pokemon-showdown/mods/stadium/scripts.js
2018-10-28 05:04:30 -05:00

748 lines
24 KiB
JavaScript

'use strict';
/**
* Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff.
*/
/**@type {ModdedBattleScriptsData} */
let BattleScripts = {
inherit: 'gen1',
gen: 1,
// BattlePokemon scripts.
pokemon: {
// Stadium shares gen 1 code but it fixes some problems with it.
getStat(statName, unmodified) {
statName = toId(statName);
if (statName === 'hp') return this.maxhp;
if (unmodified) return this.stats[statName];
// @ts-ignore
return this.modifiedStats[statName];
},
// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched.
// Modified stats are declared in the Pokemon object in sim/pokemon.js in about line 681.
modifyStat(stat, modifier) {
if (!(stat in this.stats)) return;
// @ts-ignore
this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1);
},
// This is run on Stadium after boosts and status changes.
recalculateStats() {
for (let statName in this.stats) {
/**@type {number} */
// @ts-ignore
let stat = this.template.baseStats[statName];
// @ts-ignore
stat = Math.floor(Math.floor(2 * stat + this.set.ivs[statName] + Math.floor(this.set.evs[statName] / 4)) * this.level / 100 + 5);
// @ts-ignore
this.baseStats[statName] = this.stats[statName] = Math.floor(stat);
// @ts-ignore
this.modifiedStats[statName] = Math.floor(stat);
// Re-apply drops, if necessary.
// @ts-ignore
if (this.status === 'par') this.modifyStat('spe', 0.25);
// @ts-ignore
if (this.status === 'brn') this.modifyStat('atk', 0.5);
// @ts-ignore
if (this.boosts[statName] !== 0) {
// @ts-ignore
if (this.boosts[statName] >= 0) {
// @ts-ignore
this.modifyStat(statName, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[statName]]);
} else {
// @ts-ignore
this.modifyStat(statName, [100, 66, 50, 40, 33, 28, 25][-this.boosts[statName]] / 100);
}
}
}
},
// Stadium's fixed boosting function.
boostBy(boost) {
let changed = false;
for (let i in boost) {
// @ts-ignore
let delta = boost[i];
if (delta === undefined) continue;
// @ts-ignore
this.boosts[i] += delta;
// @ts-ignore
if (this.boosts[i] > 6) {
// @ts-ignore
delta -= this.boosts[i] - 6;
// @ts-ignore
this.boosts[i] = 6;
}
// @ts-ignore
if (this.boosts[i] < -6) {
// @ts-ignore
delta -= this.boosts[i] - (-6);
// @ts-ignore
this.boosts[i] = -6;
}
if (delta) changed = true;
}
// @ts-ignore
this.recalculateStats();
return changed;
},
},
// Battle scripts.
runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) {
let target = this.getTarget(pokemon, moveOrMoveName, targetLoc);
let move = this.getActiveMove(moveOrMoveName);
if (!target) target = this.resolveTarget(pokemon, move);
if (target.subFainted) delete target.subFainted;
this.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
this.debug('' + pokemon.id + ' move interrupted; movedThisTurn: ' + pokemon.moveThisTurn);
this.clearActiveMove(true);
// This is only run for sleep
this.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
this.clearActiveMove(true);
return;
}
}
pokemon.lastDamage = 0;
let lockedMove = this.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (!lockedMove && !pokemon.volatiles['partialtrappinglock']) {
pokemon.deductPP(move, null, target);
}
pokemon.moveUsed(move);
this.useMove(move, pokemon, target, sourceEffect);
this.singleEvent('AfterMove', move, null, pokemon, target, move);
// If rival fainted
if (target.hp <= 0) {
// We remove screens
target.side.removeSideCondition('reflect');
target.side.removeSideCondition('lightscreen');
} else {
this.runEvent('AfterMoveSelf', pokemon, target, move);
}
// For partial trapping moves, we are saving the target.
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
// It hit, so let's remove must recharge volatile. Yup, this happens on Stadium.
target.removeVolatile('mustrecharge');
// Let's check if the lock exists
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
// Here the partialtrappinglock volatile has been already applied
if (!pokemon.volatiles['partialtrappinglock'].locked) {
// If it's the first hit, we save the target
pokemon.volatiles['partialtrappinglock'].locked = target;
}
} // If we move to here, the move failed and there's no partial trapping lock
}
},
tryMoveHit(target, pokemon, move) {
let boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
let doSelfDestruct = true;
/**@type {number | false} */
let damage = 0;
// First, check if the Pokémon is immune to this move.
if ((!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type, true)) {
if (move.selfdestruct) {
this.faint(pokemon, pokemon, move);
}
return false;
}
// Now, let's calculate the accuracy.
