Rollforward of 7a20245 which retains the `hasOwnProperty` checks.
Also changes the method to call `toId` earlier and use the id
as the key to the cache to ensure 'Stealth Rock' and 'stealthrock'
return the same. NOTE: 'move: Stealth Rock' and 'Stealth Rock' will
still continue to return different results.
Previously, using Leppa Berry by itself caused Endless Battle Clause
to consider Pokemon to be stale. However, it is reasonable to use
Leppa Berry without an intent to cause an endless battle - for
instance to increase the PP of a move with a low PP.
Also move mods/ to data/mods/
This makes PS more monorepo-like. The intent is to further separate
the sim and the server code, but without fully committing to splitting
the repository itself.
We now support `./pokemon-showdown start` in addition to
`./pokemon-showdown`. I'm not clear which I want to be the default
yet.
Useful for local testing, ignores matchmaking conditions like "can't
match same player twice in a row" and "can't match same IP", to make
it easier to test ladder stuff.
So the Pursuit unit test is broken in Node 0.11, because PS relies on
the sort function deterministically calling the comparison function,
and due to a recent V8 update, the call order changed.
This was a good thing, anyway, since PS didn't handle 3+-way speed ties
correctly, anyway, and it reminded me to go and fix that. Which I did.
This is as cartridge-accurate as possible, given the description given
to me by V4 in #1157.
Fixes#1157
Back when this code was introduced, the TLDs were relatively short,
with only two outliers: .museum and .travel.
Since then, a generic TLD system was introduced which opened
registration of top level domains. The number of TLDs registered this
way exceeds 1 200, with the longest TLDs having 18 characters.
Parsing longer TLDs for emails shouldn't cause practical issues, as
e-mail syntax is unusual enough. In fact, in the older versions, this
code was buggy as it linked example@example.exa in
example@example.example, not noticing that there should be a word
bounary.
A lot of complexity in a chat formatter link regular expression is to
support links with parentheses in them. This commit introduces a test of
this to avoid accidentally breaking this functionality.
PS is inconsistent about which parts do or don't support partial
choices.
This change makes it so battle.choose no longer supports partial
choices, while side.choose still does.
This fixes the bug where making a partial choice caused a battle
freeze.
So if a Prankster-mon chooses in two successive turns an attacking move and an Status move,
and this Pokémon is encored into the attacking move before the Status move proceeds,
the attacking move will be used and it won't affect a Dark-type target.
Often, you just need a random item in an array. Throughout Pokemon
Showdown's code, there are many instances of the following pattern:
let randomThing = things[this.random(things.length)];
Make this code easier to read by factoring the indexing into the
PRNG#sample function:
let randomThing = this.sample(things);
Run the following sed script to refactor lots of code to use sample:
s/\([a-zA-Z0-9.]\{1,\}\)\[this\.random(\1\.length)\]/this.sample(\1)/
This commit should not change behaviour. In particular, PRNG#next is
called the same number of times with the same number of parameter as
before this commit, and PRNG#next's results are interpreted in the same
way as before this commit.
Often, you just need a random boolean. Throughout Pokemon Showdown's
code, there are many creative ways of requesting random booleans. For
example:
if (this.random(10) < 3) {
if (this.isWeather(['sunnyday', 'desolateland']) || this.random(2) === 0) {
let shiny = !this.random(1024);
if (uberCount > 1 && this.random(5) >= 1) continue;
if (!this.random(3)) ability = ability1.name;
} else if ((ability === 'Iron Barbs' || ability === 'Rough Skin') && this.random(2)) {
if (typeof secondary.chance === 'undefined' || this.random(256) <= effectChance) {
if (accuracy !== true && this.random(256) > accuracy) {
Enable these methods to converge by introducing the PRNG#randomChance
function. It accepts a probability and returns true with that
probability.
