pokemon-showdown/sim/dex-data.js

1167 lines
30 KiB
JavaScript

/**
* Simulator Battle
* Pokemon Showdown - http://pokemonshowdown.com/
*
* @license MIT license
*/
'use strict';
class Tools {
/**
* Safely converts the passed variable into a string. Unlike '' + str,
* String(str), or str.toString(), Dex.getString is guaranteed not to
* crash.
*
* Specifically, the fear with untrusted JSON is an object like:
*
* let a = {"toString": "this is not a function"};
* console.log(`a is ${a}`);
*
* This will crash (because a.toString() is not a function). Instead,
* Dex.getString simply returns '' if the passed variable isn't a
* string or a number.
*
* @param {any} str
* @return {string}
*/
static getString(str) {
if (typeof str === 'string' || typeof str === 'number') return '' + str;
return '';
}
/**
* Converts anything to an ID. An ID must have only lowercase alphanumeric
* characters.
* If a string is passed, it will be converted to lowercase and
* non-alphanumeric characters will be stripped.
* If an object with an ID is passed, its ID will be returned.
* Otherwise, an empty string will be returned.
*
* Dex.getId is generally assigned to the global toId, because of how
* commonly it's used.
*
* @param {any} text
* @return {string}
*/
static getId(text) {
if (text && text.id) {
text = text.id;
} else if (text && text.userid) {
text = text.userid;
}
if (typeof text !== 'string' && typeof text !== 'number') return '';
return ('' + text).toLowerCase().replace(/[^a-z0-9]+/g, '');
}
}
const toId = Tools.getId;
class Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
* @param {?AnyObject} [moreData2]
*/
constructor(data, moreData = null, moreData2 = null) {
/**
* ID. This will be a lowercase version of the name with all the
* non-alphanumeric characters removed. So, for instance, "Mr. Mime"
* becomes "mrmime", and "Basculin-Blue-Striped" becomes
* "basculinbluestriped".
* @type {string}
*/
this.id = '';
/**
* Name. Currently does not support Unicode letters, so "Flabébé"
* is "Flabebe" and "Nidoran♀" is "Nidoran-F".
* @type {string}
*/
this.name = '';
/**
* Full name. Prefixes the name with the effect type. For instance,
* Leftovers would be "item: Leftovers", confusion the status
* condition would be "confusion", etc.
* @type {string}
*/
this.fullname = '';
/**
* Effect type.
* @type {EffectTypes}
*/
this.effectType = 'Effect';
/**
* Does it exist? For historical reasons, when you use an accessor
* for an effect that doesn't exist, you get a dummy effect that
* doesn't do anything, and this field set to false.
* @type {boolean}
*/
this.exists = true;
/**
* Dex number? For a Pokemon, this is the National Dex number. For
* other effects, this is often an internal ID (e.g. a move
* number). Not all effects have numbers, this will be 0 if it
* doesn't. Nonstandard effects (e.g. CAP effects) will have
* negative numbers.
* @type {number}
*/
this.num = 0;
/**
* The generation of Pokemon game this was INTRODUCED (NOT
* necessarily the current gen being simulated.) Not all effects
* track generation; this will be 0 if not known.
* @type {number}
*/
this.gen = 0;
/**
* Is this item/move/ability/pokemon unreleased? True if there's
* no known way to get access to it without cheating.
* @type {boolean}
*/
this.isUnreleased = false;
/**
* A shortened form of the description of this effect. Not all effects have this
* @type {string}
*/
this.shortDesc = '';
/**
* The full description for this effect
* @type {string}
*/
this.desc = '';
/**
* Is this item/move/ability/pokemon nonstandard? True for effects
* that have no use in standard formats: made-up pokemon (CAP),
* glitches (Missingno etc), and Pokestar pokemon.
* @type {boolean}
*/
this.isNonstandard = false;
/**
* The duration of the effect.