/**@type {number | true} */
let accuracy = move.accuracy;
// Partial trapping moves: true accuracy while it lasts
if (pokemon.volatiles['partialtrappinglock']) {
if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock'].locked) {
accuracy = true;
} else if (pokemon.volatiles['partialtrappinglock'].locked !== target) {
// The target switched, therefor, you fail using wrap.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
}
// OHKO moves only have a chance to hit if the user is at least as fast as the target
if (move.ohko) {
if (target.speed > pokemon.speed) {
this.add('-immune', target, '[ohko]');
return false;
}
}
// Calculate true accuracy for gen 1, which uses 0-255.
if (accuracy !== true) {
accuracy = Math.floor(accuracy * 255 / 100);
// Check also for accuracy modifiers.
if (!move.ignoreAccuracy) {
if (pokemon.boosts.accuracy > 0) {
accuracy *= boostTable[pokemon.boosts.accuracy];
} else {
accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
}
}
if (!move.ignoreEvasion) {
if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
} else if (target.boosts.evasion < 0) {
accuracy *= boostTable[-target.boosts.evasion];
}
}
}
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
// Stadium fixes the 1/256 accuracy bug.
if (accuracy !== true && !this.randomChance(accuracy + 1, 256)) {
this.attrLastMove('[miss]');
this.add('-miss', pokemon);
damage = false;
}
// If damage is 0 and not false it means it didn't miss, let's calc.
if (damage !== false) {
pokemon.lastDamage = 0;
if (move.multihit) {
let hits = move.multihit;
if (Array.isArray(hits)) {
// Yes, it's hardcoded... meh
if (hits[0] === 2 && hits[1] === 5) {
hits = this.sample([2, 2, 3, 3, 4, 5]);
} else {
hits = this.random(hits[0], hits[1] + 1);
}
}
hits = Math.floor(hits);
// In gen 1, all the hits have the same damage for multihits move
/**@type {number | false} */
let moveDamage = 0;
let firstDamage;
let i;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
if (i === 0) {
// First hit, we calculate
moveDamage = this.moveHit(target, pokemon, move);
firstDamage = moveDamage;
} else {
// We get the previous damage to make it fix damage
move.damage = firstDamage;
moveDamage = this.moveHit(target, pokemon, move);
}
if (moveDamage === false) break;
damage = (moveDamage || 0);
if (target.subFainted) {
i++;
break;
}
}
move.damage = null;
if (i === 0) return 1;
this.add('-hitcount', target, i);
} else {
damage = this.moveHit(target, pokemon, move);
}
}
if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
// Checking if substitute fainted
if (target.subFainted) doSelfDestruct = false;
if (move.selfdestruct && doSelfDestruct) {
this.faint(pokemon, pokemon, move);
}
// The move missed.
if (!damage && damage !== 0) {
// Delete the partial trap lock if necessary.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
if (move.ohko) this.add('-ohko');
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
this.runEvent('AfterMoveSecondary', target, pokemon, move);
}
return damage;
},
moveHit(target, pokemon, moveOrMoveName, moveData, isSecondary, isSelf) {
/**@type {number | false} */
let damage = 0;
let move = this.getActiveMove(moveOrMoveName);
if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
/**@type {number | boolean} */
let hitResult = true;
if (!moveData) moveData = move;
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
// Partial trapping moves still apply their volatile to Pokémon behind a Sub
const targetHadSub = !!target.volatiles['substitute'];
if (targetHadSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
target.addVolatile(moveData.volatileStatus, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
// Only run the hit events for the hit itself, not the secondary or self hits
if (!isSelf && !isSecondary) {
hitResult = this.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
// Special Substitute hit flag
if (hitResult !== 0) {
return false;
}
}
if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
return false;
}
} else if (isSecondary && !moveData.self) {
hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
}
if (hitResult === 0) {
target = null;
} else if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
if (target) {
let didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
if ((damage || damage === 0) && !target.fainted) {
if (move.noFaint && damage >= target.hp) {
damage = target.hp - 1;
}
damage = this.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) return false;
didSomething = true;
} else if (damage === false && typeof hitResult === 'undefined') {
this.add('-fail', target);
}
if (damage === false || damage === null) {
return false;
}
if (moveData.boosts && !target.fainted) {
this.boost(moveData.boosts, target, pokemon, move);
}
if (moveData.heal && !target.fainted) {
let d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d) {
this.add('-fail', target);
return false;
}
this.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
if (!target.status) {
target.setStatus(moveData.status, pokemon, move);
// @ts-ignore
target.recalculateStats();
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.add('-fail', target, target.status);
} else {
this.add('-fail', target);
}
}
didSomething = true;
}
if (moveData.forceStatus) {
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
// @ts-ignore
target.recalculateStats();
didSomething = true;
}
}
if (moveData.volatileStatus) {
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
didSomething = true;
}
}
if (moveData.sideCondition) {
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
didSomething = true;
}
}
if (moveData.pseudoWeather) {
if (this.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
didSomething = true;
}
}
// Hit events
hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.runEvent('Hit', target, pokemon, move);
}
if (!hitResult && !didSomething) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
// Here's where self effects are applied.
