/** * Simulator Battle * Pokemon Showdown - http://pokemonshowdown.com/ * * @license MIT license */ 'use strict'; class Tools { /** * Safely converts the passed variable into a string. Unlike '' + str, * String(str), or str.toString(), Dex.getString is guaranteed not to * crash. * * Specifically, the fear with untrusted JSON is an object like: * * let a = {"toString": "this is not a function"}; * console.log(`a is ${a}`); * * This will crash (because a.toString() is not a function). Instead, * Dex.getString simply returns '' if the passed variable isn't a * string or a number. * * @param {any} str * @return {string} */ static getString(str) { if (typeof str === 'string' || typeof str === 'number') return '' + str; return ''; } /** * Converts anything to an ID. An ID must have only lowercase alphanumeric * characters. * If a string is passed, it will be converted to lowercase and * non-alphanumeric characters will be stripped. * If an object with an ID is passed, its ID will be returned. * Otherwise, an empty string will be returned. * * Dex.getId is generally assigned to the global toId, because of how * commonly it's used. * * @param {any} text * @return {string} */ static getId(text) { if (text && text.id) { text = text.id; } else if (text && text.userid) { text = text.userid; } if (typeof text !== 'string' && typeof text !== 'number') return ''; return ('' + text).toLowerCase().replace(/[^a-z0-9]+/g, ''); } } const toId = Tools.getId; class Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] * @param {?AnyObject} [moreData2] */ constructor(data, moreData = null, moreData2 = null) { /** * ID. This will be a lowercase version of the name with all the * non-alphanumeric characters removed. So, for instance, "Mr. Mime" * becomes "mrmime", and "Basculin-Blue-Striped" becomes * "basculinbluestriped". * @type {string} */ this.id = ''; /** * Name. Currently does not support Unicode letters, so "Flabébé" * is "Flabebe" and "Nidoran♀" is "Nidoran-F". * @type {string} */ this.name = ''; /** * Full name. Prefixes the name with the effect type. For instance, * Leftovers would be "item: Leftovers", confusion the status * condition would be "confusion", etc. * @type {string} */ this.fullname = ''; /** * Effect type. * @type {'Effect' | 'Pokemon' | 'Move' | 'Item' | 'Ability' | 'Format' | 'Ruleset' | 'Weather' | 'Status' | 'Rule' | 'ValidatorRule'} */ this.effectType = 'Effect'; /** * Does it exist? For historical reasons, when you use an accessor * for an effect that doesn't exist, you get a dummy effect that * doesn't do anything, and this field set to false. * @type {boolean} */ this.exists = true; /** * Dex number? For a Pokemon, this is the National Dex number. For * other effects, this is often an internal ID (e.g. a move * number). Not all effects have numbers, this will be 0 if it * doesn't. Nonstandard effects (e.g. CAP effects) will have * negative numbers. * @type {number} */ this.num = 0; /** * The generation of Pokemon game this was INTRODUCED (NOT * necessarily the current gen being simulated.) Not all effects * track generation; this will be 0 if not known. * @type {number} */ this.gen = 0; Object.assign(this, data); if (moreData) Object.assign(this, moreData); if (moreData2) Object.assign(this, moreData2); this.name = Tools.getString(this.name).trim(); this.fullname = Tools.getString(this.fullname) || this.name; if (!this.id) this.id = toId(this.name); // Hidden Power hack // @ts-ignore this.effectType = Tools.getString(this.effectType) || "Effect"; this.exists = !!