/** * Ladder library * Pokemon Showdown - http://pokemonshowdown.com/ * * This file handles ladders for all servers other than * play.pokemonshowdown.com. * * Specifically, this is the file that handles calculating and keeping * track of players' Elo ratings for all formats. * * Matchmaking is currently still implemented in rooms.ts. * * @license MIT */ import { FS, Utils } from '../lib'; // ladderCaches = {formatid: ladder OR Promise(ladder)} // Use Ladders(formatid).ladder to guarantee a Promise(ladder). // ladder is basically a 2D array representing the corresponding ladder.tsv // with userid in front /** [userid, elo, username, w, l, t, lastUpdate */ type LadderRow = [string, number, string, number, number, number, string]; /** formatid: ladder */ type LadderCache = Map>; const ladderCaches: LadderCache = new Map(); export class LadderStore { formatid: string; ladder: LadderRow[] | null; ladderPromise: Promise | null; saving: boolean; static readonly formatsListPrefix = '|,LL'; static readonly ladderCaches = ladderCaches; constructor(formatid: string) { this.formatid = formatid; this.ladder = null; this.ladderPromise = null; this.saving = false; } getLadder() { if (!this.ladderPromise) this.ladderPromise = this.load(); return this.ladderPromise; } /** * Internal function, returns a Promise for a ladder */ async load() { // ladderCaches[formatid] const cachedLadder = ladderCaches.get(this.formatid); if (cachedLadder) { if ((cachedLadder as Promise).then) { const ladder = await cachedLadder; return (this.ladder = ladder); } return (this.ladder = cachedLadder as LadderRow[]); } try { const data = await FS('config/ladders/' + this.formatid + '.tsv').readIfExists(); const ladder: LadderRow[] = []; for (const dataLine of data.split('\n').slice(1)) { const line = dataLine.trim(); if (!line) continue; const row = line.split('\t'); ladder.push([toID(row[1]), Number(row[0]), row[1], Number(row[2]), Number(row[3]), Number(row[4]), row[5]]); } // console.log('Ladders(' + this.formatid + ') loaded tsv: ' + JSON.stringify(this.ladder)); ladderCaches.set(this.formatid, (this.ladder = ladder)); return this.ladder; } catch { // console.log('Ladders(' + this.formatid + ') err loading tsv: ' + JSON.stringify(this.ladder)); } ladderCaches.set(this.formatid, (this.ladder = [])); return this.ladder; } /** * Saves the ladder in config/ladders/[formatid].tsv * * Called automatically by updateRating, so you don't need to manually * call this. */ async save() { if (this.saving) return; this.saving = true; const ladder = await this.getLadder(); if (!ladder.length) { this.saving = false; return; } const stream = FS(`config/ladders/${this.formatid}.tsv`).createWriteStream(); void stream.write('Elo\tUsername\tW\tL\tT\tLast update\r\n'); for (const row of ladder) { void stream.write(row.slice(1).join('\t') + '\r\n'); } void stream.writeEnd(); this.saving = false; } /** * Gets the index of a user in the ladder array. * * If createIfNeeded is true, the user will be created and added to * the ladder array if it doesn't already exist. */ indexOfUser(username: string, createIfNeeded = false) { if (!this.ladder) throw new Error(`Must be called with ladder loaded`); const userid = toID(username); for (const [i, user] of this.ladder.entries()) { if (user[0] === userid) return i; } if (createIfNeeded) { const index = this.ladder.length; this.ladder.push([userid, 1000, username, 0, 0, 0, '']); return index; } return -1; } /** * Returns [formatid, html], where html is an the HTML source of a * ladder toplist, to be displayed directly in the ladder tab of the * client. */ async getTop(prefix?: string) { const formatid = this.formatid; const name = Dex.formats.get(formatid).name; const ladder = await this.getLadder(); let buf = `

${name} Top 100

`; buf += ``; buf += ``; for (const [i, row] of ladder.entries()) { if (prefix && !row[0].startsWith(prefix)) continue; buf += ``; } return [formatid, buf]; } /** * Returns a Promise for the Elo rating of a user */ async getRating(userid: string) { const formatid = this.formatid; const user = Users.getExact(userid); if (user?.mmrCache[formatid]) { return user.mmrCache[formatid]; } const ladder = await this.getLadder(); const index = this.indexOfUser(userid); let rating = 1000; if (index >= 0) { rating = ladder[index][1]; } if (user && user.id === userid) { user.mmrCache[formatid] = rating; } return rating; } /** * Internal method. Update the Elo rating of a user. */ updateRow(row: LadderRow, score: number, foeElo: number) { let elo = row[1]; elo = this.calculateElo(elo, score, foeElo); row[1] = elo; if (score > 0.6) { row[3]++; // win } else if (score < 0.4) { row[4]++; // loss } else { row[5]++; // tie } row[6] = `${new Date()}`; } /** * Update the Elo rating for two players after a battle, and display * the results in the passed room. */ async updateRating(p1name: string, p2name: string, p1score: number, room: AnyObject) { if (Ladders.disabled) { room.addRaw(`Ratings not updated. The ladders are currently disabled.