Commit Graph

301 Commits

Author SHA1 Message Date
Kevin Lau
7963c97894 Fix priority issues with Z-Moves (#2930) 2016-11-21 14:32:31 -05:00
Ivo Julca
cf35c0a8d7 Test: Fix Destiny Bond specification
It should fail deterministically every second time it's used.
2016-11-20 03:00:05 -05:00
Ivo Julca
632c04e6f1 Add failing tests for randbats generators 2016-11-20 00:24:28 -05:00
Ivo Julca
2bceebaac8 Test: Add coverage for random team generators 2016-11-19 16:11:50 -05:00
Slayer95
a3e3249a8f Spectral Thief should zero boosts despite of target abilities (#2906) 2016-11-19 14:38:54 -05:00
Ivo Julca
a09c0110b8 Destiny Bond: Add tests for exclusive counter and a minimal implementation 2016-11-19 14:17:08 -05:00
Ivo Julca
792548c01d Add test for Mega-evolution vs Pursuit order 2016-11-19 02:54:52 -05:00
Ivo Julca
78ab0bdf31 Implement Spectral Thief 2016-11-18 18:26:16 -05:00
Ivo Julca
34beddac3d Add test for bounced status moves affected by Prankster
So that UltiMario can be validated when it happens in CC:
http://www.smogon.com/forums/threads/3586701/page-33#post-7087589
2016-11-18 16:59:22 -05:00
Ivo Julca
1700067a77 Fix Judgment test 2016-11-18 15:14:27 -05:00
Ivo Julca
fbc88c8428 Fix Emergency Exit: It should block Volt Switch effect 2016-11-18 15:10:51 -05:00
Ivo Julca
c2f8c72b38 Judgment should not change type from Z Crystals 2016-11-18 15:09:21 -05:00
Ivo Julca
e97ccb3d48 Emergency Exit activation quirks are similar to Eject Button and Red Card
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.
2016-11-18 13:55:57 -05:00
Ivo Julca
5d04c4f2e0 King's Shield Atk drop now triggers even if immune 2016-11-18 12:48:50 -05:00
Ivo Julca
c8308ccd89 Sheer Cold no longer affects Ice-type Pokémon 2016-11-18 01:53:24 -05:00
Ivo Julca
511a45eb95 Implement immunity of Dark-types to Prankster
The immunity also applies to any moves, even non-Status, called by
other Prankster-boosted moves.
2016-11-18 00:35:52 -05:00
Guangcong Luo
382eeca94a Fix test error 2016-11-17 22:28:40 -06:00
Ivo Julca
e741700553 Test: Update the PRNG seed to make confusion self-hits more consistent 2016-11-17 23:09:04 -05:00
Ivo Julca
92c31e9d7c Test: Move old gen suites for statuses to the bottom 2016-11-17 23:09:04 -05:00
Ivo Julca
005287443c Add tests for new mega evolution & turn order mechanics 2016-11-17 20:57:29 -05:00
Ivo Julca
4fa6c5499b Build: Fix issues reported by the latest Eslint version 2016-11-17 14:27:39 -05:00
Ivo Julca
ddfe02efe3 Build: Fix Node v7 support 2016-11-17 14:20:33 -05:00
Guangcong Luo
b734d2f1c3 Make gen 7 the default mod
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.
2016-11-17 12:27:46 -06:00
QuiteQuiet
17a18e7a2a Tests: Update TeamValidator tests and add new ones (#2855)
* Tests: Add TeamValidator nature and happiness test

* Tests: Make TeamValidator test synchronous
2016-10-27 13:01:35 -05:00
Guangcong Luo
02055d3d17 Fix mod loading order
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.
2016-10-23 14:17:13 -05:00
Guangcong Luo
7d8d47c97c Refactor BattleEngine
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.
2016-10-22 23:11:26 -05:00
Guangcong Luo
2604780ec5 Refactor Tools
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)
2016-10-21 13:23:21 -05:00
Guangcong Luo
87c41eb67c Rename simulator.js to room-battle.js
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(...)`
2016-10-21 13:21:12 -05:00
Ben Davies
54d0ff203a Performance: replace direct references to arguments with rest parametres (#2818)
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.
2016-10-04 16:29:14 -07:00
Guangcong Luo
d6f5404e7e Rename CommandParser to Chat
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).
2016-09-30 18:31:15 -07:00
Guangcong Luo
da1b318707 Move text processing from Tools to CommandParser
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.
2016-09-30 18:04:13 -07:00
Guangcong Luo
2bc0bf5061 Tests: Properly resolve rejected promise 2016-09-30 15:56:50 -04:00
Ivo Julca
ce9cdecafd Drop commands sent to rooms from outside 2016-09-17 19:42:15 -05:00
Ben Davies
d9c6fe54b2 ProcessManager: subclass to extend ProcessManager, unit tests setup (#2739)
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.
2016-09-09 15:51:49 -05:00
Ben Davies
4e9577a7e5 Trivia: modlog kicks and wins, clean up unit tests (#2740)
Unit tests were still not destroying a few users.
2016-09-08 02:37:21 -05:00
Taylor Everding
1a1f64fe95 Remove .js extension from requires (#2725) 2016-08-30 00:04:40 -05:00
Ben Davies
ecb00710a7 Trivia: dispose of extra users in unit tests (#2719) 2016-08-27 14:47:08 -05:00
Ben Davies
d88561b42e Trivia: properly dispose of trivia games in mode unit tests (#2718) 2016-08-27 02:39:22 -05:00
Guangcong Luo
4523078519 Refactor User#games from Map to Set
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.
2016-08-27 02:16:58 -05:00
Guangcong Luo
1a1530f4ff Refactor Connection#rooms to Set
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.
2016-08-22 03:57:52 -05:00
Bär Halberkamp
55429ed884 Move modlog writing to Room.prototype (#2700)
* Move modlog-related functions to Room.prototype, instead of CommandParser