(this.exists && this.id); } toString() { return this.name; } } /** * A RuleTable keeps track of the rules that a format has. The key can be: * - '[ruleid]' the ID of a rule in effect * - '-[thing]' or '-[category]:[thing]' ban a thing * - '+[thing]' or '+[category]:[thing]' allow a thing (override a ban) * [category] is one of: item, move, ability, species, basespecies * @augments {Map} */ // @ts-ignore TypeScript bug class RuleTable extends Map { constructor() { super(); /** * rule, source, limit, bans * @type {[string, string, number, string[]][]} */ this.complexBans = []; /** * rule, source, limit, bans * @type {[string, string, number, string[]][]} */ this.complexTeamBans = []; } /** * @param {string} thing * @param {{[id: string]: true}} setHas * @return {string} */ check(thing, setHas) { setHas[thing] = true; return this.getReason(this.get('-' + thing)); } /** * @param {string | undefined} source * @return {string} */ getReason(source) { if (source === undefined) return ''; return source ? `banned by ${source}` : `banned`; } } class Format extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] * @param {?AnyObject} [moreData2] */ constructor(data, moreData = null, moreData2 = null) { super(data, moreData, moreData2); /** @type {string} */ this.mod = Tools.getString(this.mod) || 'gen6'; /** @type {'Format' | 'Ruleset' | 'Rule' | 'ValidatorRule'} */ // @ts-ignore this.effectType = Tools.getString(this.effectType) || 'Format'; /** * List of rule names. * @type {string[]} */ this.ruleset = this.ruleset || []; /** * Base list of rule names as specified in "./config/formats.js". * Used in a custom format to correctly display the altered ruleset. * @type {string[]} */ this.baseRuleset = this.baseRuleset || []; /** * List of banned effects. * @type {string[]} */ this.banlist = this.banlist || []; /** * List of inherited banned effects to override. * @type {string[]} */ this.unbanlist = this.unbanlist || []; /** * List of ruleset and banlist changes in a custom format. * @type {?string[]} */ this.customRules = this.customRules || null; /** * Table of rule names and banned effects. * @type {?RuleTable} */ this.ruleTable = null; } } class PureEffect extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] */ constructor(data, moreData = null) { super(data, moreData); /** @type {'Effect' | 'Weather' | 'Status'} */ this.effectType = (this.effectType in {Weather:1, Status:1} ? this.effectType : 'Effect'); } } class Item extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] */ constructor(data, moreData = null) { super(data, moreData); this.fullname = 'item: ' + this.name; /** @type {'Item'} */ this.effectType = 'Item'; /** * A Move-like object depicting what happens when Fling is used on * this item. * @type {?AnyObject} */ this.fling = this.fling; /** * If this is a Drive: The type it turns Techno Blast into. * undefined, if not a Drive. * @type {?string} */ this.onDrive = this.onDrive; /** * If this is a Memory: The type it turns Multi-Attack into. * undefined, if not a Memory. * @type {?string} */ this.onMemory = this.onMemory; /** * If this is a mega stone: The name (e.g. Charizard-Mega-X) of the * forme this allows transformation into. * undefined, if not a mega stone. * @type {?string} */ this.megaStone = this.megaStone; /** * Is this item a Berry? * @type {boolean} */ this.isBerry = !!this.isBerry; if (!this.gen) { if (this.num >= 689) { this.gen = 7; } else if (this.num >= 577) { this.gen = 6; } else if (this.num >= 537) { this.gen = 5; } else if (this.num >= 377) { this.gen = 4; } else { this.gen = 3; } // Due to difference in gen 2 item numbering, gen 2 items must be // specified manually } if (this.isBerry) this.fling = {basePower: 10}; if (this.id.endsWith('plate')) this.fling = {basePower: 90}; if (this.onDrive) this.fling = {basePower: 70}; if (this.megaStone) this.fling = {basePower: 80}; if (this.onMemory) this.fling = {basePower: 50}; } } class Ability extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] */ constructor(data, moreData = null) { super(data, moreData); this.fullname = 'ability: ' + this.name; /** @type {'Ability'} */ this.effectType = 'Ability'; if (!this.gen) { if (this.num >= 192) { this.gen = 7; } else if (this.num >= 165) { this.gen = 6; } else if (this.num >= 124) { this.gen = 5; } else if (this.num >= 77) { this.gen = 4; } else if (this.num >= 1) { this.gen = 3; } } } } class Template extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] * @param {?AnyObject} [moreData2] * @param {?AnyObject} [moreData3] */ constructor(data, moreData = null, moreData2 = null, moreData3 = null) { super(data, moreData); if (moreData2) Object.assign(this, moreData2); if (moreData3) Object.assign(this, moreData3); this.fullname = 'pokemon: ' + this.name; /** @type {'Pokemon'} */ this.effectType = 'Pokemon'; /** * Species ID. Identical to ID. Note that this is the full ID, e.g. * 'basculinbluestriped'. To get the base species ID, you need to * manually read toId(template.baseSpecies). * @type {string} */ this.speciesid = this.speciesid || this.id; /** * Species. Identical to name. Note that this is the full name, * e.g. 