mirror of
https://github.com/smogon/pokemon-showdown.git
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978 lines
28 KiB
JavaScript
978 lines
28 KiB
JavaScript
/**
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* Room Battle
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* This file wraps the simulator in an implementation of the RoomGame
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* interface. It also abstracts away the multi-process nature of the
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* simulator.
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*
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* For the actual battle simulation, see sim/
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*
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* @license MIT
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*/
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'use strict';
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const FS = require('./lib/fs');
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/** 5 seconds */
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const TICK_TIME = 5;
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// Timer constants: In seconds, should be multiple of TICK_TIME
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const STARTING_TIME = 210;
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const MAX_TURN_TIME = 150;
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const STARTING_TIME_CHALLENGE = 280;
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const MAX_TURN_TIME_CHALLENGE = 300;
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const NOT_DISCONNECTED = 100;
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const DISCONNECTION_TICKS = 13;
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// time after a player disabling the timer before they can re-enable it
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const TIMER_COOLDOWN = 20 * 1000;
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class BattlePlayer {
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/**
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* @param {User} user
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* @param {Battle} game
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* @param {PlayerSlot} slot
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*/
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constructor(user, game, slot) {
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this.userid = user.userid;
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this.name = user.name;
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this.game = game;
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user.games.add(this.game.id);
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user.updateSearch();
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this.slot = slot;
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this.slotNum = Number(slot.charAt(1)) - 1;
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this.active = true;
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for (const connection of user.connections) {
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if (connection.inRooms.has(game.id)) {
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Sockets.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
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}
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}
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}
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destroy() {
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let user = Users(this.userid);
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if (user) {
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for (const connection of user.connections) {
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Sockets.subchannelMove(connection.worker, this.game.id, '0', connection.socketid);
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}
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user.games.delete(this.game.id);
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user.updateSearch();
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}
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this.game[this.slot] = null;
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}
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updateSubchannel(/** @type {User | Connection} */ user) {
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if (user instanceof Users.Connection) {
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// "user" is actually a connection
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Sockets.subchannelMove(user.worker, this.game.id, this.slotNum + 1, user.socketid);
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return;
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}
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for (const connection of user.connections) {
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Sockets.subchannelMove(connection.worker, this.game.id, this.slotNum + 1, connection.socketid);
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}
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}
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toString() {
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return this.userid;
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}
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send(/** @type {string} */ data) {
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let user = Users(this.userid);
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if (user) user.send(data);
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}
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sendRoom(/** @type {string} */ data) {
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let user = Users(this.userid);
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if (user) user.sendTo(this.game.id, data);
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}
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}
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class BattleTimer {
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/**
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* @param {Battle} battle
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*/
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constructor(battle) {
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/** @type {Battle} */
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this.battle = battle;
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/** @type {NodeJS.Timer?} */
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this.timer = null;
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/** @type {Set<string>} */
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this.timerRequesters = new Set();
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/**
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* Overall timer.
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* Starts at 21 per player (210 seconds) in a ladder battle. Goes
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* down by 1 every tick (10 seconds). Goes up by 1 every request (2
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* if below 15). The player loses if this reaches 0.
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* @type {number[]}
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*/
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this.ticksLeft = [];
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/**
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* Turn timer.
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* Set equal to the player's overall timer, but capped at 15 in a
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* ladder battle. Goes down by 1 every tick. Tracked separately from
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* the overall timer, and the player also loses if this reaches 0.
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* @type {number[]}
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*/
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this.turnTicksLeft = [];
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/**
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* Disconnect timer.
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* Normally 7 while the player is connected. If the player
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* disconnects, this will go down by 1 every tick. If the player
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* reconnects, this will reset to 7. Tracked separately from the
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* overall timer, and the player also loses if this reaches 0.
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* @type {number[]}
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*/
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this.dcTicksLeft = [];
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/**
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* Last tick.
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* Represents the last time a tick happened.
