pokemon-showdown/sim/battle-queue.ts
Guangcong Luo 78439b4a02
Update to ESLint 9 (#10926)
ESLint has a whole new config format, so I figure it's a good time to
make the config system saner.

- First, we no longer have separate eslint-no-types configs. Lint
  performance shouldn't be enough of a problem to justify the
  relevant maintenance complexity.

- Second, our base config should work out-of-the-box now. `npx eslint`
  will work as expected, without any CLI flags. You should still use
  `npm run lint` which adds the `--cached` flag for performance.

- Third, whatever updates I did fixed style linting, which apparently
  has been bugged for quite some time, considering all the obvious
  mixed-tabs-and-spaces issues I found in the upgrade.

Also here are some changes to our style rules. In particular:

- Curly brackets (for objects etc) now have spaces inside them. Sorry
  for the huge change. ESLint doesn't support our old style, and most
  projects use Prettier style, so we might as well match them in this way.
  See https://github.com/eslint-stylistic/eslint-stylistic/issues/415

- String + number concatenation is no longer allowed. We now
  consistently use template strings for this.
2025-02-25 20:03:46 -08:00

420 lines
12 KiB
TypeScript

/**
* Simulator Battle Action Queue
* Pokemon Showdown - http://pokemonshowdown.com/
*
* The action queue is the core of the battle simulation. A rough overview of
* the core battle loop:
*
* - chosen moves/switches are added to the action queue
* - the action queue is sorted in speed/priority order
* - we go through the action queue
* - repeat
*
* @license MIT
*/
import type { Battle } from './battle';
/** A move action */
export interface MoveAction {
/** action type */
choice: 'move' | 'beforeTurnMove' | 'priorityChargeMove';
order: 3 | 5 | 200 | 201 | 199 | 106;
/** priority of the action (lower first) */
priority: number;
/** fractional priority of the action (lower first) */
fractionalPriority: number;
/** speed of pokemon using move (higher first if priority tie) */
speed: number;
/** the pokemon doing the move */
pokemon: Pokemon;
/** location of the target, relative to pokemon's side */
targetLoc: number;
/** original target pokemon, for target-tracking moves */
originalTarget: Pokemon;
/** a move to use (move action only) */
moveid: ID;
/** a move to use (move action only) */
move: Move;
/** true if megaing or ultra bursting */
mega: boolean | 'done';
/** if zmoving, the name of the zmove */
zmove?: string;
/** if dynamaxed, the name of the max move */
maxMove?: string;
/** effect that called the move (eg Instruct) if any */
sourceEffect?: Effect | null;
}
/** A switch action */
export interface SwitchAction {
/** action type */
choice: 'switch' | 'instaswitch' | 'revivalblessing';
order: 3 | 6 | 103;
/** priority of the action (lower first) */
priority: number;
/** speed of pokemon switching (higher first if priority tie) */
speed: number;
/** the pokemon doing the switch */
pokemon: Pokemon;
/** pokemon to switch to */
target: Pokemon;
/** effect that called the switch (eg U */
sourceEffect: Effect | null;
}
/** A Team Preview choice action */
export interface TeamAction {
/** action type */
choice: 'team';
/** priority of the action (lower first) */
priority: number;
/** unused for this action type */
speed: 1;
/** the pokemon switching */
pokemon: Pokemon;
/** new index */
index: number;
}
/** A generic action not done by a pokemon */
export interface FieldAction {
/** action type */
choice: 'start' | 'residual' | 'pass' | 'beforeTurn';
/** priority of the action (lower first) */
priority: number;
/** unused for this action type */
speed: 1;
/** unused for this action type */
pokemon: null;
}
/** A generic action done by a single pokemon */
export interface PokemonAction {
/** action type */
choice: 'megaEvo' | 'megaEvoX' | 'megaEvoY' | 'shift' | 'runSwitch' | 'event' | 'runDynamax' | 'terastallize';
/** priority of the action (lower first) */
priority: number;
/** speed of pokemon doing action (higher first if priority tie) */
