pokemon-showdown/mods/gen1/scripts.js
Guangcong Luo cc7ccd2efe Stop unnecessarily calling update()
pokemon.update() used to be called after pretty much everything, but
now that we've refactored pretty much everything out of it, it's no
longer necessary for most of the situations we call it for.

It currently only updates pokemon.speed, so I've renamed it updateSpeed
for clarity.

We now only update pokemon.speed on switch-in, right before the
residual event, and at the beginning of every turn. This gives
something like a 30% speed-up.
2016-02-17 01:07:22 -06:00

1358 lines
47 KiB
JavaScript

'use strict';
/**
* Gen 1 mechanics are fairly different to those we know on current gen.
* Therefor we need to make a lot of changes to the battle engine for this game simulation.
* This generation inherits all the changes from older generations, that must be taken into account when editing code.
*/
exports.BattleScripts = {
inherit: 'gen2',
gen: 1,
debug: function (activity) {
if (this.getFormat().debug) {
this.add('debug', activity);
}
},
// Gen 1 stores the last damage dealt by a move in the battle.
// This is used for the move Counter.
lastDamage: 0,
// BattleSide scripts.
// In gen 1, last move information is stored on the side rather than on the active Pokémon.
// This is because there was actually no side, just Battle and active Pokémon effects.
// Side's lastMove is used for Counter and Mirror Move.
side: {
lastMove: '',
},
// BattlePokemon scripts.
pokemon: {
getStat: function (statName, unmodified) {
statName = toId(statName);
if (statName === 'hp') return this.maxhp;
if (unmodified) return this.stats[statName];
return this.modifiedStats[statName];
},
// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched.
// Modified stats are declared in BattlePokemon object in battle-engine.js in about line 303.
modifyStat: function (stat, modifier) {
if (!(stat in this.stats)) return;
this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1, 999);
},
// In generation 1, boosting function increases the stored modified stat and checks for opponent's status.
boostBy: function (boost) {
let changed = false;
for (let i in boost) {
this.boosts[i] += boost[i];
if (this.boosts[i] > 6) {
this.boosts[i] = 6;
}
if (this.boosts[i] < -6) {
this.boosts[i] = -6;
}
if (this.boosts[i]) {
changed = true;
// Recalculate the modified stat
if (this.stats[i]) {
let stat = this.template.baseStats[i];
stat = Math.floor(Math.floor(2 * stat + this.set.ivs[i] + Math.floor(this.set.evs[i] / 4)) * this.level / 100 + 5);
this.modifiedStats[i] = this.stats[i] = Math.floor(stat);
if (this.boosts[i] >= 0) {
this.modifyStat(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]);
} else {
this.modifyStat(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100);
}
}
}
}
return changed;
},
},
// Battle scripts.
// runMove can be found in scripts.js. This function is the main one when running a move.
// It deals with the beforeMove and AfterMoveSelf events.
// This leads with partial trapping moves shennanigans after the move has been used.
// It also deals with how PP reduction works on gen 1.
runMove: function (move, pokemon, target, sourceEffect) {
move = this.getMove(move);
if (!target) target = this.resolveTarget(pokemon, move);
if (target.subFainted) delete target.subFainted;
this.setActiveMove(move, pokemon, target);
if (pokemon.movedThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
// Prevent invulnerability from persisting until the turn ends.
pokemon.removeVolatile('twoturnmove');
// Rampage moves end without causing confusion
delete pokemon.volatiles['lockedmove'];
this.clearActiveMove(true);
// This is only run for sleep.
this.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
this.clearActiveMove(true);
return;
}
}
pokemon.lastDamage = 0;
let lockedMove = this.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (!lockedMove && (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)) {
pokemon.deductPP(move, null, target);
// On gen 1 moves are stored when they are chosen and a PP is deducted.
pokemon.side.lastMove = move.id;
pokemon.lastMove = move.id;
} else {
sourceEffect = move;
}
this.useMove(move, pokemon, target, sourceEffect);
this.singleEvent('AfterMove', move, null, pokemon, target, move);
// If rival fainted
if (target.hp <= 0) {
// We remove recharge
if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge');
delete pokemon.volatiles['partialtrappinglock'];
// We remove screens
target.side.removeSideCondition('reflect');
target.side.removeSideCondition('lightscreen');
pokemon.removeVolatile('twoturnmove');
} else {
this.runEvent('AfterMoveSelf', pokemon, target, move);
}
// For partial trapping moves, we are saving the target
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
// Let's check if the lock exists
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
// Here the partialtrappinglock volatile has been already applied
if (!pokemon.volatiles['partialtrappinglock'].locked) {
// If it's the first hit, we save the target
pokemon.volatiles['partialtrappinglock'].locked = target;
} else {
if (pokemon.volatiles['partialtrappinglock'].locked !== target && target !== pokemon) {
// The target switched, therefor, we must re-roll the duration, damage, and accuracy.
