BattleSim/server/conditions.coffee

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{_} = require('underscore')
{Conditions} = require('../shared/conditions')
{Tiers} = require('../shared/tier')
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{Protocol} = require('../shared/protocol')
pbv = require('../shared/pokebattle_values')
tiering = require('../shared/tier')
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gen = require('./generations')
alts = require('./alts')
ConditionHash = {}
createCondition = (condition, effects = {}) ->
ConditionHash[condition] = effects
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# Attaches each condition to the Battle facade.
@attach = (battleFacade) ->
battle = battleFacade.battle
for condition in battle.conditions
if condition not of ConditionHash
throw new Error("Undefined condition: #{condition}")
hash = ConditionHash[condition] || {}
# Attach each condition's event listeners
for eventName, callback of hash.attach
battle.on(eventName, callback)
# Extend battle with each function
# TODO: Attach to prototype, and only once.
for funcName, funcRef of hash.extend
battle[funcName] = funcRef
for funcName, funcRef of hash.extendFacade
battleFacade[funcName] = funcRef
# validates an entire team
@validateTeam = (conditions, team, genData) ->
errors = []
for condition in conditions
if condition not of ConditionHash
throw new Error("Undefined condition: #{condition}")
validator = ConditionHash[condition].validateTeam
continue if !validator
errors.push(validator(team, genData)...)
return errors
# validates a single pokemon
@validatePokemon = (conditions, pokemon, genData, prefix) ->
errors = []
for condition in conditions
if condition not of ConditionHash
throw new Error("Undefined condition: #{condition}")
validator = ConditionHash[condition].validatePokemon
continue if !validator
errors.push(validator(pokemon, genData, prefix)...)
return errors
createPBVCondition = (totalPBV) ->
createCondition Conditions["PBV_#{totalPBV}"],
validateTeam: (team, genData) ->
errors = []
if pbv.determinePBV(genData, team) > totalPBV
errors.push "Total team PBV cannot surpass #{totalPBV}."
if team.length != 6
errors.push "Your team must have 6 pokemon."
return errors
validatePokemon: (pokemon, genData, prefix) ->
errors = []
MAX_INDIVIDUAL_PBV = Math.floor(totalPBV / 3)
individualPBV = pbv.determinePBV(genData, pokemon)
if individualPBV > MAX_INDIVIDUAL_PBV
errors.push "#{prefix}: This Pokemon's PBV is #{individualPBV}. Individual
PBVs cannot go over 1/3 the total (over #{MAX_INDIVIDUAL_PBV} PBV)."
return errors
createPBVCondition(1000)
createPBVCondition(500)
createTierCondition = (conditionName, tier) ->
createCondition Conditions[conditionName],
validateTeam: (team, genData) ->
errors = []
tierdata = Tiers[tier]
teamtier = tiering.determineTier(genData, team)
if teamtier.tierRank > tierdata.tierRank
errors.push "Your team tier may not exceed the #{tierdata.humanName} tier"
if team.length != 6
errors.push "Your team must have 6 pokemon."
return errors
for key, val of Tiers
createTierCondition("TIER_#{key}", key)
createCondition Conditions.SLEEP_CLAUSE,
attach:
initialize: ->
for team in @getTeams()
for p in team.pokemon
p.attach(@getAttachment("SleepClause"))
createCondition Conditions.SPECIES_CLAUSE,
validateTeam: (team, genData) ->
errors = []
species = team.map((p) -> p.species)
species.sort()
for i in [1...species.length]
speciesName = species[i - 1]
if speciesName == species[i]
errors.push("Cannot have the same species: #{speciesName}")
while speciesName == species[i]
i++
return errors
createCondition Conditions.EVASION_CLAUSE,
validatePokemon: (pokemon, genData, prefix) ->
{moves, ability} = pokemon
errors = []
# Check evasion abilities
if ability in [ "Moody" ]
errors.push("#{prefix}: #{ability} is banned under Evasion Clause.")
