pokemon-showdown/data/mods/gen1/scripts.js
Guangcong Luo 2d3614f325 Refactor battle.dex out of battle
In most other similar systems, like TeamValidator, we use `thing.dex`
instead of having it extend `ModdedDex`. Battle has always extended
`ModdedDex`, though. This changes Battle to match the others.

This should fix an issue with `Battle.data` not being cached.

This also frees up Battle to extend ObjectReadWriteStream<string> in
a future update.
2019-10-06 04:50:35 +11:00

901 lines
32 KiB
JavaScript

'use strict';
/**
* Gen 1 mechanics are fairly different to those we know on current gen.
* Therefor we need to make a lot of changes to the battle engine for this game simulation.
* This generation inherits all the changes from older generations, that must be taken into account when editing code.
*/
/**@type {ModdedBattleScriptsData} */
let BattleScripts = {
inherit: 'gen2',
gen: 1,
debug(activity) {
if (this.format.debug) {
this.add('debug', activity);
}
},
// Gen 1 stores the last damage dealt by a move in the battle.
// This is used for the move Counter.
lastDamage: 0,
// BattleSide scripts.
// In gen 1, last move information is stored on the side rather than on the active Pokémon.
// This is because there was actually no side, just Battle and active Pokémon effects.
// Side's lastMove is used for Counter and Mirror Move.
side: {
lastMove: null,
},
// BattlePokemon scripts.
pokemon: {
getStat(statName, unmodified) {
statName = /** @type {StatNameExceptHP} */(toID(statName));
// @ts-ignore - type checking prevents 'hp' from being passed, but we're paranoid
if (statName === 'hp') throw new Error("Please read `maxhp` directly");
if (unmodified) return this.storedStats[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.
modifyStat(statName, modifier) {
if (!(statName in this.storedStats)) throw new Error("Invalid `statName` passed to `modifyStat`");
// @ts-ignore
this.modifiedStats[statName] = this.battle.dex.clampIntRange(Math.floor(this.modifiedStats[statName] * modifier), 1, 999);
},
// In generation 1, boosting function increases the stored modified stat and checks for opponent's status.
boostBy(boost) {
let changed = false;
for (let i in boost) {
// @ts-ignore
let delta = boost[i];
if (delta === undefined) continue;
// @ts-ignore
if (delta > 0 && this.boosts[i] >= 6) continue;
// @ts-ignore
if (delta < 0 && this.boosts[i] <= -6) continue;
// @ts-ignore
this.boosts[i] += delta;
// @ts-ignore
if (this.boosts[i] > 6) {
// @ts-ignore
this.boosts[i] = 6;
}
// @ts-ignore
if (this.boosts[i] < -6) {
// @ts-ignore
this.boosts[i] = -6;
}
changed = true;
// Recalculate the modified stat
// @ts-ignore
let stat = this.template.baseStats[i];
// @ts-ignore
stat = Math.floor(Math.floor(2 * stat + this.set.ivs[i] + Math.floor(this.set.evs[i] / 4)) * this.level / 100 + 5);
// @ts-ignore
this.modifiedStats[i] = this.storedStats[i] = Math.floor(stat);
// @ts-ignore
if (this.boosts[i] >= 0) {
// @ts-ignore
this.modifyStat(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]);
} else {
// @ts-ignore
this.modifyStat(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100);
}
}
return changed;
},
},
// Battle scripts.
// runMove can be found in scripts.js. This function is the main one when running a move.
// It deals with the beforeMove and AfterMoveSelf events.
// This leads with partial trapping moves shennanigans after the move has been used.
// It also deals with how PP reduction works on gen 1.
runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) {
let target = this.getTarget(pokemon, moveOrMoveName, targetLoc);
let move = this.dex.getActiveMove(moveOrMoveName);
if (target && target.subFainted) target.subFainted = null;
this.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
// Prevent invulnerability from persisting until the turn ends.
pokemon.removeVolatile('twoturnmove');
// Rampage moves end without causing confusion
delete pokemon.volatiles['lockedmove'];
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.volatiles['partialtrappinglock'].locked !== target)) {
pokemon.deductPP(move, null, target);
// On gen 1 moves are stored when they are chosen and a PP is deducted.