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*/
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this.lastTick = 0;
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this.lastDisabledTime = 0;
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this.lastDisabledByUser = null;
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const hasLongTurns = Dex.getFormat(battle.format, true).gameType !== 'singles';
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const isChallenge = (!battle.rated && !battle.room.tour);
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const timerSettings = Dex.getFormat(battle.format, true).timer;
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this.settings = Object.assign({}, timerSettings);
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if (this.settings.perTurn === undefined) {
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this.settings.perTurn = hasLongTurns ? 25 : 10;
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}
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if (this.settings.starting === undefined) {
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this.settings.starting = isChallenge ? STARTING_TIME_CHALLENGE : STARTING_TIME;
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}
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if (this.settings.maxPerTurn === undefined) {
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this.settings.maxPerTurn = isChallenge ? MAX_TURN_TIME_CHALLENGE : MAX_TURN_TIME;
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}
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if (this.settings.maxPerTurn <= 0) this.settings.maxPerTurn = Infinity;
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this.settings.perTurnTicks = Math.floor(this.settings.perTurn / TICK_TIME);
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this.settings.startingTicks = Math.ceil(this.settings.starting / TICK_TIME);
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this.settings.maxPerTurnTicks = Math.ceil(this.settings.maxPerTurn / TICK_TIME);
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this.settings.maxFirstTurnTicks = Math.ceil((this.settings.maxFirstTurn || 0) / TICK_TIME);
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if (this.settings.accelerate === undefined) {
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this.settings.accelerate = !timerSettings;
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}
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this.settings.dcTimer = !isChallenge;
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for (let slotNum = 0; slotNum < 2; slotNum++) {
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this.ticksLeft.push(this.settings.startingTicks);
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this.turnTicksLeft.push(-1);
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this.dcTicksLeft.push(NOT_DISCONNECTED);
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}
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}
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start(/** @type {User} */ requester) {
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let userid = requester ? requester.userid : 'staff';
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if (this.timerRequesters.has(userid)) return false;
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if (this.timer && requester) {
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this.battle.room.add(`|inactive|${requester.name} also wants the timer to be on.`).update();
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this.timerRequesters.add(userid);
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return false;
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}
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if (requester && this.battle.players[requester.userid] && this.lastDisabledByUser === requester.userid) {
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const remainingCooldownTime = (this.lastDisabledTime || 0) + TIMER_COOLDOWN - Date.now();
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if (remainingCooldownTime > 0) {
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this.battle.players[requester.userid].sendRoom(`|inactiveoff|The timer can't be re-enabled so soon after disabling it (${Math.ceil(remainingCooldownTime / 1000)} seconds remaining).`);
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return false;
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}
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}
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this.timerRequesters.add(userid);
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this.nextRequest(true);
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const requestedBy = requester ? ` (requested by ${requester.name})` : ``;
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this.battle.room.add(`|inactive|Battle timer is ON: inactive players will automatically lose when time's up.${requestedBy}`).update();
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return true;
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}
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stop(/** @type {User} */ requester) {
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if (requester) {
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if (!this.timerRequesters.has(requester.userid)) return false;
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this.timerRequesters.delete(requester.userid);
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this.lastDisabledByUser = requester.userid;
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this.lastDisabledTime = Date.now();
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} else {
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this.timerRequesters.clear();
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}
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if (this.timerRequesters.size) {
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this.battle.room.add(`|inactive|${requester.name} no longer wants the timer on, but the timer is staying on because ${[...this.timerRequesters].join(', ')} still does.`).update();
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return false;
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}
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if (!this.timer) return false;
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clearTimeout(this.timer);
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this.timer = null;
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this.battle.room.add(`|inactiveoff|Battle timer is now OFF.`).update();
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return true;
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}
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waitingForChoice(/** @type {PlayerSlot} */ slot) {
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return !this.battle.requests[slot].isWait;
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}
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nextRequest(isFirst = false) {
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if (this.timer) clearTimeout(this.timer);
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if (!this.timerRequesters.size) return;
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const maxTurnTicks = (isFirst ? this.settings.maxFirstTurnTicks : 0) || this.settings.maxPerTurnTicks;
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
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const player = this.battle[slot];
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let perTurnTicks = this.settings.perTurnTicks;
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if (this.settings.accelerate && perTurnTicks) {
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// after turn 100ish: 15s/turn -> 10s/turn
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if (this.battle.requestCount > 200) {
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perTurnTicks--;
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}
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// after turn 200ish: 10s/turn -> 7s/turn
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if (this.battle.requestCount > 400 && this.battle.requestCount % 2) {
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perTurnTicks = 0;
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}
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// after turn 400ish: 7s/turn -> 6s/turn
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if (this.battle.requestCount > 800 && this.battle.requestCount % 4) {
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perTurnTicks = 0;
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}
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}
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this.ticksLeft[slotNum] += this.settings.perTurnTicks;
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this.turnTicksLeft[slotNum] = Math.min(this.ticksLeft[slotNum], maxTurnTicks);
