Pokemon_server / sim /battle.ts
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/**
* Simulator Battle
* Pokemon Showdown - http://pokemonshowdown.com/
*
* This file is where the battle simulation itself happens.
*
* The most important part of the simulation is the event system:
* see the `runEvent` function definition for details.
*
* General battle mechanics are in `battle-actions`; move-specific,
* item-specific, etc mechanics are in the corresponding file in
* `data`.
*
* @license MIT
*/
import { Dex, toID } from './dex';
import { Teams } from './teams';
import { Field } from './field';
import { Pokemon, type EffectState, RESTORATIVE_BERRIES } from './pokemon';
import { PRNG, type PRNGSeed } from './prng';
import { type MoveRequest, type ChoiceRequest, Side } from './side';
import { State } from './state';
import { BattleQueue, type Action } from './battle-queue';
import { BattleActions } from './battle-actions';
import { Utils } from '../lib/utils';
declare const __version: any;
export type ChannelID = 0 | 1 | 2 | 3 | 4;
export type ChannelMessages<T extends ChannelID | -1> = Record<T, string[]>;
const splitRegex = /^\|split\|p([1234])\n(.*)\n(.*)|.+/gm;
export function extractChannelMessages<T extends ChannelID | -1>(message: string, channelIds: T[]): ChannelMessages<T> {
const channelIdSet = new Set(channelIds);
const channelMessages: ChannelMessages<ChannelID | -1> = {
[-1]: [],
0: [],
1: [],
2: [],
3: [],
4: [],
};
for (const [lineMatch, playerMatch, secretMessage, sharedMessage] of message.matchAll(splitRegex)) {
const player = playerMatch ? parseInt(playerMatch) : 0;
for (const channelId of channelIdSet) {
let line = lineMatch;
if (player) {
line = channelId === -1 || player === channelId ? secretMessage : sharedMessage;
if (!line) continue;
}
channelMessages[channelId].push(line);
}
}
return channelMessages;
}
interface BattleOptions {
format?: Format;
formatid: ID;
/** Output callback */
send?: (type: string, data: string | string[]) => void;
prng?: PRNG; // PRNG override (you usually don't need this, just pass a seed)
seed?: PRNGSeed; // PRNG seed
rated?: boolean | string; // Rated string
p1?: PlayerOptions; // Player 1 data
p2?: PlayerOptions; // Player 2 data
p3?: PlayerOptions; // Player 3 data
p4?: PlayerOptions; // Player 4 data
debug?: boolean; // show debug mode option
forceRandomChance?: boolean; // force Battle#randomChance to always return true or false (used in some tests)
deserialized?: boolean;
strictChoices?: boolean; // whether invalid choices should throw
}
interface EventListenerWithoutPriority {
effect: Effect;
target?: Pokemon;
index?: number;
callback?: Function;
state: EffectState | null;
end: Function | null;
endCallArgs?: any[];
effectHolder: Pokemon | Side | Field | Battle;
}
interface EventListener extends EventListenerWithoutPriority {
order: number | false;
priority: number;
subOrder: number;
effectOrder?: number;
speed?: number;
}
type Part = string | number | boolean | Pokemon | Side | Effect | Move | null | undefined;
// The current request state of the Battle:
//
// - 'teampreview': beginning of BW/XY/SM battle (Team Preview)
// - 'move': beginning of each turn
// - 'switch': end of turn if fainted (or mid turn with switching effects)
// - '': no request. Used between turns, or when the battle is over.
//
// An individual Side's request state is encapsulated in its `activeRequest` field.
export type RequestState = 'teampreview' | 'move' | 'switch' | '';
export class Battle {
readonly id: ID;
readonly debugMode: boolean;
readonly forceRandomChance: boolean | null;
readonly deserialized: boolean;
readonly strictChoices: boolean;
readonly format: Format;
readonly formatData: EffectState;
readonly gameType: GameType;
/**
* The number of active pokemon per half-field.
* See header comment in side.ts for details.
*/
readonly activePerHalf: 1 | 2 | 3;
readonly field: Field;
readonly sides: [Side, Side] | [Side, Side, Side, Side];
readonly prngSeed: PRNGSeed;
dex: ModdedDex;
gen: number;
ruleTable: Dex.RuleTable;
prng: PRNG;
rated: boolean | string;
reportExactHP: boolean;
reportPercentages: boolean;
supportCancel: boolean;
actions: BattleActions;
queue: BattleQueue;
readonly faintQueue: {
target: Pokemon,
source: Pokemon | null,
effect: Effect | null,
}[];
readonly log: string[];
readonly inputLog: string[];
readonly messageLog: string[];
sentLogPos: number;
sentEnd: boolean;
requestState: RequestState;
turn: number;
midTurn: boolean;
started: boolean;
ended: boolean;
winner?: string;
effect: Effect;
effectState: EffectState;
event: AnyObject;
events: AnyObject | null;
eventDepth: number;
activeMove: ActiveMove | null;
activePokemon: Pokemon | null;
activeTarget: Pokemon | null;
lastMove: ActiveMove | null;
lastSuccessfulMoveThisTurn: ID | null;
lastMoveLine: number;
/** The last damage dealt by a move in the battle - only used by Gen 1 Counter. */
lastDamage: number;
effectOrder: number;
quickClawRoll: boolean;
speedOrder: number[];
teamGenerator: ReturnType<typeof Teams.getGenerator> | null;
readonly hints: Set<string>;
readonly NOT_FAIL: '';
readonly HIT_SUBSTITUTE: 0;
readonly FAIL: false;
readonly SILENT_FAIL: null;
readonly send: (type: string, data: string | string[]) => void;
trunc: (num: number, bits?: number) => number;
clampIntRange: (num: any, min?: number, max?: number) => number;
toID = toID;
constructor(options: BattleOptions) {
this.log = [];
this.add('t:', Math.floor(Date.now() / 1000));
const format = options.format || Dex.formats.get(options.formatid, true);
this.format = format;
this.dex = Dex.forFormat(format);
this.gen = this.dex.gen;
this.ruleTable = this.dex.formats.getRuleTable(format);
this.trunc = this.dex.trunc;
this.clampIntRange = Utils.clampIntRange;
// Object.assign(this, this.dex.data.Scripts);
for (const i in this.dex.data.Scripts) {
const entry = this.dex.data.Scripts[i];
if (typeof entry === 'function') (this as any)[i] = entry;
}
if (format.battle) Object.assign(this, format.battle);
this.id = '';
this.debugMode = format.debug || !!options.debug;
// Require debug mode and explicitly passed true/false
this.forceRandomChance = (this.debugMode && typeof options.forceRandomChance === 'boolean') ?
options.forceRandomChance : null;
this.deserialized = !!options.deserialized;
this.strictChoices = !!options.strictChoices;
this.formatData = this.initEffectState({ id: format.id });
this.gameType = (format.gameType || 'singles');
this.field = new Field(this);
this.sides = Array(format.playerCount).fill(null) as any;
this.activePerHalf = this.gameType === 'triples' ? 3 :
(format.playerCount > 2 || this.gameType === 'doubles') ? 2 :
1;
this.prng = options.prng || new PRNG(options.seed || undefined);
this.prngSeed = this.prng.startingSeed;
this.rated = options.rated || !!options.rated;
this.reportExactHP = !!format.debug;
this.reportPercentages = false;
this.supportCancel = false;
this.queue = new BattleQueue(this);
this.actions = new BattleActions(this);
this.faintQueue = [];
this.inputLog = [];
this.messageLog = [];
this.sentLogPos = 0;
this.sentEnd = false;
this.requestState = '';
this.turn = 0;
this.midTurn = false;
this.started = false;
this.ended = false;
this.effect = { id: '' } as Effect;
this.effectState = this.initEffectState({ id: '' });
this.event = { id: '' };
this.events = null;
this.eventDepth = 0;
this.activeMove = null;
this.activePokemon = null;
this.activeTarget = null;
this.lastMove = null;
this.lastMoveLine = -1;
this.lastSuccessfulMoveThisTurn = null;
this.lastDamage = 0;
this.effectOrder = 0;
this.quickClawRoll = false;
this.speedOrder = [];
for (let i = 0; i < this.activePerHalf * 2; i++) {
this.speedOrder.push(i);
}
this.teamGenerator = null;
this.hints = new Set();
this.NOT_FAIL = '';
this.HIT_SUBSTITUTE = 0;
this.FAIL = false;
this.SILENT_FAIL = null;
this.send = options.send || (() => {});
const inputOptions: { formatid: ID, seed: PRNGSeed, rated?: string | true } = {
formatid: options.formatid, seed: this.prngSeed,
};
if (this.rated) inputOptions.rated = this.rated;
if (typeof __version !== 'undefined') {
if (__version.head) {
this.inputLog.push(`>version ${__version.head}`);
}
if (__version.origin) {
this.inputLog.push(`>version-origin ${__version.origin}`);
}
}
this.inputLog.push(`>start ` + JSON.stringify(inputOptions));
this.add('gametype', this.gameType);
// timing is early enough to hook into ModifySpecies event
for (const rule of this.ruleTable.keys()) {
if ('+*-!'.includes(rule.charAt(0))) continue;
const subFormat = this.dex.formats.get(rule);
if (subFormat.exists) {
const hasEventHandler = Object.keys(subFormat).some(
// skip event handlers that are handled elsewhere
val => val.startsWith('on') && ![
'onBegin', 'onTeamPreview', 'onBattleStart', 'onValidateRule', 'onValidateTeam', 'onChangeSet', 'onValidateSet',
].includes(val)
);
if (hasEventHandler) this.field.addPseudoWeather(rule);
}
}
const sides: SideID[] = ['p1', 'p2', 'p3', 'p4'];
for (const side of sides) {
if (options[side]) {
this.setPlayer(side, options[side]);
}
}
}
toJSON(): AnyObject {
return State.serializeBattle(this);
}
static fromJSON(serialized: string | AnyObject): Battle {
return State.deserializeBattle(serialized);
}
get p1() {
return this.sides[0];
}
get p2() {
return this.sides[1];
}
get p3() {
return this.sides[2];
}
get p4() {
return this.sides[3];
}
toString() {
return `Battle: ${this.format}`;
}
random(m?: number, n?: number) {
return this.prng.random(m, n);
}
randomChance(numerator: number, denominator: number) {
if (this.forceRandomChance !== null) return this.forceRandomChance;
return this.prng.randomChance(numerator, denominator);
}
sample<T>(items: readonly T[]): T {
return this.prng.sample(items);
}
/** Note that passing `undefined` resets to the starting seed, but `null` will roll a new seed */
resetRNG(seed: PRNGSeed | null = this.prngSeed) {
this.prng = new PRNG(seed);
this.add('message', "The battle's RNG was reset.");
}
suppressingAbility(target?: Pokemon) {
return this.activePokemon && this.activePokemon.isActive && (this.activePokemon !== target || this.gen < 8) &&
this.activeMove && this.activeMove.ignoreAbility && !target?.hasItem('Ability Shield');
}
setActiveMove(move?: ActiveMove | null, pokemon?: Pokemon | null, target?: Pokemon | null) {
this.activeMove = move || null;
this.activePokemon = pokemon || null;
this.activeTarget = target || pokemon || null;
}
clearActiveMove(failed?: boolean) {
if (this.activeMove) {
if (!failed) {
this.lastMove = this.activeMove;
}
this.activeMove = null;
this.activePokemon = null;
this.activeTarget = null;
}
}
updateSpeed() {
for (const pokemon of this.getAllActive()) {
pokemon.updateSpeed();
}
}
/**
* The default sort order for actions, but also event listeners.
*
* 1. Order, low to high (default last)
* 2. Priority, high to low (default 0)
* 3. Speed, high to low (default 0)
* 4. SubOrder, low to high (default 0)
* 5. EffectOrder, low to high (default 0)
*
* Doesn't reference `this` so doesn't need to be bound.
*/
comparePriority(this: void, a: AnyObject, b: AnyObject) {
return -((b.order || 4294967296) - (a.order || 4294967296)) ||
((b.priority || 0) - (a.priority || 0)) ||
((b.speed || 0) - (a.speed || 0)) ||
-((b.subOrder || 0) - (a.subOrder || 0)) ||
-((b.effectOrder || 0) - (a.effectOrder || 0)) ||
0;
}
static compareRedirectOrder(this: void, a: AnyObject, b: AnyObject) {
return ((b.priority || 0) - (a.priority || 0)) ||
((b.speed || 0) - (a.speed || 0)) ||
((a.effectHolder?.abilityState && b.effectHolder?.abilityState) ?
-(b.effectHolder.abilityState.effectOrder - a.effectHolder.abilityState.effectOrder) : 0) ||
0;
}
static compareLeftToRightOrder(this: void, a: AnyObject, b: AnyObject) {
return -((b.order || 4294967296) - (a.order || 4294967296)) ||
((b.priority || 0) - (a.priority || 0)) ||
-((b.index || 0) - (a.index || 0)) ||
0;
}
/** Sort a list, resolving speed ties the way the games do. */
speedSort<T extends AnyObject>(list: T[], comparator: (a: T, b: T) => number = this.comparePriority) {
if (list.length < 2) return;
let sorted = 0;
// This is a Selection Sort - not the fastest sort in general, but
// actually faster than QuickSort for small arrays like the ones
// `speedSort` is used for.
// More importantly, it makes it easiest to resolve speed ties
// properly.
while (sorted + 1 < list.length) {
let nextIndexes = [sorted];
// grab list of next indexes
for (let i = sorted + 1; i < list.length; i++) {
const delta = comparator(list[nextIndexes[0]], list[i]);
if (delta < 0) continue;
if (delta > 0) nextIndexes = [i];
if (delta === 0) nextIndexes.push(i);
}
// put list of next indexes where they belong
for (let i = 0; i < nextIndexes.length; i++) {
const index = nextIndexes[i];
if (index !== sorted + i) {
// nextIndexes is guaranteed to be in order, so it will never have
// been disturbed by an earlier swap
[list[sorted + i], list[index]] = [list[index], list[sorted + i]];
}
}
if (nextIndexes.length > 1) {
this.prng.shuffle(list, sorted, sorted + nextIndexes.length);
}
sorted += nextIndexes.length;
}
}
/**
* Runs an event with no source on each Pokémon on the field, in Speed order.
