Pokemon_server / sim /battle-queue.ts
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/**
* Simulator Battle Action Queue
* Pokemon Showdown - http://pokemonshowdown.com/
*
* The action queue is the core of the battle simulation. A rough overview of
* the core battle loop:
*
* - chosen moves/switches are added to the action queue
* - the action queue is sorted in speed/priority order
* - we go through the action queue
* - repeat
*
* @license MIT
*/
import type { Battle } from './battle';
/** A move action */
export interface MoveAction {
/** action type */
choice: 'move' | 'beforeTurnMove' | 'priorityChargeMove';
order: 3 | 5 | 200 | 201 | 199 | 106;
/** priority of the action (lower first) */
priority: number;
/** fractional priority of the action (lower first) */
fractionalPriority: number;
/** speed of pokemon using move (higher first if priority tie) */
speed: number;
/** the pokemon doing the move */
pokemon: Pokemon;
/** location of the target, relative to pokemon's side */
targetLoc: number;
/** original target pokemon, for target-tracking moves */
originalTarget: Pokemon;
/** a move to use (move action only) */
moveid: ID;
/** a move to use (move action only) */
move: Move;
/** true if megaing or ultra bursting */
mega: boolean | 'done';
/** if zmoving, the name of the zmove */
zmove?: string;
/** if dynamaxed, the name of the max move */
maxMove?: string;
/** effect that called the move (eg Instruct) if any */
sourceEffect?: Effect | null;
}
/** A switch action */
export interface SwitchAction {
/** action type */
choice: 'switch' | 'instaswitch' | 'revivalblessing';
order: 3 | 6 | 103;
/** priority of the action (lower first) */
priority: number;
/** speed of pokemon switching (higher first if priority tie) */
speed: number;
/** the pokemon doing the switch */
pokemon: Pokemon;
/** pokemon to switch to */
target: Pokemon;
/** effect that called the switch (eg U */
sourceEffect: Effect | null;
}
/** A Team Preview choice action */
export interface TeamAction {
/** action type */
choice: 'team';
/** priority of the action (lower first) */
priority: number;
/** unused for this action type */
speed: 1;
/** the pokemon switching */
pokemon: Pokemon;
/** new index */
index: number;
}
/** A generic action not done by a pokemon */
export interface FieldAction {
/** action type */
choice: 'start' | 'residual' | 'pass' | 'beforeTurn';
/** priority of the action (lower first) */
priority: number;
/** unused for this action type */
speed: 1;
/** unused for this action type */
pokemon: null;
}
/** A generic action done by a single pokemon */
export interface PokemonAction {
/** action type */
choice: 'megaEvo' | 'megaEvoX' | 'megaEvoY' | 'shift' | 'runSwitch' | 'event' | 'runDynamax' | 'terastallize';
/** priority of the action (lower first) */
priority: number;
/** speed of pokemon doing action (higher first if priority tie) */
speed: number;
/** the pokemon doing action */
pokemon: Pokemon;
/** `runSwitch` only: the pokemon forcing this pokemon to switch in */
dragger?: Pokemon;
/** `event` only: the event to run */
event?: string;
}
export type Action = MoveAction | SwitchAction | TeamAction | FieldAction | PokemonAction;
/**
* An ActionChoice is like an Action and has the same structure, but it doesn't need to be fully filled out.
*
* Any Action or ChosenAction qualifies as an ActionChoice.
*
* The `[k: string]: any` part is required so TypeScript won't warn about unnecessary properties.
*/
export interface ActionChoice {
choice: string;
[k: string]: any;
}
/**
* Kind of like a priority queue, although not sorted mid-turn in Gen 1-7.
*
* Sort order is documented in `BattleQueue.comparePriority`.
