It turns out rules need to be added before sides are initialized,
so that they can hook `ModifySpecies` during side initialization.
The proper way to fix this is pretty complex so this is just a hack.
Also stop enforcing 4 moves limit and 6 pokemon limit in `-Nonstandard`,
for the same reason we stopped enforcing the level 100 limit; any format
that explicitly wants it higher should automatically override it.
In format events:
`onFieldTeamPreview` has been renamed back to `onTeamPreview`. It's now
a custom event (like `onBegin`), rather than a field event.
Team Preview data has been entirely moved from `onBegin` into
`onTeamPreview`.
`onFieldStart` for formats/rules now happens after Team Preview, rather
than before. Use `onBegin` for things that happen before Team Preview.
`teamLength`, `maxLevel`, `cupLevelLimit`, and `minSourceGen` no longer
exist as properties of `Format`. Instead, they're value rules that
become properties of `RuleTable`, and can be specified as custom rules
and inherited through rulesets like anything else.
See the PR for a full reckoning of changes:
https://github.com/smogon/pokemon-showdown/pull/8267
`maxTeamSize` is a bad variable name (not that `teamLength.battle` is
any better, but that'll get fixed in a future refactor).
- Rename `maxTeamSize` to `chosenTeamSize`, to better indicate that
this is the size after Team Preview, and that it is also the minimum
size after Team Preview.
- Don't limit team sizes to 6 if `teamLength.battle` isn't specified.
This removes an unnecessary `teamLength.battle` requirement in all
Custom Game formats.
- Stop requiring `maxTeamSize` as a parameter for `battle.getRequests`.
It's not even used except as a hint to the Preact client, and was
never state in the first place.
- Stop supporting partial `side.chooseTeam`. This is an unused feature
and removing it massively simplifies the code and fixes a bug in
`cupLevelLimit` which definitely was not written with the
understanding that `chooseTeam` could be partial.
- Fix a bug in #7929 which seemed to misunderstand what `teamsize` was
for.
Previously, the validator had its own hardcoded tag system. This
removes the hardcoding and makes it so any pokemon tag in `tags.ts`
can be banned or unbanned.
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
We have apparently been sorting everything by switch-in order this
entire time, not just move redirection. This appears to be a mistake
in #5216
The actual bug fix is just the single line in `comparePriority`,
everything else is just documentation, and a bit of optimization of
how speed ties are resolved.
Fixes#6319
It turns out I accidentally had whole word matching turned on when
I searched the codebase for `AfterBoost`, so I missed all the
`onAfterBoost` uses. :[
This fixes `pokemon.addVolatile('ability:intimidate')` to be able to
add abilities as volatile statuses, for use in OMs that want to have
more than one ability at a time.
Items are now also supported, for instance as
`pokemon.addVolatile('item:choiceband')`.
As usual, abilities and items are not written with this functionality
in mind, so it's the OM's job to fix any crashes caused by
abilities/items not expecting to be used as volatiles.
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
This involves a huge refactor for how battles are constructed, but
it's totally worth it.
Currently, tournaments, challenges, and laddering are unsupported; only
unrated searches work. But it does work, and it's beautiful.
This doesn't include matchmaking support (which had to be removed
for reworking), but it includes everything else.
Co-authored-by: Spandamn <spandan.punwatkar@gmail.com>
Co-authored-by: MacChaeger <msaimrkon@gmail.com>
Co-authored-by: Guangcong Luo <guangcongluo@gmail.com>
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
* Megas for All: Slate 30 and balance/bugfixes
Adding all four new Abilities from Slate 30 (Pool Floaties, Red Licorice, Stygian Shades and Long Whip), but also fixing issues with various other Abilities, including minor balance changes to Savage, Heavenly Techniques, Body of Water and Forgery, and bugfixes to Forgery (again), Seismic Scream and Settle.
* Megas for All: Slate 30 ability (Long Whip)
This is so convoluted, but it has to be able to stack with itself as many as five times over, so I hope this is okay. Let me know if there's a way to streamline this! (and same for Settle, for that matter)
* Megas for All: Slate 30
* Megas for All: Add slate 30 stones
* Megas for All: Update Court Change
* Megas for All: Add slate 30 Mega Evolutions
* Megas for All: Slate 30 and balance changes
Forgery can no longer fake a Z-Crystal, so the entire section dedicated to making that work is no longer necessary. However, there's a new form of non-groundedness that needs to be added (the new 'poolfloaties' volatile), and I also modified the damage section slightly because Settle and Body of Water have some weird interactions, and this was the best way I could find to handle them with perfect accuracy. (For reference, Settle is meant to use the user's physical Attack stat without actually becoming a physical move for any other intents or purposes, while Body of Water is now about halfway to the Body Press effect but keeps the user's offensive stat changes rather than its defensive ones.)