# Check evasion moves
for moveName in moves || []
move = genData.MoveData[moveName]
continue if !move
if move.primaryBoostStats? && move.primaryBoostStats.evasion > 0 &&
move.primaryBoostTarget == 'self'
errors.push("#{prefix}: #{moveName} is banned under Evasion Clause.")
return errors
createCondition Conditions.PRIMAL_LIMIT,
validateTeam: (team, genData) ->
errors = []
items = team.map((p) -> p.item)
primalitems = ["Red Orb", "Blue Orb"]
i = 0
for item in items
i++ if item in primalitems
errors.push("You can only have one Primal Evolution item in your team") if i > 1
return errors
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createCondition Conditions.OHKO_CLAUSE,
validatePokemon: (pokemon, genData, prefix) ->
{moves} = pokemon
errors = []
# Check OHKO moves
for moveName in moves || []
move = genData.MoveData[moveName]
continue if !move
if "ohko" in move.flags
errors.push("#{prefix}: #{moveName} is banned under One-Hit KO Clause.")
return errors
createCondition Conditions.PRANKSTER_SWAGGER_CLAUSE,
validatePokemon: (pokemon, genData, prefix) ->
errors = []
if "Swagger" in pokemon.moves && "Prankster" == pokemon.ability
errors.push("#{prefix}: A Pokemon can't have both Prankster and Swagger.")
return errors
createCondition Conditions.UNRELEASED_BAN,
validatePokemon: (pokemon, genData, prefix) ->
# Check for unreleased items
errors = []
if pokemon.item && genData.ItemData[pokemon.item]?.unreleased
errors.push("#{prefix}: The item '#{pokemon.item}' is unreleased.")
# Check for unreleased abilities
forme = genData.FormeData[pokemon.species][pokemon.forme || "default"]
if forme.unreleasedHidden && pokemon.ability == forme.hiddenAbility &&
forme.hiddenAbility not in forme.abilities
errors.push("#{prefix}: The ability #{pokemon.ability} is unreleased.")
# Check for unreleased Pokemon
if forme.unreleased
errors.push("#{prefix}: The Pokemon #{pokemon.species} is unreleased.")
return errors
createCondition Conditions.RATED_BATTLE,
attach:
end: (winnerId) ->
return if !winnerId
index = @getPlayerIndex(winnerId)
loserId = @playerIds[1 - index]
ratings = require './ratings'
winner = @getPlayer(winnerId)
loser = @getPlayer(loserId)
winnerId = winner.ratingKey
loserId = loser.ratingKey
ratings.getRatings [ winnerId, loserId ], (err, oldRatings) =>
ratings.updatePlayers winnerId, loserId, ratings.results.WIN, (err, result) =>
return @message "An error occurred updating rankings :(" if err
oldRating = Math.floor(oldRatings[0])
newRating = Math.floor(result[0])
@cannedText('RATING_UPDATE', index, oldRating, newRating)
oldRating = Math.floor(oldRatings[1])
newRating = Math.floor(result[1])
@cannedText('RATING_UPDATE', 1 - index, oldRating, newRating)
@emit('ratingsUpdated')
@sendUpdates()
createCondition Conditions.TIMED_BATTLE,
attach:
initialize: ->
@initTimer()
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start: ->
@startingTimer()
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requestActions: (playerId) ->
# If a player has selected a move, then there's an amount of time spent
# between move selection and requesting another action that was "lost".
# We grant this back here.
if @lastActionTimes[playerId]
now = Date.now()
leftoverTime = now - @lastActionTimes[playerId]
delete @lastActionTimes[playerId]
@addTime(playerId, leftoverTime)
# In either case, we tell people that this player's timer resumes.
@send('resumeTimer', @id, @getPlayerIndex(playerId))
addAction: (playerId, action) ->
# Record the last action for use
@lastActionTimes[playerId] = Date.now()
@recalculateTimers()
undoCompletedRequest: (playerId) ->
delete @lastActionTimes[playerId]
@recalculateTimers()
# Show players updated times
beginTurn: ->
@onBeginTurn()
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continueTurn: ->
for id in @playerIds
@send('pauseTimer', @id, @getPlayerIndex(id))
spectateBattle: (user) ->
playerId = user.name
remainingTimes = (@timeRemainingFor(id) for id in @playerIds)
user.send('updateTimers', @id, remainingTimes)