* Wifi: modnote the winner of a giveaway
2016-08-18 16:45:53 -05:00
Ben Davies
5c4834f3fd Tests: tweak user mocks, add Connection tests, fix Trivia tests (#2682)
Worker mocks now have proper ids. Trivia tests now dispose of user objects
rather than letting them stay in memory for the rest of the tests.
2016-08-09 04:02:27 -05:00
Guangcong Luo
34650dd455 Refactor Rooms.rooms and Rooms.aliases to Map 2016-08-08 16:46:11 -05:00
Ben Davies
343c67b15f Trivia: lazy loading for modules in unit tests (#2677)
This makes it possible to refer to globals normally defined in production in the
outermost scope of the trivia module without making unit tests throw.
2016-08-08 14:43:01 -05:00
Ben Davies
febba6b362 Trivia: add /trivia leave, lower answering period to 10 seconds (#2674) 2016-08-06 14:20:58 -05:00
Taylor Everding
f6a7c4bd30 Move IPC from battle-engine.js to simulator.js (#2666) 2016-08-04 00:35:59 -05:00
The Immortal
76b6030043 Fix Relic Song 2016-08-04 03:41:15 +04:00
Ben Davies
0d2d73540d Trivia: add unit tests confirming if points given aren't NaN (#2661) 2016-08-01 15:03:04 -05:00
Ben Davies
d00ba49b1c Trivia: game management code rewrite (#2626)
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.
2016-07-31 18:29:51 -05:00
Marty-D
41e6945417 Add Electric/Misty Terrain messages 2016-07-20 14:05:25 -04:00
Konrad Borowski
bb3acda351 Copy auth from tournament room to tournament battle (#2608)
This allows room staff to perform moderation in tournament battles.
2016-07-06 07:28:47 -05:00
Ivo Julca
9d5e0e78a7 Resolve tournament matches on battle room expiry 2016-07-01 10:07:03 -05:00
The Immortal
a61e19b46a Tests: Remove unused const 2016-06-26 05:37:17 +04:00
Kevin Lau
5e3f1dcabc Tests: Update Weather tests for clarity and readability (#2596)
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.
2016-06-24 20:11:03 -07:00
Ivo Julca
f095ac4fea Implement Curse targetting glitch 2016-06-20 11:57:23 -05:00
Ivo Julca
ec572891a5 Fix typing information leak 2016-06-20 11:38:06 -05:00
Ivo Julca
59c667337b Refactor Team Preview to support per-Pokémon decisions 2016-06-20 10:49:21 -05:00
Ivo Julca
543bbf5ccc Refactor switching to support per-Pokémon decisions
- 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.
2016-06-19 23:45:57 -05:00
panpawn
a331b5d41c Test: fix iteration index (#2594) 2016-06-20 05:25:52 +02:00
Ivo Julca
50fcd02b6d Tighten move validation
The target location is checked on chooseMove(), rather than
after the decision has entered the queue.
2016-06-19 07:53:58 -05:00
Ivo Julca
2861463b48 Test: Increase coverage of /undo
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.
2016-06-19 05:49:23 -05:00
Ivo Julca
3b1749eccf Add basic support for per-Pokémon decisions
- 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.
2016-06-17 12:26:56 -05:00
Ivo Julca
76604daf58 Test: Cover /team and /shift decisions 2016-06-17 11:48:07 -05:00
Ivo Julca
be8ba884c8 Test: Increase coverage of decisions 2016-06-17 08:48:22 -05:00
Ivo Julca
99f43ca2ef Test: Fix misc issues
Introduced in commits 69d9dc803 and 22c55e656
2016-06-17 08:41:58 -05:00
Ivo Julca
67da1a1221 Test: Use the new common#createBattle method
- This cuts down tons of code that define player names, avatars,
and deal with Team Preview.
2016-06-17 05:45:22 -05:00
Ivo Julca
22c55e6560 Test: simplify battle initialization with a common module 2016-06-17 05:44:33 -05:00
Ivo Julca
e69d9dc803 Test: Dramatically increase coverage of choice parser 2016-06-16 08:25:37 -05:00
Ivo Julca
b242e86c04 Test: rearrange tests for decisions 2016-06-16 08:22:07 -05:00
Ivo Julca
6ca2233657 Fix logging of passes 2016-06-15 10:02:52 -05:00
Ivo Julca
f2aff1b6ae Refactor tests to use the new assert/battle APIs 2016-06-15 08:56:29 -05:00
Ivo Julca
0be37dd2ce Split apart Battle#parseChoice into several BattleSide methods 2016-06-15 08:56:11 -05:00
Ivo Julca
2ab2937b3c Implement assert extensions to enhance the test suite 2016-06-15 08:54:18 -05:00
Ivo Julca
e5971f4f13 Test: Increase choice parser coverage 2016-06-15 01:28:06 -05:00
Quinton Lee
e08f7ef4c0 Test: add TeamValidator tests (#2546) 2016-05-04 16:33:16 -07:00
Bär Halberkamp
b450b0617f Move things relating to punishments to punishments.js (#2540) 2016-05-02 12:16:25 -07:00
Ivo Julca
22779102cc Lint: Add miscellaneous extra rules
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.
2016-04-25 21:52:21 -05:00
kotarou3
952cefbad4 Minor crash guard changes (#2470)
- Remove unused crash guard comment
- Update Config.crashguard comment a bit
- Use Config.crashguard to disable it in tests
2016-04-17 02:15:17 -07:00
Kevin Lau
1c574c6c55 Critical Hit Ratio refactor: Use an event to modify crit ratios (#2501)
This allows for proper crit ratios when a Pokemon loses/gains an ability,
item, or other effect in the middle of a multi-hit attack.
2016-04-11 21:35:36 -04:00
Ivo Julca
bbb58d5a29 Add a test for old-gen /learn 2016-03-31 14:01:11 -05:00
Kevin Lau
715de49408 Refactor Anger Point to the Hit event handler
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.
2016-03-23 20:23:42 -07:00
Kevin Lau
bfac338ddb Normalize doesn't affect moves that change type
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.
2016-03-16 10:54:47 -07:00
Guangcong Luo
82ed5e0d22 Fix Levitate Flying Ring Target interaction 2016-02-19 17:23:21 -06:00
Guangcong Luo
8446e5fbc3 Fix Thousand Arrows Wonder Guard interaction
Thousand Arrows shouldn't add Smack Down if Wonder Guard avoids it.
2016-02-19 17:23:21 -06:00
Guangcong Luo
794d160eec Refactor runImmunity
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...
2016-02-19 05:18:40 -06:00
Guangcong Luo
a8e8272bac Refactor types and remove ModifyPokemon
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.
2016-02-16 23:42:37 -06:00
Guangcong Luo
b665660608 Refactor for more ES6 features
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.
2016-02-10 17:40:21 -06:00
Kevin Lau
ab64569717 Fix Focus Punch bugs
By setting a handler to listen for the Hit event, Pokemon will now lose
focus properly when attacked by multiple Pokemon or by Nature Power.
2016-01-27 16:15:50 -08:00
Guangcong Luo
c7bb5b5315 Add RoomGame support for /joingame, /leavegame
The old commands /joinbattle, /leavebattle are now /joingame and
/leavegame, and can be implemented by any RoomGame.
2016-01-19 01:47:26 -08:00
Guangcong Luo
f094e4cf01 Fix Lightning Rod redirection priority
In speed ties, the pokemon that's had the ability the longest is
redirected to.