let duration = [2, 2, 2, 3, 3, 3, 4, 5][this.random(8)];
pokemon.volatiles['partialtrappinglock'].duration = duration;
pokemon.volatiles['partialtrappinglock'].locked = target;
// Duration reset thus partially trapped at 2 always.
target.volatiles['partiallytrapped'].duration = 2;
// We get the move position for the PP change.
let usedMovePos = -1;
for (let m in pokemon.moveset) {
if (pokemon.moveset[m].id === move.id) usedMovePos = m;
}
if (usedMovePos > -1 && pokemon.moveset[usedMovePos].pp === 0) {
// If we were on the middle of the 0 PP sequence, the PPs get reset to 63.
pokemon.moveset[usedMovePos].pp = 63;
pokemon.isStale = 2;
pokemon.isStaleSource = 'ppoverflow';
}
}
}
} // If we move to here, the move failed and there's no partial trapping lock.
}
},
// useMove can be found on scripts.js
// It is the function that actually uses the move, running ModifyMove events.
// It uses the move and then deals with the effects after the move.
useMove: function (move, pokemon, target, sourceEffect) {
if (!sourceEffect && this.effect.id) sourceEffect = this.effect;
move = this.getMove(move);
let baseMove = move;
move = this.getMoveCopy(move);
if (!target) target = this.resolveTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.setActiveMove(move, pokemon, target);
this.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Target changed in ModifyMove, so we must adjust it here
target = this.resolveTarget(pokemon, move);
}
move = this.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.resolveTarget(pokemon, move);
}
if (!move) return false;
let attrs = '';
if (pokemon.fainted) {
// Removing screens upon faint.
pokemon.side.removeSideCondition('reflect');
pokemon.side.removeSideCondition('lightscreen');
return false;
}
if (move.flags['charge'] && !pokemon.volatiles[move.id]) {
attrs = '|[still]'; // Suppress the default move animation
}
if (sourceEffect) attrs += '|[from]' + this.getEffect(sourceEffect);
this.addMove('move', pokemon, move.name, target + attrs);
if (!this.singleEvent('Try', move, null, pokemon, target, move)) {
return true;
}
if (!this.runEvent('TryMove', pokemon, target, move)) {
return true;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
let damage = false;
if (target.fainted) {
this.attrLastMove('[notarget]');
this.add('-notarget');
return true;
}
damage = this.tryMoveHit(target, pokemon, move);
// Store 0 damage for last damage if move failed or dealt 0 damage.
// This only happens on moves that don't deal damage but call GetDamageVarsForPlayerAttack (disassembly).
if (!damage && (move.category !== 'Status' || (move.category === 'Status' && !(move.status in {'psn':1, 'tox':1, 'par':1}))) &&
!(move.id in {'conversion':1, 'haze':1, 'mist':1, 'focusenergy':1, 'confuseray':1, 'transform':1, 'lightscreen':1, 'reflect':1, 'substitute':1, 'mimic':1, 'leechseed':1, 'splash':1, 'softboiled':1, 'recover':1, 'rest':1})) {
pokemon.battle.lastDamage = 0;
}
// Go ahead with results of the used move.
if (!damage && damage !== 0) {
this.singleEvent('MoveFail', move, null, target, pokemon, move);
return true;
}
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
this.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
}
return true;
},
// tryMoveHit can be found on scripts.js
// This function attempts a move hit and returns the attempt result before the actual hit happens.
// It deals with partial trapping weirdness and accuracy bugs as well.
tryMoveHit: function (target, pokemon, move, spreadHit) {
let boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
let doSelfDestruct = true;
let damage = 0;
// First, check if the Pokémon is immune to this move.
if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type] && !target.runImmunity(move.type, true)) {
if (move.selfdestruct) {
this.faint(pokemon, pokemon, move);
}
return false;
}
// Now, let's calculate the accuracy.
let accuracy = move.accuracy;
// Partial trapping moves: true accuracy while it lasts
if (move.volatileStatus === 'partiallytrapped' && pokemon.volatiles['partialtrappinglock'] && target === pokemon.volatiles['partialtrappinglock'].locked) {
accuracy = true;
}
// If a sleep inducing move is used while the user is recharging, the accuracy is true.
if (move.status === 'slp' && target && target.volatiles['mustrecharge']) {
accuracy = true;
}
// OHKO moves only have a chance to hit if the user is at least as fast as the target
if (move.ohko) {
if (target.speed > pokemon.speed) {
this.add('-immune', target, '[ohko]');
return false;
}
}
// Calculate true accuracy for gen 1, which uses 0-255.