* Megas for All: Add two new move modifiers
* Megas for All: Add missing trailing comma
* Megas for All: Improve Red Licorice ability
* Update abilities.ts
Okay I do think this was at least part of the problem so I'm gonna address that first
* Update scripts.ts
* Megas for All: Fix Cinccino and Falinks
Just fixing two minor errors that came up since the last time I touched this patch
* Update data/mods/megasforall/abilities.ts
Co-authored-by: Annika <annika0uwu@gmail.com>
* Megas for All: Define bladeMoves only once
(okay I was so tired when I worked on this code and I'm actually very embarrassed to see that there are three of these in quick succession and I only changed two of them ._.
so uh! clearly Annika's suggestion not to define it three separate times in the first place is the right call XP)
* Update data/mods/megasforall/abilities.ts
Co-authored-by: Annika <annika0uwu@gmail.com>
* Update scripts.ts
* Megas for All: Abilities for slate 31 and bugfixes
* Revise some shortDescs so they can fit better
* Accommodate for Illusion in some messages (previously, they gave away the Pokémon's real name)
* Revise Forgery (again) - it can no longer copy Mega Stones, and it no longer wears off when the user is hit
* Improve the functionality of Clairvoyance (for consistency with Future Sight and other delayed moves)
* Preserve type change indicators for SOS and Stance Change (established convention is for every Mega in the mod to have these regardless of whether it has changed type, but they disappear when changing form)
* Make sure Sticky Gel doesn't ignite more than once at a time (has been happening)
* Add an activation message to Stygian Shades to reduce confusion
* Overhaul Long Whip (now compatible with the varying base powers of Triple Axel and Triple Kick; now decides accuracy at the start and guarantees that every subsequent hit will land; now persists after the source faints and behaves more similarly to other delayed moves)
* Add new Abilities from slate 31, the very over-the-top complicated Gravitational Pull and the refreshingly simple Chakra Lock
* Megas for All: Improve functionality of Long Whip
* Megas for All: Slate 31
* Megas for All: Slate 31 stones
* Megas for All: Slate 31 compatibility
Modify all entry hazards to account for Gravitational Pull and Triple Axel and Triple Kick to account for Long Whip
* Megas for All: Add slate 31 forms
Add Mega Torterra, Mega Infernape and Mega Empoleon and revise Mega Zoroark's stats
* Megas for All: Slate 31 moves and balance changes
* Megas for All: Minor Ability corrections
* Megas for All: longWhipBoost
* Update moves.ts
* Megas for All: Fix Long Whip
* Megas for All: Fix Alchemist
SHOOT sorry I skipped over this
Meant to do it in the same commit
That was just a copying error
* Apply suggestions from code review
Aaaaa thank you so much! ;u;
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
* Megas for All: Condense Long Whip conditions
WOW this saves so much space I never knew you could do that
* Update conditions.ts
Co-authored-by: Annika <annika0uwu@gmail.com>
Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>
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.
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.
The "Standard NatDex" rule didn't apply all NatDex rules, because some
were hardcoded to apply to formats with "National Dex" in their name.
This has been fixed; now all validation relies on the "Standard NatDex"
rule.
Refs a problem discussed in #7909
Earlier today, I tried to remove the hardcode for Smeargle without
realizing what it was for (Smeargle gets Spore as an event move, which
shouldn't override its ability to Sketch Spore).
It turns out, 7 years ago when I added the Smeargle hardcode, I wrote
a TODO to fix it which I never got around to:
2e1ab04eb6
Anyway, this commit fixes it properly.
`checkLearnset` has been renamed `checkCanLearn`.
`reconcileLearnset` has been replaced with `validateMoves`, which
bundles the actual `checkCanLearn` calls with the old
`reconcileLearnset`, making for a better name.
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.
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.
The sim no longer uses any global variables, so this can and should be
removed.
`server/global-variables` has also been cleaned up, since I'm working
on this.
This syncs data/text to exactly match the client's data/text, in
preparation for them to be merged. The server's data/text will be
canonical, moving forward:
Relevant changes:
- A new file `data/text/default` has been added, for battle messages
not associated with a move/item/ability.
- As One (Glastrier) and As One (Spectrier) should not have a start
message; only As One itself.
- Hidden Power's `realMove` property does not belong in data/text
and has been removed (it's still in data/moves where it belongs).