* @type {number | undefined}
*/
this.duration = this.duration;
/**
* Whether or not the effect is ignored by Baton Pass.
* @type {boolean}
*/
this.noCopy = this.noCopy;
/**
* Whether or not the effect affects fainted Pokemon.
* @type {boolean}
*/
this.affectsFainted = this.affectsFainted;
/**
* The status that the effect may cause.
* @type {string}
*/
this.status = this.status;
/**
* The weather that the effect may cause.
* @type {string}
*/
this.weather = this.weather;
/**
* HP that the effect may drain.
* @type {number[] | undefined}
*/
this.drain = this.drain;
/**
* @type {AnyObject}
*/
this.flags = this.flags || {};
/**
* @type {string}
*/
this.sourceEffect = this.sourceEffect || '';
Object.assign(this, data);
if (moreData) Object.assign(this, moreData);
if (moreData2) Object.assign(this, moreData2);
this.name = Tools.getString(this.name).trim();
this.fullname = Tools.getString(this.fullname) || this.name;
if (!this.id) this.id = toId(this.name); // Hidden Power hack
// @ts-ignore
this.effectType = Tools.getString(this.effectType) || "Effect";
this.exists = !!(this.exists && this.id);
}
toString() {
return this.name;
}
}
/**
* A RuleTable keeps track of the rules that a format has. The key can be:
* - '[ruleid]' the ID of a rule in effect
* - '-[thing]' or '-[category]:[thing]' ban a thing
* - '+[thing]' or '+[category]:[thing]' allow a thing (override a ban)
* [category] is one of: item, move, ability, species, basespecies
* @augments {Map<string, string>}
*/
// @ts-ignore TypeScript bug
class RuleTable extends Map {
constructor() {
super();
/**
* rule, source, limit, bans
* @type {[string, string, number, string[]][]}
*/
this.complexBans = [];
/**
* rule, source, limit, bans
* @type {[string, string, number, string[]][]}
*/
this.complexTeamBans = [];
/** @type {[Function, string]?} */
this.checkLearnset = null;
}
/**
* @param {string} thing
* @param {{[id: string]: true}?} setHas
* @return {string}
*/
check(thing, setHas = null) {
if (setHas) setHas[thing] = true;
return this.getReason('-' + thing);
}
/**
* @param {string} key
* @return {string}
*/
getReason(key) {
const source = this.get(key);
if (source === undefined) return '';
return source ? `banned by ${source}` : `banned`;
}
}
class Format extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
* @param {?AnyObject} [moreData2]
*/
constructor(data, moreData = null, moreData2 = null) {
super(data, moreData, moreData2);
/** @type {string} */
this.mod = Tools.getString(this.mod) || 'gen7';
/**
* Name of the team generator algorithm, if this format uses
* random/fixed teams. null if players can bring teams.
* @type {string | undefined}
*/
this.team = this.team;
/** @type {'Format' | 'Ruleset' | 'Rule' | 'ValidatorRule'} */
// @ts-ignore
this.effectType = Tools.getString(this.effectType) || 'Format';
/**
* Whether or not debug battle messages should be shown.
* @type {boolean}
*/
this.debug = this.debug;
/**
* Whether or not a format is played for ladder points.
* @type {boolean}
*/
this.rated = this.rated;
/**
* Game type.
* @type {GameType}
*/
this.gameType = this.gameType || 'singles';
/**
* List of rule names.
* @type {string[]}
*/
this.ruleset = this.ruleset || [];
/**
* Base list of rule names as specified in "./config/formats.js".
* Used in a custom format to correctly display the altered ruleset.
* @type {string[]}
*/
this.baseRuleset = this.baseRuleset || [];
/**
* List of banned effects.
* @type {string[]}
*/
this.banlist = this.banlist || [];
/**
* List of inherited banned effects to override.
* @type {string[]}
*/
this.unbanlist = this.unbanlist || [];
/**
* List of ruleset and banlist changes in a custom format.