if (accuracy !== true) {
accuracy = Math.floor(accuracy * 255 / 100);
// Check also for accuracy modifiers.
if (!move.ignoreAccuracy) {
if (pokemon.boosts.accuracy > 0) {
accuracy *= boostTable[pokemon.boosts.accuracy];
} else {
accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
}
}
if (!move.ignoreEvasion) {
if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
} else if (target.boosts.evasion < 0) {
accuracy *= boostTable[-target.boosts.evasion];
}
}
}
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
// Moves that target the user do not suffer from the 1/256 miss chance.
if (move.target === 'self' && accuracy !== true) accuracy++;
// 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions.
if (accuracy !== true && this.random(256) >= accuracy) {
this.attrLastMove('[miss]');
this.add('-miss', pokemon);
damage = false;
}
// If damage is 0 and not false it means it didn't miss, let's calc.
if (damage !== false) {
pokemon.lastDamage = 0;
if (move.multihit) {
let hits = move.multihit;
if (hits.length) {
// Yes, it's hardcoded... meh
if (hits[0] === 2 && hits[1] === 5) {
hits = [2, 2, 3, 3, 4, 5][this.random(6)];
} else {
hits = this.random(hits[0], hits[1] + 1);
}
}
hits = Math.floor(hits);
// In gen 1, all the hits have the same damage for multihits move
let moveDamage = 0;
let firstDamage;
let i;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
if (i === 0) {
// First hit, we calculate
moveDamage = this.moveHit(target, pokemon, move);
firstDamage = moveDamage;
} else {
// We get the previous damage to make it fix damage
move.damage = firstDamage;
moveDamage = this.moveHit(target, pokemon, move);
}
if (moveDamage === false) break;
damage = (moveDamage || 0);
if (target.subFainted) {
i++;
break;
}
}
move.damage = null;
if (i === 0) return true;
this.add('-hitcount', target, i);
} else {
damage = this.moveHit(target, pokemon, move);
}
}
if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
// Checking if substitute fainted
if (target.subFainted) doSelfDestruct = false;
if (move.selfdestruct && doSelfDestruct) {
this.faint(pokemon, pokemon, move);
}
// The move missed.
if (!damage && damage !== 0) {
// Delete the partial trap lock if necessary.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
if (move.ohko) this.add('-ohko');
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
this.runEvent('AfterMoveSecondary', target, pokemon, move);
}
return damage;
},
// move Hit can be found on scripts.js
// It deals with the actual move hit, as the name indicates, dealing damage and/or effects.
// This function also deals with the Gen 1 Substitute behaviour on the hitting process.
moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
let damage = 0;
move = this.getMoveCopy(move);
if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
let hitResult = true;
if (!moveData) moveData = move;
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
// We get the sub to the target to see if it existed
let targetSub = (target) ? target.volatiles['substitute'] : false;
let targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
// Handle here the applying of partial trapping moves to Pokémon with Substitute
if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
target.addVolatile(moveData.volatileStatus, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
// Only run the hit events for the hit itself, not the secondary or self hits
if (!isSelf && !isSecondary) {
hitResult = this.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
// Special Substitute hit flag
if (hitResult !== 0) {
return false;
}
}
if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
return false;
}
} else if (isSecondary && !moveData.self) {
hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
}
if (hitResult === 0) {
target = null;
} else if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
if (target) {
let didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
// getDamage has several possible return values:
//
// a number:
// means that much damage is dealt (0 damage still counts as dealing
// damage for the purposes of things like Static)
// false:
// gives error message: "But it failed!" and move ends
// null:
// the move ends, with no message (usually, a custom fail message
// was already output by an event handler)
// undefined:
// means no damage is dealt and the move continues
//
// basically, these values have the same meanings as they do for event
// handlers.
if ((damage || damage === 0) && !target.fainted) {
if (move.noFaint && damage >= target.hp) {
damage = target.hp - 1;
}
damage = this.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) return false;
didSomething = true;
} else if (damage === false && typeof hitResult === 'undefined') {
this.add('-fail', target);
}
if (damage === false || damage === null) {
return false;
}
if (moveData.boosts && !target.fainted) {
this.boost(moveData.boosts, target, pokemon, move);
// Check the status of the Pokémon whose turn is not.
