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
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
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.
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.
* 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.
* 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.
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.
ede3aaec correctly added restorative berries to the
staleness/termination calculation as per the adjusted specification
but failed to update the win condition.
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.
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.
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`.
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.)
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
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.
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
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.
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".
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.
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.
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`.
`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.
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)
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.
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-7075354Fixes#6309
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.
- 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.
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`.
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
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.
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.
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.
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.