*/
eachEvent(eventid: string, effect?: Effect | null, relayVar?: boolean) {
const actives = this.getAllActive();
if (!effect && this.effect) effect = this.effect;
this.speedSort(actives, (a, b) => b.speed - a.speed);
for (const pokemon of actives) {
this.runEvent(eventid, pokemon, null, effect, relayVar);
}
if (eventid === 'Weather' && this.gen >= 7) {
// TODO: further research when updates happen
this.eachEvent('Update');
}
}
/**
* Runs an event with no source on each effect on the field, in Speed order.
*
* Unlike `eachEvent`, this contains a lot of other handling and is only intended for
* the 'Residual' and 'SwitchIn' events.
*/
fieldEvent(eventid: string, targets?: Pokemon[]) {
const callbackName = `on${eventid}`;
let getKey: undefined | 'duration';
if (eventid === 'Residual') {
getKey = 'duration';
}
let handlers = this.findFieldEventHandlers(this.field, `onField${eventid}`, getKey);
for (const side of this.sides) {
if (side.n < 2 || !side.allySide) {
handlers = handlers.concat(this.findSideEventHandlers(side, `onSide${eventid}`, getKey));
}
for (const active of side.active) {
if (!active) continue;
if (eventid === 'SwitchIn') {
handlers = handlers.concat(this.findPokemonEventHandlers(active, `onAny${eventid}`));
}
if (targets && !targets.includes(active)) continue;
handlers = handlers.concat(this.findPokemonEventHandlers(active, callbackName, getKey));
handlers = handlers.concat(this.findSideEventHandlers(side, callbackName, undefined, active));
handlers = handlers.concat(this.findFieldEventHandlers(this.field, callbackName, undefined, active));
handlers = handlers.concat(this.findBattleEventHandlers(callbackName, getKey, active));
}
}
this.speedSort(handlers);
while (handlers.length) {
const handler = handlers[0];
handlers.shift();
const effect = handler.effect;
if ((handler.effectHolder as Pokemon).fainted) {
if (!(handler.state?.isSlotCondition)) continue;
}
if (eventid === 'Residual' && handler.end && handler.state?.duration) {
handler.state.duration--;
if (!handler.state.duration) {
const endCallArgs = handler.endCallArgs || [handler.effectHolder, effect.id];
handler.end.call(...endCallArgs as [any, ...any[]]);
if (this.ended) return;
continue;
}
}
let handlerEventid = eventid;
if ((handler.effectHolder as Side).sideConditions) handlerEventid = `Side${eventid}`;
if ((handler.effectHolder as Field).pseudoWeather) handlerEventid = `Field${eventid}`;
if (handler.callback) {
this.singleEvent(handlerEventid, effect, handler.state, handler.effectHolder, null, null, undefined, handler.callback);
}
this.faintMessages();
if (this.ended) return;
}
}
/** The entire event system revolves around this function and runEvent. */
singleEvent(
eventid: string, effect: Effect, state: EffectState | Record<string, never> | null,
target: string | Pokemon | Side | Field | Battle | null, source?: string | Pokemon | Effect | false | null,
sourceEffect?: Effect | string | null, relayVar?: any, customCallback?: unknown
) {
if (this.eventDepth >= 8) {
// oh fuck
this.add('message', 'STACK LIMIT EXCEEDED');
this.add('message', 'PLEASE REPORT IN BUG THREAD');
this.add('message', 'Event: ' + eventid);
this.add('message', 'Parent event: ' + this.event.id);
throw new Error("Stack overflow");
}
if (this.log.length - this.sentLogPos > 1000) {
this.add('message', 'LINE LIMIT EXCEEDED');
this.add('message', 'PLEASE REPORT IN BUG THREAD');
this.add('message', 'Event: ' + eventid);
this.add('message', 'Parent event: ' + this.event.id);
throw new Error("Infinite loop");
}
// this.add('Event: ' + eventid + ' (depth ' + this.eventDepth + ')');
let hasRelayVar = true;
if (relayVar === undefined) {
relayVar = true;
hasRelayVar = false;
}
if (effect.effectType === 'Status' && (target instanceof Pokemon) && target.status !== effect.id) {
// it's changed; call it off
return relayVar;
}
if (eventid !== 'Start' && eventid !== 'TakeItem' && effect.effectType === 'Item' &&
(target instanceof Pokemon) && target.ignoringItem()) {
this.debug(eventid + ' handler suppressed by Embargo, Klutz or Magic Room');
return relayVar;
}
if (eventid !== 'End' && effect.effectType === 'Ability' && (target instanceof Pokemon) && target.ignoringAbility()) {
this.debug(eventid + ' handler suppressed by Gastro Acid or Neutralizing Gas');
return relayVar;
}
if (
effect.effectType === 'Weather' && eventid !== 'FieldStart' && eventid !== 'FieldResidual' &&
eventid !== 'FieldEnd' && this.field.suppressingWeather()
) {
this.debug(eventid + ' handler suppressed by Air Lock');
return relayVar;
}
const callback = customCallback || (effect as any)[`on${eventid}`];
if (callback === undefined) return relayVar;
const parentEffect = this.effect;
const parentEffectState = this.effectState;
const parentEvent = this.event;
this.effect = effect;
this.effectState = state as EffectState || this.initEffectState({});
this.event = { id: eventid, target, source, effect: sourceEffect };
this.eventDepth++;
const args = [target, source, sourceEffect];
if (hasRelayVar) args.unshift(relayVar);
let returnVal;
if (typeof callback === 'function') {
returnVal = callback.apply(this, args);
} else {
returnVal = callback;
}
this.eventDepth--;
this.effect = parentEffect;
this.effectState = parentEffectState;
this.event = parentEvent;
return returnVal === undefined ? relayVar : returnVal;
}
/**
* runEvent is the core of Pokemon Showdown's event system.
*
* Basic usage
* ===========
*
* this.runEvent('Blah')
* will trigger any onBlah global event handlers.
*
* this.runEvent('Blah', target)
* will additionally trigger any onBlah handlers on the target, onAllyBlah
* handlers on any active pokemon on the target's team, and onFoeBlah
* handlers on any active pokemon on the target's foe's team
*
* this.runEvent('Blah', target, source)
* will additionally trigger any onSourceBlah handlers on the source
*
* this.runEvent('Blah', target, source, effect)
* will additionally pass the effect onto all event handlers triggered
*
* this.runEvent('Blah', target, source, effect, relayVar)
* will additionally pass the relayVar as the first argument along all event
* handlers
*
* You may leave any of these null. For instance, if you have a relayVar but
* no source or effect:
* this.runEvent('Damage', target, null, null, 50)
*
* Event handlers
* ==============
*
* Items, abilities, statuses, and other effects like SR, confusion, weather,
* or Trick Room can have event handlers. Event handlers are functions that
* can modify what happens during an event.
*
* event handlers are passed:
* function (target, source, effect)
* although some of these can be blank.
*
* certain events have a relay variable, in which case they're passed:
* function (relayVar, target, source, effect)
*
* Relay variables are variables that give additional information about the
* event. For instance, the damage event has a relayVar which is the amount
* of damage dealt.
*
* If a relay variable isn't passed to runEvent, there will still be a secret
* relayVar defaulting to `true`, but it won't get passed to any event
* handlers.
*
* After an event handler is run, its return value helps determine what
* happens next:
* 1. If the return value isn't `undefined`, relayVar is set to the return
* value
* 2. If relayVar is falsy, no more event handlers are run
* 3. Otherwise, if there are more event handlers, the next one is run and
* we go back to step 1.
* 4. Once all event handlers are run (or one of them results in a falsy
* relayVar), relayVar is returned by runEvent
*
* As a shortcut, an event handler that isn't a function will be interpreted
* as a function that returns that value.
*
* You can have return values mean whatever you like, but in general, we
* follow the convention that returning `false` or `null` means
* stopping or interrupting the event.
*
* For instance, returning `false` from a TrySetStatus handler means that
* the pokemon doesn't get statused.
*
* If a failed event usually results in a message like "But it failed!"
* or "It had no effect!", returning `null` will suppress that message and
* returning `false` will display it. Returning `null` is useful if your
* event handler already gave its own custom failure message.
*
* Returning `undefined` means "don't change anything" or "keep going".
* A function that does nothing but return `undefined` is the equivalent
* of not having an event handler at all.
*
* Returning a value means that that value is the new `relayVar`. For
* instance, if a Damage event handler returns 50, the damage event
* will deal 50 damage instead of whatever it was going to deal before.
*
* Useful values
* =============
*
* In addition to all the methods and attributes of Dex, Battle, and
* Scripts, event handlers have some additional values they can access:
*
* this.effect:
* the Effect having the event handler
* this.effectState:
* the data store associated with the above Effect. This is a plain Object
* and you can use it to store data for later event handlers.
* this.effectState.target:
* the Pokemon, Side, or Battle that the event handler's effect was
* attached to.
* this.event.id:
* the event ID
* this.event.target, this.event.source, this.event.effect:
* the target, source, and effect of the event. These are the same
* variables that are passed as arguments to the event handler, but
* they're useful for functions called by the event handler.
*/
runEvent(
eventid: string, target?: Pokemon | Pokemon[] | Side | Battle | null, source?: string | Pokemon | false | null,
sourceEffect?: Effect | null, relayVar?: any, onEffect?: boolean, fastExit?: boolean
) {
// if (Battle.eventCounter) {
// if (!Battle.eventCounter[eventid]) Battle.eventCounter[eventid] = 0;
// Battle.eventCounter[eventid]++;
// }
if (this.eventDepth >= 8) {
// oh fuck
this.add('message', 'STACK LIMIT EXCEEDED');
this.add('message', 'PLEASE REPORT IN BUG THREAD');
this.add('message', 'Event: ' + eventid);
this.add('message', 'Parent event: ' + this.event.id);
throw new Error("Stack overflow");
}
if (!target) target = this;
let effectSource = null;
if (source instanceof Pokemon) effectSource = source;
const handlers = this.findEventHandlers(target, eventid, effectSource);
if (onEffect) {
if (!sourceEffect) throw new Error("onEffect passed without an effect");
const callback = (sourceEffect as any)[`on${eventid}`];
if (callback !== undefined) {
if (Array.isArray(target)) throw new Error("");
handlers.unshift(this.resolvePriority({
effect: sourceEffect, callback, state: this.initEffectState({}), end: null, effectHolder: target,
}, `on${eventid}`));
}
}
if (['Invulnerability', 'TryHit', 'DamagingHit', 'EntryHazard'].includes(eventid)) {
handlers.sort(Battle.compareLeftToRightOrder);
} else if (fastExit) {
handlers.sort(Battle.compareRedirectOrder);
} else {
this.speedSort(handlers);
}
let hasRelayVar = 1;
const args = [target, source, sourceEffect];
// console.log('Event: ' + eventid + ' (depth ' + this.eventDepth + ') t:' + target.id + ' s:' + (!source || source.id) + ' e:' + effect.id);
if (relayVar === undefined || relayVar === null) {
relayVar = true;
hasRelayVar = 0;
} else {
args.unshift(relayVar);
}
const parentEvent = this.event;
this.event = { id: eventid, target, source, effect: sourceEffect, modifier: 1 };
this.eventDepth++;
let targetRelayVars = [];
if (Array.isArray(target)) {
if (Array.isArray(relayVar)) {
targetRelayVars = relayVar;
} else {
for (let i = 0; i < target.length; i++) targetRelayVars[i] = true;
}
}
for (const handler of handlers) {
if (handler.index !== undefined) {
// TODO: find a better way to do this
if (!targetRelayVars[handler.index] && !(targetRelayVars[handler.index] === 0 &&
eventid === 'DamagingHit')) continue;
if (handler.target) {
args[hasRelayVar] = handler.target;
this.event.target = handler.target;
}
if (hasRelayVar) args[0] = targetRelayVars[handler.index];
}
const effect = handler.effect;
const effectHolder = handler.effectHolder;
// this.debug('match ' + eventid + ': ' + status.id + ' ' + status.effectType);
if (effect.effectType === 'Status' && (effectHolder as Pokemon).status !== effect.id) {
// it's changed; call it off
continue;
}
if (effect.effectType === 'Ability' && effect.flags['breakable'] &&
this.suppressingAbility(effectHolder as Pokemon)) {
if (effect.flags['breakable']) {
this.debug(eventid + ' handler suppressed by Mold Breaker');
continue;
}
if (!effect.num) {
// ignore attacking events for custom abilities
const AttackingEvents = {
BeforeMove: 1,
BasePower: 1,
Immunity: 1,
RedirectTarget: 1,
Heal: 1,
SetStatus: 1,
CriticalHit: 1,
ModifyAtk: 1, ModifyDef: 1, ModifySpA: 1, ModifySpD: 1, ModifySpe: 1, ModifyAccuracy: 1,
ModifyBoost: 1,
ModifyDamage: 1,
ModifySecondaries: 1,
ModifyWeight: 1,
TryAddVolatile: 1,
TryHit: 1,
TryHitSide: 1,
TryMove: 1,
Boost: 1,
DragOut: 1,
Effectiveness: 1,
};
if (eventid in AttackingEvents) {
this.debug(eventid + ' handler suppressed by Mold Breaker');
continue;
} else if (eventid === 'Damage' && sourceEffect && sourceEffect.effectType === 'Move') {
this.debug(eventid + ' handler suppressed by Mold Breaker');
continue;
}
}
}
if (eventid !== 'Start' && eventid !== 'SwitchIn' && eventid !== 'TakeItem' &&
effect.effectType === 'Item' && (effectHolder instanceof Pokemon) && effectHolder.ignoringItem()) {
if (eventid !== 'Update') {
this.debug(eventid + ' handler suppressed by Embargo, Klutz or Magic Room');
}
continue;
} else if (
eventid !== 'End' && effect.effectType === 'Ability' &&
(effectHolder instanceof Pokemon) && effectHolder.ignoringAbility()
) {
if (eventid !== 'Update') {
this.debug(eventid + ' handler suppressed by Gastro Acid or Neutralizing Gas');
}
continue;
}
if (
(effect.effectType === 'Weather' || eventid === 'Weather') &&
eventid !== 'Residual' && eventid !== 'End' && this.field.suppressingWeather()
) {
this.debug(eventid + ' handler suppressed by Air Lock');
continue;
}
let returnVal;
if (typeof handler.callback === 'function') {
const parentEffect = this.effect;
const parentEffectState = this.effectState;
this.effect = handler.effect;
this.effectState = handler.state || this.initEffectState({});
this.effectState.target = effectHolder;
returnVal = handler.callback.apply(this, args);
this.effect = parentEffect;
this.effectState = parentEffectState;
} else {
returnVal = handler.callback;
}
if (returnVal !== undefined) {
relayVar = returnVal;
if (!relayVar || fastExit) {
if (handler.index !== undefined) {
targetRelayVars[handler.index] = relayVar;
if (targetRelayVars.every(val => !val)) break;
} else {
break;
}
}
if (hasRelayVar) {
args[0] = relayVar;
}
}
}
this.eventDepth--;
if (typeof relayVar === 'number' && relayVar === Math.abs(Math.floor(relayVar))) {
// this.debug(eventid + ' modifier: 0x' +
// ('0000' + (this.event.modifier * 4096).toString(16)).slice(-4).toUpperCase());
relayVar = this.modify(relayVar, this.event.modifier);
}
this.event = parentEvent;
return Array.isArray(target) ? targetRelayVars : relayVar;
}
/**
* priorityEvent works just like runEvent, except it exits and returns
* on the first non-undefined value instead of only on null/false.