Run the following sed script to refactor many common patterns to use
randomChance:
s/this\.random(\([0-9]\{1,\}\)) >= \([0-9]\{1,\}\)/!this.randomChance(\2, \1)/g
s/this\.random(\([0-9]\{1,\}\)) < \([0-9]\{1,\}\)/this.randomChance(\2, \1)/g
s/this\.random(\([0-9]\{1,\}\)) === 0/this.randomChance(1, \1)/g
s/!this\.random(\([0-9]\{1,\}\))/this.randomChance(1, \1)/g
The sed script takes advantage of the following properties:
random(x) < y is equivalent to randomChance(y, x)
random(x) >= y is equivalent to !(random(x) < y), i.e. !randomChance(y, x)
random(x) === 0 is equivalent to random(x) < 1, i.e. randomChance(1, x)
!random(x) is equivalent to random(x) === 0, i.e. randomChance(1, x)
This commit should not change behaviour. In particular, PRNG#next is
called the same number of times with the same number of parameter as
before this commit, and PRNG#next's results are interpreted in the same
way as before this commit.
Battle#getRelevantEffectsInner performs a lookup for the base species of
every Pokemon with ModdedDex#getEffect, then invokes callbacks. The
lookup is expensive, and callbacks very rare. In fact, there are only
ever two callbacks: one for Arceus (SwitchIn) and one for Silvally
(SwitchIn).
Instead of an expensive ModdedDex#getEffect lookup for the callbacks,
put the callbacks directly on the Pokemon's Template object.
On my machine, this commit speeds up Pokemon Showdown's tests by 20%.
Methodology: With and without this commit, I ran mocha four times with
zsh' 'time' builtin, dropped the first result, and averaged the wall
times:
mocha times before this commit:
18.20s user 0.33s system 118% cpu 15.704 total
17.91s user 0.34s system 118% cpu 15.454 total
18.11s user 0.33s system 118% cpu 15.558 total
mocha times after this commit:
15.58s user 0.33s system 122% cpu 13.028 total
15.32s user 0.33s system 121% cpu 12.890 total
15.56s user 0.32s system 121% cpu 13.068 total
Hardware:
Mid 2012 MacBook Pro
2.6 GHz Intel Core i7
Software:
Node v9.0.0
macOS 10.10.5
I originally thought this would have to be hardcoded, but actually this
can be coded slightly less hardly than expected!
Getting a Blissey with Present + Heal Bell in Gen 2 works like this:
- Teach Smeargle Present + Heal Bell
- Breed Present + Heal Bell into Snubbull
- Chainbreed Present + Heal Bell into Blissey
The main issue is that checking chainbreeding is very hard, so PS
mostly just takes the stance of "chainbreeding multiple moves is
probably impossible; hardcode exceptions".
BUT! BUT!!!!
Instead of hardcoding this exact move combination, we can actually
just hardcode the fact "the first step of chainbreeding is always legal
if the first father is Smeargle". Which I did and it works!
A battle's inputLog is now stored separately from the output log. It's
not an exact log of inputs, but rather just a collection of the inputs
that resulted in the battle: a default choice expands to the choice
that was actually used, and the starting seed is logged whether or not
it was explicitly passed into the battle stream.
Fixes#4348Fixes#3201
This contains a lot of minor refactors, but the main thing that's going
on here is that battle stream writes have been streamlined to be a lot
easier for others to use.
We even support:
./pokemon-showdown simulate-battle
which provides a stdio interface for anyone using any programming
language to simulate a battle.
`Sim.construct` no longer exists. Battles are now constructed directly
with `new Battle()`. Parameters other than formatid are now passed as
`options`.
As far as I can tell, `curly, multi-line, consistent` does everything I
want; there's no reason to keep around a validate-conditionals rule.
Which is probably good, since eslint is deprecating the API for this,
anyway. The nice thing about not relying on deprecated APIs is that now
you can lint PS with `eslint` rather than needing to memorize
command-line switches.
Process Manager is now lib/process-manager.js
It's been entirely rewritten to reflect what I think a process manager
API should look like.
In particular, there are now two Process Managers, QueryProcessManager
and StreamProcessManager.
Pass QueryProcessManager a pure-ish query function (sync or async) that
takes a JSON value and returns a JSON value, and PM.query() will
execute that function in a subprocess, and return a Promise for its
return value.
