mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-04-14 05:26:30 -05:00
This replaces some pretty jank code with much cleaner code. Anything that would be more cleanly implemented by iterating the players array is now done by iterating the players array. Some instances of p1/p2 are lying around but we should slowly deprecate them.
238 lines
6.8 KiB
TypeScript
238 lines
6.8 KiB
TypeScript
/**
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* Battle Simulator runner.
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* @license MIT
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*/
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import {strict as assert} from 'assert';
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import * as fs from 'fs';
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import {Dex} from '..';
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import {ObjectReadWriteStream} from '../../lib/streams';
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import {Battle} from '../battle';
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import * as BattleStreams from '../battle-stream';
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import {State} from '../state';
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import {PRNG, PRNGSeed} from '../prng';
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import {RandomPlayerAI} from './random-player-ai';
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export interface AIOptions {
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createAI: (stream: ObjectReadWriteStream<string>, options: AIOptions) => RandomPlayerAI;
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move?: number;
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mega?: number;
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seed?: PRNG | PRNGSeed | null;
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team?: PokemonSet[];
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}
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export interface RunnerOptions {
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format: string;
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prng?: PRNG | PRNGSeed | null;
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p1options?: AIOptions;
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p2options?: AIOptions;
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p3options?: AIOptions;
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p4options?: AIOptions;
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input?: boolean;
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output?: boolean;
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error?: boolean;
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dual?: boolean | 'debug';
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}
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export class Runner {
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static readonly AI_OPTIONS: AIOptions = {
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createAI: (s: ObjectReadWriteStream<string>, o: AIOptions) => new RandomPlayerAI(s, o),
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move: 0.7,
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mega: 0.6,
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};
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private readonly prng: PRNG;
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private readonly p1options: AIOptions;
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private readonly p2options: AIOptions;
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private readonly p3options: AIOptions;
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private readonly p4options: AIOptions;
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private readonly format: string;
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private readonly input: boolean;
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private readonly output: boolean;
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private readonly error: boolean;
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private readonly dual: boolean | 'debug';
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constructor(options: RunnerOptions) {
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this.format = options.format;
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this.prng = (options.prng && !Array.isArray(options.prng)) ?
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options.prng : new PRNG(options.prng);
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this.p1options = {...Runner.AI_OPTIONS, ...options.p1options};
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this.p2options = {...Runner.AI_OPTIONS, ...options.p2options};
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this.p3options = {...Runner.AI_OPTIONS, ...options.p3options};
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this.p4options = {...Runner.AI_OPTIONS, ...options.p4options};
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this.input = !!options.input;
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this.output = !!options.output;
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this.error = !!options.error;
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this.dual = options.dual || false;
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}
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async run() {
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const battleStream = this.dual ?
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new DualStream(this.input, this.dual === 'debug') :
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new RawBattleStream(this.input);
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const game = this.runGame(this.format, battleStream);
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if (!this.error) return game;
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return game.catch(err => {
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console.log(`\n${battleStream.rawInputLog.join('\n')}\n`);
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throw err;
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});
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}
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private async runGame(format: string, battleStream: RawBattleStream | DualStream) {
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// @ts-ignore - DualStream implements everything relevant from BattleStream.
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const streams = BattleStreams.getPlayerStreams(battleStream);
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const spec = {formatid: format, seed: this.prng.seed};
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const is4P = Dex.formats.get(format).playerCount > 2;
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const p1spec = this.getPlayerSpec("Bot 1", this.p1options);
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const p2spec = this.getPlayerSpec("Bot 2", this.p2options);
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let p3spec: typeof p1spec, p4spec: typeof p1spec;
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if (is4P) {
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p3spec = this.getPlayerSpec("Bot 3", this.p3options);
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p4spec = this.getPlayerSpec("Bot 4", this.p4options);
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}
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const p1 = this.p1options.createAI(
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streams.p1, {seed: this.newSeed(), ...this.p1options}
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);
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const p2 = this.p2options.createAI(
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streams.p2, {seed: this.newSeed(), ...this.p2options}
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);
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let p3: RandomPlayerAI, p4: RandomPlayerAI;
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if (is4P) {
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p3 = this.p4options.createAI(
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streams.p3, {seed: this.newSeed(), ...this.p3options}
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);
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p4 = this.p4options.createAI(
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streams.p4, {seed: this.newSeed(), ...this.p4options}
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);
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}
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// TODO: Use `await Promise.race([streams.omniscient.read(), p1, p2])` to avoid
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// leaving these promises dangling once it no longer causes memory leaks (v8#9069).
