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
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.
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.
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).
- 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.