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