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
RoomBattleStream originally overrode `_writeLine` in #5428 because
`>eval` had a dependency on `Chat.stringify`, and we were trying to
separate sim and server.
`Chat.stringify` is now `Utils.visualize`, so there's no more reason
for the separation. In addition, the separation is actively bad,
because it makes it impossible to import certain inputlogs outside
of the simulator.
It turns out 001f98b4f2 was wrong.
When urkerab asked why it `peek` wasn't awaited:
e91c4c5260 (commitcomment-41364837)
The answer was because clearing the buffer after peeking needed to
happen synchronous: if the buffer is written to after peeking but
before the buffer is cleared, that write is lost forever.
This just goes to show, if you do something subtle enough to require
type assertions, you should probably add a comment about what's going
on.
Fixes#7605
This also removes `BattleStream#start()` which is completely useless
API complication. A better implementation would properly forward
crashes between streams (maybe `pipeTo` should do this) but as it
stands, it's not doing anything.
Running `./pokemon-showdown simulate-battle` no longer catches/rethrows
errors. This should make debugging with something like VS Code's
built-in debugger much easier.
* 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.
simulate-battle now has a new option: --spectate.
As a recap:
-D --debug: simulate in debug mode
-R --replay: output only the omniscient (debug) replay, rather than the
full stream
-S --spectate: output only the spectator replay, rather than the full
stream
Regular ReadStreams still can't; I now believe they shouldn't have a
"default" read method, and you should explicitly choose whether you
want to read "by chunks as they become available", "by chunks of a
specific line" or "by a delimiter".
So you would specifically use `stream.byLine()` or
`stream.byChunk([size])`, which would return an
`ObjectReadStream<string>`.
Inspired by #7195
Previously, ending a read stream was `stream.push(null)`, and ending a
write stream was `stream.end()`. This was often confusing, and so now,
these are consistently `stream.pushEnd()` and `stream.writeEnd()`.
This refactor already found a bug in which `stream.end()` was used
where `stream.push(null)` should have been.
Also in this refactor: By default, `pushError` ends the stream. You can
pass `true` as the second parameter if the error is recoverable (the
stream shouldn't end).
We have a new command:
`./pokemon-showdown simulate-battle --replay`
which will extract the omniscient log from an input log.
Remember: debugging is as easy as running `simulate-battle` and pasting
an input log. `--replay` will just make the output easier to read.
`default` papers over AI logic errors. This change fixes those
errors instead:
- handle maybeDisabled/maybeTrapped properly
- use 0 PP and ally-less 'adjacentAlly' moves if necessary.
When I originally wrote the Streams library, TypeScript-in-JS didn't
support generics. But now the library can have significantly nicer
typing, and so it now does.