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