StreamProcessManager is the same idea: Pass it a function to create an
ObjectReadWriteStream, and PM.createStream() will create a stream in a
subprocess and return a stream connected to it.
Now, seeds are passed as arrays, rather than needing to pass an entire
PRNG object. In addition, they're now passed in the options object,
instead of as a separate argument.
This is done mostly so the Miracle Eye can be rewritten with a custom
seed, which requires fewer turns and should overall be faster. Which
was in turn done because a Miracle Eye timed out on Travis CI earlier.
Overall, the speed increase is pretty negligible, so this is mostly
just about improving the test API.
Rooms now have their logging abstracted into their own file, which also
allows the rest of rooms.js to be simplified by a decent margin.
This is in preparation for using Redis as a backing for scrollback log
storage, which will give us a lot more RAM to work with.
My newest newest plan is actually to locally cache room scrollback, and
only read battle logs from Redis. This will make chatroom-joining
faster.
Ladder is now a subclass of Matchmaker, and all the APIs previously
attached to Matchmaker are now directly available in Ladder.
In addition, all functions that take a formatid are now of the form
`Ladders(formatid).function(other arguments)`
TODO: Reverse polarity; it makes more sense for Matchmaker to be
a subclass of Ladder. Fortunately, this wouldn't involve API changes.
pokemon.moveset is now pokemon.moveSlots, which is at least slightly
clearer about what it's doing (tracking move state, mainly PP).
Mostly, this gives a consistent naming scheme for `move` (a Move
object) vs `moveSlot` (a MoveSlot object).
This also refactors a lot of existing `moveSlot` accesses to be modern,
including using `for...of`.
New functions:
battle.makeChoices([side 1], [side 2]);
Intended to be a replacement for the previous .choose/.commitDecisions
API.
If we can get all the test code on it, we can maybe finally actually
deprecate LEGACY_API_DO_NOT_USE.
It's now used in Healing Wish, where I think it makes a very readable
test.
The client now interprets `rel="noopener"` to mean "check links for
interstice whitelist", and bypasses the interstice if it's not there.
This is is the best approach for [[google links]] to bypass the
interstice, while not whitelisting all of Google because Google
redirects are not generally trustworthy.
This mainly adds support for parenthetical spoilers:
(parenthetical spoiler: these)
They'll be useful for closing any other autoclosing spans in the
future, but currently spoiler is the only one.
This new version supports significantly more client chat formatting
than before, and is more readable.
Also new: the `code` formatting now uses basically the same system as
Markdown, where you can use as many `` ` `` in a row as you want as
your delimiter.
I'm not really sold on "TeamValidatorAsync" as a class name or file
name, so I'm open to suggestions.
The long-term plan is to put TeamValidator in sim/ but this is in three
commits because I really want the right file to retain blame history.
BattleRoom is now GameRoom, a slightly more abstract room type capable
of holding any of a number of possible roomgames. Currently, battles
are the only such roomgame, but any future roomgame could possibly use
it.
Differences between ChatRoom and GameRoom:
- GameRooms start at the left, ChatRooms start at the right
- GameRooms have chat on the right, and a game area on the left, with a
view area at the top left and a controls area at the bottom left
- GameRooms retain all their logs, ChatRooms only retain the latest 100
lines
- GameRooms expire after 40 minutes of inactivity or 10 minutes of zero
online users (configurable in the future)
- GameRooms are guaranteed to have an associated game, while ChatRooms
may or may not
Random team generation scripts are no longer in scripts.js, but instead
in a new file random-teams.js.
The scripts are now also no longer run from inside battles, but in a
new team generator object. This makes it easier for external scripts
to generate random teams by running Dex.generateTeam(format).
- spawning and setting up child processes is now handled by
ProcessManager#constructor rather than needing to be done manually for
each module that uses ProcessManager
- direct references to ProcessManager in ProcessWrapper were removed to
prevent dead ProcessWrapper instances from being leaked when hotpatching
- process-manager.js and verifier.js now use Typescript
The new FS module is an abstraction layer over the built-in fs module.