// When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or
// burned, the correspoding stat penalties will be applied again to that Pokémon.
if (pokemon.side.foe.active[0] && pokemon.side.foe.active[0].status) {
// If it's paralysed, quarter its speed.
if (pokemon.side.foe.active[0].status === 'par') {
pokemon.side.foe.active[0].modifyStat('spe', 0.25);
}
// If it's burned, halve its attack.
if (pokemon.side.foe.active[0].status === 'brn') {
pokemon.side.foe.active[0].modifyStat('atk', 0.5);
}
}
}
if (moveData.heal && !target.fainted) {
let d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d) {
this.add('-fail', target);
return false;
}
this.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep.
// This does NOT revert the paralyse speed drop or the burn attack drop.
if (!target.status || moveData.status === 'slp' && target.volatiles['mustrecharge']) {
if (target.setStatus(moveData.status, pokemon, move)) {
// Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers.
if (moveData.status === 'brn') target.modifyStat('atk', 0.5);
if (moveData.status === 'par') target.modifyStat('spe', 0.25);
}
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.add('-fail', target, target.status);
} else {
this.add('-fail', target);
}
}
didSomething = true;
}
if (moveData.forceStatus) {
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
if (moveData.forceStatus === 'brn') target.modifyStat('atk', 0.5);
if (moveData.forceStatus === 'par') target.modifyStat('spe', 0.25);
didSomething = true;
}
}
if (moveData.volatileStatus) {
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
didSomething = true;
}
}
if (moveData.sideCondition) {
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
didSomething = true;
}
}
if (moveData.pseudoWeather) {
if (this.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
didSomething = true;
}
}
// Hit events
hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.runEvent('Hit', target, pokemon, move);
}
if (!hitResult && !didSomething) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
let targetHasSub = false;
if (target) {
let targetSub = target.getVolatile('substitute');
if (targetSub !== null) {
targetHasSub = (targetSub.hp > 0);
}
}
// Here's where self effects are applied.
let doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
if (moveData.self && (doSelf || moveData.self.volatileStatus === 'partialtrappinglock')) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
// Now we can save the partial trapping damage.
if (pokemon.volatiles['partialtrappinglock']) {
pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
}
// Apply move secondaries.
if (moveData.secondaries) {
for (let i = 0; i < moveData.secondaries.length; i++) {
// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
// In the game, this is checked and if true, the random number generator is not called.
// That means that a move that does not share the type of the target can status it.
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'par':1, 'brn':1, 'frz':1} && target && target.hasType(move.type))) {
let effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) < effectChance) {
this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
// boost can be found on battle-engine.js on Battle object.
// It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse.
boost: function (boost, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
boost = this.runEvent('Boost', target, source, effect, Object.clone(boost));
for (let i in boost) {
let currentBoost = {};
currentBoost[i] = boost[i];
if (boost[i] !== 0 && target.boostBy(currentBoost)) {
let msg = '-boost';
if (boost[i] < 0) {
msg = '-unboost';
boost[i] = -boost[i];
// Re-add attack and speed drops if not present
if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) {
target.addVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) {
target.addVolatile('parspeeddrop');
}
} else {
// Check for boost increases deleting attack or speed drops
if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) {
target.removeVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) {
target.removeVolatile('parspeeddrop');
}
}
if (effect.effectType === 'Move') {
this.add(msg, target, i, boost[i]);
} else {
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
}
}
this.runEvent('AfterBoost', target, source, effect, boost);
},
// damage can be found in battle-engine.js on the Battle object. Not to confuse with BattlePokemon.prototype.damage
// It calculates and executes the damage damage from source to target with effect.
// It also deals with recoil and drains.
damage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
if (!(damage || damage === 0)) return damage;
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
damage = this.runEvent('Damage', target, source, effect, damage);
if (!(damage || damage === 0)) {
this.debug('damage event failed');
return damage;
}
}
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (!(effect.id in {'recoil':1, 'drain':1}) && effect.effectType !== 'Status') target.battle.lastDamage = damage;
damage = target.damage(damage, source, effect);
if (source) source.lastDamage = damage;
let name = effect.fullname;
if (name === 'tox') name = 'psn';
switch (effect.id) {
case 'partiallytrapped':
this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
break;
default:
if (effect.effectType === 'Move') {
this.add('-damage', target, target.getHealth);
} else if (source && source !== target) {
this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
} else {
this.add('-damage', target, target.getHealth, '[from] ' + name);
}
break;
}
if (effect.recoil && source) {
this.damage(this.clampIntRange(Math.floor(damage * effect.recoil[0] / effect.recoil[1]), 1), source, target, 'recoil');
}
if (effect.drain && source) {
this.heal(this.clampIntRange(Math.floor(damage * effect.drain[0] / effect.drain[1]), 1), source, target, 'drain');
}
if (target.fainted || target.hp <= 0) {
this.faint(target);
this.queue = [];
} else {
damage = this.runEvent('AfterDamage', target, source, effect, damage);
}
return damage;
},
// directDamage can be found on battle-engine.js in Battle object
// It deals direct damage damage from source to target with effect.
