mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-03-21 17:25:10 -05:00
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.
136 lines
4.5 KiB
TypeScript
136 lines
4.5 KiB
TypeScript
export const Scripts: ModdedBattleScriptsData = {
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gen: 9,
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actions: {
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getDamage(source, target, move, suppressMessages) {
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if (typeof move === 'string') move = this.dex.getActiveMove(move);
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if (typeof move === 'number') {
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const basePower = move;
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move = new Dex.Move({
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basePower,
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type: '???',
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category: 'Physical',
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willCrit: false,
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}) as ActiveMove;
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move.hit = 0;
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}
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if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
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if (!target.runImmunity(move.type, !suppressMessages)) {
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return false;
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}
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}
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if (move.ohko) return target.maxhp;
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if (move.damageCallback) return move.damageCallback.call(this.battle, source, target);
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if (move.damage === 'level') {
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return source.level;
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} else if (move.damage) {
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return move.damage;
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}
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let basePower: number | false | null = move.basePower;
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if (move.basePowerCallback) {
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basePower = move.basePowerCallback.call(this.battle, source, target, move);
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}
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if (!basePower) return basePower === 0 ? undefined : basePower;
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basePower = this.battle.clampIntRange(basePower, 1);
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let critMult;
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let critRatio = this.battle.runEvent('ModifyCritRatio', source, target, move, move.critRatio || 0);
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if (this.battle.gen <= 5) {
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critRatio = this.battle.clampIntRange(critRatio, 0, 5);
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critMult = [0, 16, 8, 4, 3, 2];
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} else {
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critRatio = this.battle.clampIntRange(critRatio, 0, 4);
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if (this.battle.gen === 6) {
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critMult = [0, 16, 8, 2, 1];
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} else {
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critMult = [0, 24, 8, 2, 1];
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}
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}
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const moveHit = target.getMoveHitData(move);
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moveHit.crit = move.willCrit || false;
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if (move.willCrit === undefined) {
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if (critRatio) {
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moveHit.crit = this.battle.randomChance(1, critMult[critRatio]);
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}
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}
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if (moveHit.crit) {
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moveHit.crit = this.battle.runEvent('CriticalHit', target, null, move);
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}
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// happens after crit calculation
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basePower = this.battle.runEvent('BasePower', source, target, move, basePower, true);
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if (!basePower) return 0;
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basePower = this.battle.clampIntRange(basePower, 1);
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// Hacked Max Moves have 0 base power, even if you Dynamax
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if ((!source.volatiles['dynamax'] && move.isMax) || (move.isMax && this.dex.moves.get(move.baseMove).isMax)) {
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basePower = 0;
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}
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const level = source.level;
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const attacker = move.overrideOffensivePokemon === 'target' ? target : source;
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const defender = move.overrideDefensivePokemon === 'source' ? source : target;
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const isPhysical = move.category === 'Physical';
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const defenseStat: StatIDExceptHP = move.overrideDefensiveStat || (isPhysical ? 'def' : 'spd');
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const statTable: { [k in StatIDExceptHP]: string } = { atk: 'Atk', def: 'Def', spa: 'SpA', spd: 'SpD', spe: 'Spe' };
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let maxAttack = 0;
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let defBoosts = defender.boosts[defenseStat];
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let ignoreNegativeOffensive = !!move.ignoreNegativeOffensive;
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let ignorePositiveDefensive = !!move.ignorePositiveDefensive;
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if (moveHit.crit) {
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ignoreNegativeOffensive = true;
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ignorePositiveDefensive = true;
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}
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const ignoreDefensive = !!(move.ignoreDefensive || (ignorePositiveDefensive && defBoosts > 0));
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if (ignoreDefensive) {
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this.battle.debug('Negating (sp)def boost/penalty.');
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defBoosts = 0;
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}
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let attack = 0;
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for (const attackStat in statTable) {
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let atkBoosts = attacker.boosts[attackStat as keyof BoostsTable];
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const ignoreOffensive = !!(move.ignoreOffensive || (ignoreNegativeOffensive && atkBoosts < 0));
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if (ignoreOffensive) {
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this.battle.debug('Negating (sp)atk boost/penalty.');
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atkBoosts = 0;
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}
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attack = attacker.calculateStat(attackStat as any, atkBoosts, 1, source);
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attack = this.battle.runEvent('Modify' + (statTable as any)[attackStat], source, target, move, attack);
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if (attack > maxAttack) maxAttack = attack;
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}
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let defense = defender.calculateStat(defenseStat, defBoosts, 1, target);
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// Apply Stat Modifiers
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defense = this.battle.runEvent('Modify' + statTable[defenseStat], target, source, move, defense);
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if (this.battle.gen <= 4 && ['explosion', 'selfdestruct'].includes(move.id) && defenseStat === 'def') {
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defense = this.battle.clampIntRange(Math.floor(defense / 2), 1);
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}
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const tr = this.battle.trunc;
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// int(int(int(2 * L / 5 + 2) * A * P / D) / 50);
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const baseDamage = tr(tr(tr(tr(2 * level / 5 + 2) * basePower * maxAttack) / defense) / 50);
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// Calculate damage modifiers separately (order differs between generations)
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return this.modifyDamage(baseDamage, source, target, move, suppressMessages);
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},
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},
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};
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