Pokemon_server / sim /state.ts
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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);
}
}
};