*/
priorityEvent(
eventid: string, target: Pokemon | Side | Battle, source?: Pokemon | null,
effect?: Effect, relayVar?: any, onEffect?: boolean
): any {
return this.runEvent(eventid, target, source, effect, relayVar, onEffect, true);
}
resolvePriority(h: EventListenerWithoutPriority, callbackName: string) {
const handler = h as EventListener;
handler.order = (handler.effect as any)[`${callbackName}Order`] || false;
handler.priority = (handler.effect as any)[`${callbackName}Priority`] || 0;
handler.subOrder = (handler.effect as any)[`${callbackName}SubOrder`] || 0;
if (!handler.subOrder) {
// https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/page-59#post-8685465
const effectTypeOrder: { [k in EffectType]?: number } = {
// Z-Move: 1,
Condition: 2,
// Slot Condition: 3,
// Side Condition: 4,
// Field Condition: 5, (includes weather but also terrains and pseudoweathers)
Weather: 5,
Format: 5,
Rule: 5,
Ruleset: 5,
// Poison Touch: 6, (also includes Perish Body)
Ability: 7,
Item: 8,
// Stall: 9,
};
handler.subOrder = effectTypeOrder[handler.effect.effectType] || 0;
if (handler.effect.effectType === 'Condition') {
if (handler.state?.target instanceof Side) {
if (handler.state.isSlotCondition) {
// slot condition
handler.subOrder = 3;
} else {
// side condition
handler.subOrder = 4;
}
} else if (handler.state?.target instanceof Field) {
// field condition
handler.subOrder = 5;
}
} else if (handler.effect.effectType === 'Ability') {
if (handler.effect.name === 'Poison Touch' || handler.effect.name === 'Perish Body') {
handler.subOrder = 6;
} else if (handler.effect.name === 'Stall') {
handler.subOrder = 9;
}
}
}
if (callbackName.endsWith('SwitchIn') || callbackName.endsWith('RedirectTarget')) {
// If multiple hazards are present on one side, their event handlers all perfectly tie in speed, priority,
// and subOrder. They should activate in the order they were created, which is where effectOrder comes in.
// This also applies to speed ties for which ability like Lightning Rod redirects moves.
// TODO: In-game, other events are also sorted this way, but that's an implementation for another refactor
handler.effectOrder = handler.state?.effectOrder;
}
if (handler.effectHolder && (handler.effectHolder as Pokemon).getStat) {
const pokemon = handler.effectHolder as Pokemon;
handler.speed = pokemon.speed;
if (callbackName.endsWith('SwitchIn')) {
// Pokemon speeds including ties are resolved before all onSwitchIn handlers and aren't re-sorted in-between
// so we subtract a fractional speed from each Pokemon's respective event handlers by using the index of their
// unique field position in a pre-sorted-by-speed array
const fieldPositionValue = pokemon.side.n * this.sides.length + pokemon.position;
handler.speed -= this.speedOrder.indexOf(fieldPositionValue) / (this.activePerHalf * 2);
}
}
return handler;
}
findEventHandlers(target: Pokemon | Pokemon[] | Side | Battle, eventName: string, source?: Pokemon | null) {
let handlers: EventListener[] = [];
if (Array.isArray(target)) {
for (const [i, pokemon] of target.entries()) {
// console.log(`Event: ${eventName}, Target: ${pokemon}, ${i}`);
const curHandlers = this.findEventHandlers(pokemon, eventName, source);
for (const handler of curHandlers) {
handler.target = pokemon; // Original "effectHolder"
handler.index = i;
}
handlers = handlers.concat(curHandlers);
}
return handlers;
}
// events usually run through EachEvent should never have any handlers besides `on${eventName}` so don't check for them
const prefixedHandlers = !['BeforeTurn', 'Update', 'Weather', 'WeatherChange', 'TerrainChange'].includes(eventName);
if (target instanceof Pokemon && (target.isActive || source?.isActive)) {
handlers = this.findPokemonEventHandlers(target, `on${eventName}`);
if (prefixedHandlers) {
for (const allyActive of target.alliesAndSelf()) {
handlers.push(...this.findPokemonEventHandlers(allyActive, `onAlly${eventName}`));
handlers.push(...this.findPokemonEventHandlers(allyActive, `onAny${eventName}`));
}
for (const foeActive of target.foes()) {
handlers.push(...this.findPokemonEventHandlers(foeActive, `onFoe${eventName}`));
handlers.push(...this.findPokemonEventHandlers(foeActive, `onAny${eventName}`));
}
}
target = target.side;
}
if (source && prefixedHandlers) {
handlers.push(...this.findPokemonEventHandlers(source, `onSource${eventName}`));
}
if (target instanceof Side) {
for (const side of this.sides) {
if (side.n >= 2 && side.allySide) break;
if (side === target || side === target.allySide) {
handlers.push(...this.findSideEventHandlers(side, `on${eventName}`));
} else if (prefixedHandlers) {
handlers.push(...this.findSideEventHandlers(side, `onFoe${eventName}`));
}
if (prefixedHandlers) handlers.push(...this.findSideEventHandlers(side, `onAny${eventName}`));
}
}
handlers.push(...this.findFieldEventHandlers(this.field, `on${eventName}`));
handlers.push(...this.findBattleEventHandlers(`on${eventName}`));
return handlers;
}
findPokemonEventHandlers(pokemon: Pokemon, callbackName: string, getKey?: 'duration') {
const handlers: EventListener[] = [];
const status = pokemon.getStatus();
// @ts-expect-error dynamic lookup
let callback = status[callbackName];
if (callback !== undefined || (getKey && pokemon.statusState[getKey])) {
handlers.push(this.resolvePriority({
effect: status, callback, state: pokemon.statusState, end: pokemon.clearStatus, effectHolder: pokemon,
}, callbackName));
}
for (const id in pokemon.volatiles) {
const volatileState = pokemon.volatiles[id];
const volatile = this.dex.conditions.getByID(id as ID);
// @ts-expect-error dynamic lookup
callback = volatile[callbackName];
if (callback !== undefined || (getKey && volatileState[getKey])) {
handlers.push(this.resolvePriority({
effect: volatile, callback, state: volatileState, end: pokemon.removeVolatile, effectHolder: pokemon,
}, callbackName));
} else if (['ability', 'item'].includes(volatile.id.split(':')[0])) {
// Innate abilities/items; see comment below
// @ts-expect-error dynamic lookup
if (this.gen >= 5 && callbackName === 'onSwitchIn' && !volatile.onAnySwitchIn) {
callback = volatile.onStart;
if (callback !== undefined || (getKey && volatileState[getKey])) {
handlers.push(this.resolvePriority({
effect: volatile, callback, state: volatileState, end: pokemon.removeVolatile, effectHolder: pokemon,
}, callbackName));
}
}
}
}
// Abilities and items Start at different times during the SwitchIn event, so we run their onStart handlers
// during the SwitchIn event instead of running the Start event during switch-ins
// gens 4 and before still use the old system, though
const ability = pokemon.getAbility();
// @ts-expect-error dynamic lookup
callback = ability[callbackName];
if (callback !== undefined || (getKey && pokemon.abilityState[getKey])) {
handlers.push(this.resolvePriority({
effect: ability, callback, state: pokemon.abilityState, end: pokemon.clearAbility, effectHolder: pokemon,
}, callbackName));
// @ts-expect-error dynamic lookup
} else if (this.gen >= 5 && callbackName === 'onSwitchIn' && !ability.onAnySwitchIn) {
// @ts-expect-error dynamic lookup
callback = ability.onStart;
if (callback !== undefined || (getKey && pokemon.abilityState[getKey])) {
handlers.push(this.resolvePriority({
effect: ability, callback, state: pokemon.abilityState, end: pokemon.clearAbility, effectHolder: pokemon,
}, callbackName));
}
}
const item = pokemon.getItem();
// @ts-expect-error dynamic lookup
callback = item[callbackName];
if (callback !== undefined || (getKey && pokemon.itemState[getKey])) {
handlers.push(this.resolvePriority({
effect: item, callback, state: pokemon.itemState, end: pokemon.clearItem, effectHolder: pokemon,
}, callbackName));
// @ts-expect-error dynamic lookup
} else if (this.gen >= 5 && callbackName === 'onSwitchIn' && !item.onAnySwitchIn) {
callback = item.onStart;
if (callback !== undefined || (getKey && pokemon.itemState[getKey])) {
handlers.push(this.resolvePriority({
effect: item, callback, state: pokemon.itemState, end: pokemon.clearItem, effectHolder: pokemon,
}, callbackName));
}
}
const species = pokemon.baseSpecies;
// @ts-expect-error dynamic lookup
callback = species[callbackName];
if (callback !== undefined) {
handlers.push(this.resolvePriority({
effect: species, callback, state: pokemon.speciesState, end() {}, effectHolder: pokemon,
}, callbackName));
}
const side = pokemon.side;
for (const conditionid in side.slotConditions[pokemon.position]) {
const slotConditionState = side.slotConditions[pokemon.position][conditionid];
const slotCondition = this.dex.conditions.getByID(conditionid as ID);
// @ts-expect-error dynamic lookup
callback = slotCondition[callbackName];
if (callback !== undefined || (getKey && slotConditionState[getKey])) {
handlers.push(this.resolvePriority({
effect: slotCondition,
callback,
state: slotConditionState,
end: side.removeSlotCondition,
endCallArgs: [side, pokemon, slotCondition.id],
effectHolder: pokemon,
}, callbackName));
}
}
return handlers;
}
findBattleEventHandlers(callbackName: string, getKey?: 'duration', customHolder?: Pokemon) {
const handlers: EventListener[] = [];
let callback;
const format = this.format;
// @ts-expect-error dynamic lookup
callback = format[callbackName];
if (callback !== undefined || (getKey && this.formatData[getKey])) {
handlers.push(this.resolvePriority({
effect: format, callback, state: this.formatData, end: null, effectHolder: customHolder || this,
}, callbackName));
}
if (this.events && (callback = this.events[callbackName]) !== undefined) {
for (const handler of callback) {
const state = (handler.target.effectType === 'Format') ? this.formatData : null;
handlers.push({
effect: handler.target, callback: handler.callback, state, end: null, effectHolder: customHolder || this,
priority: handler.priority, order: handler.order, subOrder: handler.subOrder,
});
}
}
return handlers;
}
findFieldEventHandlers(field: Field, callbackName: string, getKey?: 'duration', customHolder?: Pokemon) {
const handlers: EventListener[] = [];
let callback;
for (const id in field.pseudoWeather) {
const pseudoWeatherState = field.pseudoWeather[id];
const pseudoWeather = this.dex.conditions.getByID(id as ID);
// @ts-expect-error dynamic lookup
callback = pseudoWeather[callbackName];
if (callback !== undefined || (getKey && pseudoWeatherState[getKey])) {
handlers.push(this.resolvePriority({
effect: pseudoWeather, callback, state: pseudoWeatherState,
end: customHolder ? null : field.removePseudoWeather, effectHolder: customHolder || field,
}, callbackName));
}
}
const weather = field.getWeather();
// @ts-expect-error dynamic lookup
callback = weather[callbackName];
if (callback !== undefined || (getKey && this.field.weatherState[getKey])) {
handlers.push(this.resolvePriority({
effect: weather, callback, state: this.field.weatherState,
end: customHolder ? null : field.clearWeather, effectHolder: customHolder || field,
}, callbackName));
}
const terrain = field.getTerrain();
// @ts-expect-error dynamic lookup
callback = terrain[callbackName];
if (callback !== undefined || (getKey && field.terrainState[getKey])) {
handlers.push(this.resolvePriority({
effect: terrain, callback, state: field.terrainState,
end: customHolder ? null : field.clearTerrain, effectHolder: customHolder || field,
}, callbackName));
}
return handlers;
}
findSideEventHandlers(side: Side, callbackName: string, getKey?: 'duration', customHolder?: Pokemon) {
const handlers: EventListener[] = [];
for (const id in side.sideConditions) {
const sideConditionData = side.sideConditions[id];
const sideCondition = this.dex.conditions.getByID(id as ID);
// @ts-expect-error dynamic lookup
const callback = sideCondition[callbackName];
if (callback !== undefined || (getKey && sideConditionData[getKey])) {
handlers.push(this.resolvePriority({
effect: sideCondition, callback, state: sideConditionData,
end: customHolder ? null : side.removeSideCondition, effectHolder: customHolder || side,
}, callbackName));
}
}
return handlers;
}
/**
* Use this function to attach custom event handlers to a battle. See Battle#runEvent for
* more information on how to write callbacks for event handlers.
