Battle simulator ================ Pokémon Showdown's simulator API is implemented as an `ObjectReadWriteStream` (as in [STREAMS.md](../lib/STREAMS.md)). You write player choices (strings) to it, and you read protocol messages (also strings) from it. `npm install pokemon-showdown` ```js const Sim = require('pokemon-showdown'); stream = new Sim.BattleStream(); (async () => { for await (const output of stream) { console.log(output); } })(); stream.write(`>start {"formatid":"gen7randombattle"}`); stream.write(`>player p1 {"name":"Alice"}`); stream.write(`>player p2 {"name":"Bob"}`); ``` The stream can also be accessed from other programming languages using standard IO. In this case, you would clone the repository, and then run, for instance: ```bash echo '>start {"formatid":"gen7randombattle"} >player p1 {"name":"Alice"} >player p2 {"name":"Bob"} ' | ./pokemon-showdown simulate-battle ``` For the equivalent in your language, read your language's documentation on how to interact with a subprocess's standard IO. Doing this with standard IO requires a separate subprocess for each battle. Remember to add `\n` after each message you write to standard IO. Writing to the simulator ------------------------ In a standard battle, what you write to the simulator looks something like this: ``` >start {"formatid":"gen7ou"} >player p1 {"name":"Alice","team":"insert packed team here"} >player p2 {"name":"Bob","team":"insert packed team here"} >p1 team 123456 >p2 team 123456 >p1 move 1 >p2 switch 3 >p1 move 3 >p2 move 2 ``` (In a text [standard IO] stream, messages should end with `\n`; in an object stream, `\n` will be implicitly added after every message.) Notice that every line starts with `>`. Lines not starting with `>` are comments, so that input logs can be mixed with output logs and/or normal text easily. Note that the text after `>p1`, `>p2`, `>p3`, or `>p4` can be untrusted input directly from the player, and should be treated accordingly. Possible message types include: ``` >start OPTIONS ``` Starts a battle: `OPTIONS` is a JSON object containing the following properties (optional, except `formatid`): - `formatid` - a string representing the format ID - `seed` - an array of four numbers representing a seed for the random number generator (defaults to a random seed) - `p1` - `PLAYEROPTIONS` for player 1 (defaults to no player; player options must then be passed with `>player p1`) - `p2` - `PLAYEROPTIONS` for player 2 (defaults to no player; player options must then be passed with `>player p2`) - `p3` - `PLAYEROPTIONS` for player 3 (defaults to no player; player options must then be passed with `>player p3`) - `p4` - `PLAYEROPTIONS` for player 4 (defaults to no player; player options must then be passed with `>player p4`) If `p1` and `p2` (and `p3` and `p4` for 4 player battles) are specified, the battle will begin immediately. Otherwise, they must be specified with `>player` before the battle will begin. See documentation of `>player` (below) for `PLAYEROPTIONS`. ``` >player PLAYERID PLAYEROPTIONS ``` Sets player information: `PLAYERID` is `p1`, `p2`, `p3`, or `p4` `PLAYEROPTIONS` is a JSON object containing the following properties (all optional): - `name` is a string for the player name (defaults to "Player 1" or "Player 2") - `avatar` is a string for the player avatar (defaults to "") - `team` is a team (either in JSON or a string in [packed format][teams]) `team` will not be validated! [Use the team validator first][teams]. In random formats, `team` can be left out or set to `null` to have the team generator generate a random team for you. ``` >p1 CHOICE >p2 CHOICE >p3 CHOICE >p4 CHOICE ``` Makes a choice for a player. [Possible choices are documented in `SIM-PROTOCOL.md`][possible-choices]. [teams]: ./TEAMS.md [possible-choices]: ./SIM-PROTOCOL.md#possible-choices Reading from the simulator -------------------------- The simulator will send back messages. In a text (standard IO) stream, they're delimited by `\n\n`. In an object stream, they will just be sent as separate strings. Messages start with a message type followed by `\n`. A message will never have two `\n` in a row, so that `\n\n` unambiguously separates messages. A message looks like: update MESSAGES An update which should be sent to all players and spectators. [The messages the simulator sends back are documented in `SIM-PROTOCOL.md`][sim-protocol]. You can also look at a replay log for examples. [sim-protocol]: ./SIM-PROTOCOL.md One message type that only appears here is `|split|PLAYERID`: |split|PLAYERID SECRET PUBLIC - `PLAYERID` - one of `p1`, `p2`, `p3`, or `p4`. - `SECRET` - messages for the specific player or an omniscient observer (details which may contain information about exact details of the player's set, like exact HP) - `PUBLIC` - message with public details suitable for display to opponents / teammates / spectators. Note that this may be empty. sideupdate PLAYERID MESSAGES Send messages to only one player. `|split` will never appear here. `PLAYERID` will be `p1`, `p2`, `p3`, or `p4`. Note that choice requests (updates telling the player what choices they have for using moves or switching pokemon) are sent this way. [Choice requests are documented in "Choice requests" in `SIM-PROTOCOL.md`][choice-requests]. [choice-requests]: ./SIM-PROTOCOL.md#choice-requests end LOGDATA Sent at the end of a battle. `LOGDATA` is a JSON object that has various information you might find useful but are too lazy to extract from the update messages, such as turn count and winner name.