pokemon-showdown/sim/field.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

239 lines
7.5 KiB
TypeScript

/**
* Simulator Field
* Pokemon Showdown - http://pokemonshowdown.com/
*
* @license MIT
*/
import { State } from './state';
import { type EffectState } from './pokemon';
import { toID } from './dex';
export class Field {
readonly battle: Battle;
readonly id: ID;
weather: ID;
weatherState: EffectState;
terrain: ID;
terrainState: EffectState;
pseudoWeather: { [id: string]: EffectState };
constructor(battle: Battle) {
this.battle = battle;
const fieldScripts = this.battle.format.field || this.battle.dex.data.Scripts.field;
if (fieldScripts) Object.assign(this, fieldScripts);
this.id = '';
this.weather = '';
this.weatherState = this.battle.initEffectState({ id: '' });
this.terrain = '';
this.terrainState = this.battle.initEffectState({ id: '' });
this.pseudoWeather = {};
}
toJSON(): AnyObject {
return State.serializeField(this);
}
setWeather(status: string | Condition, source: Pokemon | 'debug' | null = null, sourceEffect: Effect | null = null) {
status = this.battle.dex.conditions.get(status);
if (!sourceEffect && this.battle.effect) sourceEffect = this.battle.effect;
if (!source && this.battle.event?.target) source = this.battle.event.target;
if (source === 'debug') source = this.battle.sides[0].active[0];
if (this.weather === status.id) {
if (sourceEffect && sourceEffect.effectType === 'Ability') {
if (this.battle.gen > 5 || this.weatherState.duration === 0) {
return false;
}
} else if (this.battle.gen > 2 || status.id === 'sandstorm') {
return false;
}
}
if (source) {
const result = this.battle.runEvent('SetWeather', source, source, status);
if (!result) {
if (result === false) {
if ((sourceEffect as Move)?.weather) {
this.battle.add('-fail', source, sourceEffect, '[from] ' + this.weather);
} else if (sourceEffect && sourceEffect.effectType === 'Ability') {
this.battle.add('-ability', source, sourceEffect, '[from] ' + this.weather, '[fail]');
}
}
return null;
}
}
const prevWeather = this.weather;
const prevWeatherState = this.weatherState;
this.weather = status.id;
this.weatherState = this.battle.initEffectState({ id: status.id });
if (source) {
this.weatherState.source = source;
this.weatherState.sourceSlot = source.getSlot();
}
if (status.duration) {
this.weatherState.duration = status.duration;
}
if (status.durationCallback) {
if (!source) throw new Error(`setting weather without a source`);
this.weatherState.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
}
if (!this.battle.singleEvent('FieldStart', status, this.weatherState, this, source, sourceEffect)) {
this.weather = prevWeather;
this.weatherState = prevWeatherState;
return false;
}
this.battle.eachEvent('WeatherChange', sourceEffect);
return true;
}
clearWeather() {
if (!this.weather) return false;
const prevWeather = this.getWeather();
this.battle.singleEvent('FieldEnd', prevWeather, this.weatherState, this);
this.weather = '';
this.battle.clearEffectState(this.weatherState);
this.battle.eachEvent('WeatherChange');
return true;
}
effectiveWeather() {
if (this.suppressingWeather()) return '';
return this.weather;
}
suppressingWeather() {
for (const side of this.battle.sides) {
for (const pokemon of side.active) {
if (pokemon && !pokemon.fainted && !pokemon.ignoringAbility() &&
pokemon.getAbility().suppressWeather && !pokemon.abilityState.ending) {
return true;
}
}
}
return false;
}
isWeather(weather: string | string[]) {
const ourWeather = this.effectiveWeather();
if (!Array.isArray(weather)) {
return ourWeather === toID(weather);
}
return weather.map(toID).includes(ourWeather);
}
getWeather() {
return this.battle.dex.conditions.getByID(this.weather);
}
setTerrain(status: string | Effect, source: Pokemon | 'debug' | null = null, sourceEffect: Effect | null = null) {
status = this.battle.dex.conditions.get(status);
if (!sourceEffect && this.battle.effect) sourceEffect = this.battle.effect;
if (!source && this.battle.event?.target) source = this.battle.event.target;
if (source === 'debug') source = this.battle.sides[0].active[0];
if (!source) throw new Error(`setting terrain without a source`);
if (this.terrain === status.id) return false;
const prevTerrain = this.terrain;
const prevTerrainState = this.terrainState;
this.terrain = status.id;
this.terrainState = this.battle.initEffectState({
id: status.id,
source,
sourceSlot: source.getSlot(),
duration: status.duration,
});
if (status.durationCallback) {
this.terrainState.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
}
if (!this.battle.singleEvent('FieldStart', status, this.terrainState, this, source, sourceEffect)) {
this.terrain = prevTerrain;
this.terrainState = prevTerrainState;
return false;
}
this.battle.eachEvent('TerrainChange', sourceEffect);
return true;
}
clearTerrain() {
if (!this.terrain) return false;
const prevTerrain = this.getTerrain();
this.battle.singleEvent('FieldEnd', prevTerrain, this.terrainState, this);
this.terrain = '';
this.battle.clearEffectState(this.terrainState);
this.battle.eachEvent('TerrainChange');
return true;
}
effectiveTerrain(target?: Pokemon | Side | Battle) {
if (this.battle.event && !target) target = this.battle.event.target;
return this.battle.runEvent('TryTerrain', target) ? this.terrain : '';
}
isTerrain(terrain: string | string[], target?: Pokemon | Side | Battle) {
const ourTerrain = this.effectiveTerrain(target);
if (!Array.isArray(terrain)) {
return ourTerrain === toID(terrain);
}
return terrain.map(toID).includes(ourTerrain);
}
getTerrain() {
return this.battle.dex.conditions.getByID(this.terrain);
}
addPseudoWeather(
status: string | Condition,
source: Pokemon | 'debug' | null = null,
sourceEffect: Effect | null = null
): boolean {
if (!source && this.battle.event?.target) source = this.battle.event.target;
if (source === 'debug') source = this.battle.sides[0].active[0];
status = this.battle.dex.conditions.get(status);
let state = this.pseudoWeather[status.id];
if (state) {
if (!(status as any).onFieldRestart) return false;
return this.battle.singleEvent('FieldRestart', status, state, this, source, sourceEffect);
}
state = this.pseudoWeather[status.id] = this.battle.initEffectState({
id: status.id,
source,
sourceSlot: source?.getSlot(),
duration: status.duration,
});
if (status.durationCallback) {
if (!source) throw new Error(`setting fieldcond without a source`);
state.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
}
if (!this.battle.singleEvent('FieldStart', status, state, this, source, sourceEffect)) {
delete this.pseudoWeather[status.id];
return false;
}
this.battle.runEvent('PseudoWeatherChange', source, source, status);
return true;
}
getPseudoWeather(status: string | Effect) {
status = this.battle.dex.conditions.get(status);
return this.pseudoWeather[status.id] ? status : null;
}
removePseudoWeather(status: string | Effect) {
status = this.battle.dex.conditions.get(status);
const state = this.pseudoWeather[status.id];
if (!state) return false;
this.battle.singleEvent('FieldEnd', status, state, this);
delete this.pseudoWeather[status.id];
return true;
}
destroy() {
// deallocate ourself
// get rid of some possibly-circular references
(this as any).battle = null!;
}
}