*
* Try to use this sparingly. Most event handlers can be simply placed in a format instead.
*
* this.onEvent(eventid, target, callback)
* will set the callback as an event handler for the target when eventid is called with the
* default priority. Currently only valid formats are supported as targets but this will
* eventually be expanded to support other target types.
*
* this.onEvent(eventid, target, priority, callback)
* will set the callback as an event handler for the target when eventid is called with the
* provided priority. Priority can either be a number or an object that contains the priority,
* order, and subOrder for the event handler as needed (undefined keys will use default values)
*/
onEvent(eventid: string, target: Format, ...rest: AnyObject[]) { // rest = [priority, callback]
if (!eventid) throw new TypeError("Event handlers must have an event to listen to");
if (!target) throw new TypeError("Event handlers must have a target");
if (!rest.length) throw new TypeError("Event handlers must have a callback");
if (target.effectType !== 'Format') {
throw new TypeError(`${target.name} is a ${target.effectType} but only Format targets are supported right now`);
}
let callback, priority, order, subOrder, data;
if (rest.length === 1) {
[callback] = rest;
priority = 0;
order = false;
subOrder = 0;
} else {
[data, callback] = rest;
if (typeof data === 'object') {
priority = data['priority'] || 0;
order = data['order'] || false;
subOrder = data['subOrder'] || 0;
} else {
priority = data || 0;
order = false;
subOrder = 0;
}
}
const eventHandler = { callback, target, priority, order, subOrder };
if (!this.events) this.events = {};
const callbackName = `on${eventid}`;
const eventHandlers = this.events[callbackName];
if (eventHandlers === undefined) {
this.events[callbackName] = [eventHandler];
} else {
eventHandlers.push(eventHandler);
}
}
checkMoveMakesContact(move: ActiveMove, attacker: Pokemon, defender: Pokemon, announcePads = false) {
if (move.flags['contact'] && attacker.hasItem('protectivepads')) {
if (announcePads) {
this.add('-activate', defender, this.effect.fullname);
this.add('-activate', attacker, 'item: Protective Pads');
}
return false;
}
return !!move.flags['contact'];
}
getPokemon(fullname: string | Pokemon) {
if (typeof fullname !== 'string') fullname = fullname.fullname;
for (const side of this.sides) {
for (const pokemon of side.pokemon) {
if (pokemon.fullname === fullname) return pokemon;
}
}
return null;
}
getAllPokemon() {
const pokemonList: Pokemon[] = [];
for (const side of this.sides) {
pokemonList.push(...side.pokemon);
}
return pokemonList;
}
getAllActive(includeFainted?: boolean) {
const pokemonList: Pokemon[] = [];
for (const side of this.sides) {
for (const pokemon of side.active) {
if (pokemon && (includeFainted || !pokemon.fainted)) {
pokemonList.push(pokemon);
}
}
}
return pokemonList;
}
makeRequest(type?: RequestState) {
if (type) {
this.requestState = type;
for (const side of this.sides) {
side.clearChoice();
}
} else {
type = this.requestState;
}
for (const side of this.sides) {
side.activeRequest = null;
}
if (type === 'teampreview') {
// `pickedTeamSize = 6` means the format wants the user to select
// the entire team order, unlike `pickedTeamSize = undefined` which
// will only ask the user to select their lead(s).
const pickedTeamSize = this.ruleTable.pickedTeamSize;
this.add(`teampreview${pickedTeamSize ? `|${pickedTeamSize}` : ''}`);
}
const requests = this.getRequests(type);
for (let i = 0; i < this.sides.length; i++) {
this.sides[i].emitRequest(requests[i]);
}
if (this.sides.every(side => side.isChoiceDone())) {
throw new Error(`Choices are done immediately after a request`);
}
}
clearRequest() {
this.requestState = '';
for (const side of this.sides) {
side.activeRequest = null;
side.clearChoice();
}
}
getRequests(type: RequestState) {
// default to no request
const requests: ChoiceRequest[] = Array(this.sides.length).fill(null);
switch (type) {
case 'switch':
for (let i = 0; i < this.sides.length; i++) {
const side = this.sides[i];
if (!side.pokemonLeft) continue;
const switchTable = side.active.map(pokemon => !!pokemon?.switchFlag);
if (switchTable.some(Boolean)) {
requests[i] = { forceSwitch: switchTable, side: side.getRequestData() };
}
}
break;
case 'teampreview':
for (let i = 0; i < this.sides.length; i++) {
const side = this.sides[i];
const maxChosenTeamSize = this.ruleTable.pickedTeamSize || undefined;
requests[i] = { teamPreview: true, maxChosenTeamSize, side: side.getRequestData() };
}
break;
default:
for (let i = 0; i < this.sides.length; i++) {
const side = this.sides[i];
if (!side.pokemonLeft) continue;
const activeData = side.active.map(pokemon => pokemon?.getMoveRequestData());
requests[i] = { active: activeData, side: side.getRequestData() };
if (side.allySide) {
(requests[i] as MoveRequest).ally = side.allySide.getRequestData(true);
}
}
break;
}
const multipleRequestsExist = requests.filter(Boolean).length >= 2;
for (let i = 0; i < this.sides.length; i++) {
if (requests[i]) {
if (!this.supportCancel || !multipleRequestsExist) requests[i].noCancel = true;
} else {
requests[i] = { wait: true, side: this.sides[i].getRequestData() };
}
}
return requests;
}
tiebreak() {
if (this.ended) return false;
this.inputLog.push(`>tiebreak`);
this.add('message', "Time's up! Going to tiebreaker...");
const notFainted = this.sides.map(side => (
side.pokemon.filter(pokemon => !pokemon.fainted).length
));
this.add('-message', this.sides.map((side, i) => (
`${side.name}: ${notFainted[i]} Pokemon left`
)).join('; '));
const maxNotFainted = Math.max(...notFainted);
let tiedSides = this.sides.filter((side, i) => notFainted[i] === maxNotFainted);
if (tiedSides.length <= 1) {
return this.win(tiedSides[0]);
}
const hpPercentage = tiedSides.map(side => (
side.pokemon.map(pokemon => pokemon.hp / pokemon.maxhp).reduce((a, b) => a + b) * 100 / 6
));
this.add('-message', tiedSides.map((side, i) => (
`${side.name}: ${Math.round(hpPercentage[i])}% total HP left`
)).join('; '));
const maxPercentage = Math.max(...hpPercentage);
tiedSides = tiedSides.filter((side, i) => hpPercentage[i] === maxPercentage);
if (tiedSides.length <= 1) {
return this.win(tiedSides[0]);
}
const hpTotal = tiedSides.map(side => (
side.pokemon.map(pokemon => pokemon.hp).reduce((a, b) => a + b)
));
this.add('-message', tiedSides.map((side, i) => (
`${side.name}: ${Math.round(hpTotal[i])} total HP left`
)).join('; '));
const maxTotal = Math.max(...hpTotal);
tiedSides = tiedSides.filter((side, i) => hpTotal[i] === maxTotal);
if (tiedSides.length <= 1) {
return this.win(tiedSides[0]);
}
return this.tie();
}
forceWin(side: SideID | null = null) {
if (this.ended) return false;
this.inputLog.push(side ? `>forcewin ${side}` : `>forcetie`);
return this.win(side);
}
tie() {
return this.win();
}
win(side?: SideID | '' | Side | null) {
if (this.ended) return false;
if (side && typeof side === 'string') {
side = this.getSide(side);
} else if (!side || !this.sides.includes(side)) {
side = null;
}
this.winner = side ? side.name : '';
this.add('');
if (side?.allySide) {
this.add('win', side.name + ' & ' + side.allySide.name);
} else if (side) {
this.add('win', side.name);
} else {
this.add('tie');
}
this.ended = true;
this.requestState = '';
for (const s of this.sides) {
if (s) s.activeRequest = null;
}
return true;
}
lose(side: SideID | Side) {
if (typeof side === 'string') {
side = this.getSide(side);
}
if (!side) return; // can happen if a battle crashes
if (this.gameType !== 'freeforall') {
return this.win(side.foe);
}
if (!side.pokemonLeft) return;
side.pokemonLeft = 0;
side.active[0]?.faint();
this.faintMessages(false, true);
if (!this.ended && side.requestState) {
side.emitRequest({ wait: true, side: side.getRequestData() });
side.clearChoice();
if (this.allChoicesDone()) this.commitChoices();
}
return true;
}
canSwitch(side: Side) {
return this.possibleSwitches(side).length;
}
getRandomSwitchable(side: Side) {
const canSwitchIn = this.possibleSwitches(side);
return canSwitchIn.length ? this.sample(canSwitchIn) : null;
}
private possibleSwitches(side: Side) {
if (!side.pokemonLeft) return [];
const canSwitchIn = [];
for (let i = side.active.length; i < side.pokemon.length; i++) {
const pokemon = side.pokemon[i];
if (!pokemon.fainted) {
canSwitchIn.push(pokemon);
}
}
return canSwitchIn;
}
swapPosition(pokemon: Pokemon, newPosition: number, attributes?: string) {
if (newPosition >= pokemon.side.active.length) {
throw new Error("Invalid swap position");
}
const target = pokemon.side.active[newPosition];
if (newPosition !== 1 && (!target || target.fainted)) return false;
this.add('swap', pokemon, newPosition, attributes || '');
const side = pokemon.side;
side.pokemon[pokemon.position] = target;
side.pokemon[newPosition] = pokemon;
side.active[pokemon.position] = side.pokemon[pokemon.position];
side.active[newPosition] = side.pokemon[newPosition];
if (target) target.position = pokemon.position;
pokemon.position = newPosition;
this.runEvent('Swap', target, pokemon);
this.runEvent('Swap', pokemon, target);
return true;
}
getAtSlot(slot: PokemonSlot): Pokemon;
getAtSlot(slot: PokemonSlot | null): Pokemon | null;
getAtSlot(slot: PokemonSlot | null) {
if (!slot) return null;
const side = this.sides[slot.charCodeAt(1) - 49]; // 49 is '1'
const position = slot.charCodeAt(2) - 97; // 97 is 'a'
const positionOffset = Math.floor(side.n / 2) * side.active.length;
return side.active[position - positionOffset];
}
faint(pokemon: Pokemon, source?: Pokemon, effect?: Effect) {
pokemon.faint(source, effect);
}
endTurn() {
this.turn++;
this.lastSuccessfulMoveThisTurn = null;
const dynamaxEnding: Pokemon[] = [];
for (const pokemon of this.getAllActive()) {
if (pokemon.volatiles['dynamax']?.turns === 3) {
dynamaxEnding.push(pokemon);
}
}
if (dynamaxEnding.length > 1) {
this.updateSpeed();
this.speedSort(dynamaxEnding);
}
for (const pokemon of dynamaxEnding) {
pokemon.removeVolatile('dynamax');
}
// Gen 1 partial trapping ends when either Pokemon or a switch in faints to residual damage
if (this.gen === 1) {
for (const pokemon of this.getAllActive()) {
if (pokemon.volatiles['partialtrappinglock']) {
const target = pokemon.volatiles['partialtrappinglock'].locked;
if (target.hp <= 0 || !target.volatiles['partiallytrapped']) {
delete pokemon.volatiles['partialtrappinglock'];
}
}
if (pokemon.volatiles['partiallytrapped']) {
const source = pokemon.volatiles['partiallytrapped'].source;
if (source.hp <= 0 || !source.volatiles['partialtrappinglock']) {
delete pokemon.volatiles['partiallytrapped'];
}
}
}
}
const trappedBySide: boolean[] = [];
const stalenessBySide: ('internal' | 'external' | undefined)[] = [];
for (const side of this.sides) {
let sideTrapped = true;
let sideStaleness: 'internal' | 'external' | undefined;
for (const pokemon of side.active) {
if (!pokemon) continue;
pokemon.moveThisTurn = '';
pokemon.newlySwitched = false;
pokemon.moveLastTurnResult = pokemon.moveThisTurnResult;
pokemon.moveThisTurnResult = undefined;
if (this.turn !== 1) {
pokemon.usedItemThisTurn = false;
pokemon.statsRaisedThisTurn = false;
pokemon.statsLoweredThisTurn = false;
// It shouldn't be possible in a normal battle for a Pokemon to be damaged before turn 1's move selection
// However, this could be potentially relevant in certain OMs
pokemon.hurtThisTurn = null;
}
pokemon.maybeDisabled = false;
for (const moveSlot of pokemon.moveSlots) {
moveSlot.disabled = false;
moveSlot.disabledSource = '';
}
this.runEvent('DisableMove', pokemon);
for (const moveSlot of pokemon.moveSlots) {
const activeMove = this.dex.getActiveMove(moveSlot.id);
this.singleEvent('DisableMove', activeMove, null, pokemon);
if (activeMove.flags['cantusetwice'] && pokemon.lastMove?.id === moveSlot.id) {
pokemon.disableMove(pokemon.lastMove.id);
}
}
// If it was an illusion, it's not any more
if (pokemon.getLastAttackedBy() && this.gen >= 7) pokemon.knownType = true;
for (let i = pokemon.attackedBy.length - 1; i >= 0; i--) {
const attack = pokemon.attackedBy[i];
if (attack.source.isActive) {
attack.thisTurn = false;
} else {
pokemon.attackedBy.splice(pokemon.attackedBy.indexOf(attack), 1);
}
}
if (this.gen >= 7 && !pokemon.terastallized) {
// In Gen 7, the real type of every Pokemon is visible to all players via the bottom screen while making choices
const seenPokemon = pokemon.illusion || pokemon;
const realTypeString = seenPokemon.getTypes(true).join('/');
if (realTypeString !== seenPokemon.apparentType) {
this.add('-start', pokemon, 'typechange', realTypeString, '[silent]');
seenPokemon.apparentType = realTypeString;
if (pokemon.addedType) {
// The typechange message removes the added type, so put it back
this.add('-start', pokemon, 'typeadd', pokemon.addedType, '[silent]');
}
}
}
pokemon.trapped = pokemon.maybeTrapped = false;
this.runEvent('TrapPokemon', pokemon);
if (!pokemon.knownType || this.dex.getImmunity('trapped', pokemon)) {
this.runEvent('MaybeTrapPokemon', pokemon);
}
// canceling switches would leak information
// if a foe might have a trapping ability
if (this.gen > 2) {
for (const source of pokemon.foes()) {
const species = (source.illusion || source).species;
if (!species.abilities) continue;
for (const abilitySlot in species.abilities) {
const abilityName = species.abilities[abilitySlot as keyof Species['abilities']];
if (abilityName === source.ability) {
// pokemon event was already run above so we don't need
// to run it again.
