@pkmn/engine 0.1.0-dev.028ab165
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +20 -0
- package/README.md +343 -0
- package/build/pkg/addon.d.ts +7 -0
- package/build/pkg/addon.js +112 -0
- package/build/pkg/addon.js.map +1 -0
- package/build/pkg/data/ids.json +240 -0
- package/build/pkg/data/layout.json +108 -0
- package/build/pkg/data/protocol.json +230 -0
- package/build/pkg/data.d.ts +91 -0
- package/build/pkg/data.js +150 -0
- package/build/pkg/data.js.map +1 -0
- package/build/pkg/gen1.d.ts +110 -0
- package/build/pkg/gen1.js +684 -0
- package/build/pkg/gen1.js.map +1 -0
- package/build/pkg/index.d.ts +386 -0
- package/build/pkg/index.js +122 -0
- package/build/pkg/index.js.map +1 -0
- package/build/pkg/protocol.d.ts +73 -0
- package/build/pkg/protocol.js +473 -0
- package/build/pkg/protocol.js.map +1 -0
- package/build/test/display.js +400 -0
- package/build/test/display.js.map +1 -0
- package/build/tools/debug.js +135 -0
- package/build/tools/debug.js.map +1 -0
- package/build.zig +371 -0
- package/package.json +224 -0
- package/src/bin/install-pkmn-engine +396 -0
- package/src/bin/pkmn-debug +62 -0
- package/src/lib/binding/node.zig +134 -0
- package/src/lib/binding/wasm.zig +12 -0
- package/src/lib/common/battle.zig +17 -0
- package/src/lib/common/data.zig +117 -0
- package/src/lib/common/debug.zig +74 -0
- package/src/lib/common/js.zig +118 -0
- package/src/lib/common/optional.zig +67 -0
- package/src/lib/common/options.zig +49 -0
- package/src/lib/common/protocol.zig +1841 -0
- package/src/lib/common/rational.zig +353 -0
- package/src/lib/common/rng.zig +243 -0
- package/src/lib/common/util.zig +12 -0
- package/src/lib/gen1/README.md +894 -0
- package/src/lib/gen1/calc.zig +426 -0
- package/src/lib/gen1/chance.zig +1060 -0
- package/src/lib/gen1/data/moves.zig +1866 -0
- package/src/lib/gen1/data/species.zig +1105 -0
- package/src/lib/gen1/data/types.zig +131 -0
- package/src/lib/gen1/data.zig +634 -0
- package/src/lib/gen1/helpers.zig +779 -0
- package/src/lib/gen1/mechanics.zig +3128 -0
- package/src/lib/gen2/README.md +329 -0
- package/src/lib/gen2/calc.zig +143 -0
- package/src/lib/gen2/chance.zig +1314 -0
- package/src/lib/gen2/data/items.zig +230 -0
- package/src/lib/gen2/data/moves.zig +2878 -0
- package/src/lib/gen2/data/species.zig +1798 -0
- package/src/lib/gen2/data/types.zig +226 -0
- package/src/lib/gen2/data.zig +463 -0
- package/src/lib/gen2/generated.zig +808 -0
- package/src/lib/gen2/helpers.zig +219 -0
- package/src/lib/gen2/mechanics.zig +3551 -0
- package/src/lib/pkmn.zig +113 -0
- package/src/test/display/pkmn.html.tmpl +368 -0
package/LICENSE
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The MIT License (MIT)
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Copyright (c) 2021-2023 pkmn contributors
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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package/README.md
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<p align="center">
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<img alt="pkmn/engine" width="192" height="192" src="https://pkmn.cc/engine.svg" />
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<br />
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<br />
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<a href="https://github.com/pkmn/engine/actions/workflows/test.yml">
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<img alt="Test Status" src="https://github.com/pkmn/engine/workflows/Tests/badge.svg" />
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</a>
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<a href="#status">
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<img alt="WIP" src="https://img.shields.io/badge/status-WIP-red.svg" />
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</a>
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<a href="https://github.com/pkmn/engine/blob/master/LICENSE">
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<img alt="License" src="https://img.shields.io/badge/License-MIT-blue.svg" />
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</a>
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</p>
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> [!WARNING]
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> **This project is under heavy development** and currently the `main` branch contains numerous breaking
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> changes which may not work and which are not fully documented. Please **wait for the forthcoming
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> initial v0.1 release** before depending on this project (code from the
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> [`old`](https://github.com/pkmn/engine/releases/tag/old) tag can also be used to experiment with a
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> more stable version of the codebase).