* @type {?string[]}
*/
this.customRules = this.customRules || null;
/**
* Table of rule names and banned effects.
* @type {?RuleTable}
*/
this.ruleTable = null;
/**
* The number of Pokemon players can bring to battle and
* the number that can actually be used.
* @type {{battle?: number, validate?: [number, number]} | undefined}
*/
this.teamLength = this.teamLength;
/**
* An optional function that runs at the start of a battle.
* @type {(this: Battle) => void}
*/
this.onBegin = this.onBegin;
/**
* If no team is selected, this format can generate a random team
* for the player.
* @type {boolean}
*/
this.canUseRandomTeam = !!this.canUseRandomTeam;
/**
* Pokemon must be obtained from Gen 6 or later.
* @type {boolean}
*/
this.requirePentagon = !!this.requirePentagon;
/**
* Pokemon must be obtained from Gen 7 or later.
* @type {boolean}
*/
this.requirePlus = !!this.requirePlus;
/**
* Maximum possible level pokemon you can bring. Note that this is
* still 100 in VGC, because you can bring level 100 pokemon,
* they'll just be set to level 50. Can be above 100 in special
* formats.
* @type {number}
*/
this.maxLevel = this.maxLevel || 100;
/**
* Default level of a pokemon without level specified. Mainly
* relevant to Custom Game where the default level is still 100
* even though higher level pokemon can be brought.
* @type {number}
*/
this.defaultLevel = this.defaultLevel || this.maxLevel;
/**
* Forces all pokemon brought in to this level. Certain Game Freak
* formats will change level 1 and level 100 pokemon to level 50,
* which is what you want here. You usually want maxForcedLevel
* instead.
* @type {number | undefined}
*/
this.forcedLevel = this.forcedLevel;
/**
* Forces all pokemon above this level down to this level. This
* will allow e.g. level 50 Hydreigon in Gen 5, which is not
* normally legal because Hydreigon doesn't evolve until level
* 64.
* @type {number | undefined}
*/
this.maxForcedLevel = this.maxForcedLevel;
/** @type {boolean} */
this.noLog = !!this.noLog;
}
}
class PureEffect extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
*/
constructor(data, moreData = null) {
super(data, moreData);
/** @type {'Effect' | 'Weather' | 'Status'} */
this.effectType = (['Weather', 'Status'].includes(this.effectType) ? this.effectType : 'Effect');
}
}
class Item extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
*/
constructor(data, moreData = null) {
super(data, moreData);
this.fullname = 'item: ' + this.name;
/** @type {'Item'} */
this.effectType = 'Item';
/**
* A Move-like object depicting what happens when Fling is used on
* this item.
* @type {FlingData | undefined}
*/
this.fling = this.fling;
/**
* If this is a Drive: The type it turns Techno Blast into.
* undefined, if not a Drive.
* @type {string | undefined}
*/
this.onDrive = this.onDrive;
/**
* If this is a Memory: The type it turns Multi-Attack into.
* undefined, if not a Memory.
* @type {string | undefined}
*/
this.onMemory = this.onMemory;
/**
* If this is a mega stone: The name (e.g. Charizard-Mega-X) of the
* forme this allows transformation into.
* undefined, if not a mega stone.
* @type {string | undefined}
*/
this.megaStone = this.megaStone;
/**
* If this is a mega stone: The name (e.g. Charizard) of the
* forme this allows transformation from.
* undefined, if not a mega stone.
* @type {string | undefined}
*/
this.megaEvolves = this.megaEvolves;
/**
* If this is a Z crystal: true if the Z Crystal is generic
* (e.g. Firium Z). If species-specific, the name
* (e.g. Inferno Overdrive) of the Z Move this crystal allows
* the use of.
* undefined, if not a Z crystal.