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const ticksLeft = this.turnTicksLeft[slotNum];
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if (player) player.sendRoom(`|inactive|Time left: ${ticksLeft * TICK_TIME} sec this turn | ${this.ticksLeft[slotNum] * TICK_TIME} sec total`);
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}
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
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}
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nextTick() {
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if (this.timer) clearTimeout(this.timer);
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if (this.battle.ended) return;
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
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if (!this.waitingForChoice(slot)) continue;
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this.ticksLeft[slotNum]--;
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this.turnTicksLeft[slotNum]--;
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if (this.dcTicksLeft[slotNum] !== NOT_DISCONNECTED) {
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this.dcTicksLeft[slotNum]--;
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}
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let dcTicksLeft = this.dcTicksLeft[slotNum];
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if (dcTicksLeft <= 0) this.turnTicksLeft[slotNum] = 0;
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const ticksLeft = this.turnTicksLeft[slotNum];
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if (!ticksLeft) continue;
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if (ticksLeft < dcTicksLeft) dcTicksLeft = NOT_DISCONNECTED; // turn timer supersedes dc timer
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if (dcTicksLeft <= 4) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${dcTicksLeft * TICK_TIME} seconds to reconnect!`).update();
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}
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if (dcTicksLeft !== NOT_DISCONNECTED) continue;
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if (ticksLeft % 3 === 0 || ticksLeft <= 4) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} has ${ticksLeft * TICK_TIME} seconds left.`).update();
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}
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}
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if (!this.checkTimeout()) {
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this.timer = setTimeout(() => this.nextTick(), TICK_TIME * 1000);
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}
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}
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checkActivity() {
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for (const slotNum of this.ticksLeft.keys()) {
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const slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
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const player = this.battle[slot];
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const isConnected = player && player.active;
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if (!!isConnected === !!(this.dcTicksLeft[slotNum] === NOT_DISCONNECTED)) continue;
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if (!isConnected) {
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// player has disconnected: don't wait longer than 6 ticks (1 minute)
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if (this.settings.dcTimer) {
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this.dcTicksLeft[slotNum] = DISCONNECTION_TICKS;
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} else {
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this.dcTicksLeft[slotNum] = NOT_DISCONNECTED - 1;
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}
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if (this.timerRequesters.size) {
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if (this.settings.dcTimer) {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} disconnected and has a minute to reconnect!`).update();
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} else {
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} disconnected!`).update();
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}
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}
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} else {
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// player has reconnected
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this.dcTicksLeft[slotNum] = NOT_DISCONNECTED;
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if (this.timerRequesters.size) {
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let timeLeft = ``;
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if (this.waitingForChoice(slot)) {
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const ticksLeft = this.turnTicksLeft[slotNum];
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timeLeft = ` and has ${ticksLeft * TICK_TIME} seconds left`;
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}
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this.battle.room.add(`|inactive|${this.battle.playerNames[slotNum]} reconnected${timeLeft}.`).update();
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}
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}
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}
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}
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checkTimeout() {
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if (this.turnTicksLeft.every(c => !c)) {
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if (!this.settings.timeoutAutoChoose || this.ticksLeft.every(c => !c)) {
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this.battle.room.add(`|-message|All players are inactive.`).update();
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this.battle.tie();
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return true;
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}
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}
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let didSomething = false;
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for (const [slotNum, ticks] of this.turnTicksLeft.entries()) {
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if (ticks) continue;
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if (this.settings.timeoutAutoChoose && this.ticksLeft[slotNum] && this.dcTicksLeft[slotNum] === NOT_DISCONNECTED) {
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const slot = 'p' + (slotNum + 1);
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this.battle.stream.write(`>${slot} default`);
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didSomething = true;
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} else {
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this.battle.forfeitSlot(slotNum, ' lost due to inactivity.');
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return true;
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}
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}
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return didSomething;
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}
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}
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/**
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* @typedef {{rqid: number, request: string, isWait: 'cantUndo' | true | false, choice: string}} BattleRequestTracker
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*/
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class Battle {
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/**
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* @param {GameRoom} room
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* @param {string} formatid
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* @param {AnyObject} options
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*/
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constructor(room, formatid, options) {
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let format = Dex.getFormat(formatid, true);
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this.gameid = 'battle';
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this.id = room.id;
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/** @type {GameRoom} */
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this.room = room;
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this.title = format.name;
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if (!this.title.endsWith(" Battle")) this.title += " Battle";
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this.allowRenames = (!options.rated && !options.tour);
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this.format = formatid;
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/**
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* The lower player's rating, for searching purposes.
