Pokemon_server / dist /sim /tools /exhaustive-runner.js
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"use strict";
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
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__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
var exhaustive_runner_exports = {};
__export(exhaustive_runner_exports, {
ExhaustiveRunner: () => ExhaustiveRunner
});
module.exports = __toCommonJS(exhaustive_runner_exports);
var import_dex = require("../dex");
var import_prng = require("../prng");
var import_random_player_ai = require("./random-player-ai");
var import_runner = require("./runner");
/**
* Battle Simulator exhaustive runner.
* Pokemon Showdown - http://pokemonshowdown.com/
*
* @license MIT
*/
const _ExhaustiveRunner = class {
constructor(options) {
this.format = options.format;
this.cycles = options.cycles || _ExhaustiveRunner.DEFAULT_CYCLES;
this.prng = import_prng.PRNG.get(options.prng);
this.log = !!options.log;
this.maxGames = options.maxGames;
this.maxFailures = options.maxFailures || _ExhaustiveRunner.MAX_FAILURES;
this.dual = options.dual || false;
this.failures = 0;
this.games = 0;
}
async run() {
const dex = import_dex.Dex.forFormat(this.format);
const seed = this.prng.getSeed();
const pools = this.createPools(dex);
const createAI = (s, o) => new CoordinatedPlayerAI(s, o, pools);
const generator = new TeamGenerator(dex, this.prng, pools, _ExhaustiveRunner.getSignatures(dex, pools));
do {
this.games++;
try {
const is4P = dex.formats.get(this.format).gameType === "multi";
await new import_runner.Runner({
prng: this.prng,
p1options: { team: generator.generate(), createAI },
p2options: { team: generator.generate(), createAI },
p3options: is4P ? { team: generator.generate(), createAI } : void 0,
p4options: is4P ? { team: generator.generate(), createAI } : void 0,
format: this.format,
dual: this.dual,
error: true
}).run();
if (this.log)
this.logProgress(pools);
} catch (err) {
this.failures++;
console.error(
`
Run \`node tools/simulate exhaustive --cycles=${this.cycles} --format=${this.format} --seed=${seed}\`:
`,
err
);
}
} while ((!this.maxGames || this.games < this.maxGames) && (!this.maxFailures || this.failures < this.maxFailures) && generator.exhausted < this.cycles);
return this.failures;
}
createPools(dex) {
return {
pokemon: new Pool(
_ExhaustiveRunner.onlyValid(dex.gen, dex.data.Pokedex, (p) => dex.species.get(p), (_, p) => p.name !== "Pichu-Spiky-eared" && p.name.substr(0, 8) !== "Pikachu-" && !["Greninja-Bond", "Rockruff-Dusk"].includes(p.name)),
this.prng
),
items: new Pool(_ExhaustiveRunner.onlyValid(dex.gen, dex.data.Items, (i) => dex.items.get(i)), this.prng),
abilities: new Pool(_ExhaustiveRunner.onlyValid(dex.gen, dex.data.Abilities, (a) => dex.abilities.get(a)), this.prng),
moves: new Pool(_ExhaustiveRunner.onlyValid(
dex.gen,
dex.data.Moves,
(m) => dex.moves.get(m),
(m) => m !== "struggle" && (m === "hiddenpower" || m.substr(0, 11) !== "hiddenpower")
), this.prng)
};
}
logProgress(p) {
if (this.games)
process.stdout.write("\r\x1B[K");
process.stdout.write(
`[${this.format}] P:${p.pokemon} I:${p.items} A:${p.abilities} M:${p.moves} = ${this.games}`
);
}
static getSignatures(dex, pools) {
const signatures = /* @__PURE__ */ new Map();
for (const id of pools.items.possible) {
const item = dex.data.Items[id];
if (item.megaEvolves) {
const pokemon = (0, import_dex.toID)(item.megaEvolves);
const combo = { item: id };
let combos = signatures.get(pokemon);
if (!combos) {
combos = [];
signatures.set(pokemon, combos);
}
combos.push(combo);
} else if (item.itemUser) {
for (const user of item.itemUser) {
const pokemon = (0, import_dex.toID)(user);
const combo = { item: id };
if (item.zMoveFrom)
combo.move = (0, import_dex.toID)(item.zMoveFrom);
let combos = signatures.get(pokemon);
if (!combos) {
combos = [];
signatures.set(pokemon, combos);
}
combos.push(combo);
}
}
}
return signatures;
}
static onlyValid(gen, obj, getter, additional, nonStandard) {
return Object.keys(obj).filter((k) => {
const v = getter(k);
return v.gen <= gen && (!v.isNonstandard || !!nonStandard) && (!additional || additional(k, v));
});
}
};
let ExhaustiveRunner = _ExhaustiveRunner;
ExhaustiveRunner.DEFAULT_CYCLES = 1;
ExhaustiveRunner.MAX_FAILURES = 10;
// TODO: Add triple battles once supported by the AI.
