`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.
It turns out that when I switched us from `assert` to `assert.strict`,
I didn't actually update any existing tests or tell anyone:
0df0d234f2
So apparently everyone else just kept on using `strictEqual`.
This will be a PR and also throw an error if people continue trying to
use it, which should make it much clearer what PS policy is on this.
A lot of the problem may be that TypeScript marks assert.strict.equal
as deprecated when it's not. This was fixed 4 days ago:
https://github.com/DefinitelyTyped/DefinitelyTyped/pull/48452
But this probably hasn't made it to a thing yet. Until then, you'll
have to deal with TS marking your tests as deprecated, but it shouldn't
be too long.
Accidentally using `assert` instead of `assert.strict` should now show
an error. This protects against the probably much worse mistake of
accidentally using `assert.equal` rather than `assert.strict.equal`.
`assert.ok` is also deprecated now.
It turns out not creating a format on-the-fly breaks deserialization.
We now just use the same custom-rule system that tournaments use.
Some hacks are currently necessary (many tests assume that we're
playing in Anything Goes rather than Custom Game) but we'll work them
out in time.