/** * 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 = Record; const splitRegex = /^\|split\|p([1234])\n(.*)\n(.*)|.+/gm; export function extractChannelMessages(message: string, channelIds: T[]): ChannelMessages { const channelIdSet = new Set(channelIds); const channelMessages: ChannelMessages = { [-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 | null; readonly hints: Set; 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(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(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 | 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, 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 = []; } }