pokemon-showdown/dev-tools/smoke.js
2019-04-07 08:34:43 -07:00

458 lines
15 KiB
JavaScript

/**
* Battle Simulator smoke testing tooling.
* Pokemon Showdown - http://pokemonshowdown.com/
*
* 'Smoke tests' are a form of sanity testing/build verification which can be
* used to expose obvious critical issues with the application. The tooling
* in this file works by playing out a number of battles across various
* generations and game types, attempting to use as many different effects to
* smoke out any crashes. Making it through a successful cycle of smoke tests
* does *not* mean the application is without bugs, or even that it is crash
* free - it simply provides some confidence that the application is less
* likely to catch fire.
*
* USAGE: `node dev-tools/harness.js` will run through a single 'cycle' of
* battles, where each 'cycle' involves exhausting all possible
* Pokemon/Abilities/Items/Moves at least once. Additional cycles can be run
* by passing the desired number to run as the first argument to the script
* (which is important to force different combinations/scenarios to play out).
* If the number of cycles is negative, the smoke tests will loop continuously,
* running each format a number of times specified by the cycle ad infinitum.
*
* In all cases, the program will abort if MAX_FAILURES have been encountered.
*
* @license MIT
*/
'use strict';
const child_process = require('child_process');
const shell = cmd => child_process.execSync(cmd, {stdio: 'inherit', cwd: __dirname});
// Run the build script if we're being called from the command line.
// NOTE: `require('../build')` is not safe because `replace` is async.
if (require.main === module) shell('node ../build');
const Dex = require('../.sim-dist/dex');
const PRNG = require('../.sim-dist/prng').PRNG;
const RandomPlayerAI = require('../.sim-dist/examples/random-player-ai').RandomPlayerAI;
const toId = Dex.getId;
const {Runner, RejectionTracker} = require('./harness');
// By default, the TeamGenerator generates sets completely at random which unforunately means
// certain signature combinations (eg. Mega Stone/Z Moves which only work for specific Pokemon)
// are unlikely to be chosen. To combat this, we keep a mapping of these combinations and some
// fraction of the time when we are generating sets for these particular Pokemon we give them
// the combinations they need to exercise the simulator more thoroughly.
const COMBO = 0.5;
// Generates random teams of pokemon suitable for use in custom games (ie. without team
// validation). Coordinates with the CoordinatedPlayerAI below through Pools to ensure as
// many different options as possible get exercised in battle.
class TeamGenerator {
constructor(dex, prng, pools, signatures) {
this.dex = dex;
this.prng = prng && !Array.isArray(prng) ? prng : new PRNG(prng);
this.pools = pools;
this.signatures = signatures;
this.natures = Object.keys(this.dex.data.Natures);
}
get exhausted() {
const exhausted = [this.pools.pokemon.exhausted, this.pools.moves.exhausted];
if (this.dex.gen >= 2) exhausted.push(this.pools.items.exhausted);
if (this.dex.gen >= 3) exhausted.push(this.pools.abilities.exhausted);
return Math.min.apply(null, exhausted);
}
generate() {
const team = [];
for (let pokemon of this.pools.pokemon.next(6)) {
const template = this.dex.getTemplate(pokemon);
const randomEVs = () => this.prng.next(253);
const randomIVs = () => this.prng.next(32);
let item;
const moves = [];
const combos = this.signatures.get(template.id);
if (combos && this.prng.next() > COMBO) {
const combo = this.prng.sample(combos);
item = combo.item;
if (combo.move) moves.push(combo.move);
} else {
item = this.dex.gen >= 2 ? this.pools.items.next() : '';
}
team.push({
name: template.baseSpecies,
species: template.species,
gender: template.gender,
item,
ability: this.dex.gen >= 3 ? this.pools.abilities.next() : 'None',
moves: moves.concat(...this.pools.moves.next(4 - moves.length)),
evs: {
hp: randomEVs(),
atk: randomEVs(),
def: randomEVs(),
spa: randomEVs(),
spd: randomEVs(),
spe: randomEVs(),
},
ivs: {
hp: randomIVs(),
atk: randomIVs(),
def: randomIVs(),
spa: randomIVs(),
spd: randomIVs(),
spe: randomIVs(),
},
nature: this.prng.sample(this.natures),
level: this.prng.next(50, 100),
happiness: this.prng.next(256),
shiny: this.prng.randomChance(1, 1024),
});
}
return team;
}
}
class Pool {
constructor(possible, prng) {
this.possible = possible;
this.prng = prng;
this.exhausted = 0;
this.unused = new Set();
}
toString() {
return `${this.exhausted} (${this.unused.size}/${this.possible.length})`;
}
reset() {
if (this.filled) this.exhausted++;
this.iter = undefined;
this.unused = new Set(this.shuffle(this.possible));
if (this.possible.length && this.filled) {
for (let used of this.filled) {
this.unused.delete(used);
}
this.filled = new Set();
if (!this.unused.size) this.reset();
} else {
this.filled = new Set();
}
this.filler = this.possible.slice();
// POST: this.unused.size === this.possible.length
// POST: this.filler.length > 0
// POST: this.filled.size === 0
// POST: this.iter === undefined
}
shuffle(arr) {
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(this.prng.next() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
}
wasUsed(k) {
// NOTE: We are intentionally clearing our iterator even though `unused`
// hasn't been modified, see explanation below.