speed: number;
/** the pokemon doing action */
pokemon: Pokemon;
/** `runSwitch` only: the pokemon forcing this pokemon to switch in */
dragger?: Pokemon;
/** `event` only: the event to run */
event?: string;
}
export type Action = MoveAction | SwitchAction | TeamAction | FieldAction | PokemonAction;
/**
* An ActionChoice is like an Action and has the same structure, but it doesn't need to be fully filled out.
*
* Any Action or ChosenAction qualifies as an ActionChoice.
*
* The `[k: string]: any` part is required so TypeScript won't warn about unnecessary properties.
*/
export interface ActionChoice {
choice: string;
[k: string]: any;
}
/**
* Kind of like a priority queue, although not sorted mid-turn in Gen 1-7.
*
* Sort order is documented in `BattleQueue.comparePriority`.
*/
export class BattleQueue {
battle: Battle;
list: Action[];
constructor(battle: Battle) {
this.battle = battle;
this.list = [];
const queueScripts = battle.format.queue || battle.dex.data.Scripts.queue;
if (queueScripts) Object.assign(this, queueScripts);
}
shift() {
return this.list.shift();
}
peek(end?: boolean): Action | undefined {
return this.list[end ? this.list.length - 1 : 0];
}
push(action: Action) {
return this.list.push(action);
}
unshift(action: Action) {
return this.list.unshift(action);
}
[Symbol.iterator]() { return this.list[Symbol.iterator](); }
entries() {
return this.list.entries();
}
/**
* Takes an ActionChoice, and fills it out into a full Action object.
*
* Returns an array of Actions because some ActionChoices (like mega moves)
* resolve to two Actions (mega evolution + use move)
*/
resolveAction(action: ActionChoice, midTurn = false): Action[] {
if (!action) throw new Error(`Action not passed to resolveAction`);
if (action.choice === 'pass') return [];
const actions = [action];
if (!action.side && action.pokemon) action.side = action.pokemon.side;
if (!action.move && action.moveid) action.move = this.battle.dex.getActiveMove(action.moveid);
if (!action.order) {
const orders: { [choice: string]: number } = {
team: 1,
start: 2,
instaswitch: 3,
beforeTurn: 4,
beforeTurnMove: 5,
revivalblessing: 6,
runSwitch: 101,
switch: 103,
megaEvo: 104,
megaEvoX: 104,
megaEvoY: 104,
runDynamax: 105,
terastallize: 106,
priorityChargeMove: 107,
shift: 200,
// default is 200 (for moves)
residual: 300,
};
if (action.choice in orders) {
action.order = orders[action.choice];
} else {
action.order = 200;
if (!['move', 'event'].includes(action.choice)) {
throw new Error(`Unexpected orderless action ${action.choice}`);
}
}
}
if (!midTurn) {
if (action.choice === 'move') {
if (!action.maxMove && !action.zmove && action.move.beforeTurnCallback) {
actions.unshift(...this.resolveAction({
choice: 'beforeTurnMove', pokemon: action.pokemon, move: action.move, targetLoc: action.targetLoc,
}));
}
if (action.mega && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvo',
pokemon: action.pokemon,
}));
}
if (action.megax && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvoX',
pokemon: action.pokemon,
}));
}
if (action.megay && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvoY',
pokemon: action.pokemon,
}));
}
if (action.terastallize && !action.pokemon.terastallized) {
actions.unshift(...this.resolveAction({
choice: 'terastallize',
pokemon: action.pokemon,
}));
}
if (action.maxMove && !action.pokemon.volatiles['dynamax']) {
actions.unshift(...this.resolveAction({
choice: 'runDynamax',
pokemon: action.pokemon,
}));
}
if (!action.maxMove && !action.zmove && action.move.priorityChargeCallback) {
actions.unshift(...this.resolveAction({
choice: 'priorityChargeMove',
pokemon: action.pokemon,
move: action.move,
}));
}
action.fractionalPriority = this.battle.runEvent('FractionalPriority', action.pokemon, null, action.move, 0);
} else if (['switch', 'instaswitch'].includes(action.choice)) {
if (typeof action.pokemon.switchFlag === 'string') {
action.sourceEffect = this.battle.dex.moves.get(action.pokemon.switchFlag as ID) as any;
}
action.pokemon.switchFlag = false;
}
}
const deferPriority = this.battle.gen === 7 && action.mega && action.mega !== 'done';