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* 0 for unrated battles. 1 for unknown ratings.
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* @type {number}
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*/
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this.rated = options.rated || 0;
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this.started = false;
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this.ended = false;
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this.active = false;
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/** @type {{[userid: string]: BattlePlayer}} */
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this.players = Object.create(null);
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this.playerCount = 0;
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this.playerCap = 2;
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/** @type {BattlePlayer?} */
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this.p1 = null;
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/** @type {BattlePlayer?} */
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this.p2 = null;
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/**
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* p1 and p2 may be null in unrated games, but playerNames retains
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* the most recent usernames in those slots, for use by various
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* functions that need names for the slots.
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*/
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this.playerNames = ["Player 1", "Player 2"];
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/**
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* @type {{p1: BattleRequestTracker, p2: BattleRequestTracker}}
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*/
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this.requests = {
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p1: /** @type {BattleRequestTracker} */ ({rqid: 0, request: '', isWait: 'cantUndo', choice: ''}),
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p2: /** @type {BattleRequestTracker} */ ({rqid: 0, request: '', isWait: 'cantUndo', choice: ''}),
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};
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this.timer = new BattleTimer(this);
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// data to be logged
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/**
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* Has this player consented to input log export? If so, set this
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* to the userid allowed to export.
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* @type {[string, string]?}
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*/
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this.allowExtraction = null;
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this.logData = null;
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this.endType = 'normal';
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this.score = null;
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this.inputLog = null;
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this.rqid = 1;
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this.requestCount = 0;
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this.stream = PM.createStream();
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let ratedMessage = '';
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if (this.rated) {
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ratedMessage = 'Rated battle';
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} else if (this.room.tour) {
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ratedMessage = 'Tournament battle';
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}
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// @ts-ignore
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this.room.game = this;
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this.room.battle = this;
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let battleOptions = {
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formatid: this.format,
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id: this.id,
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rated: ratedMessage,
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seed: options.seed,
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};
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if (options.inputLog) {
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this.stream.write(options.inputLog);
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} else {
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this.stream.write(`>start ` + JSON.stringify(battleOptions));
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}
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if (Config.forcetimer) this.timer.start();
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this.listen();
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if (options.p1) this.addPlayer(options.p1, 'p1', options.p1team, true);
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if (options.p2) this.addPlayer(options.p2, 'p2', options.p2team, true);
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}
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checkActive() {
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let active = true;
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if (this.ended || !this.started) {
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active = false;
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} else if (!this.p1 || !this.p1.active) {
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active = false;
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} else if (!this.p2 || !this.p2.active) {
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active = false;
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}
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Rooms.global.battleCount += (active ? 1 : 0) - (this.active ? 1 : 0);
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this.room.active = active;
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this.active = active;
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if (Rooms.global.battleCount === 0) Rooms.global.automaticKillRequest();
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}
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/**
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* @param {User} user
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* @param {string} data
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*/
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choose(user, data) {
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const player = this.players[user.userid];
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const [choice, rqid] = data.split('|', 2);
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if (!player) return;
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let request = this.requests[player.slot];
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if (request.isWait !== false && request.isWait !== true) {
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player.sendRoom(`|error|[Invalid choice] There's nothing to choose`);
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return;
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}
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if ((this.requests.p1.isWait && this.requests.p2.isWait) || // too late
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(rqid && rqid !== '' + request.rqid)) { // WAY too late
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player.sendRoom(`|error|[Invalid choice] Sorry, too late to make a different move; the next turn has already started`);
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return;
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}
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request.isWait = true;
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request.choice = choice;
|
|
|
|
this.stream.write(`>${player.slot} ${choice}`);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} data
|
|
*/
|
|
undo(user, data) {
|
|
const player = this.players[user.userid];
|
|
const [, rqid] = data.split('|', 2);
|
|
if (!player) return;
|
|
let request = this.requests[player.slot];
|
|
if (request.isWait !== true) {
|
|
player.sendRoom(`|error|[Invalid choice] There's nothing to cancel`);
|
|
return;
|
|
}
|
|
if ((this.requests.p1.isWait && this.requests.p2.isWait) || // too late
|
|
(rqid && rqid !== '' + request.rqid)) { // WAY too late
|
|
player.sendRoom(`|error|[Invalid choice] Sorry, too late to cancel; the next turn has already started`);
|
|
return;
|
|
}
|
|
request.isWait = false;
|
|
|
|
this.stream.write(`>${player.slot} undo`);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
joinGame(user) {
|
|
if (this.playerCount >= 2) {
|
|
user.popup(`This battle already has two players.`);
|
|
return false;
|
|
}
|
|
if (!user.can('joinbattle', null, this.room)) {
|
|
user.popup(`You must be a set as a player to join a battle you didn't start. Ask a player to use /addplayer on you to join this battle.`);
|
|
return false;
|
|
}
|
|
|
|
if (!this.addPlayer(user)) {
|
|
user.popup(`Failed to join battle.`);
|
|
return false;
|
|
}
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
leaveGame(user) {
|
|
if (!user) return false; // ...
