pokemon-showdown/data/mods/gen1/scripts.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

1023 lines
39 KiB
TypeScript

/**
* 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.
*/
const SKIP_LASTDAMAGE = new Set([
'confuseray', 'conversion', 'counter', 'focusenergy', 'glare', 'haze', 'leechseed', 'lightscreen',
'mimic', 'mist', 'poisongas', 'poisonpowder', 'recover', 'reflect', 'rest', 'softboiled',
'splash', 'stunspore', 'substitute', 'supersonic', 'teleport', 'thunderwave', 'toxic', 'transform',
]);
const TWO_TURN_MOVES = ['dig', 'fly', 'razorwind', 'skullbash', 'skyattack', 'solarbeam'];
export const Scripts: ModdedBattleScriptsData = {
inherit: 'gen2',
gen: 1,
init() {
for (const i in this.data.Pokedex) {
const poke = this.modData('Pokedex', i);
poke.gender = 'N';
poke.eggGroups = null;
}
},
// BattlePokemon scripts.
pokemon: {
inherit: true,
getStat(statName, unmodified) {
// @ts-expect-error 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.baseStoredStats[statName];
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`");
const modifiedStats = this.battle.clampIntRange(Math.floor(this.modifiedStats![statName] * modifier), 1);
this.modifiedStats![statName] = modifiedStats;
},
// In generation 1, boosting function increases the stored modified stat and checks for opponent's status.
boostBy(boost) {
let changed: boolean | number = false;
let i: BoostID;
for (i in boost) {
const delta = boost[i];
if (delta === undefined) continue;
if (delta > 0 && this.boosts[i] >= 6) continue;
if (delta < 0 && this.boosts[i] <= -6) continue;
if (i === 'evasion' || i === 'accuracy') {
this.boosts[i] += delta;
if (this.boosts[i] > 6) {
this.boosts[i] = 6;
}
if (this.boosts[i] < -6) {
this.boosts[i] = -6;
}
changed = true;
continue;
}
// Stat being modified is not evasion or accuracy, so change modifiedStats.
if (delta > 0) {
if (this.modifiedStats![i] === 999) {
// Intended max stat value
this.boosts[i] += delta;
if (this.boosts[i] > 6) {
this.boosts[i] = 6;
}
this.boosts[i]--;
// changed = 0 corresponds to increasing stats at 999 (or decreasing at 1).
changed = 0;
} else {
this.boosts[i] += delta;
if (this.boosts[i] > 6) {
this.boosts[i] = 6;
}
changed = true;
}
}
if (delta < 0) {
if (this.modifiedStats![i] === 1) {
// Minimum stat value
this.boosts[i] += delta;
if (this.boosts[i] < -6) {
this.boosts[i] = -6;
}
this.boosts[i]++;
// changed = 0 corresponds to increasing stats at 999 (or decreasing at 1).
changed = 0;
} else {
this.boosts[i] += delta;
if (this.boosts[i] < -6) {
this.boosts[i] = -6;
}
changed = true;
}
}
if (changed) {
// Recalculate the modified stat
this.modifiedStats![i] = this.storedStats[i];
if (this.boosts[i] >= 0) {
this.modifyStat!(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]);
} else {
this.modifyStat!(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100);
}
if (delta > 0 && this.modifiedStats![i] > 999) {
// Cap the stat at 999
this.modifiedStats![i] = 999;
}
}
}
return changed;
},
clearBoosts() {
let i: BoostID;
for (i in this.boosts) {
this.boosts[i] = 0;
// Recalculate the modified stat
if (i === 'evasion' || i === 'accuracy') continue;
this.modifiedStats![i] = this.storedStats[i];
}
},
},
actions: {
inherit: true,
// This function is the main one when running a move.
// It deals with the beforeMove event.