`).update(); return [p1score, null, null]; } const formatid = this.formatid; let p2score = 1 - p1score; if (p1score < 0) { p1score = 0; p2score = 0; } const ladder = await this.getLadder(); let p1newElo; let p2newElo; try { const p1index = this.indexOfUser(p1name, true); const p1elo = ladder[p1index][1]; let p2index = this.indexOfUser(p2name, true); const p2elo = ladder[p2index][1]; this.updateRow(ladder[p1index], p1score, p2elo); this.updateRow(ladder[p2index], p2score, p1elo); p1newElo = ladder[p1index][1]; p2newElo = ladder[p2index][1]; // console.log('L: ' + ladder.map(r => ''+Math.round(r[1])+' '+r[2]).join('\n')); // move p1 to its new location let newIndex = p1index; while (newIndex > 0 && ladder[newIndex - 1][1] <= p1newElo) newIndex--; while (newIndex === p1index || (ladder[newIndex] && ladder[newIndex][1] > p1newElo)) newIndex++; // console.log('ni='+newIndex+', p1i='+p1index); if (newIndex !== p1index && newIndex !== p1index + 1) { const row = ladder.splice(p1index, 1)[0]; // adjust for removed row if (newIndex > p1index) newIndex--; if (p2index > p1index) p2index--; ladder.splice(newIndex, 0, row); // adjust for inserted row if (p2index >= newIndex) p2index++; } // move p2 newIndex = p2index; while (newIndex > 0 && ladder[newIndex - 1][1] <= p2newElo) newIndex--; while (newIndex === p2index || (ladder[newIndex] && ladder[newIndex][1] > p2newElo)) newIndex++; // console.log('ni='+newIndex+', p2i='+p2index); if (newIndex !== p2index && newIndex !== p2index + 1) { const row = ladder.splice(p2index, 1)[0]; // adjust for removed row if (newIndex > p2index) newIndex--; ladder.splice(newIndex, 0, row); } const p1 = Users.getExact(p1name); if (p1) p1.mmrCache[formatid] = +p1newElo; const p2 = Users.getExact(p2name); if (p2) p2.mmrCache[formatid] = +p2newElo; void this.save(); if (!room.battle) { Monitor.warn(`room expired before ladder update was received`); return [p1score, null, null]; } let reasons = `${Math.round(p1newElo) - Math.round(p1elo)} for ${p1score > 0.9 ? 'winning' : (p1score < 0.1 ? 'losing' : 'tying')}`; if (!reasons.startsWith('-')) reasons = '+' + reasons; room.addRaw( Utils.html`${p1name}'s rating: ${Math.round(p1elo)} → ${Math.round(p1newElo)}
(${reasons})` ); reasons = `${Math.round(p2newElo) - Math.round(p2elo)} for ${p2score > 0.9 ? 'winning' : (p2score < 0.1 ? 'losing' : 'tying')}`; if (!reasons.startsWith('-')) reasons = '+' + reasons; room.addRaw( Utils.html`${p2name}'s rating: ${Math.round(p2elo)} → ${Math.round(p2newElo)}
(${reasons})` ); room.update(); } catch (e: any) { if (!room.battle) return [p1score, null, null]; room.addRaw(`There was an error calculating rating changes:`); room.add(e.stack); room.update(); } return [p1score, p1newElo, p2newElo]; } /** * Returns a promise for a with all ratings for the current format. */ async visualize(username: string) { const ladder = await this.getLadder(); const index = this.indexOfUser(username, false); if (index < 0) return ''; const ratings = ladder[index]; const output = ``; return `${output}`; } /** * Calculates Elo based on a match result */ calculateElo(oldElo: number, score: number, foeElo: number): number { // The K factor determines how much your Elo changes when you win or // lose games. Larger K means more change. // In the "original" Elo, K is constant, but it's common for K to // get smaller as your rating goes up let K = 50; // dynamic K-scaling (optional) if (oldElo < 1200) { if (score < 0.5) { K = 10 + (oldElo - 1000) * 40 / 200; } else if (score > 0.5) { K = 90 - (oldElo - 1000) * 40 / 200; } } else if (oldElo > 1350 && oldElo <= 1600) { K = 40; } else { K = 32; } // main Elo formula const E = 1 / (1 + 10 ** ((foeElo - oldElo) / 400)); const newElo = oldElo + K * (score - E); return Math.max(newElo, 1000); } /** * Returns a Promise for an array of strings of s for ladder ratings of the user */ static visualizeAll(username: string) { const ratings = []; for (const format of Dex.formats.all()) { if (format.searchShow) { ratings.push(new LadderStore(format.id).visualize(username)); } } return Promise.all(ratings); } }
` + ['', 'Username', 'Elo', 'W', 'L', 'T'].join(``) + `
` + [ i + 1, row[2], `${Math.round(row[1])}`, row[3], row[4], row[5], ].join(``) + `
${this.formatid}${Math.round(ratings[1])}${ratings[3]}${ratings[4]}${ratings[3] + ratings[4]}