// It also deals with Gen 1 weird Substitute behaviour.
directDamage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
if (!damage) return 0;
damage = this.clampIntRange(damage, 1);
// Check here for Substitute on confusion since it's not exactly a move that causes the damage and thus it can't TryMoveHit.
// The hi jump kick recoil also hits the sub.
if (effect.id in {'confusion': 1, 'highjumpkick': 1} && target.volatiles['substitute']) {
target.volatiles['substitute'].hp -= damage;
if (target.volatiles['substitute'].hp <= 0) {
target.removeVolatile('substitute');
target.subFainted = true;
} else {
this.add('-activate', target, 'Substitute', '[damage]');
}
} else {
damage = target.damage(damage, source, effect);
// Now we sent the proper -damage.
switch (effect.id) {
case 'strugglerecoil':
this.add('-damage', target, target.getHealth, '[from] recoil');
break;
case 'confusion':
this.add('-damage', target, target.getHealth, '[from] confusion');
break;
default:
this.add('-damage', target, target.getHealth);
break;
}
if (target.fainted) this.faint(target);
}
return damage;
},
// getDamage can be found on battle-engine.js on the Battle object.
// It calculates the damage pokemon does to target with move.
getDamage: function (pokemon, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') move = this.getMove(move);
if (typeof move === 'number') {
move = {
basePower: move,
type: '???',
category: 'Physical',
flags: {},
};
}
// Let's see if the target is immune to the move.
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
if (!target.runImmunity(move.type, true)) {
return false;
}
}
// Is it an OHKO move?
if (move.ohko) {
return target.maxhp;
}
// We edit the damage through move's damage callback if necessary.
if (move.damageCallback) {
return move.damageCallback.call(this, pokemon, target);
}
// We take damage from damage=level moves (seismic toss).
if (move.damage === 'level') {
return pokemon.level;
}
// If there's a fix move damage, we return that.
if (move.damage) {
return move.damage;
}
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
return 0;
}
// Let's check if we are in middle of a partial trap sequence to return the previous damage.
if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
return pokemon.volatiles['partialtrappinglock'].damage;
}
// We check the category and typing to calculate later on the damage.
if (!move.category) move.category = 'Physical';
if (!move.defensiveCategory) move.defensiveCategory = move.category;
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
let type = move.type;
// We get the base power and apply basePowerCallback if necessary.
let basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
// We check if the base power is proper.
if (!basePower) {
if (basePower === 0) return; // Returning undefined means not dealing damage
return basePower;
}
basePower = this.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
move.crit = move.willCrit || false;
if (!move.crit) {
// In gen 1, the critical chance is based on speed.
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance.
let critChance = Math.floor(pokemon.template.baseStats['spe'] / 2);
// Now we check for focus energy volatile.
if (pokemon.volatiles['focusenergy']) {
// If it exists, crit chance is divided by 2 again and floored.
critChance = Math.floor(critChance / 2);
} else {
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here.
critChance = this.clampIntRange(critChance * 2, 1, 255);
}
// Now we check for the move's critical hit ratio.
if (move.critRatio === 1) {
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
critChance = Math.floor(critChance / 2);
} else if (move.critRatio === 2) {
// High crit ratio, we multiply the result so far by 4 and cap it at 255.
critChance = this.clampIntRange(critChance * 4, 1, 255);
}
// Last, we check deppending on ratio if the move critical hits or not.
// We compare our critical hit chance against a random number between 0 and 255.
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
if (critChance > 0) {
move.crit = (this.random(256) < critChance);
}
}
// Happens after crit calculation.
if (basePower) {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
if (move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.clampIntRange(basePower, 1);
// We now check attacker's and defender's stats.
let level = pokemon.level;
let attacker = pokemon;
let defender = target;
if (move.useTargetOffensive) attacker = target;
if (move.useSourceDefensive) defender = pokemon;
let atkType = (move.category === 'Physical') ? 'atk' : 'spa';
let defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
let attack = attacker.getStat(atkType);
let defense = defender.getStat(defType);
// In gen 1, screen effect is applied here.
if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) {
this.debug('Screen doubling (Sp)Def');
defense *= 2;
defense = this.clampIntRange(defense, 1, 1998);
}
// In the event of a critical hit, the ofense and defense changes are ignored.
// This includes both boosts and screens.
