pokemon-showdown/data/mods/passiveaggressive/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

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export const Scripts: ModdedBattleScriptsData = {
gen: 9,
actions: {
hitStepMoveHitLoop(targets, pokemon, move) { // Temporary name
let damage: (number | boolean | undefined)[] = [];
for (const i of targets.keys()) {
damage[i] = 0;
}
move.totalDamage = 0;
pokemon.lastDamage = 0;
let targetHits = move.multihit || 1;
if (Array.isArray(targetHits)) {
// yes, it's hardcoded... meh
if (targetHits[0] === 2 && targetHits[1] === 5) {
if (this.battle.gen >= 5) {
// 35-35-15-15 out of 100 for 2-3-4-5 hits
targetHits = this.battle.sample([2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5]);
if (targetHits < 4 && pokemon.hasItem('loadeddice')) {
targetHits = 5 - this.battle.random(2);
}
} else {
targetHits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]);
}
} else {
targetHits = this.battle.random(targetHits[0], targetHits[1] + 1);
}
}
if (targetHits === 10 && pokemon.hasItem('loadeddice')) targetHits -= this.battle.random(7);
targetHits = Math.floor(targetHits);
let nullDamage = true;
let moveDamage: (number | boolean | undefined)[] = [];
// There is no need to recursively check the ´sleepUsable´ flag as Sleep Talk can only be used while asleep.
const isSleepUsable = move.sleepUsable || this.dex.moves.get(move.sourceEffect).sleepUsable;
let targetsCopy: (Pokemon | false | null)[] = targets.slice(0);
let hit: number;
for (hit = 1; hit <= targetHits; hit++) {
if (damage.includes(false)) break;
if (hit > 1 && pokemon.status === 'slp' && (!isSleepUsable || this.battle.gen === 4)) break;
if (targets.every(target => !target?.hp)) break;
move.hit = hit;
if (move.smartTarget && targets.length > 1) {
targetsCopy = [targets[hit - 1]];
damage = [damage[hit - 1]];
} else {
targetsCopy = targets.slice(0);
}
const target = targetsCopy[0]; // some relevant-to-single-target-moves-only things are hardcoded
if (target && typeof move.smartTarget === 'boolean') {
if (hit > 1) {
this.battle.addMove('-anim', pokemon, move.name, target);
} else {
this.battle.retargetLastMove(target);
}
}
// like this (Triple Kick)
if (target && move.multiaccuracy && hit > 1) {
let accuracy = move.accuracy;
const boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
if (accuracy !== true) {
if (!move.ignoreAccuracy) {
const boosts = this.battle.runEvent('ModifyBoost', pokemon, null, null, { ...pokemon.boosts });
const boost = this.battle.clampIntRange(boosts['accuracy'], -6, 6);
if (boost > 0) {
accuracy *= boostTable[boost];
} else {
accuracy /= boostTable[-boost];
}
}
if (!move.ignoreEvasion) {
const boosts = this.battle.runEvent('ModifyBoost', target, null, null, { ...target.boosts });
const boost = this.battle.clampIntRange(boosts['evasion'], -6, 6);
if (boost > 0) {
accuracy /= boostTable[boost];
} else if (boost < 0) {
accuracy *= boostTable[-boost];
}
}
}
accuracy = this.battle.runEvent('ModifyAccuracy', target, pokemon, move, accuracy);
if (!move.alwaysHit) {
accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
if (accuracy !== true && !this.battle.randomChance(accuracy, 100)) break;
}
}
const moveData = move;
if (!moveData.flags) moveData.flags = {};
let moveDamageThisHit;
// Modifies targetsCopy (which is why it's a copy)
[moveDamageThisHit, targetsCopy] = this.spreadMoveHit(targetsCopy, pokemon, move, moveData);
// When Dragon Darts targets two different pokemon, targetsCopy is a length 1 array each hit
// so spreadMoveHit returns a length 1 damage array
if (move.smartTarget) {
moveDamage.push(...moveDamageThisHit);
} else {
moveDamage = moveDamageThisHit;
}
if (!moveDamage.some(val => val !== false)) break;
nullDamage = false;
for (const [i, md] of moveDamage.entries()) {
if (move.smartTarget && i !== hit - 1) continue;
// Damage from each hit is individually counted for the
// purposes of Counter, Metal Burst, and Mirror Coat.
damage[i] = md === true || !md ? 0 : md;
// Total damage dealt is accumulated for the purposes of recoil (Parental Bond).