Fixes #2083

Closes #2154
2016-01-13 00:13:55 -08:00
Guangcong Luo
99a6e73df0 Mostly fix Curse targeting
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.
2016-01-12 15:16:23 -08:00
Guangcong Luo
1e2bb4a9c5 Merge pull request #2371 from kotarou3/fix-repl-tests
Don't enable repl while testing
2016-01-12 02:29:57 -08:00
Guangcong Luo
331608da49 Fix Natural Cure message
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
2016-01-12 02:28:43 -08:00
小太
edb9d27262 Don't enable repl while testing 2016-01-12 20:44:27 +11:00
Guangcong Luo
573922f145 Give more control over when servers are spawned
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.
2016-01-07 00:20:49 -06:00
Guangcong Luo
4898190cb6 Fix old pullreq for modern code style 2016-01-04 23:13:43 -06:00
Guangcong Luo
69934732ef Merge pull request #2130 from ascriptmaster/move-fixes
Refactor move redirection
2016-01-05 04:06:58 +00:00
Konrad Borowski
81f602b8d8 Always use trailing comma for multiline objects 2016-01-01 00:20:07 +01:00
Konrad Borowski
79a5b23f25 Modify data and mods files to follow style rules 2016-01-01 00:18:00 +01:00
urkerab
ba6dc7c5c0 Prevent IV values that represent half of a DV 2015-12-30 15:32:40 +00:00