mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-04-18 16:47:22 -05:00
181 lines
5.9 KiB
TypeScript
181 lines
5.9 KiB
TypeScript
/**
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* Main server ladder library
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This file handles ladders for the main server on
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* play.pokemonshowdown.com.
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*
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* Ladders for all other servers is handled by ladders.ts.
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*
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* Matchmaking is currently still implemented in rooms.ts.
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*
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* @license MIT
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*/
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import {Utils} from '../lib';
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export class LadderStore {
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formatid: string;
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static readonly formatsListPrefix = '';
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constructor(formatid: string) {
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this.formatid = formatid;
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}
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/**
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* Returns [formatid, html], where html is an the HTML source of a
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* ladder toplist, to be displayed directly in the ladder tab of the
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* client.
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*/
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// This requires to be `async` because it must conform with the `LadderStore` interface
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// eslint-disable-next-line @typescript-eslint/require-await
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async getTop(prefix?: string): Promise<[string, string] | null> {
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return null;
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}
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/**
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* Returns a Promise for the Elo rating of a user
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*/
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async getRating(userid: string) {
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const formatid = this.formatid;
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const user = Users.getExact(userid);
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if (user?.mmrCache[formatid]) {
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return user.mmrCache[formatid];
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}
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const [data] = await LoginServer.request('mmr', {
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format: formatid,
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user: userid,
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});
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let mmr = NaN;
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if (data && !data.errorip) {
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mmr = Number(data);
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}
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if (isNaN(mmr)) return 1000;
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if (user && user.id === userid) {
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user.mmrCache[formatid] = mmr;
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}
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return mmr;
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}
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/**
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* Update the Elo rating for two players after a battle, and display
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* the results in the passed room.
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*/
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async updateRating(p1name: string, p2name: string, p1score: number, room: AnyObject): Promise<[
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number, AnyObject | undefined | null, AnyObject | undefined | null,
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]> {
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if (Ladders.disabled) {
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room.addRaw(`Ratings not updated. The ladders are currently disabled.`).update();
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return [p1score, null, null];
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}
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const formatid = this.formatid;
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const p1 = Users.getExact(p1name);
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const p2 = Users.getExact(p2name);
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const p1id = toID(p1name);
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const p2id = toID(p2name);
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const ladderUpdatePromise = LoginServer.request('ladderupdate', {
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p1: p1name,
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p2: p2name,
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score: p1score,
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format: formatid,
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});
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// calculate new Elo scores and display to room while loginserver updates the ladder
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const [p1OldElo, p2OldElo] = (await Promise.all([this.getRating(p1id), this.getRating(p2id)])).map(Math.round);
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const p1NewElo = Math.round(this.calculateElo(p1OldElo, p1score, p2OldElo));
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const p2NewElo = Math.round(this.calculateElo(p2OldElo, 1 - p1score, p1OldElo));
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const p1Act = (p1score > 0.9 ? `winning` : (p1score < 0.1 ? `losing` : `tying`));
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let p1Reasons = `${p1NewElo - p1OldElo} for ${p1Act}`;
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if (!p1Reasons.startsWith('-')) p1Reasons = '+' + p1Reasons;
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room.addRaw(Utils.html`${p1name}'s rating: ${p1OldElo} → <strong>${p1NewElo}</strong><br />(${p1Reasons})`);
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const p2Act = (p1score > 0.9 || p1score < 0 ? `losing` : (p1score < 0.1 ? `winning` : `tying`));
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let p2Reasons = `${p2NewElo - p2OldElo} for ${p2Act}`;
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if (!p2Reasons.startsWith('-')) p2Reasons = '+' + p2Reasons;
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room.addRaw(Utils.html`${p2name}'s rating: ${p2OldElo} → <strong>${p2NewElo}</strong><br />(${p2Reasons})`);
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room.rated = Math.min(p1NewElo, p2NewElo);
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if (p1) p1.mmrCache[formatid] = +p1NewElo;
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if (p2) p2.mmrCache[formatid] = +p2NewElo;
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room.update();
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const [data, error] = await ladderUpdatePromise;
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let problem = false;
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if (error) {
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if (error.message !== 'stream interrupt') {
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room.add(`||Ladder isn't responding, score probably updated but might not have (${error.message}).`);
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problem = true;
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}
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} else if (!room.battle) {
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problem = true;
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} else if (!data) {
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room.add(`|error|Unexpected response ${data} from ladder server.`);
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room.update();
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problem = true;
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} else if (data.errorip) {
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room.add(`|error|This server's request IP ${data.errorip} is not a registered server.`);
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room.add(`|error|You should be using ladders.js and not ladders-remote.js for ladder tracking.`);
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room.update();
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problem = true;
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}
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if (problem) {
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// We used to clear mmrCache for the format to get the users updated rating next search
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// we now no longer do that because that results in the user getting paired with other users as though they have 1000 elo
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// if the next query times out, which happens very frequently. This results in a lot of confusion, so we're just
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// going to not clear this cache. If the user gets the proper rating later - great. If they don't,
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// this will ensure they still get matched up in a much more accurate fashion.
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return [p1score, null, null];
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}
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return [p1score, data?.p1rating, data?.p2rating];
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}
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/**
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* Returns a Promise for an array of strings of <tr>s for ladder ratings of the user
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*/
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// This requires to be `async` because it must conform with the `LadderStore` interface
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// eslint-disable-next-line @typescript-eslint/require-await
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static async visualizeAll(username: string) {
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return [`<tr><td><strong>Please use the official client at play.pokemonshowdown.com</strong></td></tr>`];
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}
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/**
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* Calculates Elo based on a match result
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*
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*/
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calculateElo(oldElo: number, score: number, foeElo: number): number {
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// see lib/ntbb-ladder.lib.php in the pokemon-showdown-client repo for the login server implementation
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// *intentionally* different from calculation in ladders-local, due to the high activity on the main server
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// The K factor determines how much your Elo changes when you win or
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// lose games. Larger K means more change.
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// In the "original" Elo, K is constant, but it's common for K to
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// get smaller as your rating goes up
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let K = 50;
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// dynamic K-scaling (optional)
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if (oldElo < 1100) {
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if (score < 0.5) {
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K = 20 + (oldElo - 1000) * 30 / 100;
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} else if (score > 0.5) {
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K = 80 - (oldElo - 1000) * 30 / 100;
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}
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} else if (oldElo > 1300) {
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K = 40;
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}
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// main Elo formula
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const E = 1 / (1 + Math.pow(10, (foeElo - oldElo) / 400));
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const newElo = oldElo + K * (score - E);
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return Math.max(newElo, 1000);
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}
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}
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