Commit Graph

228 Commits

Author SHA1 Message Date
Guangcong Luo
d4b6ba4c0f Allow passing teams to random formats
The team validator will now complain if try to bring a team to a random
format. Also, if you bypass the validator (such as with
`/importinputlog` or using the JS API directly), you can now use custom
teams in random formats.

Fixes #8144
2021-03-29 10:28:00 -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
c2e97aaaed
Use optional chaining in more places (#8063) 2021-02-22 11:42:05 -08:00
Guangcong Luo
1b281650c6 Rename Stadium to Gen 1 Stadium
This is required to add support for Stadium in unit tests. A lot of the
codebase assumes that all mods start with "gen" followed by a number,
but I don't want to touch the others at the moment.
2021-02-15 21:03:47 -08:00
pyuk-bot
ccb92de32b
Set abilityOrder before entrance effects activate (#8010) 2021-02-11 16:14:59 -05:00
Guangcong Luo
796be8da60 Implement /ebat reseed
Fixes #7963
2021-02-02 13:45:34 -08:00
Mia
76c10841ea
Lib: Add an index file for all exports (#7972) 2021-01-31 18:00:19 -08:00
urkerab
26eeaa1fa3
Unnerve should activate before hazards after phazing (#7911) 2021-01-12 19:54:46 -08:00
Adam Tran
2c65de1a16
Fix various Future Sight / Doom Desire issues (#7884) 2021-01-07 19:20:30 -05:00
urkerab
80d652d59b Sturdy should trigger before Focus Sash but after False Swipe 2021-01-05 16:58:03 +00:00
Adam Tran
2f5fbad4e7
Fix Pursuit interaction with pivot moves (#7819) 2020-12-30 11:48:26 -05:00
Instruct
5b441c2013
Super Staff Bros 4 (#7793)
Collaborative Project lead by @xInstruct with many contributors.

See the Special Thanks section of https://www.smogon.com/articles/super-staff-bros-4
2020-12-24 11:21:02 -05:00
Mia
e601a5eb1f
Suspect tests: Move functionality out of sim/ (#7769) 2020-12-21 13:32:19 +04:00
MacChaeger
ffc632cbf1
Fix Burning Jealousy/Lash Out vs. "turn 0" effects (#7730) 2020-11-25 13:30:03 +04:00
MacChaeger
3dfa1bdd91
Fix Emergency Exit/Wimp Out false positives (#7719) 2020-11-24 05:42:55 -08:00
Guangcong Luo
ca96d7bf49 Fix crash in tests
It turns out `sentLogPos` isn't incremented in unit tests (no actual
use-case was affected). This is the simplest fix, although at some point
we should revisit how battles send and receive data.
2020-11-08 02:14:30 +00:00
Guangcong Luo
1e9b506ee5 Add detector for infinite event loops
This has happened a few times in the past, so this helps prevent them
from spinlocking entire processes.
2020-11-07 22:56:37 +00:00
Guangcong Luo
9b5217ab70
Split up dex-data into more files (#7634)
* 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.
2020-11-05 05:00:13 -08:00
Kris Johnson
a641cfcce8
Fix Overflow Stat Clause and turn it into a mod (#7604) 2020-10-30 10:59:38 +04:00
The Immortal
2e6ccdd738 Random Doubles: Fix Regieleki 2020-10-28 22:47:43 +04:00
Guangcong Luo
a38f0597f8 Remove last vestiges of tslint 2020-10-27 22:49:00 +00:00
urkerab
b90f03b77e
Calculate natures with 16-bit truncation (#7540)
Also fixes Let's Go! which wanted to override these but couldn't.
2020-10-25 16:54:43 -07:00
Guangcong Luo
9d87616176
Add more style linting rules (#7537)
* 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.
2020-10-19 02:42:28 -07:00
Kris Johnson
fa569c7a49
Add properties to see which Pokemon fainted last/this turn (#7452) 2020-10-01 16:31:45 -07:00
Guangcong Luo
3d68248efa Update to latest eslint
We're skipping two major typescript-eslint versions, so there are a
bunch of changes here, including:

- it's catching a lot of things it didn't catch in the past, for
  reasons unclear to me

- no-unused-vars has to be explicitly disabled in global-types now

- a lot of `ts-ignore`s were never necessary and have been fixed

- Crashlogger can now handle being thrown things that aren't errors.
  This has never been a problem in the past, but to satisfy TypeScript
	we might as well not die in a fire on the off chance someone tries to
	`throw null` or something.
2020-09-29 15:28:08 -07:00
The Immortal
b67701d8a4
Add suspect tests plugin (#7427) 2020-09-27 15:41:04 -07:00
urkerab
5d714fbb56
Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
Kirk Scheibelhut
c14a651523 Make sim compatible with TS 4.0
Operands of delete operators must be optional in TS 4.0, casting to
any in destroy is analogous to the null! hack
2020-08-28 11:21:00 -07:00
Kirk Scheibelhut
39c14e0868 Remove EBC staleness from abilities upon switching 2020-08-17 12:59:10 -07:00
Marty-D
7b3023c236 Fix Stuff Cheeks
Thanks EeveeTrainer and DaWoblefet
2020-08-15 15:46:19 -04:00
Mia
deeed6c789
Remove sim/ and data/'s globals (#7091) 2020-08-07 06:44:15 -07:00
Annika
05a9f9a1e5
Minor code quality improvements based on LGTM (#7092) 2020-07-30 14:24:37 -07:00
Kirk Scheibelhut
12f9edd729
Add |t:| to support real-time replays (#6998) 2020-07-20 05:26:04 -07:00
Jacob McLemore
30e420204a
Fix Fusion Bolt + Fusion Flare interaction when first move fails (#6991) 2020-07-10 16:29:53 -07:00
Guangcong Luo
8fd572f1f6 Refactor BattleQueue to wrap Array
The old decision to make it extend Array was wrong, as clearly
illustrated by the problems with slice/splice.
2020-07-01 16:37:36 -07:00
Marty-D
1516a56a93
Fix Burning Jealousy and Lash Out 2020-06-22 16:01:59 -04:00
Kris Johnson
4156eef05d
Fix various Isle of Armor DLC moves (#6862) 2020-06-18 00:25:26 -07:00
Kris Johnson
6b8826df58
Isle of Armor: Moves (#6841) 2020-06-17 22:02:25 +04:00
Enigami
21685eb661
Fix various Stadium issues (#6838) 2020-06-16 14:27:09 -07:00
Mia
6839a1f4db
Add a library for utility functions (#6817) 2020-06-09 22:06:43 -07:00
urkerab
9c2690321c
Allow formats to reorder all six Pokémon again (#6813) 2020-06-07 06:45:43 -07:00
Kirk Scheibelhut
a58f26d29c Fix EBC restorative berry-cycling win condition
ede3aaec correctly added restorative berries to the
staleness/termination calculation as per the adjusted specification
but failed to update the win condition.
2020-05-31 15:40:36 -07:00
Kirk Scheibelhut
54026a5cf7 Only check for EBC after 100 turns have passed
Per DaWoblefets suggestion to avoid interfering with regular play
2020-05-30 20:46:17 -07:00
urkerab
45c4bb42fc
Simplify handling of trunc for custom battles (#6767) 2020-05-29 16:46:04 -07:00
Kirk Scheibelhut
2af7040270
Group zMove and maxMove attributes (#6652)
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.
2020-05-04 20:21:27 -07:00
Kirk Scheibelhut
b05e1941e2 Ensure explosion halves defense in Gen 3&4 2020-05-01 11:03:54 -07:00
Marty-D
15e4d4f2bd
Gen I-IV: Correctly treat both players having no Pokemon left as a tie 2020-04-30 14:01:32 -04:00
Kirk Scheibelhut
edddcb5c38
Correct Self-Destruct and Explosion base power (#6630)
As confirmed by SadisticMystic, base power cannot be above 255, so
this move data is clearly incorrect and results in downstream users
of the data files such as the Smogon or PS dex or the tooltips
displaying misleading information.
2020-04-29 14:59:59 -07:00
Guangcong Luo
800d8bd8f3 Remove Dex.getForme etc
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`.
2020-04-28 17:38:54 -07:00
urkerab
1ede5508aa
Moxie and Beast Boost should have one combined boost for all fainted Pokémon. (#6557)
In addition, they should not activate for a spread move that ends the game.
(This contrasts with Soul-Heart, which will activate until the last target.)
2020-04-27 15:44:33 -07:00
Guangcong Luo
e8e3493c40 Fix Struggle activation conditions
PS wasn't correctly detecting `disabled: 'hidden'` moves as disabled
for the purposes of detecting Struggle activation. This has been fixed.