ExhaustiveRunner.FORMATS = [
"gen9customgame",
"gen9doublescustomgame",
"gen8customgame",
"gen8doublescustomgame",
"gen7customgame",
"gen7doublescustomgame",
"gen6customgame",
"gen6doublescustomgame",
"gen5customgame",
"gen5doublescustomgame",
"gen4customgame",
"gen4doublescustomgame",
"gen3customgame",
"gen3doublescustomgame",
"gen2customgame",
"gen1customgame"
];
const _TeamGenerator = class {
constructor(dex, prng, pools, signatures) {
this.dex = dex;
this.prng = import_prng.PRNG.get(prng);
this.pools = pools;
this.signatures = signatures;
this.natures = Object.keys(this.dex.data.Natures);
}
get exhausted() {
const exhausted = [this.pools.pokemon.exhausted, this.pools.moves.exhausted];
if (this.dex.gen >= 2)
exhausted.push(this.pools.items.exhausted);
if (this.dex.gen >= 3)
exhausted.push(this.pools.abilities.exhausted);
return Math.min.apply(null, exhausted);
}
generate() {
const team = [];
for (const pokemon of this.pools.pokemon.next(6)) {
const species = this.dex.species.get(pokemon);
const randomEVs = () => this.prng.random(253);
const randomIVs = () => this.prng.random(32);
let item;
const moves = [];
const combos = this.signatures.get(species.id);
if (combos && this.prng.random() > _TeamGenerator.COMBO) {
const combo = this.prng.sample(combos);
item = combo.item;
if (combo.move)
moves.push(combo.move);
} else {
item = this.dex.gen >= 2 ? this.pools.items.next() : "";
}
team.push({
name: species.baseSpecies,
species: species.name,
gender: species.gender,
item,
ability: this.dex.gen >= 3 ? this.pools.abilities.next() : "None",
moves: moves.concat(...this.pools.moves.next(4 - moves.length)),
evs: {
hp: randomEVs(),
atk: randomEVs(),
def: randomEVs(),
spa: randomEVs(),
spd: randomEVs(),
spe: randomEVs()
},
ivs: {
hp: randomIVs(),
atk: randomIVs(),
def: randomIVs(),
spa: randomIVs(),
spd: randomIVs(),
spe: randomIVs()
},
nature: this.prng.sample(this.natures),
level: this.prng.random(50, 100),
happiness: this.prng.random(256),
shiny: this.prng.randomChance(1, 1024)
});
}
return team;
}
};
let TeamGenerator = _TeamGenerator;
// By default, the TeamGenerator generates sets completely at random which unforunately means
// certain signature combinations (eg. Mega Stone/Z Moves which only work for specific Pokemon)
// are unlikely to be chosen. To combat this, we keep a mapping of these combinations and some
// fraction of the time when we are generating sets for these particular Pokemon we give them
// the combinations they need to exercise the simulator more thoroughly.
TeamGenerator.COMBO = 0.5;
class Pool {
constructor(possible, prng) {
this.possible = possible;
this.prng = prng;
this.exhausted = 0;
this.unused = /* @__PURE__ */ new Set();
}
toString() {
return `${this.exhausted} (${this.unused.size}/${this.possible.length})`;
}
reset() {
if (this.filled)
this.exhausted++;
this.iter = void 0;
this.unused = new Set(this.shuffle(this.possible));
if (this.possible.length && this.filled) {
for (const used of this.filled) {
this.unused.delete(used);
}
this.filled = /* @__PURE__ */ new Set();
if (!this.unused.size)
this.reset();
} else {
this.filled = /* @__PURE__ */ new Set();
}
this.filler = this.possible.slice();
}
shuffle(arr) {
for (let i = arr.length - 1; i > 0; i--) {
const j = this.prng.random(i + 1);
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
}
wasUsed(k) {
this.iter = void 0;
return !this.unused.has(k);
}
markUsed(k) {
this.iter = void 0;
this.unused.delete(k);
}
next(num) {
if (!num)
return this.choose();
const chosen = [];
for (let i = 0; i < num; i++) {
chosen.push(this.choose());
}
return chosen;
}
// Returns the next option in our set of unused options which were shuffled
// before insertion so as to come out in random order. The iterator is
// reset when the pools are manipulated by the CombinedPlayerAI (`markUsed`
// as it mutates the set, but also `wasUsed` because resetting the
// iterator isn't so much 'marking it as invalid' as 'signalling that we
// should move the unused options to the top again').
