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/** | |
* Simulator State | |
* Pokemon Showdown - http://pokemonshowdown.com/ | |
* | |
* Helper functions for serializing Battle instances to JSON and back. | |
* | |
* (You might also consider using input logs instead.) | |
* | |
* @license MIT | |
*/ | |
import { Battle } from './battle'; | |
import { Dex } from './dex'; | |
import { Field } from './field'; | |
import { Pokemon } from './pokemon'; | |
import { PRNG } from './prng'; | |
import { type Choice, Side } from './side'; | |
// The simulator supports up to 24 different Pokemon on a team. Serialization | |
// uses letters instead of numbers to indicate indices/positions, but where | |
// the simulator only gives a position to active Pokemon, serialization | |
// uses letters for every Pokemon on a team. Active pokemon will still | |
// have the same letter as their position would indicate, but non-active | |
// team members are filled in with subsequent letters. | |
const POSITIONS = 'abcdefghijklmnopqrstuvwx'; | |
// Several types we serialize as 'references' in the form '[Type]' because | |
// they are either circular or they are (or at least, should be) immutable | |
// and thus can simply be reconsituted as needed. | |
// NOTE: Species is not strictly immutable as some OM formats rely on an | |
// onModifySpecies event - deserialization is not possible for such formats. | |
type Referable = Battle | Field | Side | Pokemon | Condition | Ability | Item | Move | Species; | |
// Certain fields are either redundant (transient caches, constants, duplicate | |
// information) or require special treatment. These sets contain the specific | |
// keys which we skip during default (de)serialization and (the keys which) | |
// need special treatment from these sets are then handled manually. | |
const BATTLE = new Set([ | |
'dex', 'gen', 'ruleTable', 'id', 'log', 'inherit', 'format', 'teamGenerator', | |
'HIT_SUBSTITUTE', 'NOT_FAIL', 'FAIL', 'SILENT_FAIL', 'field', 'sides', 'prng', 'hints', | |
'deserialized', 'queue', 'actions', | |
]); | |
const FIELD = new Set(['id', 'battle']); | |
const SIDE = new Set(['battle', 'team', 'pokemon', 'choice', 'activeRequest']); | |
const POKEMON = new Set([ | |
'side', 'battle', 'set', 'name', 'fullname', 'id', | |
'happiness', 'level', 'pokeball', 'baseMoveSlots', | |
]); | |
const CHOICE = new Set(['switchIns']); | |
const ACTIVE_MOVE = new Set(['move']); | |
export const State = new class { | |
// REFERABLE is used to determine which objects are of the Referable type by | |
// comparing their constructors. Unfortunately, we need to set this dynamically | |
// due to circular module dependencies on Battle and Field instead | |
// of simply initializing it as a const. See isReferable for where this | |
// gets lazily created on demand. | |
REFERABLE?: Set<Function>; | |
serializeBattle(battle: Battle): /* Battle */ AnyObject { | |
const state: /* Battle */ AnyObject = this.serialize(battle, BATTLE, battle); | |
state.field = this.serializeField(battle.field); | |
state.sides = new Array(battle.sides.length); | |
for (const [i, side] of battle.sides.entries()) { | |
state.sides[i] = this.serializeSide(side); | |
} | |
state.prng = battle.prng.getSeed(); | |
state.hints = Array.from(battle.hints); | |
// We treat log specially because we only set it back on Battle after everything | |
// else has been deserialized to avoid anything accidentally `add`-ing to it. | |
state.log = battle.log; | |
state.queue = this.serializeWithRefs(battle.queue.list, battle); | |
state.formatid = battle.format.id; | |
return state; | |
} | |
// Deserialization can only really be done on the root Battle object as | |
// the leaf nodes like Side or Pokemon contain backreferences to Battle | |
// but don't contain the information to fill it in because the cycles in | |
// the graph have been serialized as references. Once deserialzized, the | |