// It also deals with how PP reduction works on gen 1.
runMove(moveOrMoveName, pokemon, targetLoc, options) {
let sourceEffect = options?.sourceEffect;
const target = this.battle.getTarget(pokemon, moveOrMoveName, targetLoc);
let move = this.battle.dex.getActiveMove(moveOrMoveName);
// If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn,
// the user of Hyper Beam will automatically use Hyper Beam during that turn.
const autoHyperBeam = (
move.id === 'recharge' && !pokemon.volatiles['mustrecharge'] && !pokemon.volatiles['partiallytrapped']
);
if (autoHyperBeam) {
move = this.battle.dex.getActiveMove('hyperbeam');
this.battle.hint(`In Gen 1, If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn, ` +
`the user of Hyper Beam will automatically use Hyper Beam during that turn.`, true);
}
if (target?.subFainted) target.subFainted = null;
this.battle.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn || !this.battle.runEvent('BeforeMove', pokemon, target, move)) {
this.battle.clearActiveMove(true);
// This is only run for sleep.
this.battle.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this.battle, pokemon, target, move)) {
this.battle.clearActiveMove(true);
return;
}
}
let lockedMove = this.battle.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (
!lockedMove &&
(!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)
) {
pokemon.deductPP(move, null, target);
} else {
sourceEffect = move;
if (pokemon.volatiles['twoturnmove']) {
// Two-turn moves like Sky Attack deduct PP on their second turn.
pokemon.deductPP(pokemon.volatiles['twoturnmove'].originalMove, null, target);
}
}
if (
(pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) ||
autoHyperBeam
) {
const moveSlot = pokemon.moveSlots.find(ms => ms.id === move.id);
if (moveSlot && moveSlot.pp < 0) {
moveSlot.pp = 63;
this.battle.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 });
// Restore PP if the move is the first turn of a charging move. Save the move from which PP should be deducted if the move succeeds.
if (pokemon.volatiles['twoturnmove']) {
pokemon.deductPP(move, -1, target);
pokemon.volatiles['twoturnmove'].originalMove = move.id;
}
},
// This function deals with AfterMoveSelf events.
// This leads with partial trapping moves shenanigans after the move has been used.
useMove(moveOrMoveName, pokemon, options) {
let sourceEffect = options?.sourceEffect;
let target = options?.target;
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect;
const baseMove = this.battle.dex.moves.get(moveOrMoveName);
let move = this.battle.dex.getActiveMove(baseMove);
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.battle.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.battle.getRandomTarget(pokemon, move);
}
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.battle.getRandomTarget(pokemon, move);
}
// The charging turn of a two-turn move does not update pokemon.lastMove
if (!TWO_TURN_MOVES.includes(move.id) || pokemon.volatiles['twoturnmove']) pokemon.lastMove = move;
const moveResult = this.useMoveInner(moveOrMoveName, pokemon, { target, sourceEffect });
if (move.id !== 'metronome') {
if (move.id !== 'mirrormove' ||
(!pokemon.side.foe.active[0]?.lastMove || pokemon.side.foe.active[0].lastMove?.id === 'mirrormove')) {
// The move is our 'final' move (a failed Mirror Move, or any move that isn't Metronome or Mirror Move).
pokemon.side.lastMove = move;
if (pokemon.volatiles['lockedmove']?.time <= 0) pokemon.removeVolatile('lockedmove');
// If target fainted
if (target && target.hp <= 0) {
// We remove recharge
if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge');
delete pokemon.volatiles['partialtrappinglock'];
} else {
if (pokemon.volatiles['mustrecharge']) this.battle.add('-mustrecharge', pokemon);
if (pokemon.hp) this.battle.runEvent('AfterMoveSelf', pokemon, target, move);
}
// 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.battle.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.
}
}
}
return moveResult;
},
// This is the function that actually uses the move, running ModifyMove events.