The main reason it exists is because I need an abstraction layer I can
disable writing from. But that'll be in another commit.
Currently, mine is better because:
- paths are always relative to PS's base directory
- Promises (seriously wtf Node Core what are you thinking)
- PS-style API: FS("foo.txt").write("bar") for easier argument order
- mkdirp
This also increases the minimum supported Node version from v6.0 to
v7.7, because we now use async/await. Sorry for the inconvenience!
This also drops the mock-fs-require-fix dependency
mock-fs-require-fix was always kind of a huge hack. It's no longer
necessary, with an FS API that does everything it used to.
This removes a lot of other hacks from test/main.js, which is nice.
* Rename Gen6 formats to have [Gen 6] in name
* Add Gen 6 format aliases for bots
Those will be removed later when bots will be updated to know
about new format names.
- The before hook in test/main.js has no reason to be handled
asynchronously when nothing it handles is async
- test/simulator/index.js has no reason to exist when mocha.opts
already handles finding files to test
This is a surprisingly minor refactor considering how many files it
touches, but most of this is only renames.
In terms of file renames:
- `tools.js` is now `sim/dex.js`
- `battle-engine.js` is now `sim/index.js` and its three classes are
in `sim/battle.js`, `sim/side.js`, and `sim/pokemon.js`
- `prng.js` is now `sim/prng.js`
In terms of variable renames:
- `Tools` is now `Dex`
- `BattleEngine` is now `Sim`
- `BattleEngine.Battle` is now `Sim.Battle`
- `BattleEngine.BattleSide` is now `Sim.Side`
- `BattleEngine.BattlePokemon` is now `Sim.Pokemon`
Battle will soon be a Node.js Stream, which has an .on() function,
which Battle#on would conflict with.
PS events aren't Node events, so naming a PS event function .on()
was kind of misleading anyway.
Using internal module API to require the Trivia module is insane when it's
very simple to do without it. The trivia room is deleted after the tests
finish, and users are now destroyed properly.
* Matchmaking: move battle logging back to Rooms.global
For now, logging should be dealt by the global room until logging can be
abstracted away from it. This makes it simpler to refactor the logic in
Matchmaker#startBattle to be handled by Rooms.createBattle where it belongs.
* Matchmaking: use Matchmaker#cancelSearch format parametre
Optimizes cancelling searches if the format is known
PS's choice system has now been majorly rewritten!
Battle#parseChoice has been eliminated, and Battle#choose is now a
very lightweight wrapper around the BattleSide#choose* functions, which
now handle validation.
Partial decisions have been mostly removed. You can manually construct
decisions partially with the side.choose* functions, but there's no
other support for them. Partial undo has been removed completely.
Choice tracking has been renamed from side.choiceData to side.choice.
side.choices has been removed and is now autogenerated from side.choice
when needed.
side.choiceData.decisions has been renamed side.choice.actions. In the
future, "decision" is a deprecated term and should be called "action"
wherever it shows up.
side.choiceData.waiting and side.getDecisionsFinished() have been
merged into side.isChoiceDone().
Other values in side.choiceData have either been rendered unnecessary
or renamed to something clearer.
The "skip" and "pass" choices have been merged together. Passes can
still be filled in automatically (so you can just use `/move 1` in
doubles when you have only one Pokémon left).
This abstracts matchmaking logic from the global room away to its own
module, allowing the two to be decoupled from each other entirely with
some refactoring.
Related to #3361
So I've been working on a massive refactor to the choice system for,
like, over a week. It's still not done, but it's found some mistakes
in the tests that should be fixed.
* Sockets: fix Sockets.killWorker not disconnecting connections
* Sockets: fix unit tests
- Fix crash when constructing mock sockets in certain cases
- Properly prevent workers from writing to stdout
- Fix race conditions in workers-related tests that were causing false
positives
* Tests: mock workers now more closely imitate sockets' workers
This helps catch cases where messages are being sent in the wrong order
to the workers, e.g. messages sent to sockets that no longer exist.