// Battle can then be restarted (and provided with a `send` function for | |
// receiving updates). | |
deserializeBattle(serialized: string | /* Battle */ AnyObject): Battle { | |
const state: /* Battle */ AnyObject = | |
typeof serialized === 'string' ? JSON.parse(serialized) : serialized; | |
const options = { | |
formatid: state.formatid, | |
seed: state.prngSeed, | |
rated: state.rated, | |
debug: state.debugMode, | |
// We need to tell the Battle that we're creating that it's been | |
// deserialized so that it allows us to populate it correctly and | |
// doesn't attempt to start playing out until we're ready. | |
deserialized: true, | |
strictChoices: state.strictChoices, | |
}; | |
for (const side of state.sides) { | |
// When we instantiate the Battle again we need the pokemon to be in | |
// the correct order they were in at the start of the Battle which was | |
// serialized. See serializeSide below for an explanation about the | |
// encoding format used deserializeSide for where we reorder the Side's | |
// pokemon to match their ordering at the point of serialization. | |
const team = side.team.split(side.team.length > 9 ? ',' : ''); | |
// @ts-expect-error index signature | |
options[side.id] = { | |
name: side.name, | |
avatar: side.avatar, | |
team: team.map((p: string) => side.pokemon[Number(p) - 1].set), | |
}; | |
} | |
// We create the Battle, allowing it to instantiate the Field/Side/Pokemon | |
// objects for us. The objects it creates will be incorrect, but we descend | |
// down through the fields and repopulate all of the objects with the | |
// correct state afterwards. | |
const battle = new Battle(options); | |
// Calling `new Battle(...)` means side.pokemon is ordered to match what it | |
// was at the start of the battle (state.team), but we need to order the Pokemon | |
// back in their correct order based on how the battle has progressed. We need | |
// do to this before making any deserialization calls so that `fromRef` will | |
// be correct. | |
for (const [i, s] of state.sides.entries()) { | |
const side = battle.sides[i]; | |
const ordered = new Array(side.pokemon.length); | |
const team = s.team.split(s.team.length > 9 ? ',' : ''); | |
for (const [j, pos] of team.entries()) { | |
ordered[Number(pos) - 1] = side.pokemon[j]; | |
} | |
side.pokemon = ordered; | |
} | |
this.deserialize(state, battle, BATTLE, battle); | |
this.deserializeField(state.field, battle.field); | |
let activeRequests = false; | |
for (const [i, side] of state.sides.entries()) { | |
this.deserializeSide(side, battle.sides[i]); | |
activeRequests = activeRequests || side.activeRequest === undefined; | |
} | |
// Since battle.getRequests depends on the state of each side we can't combine | |
// this loop with the one above which deserializes the sides. We also only do this | |
// if there are any active requests, not only to avoid have to recompute request | |
// states we wouldnt be using, but also because battle.getRequests will mutate | |
// state on occasion (eg. `pokemon.getMoves` sets `pokemon.trapped = true` if locked). | |
if (activeRequests) { | |
const requests = battle.getRequests(battle.requestState); | |
for (const [i, side] of state.sides.entries()) { | |
battle.sides[i].activeRequest = side.activeRequest === null ? null : requests[i]; | |
} | |
} | |
battle.prng = new PRNG(state.prng); | |
const queue = this.deserializeWithRefs(state.queue, battle); | |
battle.queue.list = queue; | |
(battle as any).hints = new Set(state.hints); | |
(battle as any).log = state.log; | |
return battle; | |
} | |
// Direct comparsions of serialized state will be flakey as the timestamp | |
// protocol message |t:| can diverge between two different runs over the same state. | |
// State must first be normalized before it is comparable. | |
normalize(state: AnyObject) { | |
state.log = this.normalizeLog(state.log); | |