Thanks to DaWoblefet for unit tests!

Fixes #6620
2020-04-26 17:52:06 -07:00
Guangcong Luo
549ef7edb1 Fix MoveData interface definition
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.
2020-04-25 12:57:46 -07:00
Kris Johnson
28bf388b98
Typescript data (#6553) 2020-04-23 09:16:09 -07:00
Guangcong Luo
13ddc8f908 Add Custom Game warning for 510 EV limit
Custom Game is intended to be a "choose your own rules" format. It's usually pretty easy to tell if a
rule is being followed or not (a level 500 Pokémon is rather conspicuous) but EVs are generally
considered a secret.

For this reason, I've added a message for a discrepancy in EV use: one player adhering to the 510 EV
limit, and the other player not adhering to it.

This message is specific to Debug Mode (which Custom Game is, by default), which already leaks some
minor information, anyway.

To avoid information leaks completely, use Custom Rules:

https://github.com/smogon/pokemon-showdown/blob/master/config/CUSTOM-RULES.md
2020-04-11 04:20:19 -04:00
Kirk Scheibelhut
1f8c6bc7b8 Fix illegal ActiveMove cast in battle.ts
Frankenstein checkJs-Typescript with globals derps out and lets this
kind of thing slide, but without `hit` (which is only assigned the
line below) you can't cast to ActiveMove.
2020-04-08 22:33:56 -07:00
Guangcong Luo
0fb601f7f2 Don't allow arrays in battle.add
A bug in Mimicry happened because someone put an array into
`battle.add`. This shouldn't happen.

(Also add a hint for Mimicry.)
2020-04-08 11:17:48 -07:00
Guangcong Luo
5abdb88e55 Refactor EventListener
Renames:
- .status -> .effect
- .statusData -> .state
- .thing -> .effectHolder

`thing` was always a really weird "I don't know what to call this"
variable name, but it's been renamed `effectHolder`, which should be
much clearer. `status` -> `effect` is I think the last remnant of old
PS code which called all effects "statuses". `statusData` -> `state`,
on the other hand, is the very first step in an initiative to calling
less things "data".
2020-04-07 17:05:19 -07:00
Guangcong Luo
20e7e604eb Unify more switch-in code
This removes the redundant 'SwitchOut' code, and continues to ensure
that switching and dragging share as much code as possible, which
should help avoid bugs where they previously were different for no
reason.
2020-04-03 19:08:54 -07:00
Waleed Hassan
855899b330
Fix Battle#switchIn (#6521)
Regression caused by: 47b55f96bc

`Battle#dragIn` used to run the `SwitchOut` event among other functions
but were accidentally left off in the refactor. This commit adds them back.

The main bug caused by this is Natural Cure not curing status aliments when
phased out by Roar.
2020-04-03 09:22:55 -07:00
Guangcong Luo
ba4fab47d2 Implement pokemon.previouslySwitchedIn 2020-03-30 05:27:58 -07:00
Guangcong Luo
47b55f96bc Refactor dragIn to delegate to switchIn
dragIn and switchIn being two separate functions is a weird historical
quirk that leads to inconsistencies in implementation.

The only reason they need to be separated is a Mold Breaker quirk:
1da65efb12

(This is now done with an `if` statement.)

