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For side conditions, `onStart`/`onRestart`/`onResidual`/`onEnd` have been renamed `onSideStart`/`onSideRestart`/`onSideResidual`/`onSideEnd`, with the `onResidualOrder` properties renamed `onSideResidualOrder`. For field conditions, `onStart`/`onRestart`/`onResidual`/`onEnd` have been renamed `onFieldStart`/`onFieldRestart`/`onFieldResidual`/`onFieldEnd`, with the `onResidualOrder` properties renamed `onFieldResidualOrder`. (The `onField` and `onSide` part helps make it clear to the type system that the first argument is a Field or Side, not a Pokemon.) Side and field conditions can now use `onResidual` to tick separately on each pokemon in Speed order. `onResidualOrder` (the per-pokemon tick) can be timed separate from `onSideResidualOrder` (the per-condition tick), allowing conditions to end at a different priority than they tick per-pokemon. Relatedly, `onTeamPreview` and `onStart` in formats now need to be `onFieldTeamPreview` and `onFieldStart`. Unrelatedly, `effectData` has been renamed `effectState`, and the corresponding state containers (`pokemon.statusData`, `pokemon.speciesData`, `pokemon.itemData`, `pokemon.abilityData`, `field.weatherData`, `field.terrainData`) have been similarly renamed. I renamed the types a while ago, but I was holding off renaming the fields because it would be a breaking change. But this is a breaking change anyway, so we might as well do it now. Note: `onResidual` will tick even on `onSideEnd` turns, although `onSideResidual` won't. When refactoring weather, remember to check `this.state.duration` so you don't deal weather damage on the ending turn. Intended as a better fix for #8216
235 lines
7.2 KiB
TypeScript
235 lines
7.2 KiB
TypeScript
/**
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* Simulator Field
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* @license MIT
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*/
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import {State} from './state';
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import {EffectState} from './pokemon';
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import {toID} from './dex';
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export class Field {
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readonly battle: Battle;
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readonly id: ID;
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weather: ID;
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weatherState: EffectState;
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terrain: ID;
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terrainState: EffectState;
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pseudoWeather: {[id: string]: EffectState};
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constructor(battle: Battle) {
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this.battle = battle;
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const fieldScripts = this.battle.format.field || this.battle.dex.data.Scripts.field;
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if (fieldScripts) Object.assign(this, fieldScripts);
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this.id = '';
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this.weather = '';
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this.weatherState = {id: ''};
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this.terrain = '';
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this.terrainState = {id: ''};
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this.pseudoWeather = {};
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}
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toJSON(): AnyObject {
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return State.serializeField(this);
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}
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setWeather(status: string | Condition, source: Pokemon | 'debug' | null = null, sourceEffect: Effect | null = null) {
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status = this.battle.dex.conditions.get(status);
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if (!sourceEffect && this.battle.effect) sourceEffect = this.battle.effect;
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if (!source && this.battle.event && this.battle.event.target) source = this.battle.event.target;
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if (source === 'debug') source = this.battle.sides[0].active[0];
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if (this.weather === status.id) {
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if (sourceEffect && sourceEffect.effectType === 'Ability') {
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if (this.battle.gen > 5 || this.weatherState.duration === 0) {
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return false;
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}
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} else if (this.battle.gen > 2 || status.id === 'sandstorm') {
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return false;
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}
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}
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if (source) {
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const result = this.battle.runEvent('SetWeather', source, source, status);
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if (!result) {
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if (result === false) {
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if ((sourceEffect as Move)?.weather) {
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this.battle.add('-fail', source, sourceEffect, '[from] ' + this.weather);
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} else if (sourceEffect && sourceEffect.effectType === 'Ability') {
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this.battle.add('-ability', source, sourceEffect, '[from] ' + this.weather, '[fail]');
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}
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}
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return null;
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}
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}
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const prevWeather = this.weather;
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const prevWeatherState = this.weatherState;
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this.weather = status.id;
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this.weatherState = {id: status.id};
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if (source) {
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this.weatherState.source = source;
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this.weatherState.sourceSlot = source.getSlot();
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}
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if (status.duration) {
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this.weatherState.duration = status.duration;
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}
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if (status.durationCallback) {
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if (!source) throw new Error(`setting weather without a source`);
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this.weatherState.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
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}
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if (!this.battle.singleEvent('FieldStart', status, this.weatherState, this, source, sourceEffect)) {
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this.weather = prevWeather;
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this.weatherState = prevWeatherState;
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return false;
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}
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this.battle.runEvent('WeatherStart', source, source, status);
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return true;
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}
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clearWeather() {
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if (!this.weather) return false;
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const prevWeather = this.getWeather();
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this.battle.singleEvent('FieldEnd', prevWeather, this.weatherState, this);
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this.weather = '';
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this.weatherState = {id: ''};
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return true;
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}
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effectiveWeather() {
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if (this.suppressingWeather()) return '';
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return this.weather;
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}
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suppressingWeather() {
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for (const side of this.battle.sides) {
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for (const pokemon of side.active) {
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if (pokemon && !pokemon.fainted && !pokemon.ignoringAbility() && pokemon.getAbility().suppressWeather) {
