/** * Main server ladder library * Pokemon Showdown - http://pokemonshowdown.com/ * * This file handles ladders for the main server on * play.pokemonshowdown.com. * * Ladders for all other servers is handled by ladders.ts. * * Matchmaking is currently still implemented in rooms.ts. * * @license MIT */ import { Utils } from '../lib'; export class LadderStore { formatid: string; static readonly formatsListPrefix = ''; constructor(formatid: string) { this.formatid = formatid; } /** * Returns [formatid, html], where html is an the HTML source of a * ladder toplist, to be displayed directly in the ladder tab of the * client. */ // This requires to be `async` because it must conform with the `LadderStore` interface // eslint-disable-next-line @typescript-eslint/require-await async getTop(prefix?: string): Promise<[string, string] | null> { return null; } /** * Returns a Promise for the Elo rating of a user */ async getRating(userid: string) { const formatid = this.formatid; const user = Users.getExact(userid); if (user?.mmrCache[formatid]) { return user.mmrCache[formatid]; } const [data] = await LoginServer.request('mmr', { format: formatid, user: userid, }); let mmr = NaN; if (data && !data.errorip) { mmr = Number(data); } if (isNaN(mmr)) return 1000; if (user && user.id === userid) { user.mmrCache[formatid] = mmr; } return mmr; } /** * Update the Elo rating for two players after a battle, and display * the results in the passed room. */ async updateRating(p1name: string, p2name: string, p1score: number, room: AnyObject): Promise<[ number, AnyObject | undefined | null, AnyObject | undefined | null, ]> { if (Ladders.disabled) { room.addRaw(`Ratings not updated. The ladders are currently disabled.`).update(); return [p1score, null, null]; } const formatid = this.formatid; const p1 = Users.getExact(p1name); const p2 = Users.getExact(p2name); const p1id = toID(p1name); const p2id = toID(p2name); const ladderUpdatePromise = LoginServer.request('ladderupdate', { p1: p1name, p2: p2name, score: p1score, format: formatid, }); // calculate new Elo scores and display to room while loginserver updates the ladder const [p1OldElo, p2OldElo] = (await Promise.all([this.getRating(p1id), this.getRating(p2id)])).map(Math.round); const p1NewElo = Math.round(this.calculateElo(p1OldElo, p1score, p2OldElo)); const p2NewElo = Math.round(this.calculateElo(p2OldElo, 1 - p1score, p1OldElo)); const p1Act = (p1score > 0.9 ? `winning` : (p1score < 0.1 ? `losing` : `tying`)); let p1Reasons = `${p1NewElo - p1OldElo} for ${p1Act}`; if (!p1Reasons.startsWith('-')) p1Reasons = '+' + p1Reasons; room.addRaw(Utils.html`${p1name}'s rating: ${p1OldElo} → ${p1NewElo}
(${p1Reasons})`); const p2Act = (p1score > 0.9 || p1score < 0 ? `losing` : (p1score < 0.1 ? `winning` : `tying`)); let p2Reasons = `${p2NewElo - p2OldElo} for ${p2Act}`; if (!p2Reasons.startsWith('-')) p2Reasons = '+' + p2Reasons; room.addRaw(Utils.html`${p2name}'s rating: ${p2OldElo} → ${p2NewElo}
(${p2Reasons})`); room.rated = Math.min(p1NewElo, p2NewElo); if (p1) p1.mmrCache[formatid] = +p1NewElo; if (p2) p2.mmrCache[formatid] = +p2NewElo; room.update(); const [data, error] = await ladderUpdatePromise; let problem = false; if (error) { if (error.message !== 'stream interrupt') { room.add(`||Ladder isn't responding, score probably updated but might not have (${error.message}).`); problem = true; } } else if (!room.battle) { problem = true; } else if (!data) { room.add(`|error|Unexpected response ${data} from ladder server.`); room.update(); problem = true; } else if (data.errorip) { room.add(`|error|This server's request IP ${data.errorip} is not a registered server.`); room.add(`|error|You should be using ladders.js and not ladders-remote.js for ladder tracking.`); room.update(); problem = true; } if (problem) { // We used to clear mmrCache for the format to get the users updated rating next search // we now no longer do that because that results in the user getting paired with other users as though they have 1000 elo // if the next query times out, which happens very frequently. This results in a lot of confusion, so we're just // going to not clear this cache. If the user gets the proper rating later - great. If they don't, // this will ensure they still get matched up in a much more accurate fashion. return [p1score, null, null]; } return [p1score, data?.p1rating, data?.p2rating]; } /** * Returns a Promise for an array of strings of s for ladder ratings of the user */ // This requires to be `async` because it must conform with the `LadderStore` interface // eslint-disable-next-line @typescript-eslint/require-await static async visualizeAll(username: string) { return [`Please use the official client at play.pokemonshowdown.com`]; } /** * Calculates Elo based on a match result */ calculateElo(oldElo: number, score: number, foeElo: number): number { // see lib/ntbb-ladder.lib.php in the pokemon-showdown-client repo for the login server implementation // *intentionally* different from calculation in ladders-local, due to the high activity on the main server // The K factor determines how much your Elo changes when you win or // lose games. Larger K means more change. // In the "original" Elo, K is constant, but it's common for K to // get smaller as your rating goes up let K = 50; // dynamic K-scaling (optional) if (oldElo < 1100) { if (score < 0.5) { K = 20 + (oldElo - 1000) * 30 / 100; } else if (score > 0.5) { K = 80 - (oldElo - 1000) * 30 / 100; } } else if (oldElo > 1300) { K = 40; } // main Elo formula const E = 1 / (1 + 10 ** ((foeElo - oldElo) / 400)); const newElo = oldElo + K * (score - E); return Math.max(newElo, 1000); } }