return state; | |
} | |
normalizeLog(log?: null | string | string[]) { | |
if (!log) return log; | |
const normalized = (typeof log === 'string' ? log.split('\n') : log).map(line => | |
line.startsWith(`|t:|`) ? `|t:|` : line); | |
return (typeof log === 'string' ? normalized.join('\n') : normalized); | |
} | |
serializeField(field: Field): /* Field */ AnyObject { | |
return this.serialize(field, FIELD, field.battle); | |
} | |
deserializeField(state: /* Field */ AnyObject, field: Field) { | |
this.deserialize(state, field, FIELD, field.battle); | |
} | |
serializeSide(side: Side): /* Side */ AnyObject { | |
const state: /* Side */ AnyObject = this.serialize(side, SIDE, side.battle); | |
state.pokemon = new Array(side.pokemon.length); | |
const team = new Array(side.pokemon.length); | |
for (const [i, pokemon] of side.pokemon.entries()) { | |
state.pokemon[i] = this.serializePokemon(pokemon); | |
team[side.team.indexOf(pokemon.set)] = i + 1; | |
} | |
// We encode the team such that it could be used as a valid `/team` command | |
// during decoding to transform the current ordering of the serialized Side's | |
// pokemon array into the original team ordering at the start of the battle. | |
// This is *not* the same as the original `/team` command used to order the | |
// pokemon in team preview, but this encoding results in the most intuitive | |
// and readable debugging of the raw JSON, so we're willing to add a small | |
// amount of complexity to the encoding/decoding process to accommodate this. | |
state.team = team.join(team.length > 9 ? ',' : ''); | |
state.choice = this.serializeChoice(side.choice, side.battle); | |
// If activeRequest is null we encode it as a tombstone indicator to ensure | |
// that during serialization when we recompute the activeRequest we don't turn | |
// `activeRequest = null` into `activeRequest = { wait: true, ... }`. | |
if (side.activeRequest === null) state.activeRequest = null; | |
return state; | |
} | |
deserializeSide(state: /* Side */ AnyObject, side: Side) { | |
this.deserialize(state, side, SIDE, side.battle); | |
for (const [i, pokemon] of state.pokemon.entries()) { | |
this.deserializePokemon(pokemon, side.pokemon[i]); | |
} | |
this.deserializeChoice(state.choice, side.choice, side.battle); | |
} | |
serializePokemon(pokemon: Pokemon): /* Pokemon */ AnyObject { | |
const state: /* Pokemon */ AnyObject = this.serialize(pokemon, POKEMON, pokemon.battle); | |
state.set = pokemon.set; | |
// Only serialize the baseMoveSlots if they differ from moveSlots. We could get fancy and | |
// only serialize the diff and its index but thats overkill for a pretty niche case anyway. | |
if (pokemon.baseMoveSlots.length !== pokemon.moveSlots.length || | |
!pokemon.baseMoveSlots.every((ms, i) => ms === pokemon.moveSlots[i])) { | |
state.baseMoveSlots = this.serializeWithRefs(pokemon.baseMoveSlots, pokemon.battle); | |
} | |
return state; | |
} | |
deserializePokemon(state: /* Pokemon */ AnyObject, pokemon: Pokemon) { | |
this.deserialize(state, pokemon, POKEMON, pokemon.battle); | |
(pokemon as any).set = state.set; | |
// baseMoveSlots and moveSlots need to point to the same objects (ie. identity, not equality). | |
// If we serialized the baseMoveSlots, replace any that match moveSlots to preserve the | |
// identity relationship requirement. | |
let baseMoveSlots; | |
if (state.baseMoveSlots) { | |
baseMoveSlots = this.deserializeWithRefs(state.baseMoveSlots, pokemon.battle); | |
for (const [i, baseMoveSlot] of baseMoveSlots.entries()) { | |
const moveSlot = pokemon.moveSlots[i]; | |
if (moveSlot.id === baseMoveSlot.id && !moveSlot.virtual) { | |
baseMoveSlots[i] = moveSlot; | |
} | |
} | |
} else { | |
baseMoveSlots = pokemon.moveSlots.slice(); | |
} | |
(pokemon as any).baseMoveSlots = baseMoveSlots; | |
if (state.showCure === undefined) pokemon.showCure = undefined; | |
} | |