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void p1.start();
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void p2.start();
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if (is4P) {
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void p3!.start();
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void p4!.start();
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}
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let initMessage = `>start ${JSON.stringify(spec)}\n` +
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`>player p1 ${JSON.stringify(p1spec)}\n` +
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`>player p2 ${JSON.stringify(p2spec)}`;
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if (is4P) {
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initMessage += `\n` +
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`>player p3 ${JSON.stringify(p3spec!)}\n` +
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`>player p4 ${JSON.stringify(p4spec!)}`;
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}
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void streams.omniscient.write(initMessage);
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for await (const chunk of streams.omniscient) {
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if (this.output) console.log(chunk);
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}
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return streams.omniscient.writeEnd();
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}
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// Same as PRNG#generatedSeed, only deterministic.
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// NOTE: advances this.prng's seed by 4.
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private newSeed(): PRNGSeed {
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return [
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Math.floor(this.prng.next() * 0x10000),
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Math.floor(this.prng.next() * 0x10000),
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Math.floor(this.prng.next() * 0x10000),
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Math.floor(this.prng.next() * 0x10000),
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];
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}
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private getPlayerSpec(name: string, options: AIOptions) {
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if (options.team) return {name, team: options.team};
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return {name, seed: this.newSeed()};
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}
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}
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class RawBattleStream extends BattleStreams.BattleStream {
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readonly rawInputLog: string[];
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private readonly input: boolean;
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constructor(input: boolean) {
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super();
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this.input = !!input;
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this.rawInputLog = [];
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}
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_write(message: string) {
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if (this.input) console.log(message);
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this.rawInputLog.push(message);
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super._write(message);
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}
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}
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class DualStream {
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private debug: boolean;
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private readonly control: RawBattleStream;
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private test: RawBattleStream;
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constructor(input: boolean, debug: boolean) {
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this.debug = debug;
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// The input to both streams should be the same, so to satisfy the
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// input flag we only need to track the raw input of one stream.
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this.control = new RawBattleStream(input);
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this.test = new RawBattleStream(false);
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}
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get rawInputLog() {
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const control = this.control.rawInputLog;
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const test = this.test.rawInputLog;
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assert.deepEqual(test, control);
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return control;
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}
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async read() {
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const control = await this.control.read();
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const test = await this.test.read();
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// In debug mode, wait to catch this as a difference in the inputLog
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// and error there so we get the full battle state dumped instead.
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if (!this.debug) assert.equal(State.normalizeLog(test), State.normalizeLog(control));
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return control;
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}
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write(message: string) {
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this.control._write(message);
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this.test._write(message);
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this.compare();
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}
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writeEnd() {
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// We need to compare first because _writeEnd() destroys the battle object.
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this.compare(true);
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this.control._writeEnd();
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this.test._writeEnd();
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}
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compare(end?: boolean) {
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if (!this.control.battle || !this.test.battle) return;
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const control = this.control.battle.toJSON();
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const test = this.test.battle.toJSON();
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try {
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assert.deepEqual(State.normalize(test), State.normalize(control));
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} catch (err: any) {
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if (this.debug) {
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// NOTE: diffing these directly won't work because the key ordering isn't stable.
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fs.writeFileSync('logs/control.json', JSON.stringify(control, null, 2));
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fs.writeFileSync('logs/test.json', JSON.stringify(test, null, 2));
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}
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throw new Error(err.message);
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}
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if (end) return;
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const send = this.test.battle.send;
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this.test.battle = Battle.fromJSON(test);
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this.test.battle.restart(send);
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}
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}
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