this.iter = undefined;
return !this.unused.has(k);
}
markUsed(k) {
this.iter = undefined;
this.unused.delete(k);
}
next(num) {
if (!num) return this.choose();
const chosen = [];
for (let i = 0; i < num; i++) {
chosen.push(this.choose());
}
return chosen;
}
// Returns the next option in our set of unused options which were shuffled
// before insertion so as to come out in random order. The iterator is
// reset when the pools are manipulated by the CombinedPlayerAI (`markUsed`
// as it mutates the set, but also `wasUsed` because resetting the
// iterator isn't so much 'marking it as invalid' as 'signalling that we
// should move the unused options to the top again').
//
// As the pool of options dwindles, we run into scenarios where `choose`
// will keep returning the same options. This helps ensure they get used,
// but having a game with every Pokemon having the same move or ability etc
// is less realistic, so instead we 'fill' out the remaining choices during a
// generator round (ie. until our iterator gets invalidated during gameplay).
//
// The 'filler' choices are tracked in `filled` to later subtract from the next
// exhaustion cycle of this pool, but in theory we could be so unlucky that
// we loop through our fillers multiple times while dealing with a few stubborn
// remaining options in `unused`, therefore undercounting our `exhausted` total,
// but this is considered to be unlikely enough that we don't care (and
// `exhausted` is a lower bound anyway).
choose() {
if (!this.unused.size) this.reset();
if (this.iter) {
if (!this.iter.done) {
const next = this.iter.next();
this.iter.done = next.done;
if (!next.done) return next.value;
}
return this.fill();
}
this.iter = this.unused.values();
const next = this.iter.next();
this.iter.done = next.done;
// this.iter.next() must have a value (!this.iter.done) because this.unused.size > 0
// after this.reset(), and the only places that mutate this.unused clear this.iter.
return next.value;
}
fill() {
let length = this.filler.length;
if (!length) {
this.filler = this.possible.slice();
length = this.filler.length;
}
const index = this.prng.next(length);
const element = this.filler[index];
this.filler[index] = this.filler[length - 1];
this.filler.pop();
this.filled.add(element);
return element;
}
}
// Random AI which shares Pools with the TeamGenerator to coordinate creating battle simulations
// that test out as many different Pokemon/Species/Items/Moves as possible. The logic is still
// random, so it's not going to optimally use as many new effects as would be possible, but it
// should exhaust its pools much faster than the naive RandomPlayerAI alone.
//
// NOTE: We're tracking 'usage' when we make the choice and not what actually gets used in Battle.
// These can differ in edge cases and so its possible we report that we've 'used' every option
// when we haven't (for example, we may switch in a Pokemon with an ability, but we're not
// guaranteeing the ability activates, etc).
class CoordinatedPlayerAI extends RandomPlayerAI {
constructor(playerStream, options, pools) {
super(playerStream, options);
this.pools = pools;
}
chooseTeamPreview(team) {
return `team ${this.choosePokemon(team.map((p, i) => ({slot: i + 1, pokemon: p}))) || 1}`;
}
chooseMove(moves) {
// Prefer to use a move which hasn't been used yet.
for (const {choice, move} of moves) {
const id = this.fixMove(move);
if (!this.pools.moves.wasUsed(id)) {
this.pools.moves.markUsed(id);
return choice;
}
}
return super.chooseMove(moves);
}
chooseSwitch(switches) {
return this.choosePokemon(switches) || super.chooseSwitch(switches);
}
choosePokemon(choices) {
// Prefer to choose a Pokemon that has a species/ability/item/move we haven't seen yet.
for (const {slot, pokemon} of choices) {
const species = toId(pokemon.details.split(',')[0]);
if (!this.pools.pokemon.wasUsed(species) ||
!this.pools.abilities.wasUsed(pokemon.baseAbility) ||
!this.pools.items.wasUsed(pokemon.item) ||
pokemon.moves.some(m => !this.pools.moves.wasUsed(this.fixMove(m)))) {
this.pools.pokemon.markUsed(species);
this.pools.abilities.markUsed(pokemon.baseAbility);
this.pools.items.markUsed(pokemon.item);
return slot;
}
}
}
// The move options provided by the simulator have been converted from the name
// which we're tracking, so we need to convert them back;
fixMove(m) {
const id = toId(m.move);
if (id.startsWith('return')) return 'return';
if (id.startsWith('frustration')) return 'frustration';
if (id.startsWith('hiddenpower')) return 'hiddenpower';
return id;
}
}
const DEFAULT_CYCLES = 1;
const MAX_FAILURES = 10;
class SmokeRunner {
constructor(options) {
this.format = options.format;
this.cycles = options.cycles || DEFAULT_CYCLES;
this.prng = (options.prng && !Array.isArray(options.prng)) ?
