For side conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onSideStart`/`onSideRestart`/`onSideResidual`/`onSideEnd`,
with the `onResidualOrder` properties renamed `onSideResidualOrder`.
For field conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onFieldStart`/`onFieldRestart`/`onFieldResidual`/`onFieldEnd`,
with the `onResidualOrder` properties renamed `onFieldResidualOrder`.
(The `onField` and `onSide` part helps make it clear to the type system
that the first argument is a Field or Side, not a Pokemon.)
Side and field conditions can now use `onResidual` to tick separately
on each pokemon in Speed order. `onResidualOrder` (the per-pokemon
tick) can be timed separate from `onSideResidualOrder` (the
per-condition tick), allowing conditions to end at a different priority
than they tick per-pokemon.
Relatedly, `onTeamPreview` and `onStart` in formats now need to be
`onFieldTeamPreview` and `onFieldStart`.
Unrelatedly, `effectData` has been renamed `effectState`, and the
corresponding state containers (`pokemon.statusData`,
`pokemon.speciesData`, `pokemon.itemData`, `pokemon.abilityData`,
`field.weatherData`, `field.terrainData`) have been similarly renamed. I
renamed the types a while ago, but I was holding off renaming the fields
because it would be a breaking change. But this is a breaking change
anyway, so we might as well do it now.
Note: `onResidual` will tick even on `onSideEnd` turns, although
`onSideResidual` won't. When refactoring weather, remember to
check `this.state.duration` so you don't deal weather damage on the
ending turn.
Intended as a better fix for #8216
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
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.
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 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)
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.