*/
export class BattleQueue {
battle: Battle;
list: Action[];
constructor(battle: Battle) {
this.battle = battle;
this.list = [];
const queueScripts = battle.format.queue || battle.dex.data.Scripts.queue;
if (queueScripts) Object.assign(this, queueScripts);
}
shift() {
return this.list.shift();
}
peek(end?: boolean): Action | undefined {
return this.list[end ? this.list.length - 1 : 0];
}
push(action: Action) {
return this.list.push(action);
}
unshift(action: Action) {
return this.list.unshift(action);
}
[Symbol.iterator]() { return this.list[Symbol.iterator](); }
entries() {
return this.list.entries();
}
/**
* Takes an ActionChoice, and fills it out into a full Action object.
*
* Returns an array of Actions because some ActionChoices (like mega moves)
* resolve to two Actions (mega evolution + use move)
*/
resolveAction(action: ActionChoice, midTurn = false): Action[] {
if (!action) throw new Error(`Action not passed to resolveAction`);
if (action.choice === 'pass') return [];
const actions = [action];
if (!action.side && action.pokemon) action.side = action.pokemon.side;
if (!action.move && action.moveid) action.move = this.battle.dex.getActiveMove(action.moveid);
if (!action.order) {
const orders: { [choice: string]: number } = {
team: 1,
start: 2,
instaswitch: 3,
beforeTurn: 4,
beforeTurnMove: 5,
revivalblessing: 6,
runSwitch: 101,
switch: 103,
megaEvo: 104,
megaEvoX: 104,
megaEvoY: 104,
runDynamax: 105,
terastallize: 106,
priorityChargeMove: 107,
shift: 200,
// default is 200 (for moves)
residual: 300,
};
if (action.choice in orders) {
action.order = orders[action.choice];
} else {
action.order = 200;
if (!['move', 'event'].includes(action.choice)) {
throw new Error(`Unexpected orderless action ${action.choice}`);
}
}
}
if (!midTurn) {
if (action.choice === 'move') {
if (!action.maxMove && !action.zmove && action.move.beforeTurnCallback) {
actions.unshift(...this.resolveAction({
choice: 'beforeTurnMove', pokemon: action.pokemon, move: action.move, targetLoc: action.targetLoc,
}));
}
if (action.mega && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvo',
pokemon: action.pokemon,
}));
}
if (action.megax && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvoX',
pokemon: action.pokemon,
}));
}
if (action.megay && !action.pokemon.isSkyDropped()) {
actions.unshift(...this.resolveAction({
choice: 'megaEvoY',
pokemon: action.pokemon,
}));
}
if (action.terastallize && !action.pokemon.terastallized) {
actions.unshift(...this.resolveAction({
choice: 'terastallize',
pokemon: action.pokemon,
}));
}
if (action.maxMove && !action.pokemon.volatiles['dynamax']) {
actions.unshift(...this.resolveAction({
choice: 'runDynamax',
pokemon: action.pokemon,
}));
}
if (!action.maxMove && !action.zmove && action.move.priorityChargeCallback) {
actions.unshift(...this.resolveAction({
choice: 'priorityChargeMove',
pokemon: action.pokemon,
move: action.move,
}));
}
action.fractionalPriority = this.battle.runEvent('FractionalPriority', action.pokemon, null, action.move, 0);
} else if (['switch', 'instaswitch'].includes(action.choice)) {
if (typeof action.pokemon.switchFlag === 'string') {
action.sourceEffect = this.battle.dex.moves.get(action.pokemon.switchFlag as ID) as any;
}
action.pokemon.switchFlag = false;
}
}
const deferPriority = this.battle.gen === 7 && action.mega && action.mega !== 'done';
if (action.move) {
let target = null;
action.move = this.battle.dex.getActiveMove(action.move);
if (!action.targetLoc) {
target = this.battle.getRandomTarget(action.pokemon, action.move);
// TODO: what actually happens here?
if (target) action.targetLoc = action.pokemon.getLocOf(target);
}
action.originalTarget = action.pokemon.getAtLoc(action.targetLoc);
}
if (!deferPriority) this.battle.getActionSpeed(action);
return actions as any;
}
/**
* Makes the passed action happen next (skipping speed order).
