This fixes an issue where a Weezing-Galar evolved from a Koffing
gotten from a Virtual Console transfer from RBY/GSC should be able
to have a non-Hidden Ability, but couldn't.
Thanks @Karthik99999 for bringing this to my attention.
Fixes#8327
`no item` is now a fake item meaning "not holding an item", for the
purposes of the team validator. This means that `-no item` will force
all pokemon to carry items.
`all items` no longer includes not holding an item, so `-all items`
will now work as expected.
Specifically, randomized formats will now support Max Team Size, Min Source Gen, Adjust Level, Adjust Level Down, and Force Monotype.
This fixes the issue with randomly-generated Multi Battle teams containing six Pokémon, instead of three as desired.
`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
Reverts #8250, but will keep gluttony test file and add more tests to it. This is being done because indirect sources of damages are not causing gluttony to trigger (such as belly drum).
`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
A few uses of `array.sort()` have been left alone:
- sorting in `data/` because they aren't supposed to import anything
- `set-importer` because I still have no clue what that's for and what
dependencies it is/isn't allowed to have
- `sort()` with no arguments used as a lexical sort (at which point
`sortBy` offers no benefits)
All other cases have been replaced with `Utils.sortBy`, which should
be a massive increase in readability.
Sort orders should be much more readable now, without needing to puzzle
through sign issues. The order is always low-to-high, A-to-Z,
true-to-false.
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
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 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.
Matchmaking unit tests currently rely on destroying and re-creating a
user causing them to forget about battles they're in, which is not
actually supposed to happen, and breaks #7815.
* Improve Volcalith tests readability
* Add G-Max Volcalith recoil damage order test
* Add 1 HP priority tests
* Add charge move targeting test
* Correct assertions of Ripen / Sturdy
* Skip failing tests
* Add Volcalith Black Sludge test
* Add Pressure Max / Z-move tests
* Add Pressure submove test
* Add NGas speed test
* Skip NGas speed test
* Add White Herb double Intimidate test
* Remove debug log
* Remove duplicate Pressure test
* Improve White Herb Intimidate test title
* Add Rollout Storage tests
* Add spread move Rollout storage test
* Add Magician Weakness Policy test
* Add Sleep tests
* Add Shell Bell spread move test
* Add Synchronize Lum Berry test
* oh yeah it doesn't work
* Remove duplicate test
* Add Sunsteel Strike tests
* Add Leech Seed ally switch test
* Add Primal weather Natural Gift test
* Add Emergency Exit hazards test
* Add generic hazards tests
* Add and standardize Arceus tests
* Add Transform ability test
* Add and standardize Parting Shot tests
* Add Memento tests
* Add Me First test
* Add Cursed Body Z-move test
* Add Assurance targeting test
* Clarify Assurance test description
* Add double faint switch test
* Add Receiver KO boost ability
* Add double Unnerve test
* Add Dynamax Eject Pack test
* Improve Dynamax forced switchout test
* Add Protective Pads Perish Body test
* Add Sticky Web Pressure test
* Add Speed modifier lower bound test
* Add Cloud Nine Hydration test
* Correct Cursed Body test
* Add Grassy Terrain Leftovers test
* Remove leftover debug
* Add additional Receiver and Soul-Heart tests
* Add Spite tests
* mish
* Add Shell Bell multihit test
* Add WP Dragon Tail test
Co-authored-by: The Immortal <the_immortal123@live.com>
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.