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Battle simulator | |
================ | |
Pokémon Showdown's simulator API is implemented as an `ObjectReadWriteStream` (as in [STREAMS.md](../lib/STREAMS.md)). You write player choices (strings) to it, and you read protocol messages (also strings) from it. | |
`npm install pokemon-showdown` | |
```js | |
const Sim = require('pokemon-showdown'); | |
stream = new Sim.BattleStream(); | |
(async () => { | |
for await (const output of stream) { | |
console.log(output); | |
} | |
})(); | |
stream.write(`>start {"formatid":"gen7randombattle"}`); | |
stream.write(`>player p1 {"name":"Alice"}`); | |
stream.write(`>player p2 {"name":"Bob"}`); | |
``` | |
The stream can also be accessed from other programming languages using standard IO. | |
In this case, you would clone the repository, and then run, for instance: | |
```bash | |
echo '>start {"formatid":"gen7randombattle"} | |
>player p1 {"name":"Alice"} | |
>player p2 {"name":"Bob"} | |
' | ./pokemon-showdown simulate-battle | |
``` | |
For the equivalent in your language, read your language's documentation on how to interact with a subprocess's standard IO. | |
Doing this with standard IO requires a separate subprocess for each battle. Remember to add `\n` after each message you write to standard IO. | |
Writing to the simulator | |
------------------------ | |
In a standard battle, what you write to the simulator looks something like this: | |
``` | |
>start {"formatid":"gen7ou"} | |
>player p1 {"name":"Alice","team":"insert packed team here"} | |
>player p2 {"name":"Bob","team":"insert packed team here"} | |
>p1 team 123456 | |
>p2 team 123456 | |
>p1 move 1 | |
>p2 switch 3 | |
>p1 move 3 | |
>p2 move 2 | |
``` | |
(In a text [standard IO] stream, messages should end with `\n`; in an object stream, `\n` will be implicitly added after every message.) | |
Notice that every line starts with `>`. Lines not starting with `>` are comments, so that input logs can be mixed with output logs and/or normal text easily. | |
Note that the text after `>p1`, `>p2`, `>p3`, or `>p4` can be untrusted input directly from the player, and should be treated accordingly. | |
Possible message types include: | |
``` | |
>start OPTIONS | |
``` | |
Starts a battle: | |
`OPTIONS` is a JSON object containing the following properties (optional, except `formatid`): | |
- `formatid` - a string representing the format ID | |
- `seed` - an array of four numbers representing a seed for the random number generator (defaults to a random seed) | |
- `p1` - `PLAYEROPTIONS` for player 1 (defaults to no player; player options must then be passed with `>player p1`) | |
- `p2` - `PLAYEROPTIONS` for player 2 (defaults to no player; player options must then be passed with `>player p2`) | |
- `p3` - `PLAYEROPTIONS` for player 3 (defaults to no player; player options must then be passed with `>player p3`) | |
- `p4` - `PLAYEROPTIONS` for player 4 (defaults to no player; player options must then be passed with `>player p4`) | |
If `p1` and `p2` (and `p3` and `p4` for 4 player battles) are specified, the battle will begin immediately. Otherwise, they must be specified with `>player` before the battle will begin. | |
See documentation of `>player` (below) for `PLAYEROPTIONS`. | |
``` | |
>player PLAYERID PLAYEROPTIONS | |
``` | |
Sets player information: | |
`PLAYERID` is `p1`, `p2`, `p3`, or `p4` | |
`PLAYEROPTIONS` is a JSON object containing the following properties (all optional): | |
- `name` is a string for the player name (defaults to "Player 1" or "Player 2") | |
- `avatar` is a string for the player avatar (defaults to "") | |
- `team` is a team (either in JSON or a string in [packed format][teams]) | |
`team` will not be validated! [Use the team validator first][teams]. In random formats, `team` can be left out or set to `null` to have the team generator generate a random team for you. | |
``` | |
>p1 CHOICE | |
>p2 CHOICE | |
>p3 CHOICE | |
>p4 CHOICE | |
``` | |
Makes a choice for a player. [Possible choices are documented in `SIM-PROTOCOL.md`][possible-choices]. | |
[teams]: ./TEAMS.md | |
[possible-choices]: ./SIM-PROTOCOL.md#possible-choices | |
Reading from the simulator | |
-------------------------- | |
The simulator will send back messages. In a text (standard IO) stream, they're delimited by `\n\n`. In an object stream, they will just be sent as separate strings. | |
Messages start with a message type followed by `\n`. A message will never have two `\n` in a row, so that `\n\n` unambiguously separates messages. | |
A message looks like: | |
update | |
MESSAGES | |
An update which should be sent to all players and spectators. | |
[The messages the simulator sends back are documented in `SIM-PROTOCOL.md`][sim-protocol]. You can also look at a replay log for examples. | |
[sim-protocol]: ./SIM-PROTOCOL.md | |
One message type that only appears here is `|split|PLAYERID`: | |
|split|PLAYERID | |
SECRET | |
PUBLIC | |
- `PLAYERID` - one of `p1`, `p2`, `p3`, or `p4`. | |
- `SECRET` - messages for the specific player or an omniscient observer (details which may contain information about exact details of the player's set, like exact HP) | |
- `PUBLIC` - message with public details suitable for display to opponents / teammates / spectators. Note that this may be empty. | |
sideupdate | |
PLAYERID | |
MESSAGES | |
Send messages to only one player. `|split` will never appear here. | |
`PLAYERID` will be `p1`, `p2`, `p3`, or `p4`. | |
Note that choice requests (updates telling the player what choices they have for using moves or switching pokemon) are sent this way. | |
[Choice requests are documented in "Choice requests" in `SIM-PROTOCOL.md`][choice-requests]. | |
[choice-requests]: ./SIM-PROTOCOL.md#choice-requests | |
end | |
LOGDATA | |
Sent at the end of a battle. `LOGDATA` is a JSON object that has various information you might find useful but are too lazy to extract from the update messages, such as turn count and winner name. | |