move.totalDamage += damage[i];
}
if (move.mindBlownRecoil) {
const hpBeforeRecoil = pokemon.hp;
const calc = calculate(this.battle, pokemon, pokemon, move.id);
this.battle.damage(Math.round(calc * pokemon.maxhp / 2), pokemon, pokemon, this.dex.conditions.get(move.id), true);
move.mindBlownRecoil = false;
if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) {
this.battle.runEvent('EmergencyExit', pokemon, pokemon);
}
}
this.battle.eachEvent('Update');
if (!pokemon.hp && targets.length === 1) {
hit++; // report the correct number of hits for multihit moves
break;
}
}
// hit is 1 higher than the actual hit count
if (hit === 1) return damage.fill(false);
if (nullDamage) damage.fill(false);
this.battle.faintMessages(false, false, !pokemon.hp);
if (move.multihit && typeof move.smartTarget !== 'boolean') {
this.battle.add('-hitcount', targets[0], hit - 1);
}
if ((move.recoil || move.id === 'chloroblast') && move.totalDamage) {
const hpBeforeRecoil = pokemon.hp;
const recoilDamage = this.calcRecoilDamage(move.totalDamage, move, pokemon);
if (recoilDamage !== 1.1) this.battle.damage(recoilDamage, pokemon, pokemon, 'recoil');
if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) {
this.battle.runEvent('EmergencyExit', pokemon, pokemon);
}
}
if (move.struggleRecoil) {
const hpBeforeRecoil = pokemon.hp;
let recoilDamage;
if (this.dex.gen >= 5) {
recoilDamage = this.battle.clampIntRange(Math.round(pokemon.baseMaxhp / 4), 1);
} else {
recoilDamage = this.battle.clampIntRange(this.battle.trunc(pokemon.maxhp / 4), 1);
}
this.battle.directDamage(recoilDamage, pokemon, pokemon, { id: 'strugglerecoil' } as Condition);
if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) {
this.battle.runEvent('EmergencyExit', pokemon, pokemon);
}
}
// smartTarget messes up targetsCopy, but smartTarget should in theory ensure that targets will never fail, anyway
if (move.smartTarget) {
targetsCopy = targets.slice(0);
}
for (const [i, target] of targetsCopy.entries()) {
if (target && pokemon !== target) {
target.gotAttacked(move, moveDamage[i] as number | false | undefined, pokemon);
if (typeof moveDamage[i] === 'number') {
target.timesAttacked += move.smartTarget ? 1 : hit - 1;
}
}
}
if (move.ohko && !targets[0].hp) this.battle.add('-ohko');
if (!damage.some(val => !!val || val === 0)) return damage;
this.battle.eachEvent('Update');
this.afterMoveSecondaryEvent(targetsCopy.filter(val => !!val), pokemon, move);
if (!move.negateSecondary && !(move.hasSheerForce && pokemon.hasAbility('sheerforce'))) {
for (const [i, d] of damage.entries()) {
// There are no multihit spread moves, so it's safe to use move.totalDamage for multihit moves
// The previous check was for `move.multihit`, but that fails for Dragon Darts
const curDamage = targets.length === 1 ? move.totalDamage : d;
if (typeof curDamage === 'number' && targets[i].hp) {
const targetHPBeforeDamage = (targets[i].hurtThisTurn || 0) + curDamage;
if (targets[i].hp <= targets[i].maxhp / 2 && targetHPBeforeDamage > targets[i].maxhp / 2) {
this.battle.runEvent('EmergencyExit', targets[i], pokemon);
}
}
}
}
return damage;
},
calcRecoilDamage(damageDealt, move, pokemon): number {
const calc = calculate(this.battle, pokemon, pokemon, move.id);
if (calc === 0) return 1.1;
if (move.id === 'chloroblast') return Math.round(calc * pokemon.maxhp / 2);
const recoil = Math.round(damageDealt * calc * move.recoil![0] / move.recoil![1]);
return this.battle.clampIntRange(recoil, 1);
},
},
};
function calculate(battle: Battle, source: Pokemon, pokemon: Pokemon, moveid = 'tackle') {
const move = battle.dex.getActiveMove(moveid);
move.type = source.getTypes()[0];
const typeMod = 2 ** battle.clampIntRange(pokemon.runEffectiveness(move), -6, 6);
if (!pokemon.runImmunity(move.type)) return 0;
return typeMod;
}