Mechanically refactor code which uses PRNG#random for booleans to use
PRNG#randomChance instead.
Take advantage of the following properties:
random(x) < y is equivalent to randomChance(y, x)
random(x) <= y is equivalent to random(x) < (y + 1), i.e. randomChance(y + 1, x)
random(x) >= y is equivalent to !(random(x) < y), i.e. !randomChance(y, x)
random(x) > y is equivalent to random(x) >= (y + 1), i.e. !randomChance(y + 1, 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)
Boolean(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.
Since there are no 100% secondary effects in this gen, there's actually no difference between this implementation and the previous one, but for the sake of custom moves this is the way the rolls really work.
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`.
Previously, if we wanted to test if A was either 'B' or 'C', we would use
the pattern:
A in {B:1, C:1}
I actually don't know how common this pattern is; I just started using
it because I was tired of typing `A === 'B' || A === 'C'` all the time.
I never really liked it, though; the `:1` part made it kind of
blatantly a hack.
I did some testing and `['B', 'C'].includes(A)` is overall faster.
(A switch statement is around 20x faster still, but who wants to type
that much code?)
Anyway, the new standard is
['B', 'C'].includes(A)
Something something progress!
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).
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`
Fix being put to sleep not clearing recharge condition
Fix Supersonic clearing last stored damage
Fix Substitute HP
- In RBY, a Substitute is only knocked out when its HP underflows, but remains alive at 0 HP. Therefore, it's effectively as if the Substitute had 1 more HP than the amount of HP lost in order to set it up.
SpA and SpD use the same DV, and HP DV is calculated using the 4 other DVs.
In-game, the DV range is [0;15], each point giving 2 points in the stats, so to simulate that we make every DV a multiple of 2 in the [0;30] range.
pokemon.update() used to be called after pretty much everything, but
now that we've refactored pretty much everything out of it, it's no
longer necessary for most of the situations we call it for.
It currently only updates pokemon.speed, so I've renamed it updateSpeed
for clarity.
We now only update pokemon.speed on switch-in, right before the
residual event, and at the beginning of every turn. This gives
something like a 30% speed-up.
You won't get more UU if you already have handicapMons, however if you get a lot UU first, you could still get handicapMons.
This fix make sure you wont get handicapMons once you have at least 2 NU/worse (which is already bad enough)
- Gen 1 PP overflow makes a Pokemon stale
- Staleness warnings now specify the staleness source
- Half-staleness also warns, if another pokemon is already stale
Warning on half-staleness helps remind people who seem to think
they've beaten Endless Battle Clause after 5-ish turns, when it
takes 10-20 turns for some staleness verdics, especially if
there's a lot of switching going on.
Mainly follow-up for 1deedc595, but also fixes a few bugs.
- BW/GSC/RBY - randomSet: fixed and renamed slot argument.
- BW - randomTeam: crashlogger relative path was set incorrectly.
- BW - randomTeam: PotD Magikarp and Delibird used outdated randomBattleMoves data format.
- RBY - randomTeam: builder was too reject-happy regarding weaknesses (counters prematurely updated).
An improvement of 130% more op/s is observed for RBY randomCCTeam,
with no significative performance regression for randomTeam in any gen.
It currently deducts an extra PP on a switch. According to the comment,
PP is not deducted earlier, which is why it was being deducted here.
But this is incorrect. PP is deducted earlier on a switch.