if (moveData.self) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
// Now we can save the partial trapping damage.
if (pokemon.volatiles['partialtrappinglock']) {
pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
}
// Apply move secondaries.
if (moveData.secondaries) {
for (const secondary of moveData.secondaries) {
// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
// In the game, this is checked and if true, the random number generator is not called.
// That means that a move that does not share the type of the target can status it.
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target && target.hasType(move.type))) {
let effectChance = Math.floor((secondary.chance || 100) * 255 / 100);
if (typeof secondary.chance === 'undefined' || this.randomChance(effectChance + 1, 256)) {
this.moveHit(target, pokemon, move, secondary, true, isSelf);
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
getDamage(pokemon, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') {
move = this.getActiveMove(move);
} else if (typeof move === 'number') {
move = /** @type {ActiveMove} */ ({
basePower: move,
type: '???',
category: 'Physical',
willCrit: false,
flags: {},
});
}
// Let's see if the target is immune to the move.
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
if (!target.runImmunity(move.type, true)) {
return false;
}
}
// Is it an OHKO move?
if (move.ohko) {
return target.maxhp;
}
// We edit the damage through move's damage callback if necessary.
if (move.damageCallback) {
return move.damageCallback.call(this, pokemon, target);
}
// We take damage from damage=level moves (seismic toss).
if (move.damage === 'level') {
return pokemon.level;
}
// If there's a fix move damage, we return that.
if (move.damage) {
return move.damage;
}
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
return 0;
}
// Let's check if we are in middle of a partial trap sequence to return the previous damage.
if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
return pokemon.volatiles['partialtrappinglock'].damage;
}
// We check the category and typing to calculate later on the damage.
if (!move.category) move.category = 'Physical';
if (!move.defensiveCategory) move.defensiveCategory = move.category;
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
let type = move.type;
// We get the base power and apply basePowerCallback if necessary.
let basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
// We check if the base power is proper.
if (!basePower) {
if (basePower === 0) return; // Returning undefined means not dealing damage
return basePower;
}
basePower = this.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
move.crit = move.willCrit || false;
if (!move.crit) {
// In Stadium, the critical chance is based on speed.
// First, we get the base speed and store it. Then we add 76. This is our current crit chance.
let critChance = pokemon.template.baseStats['spe'] + 76;
// Now we right logical shift it two places, essentially dividing by 4 and flooring it.
critChance = critChance >> 2;
// Now we check for focus energy volatile.
if (pokemon.volatiles['focusenergy']) {
// If it exists, crit chance is multiplied by 4 and floored with a logical left shift.
critChance = critChance << 2;
// Then we add 160.
critChance += 160;
} else {
// If it is not active, we left shift it by 1.
critChance = critChance << 1;
}
// Now we check for the move's critical hit ratio.
if (move.critRatio === 2) {
// High crit ratio, we multiply the result so far by 4.
critChance = critChance << 2;
} else if (move.critRatio === 1) {
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
critChance = critChance >> 1;
}
// Now we make sure it's a number between 1 and 255.
critChance = this.clampIntRange(critChance, 1, 255);
// Last, we check deppending on ratio if the move critical hits or not.
// We compare our critical hit chance against a random number between 0 and 255.