//
// As the pool of options dwindles, we run into scenarios where `choose`
// will keep returning the same options. This helps ensure they get used,
// but having a game with every Pokemon having the same move or ability etc
// is less realistic, so instead we 'fill' out the remaining choices during a
// generator round (ie. until our iterator gets invalidated during gameplay).
//
// The 'filler' choices are tracked in `filled` to later subtract from the next
// exhaustion cycle of this pool, but in theory we could be so unlucky that
// we loop through our fillers multiple times while dealing with a few stubborn
// remaining options in `unused`, therefore undercounting our `exhausted` total,
// but this is considered to be unlikely enough that we don't care (and
// `exhausted` is a lower bound anyway).
choose() {
if (!this.unused.size)
this.reset();
if (this.iter) {
if (!this.iter.done) {
const next2 = this.iter.next();
this.iter.done = next2.done;
if (!next2.done)
return next2.value;
}
return this.fill();
}
this.iter = this.unused.values();
const next = this.iter.next();
this.iter.done = next.done;
return next.value;
}
fill() {
let length = this.filler.length;
if (!length) {
this.filler = this.possible.slice();
length = this.filler.length;
}
const index = this.prng.random(length);
const element = this.filler[index];
this.filler[index] = this.filler[length - 1];
this.filler.pop();
this.filled.add(element);
return element;
}
}
class CoordinatedPlayerAI extends import_random_player_ai.RandomPlayerAI {
constructor(playerStream, options, pools) {
super(playerStream, options);
this.pools = pools;
}
chooseTeamPreview(team) {
return `team ${this.choosePokemon(team.map((p, i) => ({ slot: i + 1, pokemon: p }))) || 1}`;
}
chooseMove(active, moves) {
this.markUsedIfGmax(active);
for (const { choice, move } of moves) {
const id = this.fixMove(move);
if (!this.pools.moves.wasUsed(id)) {
this.pools.moves.markUsed(id);
return choice;
}
}
return super.chooseMove(active, moves);
}
chooseSwitch(active, switches) {
this.markUsedIfGmax(active);
return this.choosePokemon(switches) || super.chooseSwitch(active, switches);
}
choosePokemon(choices) {
for (const { slot, pokemon } of choices) {
const species = (0, import_dex.toID)(pokemon.details.split(",")[0]);
if (!this.pools.pokemon.wasUsed(species) || !this.pools.abilities.wasUsed(pokemon.baseAbility) || !this.pools.items.wasUsed(pokemon.item) || pokemon.moves.some((m) => !this.pools.moves.wasUsed(this.fixMove(m)))) {
this.pools.pokemon.markUsed(species);
this.pools.abilities.markUsed(pokemon.baseAbility);
this.pools.items.markUsed(pokemon.item);
return slot;
}
}
}
// The move options provided by the simulator have been converted from the name
// which we're tracking, so we need to convert them back.
fixMove(m) {
const id = (0, import_dex.toID)(m.move);
if (id.startsWith("return"))
return "return";
if (id.startsWith("frustration"))
return "frustration";
if (id.startsWith("hiddenpower"))
return "hiddenpower";
return id;
}
// Gigantamax Pokemon need to be special cased for tracking because the current
// tracking only works if you can switch in a Pokemon.
markUsedIfGmax(active) {
if (active && !active.canDynamax && active.maxMoves?.gigantamax) {
this.pools.pokemon.markUsed((0, import_dex.toID)(active.maxMoves.gigantamax));
}
}
}
//# sourceMappingURL=exhaustive-runner.js.map