pokemon.side.lastMove = move;
pokemon.lastMove = move;
} else {
sourceEffect = move;
}
if (pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) {
const moveSlot = pokemon.moveSlots.find(moveSlot => moveSlot.id === move.id);
if (moveSlot && moveSlot.pp < 0) {
moveSlot.pp = 63;
this.hint("In Gen 1, if a player is forced to use a move with 0 PP, the move will underflow to have 63 PP.");
}
}
this.useMove(move, pokemon, target, sourceEffect);
this.singleEvent('AfterMove', move, null, pokemon, target, move);
// If target fainted
if (target && target.hp <= 0) {
// We remove recharge
if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge');
delete pokemon.volatiles['partialtrappinglock'];
// We remove screens
target.side.removeSideCondition('reflect');
target.side.removeSideCondition('lightscreen');
pokemon.removeVolatile('twoturnmove');
} else if (pokemon.hp) {
this.runEvent('AfterMoveSelf', pokemon, target, move);
}
if (pokemon.volatiles['mustrecharge']) this.add('-mustrecharge', pokemon);
// For partial trapping moves, we are saving the target
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
// Let's check if the lock exists
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
// Here the partialtrappinglock volatile has been already applied
const sourceVolatile = pokemon.volatiles['partialtrappinglock'];
const targetVolatile = target.volatiles['partiallytrapped'];
if (!sourceVolatile.locked) {
// If it's the first hit, we save the target
sourceVolatile.locked = target;
} else if (target !== pokemon && target !== sourceVolatile.locked) {
// Our target switched out! Re-roll the duration, damage, and accuracy.
const duration = this.sample([2, 2, 2, 3, 3, 3, 4, 5]);
sourceVolatile.duration = duration;
sourceVolatile.locked = target;
// Duration reset thus partially trapped at 2 always.
targetVolatile.duration = 2;
}
} // If we move to here, the move failed and there's no partial trapping lock.
}
},
// useMove can be found on scripts.js
// It is the function that actually uses the move, running ModifyMove events.
// It uses the move and then deals with the effects after the move.
// @ts-ignore
useMove(moveOrMoveName, pokemon, target, sourceEffect) {
if (!sourceEffect && this.effect.id) sourceEffect = this.effect;
let baseMove = this.dex.getMove(moveOrMoveName);
let move = this.dex.getActiveMove(baseMove);
if (target === undefined) target = this.resolveTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.setActiveMove(move, pokemon, target);
this.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Target changed in ModifyMove, so we must adjust it here
target = this.resolveTarget(pokemon, move);
}
move = this.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.resolveTarget(pokemon, move);
this.debug('not a gen 1 mechanic');
}
if (!move) return false;
let attrs = '';
if (pokemon.fainted) {
// Removing screens upon faint.
pokemon.side.removeSideCondition('reflect');
pokemon.side.removeSideCondition('lightscreen');
return false;
}
if (sourceEffect) attrs += '|[from]' + this.dex.getEffect(sourceEffect);
this.addMove('move', pokemon, move.name, target + attrs);
if (!this.singleEvent('Try', move, null, pokemon, target, move)) {
return true;
}
if (!this.singleEvent('TryMove', move, null, pokemon, target, move) ||
!this.runEvent('TryMove', pokemon, target, move)) {
return true;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
/** @type {number | undefined | false | ''} */
let damage = false;
if (!target || target.fainted) {
this.attrLastMove('[notarget]');
this.add('-notarget');
return true;
}
damage = this.tryMoveHit(target, pokemon, move);
// Store 0 damage for last damage if move failed or dealt 0 damage.
// This only happens on moves that don't deal damage but call GetDamageVarsForPlayerAttack (disassembly).
if (!damage && (move.category !== 'Status' || (move.status && move.category === 'Status' && !['psn', 'tox', 'par'].includes(move.status))) &&
!['conversion', 'haze', 'mist', 'focusenergy', 'confuseray', 'supersonic', 'transform', 'lightscreen', 'reflect', 'substitute', 'mimic', 'leechseed', 'splash', 'softboiled', 'recover', 'rest'].includes(move.id)) {
this.lastDamage = 0;
}
// Go ahead with results of the used move.
if (damage === false) {
this.singleEvent('MoveFail', move, null, target, pokemon, move);
return true;
}
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
this.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
}
return true;
},
// tryMoveHit can be found on scripts.js
// This function attempts a move hit and returns the attempt result before the actual hit happens.