// Also, level is doubled in damage calculation.
if (move.crit) {
move.ignoreOffensive = true;
move.ignoreDefensive = true;
level *= 2;
if (!suppressMessages) this.add('-crit', target);
}
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(atkType, true);
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
// No screens
defense = target.getStat(defType, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what cuases the roll over bugs.
if (attack >= 256 || defense >= 256) {
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
// Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim.
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.clampIntRange(Math.floor(defense / 2), 1);
}
// Let's go with the calculation now that we have what we need.
// We do it step by step just like the game does.
let damage = level * 2;
damage = Math.floor(damage / 5);
damage += 2;
damage *= basePower;
damage *= attack;
damage = Math.floor(damage / defense);
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness.
// The order here is not correct, must change to check the move versus each type.
let totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
damage *= 20;
damage = Math.floor(damage / 10);
if (totalTypeMod >= 2) {
damage *= 20;
damage = Math.floor(damage / 10);
}
}
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
damage *= 5;
damage = Math.floor(damage / 10);
if (totalTypeMod <= -2) {
damage *= 5;
damage = Math.floor(damage / 10);
}
}
// If damage becomes 0, the move is made to miss.
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
if (damage === 0) return damage;
// Apply random factor is damage is greater than 1
if (damage > 1) {
damage *= this.random(217, 256);
damage = Math.floor(damage / 255);
if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp;
}
// And we are done.
return Math.floor(damage);
},
// This is random teams making for gen 1.
// Challenge Cup or CC teams are basically fully random teams.
randomCCTeam: function (side) {
let team = [];
let hasDexNumber = {};
let formes = [[], [], [], [], [], []];
// Pick six random Pokémon, no repeats.
let num;
for (let i = 0; i < 6; i++) {
do {
num = this.random(151) + 1;
} while (num in hasDexNumber);
hasDexNumber[num] = i;
}
let formeCounter = 0;
for (let id in this.data.Pokedex) {
if (!(this.data.Pokedex[id].num in hasDexNumber)) continue;
let template = this.getTemplate(id);
if (!template.learnset || template.forme) continue;
formes[hasDexNumber[template.num]].push(template.species);
if (++formeCounter >= 6) {
// Gen 1 had no alternate formes, so we can break out of the loop already.
break;
}
}
for (let i = 0; i < 6; i++) {
// Choose forme.
let poke = formes[i][this.random(formes[i].length)];
let template = this.getTemplate(poke);
// Level balance: calculate directly from stats rather than using some silly lookup table.
let mbstmin = 1307;
let stats = template.baseStats;
// Modified base stat total assumes 15 DVs, 255 EVs in every stat
let mbst = (stats["hp"] * 2 + 30 + 63 + 100) + 10;
mbst += (stats["atk"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["def"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spa"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spd"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spe"] * 2 + 30 + 63 + 100) + 5;
let level = Math.floor(100 * mbstmin / mbst); // Initial level guess will underestimate
while (level < 100) {
mbst = Math.floor((stats["hp"] * 2 + 30 + 63 + 100) * level / 100 + 10);
mbst += Math.floor(((stats["atk"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100); //since damage is roughly proportional to lvl
mbst += Math.floor((stats["def"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor(((stats["spa"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100);
mbst += Math.floor((stats["spd"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor((stats["spe"] * 2 + 30 + 63 + 100) * level / 100 + 5);
if (mbst >= mbstmin) break;
level++;
}
// Random DVs.
let ivs = {
hp: this.random(30),
atk: this.random(30),
def: this.random(30),
spa: this.random(30),
spd: this.random(30),
spe: this.random(30),
};
// Maxed EVs.
let evs = {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255};
// Four random unique moves from movepool. don't worry about "attacking" or "viable".
// Since Gens 1 and 2 learnsets are shared, we need to weed out Gen 2 moves.
let moves;
let pool = [];
for (let move in template.learnset) {
if (this.getMove(move).gen === 1) pool.push(move);
}
if (pool.length <= 4) {
moves = pool;
} else {
moves = [this.sampleNoReplace(pool), this.sampleNoReplace(pool), this.sampleNoReplace(pool), this.sampleNoReplace(pool)];
}
team.push({
name: poke,
moves: moves,
ability: 'None',
evs: evs,
ivs: ivs,
item: '',
level: level,
happiness: 0,
shiny: false,
nature: 'Serious',
});
}
return team;
},
// Random team generation for Gen 1 Random Battles.
randomTeam: function (side) {
// Get what we need ready.