if (action.move) {
let target = null;
action.move = this.battle.dex.getActiveMove(action.move);
if (!action.targetLoc) {
target = this.battle.getRandomTarget(action.pokemon, action.move);
// TODO: what actually happens here?
if (target) action.targetLoc = action.pokemon.getLocOf(target);
}
action.originalTarget = action.pokemon.getAtLoc(action.targetLoc);
}
if (!deferPriority) this.battle.getActionSpeed(action);
return actions as any;
}
/**
* Makes the passed action happen next (skipping speed order).
*/
prioritizeAction(action: MoveAction | SwitchAction, sourceEffect?: Effect) {
for (const [i, curAction] of this.list.entries()) {
if (curAction === action) {
this.list.splice(i, 1);
break;
}
}
action.sourceEffect = sourceEffect;
action.order = 3;
this.list.unshift(action);
}
/**
* Changes a pokemon's action, and inserts its new action
* in priority order.
*
* You'd normally want the OverrideAction event (which doesn't
* change priority order).
*/
changeAction(pokemon: Pokemon, action: ActionChoice) {
this.cancelAction(pokemon);
if (!action.pokemon) action.pokemon = pokemon;
this.insertChoice(action);
}
addChoice(choices: ActionChoice | ActionChoice[]) {
if (!Array.isArray(choices)) choices = [choices];
for (const choice of choices) {
const resolvedChoices = this.resolveAction(choice);
this.list.push(...resolvedChoices);
for (const resolvedChoice of resolvedChoices) {
if (resolvedChoice && resolvedChoice.choice === 'move' && resolvedChoice.move.id !== 'recharge') {
resolvedChoice.pokemon.side.lastSelectedMove = resolvedChoice.move.id;
}
}
}
}
willAct() {
for (const action of this.list) {
if (['move', 'switch', 'instaswitch', 'shift'].includes(action.choice)) {
return action;
}
}
return null;
}
willMove(pokemon: Pokemon) {
if (pokemon.fainted) return null;
for (const action of this.list) {
if (action.choice === 'move' && action.pokemon === pokemon) {
return action;
}
}
return null;
}
cancelAction(pokemon: Pokemon) {
const oldLength = this.list.length;
for (let i = 0; i < this.list.length; i++) {
if (this.list[i].pokemon === pokemon) {
this.list.splice(i, 1);
i--;
}
}
return this.list.length !== oldLength;
}
cancelMove(pokemon: Pokemon) {
for (const [i, action] of this.list.entries()) {
if (action.choice === 'move' && action.pokemon === pokemon) {
this.list.splice(i, 1);
return true;
}
}
return false;
}
willSwitch(pokemon: Pokemon) {
for (const action of this.list) {
if (['switch', 'instaswitch'].includes(action.choice) && action.pokemon === pokemon) {
return action;
}
}
return null;
}
/**
* Inserts the passed action into the action queue when it normally
* would have happened (sorting by priority/speed), without
* re-sorting the existing actions.
*/
insertChoice(choices: ActionChoice | ActionChoice[], midTurn = false) {
if (Array.isArray(choices)) {
for (const choice of choices) {
this.insertChoice(choice);
}
return;
}
const choice = choices;
if (choice.pokemon) {
choice.pokemon.updateSpeed();
}
const actions = this.resolveAction(choice, midTurn);
let firstIndex = null;
let lastIndex = null;
for (const [i, curAction] of this.list.entries()) {
const compared = this.battle.comparePriority(actions[0], curAction);
if (compared <= 0 && firstIndex === null) {
firstIndex = i;
}
if (compared < 0) {
lastIndex = i;
break;
}
}
if (firstIndex === null) {
this.list.push(...actions);
} else {
if (lastIndex === null) lastIndex = this.list.length;
const index = firstIndex === lastIndex ? firstIndex : this.battle.random(firstIndex, lastIndex + 1);
this.list.splice(index, 0, ...actions);
}
}
clear() {
this.list = [];
}
debug(action?: any): string {
if (action) {
return `${action.order || ''}:${action.priority || ''}:${action.speed || ''}:${action.subOrder || ''} - ${action.choice}${action.pokemon ? ' ' + action.pokemon : ''}${action.move ? ' ' + action.move : ''}`;
}
return this.list.map(
queueAction => this.debug(queueAction)
).join('\n') + '\n';
}
sort() {
// this.log.push('SORT ' + this.debugQueue());
this.battle.speedSort(this.list);
return this;
}
}
export default BattleQueue;