continue;
}
const ruleTable = this.ruleTable;
if ((ruleTable.has('+hackmons') || !ruleTable.has('obtainableabilities')) && !this.format.team) {
// hackmons format
continue;
} else if (abilitySlot === 'H' && species.unreleasedHidden) {
// unreleased hidden ability
continue;
}
const ability = this.dex.abilities.get(abilityName);
if (ruleTable.has('-ability:' + ability.id)) continue;
if (pokemon.knownType && !this.dex.getImmunity('trapped', pokemon)) continue;
this.singleEvent('FoeMaybeTrapPokemon', ability, {}, pokemon, source);
}
}
}
if (pokemon.fainted) continue;
sideTrapped = sideTrapped && pokemon.trapped;
const staleness = pokemon.volatileStaleness || pokemon.staleness;
if (staleness) sideStaleness = sideStaleness === 'external' ? sideStaleness : staleness;
pokemon.activeTurns++;
}
trappedBySide.push(sideTrapped);
stalenessBySide.push(sideStaleness);
side.faintedLastTurn = side.faintedThisTurn;
side.faintedThisTurn = null;
}
if (this.maybeTriggerEndlessBattleClause(trappedBySide, stalenessBySide)) return;
if (this.gameType === 'triples' && this.sides.every(side => side.pokemonLeft === 1)) {
// If both sides have one Pokemon left in triples and they are not adjacent, they are both moved to the center.
const actives = this.getAllActive();
if (actives.length > 1 && !actives[0].isAdjacent(actives[1])) {
this.swapPosition(actives[0], 1, '[silent]');
this.swapPosition(actives[1], 1, '[silent]');
this.add('-center');
}
}
this.add('turn', this.turn);
if (this.gameType === 'multi') {
for (const side of this.sides) {
if (side.canDynamaxNow()) {
if (this.turn === 1) {
this.addSplit(side.id, ['-candynamax', side.id]);
} else {
this.add('-candynamax', side.id);
}
}
}
}
if (this.gen === 2) this.quickClawRoll = this.randomChance(60, 256);
if (this.gen === 3) this.quickClawRoll = this.randomChance(1, 5);
this.makeRequest('move');
}
maybeTriggerEndlessBattleClause(
trappedBySide: boolean[], stalenessBySide: ('internal' | 'external' | undefined)[]
) {
// Gen 1 Endless Battle Clause triggers
// These are checked before the 100 turn minimum as the battle cannot progress if they are true
if (this.gen <= 1) {
const noProgressPossible = this.sides.every(side => {
const foeAllGhosts = side.foe.pokemon.every(pokemon => pokemon.fainted || pokemon.hasType('Ghost'));
const foeAllTransform = side.foe.pokemon.every(pokemon => (
pokemon.fainted ||
// true if transforming into this pokemon would lead to an endless battle
// Transform will fail (depleting PP) if used against Ditto in Stadium 1
(this.dex.currentMod !== 'gen1stadium' || pokemon.species.id !== 'ditto') &&
// there are some subtleties such as a Mew with only Transform and auto-fail moves,
// but it's unlikely to come up in a real game so there's no need to handle it
pokemon.moves.every(moveid => moveid === 'transform')
));
return side.pokemon.every(pokemon => (
pokemon.fainted ||
// frozen pokemon can't thaw in gen 1 without outside help
pokemon.status === 'frz' ||
// a pokemon can't lose PP if it Transforms into a pokemon with only Transform
(pokemon.moves.every(moveid => moveid === 'transform') && foeAllTransform) ||
// Struggle can't damage yourself if every foe is a Ghost
(pokemon.moveSlots.every(slot => slot.pp === 0) && foeAllGhosts)
));
});
if (noProgressPossible) {
this.add('-message', `This battle cannot progress. Endless Battle Clause activated!`);
return this.tie();
}
}
if (this.turn <= 100) return;
// the turn limit is not a part of Endless Battle Clause
if (this.turn >= 1000) {
this.add('message', `It is turn 1000. You have hit the turn limit!`);
this.tie();
return true;
}
if (
(this.turn >= 500 && this.turn % 100 === 0) || // every 100 turns past turn 500,
(this.turn >= 900 && this.turn % 10 === 0) || // every 10 turns past turn 900,
this.turn >= 990 // every turn past turn 990
) {
const turnsLeft = 1000 - this.turn;
const turnsLeftText = (turnsLeft === 1 ? `1 turn` : `${turnsLeft} turns`);
this.add('bigerror', `You will auto-tie if the battle doesn't end in ${turnsLeftText} (on turn 1000).`);
}
if (!this.ruleTable.has('endlessbattleclause')) return;
// for now, FFA doesn't support Endless Battle Clause
if (this.format.gameType === 'freeforall') return;
// Are all Pokemon on every side stale, with at least one side containing an externally stale Pokemon?
if (!stalenessBySide.every(s => !!s) || !stalenessBySide.some(s => s === 'external')) return;
// Can both sides switch to a non-stale Pokemon?
const canSwitch = [];
for (const [i, trapped] of trappedBySide.entries()) {
canSwitch[i] = false;
if (trapped) break;
const side = this.sides[i];
for (const pokemon of side.pokemon) {
if (!pokemon.fainted && !(pokemon.volatileStaleness || pokemon.staleness)) {
canSwitch[i] = true;
break;
}
}
}
if (canSwitch.every(s => s)) return;
// Endless Battle Clause activates - we determine the winner by looking at each side's sets.
const losers: Side[] = [];
for (const side of this.sides) {
let berry = false; // Restorative Berry
let cycle = false; // Harvest or Recycle
for (const pokemon of side.pokemon) {
berry = RESTORATIVE_BERRIES.has(toID(pokemon.set.item));
if (['harvest', 'pickup'].includes(toID(pokemon.set.ability)) ||
pokemon.set.moves.map(toID).includes('recycle' as ID)) {
cycle = true;
}
if (berry && cycle) break;
}
if (berry && cycle) losers.push(side);
}
if (losers.length === 1) {
const loser = losers[0];
this.add('-message', `${loser.name}'s team started with the rudimentary means to perform restorative berry-cycling and thus loses.`);
return this.win(loser.foe);
}
if (losers.length === this.sides.length) {
this.add('-message', `Each side's team started with the rudimentary means to perform restorative berry-cycling.`);
}
return this.tie();
}
start() {
// Deserialized games should use restart()
if (this.deserialized) return;
// need all players to start
if (!this.sides.every(side => !!side)) throw new Error(`Missing sides: ${this.sides}`);
if (this.started) throw new Error(`Battle already started`);
const format = this.format;
this.started = true;
if (this.gameType === 'multi') {
this.sides[1].foe = this.sides[2]!;
this.sides[0].foe = this.sides[3]!;
this.sides[2]!.foe = this.sides[1];
this.sides[3]!.foe = this.sides[0];
this.sides[1].allySide = this.sides[3]!;
this.sides[0].allySide = this.sides[2]!;
this.sides[2]!.allySide = this.sides[0];
this.sides[3]!.allySide = this.sides[1];
// sync side conditions
this.sides[2]!.sideConditions = this.sides[0].sideConditions;
this.sides[3]!.sideConditions = this.sides[1].sideConditions;
} else {
this.sides[1].foe = this.sides[0];
this.sides[0].foe = this.sides[1];
if (this.sides.length > 2) { // ffa
this.sides[2]!.foe = this.sides[3]!;
this.sides[3]!.foe = this.sides[2]!;
}
}
for (const side of this.sides) {
this.add('teamsize', side.id, side.pokemon.length);
}
this.add('gen', this.gen);
this.add('tier', format.name);
if (this.rated) {
if (this.rated === 'Rated battle') this.rated = true;
this.add('rated', typeof this.rated === 'string' ? this.rated : '');
}
format.onBegin?.call(this);
for (const rule of this.ruleTable.keys()) {
if ('+*-!'.includes(rule.charAt(0))) continue;
const subFormat = this.dex.formats.get(rule);
subFormat.onBegin?.call(this);
}
if (this.sides.some(side => !side.pokemon[0])) {
throw new Error('Battle not started: A player has an empty team.');
}
if (this.debugMode) {
this.checkEVBalance();
}
format.onTeamPreview?.call(this);
for (const rule of this.ruleTable.keys()) {
if ('+*-!'.includes(rule.charAt(0))) continue;
const subFormat = this.dex.formats.get(rule);
subFormat.onTeamPreview?.call(this);
}
this.queue.addChoice({ choice: 'start' });
this.midTurn = true;
if (!this.requestState) this.turnLoop();
}
restart(send?: (type: string, data: string | string[]) => void) {
if (!this.deserialized) throw new Error('Attempt to restart a battle which has not been deserialized');
(this as any).send = send;
}
checkEVBalance() {
let limitedEVs: boolean | null = null;
for (const side of this.sides) {
const sideLimitedEVs = !side.pokemon.some(
pokemon => Object.values(pokemon.set.evs).reduce((a, b) => a + b, 0) > 510
);
if (limitedEVs === null) {
limitedEVs = sideLimitedEVs;
} else if (limitedEVs !== sideLimitedEVs) {
this.add('bigerror', "Warning: One player isn't adhering to a 510 EV limit, and the other player is.");
}
}
}
boost(
boost: SparseBoostsTable, target: Pokemon | null = null, source: Pokemon | null = null,
effect: Effect | null = null, isSecondary = false, isSelf = false
) {
if (this.event) {
target ||= this.event.target;
source ||= this.event.source;
effect ||= this.effect;
}
if (!target?.hp) return 0;
if (!target.isActive) return false;
if (this.gen > 5 && !target.side.foePokemonLeft()) return false;
boost = this.runEvent('ChangeBoost', target, source, effect, { ...boost });
boost = target.getCappedBoost(boost);
boost = this.runEvent('TryBoost', target, source, effect, { ...boost });
let success = null;
let boosted = isSecondary;
let boostName: BoostID;
for (boostName in boost) {
const currentBoost: SparseBoostsTable = {
[boostName]: boost[boostName],
};
let boostBy = target.boostBy(currentBoost);
let msg = '-boost';
if (boost[boostName]! < 0 || target.boosts[boostName] === -6) {
msg = '-unboost';
boostBy = -boostBy;
}
if (boostBy) {
success = true;
switch (effect?.id) {
case 'bellydrum': case 'angerpoint':
this.add('-setboost', target, 'atk', target.boosts['atk'], '[from] ' + effect.fullname);
break;
case 'bellydrum2':
this.add(msg, target, boostName, boostBy, '[silent]');
this.hint("In Gen 2, Belly Drum boosts by 2 when it fails.");
break;
case 'zpower':
this.add(msg, target, boostName, boostBy, '[zeffect]');
break;
default:
if (!effect) break;
if (effect.effectType === 'Move') {
this.add(msg, target, boostName, boostBy);
} else if (effect.effectType === 'Item') {
this.add(msg, target, boostName, boostBy, '[from] item: ' + effect.name);
} else {
if (effect.effectType === 'Ability' && !boosted) {
this.add('-ability', target, effect.name, 'boost');
boosted = true;
}
this.add(msg, target, boostName, boostBy);
}
break;
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
} else if (effect?.effectType === 'Ability') {
if (isSecondary || isSelf) this.add(msg, target, boostName, boostBy);
} else if (!isSecondary && !isSelf) {
this.add(msg, target, boostName, boostBy);
}
}
this.runEvent('AfterBoost', target, source, effect, boost);
if (success) {
if (Object.values(boost).some(x => x > 0)) target.statsRaisedThisTurn = true;
if (Object.values(boost).some(x => x < 0)) target.statsLoweredThisTurn = true;
}
return success;
}
spreadDamage(
damage: SpreadMoveDamage, targetArray: (false | Pokemon | null)[] | null = null,
source: Pokemon | null = null, effect: 'drain' | 'recoil' | Effect | null = null, instafaint = false
) {
if (!targetArray) return [0];
const retVals: (number | false | undefined)[] = [];
if (typeof effect === 'string' || !effect) effect = this.dex.conditions.getByID((effect || '') as ID);
for (const [i, curDamage] of damage.entries()) {
const target = targetArray[i];
let targetDamage = curDamage;
if (!(targetDamage || targetDamage === 0)) {
retVals[i] = targetDamage;
continue;
}
if (!target || !target.hp) {
retVals[i] = 0;
continue;
}
if (!target.isActive) {
retVals[i] = false;
continue;
}
if (targetDamage !== 0) targetDamage = this.clampIntRange(targetDamage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
if (effect.effectType === 'Weather' && !target.runStatusImmunity(effect.id)) {
this.debug('weather immunity');
retVals[i] = 0;
continue;
}
targetDamage = this.runEvent('Damage', target, source, effect, targetDamage, true);
if (!(targetDamage || targetDamage === 0)) {
this.debug('damage event failed');
retVals[i] = curDamage === true ? undefined : targetDamage;
continue;
}
}
if (targetDamage !== 0) targetDamage = this.clampIntRange(targetDamage, 1);
if (this.gen <= 1) {
if (this.dex.currentMod === 'gen1stadium' ||
!['recoil', 'drain', 'leechseed'].includes(effect.id) && effect.effectType !== 'Status') {
this.lastDamage = targetDamage;
}
}
retVals[i] = targetDamage = target.damage(targetDamage, source, effect);
if (targetDamage !== 0) target.hurtThisTurn = target.hp;