serializeChoice(choice: Choice, battle: Battle): /* Choice */ AnyObject { | |
const state: /* Choice */ AnyObject = this.serialize(choice, CHOICE, battle); | |
state.switchIns = Array.from(choice.switchIns); | |
return state; | |
} | |
deserializeChoice(state: /* Choice */ AnyObject, choice: Choice, battle: Battle) { | |
this.deserialize(state, choice, CHOICE, battle); | |
choice.switchIns = new Set(state.switchIns); | |
} | |
// Simply looking for a 'hit' field to determine if an object is an ActiveMove or not seems | |
// pretty fragile, but its no different than what the simulator is doing. We go further and | |
// also check if the object has an 'id', as that's what we will intrepret as the Move. | |
isActiveMove(obj: AnyObject): obj is ActiveMove { | |
return obj.hasOwnProperty('hit') && (obj.hasOwnProperty('id') || obj.hasOwnProperty('move')); | |
} | |
// ActiveMove is somewhat problematic (#5415) as it sometimes extends a Move and adds on | |
// some mutable fields. We'd like to avoid displaying all the readonly fields of Move | |
// (which in theory should not be changed by the ActiveMove...), so we collapse them | |
// into a 'move: [Move:...]' reference. If isActiveMove returns a false positive *and* | |
// and object contains an 'id' field matching a Move *and* it contains fields with the | |
// same name as said Move then we'll miss them during serialization and won't | |
// deserialize properly. This is unlikely to be the case, and would probably indicate | |
// a bug in the simulator if it ever happened, but if not, the isActiveMove check can | |
// be extended. | |
serializeActiveMove(move: ActiveMove, battle: Battle): /* ActiveMove */ AnyObject { | |
const base = battle.dex.moves.get(move.id); | |
const skip = new Set([...ACTIVE_MOVE]); | |
for (const [key, value] of Object.entries(base)) { | |
// This should really be a deepEquals check to see if anything on ActiveMove was | |
// modified from the base Move, but that ends up being expensive and mostly unnecessary | |
// as ActiveMove currently only mutates its simple fields (eg. `type`, `target`) anyway. | |
// @ts-expect-error index signature | |
if (typeof value === 'object' || move[key] === value) skip.add(key); | |
} | |
const state: /* ActiveMove */ AnyObject = this.serialize(move, skip, battle); | |
state.move = `[Move:${move.id}]`; | |
return state; | |
} | |
deserializeActiveMove(state: /* ActiveMove */ AnyObject, battle: Battle): ActiveMove { | |
const move = battle.dex.getActiveMove(this.fromRef(state.move, battle)! as Move); | |
this.deserialize(state, move, ACTIVE_MOVE, battle); | |
return move; | |
} | |
serializeWithRefs(obj: unknown, battle: Battle): unknown { | |
switch (typeof obj) { | |
case 'function': | |
return undefined; // elide functions | |
case 'undefined': | |
case 'boolean': | |
case 'number': | |
case 'string': | |
return obj; | |
case 'object': | |
if (obj === null) return null; | |
if (Array.isArray(obj)) { | |
const arr = new Array(obj.length); | |
for (const [i, o] of obj.entries()) { | |
arr[i] = this.serializeWithRefs(o, battle); | |
} | |
return arr; | |
} | |
if (this.isActiveMove(obj)) return this.serializeActiveMove(obj, battle); | |
if (this.isReferable(obj)) return this.toRef(obj); | |
if (obj.constructor !== Object) { | |
// If we're getting this error, some 'special' field has been added to | |
// an object and we need to update the logic in this file to handle it. | |
// The most common case it that someone added a Set/Map which probably | |
// needs to be serialized as an Array/Object respectively - see how | |
// Battle 'hints' or Choice 'switchIns' are handled (and you will likely | |
// need to add the new field to the respective skip constant). | |
throw new TypeError(`Unsupported type ${obj.constructor.name}: ${obj as any}`); | |
} | |
const o: any = {}; | |
for (const [key, value] of Object.entries(obj)) { | |
