
changes should be effectively purely code cleanup.
Buttons with content like "S" aren't accessible as it's not obvious
that "S" means Skip, and they don't mention which color the card is,
which before this change was visible only by checking the style
attribute.
Having an aria-label attribute gives an accessible alternative for
screen readers. A screen reader probably won't tell an user a button
is red, and this is somewhat important while playing Uno.
* Improve SP
* Remove useless code
which fixes a build error, killing two birds with one stone
* Move sorting code to page
* Increase readability
* Further increase redability
* Remove useless alts filtering
* Add semicolon
* Standardize output in punishments.js
* Remove punishDesc
* Close div tag
* Don't show if they end in 0s
* Improve conditional
This should (hopefully) fix a bug where a roomban showed up as 12 months, which is what happenes when `Chat.toDurationString` gets a negative number, `Chat.toDurationString` doesn't recognize anything below 1000ms anyway.
* Prevent rooms with '-' to use /sp
* Pluralize IP
* Fix mismatched tags
* Fix sort callback
* Remove useless conditional
* Info: Add /roomstatus command
https://www.smogon.com/forums/threads/3534365/page-81#post-7977912
I'm not a big fan of the approach used here, but I didn't have any better ideas that worked.
* Fix build errors
* Remove response function
* Change command name
* Rewrite
* Use HTML pages
* Reword entries
* Check username map instead of IP map
* Prevent duplicate punishments from appearing.
* Use this.title
* Remove debug code
* Add a check if punishments exists
* Show ip and alts
* Pluralize IP
* Slight refactor in punishDesc
* Add check for Punishments.roomIps existence
* Return an error message for rooms without '-'
More specifically, rooms that aren't public, hidden or private. They couldn't use them anyway. This just handles them correctly.
* Join ip
* Use room.chatRoomData instead of...
checking for '-' in roomids.
* Update help command
* Clarify error message
* Simplify permission check
* Remove muteQueue variable
* Fix punishDesc
Alts would overwrite reason if it existed and punishDesc would always contain undefined due to not being defined empty. This commit fixes both bugs.
* Allow roomstaff to use /sp
* Refactor store iteration to for...of
As per CONTRIBUTING.md
Also move mods/ to data/mods/
This makes PS more monorepo-like. The intent is to further separate
the sim and the server code, but without fully committing to splitting
the repository itself.
We now support `./pokemon-showdown start` in addition to
`./pokemon-showdown`. I'm not clear which I want to be the default
yet.