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return true;
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}
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}
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}
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return false;
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}
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isWeather(weather: string | string[]) {
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const ourWeather = this.effectiveWeather();
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if (!Array.isArray(weather)) {
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return ourWeather === toID(weather);
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}
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return weather.map(toID).includes(ourWeather);
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}
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getWeather() {
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return this.battle.dex.conditions.getByID(this.weather);
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}
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setTerrain(status: string | Effect, source: Pokemon | 'debug' | null = null, sourceEffect: Effect | null = null) {
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status = this.battle.dex.conditions.get(status);
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if (!sourceEffect && this.battle.effect) sourceEffect = this.battle.effect;
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if (!source && this.battle.event && this.battle.event.target) source = this.battle.event.target;
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if (source === 'debug') source = this.battle.sides[0].active[0];
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if (!source) throw new Error(`setting terrain without a source`);
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if (this.terrain === status.id) return false;
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const prevTerrain = this.terrain;
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const prevTerrainState = this.terrainState;
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this.terrain = status.id;
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this.terrainState = {
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id: status.id,
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source,
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sourceSlot: source.getSlot(),
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duration: status.duration,
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};
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if (status.durationCallback) {
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this.terrainState.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
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}
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if (!this.battle.singleEvent('FieldStart', status, this.terrainState, this, source, sourceEffect)) {
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this.terrain = prevTerrain;
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this.terrainState = prevTerrainState;
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return false;
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}
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this.battle.runEvent('TerrainStart', source, source, status);
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return true;
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}
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clearTerrain() {
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if (!this.terrain) return false;
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const prevTerrain = this.getTerrain();
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this.battle.singleEvent('FieldEnd', prevTerrain, this.terrainState, this);
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this.terrain = '';
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this.terrainState = {id: ''};
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return true;
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}
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effectiveTerrain(target?: Pokemon | Side | Battle) {
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if (this.battle.event && !target) target = this.battle.event.target;
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return this.battle.runEvent('TryTerrain', target) ? this.terrain : '';
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}
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isTerrain(terrain: string | string[], target?: Pokemon | Side | Battle) {
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const ourTerrain = this.effectiveTerrain(target);
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if (!Array.isArray(terrain)) {
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return ourTerrain === toID(terrain);
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}
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return terrain.map(toID).includes(ourTerrain);
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}
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getTerrain() {
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return this.battle.dex.conditions.getByID(this.terrain);
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}
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addPseudoWeather(
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status: string | Condition,
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source: Pokemon | 'debug' | null = null,
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sourceEffect: Effect | null = null
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): boolean {
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if (!source && this.battle.event && this.battle.event.target) source = this.battle.event.target;
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if (source === 'debug') source = this.battle.sides[0].active[0];
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status = this.battle.dex.conditions.get(status);
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let state = this.pseudoWeather[status.id];
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if (state) {
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if (!(status as any).onFieldRestart) return false;
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return this.battle.singleEvent('FieldRestart', status, state, this, source, sourceEffect);
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}
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state = this.pseudoWeather[status.id] = {
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id: status.id,
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source,
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sourceSlot: source?.getSlot(),
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duration: status.duration,
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};
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if (status.durationCallback) {
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if (!source) throw new Error(`setting fieldcond without a source`);
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state.duration = status.durationCallback.call(this.battle, source, source, sourceEffect);
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}
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if (!this.battle.singleEvent('FieldStart', status, state, this, source, sourceEffect)) {
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delete this.pseudoWeather[status.id];
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return false;
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}
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return true;
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}
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getPseudoWeather(status: string | Effect) {
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status = this.battle.dex.conditions.get(status);
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return this.pseudoWeather[status.id] ? status : null;
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}
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removePseudoWeather(status: string | Effect) {
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status = this.battle.dex.conditions.get(status);
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const state = this.pseudoWeather[status.id];
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if (!state) return false;
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this.battle.singleEvent('FieldEnd', status, state, this);
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delete this.pseudoWeather[status.id];
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return true;
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}
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destroy() {
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// deallocate ourself
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// get rid of some possibly-circular references
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(this as any).battle = null!;
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}
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}
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