// It uses the move and then deals with the effects after the move.
useMoveInner(moveOrMoveName, pokemon, options) {
let sourceEffect = options?.sourceEffect;
let target = options?.target;
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect;
const baseMove = this.battle.dex.moves.get(moveOrMoveName);
let move = this.battle.dex.getActiveMove(baseMove);
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.battle.setActiveMove(move, pokemon, target);
this.battle.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.battle.getRandomTarget(pokemon, move);
}
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.battle.getRandomTarget(pokemon, move);
this.battle.debug('not a gen 1 mechanic');
}
if (!move) return false;
let attrs = '';
if (pokemon.fainted) {
return false;
}
if (sourceEffect) attrs += `|[from]${this.battle.dex.conditions.get(sourceEffect)}`;
this.battle.addMove('move', pokemon, move.name, `${target}${attrs}`);
if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) {
return true;
}
if (!this.battle.singleEvent('TryMove', move, null, pokemon, target, move) ||
!this.battle.runEvent('TryMove', pokemon, target, move)) {
return true;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
let damage: number | undefined | false | '' = false;
if (!target || target.fainted) {
this.battle.attrLastMove('[notarget]');
this.battle.add('-notarget');
return true;
}
// Store 0 damage for last damage if the move is not in the array.
if (!SKIP_LASTDAMAGE.has(move.id)) this.battle.lastDamage = 0;
damage = this.tryMoveHit(target, pokemon, move);
// Disable and Selfdestruct/Explosion boost rage, regardless of whether they miss/fail.
if (target.boosts.atk < 6 && (move.selfdestruct || move.id === 'disable') && target.volatiles['rage']) {
this.battle.boost({ atk: 1 }, target, pokemon, this.dex.conditions.get('rage'));
this.battle.hint(`In Gen 1, using ${move.name} causes the target to build Rage, ` +
`even if it misses or fails`, true);
}
// Go ahead with results of the used move.
if (damage === false) {
this.battle.singleEvent('MoveFail', move, null, target, pokemon, move);
return true;
}
if (!move.negateSecondary) {
this.battle.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
this.battle.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
}
return true;
},
// 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 damage: number | false | undefined = 0;
// Add Thrashing effect before the move does damage, or add confusion if Thrash effect is ending
if (move?.self?.volatileStatus === 'lockedmove') {
if (pokemon.volatiles['lockedmove']) {
pokemon.volatiles['lockedmove'].time--;
if (!pokemon.volatiles['lockedmove'].time) {
// Confusion begins even if already confused.
// Remove lockedmove volatile when dealing with after move effects.
delete pokemon.volatiles['confusion'];
pokemon.addVolatile('confusion', pokemon, this.dex.conditions.get('lockedmove'));
}
} else {
pokemon.addVolatile('lockedmove', pokemon, move);
}
}
// First, check if the target is semi-invulnerable
let hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move);
if (hitResult === false) {
this.battle.attrLastMove('[miss]');
this.battle.add('-miss', pokemon);
if (move.selfdestruct) {
this.battle.faint(pokemon, pokemon, move);
}
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.battle.faint(pokemon, pokemon, move);
}
return false;
}
hitResult = this.battle.singleEvent('TryImmunity', move, null, target, pokemon, move);
if (hitResult === false) {
this.battle.add('-immune', target);
return false;
}
// Now, let's calculate the accuracy.
let accuracy = move.accuracy;
// Partial trapping moves: true accuracy while it lasts
if (move.volatileStatus === 'partiallytrapped' && 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?.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.getStat('spe') > pokemon.getStat('spe')) {
this.battle.add('-immune', target, '[ohko]');
return false;
}
}
// Calculate true accuracy for gen 1, which uses 0-255.