|
|
if (this.room.rated || this.room.tour) {
|
|
user.popup(`Players can't be swapped out in a ${this.room.tour ? "tournament" : "rated"} battle.`);
|
|
return false;
|
|
}
|
|
if (!this.removePlayer(user)) {
|
|
user.popup(`Failed to leave battle.`);
|
|
return false;
|
|
}
|
|
this.room.auth[user.userid] = '+';
|
|
this.room.update();
|
|
return true;
|
|
}
|
|
|
|
async listen() {
|
|
let next;
|
|
while ((next = await this.stream.read())) {
|
|
this.receive(next.split('\n'));
|
|
}
|
|
}
|
|
receive(/** @type {string[]} */ lines) {
|
|
switch (lines[0]) {
|
|
case 'update':
|
|
for (const line of lines.slice(1)) {
|
|
this.room.add(line);
|
|
}
|
|
this.room.update();
|
|
if (!this.ended) this.timer.nextRequest();
|
|
this.checkActive();
|
|
break;
|
|
|
|
case 'sideupdate': {
|
|
let slot = /** @type {PlayerSlot} */ (lines[1]);
|
|
let player = this[slot];
|
|
if (lines[2].startsWith(`|error|[Invalid choice] Can't do anything`)) {
|
|
// ... should not happen
|
|
} else if (lines[2].startsWith(`|error|[Invalid choice]`)) {
|
|
let request = this.requests[slot];
|
|
request.isWait = false;
|
|
request.choice = '';
|
|
} else if (lines[2].startsWith(`|request|`)) {
|
|
this.rqid++;
|
|
let request = JSON.parse(lines[2].slice(9));
|
|
request.rqid = this.rqid;
|
|
const requestJSON = JSON.stringify(request);
|
|
this.requests[slot] = {
|
|
rqid: this.rqid,
|
|
request: requestJSON,
|
|
isWait: request.wait ? 'cantUndo' : false,
|
|
choice: '',
|
|
};
|
|
this.requestCount++;
|
|
if (player) player.sendRoom(`|request|${requestJSON}`);
|
|
break;
|
|
}
|
|
if (player) player.sendRoom(lines[2]);
|
|
break;
|
|
}
|
|
|
|
case 'end':
|
|
this.logData = JSON.parse(lines[1]);
|
|
this.score = this.logData.score;
|
|
this.inputLog = this.logData.inputLog;
|
|
this.started = true;
|
|
if (!this.ended) {
|
|
this.ended = true;
|
|
this.onEnd(this.logData.winner);
|
|
this.removeAllPlayers();
|
|
}
|
|
this.checkActive();
|
|
break;
|
|
}
|
|
}
|
|
/**
|
|
* @param {any} winner
|
|
*/
|
|
async onEnd(winner) {
|
|
// Declare variables here in case we need them for non-rated battles logging.
|
|
let p1score = 0.5;
|
|
const winnerid = toId(winner);
|
|
|
|
// Check if the battle was rated to update the ladder, return its response, and log the battle.