// It deals with partial trapping weirdness and accuracy bugs as well.
tryMoveHit(target, pokemon, move) {
let boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
/** @type {number | false | undefined} */
let damage = 0;
// First, check if the target is semi-invulnerable
let hitResult = this.runEvent('TryImmunity', target, pokemon, move);
if (!hitResult) {
if (!move.spreadHit) this.attrLastMove('[miss]');
this.add('-miss', pokemon);
return false;
}
// Then, 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 (move.volatileStatus === 'partiallytrapped' && pokemon.volatiles['partialtrappinglock'] && target === pokemon.volatiles['partialtrappinglock'].locked) {
accuracy = true;
}
// If a sleep inducing move is used while the user is recharging, the accuracy is true.
if (move.status === 'slp' && target && target.volatiles['mustrecharge']) {
accuracy = true;
}
// 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 = Math.min(accuracy, 255);
}
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
// Moves that target the user do not suffer from the 1/256 miss chance.
if (move.target === 'self' && accuracy !== true) accuracy++;
// 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions.
if (accuracy !== true && !this.randomChance(accuracy, 256)) {
this.attrLastMove('[miss]');
this.add('-miss', pokemon);
if (accuracy === 255) this.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time.");
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 | undefined | false} */
let moveDamage = 0;
let i;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
move.hit = i + 1;
moveDamage = this.moveHit(target, pokemon, move);
if (moveDamage === false) break;
damage = (moveDamage || 0);
// Move damage is fixed to be the first move's damage
if (i === 0) move.damage = damage;
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);
}
if (move.selfdestruct) {
if (!target.subFainted) {
this.faint(pokemon, pokemon, move);
} else {
this.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`);
}
}
// 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;
},
// move Hit can be found on scripts.js
// It deals with the actual move hit, as the name indicates, dealing damage and/or effects.
// This function also deals with the Gen 1 Substitute behaviour on the hitting process.
moveHit(target, pokemon, move, moveData, isSecondary, isSelf) {
/** @type {number | false | null | undefined} */
let damage = 0;
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');
}
// We get the sub to the target to see if it existed
let targetSub = (target) ? target.volatiles['substitute'] : false;
let targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
// Handle here the applying of partial trapping moves to Pokémon with Substitute
if (targetSub && 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);
// getDamage has several possible return values:
//
// a number:
// means that much damage is dealt (0 damage still counts as dealing
// damage for the purposes of things like Static)
// false:
// gives error message: "But it failed!" and move ends
// null:
// the move ends, with no message (usually, a custom fail message
// was already output by an event handler)
// undefined:
// means no damage is dealt and the move continues
//
// basically, these values have the same meanings as they do for event
// handlers.
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.hp) {
if (!this.boost(moveData.boosts, target, pokemon, move)) {
this.add('-fail', target);
return false;
}
didSomething = true;
// Check the status of the Pokémon whose turn is not.
// When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or
// burned, the correspoding stat penalties will be applied again to that Pokémon.
if (pokemon.side.foe.active[0] && pokemon.side.foe.active[0].status) {
// If it's paralysed, quarter its speed.
if (pokemon.side.foe.active[0].status === 'par') {
// @ts-ignore
pokemon.side.foe.active[0].modifyStat('spe', 0.25);
}
// If it's burned, halve its attack.
if (pokemon.side.foe.active[0].status === 'brn') {
// @ts-ignore
pokemon.side.foe.active[0].modifyStat('atk', 0.5);
}
}
}
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) {
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep.
// This does NOT revert the paralyse speed drop or the burn attack drop.
// Also, being put to sleep clears the recharge condition.
if (moveData.status === 'slp' && target.volatiles['mustrecharge']) {
// The sleep move is guaranteed to hit in this situation, unless Sleep Clause activates.
// Do not clear recharge in that case.
if (target.setStatus(moveData.status, pokemon, move)) {
target.removeVolatile('mustrecharge');
this.hint(
"In Gen 1, if a Pokémon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, " +
"any other status it may already have will be ignored and sleep will be induced regardless."
