pokemon-showdown/data/mods/gen3/scripts.js
Guangcong Luo f3e45fbb72 Move server code to server/
Also move mods/ to data/mods/

This makes PS more monorepo-like. The intent is to further separate
the sim and the server code, but without fully committing to splitting
the repository itself.

We now support `./pokemon-showdown start` in addition to
`./pokemon-showdown`. I'm not clear which I want to be the default
yet.
2019-02-03 16:07:06 -06:00

240 lines
7.3 KiB
JavaScript
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'use strict';
/**@type {ModdedBattleScriptsData} */
let BattleScripts = {
inherit: 'gen4',
gen: 3,
init() {
for (let i in this.data.Pokedex) {
delete this.data.Pokedex[i].abilities['H'];
}
let specialTypes = ['Fire', 'Water', 'Grass', 'Ice', 'Electric', 'Dark', 'Psychic', 'Dragon'];
let newCategory = '';
for (let i in this.data.Movedex) {
if (!this.data.Movedex[i]) console.log(i);
if (this.data.Movedex[i].category === 'Status') continue;
newCategory = specialTypes.includes(this.data.Movedex[i].type) ? 'Special' : 'Physical';
if (newCategory !== this.data.Movedex[i].category) {
this.modData('Movedex', i).category = newCategory;
}
}
},
tryMoveHit(target, pokemon, move) {
this.setActiveMove(move, pokemon, target);
let naturalImmunity = false;
let accPass = true;
let hitResult = this.singleEvent('PrepareHit', move, {}, target, pokemon, move);
if (!hitResult) {
if (hitResult === false) {
this.add('-fail', pokemon);
this.attrLastMove('[still]');
}
return false;
}
this.runEvent('PrepareHit', pokemon, target, move);
if (!this.singleEvent('Try', move, null, pokemon, target, move)) {
return false;
}
if (move.target === 'all' || move.target === 'foeSide' || move.target === 'allySide' || move.target === 'allyTeam') {
if (move.target === 'all') {
hitResult = this.runEvent('TryHitField', target, pokemon, move);
} else {
hitResult = this.runEvent('TryHitSide', target, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) {
this.add('-fail', pokemon);
this.attrLastMove('[still]');
}
return false;
}
return this.moveHit(target, pokemon, move);
}
hitResult = this.runEvent('TryImmunity', target, pokemon, move);
if (!hitResult) {
if (!move.spreadHit) this.attrLastMove('[miss]');
this.add('-miss', pokemon, target);
return false;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
if ((!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type)) {
naturalImmunity = true;
}
let boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
// calculate true accuracy
/**@type {number | true} */
let accuracy = move.accuracy;
let boosts, boost;
if (accuracy !== true) {
if (!move.ignoreAccuracy) {
boosts = this.runEvent('ModifyBoost', pokemon, null, null, Object.assign({}, pokemon.boosts));
boost = this.clampIntRange(boosts['accuracy'], -6, 6);
if (boost > 0) {
accuracy *= boostTable[boost];
} else {
accuracy /= boostTable[-boost];
}
}
if (!move.ignoreEvasion) {
boosts = this.runEvent('ModifyBoost', target, null, null, Object.assign({}, target.boosts));
boost = this.clampIntRange(boosts['evasion'], -6, 6);
if (boost > 0) {
accuracy /= boostTable[boost];
} else if (boost < 0) {
accuracy *= boostTable[-boost];
}
}
}
if (move.ohko) { // bypasses accuracy modifiers
if (!target.isSemiInvulnerable()) {
accuracy = 30;
if (pokemon.level >= target.level && (move.ohko === true || !target.hasType(move.ohko))) {
accuracy += (pokemon.level - target.level);
} else {
this.add('-immune', target, '[ohko]');
return false;
}
}
} else {
accuracy = this.runEvent('ModifyAccuracy', target, pokemon, move, accuracy);