|
|
let p1name = this.playerNames[0];
|
|
let p2name = this.playerNames[1];
|
|
let p1id = toId(p1name);
|
|
let p2id = toId(p2name);
|
|
if (this.room.rated) {
|
|
this.room.rated = 0;
|
|
|
|
if (winnerid === p1id) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2id) {
|
|
p1score = 0;
|
|
}
|
|
|
|
winner = Users.get(winnerid);
|
|
if (winner && !winner.registered) {
|
|
this.room.sendUser(winner, '|askreg|' + winner.userid);
|
|
}
|
|
const [score, p1rating, p2rating] = await Ladders(this.format).updateRating(p1name, p2name, p1score, this.room);
|
|
this.logBattle(score, p1rating, p2rating);
|
|
} else if (Config.logchallenges) {
|
|
if (winnerid === p1id) {
|
|
p1score = 1;
|
|
} else if (winnerid === p2id) {
|
|
p1score = 0;
|
|
}
|
|
this.logBattle(p1score);
|
|
} else {
|
|
this.logData = null;
|
|
}
|
|
if (Config.autosavereplays) {
|
|
let uploader = Users.get(winnerid || p1id);
|
|
if (uploader && uploader.connections[0]) {
|
|
Chat.parse('/savereplay', this.room, uploader, uploader.connections[0]);
|
|
}
|
|
}
|
|
const parentGame = this.room.parent && this.room.parent.game;
|
|
if (parentGame && parentGame.onBattleWin) {
|
|
parentGame.onBattleWin(this.room, winnerid);
|
|
}
|
|
this.room.update();
|
|
}
|
|
/**
|
|
* @param {number} p1score
|
|
* @param {AnyObject?} p1rating
|
|
* @param {AnyObject?} p2rating
|
|
*/
|
|
async logBattle(p1score, p1rating = null, p2rating = null) {
|
|
if (Dex.getFormat(this.format, true).noLog) return;
|
|
let logData = this.logData;
|
|
if (!logData) return;
|
|
this.logData = null; // deallocate to save space
|
|
logData.log = this.room.getLog(3).split('\n'); // replay log (exact damage)
|
|
|
|
// delete some redundant data
|
|
if (p1rating) {
|
|
delete p1rating.formatid;
|
|
delete p1rating.username;
|
|
delete p1rating.rpsigma;
|
|
delete p1rating.sigma;
|
|
}
|
|
if (p2rating) {
|
|
delete p2rating.formatid;
|
|
delete p2rating.username;
|
|
delete p2rating.rpsigma;
|
|
delete p2rating.sigma;
|
|
}
|
|
|
|
logData.p1rating = p1rating;
|
|
logData.p2rating = p2rating;
|
|
logData.endType = this.endType;
|
|
if (!p1rating) logData.ladderError = true;
|
|
const date = new Date();
|
|
logData.timestamp = '' + date;
|
|
logData.id = this.room.id;
|
|
logData.format = this.room.format;
|
|
|
|
const logsubfolder = Chat.toTimestamp(date).split(' ')[0];
|
|
const logfolder = logsubfolder.split('-', 2).join('-');
|
|
const tier = this.room.format.toLowerCase().replace(/[^a-z0-9]+/g, '');
|
|
const logpath = `logs/${logfolder}/${tier}/${logsubfolder}/`;
|
|
await FS(logpath).mkdirp();
|
|
await FS(logpath + this.room.id + '.log.json').write(JSON.stringify(logData));
|
|
//console.log(JSON.stringify(logData));
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {Connection?} connection
|
|
*/
|
|
onConnect(user, connection = null) {
|
|
// this handles joining a battle in which a user is a participant,
|
|
// where the user has already identified before attempting to join
|
|
// the battle
|
|
const player = this.players[user.userid];
|
|
if (!player) return;
|
|
player.updateSubchannel(connection || user);
|
|
const request = this.requests[player.slot];
|
|
if (request) {
|
|
let data = `|request|${request.request}`;
|
|
if (request.choice) data += `\n|sentchoice|${request.choice}`;
|
|
(connection || user).sendTo(this.id, data);
|
|
}
|
|
if (!player.active) this.onJoin(user);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {Connection?} connection
|
|
*/
|
|
onUpdateConnection(user, connection = null) {
|
|
this.onConnect(user, connection);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} oldUserid
|
|
* @param {boolean} isJoining
|
|