'Basculin-Blue-Striped'. To get the base species name, see * template.baseSpecies. * @type {string} */ this.species = this.species || this.name; this.name = this.species; /** * Base species. Species, but without the forme name. * @type {string} */ this.baseSpecies = this.baseSpecies || this.name; /** * Forme name. If the forme exists, * `template.species === template.baseSpecies + '-' + template.forme` * @type {string} */ this.forme = this.forme || ''; /** * Other forms. List of names of cosmetic forms. These should have * `aliases.js` aliases to this entry, but not have their own * entry in `pokedex.js`. * @type {?string[]} */ this.otherForms = this.otherForms || null; /** * Forme letter. One-letter version of the forme name. Usually the * first letter of the forme, but not always - e.g. Rotom-S is * Rotom-Fan because Rotom-F is Rotom-Frost. * @type {string} */ this.formeLetter = this.formeLetter || ''; /** * Sprite ID. Basically the same as ID, but with a dash between * species and forme. * @type {string} */ this.spriteid = this.spriteid || (toId(this.baseSpecies) + (this.baseSpecies !== this.name ? '-' + toId(this.forme) : '')); /** * Abilities * @type {{0: string, 1?: string, H?: string}} */ this.abilities = this.abilities || {0: ""}; /** * Pre-evolution. '' if nothing evolves into this Pokemon. * @type {string} */ this.prevo = this.prevo || ''; /** * Singles Tier. The Pokemon's location in the Smogon tier system. * Do not use for LC bans. * @type {string} */ this.tier = this.tier || ''; /** * Evolutions. Array because many Pokemon have multiple evolutions. * @type {string[]} */ this.evos = this.evos || []; /** * Is NFE? True if this Pokemon can evolve (Mega evolution doesn't * count). * @type {boolean} */ this.nfe = !!this.evos.length; /** * Egg groups. * @type {string[]} */ this.eggGroups = this.eggGroups || []; /** * Gender. M = always male, F = always female, N = always * genderless, '' = sometimes male sometimes female. * @type {'M' | 'F' | 'N' | ''} */ this.gender = this.gender || ''; /** * Gender ratio. Should add up to 1 unless genderless. * @type {{M: number, F: number}} */ this.genderRatio = this.genderRatio || (this.gender === 'M' ? {M:1, F:0} : this.gender === 'F' ? {M:0, F:1} : this.gender === 'N' ? {M:0, F:0} : {M:0.5, F:0.5}); /** * Required item. Do not use this directly; see requiredItems. * @type {string} */ this.requiredItem = this.requiredItem; /** * Required items. Items required to be in this forme, e.g. a mega * stone, or Griseous Orb. Array because Arceus formes can hold * either a Plate or a Z-Crystal. * @type {?string[]} */ this.requiredItems = this.requiredItems || (this.requiredItem && [this.requiredItem]) || null; if (!this.gen) { if (this.num >= 722 || this.forme === 'Alola') { this.gen = 7; } else if (this.forme && this.forme in {'Mega':1, 'Mega-X':1, 'Mega-Y':1}) { this.gen = 6; this.isMega = true; this.battleOnly = true; } else if (this.forme === 'Primal') { this.gen = 6; this.isPrimal = true; this.battleOnly = true; } else if (this.num >= 650) { this.gen = 6; } else if (this.num >= 494) { this.gen = 5; } else if (this.num >= 387) { this.gen = 4; } else if (this.num >= 252) { this.gen = 3; } else if (this.num >= 152) { this.gen = 2; } else if (this.num >= 1) { this.gen = 1; } } } } /** * An object containing possible move flags. * * @typedef {Object} MoveFlags * @property {?1} authentic - Ignores a target's substitute. * @property {?1} bite - Power is