* @type {boolean | string | undefined}
*/
this.zMove = this.zMove;
/**
* If this is a generic Z crystal: The type (e.g. Fire) of the
* Z Move this crystal allows the use of (e.g. Fire)
* undefined, if not a generic Z crystal
* @type {string | undefined}
*/
this.zMoveType = this.zMoveType;
/**
* If this is a species-specific Z crystal: The name
* (e.g. Play Rough) of the move this crystal requires its
* holder to know to use its Z move.
* undefined, if not a species-specific Z crystal
* @type {string | undefined}
*/
this.zMoveFrom = this.zMoveFrom;
/**
* If this is a species-specific Z crystal: An array of the
* species of Pokemon that can use this crystal's Z move.
* Note that these are the full names, e.g. 'Mimikyu-Busted'
* undefined, if not a species-specific Z crystal
* @type {string[] | undefined}
*/
this.zMoveUser = this.zMoveUser;
/**
* Is this item a Berry?
* @type {boolean}
*/
this.isBerry = !!this.isBerry;
/**
* Whether or not this item ignores the Klutz ability.
* @type {boolean}
*/
this.ignoreKlutz = this.ignoreKlutz;
/**
* The type the holder will change into if it is an Arceus.
* @type {string}
*/
this.onPlate = this.onPlate;
/**
* Is this item a Gem?
* @type {boolean}
*/
this.isGem = this.isGem;
if (!this.gen) {
if (this.num >= 689) {
this.gen = 7;
} else if (this.num >= 577) {
this.gen = 6;
} else if (this.num >= 537) {
this.gen = 5;
} else if (this.num >= 377) {
this.gen = 4;
} else {
this.gen = 3;
}
// Due to difference in gen 2 item numbering, gen 2 items must be
// specified manually
}
if (this.isBerry) this.fling = {basePower: 10};
if (this.id.endsWith('plate')) this.fling = {basePower: 90};
if (this.onDrive) this.fling = {basePower: 70};
if (this.megaStone) this.fling = {basePower: 80};
if (this.onMemory) this.fling = {basePower: 50};
}
}
class Ability extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
*/
constructor(data, moreData = null) {
super(data, moreData);
this.fullname = 'ability: ' + this.name;
/** @type {'Ability'} */
this.effectType = 'Ability';
/**
* Represents how useful or detrimental this ability is.
* @type {number}
*/
this.rating = this.rating;
/**
* Whether or not this ability suppresses weather.
* @type {boolean}
*/
this.suppressWeather = !!this.suppressWeather;
if (!this.gen) {
if (this.num >= 192) {
this.gen = 7;
} else if (this.num >= 165) {
this.gen = 6;
} else if (this.num >= 124) {
this.gen = 5;
} else if (this.num >= 77) {
this.gen = 4;
} else if (this.num >= 1) {
this.gen = 3;
}
}
}
}
class Template extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
* @param {?AnyObject} [moreData2]
* @param {?AnyObject} [moreData3]
*/
constructor(data, moreData = null, moreData2 = null, moreData3 = null) {
super(data, moreData);
if (moreData2) Object.assign(this, moreData2);
if (moreData3) Object.assign(this, moreData3);
this.fullname = 'pokemon: ' + this.name;
/** @type {'Pokemon'} */
this.effectType = 'Pokemon';
/**
* Species ID. Identical to ID. Note that this is the full ID, e.g.
* 'basculinbluestriped'. To get the base species ID, you need to
* manually read toId(template.baseSpecies).
* @type {string}
*/
this.speciesid = this.speciesid || this.id;
/**
* Species. Identical to name. Note that this is the full name,
* e.g. 'Basculin-Blue-Striped'. To get the base species name, see
* template.baseSpecies.
* @type {string}
*/
this.species = this.species || this.name;
this.name = this.species;
/**
* Base species. Species, but without the forme name.