* @param {boolean} isForceRenamed
|
|
*/
|
|
onRename(user, oldUserid, isJoining, isForceRenamed) {
|
|
if (user.userid === oldUserid) return;
|
|
if (!this.players) {
|
|
// !! should never happen but somehow still does
|
|
user.games.delete(this.id);
|
|
return;
|
|
}
|
|
if (!(oldUserid in this.players)) {
|
|
if (user.userid in this.players) {
|
|
// this handles a user renaming themselves into a user in the
|
|
// battle (e.g. by using /nick)
|
|
this.onConnect(user);
|
|
}
|
|
return;
|
|
}
|
|
if (!this.allowRenames) {
|
|
let player = this.players[oldUserid];
|
|
if (player) {
|
|
const message = isForceRenamed ? " lost by having an inappropriate name." : " forfeited by changing their name.";
|
|
this.forfeitSlot(player.slotNum, message);
|
|
}
|
|
if (!(user.userid in this.players)) {
|
|
user.games.delete(this.id);
|
|
}
|
|
return;
|
|
}
|
|
if (user.userid in this.players) return;
|
|
let player = this.players[oldUserid];
|
|
this.players[user.userid] = player;
|
|
player.userid = user.userid;
|
|
player.name = user.name;
|
|
delete this.players[oldUserid];
|
|
const options = {
|
|
name: user.name,
|
|
avatar: user.avatar,
|
|
};
|
|
this.stream.write(`>player ${player.slot} ` + JSON.stringify(options));
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
onJoin(user) {
|
|
let player = this.players[user.userid];
|
|
if (player && !player.active) {
|
|
player.active = true;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
|
|
}
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
onLeave(user) {
|
|
let player = this.players[user.userid];
|
|
if (player && player.active) {
|
|
player.sendRoom(`|request|null`);
|
|
player.active = false;
|
|
this.timer.checkActivity();
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
win(user) {
|
|
if (!user) {
|
|
this.tie();
|
|
return true;
|
|
}
|
|
let player = this.players[user.userid];
|
|
if (!player) return false;
|
|
this.stream.write(`>forcewin ${player.slot}`);
|
|
}
|
|
tie() {
|
|
this.stream.write(`>forcetie`);
|
|
}
|
|
tiebreak() {
|
|
this.stream.write(`>tiebreak`);
|
|
}
|
|
/**
|
|
* @param {User} user
|
|
* @param {string} message
|
|
*/
|
|
forfeit(user, message = '') {
|
|
if (!this.players) {
|
|
// should never happen
|
|
console.log("user is: " + user.name);
|
|
console.log(" alts: " + Object.keys(user.prevNames));
|
|
console.log(" battle: " + this.id);
|
|
return false;
|
|
}
|
|
let slotNum = -1;
|
|
if (user.userid in this.players) slotNum = this.players[user.userid].slotNum;
|
|
if (slotNum === -1) return false;
|
|
return this.forfeitSlot(slotNum, message);
|
|
}
|
|
|
|
/**
|
|
* @param {number} slotNum
|
|
* @param {string} message
|
|
*/
|
|
forfeitSlot(slotNum, message = '') {
|
|
if (this.ended || !this.started) return false;
|
|
|
|
let name = this.playerNames[slotNum];
|
|
|
|
if (!message) message = ' forfeited.';
|
|
this.room.add(`|-message|${name}${message}`);
|
|
this.endType = 'forfeit';
|
|
const otherids = ['p2', 'p1'];
|
|
this.stream.write(`>forcewin ${otherids[slotNum]}`);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @param {User} user
|
|
* @param {PlayerSlot?} slot
|
|
* @param {string} team
|
|
*/
|
|
addPlayer(user, slot = null, team = '', initializing = false) {
|
|
if (user.userid in this.players) return false;
|
|
if (this.playerCount >= this.playerCap) return false;
|
|
let player = this.makePlayer(user, slot, team);
|
|
if (!player) return false;
|
|
this.players[user.userid] = player;
|
|
this.playerCount++;
|
|
this.room.auth[user.userid] = Users.PLAYER_SYMBOL;
|
|
if (user.inRooms.has(this.id)) this.onConnect(user);
|
|
if (this.playerCount >= 2) {
|
|
// @ts-ignore
|
|