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<hr />
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A minimal, complete, Pokémon battle simulation engine optimized for performance and
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[designed](docs/DESIGN.md) for tooling, embedded systems, and [artificial
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intelligence](https://github.com/pkmn/0-ERROR) use cases. This engine aims to be a frame-accurate and
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[bug-for-bug compatible](http://www.catb.org/jargon/html/B/bug-for-bug-compatible.html)
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implementation of both Pokémon battles as defined by the original game code and the [Pokémon
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Showdown](https://pokemonshowdown.com/)[^1] simulator which represents Pokémon battling as practically
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interpreted online.
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The pkmn engine is [**more than 1000× faster**](docs/TESTING.md#results) than the
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[patched](docs/TESTING.md#patches) [Pokémon Showdown simulator
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code](https://github.com/smogon/pokemon-showdown) when playing out supported formats in
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compatibility mode and is extensively [tested](docs/TESTING.md) and [documented](docs). Note,
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however, that the engine is **not a fully featured simulator** but is instead a low-level library
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which can be used as a building block for more advanced use cases.
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## Installation
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This repository hosts both the engine code (written in [Zig](https://ziglang.org/)) and the
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reference driver code (written in [TypeScript](https://www.typescriptlang.org/)).
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### `libpkmn`
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Binaries of the engine code can be downloaded from the
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[releases](https://github.com/pkmn/engine/releases) tab on GitHub, or you can [download the source
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code](https://github.com/pkmn/engine/archive/refs/heads/main.zip) directly and build it with the
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latest `zig` compiler, see `zig build --help` for build options:
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```sh
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$ curl https://github.com/pkmn/engine/archive/refs/heads/main.zip -o engine.zip
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$ unzip engine.zip
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$ cd engine
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$ zig build --prefix /usr/local -Doptimize=ReleaseFast
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```
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The Zig website has [installation instructions](https://ziglang.org/learn/getting-started/) which
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walk through how to install Zig on each platform - the engine code should work on Zig v0.11.0 or
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greater, though tracks Zig's master branch so this may change in the future if breaking language
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changes are introduced.
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`libpkmn` can be built with `-Dshowdown` to instead produce the Pokémon Showdown compatible
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`libpkmn-showdown` library. Furthermore, protocol message logging can be enabled through `-Dlog`.
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The `libpkmn` and `libpkmn-showdown` objects available in the binary release are both compiled with
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the `-Dlog` flag by default.
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### `@pkmn/engine`
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The driver code can be installed from [npm](https://www.npmjs.com/package/@pkmn/engine):
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```sh
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$ npm install @pkmn/engine
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```
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The driver depends on being able to find compiled Node/WASM addons in
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`node_modules/@pkmn/engine/build/lib` to be useful. When you install the package a [`postinstall`
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lifecycle script](https://docs.npmjs.com/cli/v8/using-npm/scripts) runs
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[`install-pkmn-engine`](src/bin/install-pkmn-engine) which checks for a compatible `zig` compiler
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(see earlier regarding minimum version) and download one to `node_module/@pkmn/engine/build/bin` if
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it can't find one, as well as looking for (and downloading, if necessary) the required Node headers
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needed to successfully build the addons natively.
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**If you have configured `npm` to `--ignore-scripts` you must either run `npx install-pkmn-engine`
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directly or build the addons manually and place the artifacts in the expected paths.**
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### `pkmn`
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Until the [Zig package manager](https://github.com/ziglang/zig/projects/4) is completed, the
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recommended way of using the `pkmn` package in Zig is by either copying this repository into your
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project or by using [git submodules](https://git-scm.com/book/en/v2/Git-Tools-Submodules) and then
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adding the following to your `build.zig`:
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```zig
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const std = @import("std");
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const pkmn = @import("lib/pkmn/build.zig");
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pub fn build(b: *std.Build) void {
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...