This should fix a lot of Roar/Whirlwind mechanics issues from `dragIn`
being on outdated mechanics compared to `switchIn`.
2020-03-30 05:25:20 -07:00
Guangcong Luo
2d78044604 Fix activeTurns/activeMoveActions bugs
`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.
2020-03-30 04:07:05 -07:00
The Immortal
81891546b9 Rename Missingno. to MissingNo. 2020-03-26 18:37:35 +04:00
Kris Johnson
994fc60aed
Rename Template to Species (#6478) 2020-03-25 23:29:27 -07:00
Guangcong Luo
40499b6cf6 Remove dependency of sim on Config 2020-03-17 21:06:40 -07:00
Guangcong Luo
38e4af504c Fix Emergency Exit on switch-in 2020-03-08 20:16:53 -07:00
Guangcong Luo
fbc6d2a6d0 Fix Emergency Exit with residual damage
Fixes #6424
2020-03-07 15:47:44 -08:00
Guangcong Luo
125fe31d06 Improve eslintrc
Fixed some more code style, allowing these rules to be enabled:

- `comma-dangle`
- `function-paren-newline`
- `member-delimiter-style`
- `no-eval`
- `no-fallthrough`
- `no-misused-promises`
- `no-unused-vars`
- `operator-linebreak`
2020-03-06 22:35:55 -08:00
Waleed Hassan
8aa4f053bb
Use optional chaining and linter improvements (#6422)
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)
2020-03-06 11:44:32 -08:00
Guangcong Luo
b21c9047e2
Migrate to typescript-eslint (#6342) 2020-03-05 08:33:06 -08:00
Guangcong Luo
9a4cf1149c Rename getRequestData functions
We now have `pokemon.getMoveRequestData()` and
`pokemon.getSwitchRequestData()`, which should make it much clearer
which one does what.
2020-02-23 22:10:49 -08:00
Guangcong Luo
8cb6c1f58f Fix Ally Switch Dragon Darts 2020-02-20 01:27:07 -08:00
Guangcong Luo
78eceb6f03 Fix Emergency Exit activating on faint 2020-02-16 23:42:43 -08:00
Guangcong Luo
7dab5f8d79 Fix Rapid Spin activation order
Order should be:

1. -Spe
2. Rocky Helmet
3. hazard removal if not fainted
2020-02-14 18:13:49 -08:00
Guangcong Luo
9562fdff58 Fix crash when rejoining battles 2020-02-14 15:00:34 -08:00
Guangcong Luo
652c7163cf
Refactor queue to new BattleQueue class (#6358)
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.
2020-02-12 16:20:17 -08:00
Guangcong Luo
1914a37aba Fix Eject Pack to activate for self-boosting 2020-02-11 11:16:46 -08:00
Guangcong Luo
6a677e39e8 Fix Emergency Exit timing
This is a really hacky implementation of Emergency Exit, but Emergency
Exit itself is a huge mess on cart, too.

Our previous implementation:
- activated Emergency Exit at AfterMoveSecondary timing for move damage
- activated Emergency Exit immediately after dealing any other damage

This new one:
- activates Emergency Exit only in three situations:
- right after AfterMoveSecondary timing, for move damage
- right after DamagingHit timing, for DamagingHit residual damage
  (Rough Skin, Iron Barbs, Rocky Helmet)
- right after the switch update, for switch-hazard residual damage
  (Stealth Rock, Spikes)
- does not otherwise activate (so Substitute, Hail, Toxic, etc no
  longer activate Emergency Exit)

This should much accurately simulate Emergency Exit behavior, including
most famously timing it after healing berries after hazards, as
documented in:

https://www.smogon.com/forums/threads/pokemon-sun-moon-battle-mechanics-research.3586701/#post-7075354