this.room.title = `${this.p1.name} vs. ${this.p2.name}`;
|
|
this.room.send(`|title|${this.room.title}`);
|
|
}
|
|
if (!initializing) {
|
|
this.room.add(`|player|${player.slot}|${user.name}|${user.avatar}`);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @param {User} user
|
|
* @param {PlayerSlot?} slot
|
|
* @param {string} team
|
|
*/
|
|
makePlayer(user, slot = null, team = '') {
|
|
if (!slot) {
|
|
let slotNum = 0;
|
|
while (this[/** @type {PlayerSlot} */ ('p' + (slotNum + 1))]) slotNum++;
|
|
slot = /** @type {PlayerSlot} */ ('p' + (slotNum + 1));
|
|
}
|
|
// console.log('joining: ' + user.name + ' ' + slot);
|
|
|
|
if (this[slot]) throw new Error(`Player already exists in ${slot} in ${this.id}`);
|
|
let slotNum = parseInt(slot.charAt(1)) - 1;
|
|
let player = new BattlePlayer(user, this, slot);
|
|
this[slot] = player;
|
|
this.playerNames[slotNum] = player.name;
|
|
|
|
let options = {
|
|
name: player.name,
|
|
avatar: '' + user.avatar,
|
|
};
|
|
if (!this.started) {
|
|
options.team = team;
|
|
}
|
|
this.stream.write(`>player ${slot} ` + JSON.stringify(options));
|
|
if (this.started) this.onUpdateConnection(user);
|
|
if (this.p1 && this.p2) {
|
|
this.started = true;
|
|
Rooms.global.onCreateBattleRoom(Users(this.p1.userid), Users(this.p2.userid), this.room, {rated: this.rated});
|
|
}
|
|
return player;
|
|
}
|
|
|
|
/**
|
|
* @param {User} user
|
|
*/
|
|
removePlayer(user) {
|
|
if (!this.allowRenames) return false;
|
|
let player = this.players[user.userid];
|
|
if (!player) return false;
|
|
if (player.active) {
|
|
this.room.add(`|player|${player.slot}|`);
|
|
}
|
|
player.destroy();
|
|
delete this.players[user.userid];
|
|
this.playerCount--;
|
|
return true;
|
|
}
|
|
|
|
removeAllPlayers() {
|
|
for (let i in this.players) {
|
|
this.players[i].destroy();
|
|
delete this.players[i];
|
|
this.playerCount--;
|
|
}
|
|
}
|
|
|
|
destroy() {
|
|
this.stream.destroy();
|
|
if (this.active) {
|
|
Rooms.global.battleCount += -1;
|
|
this.active = false;
|
|
}
|
|
|
|
for (let i in this.players) {
|
|
this.players[i].destroy();
|
|
}
|
|
// @ts-ignore
|
|
this.players = null;
|
|
// @ts-ignore
|
|
this.room = null;
|
|
}
|
|
}
|
|
|
|
exports.RoomBattlePlayer = BattlePlayer;
|
|
exports.RoomBattleTimer = BattleTimer;
|
|
exports.RoomBattle = Battle;
|
|
|
|
/*********************************************************
|
|
* Process manager
|
|
*********************************************************/
|
|
|
|
const StreamProcessManager = require('./lib/process-manager').StreamProcessManager;
|
|
|
|
const PM = new StreamProcessManager(module, () => {
|
|
const BattleStream = require('./sim/battle-stream').BattleStream;
|
|
return new BattleStream();
|
|
});
|
|
|
|
if (!PM.isParentProcess) {
|
|
// This is a child process!
|
|
// @ts-ignore
|
|
global.Config = require('./config/config');
|
|
global.Chat = require('./chat');
|
|
global.__version = '';
|
|
try {
|
|
const execSync = require('child_process').execSync;
|
|
const out = execSync('git merge-base master HEAD', {
|
|
stdio: ['ignore', 'pipe', 'ignore'],
|
|
});
|
|
global.__version = ('' + out).trim();
|
|
} catch (e) {}
|
|
|
|
if (Config.crashguard) {
|
|
// graceful crash - allow current battles to finish before restarting
|
|
process.on('uncaughtException', err => {
|
|
require('./lib/crashlogger')(err, 'A simulator process');
|
|
});
|
|
process.on('unhandledRejection', err => {
|
|
require('./lib/crashlogger')(err, 'A simulator process Promise');
|
|
});
|
|
}
|
|
|
|
require('./lib/repl').start(`sim-${process.pid}`, cmd => eval(cmd));
|
|
} else {
|
|
PM.spawn(global.Config ? Config.simulatorprocesses : 1);
|
|
}
|
|
|
|
exports.PM = PM;
|