let pokemonLeft = 0;
let pokemon = [];
let handicapMons = {'magikarp':1, 'weedle':1, 'kakuna':1, 'caterpie':1, 'metapod':1, 'ditto':1};
let nuTiers = {'UU':1, 'BL':1, 'NFE':1, 'LC':1, 'NU':1};
let uuTiers = {'NFE':1, 'UU':1, 'BL':1, 'NU':1};
let n = 1;
let pokemonPool = [];
for (let id in this.data.FormatsData) {
// FIXME: Not ES-compliant
if (n++ > 151 || !this.data.FormatsData[id].randomBattleMoves) continue;
pokemonPool.push(id);
}
// Now let's store what we are getting.
let typeCount = {};
let weaknessCount = {'Electric':0, 'Psychic':0, 'Water':0, 'Ice':0};
let uberCount = 0;
let nuCount = 0;
let hasShitmon = false;
while (pokemonPool.length && pokemonLeft < 6) {
let template = this.getTemplate(this.sampleNoReplace(pokemonPool));
if (!template.exists) continue;
// Bias the tiers so you get less shitmons and only one of the two Ubers.
// If you have a shitmon, you're covered in OUs and Ubers if possible
if ((template.speciesid in handicapMons) && nuCount > 1) continue;
let tier = template.tier;
switch (tier) {
case 'LC':
if (nuCount > 1 || hasShitmon) continue;
break;
case 'Uber':
// Unless you have one of the worst mons, in that case we allow luck to give you all Ubers.
if (uberCount >= 1 && !hasShitmon) continue;
break;
default:
if (uuTiers[tier] && pokemonPool.length > 1 && (hasShitmon || (nuCount > 2 && this.random(2) >= 1))) continue;
}
let skip = false;
// Limit 2 of any type as well. Diversity and minor weakness count.
// The second of a same type has halved chance of being added.
let types = template.types;
for (let t = 0; t < types.length; t++) {
if (typeCount[types[t]] > 1 || (typeCount[types[t]] === 1 && this.random(2) && pokemonPool.length > 1)) {
skip = true;
break;
}
}
if (skip) continue;
// We need a weakness count of spammable attacks to avoid being swept by those.
// Spammable attacks are: Thunderbolt, Psychic, Surf, Blizzard.
let pokemonWeaknesses = [];
for (let type in weaknessCount) {
let increaseCount = Tools.getImmunity(type, template) && Tools.getEffectiveness(type, template) > 0;
if (!increaseCount) continue;
if (weaknessCount[type] >= 2) {
skip = true;
break;
}
pokemonWeaknesses.push(type);
}
if (skip) continue;
// The set passes the limitations.
let set = this.randomSet(template, pokemon.length);
pokemon.push(set);
// Now let's increase the counters. First, the Pokémon left.
pokemonLeft++;
// Type counter.
for (let t = 0; t < types.length; t++) {
if (typeCount[types[t]]) {
typeCount[types[t]]++;
} else {
typeCount[types[t]] = 1;
}
}
// Weakness counter.
for (let t = 0; t < pokemonWeaknesses.length; t++) {
weaknessCount[pokemonWeaknesses[t]]++;
}
// Increment tier bias counters.
if (tier === 'Uber') {
uberCount++;
} else if (nuTiers[tier]) {
nuCount++;
}
// Is it Magikarp?
if (template.speciesid in handicapMons) hasShitmon = true;
}
return pokemon;
},
// Random set generation for Gen 1 Random Battles.
randomSet: function (template, slot) {
if (slot === undefined) slot = 1;
template = this.getTemplate(template);
if (!template.exists) template = this.getTemplate('pikachu'); // Because Gen 1.
let movePool = template.randomBattleMoves.slice();
let moves = [];
let hasType = {};
hasType[template.types[0]] = true;
if (template.types[1]) hasType[template.types[1]] = true;
let hasMove = {};
let counter = {};
let setupType = '';
// Moves that boost Attack:
let PhysicalSetup = {
swordsdance:1, sharpen:1,
};
// Moves which boost Special Attack:
let SpecialSetup = {
amnesia:1, growth:1,
};
// Add the mandatory move
if (template.essentialMove) {
moves.push(template.essentialMove);
}
do {
// Choose next 4 moves from learnset/viable moves and add them to moves list:
while (moves.length < 4 && movePool.length) {
let moveid = this.sampleNoReplace(movePool);
moves.push(moveid);
}
// Only do move choosing if we have backup moves in the pool...
