pokemon-showdown/sim
2020-09-19 02:07:48 -07:00
..
examples Use for-await in more places 2020-08-15 16:31:46 -07:00
tools Use for-await in more places 2020-08-15 16:31:46 -07:00
battle-queue.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
battle-stream.ts Refactor ObjectReadStreams to use for-await 2020-08-15 15:11:53 -07:00
battle.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
dex-data.ts Rename FormatsData to FormatData 2020-09-07 19:35:14 -07:00
dex.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
field.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
global-types.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
global-variables.d.ts Remove sim/ and data/'s globals (#7091) 2020-08-07 06:44:15 -07:00
index.ts Remove import = and export = 2019-05-16 01:27:07 +04:00
pokemon.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
prng.ts Migrate to typescript-eslint (#6342) 2020-03-05 08:33:06 -08:00
README.md Refactor ObjectReadStreams to use for-await 2020-08-15 15:11:53 -07:00
side.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
SIM-PROTOCOL.md Don't leak target of two-turn charge moves (#7104) 2020-07-31 17:55:28 -07:00
state.ts Replace @ts-ignore with type assertions or other less unsafe constructs (#7390) 2020-09-19 02:07:48 -07:00
team-validator.ts Consistently use this.dex in TeamValidator 2020-08-29 22:51:54 -07:00

Simulator

Pokémon Showdown's simulator API is implemented as a ReadWriteStream. You write player choices to it, and you read protocol messages from it.

const Sim = require('Pokemon-Showdown/sim');
stream = new Sim.BattleStream();

(async () => {
    for await (let output of stream) {
        console.log(output);
    }
})();

stream.write(`>start {"formatid":"gen7randombattle"}`);
stream.write(`>player p1 {"name":"Alice"}`);
stream.write(`>player p2 {"name":"Bob"}`);

The stream can be accessed from other programming languages using standard IO:

echo '>start {"formatid":"gen7randombattle"}
>player p1 {"name":"Alice"}
>player p2 {"name":"Bob"}
' | ./pokemon-showdown simulate-battle

Writing to the simulator

In a standard battle, what you write to the simulator looks something like this:

>start {"formatid":"gen7ou"}
>player p1 {"name":"Alice","team":"insert packed team here"}
>player p2 {"name":"Bob","team":"insert packed team here"}
>p1 team 123456
>p2 team 123456
>p1 move 1
>p2 switch 3
>p1 move 3
>p2 move 2

(In a data stream, messages should be delimited by \n; in an object stream, \n will be implicitly added after every message.)

Notice that every line starts with >. Lines not starting with > are comments, so that input logs can be mixed with output logs and/or normal text easily.

Note that the text after >p1, >p2, >p3, or >p4 can be untrusted input directly from the player, and should be treated accordingly.

Possible message types include:

>start OPTIONS

Starts a battle:

OPTIONS is a JSON object containing the following properties (optional, except formatid):

  • formatid - a string representing the format ID

  • seed - an array of four numbers representing a seed for the random number generator (defaults to a random seed)

  • p1 - PLAYEROPTIONS for player 1 (defaults to no player; player options must then be passed with >player p1)

  • p2 - PLAYEROPTIONS for player 2 (defaults to no player; player options must then be passed with >player p2)

  • p3 - PLAYEROPTIONS for player 3 (defaults to no player; player options must then be passed with >player p3)

  • p4 - PLAYEROPTIONS for player 4 (defaults to no player; player options must then be passed with >player p4)

If p1 and p2 (and p3 and p4 for 4 player battles) are specified, the battle will begin immediately. Otherwise, they must be specified with >player before the battle will begin.

See documentation of >player (below) for PLAYEROPTIONS.

>player PLAYERID PLAYEROPTIONS

Sets player information:

PLAYERID is p1, p2, p3, or p4

PLAYEROPTIONS is a JSON object containing the following properties (all optional):

  • name is a string for the player name (defaults to "Player 1" or "Player 2")

  • avatar is a string for the player avatar (defaults to "")

  • team is a team (either in JSON or a string in packed format)

>p1 CHOICE
>p2 CHOICE
>p3 CHOICE
>p4 CHOICE

Makes a choice for a player. Possible choices are documented in SIM-PROTOCOL.md.

Reading from the simulator

The simulator will send back messages. In a data stream, they're delimited by \n\n. In an object stream, they will just be sent as separate strings.

Messages start with a message type followed by \n. A message will never have two \n in a row, so that \n\n always delimits a They look like:

update
MESSAGES

An update which should be sent to all players and spectators.

The messages the simulator sends back are documented in SIM-PROTOCOL.md. You can also look at a replay log for examples.

One message type that only appears here is |split|PLAYERID:

|split|PLAYERID
SECRET
PUBLIC
  • PLAYERID - one of p1, p2, p3, or p4.

  • SECRET - messages for the specific player or an omniscient observer (details which may contain information about exact details of the player's set, like exact HP)

  • PUBLIC - message with public details suitable for display to opponents / teammates / spectators. Note that this may be empty.

    sideupdate PLAYERID MESSAGES

Send messages to only one player. |split will never appear here.

PLAYERID will be p1, p2, p3, or p4.

Note that choice requests (updates telling the player what choices they have for using moves or switching pokemon) are sent this way.

Choice requests are documented in "Choice requests" in SIM-PROTOCOL.md.

end
LOGDATA

Sent at the end of a battle. LOGDATA is a JSON object that has various information you might find useful but are too lazy to extract from the update messages, such as turn count and winner name.