if (source && effect.effectType === 'Move') source.lastDamage = targetDamage;
const name = effect.fullname === 'tox' ? 'psn' : effect.fullname;
switch (effect.id) {
case 'partiallytrapped':
this.add('-damage', target, target.getHealth, '[from] ' + this.effectState.sourceEffect.fullname, '[partiallytrapped]');
break;
case 'powder':
this.add('-damage', target, target.getHealth, '[silent]');
break;
case 'confused':
this.add('-damage', target, target.getHealth, '[from] confusion');
break;
default:
if (effect.effectType === 'Move' || !name) {
this.add('-damage', target, target.getHealth);
} else if (source && (source !== target || effect.effectType === 'Ability')) {
this.add('-damage', target, target.getHealth, `[from] ${name}`, `[of] ${source}`);
} else {
this.add('-damage', target, target.getHealth, `[from] ${name}`);
}
break;
}
if (targetDamage && effect.effectType === 'Move') {
if (this.gen <= 1 && effect.recoil && source) {
if (this.dex.currentMod !== 'gen1stadium' || target.hp > 0) {
const amount = this.clampIntRange(Math.floor(targetDamage * effect.recoil[0] / effect.recoil[1]), 1);
this.damage(amount, source, target, 'recoil');
}
}
if (this.gen <= 4 && effect.drain && source) {
const amount = this.clampIntRange(Math.floor(targetDamage * effect.drain[0] / effect.drain[1]), 1);
// Draining can be countered in gen 1
if (this.gen <= 1) this.lastDamage = amount;
this.heal(amount, source, target, 'drain');
}
if (this.gen > 4 && effect.drain && source) {
const amount = Math.round(targetDamage * effect.drain[0] / effect.drain[1]);
this.heal(amount, source, target, 'drain');
}
}
}
if (instafaint) {
for (const [i, target] of targetArray.entries()) {
if (!retVals[i] || !target) continue;
if (target.hp <= 0) {
this.debug(`instafaint: ${this.faintQueue.map(entry => entry.target.name)}`);
this.faintMessages(true);
if (this.gen <= 2) {
target.faint();
if (this.gen <= 1) {
this.queue.clear();
// Fainting clears accumulated Bide damage
for (const pokemon of this.getAllActive()) {
if (pokemon.volatiles['bide']?.damage) {
pokemon.volatiles['bide'].damage = 0;
this.hint("Desync Clause Mod activated!");
this.hint("In Gen 1, Bide's accumulated damage is reset to 0 when a Pokemon faints.");
}
}
}
}
}
}
}
return retVals;
}
damage(
damage: number, target: Pokemon | null = null, source: Pokemon | null = null,
effect: 'drain' | 'recoil' | Effect | null = null, instafaint = false
) {
if (this.event) {
target ||= this.event.target;
source ||= this.event.source;
effect ||= this.effect;
}
return this.spreadDamage([damage], [target], source, effect, instafaint)[0];
}
directDamage(damage: number, target?: Pokemon, source: Pokemon | null = null, effect: Effect | null = null) {
if (this.event) {
target ||= this.event.target;
source ||= this.event.source;
effect ||= this.effect;
}
if (!target?.hp) return 0;
if (!damage) return 0;
damage = this.clampIntRange(damage, 1);
if (typeof effect === 'string' || !effect) effect = this.dex.conditions.getByID((effect || '') as ID);
// In Gen 1 BUT NOT STADIUM, Substitute also takes confusion and HJK recoil damage
if (this.gen <= 1 && this.dex.currentMod !== 'gen1stadium' &&
['confusion', 'jumpkick', 'highjumpkick'].includes(effect.id)) {
// Confusion and recoil damage can be countered
this.lastDamage = damage;
if (target.volatiles['substitute']) {
const hint = "In Gen 1, if a Pokemon with a Substitute hurts itself due to confusion or Jump Kick/Hi Jump Kick recoil and the target";
// if the move was a self-targeting move, the source is the same as the target. We need to check the opposing substitute
const foe = target.side.foe.active[0];
if (foe?.volatiles['substitute']) {
foe.volatiles['substitute'].hp -= damage;
if (foe.volatiles['substitute'].hp <= 0) {
foe.removeVolatile('substitute');
foe.subFainted = true;
} else {
this.add('-activate', foe, 'Substitute', '[damage]');
}
this.hint(hint + " has a Substitute, the target's Substitute takes the damage.");
return damage;
} else {
this.hint(hint + " does not have a Substitute there is no damage dealt.");
return 0;
}
}
}
damage = target.damage(damage, source, effect);
switch (effect.id) {
case 'strugglerecoil':
this.add('-damage', target, target.getHealth, '[from] recoil');
break;
case 'confusion':
this.add('-damage', target, target.getHealth, '[from] confusion');
break;
default:
this.add('-damage', target, target.getHealth);
break;
}
if (target.fainted) this.faint(target);
return damage;
}
heal(damage: number, target?: Pokemon, source: Pokemon | null = null, effect: 'drain' | Effect | null = null) {
if (this.event) {
target ||= this.event.target;
source ||= this.event.source;
effect ||= this.effect;
}
if (effect === 'drain') effect = this.dex.conditions.getByID(effect as ID);
if (damage && damage <= 1) damage = 1;
damage = this.trunc(damage);
// for things like Liquid Ooze, the Heal event still happens when nothing is healed.
damage = this.runEvent('TryHeal', target, source, effect, damage);
if (!damage) return damage;
if (!target?.hp) return false;
if (!target.isActive) return false;
if (target.hp >= target.maxhp) return false;
const finalDamage = target.heal(damage, source, effect);
switch (effect?.id) {
case 'leechseed':
case 'rest':
this.add('-heal', target, target.getHealth, '[silent]');
break;
case 'drain':
this.add('-heal', target, target.getHealth, '[from] drain', `[of] ${source}`);
break;
case 'wish':
break;
case 'zpower':
this.add('-heal', target, target.getHealth, '[zeffect]');
break;
default:
if (!effect) break;
if (effect.effectType === 'Move') {
this.add('-heal', target, target.getHealth);
} else if (source && source !== target) {
this.add('-heal', target, target.getHealth, `[from] ${effect.fullname}`, `[of] ${source}`);
} else {
this.add('-heal', target, target.getHealth, `[from] ${effect.fullname}`);
}
break;
}
this.runEvent('Heal', target, source, effect, finalDamage);
return finalDamage;
}
chain(previousMod: number | number[], nextMod: number | number[]) {
// previousMod or nextMod can be either a number or an array [numerator, denominator]
if (Array.isArray(previousMod)) {
previousMod = this.trunc(previousMod[0] * 4096 / previousMod[1]);
} else {
previousMod = this.trunc(previousMod * 4096);
}
if (Array.isArray(nextMod)) {
nextMod = this.trunc(nextMod[0] * 4096 / nextMod[1]);
} else {
nextMod = this.trunc(nextMod * 4096);
}
return ((previousMod * nextMod + 2048) >> 12) / 4096; // M'' = ((M * M') + 0x800) >> 12
}
chainModify(numerator: number | number[], denominator = 1) {
const previousMod = this.trunc(this.event.modifier * 4096);
if (Array.isArray(numerator)) {
denominator = numerator[1];
numerator = numerator[0];
}
const nextMod = this.trunc(numerator * 4096 / denominator);
this.event.modifier = ((previousMod * nextMod + 2048) >> 12) / 4096;
}
modify(value: number, numerator: number | number[], denominator = 1) {
// You can also use:
// modify(value, [numerator, denominator])
// modify(value, fraction) - assuming you trust JavaScript's floating-point handler
if (Array.isArray(numerator)) {
denominator = numerator[1];
numerator = numerator[0];
}
const tr = this.trunc;
const modifier = tr(numerator * 4096 / denominator);
return tr((tr(value * modifier) + 2048 - 1) / 4096);
}
/** Given a table of base stats and a pokemon set, return the actual stats. */
spreadModify(baseStats: StatsTable, set: PokemonSet): StatsTable {
const modStats: SparseStatsTable = { atk: 10, def: 10, spa: 10, spd: 10, spe: 10 };
const tr = this.trunc;
let statName: keyof StatsTable;
for (statName in modStats) {
const stat = baseStats[statName];
modStats[statName] = tr(tr(2 * stat + set.ivs[statName] + tr(set.evs[statName] / 4)) * set.level / 100 + 5);
}
if ('hp' in baseStats) {
const stat = baseStats['hp'];
modStats['hp'] = tr(tr(2 * stat + set.ivs['hp'] + tr(set.evs['hp'] / 4) + 100) * set.level / 100 + 10);
}
return this.natureModify(modStats as StatsTable, set);
}
natureModify(stats: StatsTable, set: PokemonSet): StatsTable {
// Natures are calculated with 16-bit truncation.
// This only affects Eternatus-Eternamax in Pure Hackmons.
const tr = this.trunc;
const nature = this.dex.natures.get(set.nature);
let s: StatIDExceptHP;
if (nature.plus) {
s = nature.plus;
const stat = this.ruleTable.has('overflowstatmod') ? Math.min(stats[s], 595) : stats[s];
stats[s] = tr(tr(stat * 110, 16) / 100);
}
if (nature.minus) {
s = nature.minus;
const stat = this.ruleTable.has('overflowstatmod') ? Math.min(stats[s], 728) : stats[s];
stats[s] = tr(tr(stat * 90, 16) / 100);
}
return stats;
}
finalModify(relayVar: number) {
relayVar = this.modify(relayVar, this.event.modifier);
this.event.modifier = 1;
return relayVar;
}
getCategory(move: string | Move) {
return this.dex.moves.get(move).category || 'Physical';
}
randomizer(baseDamage: number) {
const tr = this.trunc;
return tr(tr(baseDamage * (100 - this.random(16))) / 100);
}
/**
* Returns whether a proposed target for a move is valid.
*/
validTargetLoc(targetLoc: number, source: Pokemon, targetType: string) {
if (targetLoc === 0) return true;
const numSlots = this.activePerHalf;
const sourceLoc = source.getLocOf(source);
if (Math.abs(targetLoc) > numSlots) return false;
const isSelf = (sourceLoc === targetLoc);
const isFoe = (this.gameType === 'freeforall' ? !isSelf : targetLoc > 0);
const acrossFromTargetLoc = -(numSlots + 1 - targetLoc);
const isAdjacent = (targetLoc > 0 ?
Math.abs(acrossFromTargetLoc - sourceLoc) <= 1 :
Math.abs(targetLoc - sourceLoc) === 1);
if (this.gameType === 'freeforall' && targetType === 'adjacentAlly') {
// moves targeting one ally can instead target foes in Battle Royal
return isAdjacent;
}
switch (targetType) {
case 'randomNormal':
case 'scripted':
case 'normal':
return isAdjacent;
case 'adjacentAlly':
return isAdjacent && !isFoe;
case 'adjacentAllyOrSelf':
return isAdjacent && !isFoe || isSelf;
case 'adjacentFoe':
return isAdjacent && isFoe;
case 'any':
return !isSelf;
}
return false;
}
validTarget(target: Pokemon, source: Pokemon, targetType: string) {
return this.validTargetLoc(source.getLocOf(target), source, targetType);
}
getTarget(pokemon: Pokemon, move: string | Move, targetLoc: number, originalTarget?: Pokemon) {
move = this.dex.moves.get(move);
let tracksTarget = move.tracksTarget;
// Stalwart sets trackTarget in ModifyMove, but ModifyMove happens after getTarget, so
// we need to manually check for Stalwart here
if (pokemon.hasAbility(['stalwart', 'propellertail'])) tracksTarget = true;
if (tracksTarget && originalTarget?.isActive) {
// smart-tracking move's original target is on the field: target it
return originalTarget;
}
// banning Dragon Darts from directly targeting itself is done in side.ts, but
// Dragon Darts can target itself if Ally Switch is used afterwards
if (move.smartTarget) {
const curTarget = pokemon.getAtLoc(targetLoc);
return curTarget && !curTarget.fainted ? curTarget : this.getRandomTarget(pokemon, move);
}
// Fails if the target is the user and the move can't target its own position
const selfLoc = pokemon.getLocOf(pokemon);
if (
['adjacentAlly', 'any', 'normal'].includes(move.target) && targetLoc === selfLoc &&
!pokemon.volatiles['twoturnmove'] && !pokemon.volatiles['iceball'] && !pokemon.volatiles['rollout']
) {
return move.flags['futuremove'] ? pokemon : null;
}
if (move.target !== 'randomNormal' && this.validTargetLoc(targetLoc, pokemon, move.target)) {
const target = pokemon.getAtLoc(targetLoc);
if (target?.fainted) {
if (this.gameType === 'freeforall') {
// Target is a fainted opponent in a free-for-all battle; attack shouldn't retarget
return target;
}
if (target.isAlly(pokemon)) {
if (move.target === 'adjacentAllyOrSelf' && this.gen !== 5) {
return pokemon;
}
// Target is a fainted ally: attack shouldn't retarget
return target;
}
}
if (target && !target.fainted) {
// Target is unfainted: use selected target location
return target;
}
// Chosen target not valid,
// retarget randomly with getRandomTarget
}
return this.getRandomTarget(pokemon, move);
}
getRandomTarget(pokemon: Pokemon, move: string | Move) {
// A move was used without a chosen target
// For instance: Metronome chooses Ice Beam. Since the user didn't
// choose a target when choosing Metronome, Ice Beam's target must
// be chosen randomly.