This enables battles in tests to reset their RNG to what it originally
was when they were created. A number of tests do this already by
breaking encapsulating and modifying the prng variable directly. This
should fix that.
We also remove createBattleWithPRNG and min/maxSeed properties.
Firstly, the tests that were still using the maxSeed property were
setting it to Battle.seed which has no effect since the PRNG class does
not look at this property any more - so these were no-ops.
After removing this property from tests, maxRollSeed was never used, so
I removed it and renamed minRollSeed to DEFAULT_ROLL_SEED (since it's
constant).
The places that were still using minRollSeed also were no-ops or were
using createBattleWithPRNG. Since every single instance was actually
just using the same code, I removed createBattleWithPRNG and made
createBattle default to giving you a seed with DEFAULT_ROLL_SEED and
removed the minRollSeed property too.
This makes tests much simpler and reduces the usage surface of
TestTools; now, you must define your *own* seed if you're making a PRNG
for a test, or you use one that TestTools gives you; you may not use a
public property that TestTools gives you.
We also remove the code that removes a listener in the Battle Engine.
This was rendered obsolete by f6a7c4b (see more info [in the discussion
on github][disc]
[disc]:
https://github.com/Zarel/Pokemon-Showdown/pull/3272#discussion_r102414795
This removes the 'deterministic test' tools by preventing action at a
distance (namely, preventing the modification of the `init` method in
`Battle` during tests). This action at a distance is incredibly
confusing.
All this action at a distance did was discard any parameters that were
passed to `Battle` that weren't the first three (which was probably a
mistake by the original author) and also hard code `this.seed` and
`this.startingSeed` in `Battle`.
This functionality has now been moved to the `PRNG` class, so instead
users should pass a `PRNG` to `Battle` as the 5th constructor argument.
Users can also pass one as the third argument to `common.createBattle`
or use `common.createBattleWithPRNG` with the PRNG as the first
argument.
The PRNG is just an encapsulation of the pseudo-random algorithm in a
class. It is stateful, so make sure to take a `clone()` of the PRNG if
you want to re-use it.
Terrain seeds weren't activating correctly on the first Surge of two
Surge ability activations turn 1. This fixes it by allowing Update to
run on inactive Pokémon, allowing a Pokémon's item to activate onUpdate
before their own ability activation.
These tests are just sanity checks for sockets.js' exported methods.
Tests for bugs will come later when those for related users.js methods
have been written.
This isn't very easy to reproduce, so I can't properly test any fixes.
Trivia#broadcast writes to debug monitor rather than throwing if called after
the game instance destroys itself.
Previously, if a pokemon mega evolved and used Pursuit, and the foe
switched on the next turn, it would use Pursuit again on the next turn,
in addition to its usual decision.
This is a hack to fix it; a full fix is pending a rewrite of the
decision structure.
In particular, it only activates after all hits in a multi-hit move are performed, and
it won't activate if the move is boosted by Sheer Force.
This commit also implements the interactions of Emergency Exit
with Eject Button and Red Card, and adds tests.
This makes gen 7 the default mod, updates the tests to match, and fixes
the corresponding build error.
Note that this only changes the default Tools mod, the default Formats
mod is now gen6. gen7 must be specified by name in a format, for that
format to be a gen 7 format.
Sometimes mods would mess up if they were loaded in the wrong order.
Specifically, some autogenerated properties of e.g. moves need to be
recalculated for mods.
Anyway, the entire cache system is replaced with a newer, faster,
slightly-more-memory-intensive-but-only-slightly cache system, which
no longer has these kinds of loading order issues.
Battle is now an ES6 class... mostly... it's complicated.
Battle's inheritance system has always been a mess. I tried to redo it
in a sensible way but it caused nondeterministic test failures. Not
even kidding; different things would fail each time I ran tests, even
without code changes. I'll investigate closer later, but this refactor
makes it use ES6 classes with only a small amount of hacking, which is
good enough. It is, at the very least, simpler than the previous mess.
BattleEngine.Battle.construct has been renamed BattleEngine.construct.