* @type {string}
*/
this.baseSpecies = this.baseSpecies || this.name;
/**
* Forme name. If the forme exists,
* `template.species === template.baseSpecies + '-' + template.forme`
* @type {string}
*/
this.forme = this.forme || '';
/**
* Other forms. List of names of cosmetic forms. These should have
* `aliases.js` aliases to this entry, but not have their own
* entry in `pokedex.js`.
* @type {string[] | undefined}
*/
this.otherForms = this.otherForms;
/**
* Other formes. List of names of formes, appears only on the base
* forme. Unlike forms, these have their own entry in `pokedex.js`.
* @type {string[] | undefined}
*/
this.otherFormes = this.otherFormes;
/**
* Forme letter. One-letter version of the forme name. Usually the
* first letter of the forme, but not always - e.g. Rotom-S is
* Rotom-Fan because Rotom-F is Rotom-Frost.
* @type {string}
*/
this.formeLetter = this.formeLetter || '';
/**
* Sprite ID. Basically the same as ID, but with a dash between
* species and forme.
* @type {string}
*/
this.spriteid = this.spriteid || (toId(this.baseSpecies) + (this.baseSpecies !== this.name ? '-' + toId(this.forme) : ''));
/**
* Abilities
* @type {TemplateAbility}
*/
this.abilities = this.abilities || {0: ""};
/**
* Types
* @type {string[]}
*/
this.types = this.types;
/**
* Added type (used in OMs)
* @type {string | undefined}
*/
this.addedType = this.addedType;
/**
* Pre-evolution. '' if nothing evolves into this Pokemon.
* @type {string}
*/
this.prevo = this.prevo || '';
/**
* Singles Tier. The Pokemon's location in the Smogon tier system.
* Do not use for LC bans.
* @type {string}
*/
this.tier = this.tier || '';
/**
* Doubles Tier. The Pokemon's location in the Smogon doubles tier system.
* Do not use for LC bans.
* @type {string}
*/
this.doublesTier = this.doublesTier || '';
/**
* Evolutions. Array because many Pokemon have multiple evolutions.
* @type {string[]}
*/
this.evos = this.evos || [];
/**
* Evolution level. falsy if doesn't evolve
* @type {number | undefined}
*/
this.evoLevel = this.evoLevel;
/**
* Is NFE? True if this Pokemon can evolve (Mega evolution doesn't
* count).
* @type {boolean}
*/
this.nfe = !!this.evos.length;
/**
* Egg groups.
* @type {string[]}
*/
this.eggGroups = this.eggGroups || [];
/**
* Gender. M = always male, F = always female, N = always
* genderless, '' = sometimes male sometimes female.
* @type {GenderName}
*/
this.gender = this.gender || '';
/**
* Gender ratio. Should add up to 1 unless genderless.
* @type {{M: number, F: number}}
*/
this.genderRatio = this.genderRatio || (this.gender === 'M' ? {M: 1, F: 0} :
this.gender === 'F' ? {M: 0, F: 1} :
this.gender === 'N' ? {M: 0, F: 0} :
{M: 0.5, F: 0.5});
/**
* Required item. Do not use this directly; see requiredItems.
* @type {string | undefined}
*/
this.requiredItem = this.requiredItem;
/**
* Required items. Items required to be in this forme, e.g. a mega
* stone, or Griseous Orb. Array because Arceus formes can hold
* either a Plate or a Z-Crystal.
* @type {string[] | undefined}
*/
this.requiredItems = this.requiredItems || (this.requiredItem ? [this.requiredItem] : undefined);
/**
* Base stats
* @type {StatsTable}
*/
this.baseStats = this.baseStats;
/**
* Weight (in kg)
* @type {number}
*/
this.weightkg = this.weightkg;
/**
* Height (in m)
* @type {number}
*/
this.heightm = this.heightm;
/**
* Color
* @type {string}
*/
this.color = this.color || '';
/**
* Does this Pokemon have an unreleased hidden ability?