// Gen 1 uses the same boost table for accuracy and evasiveness as every other stat
const boostTable = [25, 28, 33, 40, 50, 66, 100, 150, 200, 250, 300, 350, 400];
if (accuracy !== true) {
accuracy = Math.floor(accuracy * 255 / 100);
// Rage and Thrash/Petal Dance accuracy bug
if (pokemon.volatiles['lockedmove']) accuracy = pokemon.volatiles['lockedmove'].accuracy;
if (pokemon.volatiles['rage']) accuracy = pokemon.volatiles['rage'].accuracy;
// This line is just to satisfy TypeScript, accuracy should never be true at this point
if (accuracy !== true) {
// Check also for accuracy modifiers.
if (!move.ignoreAccuracy) {
accuracy = Math.floor(accuracy * (boostTable[pokemon.boosts.accuracy + 6] / 100));
}
if (!move.ignoreEvasion) {
accuracy = Math.floor(accuracy * (boostTable[-target.boosts.evasion + 6] / 100));
}
accuracy = this.battle.clampIntRange(accuracy, 1, 255);
}
if (pokemon.volatiles['lockedmove']) pokemon.volatiles['lockedmove'].accuracy = accuracy;
if (pokemon.volatiles['rage']) pokemon.volatiles['rage'].accuracy = accuracy;
}
accuracy = this.battle.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.battle.randomChance(accuracy, 256)) {
this.battle.attrLastMove('[miss]');
this.battle.add('-miss', pokemon);
if (accuracy === 255) this.battle.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time.");
damage = false;
this.battle.lastDamage = 0;
}
// If damage is 0 and not false it means it didn't miss, let's calc.
if (damage !== false) {
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.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]);
} else {
hits = this.battle.random(hits[0], hits[1] + 1);
}
}
hits = Math.floor(hits);
// In gen 1, all the hits have the same damage for multihits move
let moveDamage: number | undefined | false = 0;
let i: number;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
move.hit = i + 1;
if (move.hit === hits) move.lastHit = true;
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.battle.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.battle.faint(pokemon, pokemon, move);
} else {
this.battle.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`);
}
}
// The move missed.
if (damage === false) {
// Delete the partial trap lock if necessary.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
if (move.ohko) this.battle.add('-ohko');
if (!move.negateSecondary) {
this.battle.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
this.battle.runEvent('AfterMoveSecondary', target, pokemon, move);
}
return damage;
},
// 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) {
let damage: number | false | null | undefined = 0;
if (!isSecondary && !isSelf) this.battle.setActiveMove(move, pokemon, target);
let hitResult: number | boolean = 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
const targetSub = (target) ? target.volatiles['substitute'] : false;
const targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
let targetHasSub: boolean | undefined = undefined;
if (target) {
hitResult = this.battle.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 (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].duration! > 1) {
target.volatiles[moveData.volatileStatus].duration = 2;
}
}
if (!hitResult) {
if (hitResult === false) this.battle.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.battle.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) this.battle.add('-fail', target);
// Special Substitute hit flag
if (hitResult !== 0) {
return false;
}
}
if (!this.battle.runEvent('TryFieldHit', target, pokemon, move)) {
return false;
}
} else if (isSecondary && !moveData.self) {
hitResult = this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData);
}
if (hitResult === 0) {
targetHasSub = !!(target?.volatiles['substitute']);
target = null;
} else if (!hitResult) {
if (hitResult === false) this.battle.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 > target.hp) {
damage = target.hp;
}
if ((damage || damage === 0) && !target.fainted) {
damage = this.battle.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) return false;
didSomething = true;
} else if (damage === false && typeof hitResult === 'undefined') {
this.battle.add('-fail', target);
}
if (damage === false || damage === null) {
return false;
}
if (moveData.boosts && target.hp) {
const willBoost = this.battle.boost(moveData.boosts, target, pokemon, move);
if (!willBoost) {
this.battle.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].status) {
// If it's paralysed, quarter its speed.
if (pokemon.side.foe.active[0].status === 'par') {
pokemon.side.foe.active[0].modifyStat!('spe', 0.25);
}
// If it's burned, halve its attack.