Fixes #6309
2020-02-08 08:07:39 -08:00
Guangcong Luo
55cbc52bba Fix bugs with secondary/ability order
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.
2020-02-08 08:07:39 -08:00
QuiteQuiet
211cefb262
Fix Healing Wish for Gen 8 (#6296)
- Healing Wish is not consumed if the Pokemon switching in
  has full health and no status condition.
- Being statused with full health will consume the Healing Wish.
- It does not trigger on damage after switching in.
- The effect will be consumed if an injured Pokemon is swapped
  into a slot with an active Healing Wish by Ally Switch.
2020-02-01 22:04:21 -08:00
The Immortal
68e0bcb75f Refactor single-use items
This adds a `boosts` property to items that runs in `useItem`.
This allows it to be added to `datasearch` or similar plugins.
The item activation messages are now as accurate as in-game.
The Gem activation message is also consolidated in `useItem`.
2020-01-28 13:21:23 +04:00
urkerab
351089c3d9 Always use getAbility to get a Pokémon's Ability (#6293) 2020-01-18 19:37:01 -07:00
Guangcong Luo
b48733cb7a Rename resolveTarget -> getRandomTarget
Should be much clearer in terms of what it's actually doing.
2020-01-18 15:43:34 -07:00
Guangcong Luo
e6f53a7ad2 Implement smart target tracking
(Stalwart, Propeller Tail, Snipe Shot behavior.)
2020-01-18 15:43:33 -07:00
CK Yong
cadc3fa05d Remove tightening focus message when used by dynamaxed pokemon (#6253)
Check whether the move is a max move. If it isn't, then resolve the choice as usual. Otherwise, do not add the move to the queue, and let the runDynamax mechanic handle move resolution.

Added regression test to check for focus punch message in both dynamaxed and regular use
2020-01-04 06:02:35 -05:00
Guangcong Luo
1c2119c02e Fix Body Press hint
See https://github.com/smogon/pokemon-showdown/pull/6221#issuecomment-569556599
2019-12-30 11:33:18 +09:00
urkerab
c02e711375 Body Press uses SpD boosts under Wonder Room (#6221) 2019-12-30 09:37:04 +09:00
urkerab
7152b42daf Calculate fractional priority once per turn (#6224) 2019-12-27 12:42:34 +09:00
Marty-D
c5b8a0e3c0
Fix Pursuit crash in past gens 2019-12-26 13:51:20 -05:00
Guangcong Luo
b190202356 Fix Eject Pack crash 2019-12-24 14:30:30 +09:00
Guangcong Luo
c02ef2f56c Fix Neutralizing Gas faint double-trigger 2019-12-12 18:45:57 +09:00
The Immortal
cb01db1eab Fix Body Press mechanics
It should be affected by abilities and items that modify attack, not defense.
2019-12-10 01:34:22 +04:00
Guangcong Luo
eb614e627f Fix switch order
Fixes #6135
2019-12-04 13:36:39 +09:00
HoeenHero
fe6ee1339f Sort battle actions by order instead of priority (#6143)
This fixes the issues with priority moves in gen 8.
2019-12-04 12:56:50 +09:00
Guangcong Luo
d5b4b7964e Fix mega evolution priority move interaction 2019-12-01 20:08:25 +13:00
Guangcong Luo
2c95b17e98 Improve debugging support
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.
2019-12-01 19:38:51 +13:00
YaBoiJD
546065a10d Update National Dex Mechanics (#6108)
Pokemon that are holding an Item that enables Mega Evolution, Primal Revision, or the use of a Z-Move cannot Dynamax. A Rayquaza that can Mega Evolve also cannot Dynamax.

Also fixes an alias loop with the national dex format/ruleset.
2019-11-30 14:50:09 -05:00
HoeenHero
7957e74b75
Dynamic speed updates for Gen 8 (#6100)
In Generation 8, a Pokemon's speed updates dynamically. Meaning that it can move sooner than expected if its speed is modified by something such as tailwind or swift swim. This is different from past generations where the Pokemon's updated speed would only take effect the next turn.
2019-11-28 17:08:58 -05:00
HoeenHero
44a7fa0946 Make Dynamax checks more dynamic
Specifically we now check the battle.canDynamax method when
notifying a player about their pokemon's eligibility to dynamax.

This enforces the fact that pokemon that are transformed into
dynamax ineligible pokemon cannot dynamax themselves.

As a result of this change the pokemon.canDynamax flag is unnessecary
and has been refactored to a side.canDynamax flag. All pokemon specific
dynamax checks should use the battle.canDynamax method.
2019-11-26 13:05:38 -05:00