options.prng : new PRNG(options.prng);
this.log = !!options.log;
this.maxGames = options.maxGames;
this.maxFailures = options.maxFailures || MAX_FAILURES;
this.failures = 0;
this.games = 0;
}
async run() {
const dex = Dex.forFormat(this.format);
const seed = this.prng.seed;
const pools = this.createPools(dex);
const createAI = (s, o) => new CoordinatedPlayerAI(s, o, pools);
const generator = new TeamGenerator(dex, this.prng, pools, getSignatures(dex, pools));
do {
this.games++;
try {
// We run these sequentially instead of async so that the team generator
// and the AI can coordinate usage properly.
await new Runner({
prng: this.prng,
p1options: {team: generator.generate(), createAI},
p2options: {team: generator.generate(), createAI},
format: this.format,
error: true,
}).run();
if (this.log) this.logProgress(pools);
} catch (err) {
this.failures++;
console.error(
`\n\nRun \`node dev-tools/smoke ${this.cycles} ${this.format} ${seed.join()}\`:\n`, err);
}
} while ((!this.maxGames || this.games < this.maxGames) &&
(!this.maxFailures || this.failures < this.maxFailures) &&
generator.exhausted < this.cycles);
return this.failures;
}
createPools(dex) {
return {
pokemon: new Pool(onlyValid(dex.gen, dex.data.Pokedex, p => dex.getTemplate(p),
(_, p) => (p.species !== 'Pichu-Spiky-eared' && p.species.substr(0, 8) !== 'Pikachu-')), this.prng),
items: new Pool(onlyValid(dex.gen, dex.data.Items, i => dex.getItem(i)), this.prng),
abilities: new Pool(onlyValid(dex.gen, dex.data.Abilities, a => dex.getAbility(a)), this.prng),
moves: new Pool(onlyValid(dex.gen, dex.data.Movedex, m => dex.getMove(m),
m => (m !== 'struggle' && (m === 'hiddenpower' || m.substr(0, 11) !== 'hiddenpower'))), this.prng),
};
}
logProgress(p) {
// `\r` = return to the beginning of the line
// `\x1b[k` (`\e[K`) = clear all characters from cursor position to EOL
if (this.games) process.stdout.write('\r\x1b[K');
// Deliberately don't print a `\n` character so that we can overwrite
process.stdout.write(
`[${this.format}] P:${p.pokemon} I:${p.items} A:${p.abilities} M:${p.moves} = ${this.games}`);
}
}
module.exports = {TeamGenerator, Pool, CoordinatedPlayerAI, SmokeRunner};
function onlyValid(gen, obj, getter, additional, nonStandard) {
return Object.keys(obj).filter(k => {
const v = getter(k);
return v.gen <= gen &&
(!v.isNonstandard || !!nonStandard) &&
(!additional || additional(k, v));
});
}
function getSignatures(dex, pools) {
const signatures = new Map();
for (const id of pools.items.possible) {
const item = dex.data.Items[id];
if (item.megaEvolves) {
const pokemon = toId(item.megaEvolves);
const combo = {item: id};
let combos = signatures.get(pokemon);
if (!combos) {
combos = [];
signatures.set(pokemon, combos);
}
combos.push(combo);
} else if (item.zMoveUser) {
for (const user of item.zMoveUser) {
const pokemon = toId(user);
const combo = {item: id};
if (item.zMoveFrom) combo.move = toId(item.zMoveFrom);
let combos = signatures.get(pokemon);
if (!combos) {
combos = [];
signatures.set(pokemon, combos);
}
combos.push(combo);
}
}
}
return signatures;
}
if (require.main === module) {
Dex.includeModData();
RejectionTracker.register();
// TODO: Add triple battles once supported by the AI.
const FORMATS = [
'gen7customgame', 'gen7doublescustomgame',
'gen6customgame', 'gen6doublescustomgame',
'gen5customgame', 'gen5doublescustomgame',
'gen4customgame', 'gen4doublescustomgame',
'gen3customgame', 'gen3doublescustomgame',
'gen2customgame',
'gen1customgame'];
const format = process.argv[3];
const formats = format ? [format] : FORMATS;
const maxFailures = format ? 1 : MAX_FAILURES;
const seed = process.argv[4] && process.argv[4].split(',').map(s => Number(s));
const prng = new PRNG(seed);
// Because of our handwavy accounting of 'usage', as well as to account for ordering effects and
// the interplay of various combinations, we should actually run multiple cycles and exhaust our
// pools multiple times to provide more confidence that we're actually smoking out issues.
let cycles = Number(process.argv[2]) || DEFAULT_CYCLES;
// If cycles is negative the smoke test will instead run indefinitely in case you wish to
// dedicate some computer resources to finding PS! edge case crashes instead of mining crypto,
// folding proteins, or searching for extraterrestrials/large primes.
let forever = false;
if (cycles < 0) {
cycles = -cycles;
forever = true;
}
(async () => {
let failures = 0;
do {
for (let format of formats) {
failures += await new SmokeRunner({
format, cycles, prng, maxFailures, log: true,
}).run();
process.stdout.write('\n');
if (failures >= maxFailures) break;
}
} while (forever); // eslint-disable-line no-unmodified-loop-condition
process.exit(failures);
})();
}