o[key] = this.serializeWithRefs(value, battle); | |
} | |
return o; | |
default: | |
throw new TypeError(`Unexpected typeof === '${typeof obj}': ${obj}`); | |
} | |
} | |
deserializeWithRefs(obj: unknown, battle: Battle) { | |
switch (typeof obj) { | |
case 'undefined': | |
case 'boolean': | |
case 'number': | |
return obj; | |
case 'string': | |
return this.fromRef(obj, battle) || obj; | |
case 'object': | |
if (obj === null) return null; | |
if (Array.isArray(obj)) { | |
const arr = new Array(obj.length); | |
for (const [i, o] of obj.entries()) { | |
arr[i] = this.deserializeWithRefs(o, battle); | |
} | |
return arr; | |
} | |
if (this.isActiveMove(obj)) return this.deserializeActiveMove(obj, battle); | |
const o: any = {}; | |
for (const [key, value] of Object.entries(obj)) { | |
o[key] = this.deserializeWithRefs(value, battle); | |
} | |
return o; | |
case 'function': // lol wtf | |
default: | |
throw new TypeError(`Unexpected typeof === '${typeof obj}': ${obj}`); | |
} | |
} | |
isReferable(obj: object): obj is Referable { | |
// NOTE: see explanation on the declaration above for why this must be defined lazily. | |
if (!this.REFERABLE) { | |
this.REFERABLE = new Set([ | |
Battle, Field, Side, Pokemon, Dex.Condition, | |
Dex.Ability, Dex.Item, Dex.Move, Dex.Species, | |
]); | |
} | |
return this.REFERABLE.has(obj.constructor); | |
} | |
toRef(obj: Referable): string { | |
// Pokemon's 'id' is not only more verbose than a position, it also isn't guaranteed | |
// to be uniquely identifying in custom games without Nickname/Species Clause. | |
const id = obj instanceof Pokemon ? `${obj.side.id}${POSITIONS[obj.position]}` : `${obj.id}`; | |
return `[${obj.constructor.name}${id ? ':' : ''}${id}]`; | |
} | |
fromRef(ref: string, battle: Battle): Referable | undefined { | |
// References are sort of fragile - we're mostly just counting on there | |
// being a low chance that some string field in a simulator object will not | |
// 'look' like one. However, it also needs to match one of the Referable | |
// class types to be decode, so we're probably OK. We could make the reference | |
// markers more esoteric with additional sigils etc to avoid collisions, but | |
// we're making a conscious decision to favor readability over robustness. | |
if (!ref.startsWith('[') && !ref.endsWith(']')) return undefined; | |
ref = ref.substring(1, ref.length - 1); | |
// There's only one instance of these thus they don't need an id to differentiate. | |
if (ref === 'Battle') return battle; | |
if (ref === 'Field') return battle.field; | |
const [type, id] = ref.split(':'); | |
switch (type) { | |
case 'Side': return battle.sides[Number(id[1]) - 1]; | |
case 'Pokemon': return battle.sides[Number(id[1]) - 1].pokemon[POSITIONS.indexOf(id[2])]; | |
case 'Ability': return battle.dex.abilities.get(id); | |
case 'Item': return battle.dex.items.get(id); | |
case 'Move': return battle.dex.moves.get(id); | |
case 'Condition': return battle.dex.conditions.get(id); | |
case 'Species': return battle.dex.species.get(id); | |
default: return undefined; // maybe we actually got unlucky and its a string | |
} | |
} | |
serialize(obj: object, skip: Set<string>, battle: Battle): AnyObject { | |
const state: AnyObject = {}; | |
for (const [key, value] of Object.entries(obj)) { | |
if (skip.has(key)) continue; | |
const val = this.serializeWithRefs(value, battle); | |
// JSON.stringify will get rid of keys with undefined values anyway, but | |
// we also do it here so that assert.deepEqual works on battle.toJSON(). | |
if (typeof val !== 'undefined') state[key] = val; | |
} | |
return state; | |
} | |
deserialize(state: AnyObject, obj: object, skip: Set<string>, battle: Battle) { | |
for (const [key, value] of Object.entries(state)) { | |
if (skip.has(key)) continue; | |
// @ts-expect-error index signature | |
obj[key] = this.deserializeWithRefs(value, battle); | |
} | |
} | |
}; | |