// The target is chosen randomly from possible targets, EXCEPT that
// moves that can target either allies or foes will only target foes
// when used without an explicit target.
move = this.dex.moves.get(move);
if (['self', 'all', 'allySide', 'allyTeam', 'adjacentAllyOrSelf'].includes(move.target)) {
return pokemon;
} else if (move.target === 'adjacentAlly') {
if (this.gameType === 'singles') return null;
const adjacentAllies = pokemon.adjacentAllies();
return adjacentAllies.length ? this.sample(adjacentAllies) : null;
}
if (this.gameType === 'singles') return pokemon.side.foe.active[0];
if (this.activePerHalf > 2) {
if (move.target === 'adjacentFoe' || move.target === 'normal' || move.target === 'randomNormal') {
// even if a move can target an ally, auto-resolution will never make it target an ally
// i.e. if both your opponents faint before you use Flamethrower, it will fail instead of targeting your ally
const adjacentFoes = pokemon.adjacentFoes();
if (adjacentFoes.length) return this.sample(adjacentFoes);
// no valid target at all, return slot directly across for any possible redirection
return pokemon.side.foe.active[pokemon.side.foe.active.length - 1 - pokemon.position];
}
}
return pokemon.side.randomFoe() || pokemon.side.foe.active[0];
}
checkFainted() {
for (const side of this.sides) {
for (const pokemon of side.active) {
if (pokemon.fainted) {
pokemon.status = 'fnt' as ID;
pokemon.switchFlag = true;
}
}
}
}
faintMessages(lastFirst = false, forceCheck = false, checkWin = true) {
if (this.ended) return;
const length = this.faintQueue.length;
if (!length) {
if (forceCheck && this.checkWin()) return true;
return false;
}
if (lastFirst) {
this.faintQueue.unshift(this.faintQueue[this.faintQueue.length - 1]);
this.faintQueue.pop();
}
let faintQueueLeft, faintData;
while (this.faintQueue.length) {
faintQueueLeft = this.faintQueue.length;
faintData = this.faintQueue.shift()!;
const pokemon: Pokemon = faintData.target;
if (!pokemon.fainted && this.runEvent('BeforeFaint', pokemon, faintData.source, faintData.effect)) {
this.add('faint', pokemon);
if (pokemon.side.pokemonLeft) pokemon.side.pokemonLeft--;
if (pokemon.side.totalFainted < 100) pokemon.side.totalFainted++;
this.runEvent('Faint', pokemon, faintData.source, faintData.effect);
this.singleEvent('End', pokemon.getAbility(), pokemon.abilityState, pokemon);
this.singleEvent('End', pokemon.getItem(), pokemon.itemState, pokemon);
if (pokemon.regressionForme) {
// before clearing volatiles
pokemon.baseSpecies = this.dex.species.get(pokemon.set.species || pokemon.set.name);
pokemon.baseAbility = toID(pokemon.set.ability);
}
pokemon.clearVolatile(false);
pokemon.fainted = true;
pokemon.illusion = null;
pokemon.isActive = false;
pokemon.isStarted = false;
delete pokemon.terastallized;
if (pokemon.regressionForme) {
// after clearing volatiles
pokemon.details = pokemon.getUpdatedDetails();
pokemon.regressionForme = false;
}
pokemon.side.faintedThisTurn = pokemon;
if (this.faintQueue.length >= faintQueueLeft) checkWin = true;
}
}
if (this.gen <= 1) {
// in gen 1, fainting skips the rest of the turn
// residuals don't exist in gen 1
this.queue.clear();
// Fainting clears accumulated Bide damage
for (const pokemon of this.getAllActive()) {
if (pokemon.volatiles['bide']?.damage) {
pokemon.volatiles['bide'].damage = 0;
this.hint("Desync Clause Mod activated!");
this.hint("In Gen 1, Bide's accumulated damage is reset to 0 when a Pokemon faints.");
}
}
} else if (this.gen <= 3 && this.gameType === 'singles') {
// in gen 3 or earlier, fainting in singles skips to residuals
for (const pokemon of this.getAllActive()) {
if (this.gen <= 2) {
// in gen 2, fainting skips moves only
this.queue.cancelMove(pokemon);
} else {
// in gen 3, fainting skips all moves and switches
this.queue.cancelAction(pokemon);
}
}
}
if (checkWin && this.checkWin(faintData)) return true;
if (faintData && length) {
this.runEvent('AfterFaint', faintData.target, faintData.source, faintData.effect, length);
}
return false;
}
checkWin(faintData?: Battle['faintQueue'][0]) {
const team1PokemonLeft = this.sides[0].pokemonLeft + (this.sides[0].allySide?.pokemonLeft || 0);
const team2PokemonLeft = this.sides[1].pokemonLeft + (this.sides[1].allySide?.pokemonLeft || 0);
const team3PokemonLeft = this.gameType === 'freeforall' && this.sides[2]!.pokemonLeft;
const team4PokemonLeft = this.gameType === 'freeforall' && this.sides[3]!.pokemonLeft;
if (!team1PokemonLeft && !team2PokemonLeft && !team3PokemonLeft && !team4PokemonLeft) {
this.win(faintData && this.gen > 4 ? faintData.target.side : null);
return true;
}
for (const side of this.sides) {
if (!side.foePokemonLeft()) {
this.win(side);
return true;
}
}
}
getActionSpeed(action: AnyObject) {
if (action.choice === 'move') {
let move = action.move;
if (action.zmove) {
const zMoveName = this.actions.getZMove(action.move, action.pokemon, true);
if (zMoveName) {
const zMove = this.dex.getActiveMove(zMoveName);
if (zMove.exists && zMove.isZ) {
move = zMove;
}
}
}
if (action.maxMove) {
const maxMoveName = this.actions.getMaxMove(action.maxMove, action.pokemon);
if (maxMoveName) {
const maxMove = this.actions.getActiveMaxMove(action.move, action.pokemon);
if (maxMove.exists && maxMove.isMax) {
move = maxMove;
}
}
}
// take priority from the base move, so abilities like Prankster only apply once
// (instead of compounding every time `getActionSpeed` is called)
let priority = this.dex.moves.get(move.id).priority;
// Grassy Glide priority
priority = this.singleEvent('ModifyPriority', move, null, action.pokemon, null, null, priority);
priority = this.runEvent('ModifyPriority', action.pokemon, null, move, priority);
action.priority = priority + action.fractionalPriority;
// In Gen 6, Quick Guard blocks moves with artificially enhanced priority.
if (this.gen > 5) action.move.priority = priority;
}
if (!action.pokemon) {
action.speed = 1;
} else {
action.speed = action.pokemon.getActionSpeed();
}
}
runAction(action: Action) {
const pokemonOriginalHP = action.pokemon?.hp;
let residualPokemon: (readonly [Pokemon, number])[] = [];
// returns whether or not we ended in a callback
switch (action.choice) {
case 'start': {
for (const side of this.sides) {
if (side.pokemonLeft) side.pokemonLeft = side.pokemon.length;
}
this.add('start');
// Change Zacian/Zamazenta into their Crowned formes
for (const pokemon of this.getAllPokemon()) {
let rawSpecies: Species | null = null;
if (pokemon.species.id === 'zacian' && pokemon.item === 'rustedsword') {
rawSpecies = this.dex.species.get('Zacian-Crowned');
} else if (pokemon.species.id === 'zamazenta' && pokemon.item === 'rustedshield') {
rawSpecies = this.dex.species.get('Zamazenta-Crowned');
}
if (!rawSpecies) continue;
const species = pokemon.setSpecies(rawSpecies);
if (!species) continue;
pokemon.baseSpecies = rawSpecies;
pokemon.details = pokemon.getUpdatedDetails();
pokemon.setAbility(species.abilities['0'], null, true);
pokemon.baseAbility = pokemon.ability;
const behemothMove: { [k: string]: string } = {
'Zacian-Crowned': 'behemothblade', 'Zamazenta-Crowned': 'behemothbash',
};
const ironHead = pokemon.baseMoves.indexOf('ironhead');
if (ironHead >= 0) {
const move = this.dex.moves.get(behemothMove[rawSpecies.name]);
pokemon.baseMoveSlots[ironHead] = {
move: move.name,
id: move.id,
pp: move.noPPBoosts ? move.pp : move.pp * 8 / 5,
maxpp: move.noPPBoosts ? move.pp : move.pp * 8 / 5,
target: move.target,
disabled: false,
disabledSource: '',
used: false,
};
pokemon.moveSlots = pokemon.baseMoveSlots.slice();
}
}
if (this.format.onBattleStart) this.format.onBattleStart.call(this);
for (const rule of this.ruleTable.keys()) {
if ('+*-!'.includes(rule.charAt(0))) continue;
const subFormat = this.dex.formats.get(rule);
if (subFormat.onBattleStart) subFormat.onBattleStart.call(this);
}
for (const side of this.sides) {
for (let i = 0; i < side.active.length; i++) {
if (!side.pokemonLeft) {
// forfeited before starting
side.active[i] = side.pokemon[i];
side.active[i].fainted = true;
side.active[i].hp = 0;
} else {
this.actions.switchIn(side.pokemon[i], i);
}
}
}
for (const pokemon of this.getAllPokemon()) {
this.singleEvent('Start', this.dex.conditions.getByID(pokemon.species.id), pokemon.speciesState, pokemon);
}
this.midTurn = true;
break;
}
case 'move':
if (!action.pokemon.isActive) return false;
if (action.pokemon.fainted) return false;
this.actions.runMove(action.move, action.pokemon, action.targetLoc, {
sourceEffect: action.sourceEffect, zMove: action.zmove,
maxMove: action.maxMove, originalTarget: action.originalTarget,
});
break;
case 'megaEvo':
this.actions.runMegaEvo(action.pokemon);
break;
case 'megaEvoX':
this.actions.runMegaEvoX?.(action.pokemon);
break;
case 'megaEvoY':
this.actions.runMegaEvoY?.(action.pokemon);
break;
case 'runDynamax':
action.pokemon.addVolatile('dynamax');
action.pokemon.side.dynamaxUsed = true;
if (action.pokemon.side.allySide) action.pokemon.side.allySide.dynamaxUsed = true;
break;
case 'terastallize':
this.actions.terastallize(action.pokemon);
break;
case 'beforeTurnMove':
if (!action.pokemon.isActive) return false;
if (action.pokemon.fainted) return false;
this.debug('before turn callback: ' + action.move.id);
const target = this.getTarget(action.pokemon, action.move, action.targetLoc);
if (!target) return false;
if (!action.move.beforeTurnCallback) throw new Error(`beforeTurnMove has no beforeTurnCallback`);
action.move.beforeTurnCallback.call(this, action.pokemon, target);
break;
case 'priorityChargeMove':
if (!action.pokemon.isActive) return false;
if (action.pokemon.fainted) return false;
this.debug('priority charge callback: ' + action.move.id);
if (!action.move.priorityChargeCallback) throw new Error(`priorityChargeMove has no priorityChargeCallback`);
action.move.priorityChargeCallback.call(this, action.pokemon);
break;
case 'event':
this.runEvent(action.event!, action.pokemon);
break;
case 'team':
if (action.index === 0) {
action.pokemon.side.pokemon = [];
}
action.pokemon.side.pokemon.push(action.pokemon);
action.pokemon.position = action.index;
// we return here because the update event would crash since there are no active pokemon yet
return;
case 'pass':
return;
case 'instaswitch':
case 'switch':
if (action.choice === 'switch' && action.pokemon.status) {
this.singleEvent('CheckShow', this.dex.abilities.getByID('naturalcure' as ID), null, action.pokemon);
}
if (this.actions.switchIn(action.target, action.pokemon.position, action.sourceEffect) === 'pursuitfaint') {
// a pokemon fainted from Pursuit before it could switch
if (this.gen <= 4) {
// in gen 2-4, the switch still happens
this.hint("Previously chosen switches continue in Gen 2-4 after a Pursuit target faints.");
action.priority = -101;
this.queue.unshift(action);
break;
} else {
// in gen 5+, the switch is cancelled
this.hint("A Pokemon can't switch between when it runs out of HP and when it faints");
break;
}
}
break;
case 'revivalblessing':
action.pokemon.side.pokemonLeft++;
if (action.target.position < action.pokemon.side.active.length) {
this.queue.addChoice({
choice: 'instaswitch',
pokemon: action.target,
target: action.target,
});
}
action.target.fainted = false;
action.target.faintQueued = false;
action.target.subFainted = false;
action.target.status = '';
action.target.hp = 1; // Needed so hp functions works
action.target.sethp(action.target.maxhp / 2);
this.add('-heal', action.target, action.target.getHealth, '[from] move: Revival Blessing');
action.pokemon.side.removeSlotCondition(action.pokemon, 'revivalblessing');
break;
case 'runSwitch':
this.actions.runSwitch(action.pokemon);
break;
case 'shift':
if (!action.pokemon.isActive) return false;
if (action.pokemon.fainted) return false;
this.swapPosition(action.pokemon, 1);
break;
case 'beforeTurn':
this.eachEvent('BeforeTurn');
break;
case 'residual':
this.add('');
this.clearActiveMove(true);
this.updateSpeed();
residualPokemon = this.getAllActive().map(pokemon => [pokemon, pokemon.getUndynamaxedHP()] as const);
this.fieldEvent('Residual');
this.add('upkeep');
break;
}
// phazing (Roar, etc)
for (const side of this.sides) {
for (const pokemon of side.active) {
if (pokemon.forceSwitchFlag) {
if (pokemon.hp) this.actions.dragIn(pokemon.side, pokemon.position);
pokemon.forceSwitchFlag = false;
}
}
}
this.clearActiveMove();
// fainting
this.faintMessages();
if (this.ended) return true;
// switching (fainted pokemon, U-turn, Baton Pass, etc)
if (!this.queue.peek() || (this.gen <= 3 && ['move', 'residual'].includes(this.queue.peek()!.choice))) {
// in gen 3 or earlier, switching in fainted pokemon is done after
// every move, rather than only at the end of the turn.
this.checkFainted();
} else if (['megaEvo', 'megaEvoX', 'megaEvoY'].includes(action.choice) && this.gen === 7) {
this.eachEvent('Update');
// In Gen 7, the action order is recalculated for a Pokémon that mega evolves.