* @type {boolean}
*/
this.unreleasedHidden = !!this.unreleasedHidden;
/**
* Is it only possible to get the hidden ability on a male pokemon?
* This is mainly relevant to Gen 5.
* @type {boolean}
*/
this.maleOnlyHidden = !!this.maleOnlyHidden;
/**
* Max HP. Used in the battle engine
* @type {number | undefined}
*/
this.maxHP = this.maxHP;
/**
* Keeps track of exactly how a pokemon might learn a move, in the form moveid:sources[]
* @type {{[moveid: string]: MoveSource[]} | undefined}
*/
this.learnset = this.learnset;
/**
* True if the only way to get this pokemon is from events.
* @type {boolean}
*/
this.eventOnly = !!this.eventOnly;
/**
* List of event data for each event.
* @type {EventInfo[] | undefined}
*/
this.eventPokemon = this.eventPokemon;
if (!this.gen) {
if (this.num >= 722 || this.forme.startsWith('Alola')) {
this.gen = 7;
} else if (this.forme && ['Mega', 'Mega-X', 'Mega-Y'].includes(this.forme)) {
this.gen = 6;
this.isMega = true;
this.battleOnly = true;
} else if (this.forme === 'Primal') {
this.gen = 6;
this.isPrimal = true;
this.battleOnly = true;
} else if (this.num >= 650) {
this.gen = 6;
} else if (this.num >= 494) {
this.gen = 5;
} else if (this.num >= 387) {
this.gen = 4;
} else if (this.num >= 252) {
this.gen = 3;
} else if (this.num >= 152) {
this.gen = 2;
} else if (this.num >= 1) {
this.gen = 1;
}
}
}
}
/**
* An object containing possible move flags.
*
* @typedef {Object} MoveFlags
* @property {1} [authentic] - Ignores a target's substitute.
* @property {1} [bite] - Power is multiplied by 1.5 when used by a Pokemon with the Ability Strong Jaw.
* @property {1} [bullet] - Has no effect on Pokemon with the Ability Bulletproof.
* @property {1} [charge] - The user is unable to make a move between turns.
* @property {1} [contact] - Makes contact.
* @property {1} [dance] - When used by a Pokemon, other Pokemon with the Ability Dancer can attempt to execute the same move.
* @property {1} [defrost] - Thaws the user if executed successfully while the user is frozen.
* @property {1} [distance] - Can target a Pokemon positioned anywhere in a Triple Battle.
* @property {1} [gravity] - Prevented from being executed or selected during Gravity's effect.
* @property {1} [heal] - Prevented from being executed or selected during Heal Block's effect.
* @property {1} [mirror] - Can be copied by Mirror Move.
* @property {1} [mystery] - Unknown effect.
* @property {1} [nonsky] - Prevented from being executed or selected in a Sky Battle.
* @property {1} [powder] - Has no effect on Grass-type Pokemon, Pokemon with the Ability Overcoat, and Pokemon holding Safety Goggles.
* @property {1} [protect] - Blocked by Detect, Protect, Spiky Shield, and if not a Status move, King's Shield.
* @property {1} [pulse] - Power is multiplied by 1.5 when used by a Pokemon with the Ability Mega Launcher.
* @property {1} [punch] - Power is multiplied by 1.2 when used by a Pokemon with the Ability Iron Fist.
* @property {1} [recharge] - If this move is successful, the user must recharge on the following turn and cannot make a move.
* @property {1} [reflectable] - Bounced back to the original user by Magic Coat or the Ability Magic Bounce.
* @property {1} [snatch] - Can be stolen from the original user and instead used by another Pokemon using Snatch.
* @property {1} [sound] - Has no effect on Pokemon with the Ability Soundproof.
*/
class Move extends Effect {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
*/
constructor(data, moreData = null) {
super(data, moreData);
this.fullname = 'move: ' + this.name;
/** @type {'Move'} */
this.effectType = 'Move';
/**
* Move type.