if (movePool.length) {
hasMove = {};
counter = {Physical: 0, Special: 0, Status: 0, physicalsetup: 0, specialsetup: 0};
for (let k = 0; k < moves.length; k++) {
let move = this.getMove(moves[k]);
let moveid = move.id;
hasMove[moveid] = true;
if (!move.damage && !move.damageCallback) {
counter[move.category]++;
}
if (PhysicalSetup[moveid]) {
counter['physicalsetup']++;
}
if (SpecialSetup[moveid]) {
counter['specialsetup']++;
}
}
if (counter['specialsetup']) {
setupType = 'Special';
} else if (counter['physicalsetup']) {
setupType = 'Physical';
}
for (let k = 0; k < moves.length; k++) {
let moveid = moves[k];
if (moveid === template.essentialMove) continue;
let move = this.getMove(moveid);
let rejected = false;
if (!template.essentialMove || moveid !== template.essentialMove) {
switch (moveid) {
// bad after setup
case 'seismictoss': case 'nightshade':
if (setupType) rejected = true;
break;
// bit redundant to have both
case 'flamethrower':
if (hasMove['fireblast']) rejected = true;
break;
case 'fireblast':
if (hasMove['flamethrower']) rejected = true;
break;
case 'icebeam':
if (hasMove['blizzard']) rejected = true;
break;
// Hydropump and surf are both valid options, just avoid one with eachother.
case 'hydropump':
if (hasMove['surf']) rejected = true;
break;
case 'surf':
if (hasMove['hydropump']) rejected = true;
break;
case 'petaldance': case 'solarbeam':
if (hasMove['megadrain'] || hasMove['razorleaf']) rejected = true;
break;
case 'megadrain':
if (hasMove['razorleaf']) rejected = true;
break;
case 'thunder':
if (hasMove['thunderbolt']) rejected = true;
break;
case 'thunderbolt':
if (hasMove['thunder']) rejected = true;
break;
case 'bonemerang':
if (hasMove['earthquake']) rejected = true;
break;
case 'rest':
if (hasMove['recover'] || hasMove['softboiled']) rejected = true;
break;
case 'softboiled':
if (hasMove['recover']) rejected = true;
break;
case 'sharpen':
case 'swordsdance':
if (counter['Special'] > counter['Physical'] || hasMove['slash'] || !counter['Physical'] || hasMove['growth']) rejected = true;
break;
case 'growth':
if (counter['Special'] < counter['Physical'] || hasMove['swordsdance'] || hasMove['amnesia']) rejected = true;
break;
case 'doubleedge':
if (hasMove['bodyslam']) rejected = true;
break;
case 'mimic':
if (hasMove['mirrormove']) rejected = true;
break;
case 'superfang':
if (hasMove['bodyslam']) rejected = true;
break;
case 'rockslide':
if (hasMove['earthquake'] && hasMove['bodyslam'] && hasMove['hyperbeam']) rejected = true;
break;
case 'bodyslam':
if (hasMove['thunderwave']) rejected = true;
break;
case 'bubblebeam':
if (hasMove['blizzard']) rejected = true;
break;
case 'screech':
if (hasMove['slash']) rejected = true;
break;
case 'slash':
if (hasMove['swordsdance']) rejected = true;
break;
case 'megakick':
if (hasMove['bodyslam']) rejected = true;
break;
case 'eggbomb':
if (hasMove['hyperbeam']) rejected = true;
break;
case 'triattack':
if (hasMove['doubleedge']) rejected = true;
break;
case 'fissure':
if (hasMove['horndrill']) rejected = true;
break;
case 'supersonic':
if (hasMove['confuseray']) rejected = true;
break;
case 'poisonpowder':
if (hasMove['toxic'] || counter['Status'] > 1) rejected = true;
break;
case 'stunspore':
if (hasMove['sleeppowder'] || counter['Status'] > 1) rejected = true;
break;
case 'sleeppowder':
if (hasMove['stunspore'] || counter['Status'] > 2) rejected = true;
break;
case 'toxic':
if (hasMove['sleeppowder'] || hasMove['stunspore'] || counter['Status'] > 1) rejected = true;
break;
} // End of switch for moveid
}
if (rejected) {
moves.splice(k, 1);
break;
}
counter[move.category]++;
} // End of for
} // End of the check for more than 4 moves on moveset.
} while (moves.length < 4 && movePool.length);
let levelScale = {
LC: 96,
NFE: 90,
NU: 90,
UU: 85,
OU: 79,
Uber: 74,
};
// Really bad Pokemon and jokemons, MEWTWO, Pokémon with higher tier in Wrap metas.
let customScale = {
Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99,
Clefairy: 95, "Farfetch'd": 99, Jigglypuff: 99, Ditto: 99, Mewtwo: 70,
Dragonite: 85, Cloyster: 83, Staryu: 90,
};
let level = levelScale[template.tier] || 90;
if (customScale[template.name]) level = customScale[template.name];
if (template.name === 'Mewtwo' && hasMove['amnesia']) level = 68;
return {
name: template.name,
moves: moves,
ability: 'None',
evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
ivs: {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30},
item: '',
level: level,
shiny: false,
gender: false,
};
},
};