if (pokemon.side.foe.active[0].status === 'brn') {
pokemon.side.foe.active[0].modifyStat!('atk', 0.5);
}
}
}
if (moveData.heal && !target.fainted) {
const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d) {
this.battle.add('-fail', target);
return false;
}
this.battle.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.battle.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.
if (moveData.status === 'brn') target.modifyStat!('atk', 0.5);
if (moveData.status === 'par') target.modifyStat!('spe', 0.25);
}
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.battle.add('-fail', target, target.status);
} else {
this.battle.add('-fail', target);
}
}
didSomething = true;
}
if (moveData.forceStatus) {
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
if (moveData.forceStatus === 'brn') target.modifyStat!('atk', 0.5);
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.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
didSomething = true;
}
}
// Hit events
hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.battle.runEvent('Hit', target, pokemon, move);
}
if (!hitResult && !didSomething) {
if (hitResult === false) this.battle.add('-fail', target);
return false;
}
}
if (targetHasSub === undefined) targetHasSub = !!(target?.volatiles['substitute']);
// Here's where self effects are applied.
const doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
if (moveData.self && (moveData.self.volatileStatus !== 'lockedmove') &&
(doSelf || 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 = this.battle.lastDamage;
}
// Apply move secondaries.
if (moveData.secondaries && target && target.hp > 0) {
for (const secondary of moveData.secondaries) {
// Multi-hit moves only roll for status once
if (!move.multihit || move.lastHit) {
// 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.hasType(move.type))) {
if (secondary.chance === undefined) {
this.moveHit(target, pokemon, move, secondary, true, isSelf);
} else {
let secondaryChance = Math.ceil(secondary.chance * 256 / 100);
// If the secondary effect is confusion, the numerator should be decreased by 1 (10% = 25/256 not 26/256).
if (secondary?.volatileStatus === 'confusion') secondaryChance--;
if (this.battle.randomChance(secondaryChance, 256)) {
this.moveHit(target, pokemon, move, secondary, true, isSelf);
}
}
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch === true ? true : this.dex.toID(move.selfSwitch);
}
return damage;
},
// This calculates the damage pokemon does to target with move.
getDamage(source, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') {
move = this.battle.dex.getActiveMove(move);
} else if (typeof move === 'number') {
move = {
basePower: move,
type: '???',
category: 'Physical',
willCrit: false,
flags: {},
} as ActiveMove;
}
// 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 65535;
}
// We edit the damage through move's damage callback if necessary.
if (move.damageCallback) {
return move.damageCallback.call(this.battle, source, target);
}
// We take damage from damage=level moves (seismic toss).
if (move.damage === 'level') {
return source.level;
}
// If there's a fix move damage, we return that.
if (move.damage || move.damage === 0) {
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 (source.volatiles['partialtrappinglock'] && (target === source.volatiles['partialtrappinglock'].locked)) {
return source.volatiles['partialtrappinglock'].damage;
}
// We check the category and typing to calculate later on the damage.
if (!move.category) move.category = 'Physical';
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
const type = move.type;
// We get the base power and apply basePowerCallback if necessary.
let basePower: number | false | null = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this.battle, source, target, move);
}
if (!basePower) {
return basePower === 0 ? undefined : basePower;
}
basePower = this.battle.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(this.dex.species.get(source.set.species).baseStats['spe'] / 2);
// Now we check for focus energy volatile.
if (source.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.battle.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.battle.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.battle.randomChance(critChance, 256);
}
}
if (isCrit) target.getMoveHitData(move).crit = true;
// Happens after crit calculation.
if (basePower) {
basePower = this.battle.runEvent('BasePower', source, target, move, basePower);
if (basePower && move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.battle.clampIntRange(basePower, 1);
// We now check attacker's and defender's stats.