* @type {string}
*/
this.type = Tools.getString(this.type);
/**
* Move target.
* @type {string}
*/
this.target = Tools.getString(this.target);
/**
* Move base power.
* @type {number}
*/
this.basePower = this.basePower;
/**
* Move base accuracy. True denotes a move that always hits
* @type {true | number}
*/
this.accuracy = this.accuracy;
/**
* Critical hit ratio. Defaults to 1.
* @type {number}
*/
this.critRatio = Number(this.critRatio) || 1;
/**
* Will this move always be a critical hit?
* @type {boolean}
*/
this.willCrit = this.willCrit;
/**
* Is this move a critical hit?
* @type {boolean}
*/
this.crit = this.crit;
/**
* Can this move OHKO foes?
* @type {boolean | string}
*/
this.ohko = this.ohko;
/**
* Base move type. This is the move type as specified by the games,
* tracked because it often differs from the real move type.
* @type {string}
*/
this.baseType = Tools.getString(this.baseType) || this.type;
/**
* Secondary effect. You usually don't want to access this
* directly; but through the secondaries array.
* @type {boolean | SecondaryEffect | undefined}
*/
this.secondary = this.secondary;
/**
* Secondary effects. An array because there can be more than one
* (for instance, Fire Fang has both a burn and a flinch
* secondary).
* @type {false | SecondaryEffect[] | undefined}
*/
this.secondaries = this.secondaries || (this.secondary && typeof this.secondary !== 'boolean' && [this.secondary]);
/**
* Move priority. Higher priorities go before lower priorities,
* trumping the Speed stat.
* @type {number}
*/
this.priority = Number(this.priority) || 0;
/**
* Move category
* @type {'Physical' | 'Special' | 'Status'}
*/
this.category = this.category;
/**
* Category that changes which defense to use when calculating
* move damage.
* @type {'Physical' | 'Special' | 'Status' | undefined}
*/
this.defensiveCategory = this.defensiveCategory;
/**
* Whether or not this move uses the target's boosts
* @type {boolean}
*/
this.useTargetOffensive = this.useTargetOffensive;
/**
* Whether or not this move uses the user's boosts
* @type {boolean}
*/
this.useSourceDefensive = this.useSourceDefensive;
/**
* Whether or not this move ignores negative attack boosts
* @type {boolean}
*/
this.ignoreNegativeOffensive = this.ignoreNegativeOffensive;
/**
* Whether or not this move ignores positive defense boosts
* @type {boolean}
*/
this.ignorePositiveDefensive = this.ignorePositiveDefensive;
/**
* Whether or not this move ignores attack boosts
* @type {boolean}
*/
this.ignoreOffensive = this.ignoreOffensive;
/**
* Whether or not this move ignores defense boosts
* @type {boolean}
*/
this.ignoreDefensive = this.ignoreDefensive;
/**
* Whether or not this move ignores type immunities. Defaults to
* true for Status moves and false for Physical/Special moves.
* @type {AnyObject | boolean}
* @readonly
*/
this.ignoreImmunity = (this.ignoreImmunity !== undefined ? this.ignoreImmunity : this.category === 'Status');
/**
* Base move PP.
* @type {number}
*/
this.pp = this.pp;
/**
* Whether or not this move can receive PP boosts.
* @type {boolean}
*/
this.noPPBoosts = this.noPPBoosts;
/**
* Is this move a Z-Move?
* @type {boolean | string | undefined}
*/
this.isZ = this.isZ;
/**
* Whether or not this move is a Z-Move that broke protect
* (affects damage calculation).
* @type {boolean}
*/
this.zBrokeProtect = this.zBrokeProtect;
/**
* @type {MoveFlags}
* @readonly
*/
this.flags = this.flags || {};
/**
* Whether or not the user must switch after using this move.