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
if (critChance > 0) {
move.crit = this.randomChance(critChance, 256);
}
}
// There is a critical hit.
if (move.crit) {
move.crit = this.runEvent('CriticalHit', target, null, move);
}
// Happens after crit calculation.
if (basePower) {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
if (move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.clampIntRange(basePower, 1);
// We now check attacker's and defender's stats.
let level = pokemon.level;
let attacker = pokemon;
let defender = target;
if (move.useTargetOffensive) attacker = target;
if (move.useSourceDefensive) defender = pokemon;
let atkType = (move.category === 'Physical') ? 'atk' : 'spa';
let defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
let attack = attacker.getStat(atkType);
let defense = defender.getStat(defType);
// In gen 1, screen effect is applied here.
if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) {
this.debug('Screen doubling (Sp)Def');
defense *= 2;
defense = this.clampIntRange(defense, 1, 1998);
}
// In the event of a critical hit, the offense and defense changes are ignored.
// This includes both boosts and screens.
// Also, level is doubled in damage calculation.
if (move.crit) {
move.ignoreOffensive = true;
move.ignoreDefensive = true;
level *= 2;
if (!suppressMessages) this.add('-crit', target);
}
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(atkType, true);
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(defType, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what cuases the roll over bugs.
if (attack >= 256 || defense >= 256) {
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
// Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim.
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.clampIntRange(Math.floor(defense / 2), 1);
}
// Let's go with the calculation now that we have what we need.
// We do it step by step just like the game does.
let damage = level * 2;
damage = Math.floor(damage / 5);
damage += 2;
damage *= basePower;
damage *= attack;
damage = Math.floor(damage / defense);
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness.
// The order here is not correct, must change to check the move versus each type.
let totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
damage *= 20;
damage = Math.floor(damage / 10);
if (totalTypeMod >= 2) {
damage *= 20;
damage = Math.floor(damage / 10);
}
}
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
damage *= 5;
damage = Math.floor(damage / 10);
if (totalTypeMod <= -2) {
damage *= 5;
damage = Math.floor(damage / 10);
}
}
// If damage becomes 0, the move is made to miss.
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
if (damage === 0) return damage;
// Apply random factor is damage is greater than 1
if (damage > 1) {
damage *= this.random(217, 256);
damage = Math.floor(damage / 255);
if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp;
}
// We are done, this is the final damage.
return Math.floor(damage);
},
// @ts-ignore
damage(damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
if (!(damage || damage === 0)) return damage;
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
damage = this.runEvent('Damage', target, source, effect, damage);
if (!(damage || damage === 0)) {
this.debug('damage event failed');
return damage;
}
}
if (damage !== 0) damage = this.clampIntRange(damage, 1);
this.lastDamage = damage;
damage = target.damage(damage, source, effect);
if (source) source.lastDamage = damage;
let name = effect.fullname;
if (name === 'tox') name = 'psn';
switch (effect.id) {
case 'partiallytrapped':
this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
break;
default:
if (effect.effectType === 'Move') {
this.add('-damage', target, target.getHealth);
} else if (source && source !== target) {
this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
} else {
this.add('-damage', target, target.getHealth, '[from] ' + name);
}
break;
}
// In Stadium, recoil doesn't happen if you faint an opponent.
if (effect.recoil && source && target && target.hp > 0) {
this.damage(this.clampIntRange(Math.floor(damage * effect.recoil[0] / effect.recoil[1]), 1), source, target, 'recoil');
}
if (effect.drain && source) {
this.heal(this.clampIntRange(Math.floor(damage * effect.drain[0] / effect.drain[1]), 1), source, target, 'drain');
}
if (target.fainted) {
this.faint(target);
} else {
damage = this.runEvent('AfterDamage', target, source, effect, damage);
}
return damage;
},
directDamage(damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
if (!damage) return 0;
damage = this.clampIntRange(damage, 1);
damage = target.damage(damage, source, effect);
// Now we sent the proper -damage.
switch (effect.id) {
case 'strugglerecoil':
this.add('-damage', target, target.getHealth, '[from] recoil');
break;
case 'confusion':
this.add('-damage', target, target.getHealth, '[from] confusion');
break;
default:
this.add('-damage', target, target.getHealth);
break;
}
if (target.fainted) this.faint(target);
return damage;
},
};
exports.BattleScripts = BattleScripts;