);
}
} else if (!target.status) {
if (target.setStatus(moveData.status, pokemon, move)) {
// Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers.
// @ts-ignore
if (moveData.status === 'brn') target.modifyStat('atk', 0.5);
// @ts-ignore
if (moveData.status === 'par') target.modifyStat('spe', 0.25);
}
} 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
if (moveData.forceStatus === 'brn') target.modifyStat('atk', 0.5);
// @ts-ignore
if (moveData.forceStatus === 'par') target.modifyStat('spe', 0.25);
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.field.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;
}
}
let targetHasSub = false;
if (target) {
let targetSub = target.getVolatile('substitute');
if (targetSub !== null) {
// @ts-ignore
targetHasSub = (targetSub.hp > 0);
}
}
// Here's where self effects are applied.
let doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
if (moveData.self && (doSelf || (moveData.self !== true && moveData.self.volatileStatus === 'partialtrappinglock'))) {
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))) {
if (secondary.chance === undefined || this.randomChance(Math.ceil(secondary.chance * 256 / 100), 256)) {
this.moveHit(target, pokemon, move, secondary, true, isSelf);
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
// boost can be found on sim/battle.js on Battle object.
// It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse.
boost(boost, target, source = null, effect = null) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (typeof effect === 'string') effect = this.dex.getEffect(effect);
if (!target || !target.hp) return 0;
let success = null;
boost = this.runEvent('Boost', target, source, effect, Object.assign({}, boost));
for (let i in boost) {
/** @type {SparseBoostsTable} */
let currentBoost = {};
// @ts-ignore
currentBoost[i] = boost[i];
// @ts-ignore
if (boost[i] !== 0 && target.boostBy(currentBoost)) {
success = true;
let msg = '-boost';
// @ts-ignore
if (boost[i] < 0) {
msg = '-unboost';
// @ts-ignore
boost[i] = -boost[i];
// Re-add attack and speed drops if not present
if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) {
target.addVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) {
target.addVolatile('parspeeddrop');
}
} else {
// Check for boost increases deleting attack or speed drops
if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) {
target.removeVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) {
target.removeVolatile('parspeeddrop');
}
}
if (!effect || effect.effectType === 'Move') {
// @ts-ignore
this.add(msg, target, i, boost[i]);
} else {
// @ts-ignore
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
}
}
this.runEvent('AfterBoost', target, source, effect, boost);
return success;
},
// getDamage can be found on sim/battle.js on the Battle object.
// It calculates the damage pokemon does to target with move.
getDamage(pokemon, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') {
move = this.dex.getActiveMove(move);
} else if (typeof move === 'number') {
// @ts-ignore
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.
/** @type {number | false | null} */
let basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
if (!basePower) {
return basePower === 0 ? undefined : basePower;
}
basePower = this.dex.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.
let isCrit = move.willCrit || false;
if (!isCrit) {
// In gen 1, the critical chance is based on speed.
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance.
let critChance = Math.floor(pokemon.template.baseStats['spe'] / 2);
// Now we check for focus energy volatile.
if (pokemon.volatiles['focusenergy']) {
// If it exists, crit chance is divided by 2 again and floored.
critChance = Math.floor(critChance / 2);
} else {
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here.
critChance = this.dex.clampIntRange(critChance * 2, 1, 255);
}
// Now we check for the move's critical hit ratio.
if (move.critRatio === 1) {
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
critChance = Math.floor(critChance / 2);
} else if (move.critRatio === 2) {
// High crit ratio, we multiply the result so far by 4 and cap it at 255.
critChance = this.dex.clampIntRange(critChance * 4, 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) {
isCrit = this.randomChance(critChance, 256);
}
}
if (isCrit) target.getMoveHitData(move).crit = true;
// Happens after crit calculation.
if (basePower) {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
if (basePower && move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.dex.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;
/** @type {StatNameExceptHP} */
let atkType = (move.category === 'Physical') ? 'atk' : 'spa';
/** @type {StatNameExceptHP} */
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.dex.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 (isCrit) {
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.');
// No screens
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.dex.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.dex.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.dex.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.dex.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 = target.runEffectiveness(move);
// 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;
}
// And we are done.
return Math.floor(damage);
},
};
exports.BattleScripts = BattleScripts;