Tools will be renamed to Dex soon, which is why the code inside Tools
is calling itself "Dex" now, but right now we're just refactoring its
internal code and not officially renaming it yet.
In the meantime, Tools is now an ES6 Class.
A long-standing bug in learnset loading order (the one
test/chat-plugins/datasearch.js tests for) has finally been fixed, so
Tools.includeMods() is no longer necessary to accurately access modded
data.
Tools.mod has been split into Tools.mod(modid) and
Tools.format(format). The issue of Tools.mod being ambiguous about
whether it's passed a mod or a format hasn't been a _bug_ for a while,
but this is still more readable.
Other renames include:
Tools#isLoaded -> Tools#dataLoaded
Tools.includeMods() -> Tools.includeModData()
Tools.preloadMods() -> Tools.includeMods()
Tools.preloadedMods -> Tools.modsLoaded
Tools.moddedTools -> Tools.dexes
Do not just rename your calls of Tools.includeMods() to
Tools.includeModData(). With the learnset loading bug fixed, there's
no reason to use it unless you need direct access to
Tools.dexes[...].data for some reason (you don't, just use
Tools.mod(...).data)
simulator.js doesn't actually contain the simulator, but is really just
an implementation of battles in the RoomGame interface.
Renames:
`Simulator.Battle` -> `Rooms.RoomBattle`
`Simulator.BattlePlayer` -> `Rooms.RoomBattlePlayer`
`Simulator.SimulatorManager` -> `Rooms.SimulatorManager`
`Simulator.SimulatorProcess` -> `Rooms.SimulatorProcess`
`Simulator.create` -> no longer exists, use `new Rooms.RoomBattle(...)`
Replacing direct references to the arguments object of functions with rest
parametres prevents the function from being deoptimized while still allowing
use of arbitrary arguments. This may also fix some minor memory leaks related
to mishandling the arguments object.
We had a lot of discussion in Dev and a somewhat-close poll, but in
the end "Chat" was a better name than "Messages", and also has the
advantage of being shorter (which is nice for Chat.html and
Chat.plural which should be short).
The following functions have been renamed:
- Tools.html to CommandParser.html
- Tools.plural to CommandParser.plural
- Tools.escapeHTML to CommandParser.escapeHTML
- Tools.toDurationString to CommandParser.toDurationString
- Tools.toTimeStamp to CommandParser.toTimestamp
(notice the lowercase 's')
This is in preparation for a rename of Tools to Dex (by removing the
non-dex-related functions) and a rename of CommandParser to either
Messages or Chat.
Before, an options object containing properties and values to be used
was how decorated instances of the class would be created. This meant
the constructor could assign anything you feel like to `this`. Rather
than that, the constructor now assigns a strict set of values, and
methods are redefined in subclasses.
Basic unit tests were added to test if they could be written for after
the final refactor to fix the other memory leak here.
User#games no longer retains games; it instead gets them from
Rooms(roomid).game.
The Trivia tests needed to be fixed for fidelity to continue passing.
Connection#rooms, previously a null-prototype roomid:room Object,
is now Connection#inRooms, a roomid Set.
This, incidentally, makes it stop retaining rooms, which may make the
GC's job easier and may also lead to unexpected bugs if we get
inconsistent state (we often do get inconsistent state, so look
forward to that!)
The rename is mostly to put it in line with the new User#inRooms,
and for ease of greppability without running into Rooms.rooms.
Part 1 of the rewrite for the entire plugin
This is the rewrite of the classes and commands that handle running
trivia games. Several bugs that happened when running trivia games were
fixed, and unit tests were added to help keep them gone.
Updated remaining Primal Weathers to the new APIs.
Updated misleading test cases relating to base power of moves in
Desolate Land / Primordial Sea.
Increased coverage on weather tests.
- Implements `skip` choice, which acts as a placeholder in the player
choices. This is relevant to double-KOs, since in-game you are allowed
to specify switch-ins in any order.
Among the added tests, are included:
- A skipped test for an edge case in which usage of Reflect Type
causes a typing information leak via the presence/absence of the
"maybe-trapped" warning and cancel prevention.