for (const [i, queuedAction] of this.queue.list.entries()) {
if (queuedAction.pokemon === action.pokemon && queuedAction.choice === 'move') {
this.queue.list.splice(i, 1);
queuedAction.mega = 'done';
this.queue.insertChoice(queuedAction, true);
break;
}
}
return false;
} else if (this.queue.peek()?.choice === 'instaswitch') {
return false;
}
if (this.gen >= 5 && action.choice !== 'start') {
this.eachEvent('Update');
for (const [pokemon, originalHP] of residualPokemon) {
const maxhp = pokemon.getUndynamaxedHP(pokemon.maxhp);
if (pokemon.hp && pokemon.getUndynamaxedHP() <= maxhp / 2 && originalHP > maxhp / 2) {
this.runEvent('EmergencyExit', pokemon);
}
}
}
if (action.choice === 'runSwitch') {
const pokemon = action.pokemon;
if (pokemon.hp && pokemon.hp <= pokemon.maxhp / 2 && pokemonOriginalHP! > pokemon.maxhp / 2) {
this.runEvent('EmergencyExit', pokemon);
}
}
const switches = this.sides.map(
side => side.active.some(pokemon => pokemon && !!pokemon.switchFlag)
);
for (let i = 0; i < this.sides.length; i++) {
let reviveSwitch = false; // Used to ignore the fake switch for Revival Blessing
if (switches[i] && !this.canSwitch(this.sides[i])) {
for (const pokemon of this.sides[i].active) {
if (this.sides[i].slotConditions[pokemon.position]['revivalblessing']) {
reviveSwitch = true;
continue;
}
pokemon.switchFlag = false;
}
if (!reviveSwitch) switches[i] = false;
} else if (switches[i]) {
for (const pokemon of this.sides[i].active) {
if (
pokemon.hp && pokemon.switchFlag && pokemon.switchFlag !== 'revivalblessing' &&
!pokemon.skipBeforeSwitchOutEventFlag
) {
this.runEvent('BeforeSwitchOut', pokemon);
pokemon.skipBeforeSwitchOutEventFlag = true;
this.faintMessages(); // Pokemon may have fainted in BeforeSwitchOut
if (this.ended) return true;
if (pokemon.fainted) {
switches[i] = this.sides[i].active.some(sidePokemon => sidePokemon && !!sidePokemon.switchFlag);
}
}
}
}
}
for (const playerSwitch of switches) {
if (playerSwitch) {
this.makeRequest('switch');
return true;
}
}
if (this.gen < 5) this.eachEvent('Update');
if (this.gen >= 8 && (this.queue.peek()?.choice === 'move' || this.queue.peek()?.choice === 'runDynamax')) {
// In gen 8, speed is updated dynamically so update the queue's speed properties and sort it.
this.updateSpeed();
for (const queueAction of this.queue.list) {
if (queueAction.pokemon) this.getActionSpeed(queueAction);
}
this.queue.sort();
}
return false;
}
/**
* Generally called at the beginning of a turn, to go through the
* turn one action at a time.
*
* If there is a mid-turn decision (like U-Turn), this will return
* and be called again later to resume the turn.
*/
turnLoop() {
this.add('');
this.add('t:', Math.floor(Date.now() / 1000));
if (this.requestState) this.requestState = '';
if (!this.midTurn) {
this.queue.insertChoice({ choice: 'beforeTurn' });
this.queue.addChoice({ choice: 'residual' });
this.midTurn = true;
}
let action;
while ((action = this.queue.shift())) {
this.runAction(action);
if (this.requestState || this.ended) return;
}
this.endTurn();
this.midTurn = false;
this.queue.clear();
}
/**
* Takes a choice string passed from the client. Starts the next
* turn if all required choices have been made.
*/
choose(sideid: SideID, input: string) {
const side = this.getSide(sideid);
if (!side.choose(input)) {
if (!side.choice.error) {
side.emitChoiceError(`Unknown error for choice: ${input}. If you're not using a custom client, please report this as a bug.`);
}
return false;
}
if (!side.isChoiceDone()) {
side.emitChoiceError(`Incomplete choice: ${input} - missing other pokemon`);
return false;
}
if (this.allChoicesDone()) this.commitChoices();
return true;
}
/**
* Convenience method for easily making choices.
*/
makeChoices(...inputs: string[]) {
if (inputs.length) {
for (const [i, input] of inputs.entries()) {
if (input) this.sides[i].choose(input);
}
} else {
for (const side of this.sides) {
side.autoChoose();
}
}
this.commitChoices();
}
commitChoices() {
this.updateSpeed();
// Sometimes you need to make switch choices mid-turn (e.g. U-turn,
// fainting). When this happens, the rest of the turn is saved (and not
// re-sorted), but the new switch choices are sorted and inserted before
// the rest of the turn.
const oldQueue = this.queue.list;
this.queue.clear();
if (!this.allChoicesDone()) throw new Error("Not all choices done");
for (const side of this.sides) {
const choice = side.getChoice();
if (choice) this.inputLog.push(`>${side.id} ${choice}`);
}
for (const side of this.sides) {
this.queue.addChoice(side.choice.actions);
}
this.clearRequest();
this.queue.sort();
this.queue.list.push(...oldQueue);
this.requestState = '';
for (const side of this.sides) {
side.activeRequest = null;
}
this.turnLoop();
// workaround for tests
if (this.log.length - this.sentLogPos > 500) this.sendUpdates();
}
undoChoice(sideid: SideID) {
const side = this.getSide(sideid);
if (!side.requestState) return;
if (side.choice.cantUndo) {
side.emitChoiceError(`Can't undo: A trapping/disabling effect would cause undo to leak information`);
return;
}
side.clearChoice();
}
/**
* returns true if both decisions are complete
*/
allChoicesDone() {
let totalActions = 0;
for (const side of this.sides) {
if (side.isChoiceDone()) {
if (!this.supportCancel) side.choice.cantUndo = true;
totalActions++;
}
}
return totalActions >= this.sides.length;
}
hint(hint: string, once?: boolean, side?: Side) {
if (this.hints.has(hint)) return;
if (side) {
this.addSplit(side.id, ['-hint', hint]);
} else {
this.add('-hint', hint);
}
if (once) this.hints.add(hint);
}
addSplit(side: SideID, secret: Part[], shared?: Part[]) {
this.log.push(`|split|${side}`);
this.add(...secret);
if (shared) {
this.add(...shared);
} else {
this.log.push('');
}
}
add(...parts: (Part | (() => { side: SideID, secret: string, shared: string }))[]) {
if (!parts.some(part => typeof part === 'function')) {
this.log.push(`|${parts.join('|')}`);
return;
}
let side: SideID | null = null;
const secret = [];
const shared = [];
for (const part of parts) {
if (typeof part === 'function') {
const split = part();
if (side && side !== split.side) throw new Error("Multiple sides passed to add");
side = split.side;
secret.push(split.secret);
shared.push(split.shared);
} else {
secret.push(part);
shared.push(part);
}
}
this.addSplit(side!, secret, shared);
}
addMove(...args: (string | number | Function | AnyObject)[]) {
this.lastMoveLine = this.log.length;
// eslint-disable-next-line @typescript-eslint/no-base-to-string
this.log.push(`|${args.join('|')}`);
}
attrLastMove(...args: (string | number | Function | AnyObject)[]) {
if (this.lastMoveLine < 0) return;
if (this.log[this.lastMoveLine].startsWith('|-anim|')) {
if (args.includes('[still]')) {
this.log.splice(this.lastMoveLine, 1);
this.lastMoveLine = -1;
return;
}
} else if (args.includes('[still]')) {
// If no animation plays, the target should never be known
const parts = this.log[this.lastMoveLine].split('|');
parts[4] = '';
this.log[this.lastMoveLine] = parts.join('|');
}
// eslint-disable-next-line @typescript-eslint/no-base-to-string
this.log[this.lastMoveLine] += `|${args.join('|')}`;
}
retargetLastMove(newTarget: Pokemon) {
if (this.lastMoveLine < 0) return;
const parts = this.log[this.lastMoveLine].split('|');
parts[4] = newTarget.toString();
this.log[this.lastMoveLine] = parts.join('|');
}
debug(activity: string) {
if (this.debugMode) {
this.add('debug', activity);
}
}
getDebugLog() {
const channelMessages = extractChannelMessages(this.log.join('\n'), [-1]);
return channelMessages[-1].join('\n');
}
debugError(activity: string) {
this.add('debug', activity);
}
// players
getTeam(options: PlayerOptions): PokemonSet[] {
let team = options.team;
if (typeof team === 'string') team = Teams.unpack(team);
if (team) return team;
if (!options.seed) {
options.seed = PRNG.generateSeed();
}
if (!this.teamGenerator) {
this.teamGenerator = Teams.getGenerator(this.format, options.seed);
} else {
this.teamGenerator.setSeed(options.seed);
}
team = this.teamGenerator.getTeam(options);
return team as PokemonSet[];
}
showOpenTeamSheets() {
if (this.turn !== 0) return;
for (const side of this.sides) {
const team = side.pokemon.map(pokemon => {
const set = pokemon.set;
const newSet: PokemonSet = {
name: '',
species: set.species,
item: set.item,
ability: set.ability,
moves: set.moves,
nature: '',
gender: pokemon.gender,
evs: null!,
ivs: null!,
level: set.level,
};
if (this.gen === 8) newSet.gigantamax = set.gigantamax;
if (this.gen === 9) newSet.teraType = set.teraType;
// Only display Hidden Power type if the Pokemon has Hidden Power
// This is based on how team sheets were written in past VGC formats
if (set.moves.some(m => this.dex.moves.get(m).id === 'hiddenpower')) newSet.hpType = set.hpType;
// This is done so the client doesn't flag Zacian/Zamazenta as illusions
// when they use their signature move
if ((toID(set.species) === 'zacian' && toID(set.item) === 'rustedsword') ||
(toID(set.species) === 'zamazenta' && toID(set.item) === 'rustedshield')) {
newSet.species = Dex.species.get(set.species + 'crowned').name;
const crowned: { [k: string]: string } = {
'Zacian-Crowned': 'behemothblade', 'Zamazenta-Crowned': 'behemothbash',
};
const ironHead = set.moves.map(toID).indexOf('ironhead' as ID);
if (ironHead >= 0) {
newSet.moves[ironHead] = crowned[newSet.species];
}
}
return newSet;
});
this.add('showteam', side.id, Teams.pack(team));
}
}
setPlayer(slot: SideID, options: PlayerOptions) {
let side;
let didSomething = true;
const slotNum = parseInt(slot[1]) - 1;
if (!this.sides[slotNum]) {
// create player
const team = this.getTeam(options);
side = new Side(options.name || `Player ${slotNum + 1}`, this, slotNum, team);
if (options.avatar) side.avatar = `${options.avatar}`;
this.sides[slotNum] = side;
} else {
// edit player
side = this.sides[slotNum];
didSomething = false;
if (options.name && side.name !== options.name) {
side.name = options.name;
didSomething = true;
}
if (options.avatar && side.avatar !== `${options.avatar}`) {
side.avatar = `${options.avatar}`;
didSomething = true;
}
if (options.team) throw new Error(`Player ${slot} already has a team!`);
}
if (options.team && typeof options.team !== 'string') {
options.team = Teams.pack(options.team);
}
if (!didSomething) return;
this.inputLog.push(`>player ${slot} ` + JSON.stringify(options));
this.add('player', side.id, side.name, side.avatar, options.rating || '');
// Start the battle if it's ready to start
if (this.sides.every(playerSide => !!playerSide) && !this.started) this.start();
}
/** @deprecated */
join(slot: SideID, name: string, avatar: string, team: PokemonSet[] | string | null) {
this.setPlayer(slot, { name, avatar, team });
return this.getSide(slot);
}
sendUpdates() {
if (this.sentLogPos >= this.log.length) return;
this.send('update', this.log.slice(this.sentLogPos));
this.sentLogPos = this.log.length;
if (!this.sentEnd && this.ended) {
const log = {
winner: this.winner,
seed: this.prngSeed,
turns: this.turn,
p1: this.sides[0].name,
p2: this.sides[1].name,
p3: this.sides[2]?.name,
p4: this.sides[3]?.name,
p1team: this.sides[0].team,
p2team: this.sides[1].team,
p3team: this.sides[2]?.team,
p4team: this.sides[3]?.team,
score: [this.sides[0].pokemonLeft, this.sides[1].pokemonLeft],
inputLog: this.inputLog,
};
if (this.sides[2]) {
log.score.push(this.sides[2].pokemonLeft);
} else {
delete log.p3;
delete log.p3team;
}
if (this.sides[3]) {
log.score.push(this.sides[3].pokemonLeft);
} else {
delete log.p4;
delete log.p4team;
}
this.send('end', JSON.stringify(log));
this.sentEnd = true;
}
}
getSide(sideid: SideID): Side {
return this.sides[parseInt(sideid[1]) - 1];
}
/**
* Currently, we treat Team Preview as turn 0, but the games start counting their turns at turn 0
* There is also overflow that occurs in Gen 8+ that affects moves like Wish / Future Sight
* https://www.smogon.com/forums/threads/10352797
*/
getOverflowedTurnCount(): number {
return this.gen >= 8 ? (this.turn - 1) % 256 : this.turn - 1;
}
initEffectState(obj: Partial<EffectState>, effectOrder?: number): EffectState {
if (!obj.id) obj.id = '';
if (effectOrder !== undefined) {
obj.effectOrder = effectOrder;
} else if (obj.id && obj.target && (!(obj.target instanceof Pokemon) || obj.target.isActive)) {
obj.effectOrder = this.effectOrder++;
} else {
obj.effectOrder = 0;
}
return obj as EffectState;
}
clearEffectState(state: EffectState) {
state.id = '';
for (const k in state) {
if (k === 'id' || k === 'target') {
continue;
} else if (k === 'effectOrder') {
state.effectOrder = 0;
} else {
delete state[k];
}
}
}
destroy() {
// deallocate ourself
// deallocate children and get rid of references to them
this.field.destroy();
(this as any).field = null!;
for (let i = 0; i < this.sides.length; i++) {
if (this.sides[i]) {
this.sides[i].destroy();
this.sides[i] = null!;
}
}
for (const action of this.queue.list) {
delete (action as any).pokemon;
}
this.queue.battle = null!;
this.queue = null!;
// in case the garbage collector really sucks, at least deallocate the log
(this as any).log = [];
}
}