# Pause timer for players who have already chosen a move.
if @hasCompletedRequests(playerId)
index = @getPlayerIndex(playerId)
timeSinceLastAction = Date.now() - @lastActionTimes[playerId]
user.send('pauseTimer', @id, index, timeSinceLastAction)
extend:
DEFAULT_TIMER: 3 * 60 * 1000 # three minutes
TIMER_PER_TURN_INCREASE: 15 * 1000 # fifteen seconds
TIMER_CAP: 3 * 60 * 1000 # three minutes
TEAM_PREVIEW_TIMER: 1.5 * 60 * 1000 # 1 minute and 30 seconds
initTimer: ->
@playerTimes = {}
@lastActionTimes = {}
now = Date.now()
# Set up initial values
for id in @playerIds
@playerTimes[id] = now + @TEAM_PREVIEW_TIMER
# Set up timers and event listeners
check = () =>
@startBattle()
@sendUpdates()
@teamPreviewTimerId = setTimeout(check, @TEAM_PREVIEW_TIMER)
@once('end', => clearTimeout(@teamPreviewTimerId))
@once('start', => clearTimeout(@teamPreviewTimerId))
startingTimer: ->
nowTime = Date.now()
for id in @playerIds
@playerTimes[id] = nowTime + @DEFAULT_TIMER
# Remove first turn since we'll be increasing it again.
@playerTimes[id] -= @TIMER_PER_TURN_INCREASE
@startTimer()
onBeginTurn: ->
remainingTimes = []
for id in @playerIds
@addTime(id, @TIMER_PER_TURN_INCREASE)
remainingTimes.push(@timeRemainingFor(id))
@send('updateTimers', @id, remainingTimes)
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startTimer: (msecs) ->
msecs ?= @DEFAULT_TIMER
@timerId = setTimeout(@declareWinner.bind(this), msecs)
@once('end', => clearTimeout(@timerId))
addTime: (id, msecs) ->
@playerTimes[id] += msecs
remainingTime = @timeRemainingFor(id)
if remainingTime > @TIMER_CAP
diff = remainingTime - @TIMER_CAP
@playerTimes[id] -= diff
@recalculateTimers()
@playerTimes[id]
recalculateTimers: ->
playerTimes = for id in @playerIds
if @lastActionTimes[id] then Infinity else @timeRemainingFor(id)
leastTime = Math.min(playerTimes...)
clearTimeout(@timerId)
if 0 < leastTime < Infinity
@timerId = setTimeout(@declareWinner.bind(this), leastTime)
else if leastTime <= 0
@declareWinner()
timeRemainingFor: (playerId) ->
endTime = @playerTimes[playerId]
nowTime = @lastActionTimes[playerId] || Date.now()
return endTime - nowTime
playersWithLeastTime: ->
losingIds = []
leastTimeRemaining = Infinity
for id in @playerIds
timeRemaining = @timeRemainingFor(id)
if timeRemaining < leastTimeRemaining
losingIds = [ id ]
leastTimeRemaining = timeRemaining
else if timeRemaining == leastTimeRemaining
losingIds.push(id)
return losingIds
declareWinner: ->
loserIds = @playersWithLeastTime()
loserId = @rng.choice(loserIds, "timer")
index = @getPlayerIndex(loserId)
winnerIndex = 1 - index
@timerWin(winnerIndex)
timerWin: (winnerIndex) ->
@tell(Protocol.TIMER_WIN, winnerIndex)
@emit('end', @playerIds[winnerIndex])
@sendUpdates()
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createCondition Conditions.TEAM_PREVIEW,
attach:
initialize: ->
@arranging = true
@arranged = {}
beforeStart: ->
@tell(Protocol.TEAM_PREVIEW)
start: ->
@arranging = false
arrangements = @getArrangements()
@tell(Protocol.REARRANGE_TEAMS, arrangements...)
for playerId, i in @playerIds
team = @getTeam(playerId)
team.arrange(arrangements[i])
extendFacade:
arrangeTeam: (playerId, arrangement) ->
return false if @battle.hasStarted()
return false if arrangement not instanceof Array
team = @battle.getTeam(playerId)
return false if !team
return false if arrangement.length != team.size()
for index, i in arrangement
return false if isNaN(index)
return false if !team.pokemon[index]
return false if arrangement.indexOf(index, i + 1) != -1
@battle.arrangeTeam(playerId, arrangement)
@battle.sendUpdates()
return true
extend:
arrangeTeam: (playerId, arrangement) ->
return false unless @arranging
@arranged[playerId] = arrangement
if _.difference(@playerIds, Object.keys(@arranged)).length == 0
@startBattle()
getArrangements: ->
for playerId in @playerIds
@arranged[playerId] || [0...@getTeam(playerId).size()]
createCondition Conditions.VISIBLE_TEAM,
attach:
initialize: ->
@tell(Protocol.VISIBLE_TEAM)