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exe.addModule("pkmn", pkmn.module(b, .{ .showdown = true, .log = true }));
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...
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}
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```
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The engine's `build.zig` exposes a `module` function that takes an options structure to allow for
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configuring whether or not Pokémon Showdown compatibility mode or protocol message logging should be
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enabled. Alternatively, you may set options via a `pkmn_options` [root source file
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declaration](https://ziglang.org/documentation/master/#Root-Source-File). There are several
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undocumented internal options that can be tweaked as well via build or root options, though these
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options aren't officially supported, affect correctness, and may change meaning or behavior without
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warning. Use at your own risk.
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```zig
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pub const pkmn_options = .{ .showdown = true, .log = true };
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```
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## Usage
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For each Pokémon generation, the engine provides a battle structure with two functions - a function
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to `update` the battle's state based on both players' choices and a function that defines which
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`choices` are valid at that decision point (at the beginning of a battle both player's must "pass"
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as their first choice to switch in the first member of their party). If `-Dlog` protocol logging is
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enabled each update produces logs which can be decoded into a buffer (`LOGS_SIZE` constants are
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provided to make it easy to allocate a buffer of the correct size). Each `update` returns a result
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to indicate either that the battle has terminated or which types of choices are available for each
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player.
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Unlike [Pokémon Showdown's
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SIM-PROTOCOL](https://github.com/smogon/pokemon-showdown/blob/master/sim/SIM-PROTOCOL.md#choice-requests)
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which provides a rich request object at each decision point, the pkmn engine computes the possible
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choices on demand based on the result of the previous `update` and the battle state (`CHOICES_SIZE`
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is a good size to initialize the buffer passed to `choices`). **Attempting to update the battle with
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a choice not present in the options returned by `choices` is undefined behavior and may corrupt
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state or cause the engine to crash.**
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Battles may be played out from any point but to freshly initialize a battle which is yet to start
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the turn count and active Pokémon should be zeroed out (driver code should handle this for you).
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Most driver code should also provide helpers to make initializing battle convenient - check the
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respective documentation and examples for the bindings being used. The engine's [protocol
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documentation](docs/PROTOCOL.md) goes into greater detail on the specifics of updates and the
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potential logs that may result.
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*The snippets below are meant to merely illustrate in broad strokes how the pkmn engine can be used
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\- the [`examples`](examples) directory contains fully commented and runnable code.*
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### C
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[`pkmn.h`](src/include/pkmn.h) exports the C API for `libpkmn`. Symbols are all prefixed with
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`pkmn_` to avoid name collisions. If `-Dlog` is enabled and logging throws an error then the error
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is encoded in the `pkmn_result` and can be checked with `pkmn_error`.
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```c
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#include <pkmn.h>
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pkmn_battle_options options;
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pkmn_gen1_battle_options_set(&options, ...);
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pkmn_battle battle = ...;
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pkmn_result result;
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pkmn_choice c1 = 0, c2 = 0;
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while (!pkmn_result_type(result = pkmn_battle_update(&battle, c1, c2, &options))) {
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c1 = choose(PKMN_PLAYER_P1, pkmn_result_p1(result));
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c2 = choose(PKMN_PLAYER_P2, pkmn_result_p2(result));
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pkmn_gen1_battle_options_set(&options, ...);
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}
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if (pkmn_error(result)) exit(1);
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```
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[(full code)](examples/c/example.c)
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The C API doesn't export any helpers for creating or accessing the opaque battle objects - it's
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instead intended to be used as the foundation for more ergonomic bindings in [other
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languages](#other) (the lack of namespaces and bit fields having an implementation-defined layout in
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C are the main contributing factors to the sparseness of what `libpkmn` chooses to expose).
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### JavaScript / TypeScript
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`@pkmn/engine` depends on the [`@pkmn/data`](https://www.npmjs.com/package/@pkmn/data) package which
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requires a `Dex` implementation to be provided as well. The `Battle.create` function can be used to
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initialize a `Battle` from the beginning, or `Battle.restore` can be used to re-instantiate a battle
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which is already in progress. If logging is enabled the output can be turned into Pokémon Showdown
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protocol via `Log.parse`.