}
if (move.alwaysHit) {
accuracy = true; // bypasses ohko accuracy modifiers
} else {
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
}
if (accuracy !== true && !this.randomChance(accuracy, 100)) {
accPass = false;
}
if (accPass) {
hitResult = this.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) {
this.add('-fail', pokemon);
this.attrLastMove('[still]');
}
return false;
} else if (naturalImmunity) {
this.add('-immune', target);
return false;
}
} else {
if (naturalImmunity) {
this.add('-immune', target);
} else {
if (!move.spreadHit) this.attrLastMove('[miss]');
this.add('-miss', pokemon, target);
}
return false;
}
move.totalDamage = 0;
/** @type {number | undefined | false} */
let damage = 0;
pokemon.lastDamage = 0;
if (move.multihit) {
let hits = move.multihit;
if (Array.isArray(hits)) {
// yes, it's hardcoded... meh
if (hits[0] === 2 && hits[1] === 5) {
hits = this.sample([2, 2, 2, 3, 3, 3, 4, 5]);
} else {
hits = this.random(hits[0], hits[1] + 1);
}
}
hits = Math.floor(hits);
let nullDamage = true;
/** @type {number | undefined | false} */
let moveDamage;
// There is no need to recursively check the ´sleepUsable´ flag as Sleep Talk can only be used while asleep.
let isSleepUsable = move.sleepUsable || this.getMove(move.sourceEffect).sleepUsable;
let i;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
if (pokemon.status === 'slp' && !isSleepUsable) break;
move.hit = i + 1;
if (move.multiaccuracy && i > 0) {
accuracy = move.accuracy;
if (accuracy !== true) {
if (!move.ignoreAccuracy) {
boosts = this.runEvent('ModifyBoost', pokemon, null, null, Object.assign({}, pokemon.boosts));
boost = this.clampIntRange(boosts['accuracy'], -6, 6);
if (boost > 0) {
accuracy *= boostTable[boost];
} else {
accuracy /= boostTable[-boost];
}
}
if (!move.ignoreEvasion) {
boosts = this.runEvent('ModifyBoost', target, null, null, Object.assign({}, target.boosts));
boost = this.clampIntRange(boosts['evasion'], -6, 6);
if (boost > 0) {
accuracy /= boostTable[boost];
} else if (boost < 0) {
accuracy *= boostTable[-boost];
}
}
}
accuracy = this.runEvent('ModifyAccuracy', target, pokemon, move, accuracy);
if (!move.alwaysHit) {
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
if (accuracy !== true && !this.randomChance(accuracy, 100)) break;
}
}
moveDamage = this.moveHit(target, pokemon, move);
if (moveDamage === false) break;
if (nullDamage && (moveDamage || moveDamage === 0 || moveDamage === undefined)) nullDamage = false;
// Damage from each hit is individually counted for the
// purposes of Counter, Metal Burst, and Mirror Coat.
damage = (moveDamage || 0);
move.totalDamage += damage;
this.eachEvent('Update');
}
if (i === 0) return false;
if (nullDamage) damage = false;
this.add('-hitcount', target, i);
} else {
damage = this.moveHit(target, pokemon, move);
move.totalDamage = damage;
}
if (move.recoil && move.totalDamage) {
this.damage(this.calcRecoilDamage(move.totalDamage, move), pokemon, target, 'recoil');
}
if (target && pokemon !== target) target.gotAttacked(move, damage, pokemon);
if (move.ohko) this.add('-ohko');
if (!damage && damage !== 0) return damage;
this.eachEvent('Update');
if (target && !move.negateSecondary) {
this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
this.runEvent('AfterMoveSecondary', target, pokemon, move);
}
return damage;
},
calcRecoilDamage(damageDealt, move) {
// @ts-ignore
return this.clampIntRange(Math.floor(damageDealt * move.recoil[0] / move.recoil[1]), 1);
},
};
exports.BattleScripts = BattleScripts;