*/
prioritizeAction(action: MoveAction | SwitchAction, sourceEffect?: Effect) {
for (const [i, curAction] of this.list.entries()) {
if (curAction === action) {
this.list.splice(i, 1);
break;
}
}
action.sourceEffect = sourceEffect;
action.order = 3;
this.list.unshift(action);
}
/**
* Changes a pokemon's action, and inserts its new action
* in priority order.
*
* You'd normally want the OverrideAction event (which doesn't
* change priority order).
*/
changeAction(pokemon: Pokemon, action: ActionChoice) {
this.cancelAction(pokemon);
if (!action.pokemon) action.pokemon = pokemon;
this.insertChoice(action);
}
addChoice(choices: ActionChoice | ActionChoice[]) {
if (!Array.isArray(choices)) choices = [choices];
for (const choice of choices) {
const resolvedChoices = this.resolveAction(choice);
this.list.push(...resolvedChoices);
for (const resolvedChoice of resolvedChoices) {
if (resolvedChoice && resolvedChoice.choice === 'move' && resolvedChoice.move.id !== 'recharge') {
resolvedChoice.pokemon.side.lastSelectedMove = resolvedChoice.move.id;
}
}
}
}
willAct() {
for (const action of this.list) {
if (['move', 'switch', 'instaswitch', 'shift'].includes(action.choice)) {
return action;
}
}
return null;
}
willMove(pokemon: Pokemon) {
if (pokemon.fainted) return null;
for (const action of this.list) {
if (action.choice === 'move' && action.pokemon === pokemon) {
return action;
}
}
return null;
}
cancelAction(pokemon: Pokemon) {
const oldLength = this.list.length;
for (let i = 0; i < this.list.length; i++) {
if (this.list[i].pokemon === pokemon) {
this.list.splice(i, 1);
i--;
}
}
return this.list.length !== oldLength;
}
cancelMove(pokemon: Pokemon) {
for (const [i, action] of this.list.entries()) {
if (action.choice === 'move' && action.pokemon === pokemon) {
this.list.splice(i, 1);
return true;
}
}
return false;
}
willSwitch(pokemon: Pokemon) {
for (const action of this.list) {
if (['switch', 'instaswitch'].includes(action.choice) && action.pokemon === pokemon) {
return action;
}
}
return null;
}
/**
* Inserts the passed action into the action queue when it normally
* would have happened (sorting by priority/speed), without
* re-sorting the existing actions.
*/
insertChoice(choices: ActionChoice | ActionChoice[], midTurn = false) {
if (Array.isArray(choices)) {
for (const choice of choices) {
this.insertChoice(choice);
}
return;
}
const choice = choices;
if (choice.pokemon) {
choice.pokemon.updateSpeed();
}
const actions = this.resolveAction(choice, midTurn);
let firstIndex = null;
let lastIndex = null;
for (const [i, curAction] of this.list.entries()) {
const compared = this.battle.comparePriority(actions[0], curAction);
if (compared <= 0 && firstIndex === null) {
firstIndex = i;
}
if (compared < 0) {
lastIndex = i;
break;
}
}
if (firstIndex === null) {
this.list.push(...actions);
} else {
if (lastIndex === null) lastIndex = this.list.length;
const index = firstIndex === lastIndex ? firstIndex : this.battle.random(firstIndex, lastIndex + 1);
this.list.splice(index, 0, ...actions);
}
}
clear() {
this.list = [];
}
debug(action?: any): string {
if (action) {
return `${action.order || ''}:${action.priority || ''}:${action.speed || ''}:${action.subOrder || ''} - ${action.choice}${action.pokemon ? ' ' + action.pokemon : ''}${action.move ? ' ' + action.move : ''}`;
}
return this.list.map(
queueAction => this.debug(queueAction)
).join('\n') + '\n';
}
sort() {
// this.log.push('SORT ' + this.debugQueue());
this.battle.speedSort(this.list);
return this;
}
}
export default BattleQueue;