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```ts
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import {Dex} from '@pkmn/dex';
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import {Generations} from '@pkmn/data';
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import {Battle} from '@pkmn/engine';
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const gens = new Generations(Dex);
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const battle = Battle.create(...);
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const choose = (n: number) => Math.random() * n;
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let result: Result;
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let c1: Choice, c2: Choice;
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while (!(result = battle.update(c1, c2)).type) {
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c1 = battle.choose('p1', result, choose);
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c2 = battle.choose('p2', result, choose);
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}
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console.log(result);
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```
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[(full code)](examples/js/example.ts)
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By default, the `@pkmn/engine` package compiles the engine with `-Dshowdown`, though by running
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`install-pkmn-engine` directly and passing in `--options` you can override this default and build
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different configurations of the extension for the driver to use. The driver can support
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configurations both with and without Pokémon Showdown compatibility simultaneously if present. On
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update, the post-install script attempts to rebuild whichever extensions it finds with the same
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configuration parameters that were originally used meaning updating to the newest version of the
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library should be seamless.
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Despite relying on the native engine code, the `@pkmn/engine` code is designed to also work in
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browsers which support [WebAssembly](https://webassembly.org/). Running `npm run start:web` from the
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[`examples`](examples/js) directory starts a server that can be used to demonstrate the engine
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running in the browser.
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### Zig
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The `pkmn` Zig package exposes helper methods to simplify state instantiation and any `Writer` can
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be used when logging is enabled to allow for easily printing e.g. to standard out or a buffer.
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```zig
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const std = @import("std");
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const pkmn = @import("pkmn");
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+
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var random = std.rand.DefaultPrng.init(seed).random();
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var choices: [pkmn.CHOICES_SIZE]pkmn.Choice = undefined;
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var battle = ...
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var options = pkmn.battle.options(...);
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var c1 = pkmn.Choice{};
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var c2 = pkmn.Choice{};
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+
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var result = try battle.update(c1, c2, &options);
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while (result.type == .None) : (result = try battle.update(c1, c2, &options)) {
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c1 = choices[random.uintLessThan(u8, battle.choices(.P1, result.p1, &choices))];
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c2 = choices[random.uintLessThan(u8, battle.choices(.P2, result.p2, &choices))];
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}
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+
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std.debug.print("{}\n", .{result.type});
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```
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+
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[(full code)](examples/zig/example.zig)
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+
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The Zig package also supports some APIs which are difficult to expose elsewhere such as the
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`FixedRNG` which allows you to fully specify the exact RNG frames (which can be useful for ensuring
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certain outcomes/effects always occur) for a battle, though doing so changes the size of the
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`Battle` object.
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### Other
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+
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Developers who wish to use the engine in other languages should find writing bindings against
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[`libpkmn`](#libpkmn) relatively straightforward based on the existing documentation, though to
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simplify the process even further [`src/data`](src/data) contains JSON dumps of all of the Pokémon
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data, structure sizes and offsets, and protocol information used by the reference driver code. The
|
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following is a list of known `libpkmn` bindings written by developers outside of the [pkmn
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+
organization](https://github.com/pkmn) that may be helpful (though note that these projects may not
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|