let level = source.level;
const attacker = move.overrideOffensivePokemon === 'target' ? target : source;
const defender = move.overrideDefensivePokemon === 'source' ? source : target;
const isPhysical = move.category === 'Physical';
const atkType: StatIDExceptHP = move.overrideOffensiveStat || (isPhysical ? 'atk' : 'spa');
const defType: StatIDExceptHP = move.overrideDefensiveStat || (isPhysical ? '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.battle.debug('Screen doubling (Sp)Def');
defense *= 2;
}
// 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.battle.add('-crit', target);
}
if (move.ignoreOffensive) {
this.battle.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(atkType, true);
}
if (move.ignoreDefensive) {
this.battle.debug('Negating (sp)def boost/penalty.');
// No screens
defense = target.getStat(defType, true);
}
// When either attack or defense are higher than 256, both are divided by 4.
// If that's still over 256, it rolls over (%256), which is what causes rollover bugs.
if (attack >= 256 || defense >= 256) {
if (attack >= 1024 || defense >= 1024) {
this.battle.hint("In Gen 1, a stat will roll over to a small number if it is larger than 1024.");
}
attack = this.battle.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 = Math.floor(defense / 4) % 256;
if (defense === 0) {
this.battle.hint('Pokemon Showdown avoids division by zero by rounding defense up to 1. ' +
'In game, the battle would have crashed.');
defense = 1;
}
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.battle.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.battle.clampIntRange(Math.floor(damage / 50), 0, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && source.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness.
// In Gen 1, type effectiveness is applied against each of the target's types.
for (const targetType of target.types) {
let typeMod = this.battle.dex.getEffectiveness(type, targetType);
typeMod = this.battle.runEvent('Effectiveness', this.battle, targetType, move, typeMod);
if (typeMod > 0) {
// Super effective against targetType
damage *= 20;
damage = Math.floor(damage / 10);
}
if (typeMod < 0) {
// Not very effective against targetType
damage *= 5;
damage = Math.floor(damage / 10);
}
}
const totalTypeMod = target.runEffectiveness(move);
if (totalTypeMod > 0) {
if (!suppressMessages) this.battle.add('-supereffective', target);
}
if (totalTypeMod < 0) {
if (!suppressMessages) this.battle.add('-resisted', target);
}
// 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 if damage is greater than 1
if (damage > 1) {
damage *= this.battle.random(217, 256);
damage = Math.floor(damage / 255);
}
// And we are done.
return Math.floor(damage);
},
},
// deals with Pokémon stat boosting.
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.conditions.get(effect);
if (!target?.hp) return 0;
let success = null;
boost = this.runEvent('TryBoost', target, source, effect, { ...boost });
let i: BoostID;
for (i in boost) {
const currentBoost: SparseBoostsTable = {};
currentBoost[i] = boost[i];
if (boost[i] !== 0) {
const boostResult = target.boostBy(currentBoost);
if (boostResult) {
success = true;
let msg = '-boost';
if (boost[i]! < 0) {
msg = '-unboost';
boost[i] = -boost[i]!;
}
if (!effect || effect.effectType === 'Move') {
this.add(msg, target, i, boost[i]);
} else {
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
}
// Tried to boost at 999 or unboost at 1. This does not count as a success: par/brn effects are not applied afterwards.
if (boostResult === 0) {
let msg = '-boost';
let secondmsg = '-unboost';
if (boost[i]! < 0) {
msg = '-unboost';
secondmsg = '-boost';
boost[i] = -boost[i]!;
}
if (!effect || effect.effectType === 'Move') {
this.add(msg, target, i, boost[i]);
} else {
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
}
this.add(secondmsg, target, i, 1);
if (msg === '-boost') {
this.hint(`In Gen 1, boosting a stat at 999 will apply a -1 drop afterwards, and the stat remains at 999.`, true);
} else {
this.hint(`In Gen 1, dropping a stat at 1 will apply a +1 boost afterwards, and the stat remains at 1.`, true);
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
}
}
}
this.runEvent('AfterBoost', target, source, effect, boost);
return success;
},
};