multiplied by 1.5 when used by a Pokemon with the Ability Strong Jaw. * @property {?1} bullet - Has no effect on Pokemon with the Ability Bulletproof. * @property {?1} charge - The user is unable to make a move between turns. * @property {?1} contact - Makes contact. * @property {?1} dance - When used by a Pokemon, other Pokemon with the Ability Dancer can attempt to execute the same move. * @property {?1} defrost - Thaws the user if executed successfully while the user is frozen. * @property {?1} distance - Can target a Pokemon positioned anywhere in a Triple Battle. * @property {?1} gravity - Prevented from being executed or selected during Gravity's effect. * @property {?1} heal - Prevented from being executed or selected during Heal Block's effect. * @property {?1} mirror - Can be copied by Mirror Move. * @property {?1} mystery - Unknown effect. * @property {?1} nonsky - Prevented from being executed or selected in a Sky Battle. * @property {?1} powder - Has no effect on Grass-type Pokemon, Pokemon with the Ability Overcoat, and Pokemon holding Safety Goggles. * @property {?1} protect - Blocked by Detect, Protect, Spiky Shield, and if not a Status move, King's Shield. * @property {?1} pulse - Power is multiplied by 1.5 when used by a Pokemon with the Ability Mega Launcher. * @property {?1} punch - Power is multiplied by 1.2 when used by a Pokemon with the Ability Iron Fist. * @property {?1} recharge - If this move is successful, the user must recharge on the following turn and cannot make a move. * @property {?1} reflectable - Bounced back to the original user by Magic Coat or the Ability Magic Bounce. * @property {?1} snatch - Can be stolen from the original user and instead used by another Pokemon using Snatch. * @property {?1} sound - Has no effect on Pokemon with the Ability Soundproof. */ class Move extends Effect { /** * @param {AnyObject} data * @param {?AnyObject} [moreData] */ constructor(data, moreData = null) { super(data, moreData); this.fullname = 'move: ' + this.name; /** @type {'Move'} */ this.effectType = 'Move'; /** * Move type. * @type {string} */ this.type = Tools.getString(this.type); /** * Critical hit ratio. Defaults to 1. * @type {number} */ this.critRatio = Number(this.critRatio) || 1; /** * Base move type. This is the move type as specified by the games, * tracked because it often differs from the real move type. * @type {string} */ this.baseType = Tools.getString(this.baseType) || this.type; /** * Secondary effect. You usually don't want to access this * directly; but through the secondaries array. * @type {?AnyObject} */ this.secondary = this.secondary; /** * Secondary effects. An array because there can be more than one * (for instance, Fire Fang has both a burn and a flinch * secondary). * @type {?AnyObject[]} */ this.secondaries = this.secondaries || (this.secondary && [this.secondary]); /** * Move priority. Higher priorities go before lower priorities, * trumping the Speed stat. * @type {number} */ this.priority = Number(this.priority) || 0; /** * Move category * @type {'Physical' | 'Special' | 'Status'} */ this.category = this.category; /** * Whether or not this move ignores type immunities. Defaults to * true for Status moves and false for Physical/Special moves. * @type {AnyObject | boolean} * @readonly */ this.ignoreImmunity = (this.ignoreImmunity !== undefined ? this.ignoreImmunity : this.category === 'Status'); /** * @type {MoveFlags} * @readonly */ this.flags = this.flags || {}; if (!this.gen) { if (this.num >= 622) { this.gen = 7; } else if (this.num >= 560) { this.gen = 6; } else if (this.num >= 468) { this.gen = 5; } else if (this.num >= 355) { this.gen = 4; } else if (this.num >= 252) { this.gen = 3; } else if (this.num >= 166) { this.gen = 2; } else if (this.num >= 1) { this.gen = 1; } } } } exports.Tools = Tools; exports.Effect = Effect; exports.PureEffect = PureEffect; exports.RuleTable = RuleTable; exports.Format = Format; exports.Item = Item; exports.Template = Template; exports.Move = Move; exports.Ability = Ability;