- Two skipped tests related to partial decisions functionality.
- Basically, support is added only for `move` requests here, and
behind a flag (`battle.supportsPartialDecision`).
- Switching is mostly supported, except for the multiple-KOs case.
- Team Preview needs a rework in order to enable this feature.
Among the newly added rules, there are quite a few intended to enforce
compliance of CONTRIBUTING.md-blessed idioms, as well as ensure
safe usage of classes and constant bindings.
We are also now enforcing usage of early return in commands.js,
which has 100% compliance as of fd2c45c.
This fixes its interaction with Clear Smog because Hit handlers for
moves always activate before all other global event handlers.
Removed the Hit event from the list of events stopped by Mold Breaker
variants as there are no abilities that would be negated by it that
use that handler.
The ModifyMove singleEvent for moves always runs before the
larger event that triggers an ability's event handler and
take precedence over Normalize, so we code exceptions in
Normalize to not change the type in those situations.
Conveniently, all the moves that change type right now are
defaulted to Normal-type, and since Normalize technically
won't change the type of any Normal-type move, we're using
that as the guideline for our exception.
BattlePokemon#runImmunity is now two functions, runImmunity and
runStatusImmunity.
The split is helpful because: 1. NegateImmunity only applies to type
immunities, and 2. Immunity only applies to status immunities and
Ground immunities.
Ground immunities are now entirely handled hardcoded in isGrounded.
This overall doesn't have a noticeable impact on performance, but
it makes certain things behave more predictably, and correctly
shows the ability activation for Levitate, so I assume that means it's
a net positive. I hope I at least improved readability...
The unwieldy system that is typesData is now removed, and is replaced by
the array `types` and the string `addedType`, which track the same amount
of information in a much more efficient way. (Roost is now hardcoded, but
let's not talk about that.)
Incidentally, this now roughly matches client, which tracks typechange
and typeadd as volatiles.
This allows us to remove ModifyPokemon, which overall provides a 10%
performance increase. I was hoping it'd be more substantial, but oh well.
Now that nodejs/node#3072 is mostly fixed, we can finally start using
Node 4+ features.
This refactor:
- uses arrow functions where appropriate
Note that arrow functions still aren't used in Mocha, where `this`
is sometimes meaningful.
This also removes the need for .bind() nearly everywhere, as well
as the `self = this` trick.
- refactors Validator and Connection into ES6 classes
- no longer uses Array#forEach for iterating arrays
We strongly prefer for (let i = 0; i < arr.length; i++) because of
performance reasons. Most forEaches have been replaced with for..of,
though, which is 5x slower than the long-form loop but 2x faster
than forEach, which is good enough outside of most inner loops.
The only exception is tournaments, which is due for a more invasive
refactor soon anyway.
Curse now correctly updates what target it asks for when the user
changes type.
The only remaining targeting issue is when the user changes to
Ghost-type mid-turn in Doubles.
In-game, you can see your opponent's pokemon represented as balls, with
statused pokemon being dark balls. Because of this, light balls are
clearly not statused, which allows you to know when a pokemon has
Natural Cure.
The only exception is in Doubles/Triples, where multiple pokemon that
are statused but could have Natural Cure switch out at the same time,
but not all of them have Natural Cure: it's not possible to know which
pokemon had Natural Cure.
This exception is now handled correctly.
Fixes#1452
Previously, include('./sockets.js') and include('./app.js') would
automatically spawn listener processes.
Now, you have to actually use .listen() to spawn listener processes.
This makes the testing framework simpler, since it no longer needs an
ugly hack to suppress spawning socket processes, and also makes it
easier for the ./pokemon-showdown "binary" to pass a port to app.js.
./pokemon-showdown will now also install dependencies if necessary.
Specifically, Users.users, Users.connections, and Users.pastUsers
are now ES6 Maps. In theory, this should be a minor performance
upgrade, but we still need to profile to make sure.
This is a huge refactor that's a half-scratch rewrite of simulator.js.
Everything seems to be working so far, but with such a huge change,
I wouldn't be surprised if something went wrong.