* @type {string | boolean}
*/
this.selfSwitch = this.selfSwitch;
/**
* Move target only used by Pressure
* @type {string}
*/
this.pressureTarget = this.pressureTarget || '';
/**
* Move target used if the user is not a Ghost type
* @type {string}
*/
this.nonGhostTarget = this.nonGhostTarget || '';
/**
* Whether or not the move ignores abilities
* @type {boolean}
*/
this.ignoreAbility = this.ignoreAbility;
/**
* Move damage against the current target
* @type {string | number | boolean}
*/
this.damage = this.damage;
/**
* Whether or not this move hit multiple targets
* @type {boolean}
*/
this.spreadHit = this.spreadHit;
/**
* Modifier that affects damage when multiple targets
* are hit
* @type {number | undefined}
*/
this.spreadModifier = this.spreadModifier;
/**
* Modifier that affects damage when this move is
* a critical hit
* @type {number | undefined}
*/
this.critModifier = this.critModifier;
/**
* Damage modifier based on the user's types
* @type {number}
*/
this.typeMod = this.typeMod || 0;
/**
* Whether or not this move gets STAB
* @type {boolean}
*/
this.hasSTAB = this.hasSTAB;
/**
* True if it can't be copied with Sketch
* @type {boolean}
*/
this.noSketch = !!this.noSketch;
/**
* STAB (can be modified by other effects)
* @type {number | undefined}
*/
this.stab = this.stab;
if (!this.gen) {
if (this.num >= 622) {
this.gen = 7;
} else if (this.num >= 560) {
this.gen = 6;
} else if (this.num >= 468) {
this.gen = 5;
} else if (this.num >= 355) {
this.gen = 4;
} else if (this.num >= 252) {
this.gen = 3;
} else if (this.num >= 166) {
this.gen = 2;
} else if (this.num >= 1) {
this.gen = 1;
}
}
}
}
class TypeInfo {
/**
* @param {AnyObject} data
* @param {?AnyObject} [moreData]
* @param {?AnyObject} [moreData2]
*/
constructor(data, moreData = null, moreData2 = null) {
/**
* ID. This will be a lowercase version of the name with all the
* non-alphanumeric characters removed. e.g. 'flying'
* @type {string}
*/
this.id = '';
/**
* Name. e.g. 'Flying'
* @type {string}
*/
this.name = '';
/**
* Effect type.
* @type {'Type' | 'EffectType'}
*/
this.effectType = 'Type';
/**
* Does it exist? For historical reasons, when you use an accessor
* for an effect that doesn't exist, you get a dummy effect that
* doesn't do anything, and this field set to false.
* @type {boolean}
*/
this.exists = true;
/**
* The generation of Pokemon game this was INTRODUCED (NOT
* necessarily the current gen being simulated.) Not all effects
* track generation; this will be 0 if not known.
* @type {number}
*/
this.gen = 0;
/**
* Type chart, attackingTypeName:result, effectid:result
* result is: 0 = normal, 1 = weakness, 2 = resistance, 3 = immunity
* @type {{[attackingTypeNameOrEffectid: string]: number}}
*/
this.damageTaken = {};
/**
* The IVs to get this Type Hidden Power (in gen 3 and later)
* @type {SparseStatsTable}
*/
this.HPivs = {};
/**
* The DVs to get this Type Hidden Power (in gen 2)
* @type {SparseStatsTable}
*/
this.HPdvs = {};
Object.assign(this, data);
if (moreData) Object.assign(this, moreData);
if (moreData2) Object.assign(this, moreData2);
this.name = Tools.getString(this.name).trim();
this.exists = !!(this.exists && this.id);
}
toString() {
return this.name;
}
}
exports.Tools = Tools;
exports.Effect = Effect;
exports.PureEffect = PureEffect;
exports.RuleTable = RuleTable;
exports.Format = Format;
exports.Item = Item;
exports.Template = Template;
exports.Move = Move;
exports.Ability = Ability;
exports.TypeInfo = TypeInfo;