JSHint's ES6 support is shaky, and its development has stalled as of late.
Since ESLint can do by itself both JSHint and JSCS' jobs, this commit replaces them.
Gulp and its related dependencies are also hereby removed.
Previously moves like Leech Seed incremented residualdmg when used by 1,
but this doesn't actually happen in the game. Instead, an actual game
uses a flag to store toxic poisoning flag, and when it's not specified,
these statuses always dealt 1/16 of full HP.
This fixes the issue where the sequence of moves (Toxic followed by Leech
Seed) was dealing 1/16, 3/16, and 4/16 of full HP in residual damage,
instead of 1/16, 2/16, and 3/16.
Implemented a new priorityEvent function that is set to abort when any
event handler returns a non-undefined result, unlike runEvent which waits
until all event handlers have run. Set RedirectTarget to use this event.
Changed ability/move priorities for RedirectTarget handlers to fit under
this new paradigm.
Added new Lightning Rod and Storm Drain tests to ensure proper behavior.
- This removes one of the reasons of `sendFor` calls' sometimes failing.
- This also fixes battle logs so that they register the proper end type (forfeit).
Add new function battle.insertQueue that inserts a decision into the
correct position in an already-sorted queue instead of re-sorting. Also,
to prevent code reuse, add new funciton battle.resolvePriority to deal
with shared code between battle.addQueue and battle.insertQueue.
Listing the generation number imitates the style used in PS! format names,
and is clearer on which generation it is than listing games from that gen
(so GSC -> Gen 2, etc)
Steel-types are immune to the poison status in Gen 3+, so wrap it into the
"fail when the opposing Pokemon is immune to the status it sets" and set
up the poison-inflicting status test to check Generation 2.
Spin off Thunder Wave to its own test, and also create a test for Glare to
check its Generation 3 behavior as well.
Some tests had incorrect program flow that was resulting in incorrect
expected behaviors.
Improved the wording on some test descriptions.
Gave some of the Pokemon Shell Armor to negate test failures due to
critical hit messages appearing before the type effectiveness messages.
Added BattlePokemon#isGrounded to check for the grounded-ness of a
Pokemon. Also BattlePokemon#isSemiInvulnerable for whether a Pokemon is
in the first turn of a two-turn move that makes them semi-invulnerable.
Fixed Terrain bugs involving Pokemon in a semi-invulnerable state.
Changed OHKO move check to use BattlePokemon#isSemiInvulnerable, fixing a
graphical bug that would display an immunity message when a Pokemon
attempted an OHKO move on a higher-leveled Pokemon that was being held by
the effect of Sky Drop.
Fixed Misty Terrain bug that was causing Rest and the effect of Yawn to
put Pokemon to sleep.
Fixed Misty Terrain bug that was causing Yawn to fail.
Fixed Electric Terrain bug that was causing Yawn to succeed.
"Sheer Force should eliminate Life Orb recoil in a move with secondary
effects" would always pass even with wrong implementation because the
Sheer Force Pokemon being used was not holding a Life Orb.
Added tests related to Mummy to Sheer Force and Rock Head.
Zygarde's Thousand Arrows will KO Eelektross if it gets a critical hit,
meaning that the Weakness Policy being used to check if the move was
super-effective will not activate. Fixed by initializing the battle with a
seed that does not result in a critical hit from Thousand Arrows.
TryPrimaryHit, originally created for Substitute, is currently
being used for Substitute, gems, and auras. Neither of these
should affect all, foeSide, and allySide moves, so the event no
longer fires in these cases.
Included: Bonus: unit test for Substitute not blocking Stealth Rock
Port 18003 was chosen at random, but the point is not to use the same
port as PS itself is running on.
This might not be the best approach, but it probably at least beats
running it on the port in config.js and conflicting with an active
PS process.
- Streams are merged to make sure that all errors and warnings are reported.
- Adds dev dependencies: `merge-stream` and `lazypipe`.
- Tracks a fork of `gulp-jshint` to fix https://github.com/spalger/gulp-jshint/issues/88