+
necessarily be up-to-date/complete/correct - inclusion in this list doesn't imply endorsement):
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+
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| Language | License | URL |
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|
+
| ---------- | --------- | ------------------------------------ |
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+
| **C++** | `BSL-1.0` | https://github.com/pasyg/wrapsire |
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|
+
| **Python** | `MIT` | https://github.com/AnnikaCodes/PyKMN |
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+
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+
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#### `pkmn-debug`
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+
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+
The [`@pkmn/engine`](#pkmnengine) package ships with a `pkmn-debug` tool which exists to decode the
|
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binary data structures and protocols used by the engine and to output a [standalone
|
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|
+
webpage](https://pkmn.cc/debug.html) that can be used for debugging. To use this tool in a folder
|
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|
+
that has the `@pkmn/engine` package installed locally you can use `npx pkmn-debug`, though you may
|
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|
+
also wish to install the package globally to be able to use this tool anywhere without
|
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|
+
[`npx`](https://docs.npmjs.com/cli/v7/commands/npx):
|
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|
+
|
|
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|
+
```sh
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|
+
$ npm install --global @pkmn/engine
|
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|
+
```
|
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|
+
|
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|
+
By default, `pkmn-debug` expects to read [binary debug protocol](docs/PROTOCOL.md#debugging) from
|
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|
+
[standard input](https://en.wikipedia.org/wiki/Standard_streams) and output HTML to standard output:
|
|
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|
+
|
|
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|
+
```sh
|
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|
+
$ <cmd> | pkmn-debug > index.html
|
|
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|
+
```
|
|
289
|
+
|
|
290
|
+
Alternatively, if a single filename argument is passed to the `pkmn-debug` it reads from that
|
|
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|
+
instead:
|
|
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|
+
|
|
293
|
+
```sh
|
|
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|
+
$ pkmn-debug <file> > index.html
|
|
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|
+
```
|
|
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|
+
|
|
297
|
+
## Status
|
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|
+
|
|
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|
+
The engine is currently expected to be developed over multiple stages:
|
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|
+
|
|
301
|
+
| Stage | Deliverables |
|
|
302
|
+
| ------- | ----------------------------------------------- |
|
|
303
|
+
| **0** | documentation, integration, benchmark, protocol |
|
|
304
|
+
| **1** | RBY & GSC |
|
|
305
|
+
| **2** | ADV & DPP |
|
|
306
|
+
| ***3*** | *modern generations* |
|
|
307
|
+
|
|
308
|
+
Currently, most of the foundational work from stage 0 is done:
|
|
309
|
+
|
|
310
|
+
- [benchmark and integration testing](src/test) infrastructure
|
|
311
|
+
- [documentation](docs) about design, research, methodology, etc
|
|
312
|
+
- definition and implementation of the [protocol](docs/PROTOCOL.md) that's used by the engine
|
|
313
|
+
|
|
314
|
+
**Stage 1 is currently in progress** and involves the implementation of the actual Generation I & II
|
|
315
|
+
battle engines, followed by Generation III & IV in stage 2. The implementation of further Pokémon
|
|
316
|
+
generations is in scope for the project but shouldn't be considered part of the immediate roadmap
|
|
317
|
+
(i.e. exploring the options for broadening support for old generation APIs is given higher priority
|
|
318
|
+
than implementing more modern generations). Furthermore, implementation of modern generations is
|
|
319
|
+
soft-blocked on the [availability of high quality
|
|
320
|
+
decompilations](https://github.com/orgs/pret/repositories) of the original games in question.
|
|
321
|
+
|
|
322
|
+
Certain features will always be deemed **out of scope**:
|
|
323
|
+
|
|
324
|
+
- team/set validation or custom rule ("format") enforcement
|
|
325
|
+
- first-class support for "mods" to core Pokémon data and mechanics
|
|
326
|
+
- [battle variants](https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_battle#Battle_variants)
|
|
327
|
+
other than single (full) or double battles
|
|
328
|
+
- code for exposing the engine to users (input validation, game socket server, etc)
|
|
329
|
+
|
|
330
|
+
## License
|
|
331
|
+
|
|
332
|
+
The pkmn engine is distributed under the terms of the [MIT License](LICENSE).
|
|
333
|
+
|
|
334
|
+
[^1]: In the case of Pokémon Showdown, only bugs which stem from a misimplementation of specific
|
|
335
|
+
effects are reproduced in the engine, bugs which are the result of a misunderstanding of the
|
|
336
|
+
fundamental mechanics of Pokémon or which simply arise due to specific Pokémon Showdown
|
|
337
|
+
implementation details that aren't replicable without making the same (incorrect) architectural
|
|
338
|
+
choices aren't. Furthermore, the "Pokémon Showdown" code referenced by this project includes
|
|
339
|
+
several [patches](docs/TESTING.md#patches) to improve accuracy and smooth over some of the more
|
|
340
|
+
egregious implementation issues. In practical terms, the vast majority of games played out in the
|
|
341
|
+
pkmn engine's compatibility mode and on this patched Pokémon Showdown simulator are the same,
|
|
342
|
+
it's only in a well defined and documented set of circumstances where the two implementations
|
|
343
|
+
diverge.
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import { Choice, Player, Result } from '.';
|
|
2
|
+
export declare function check(showdown: boolean): void;
|
|
3
|
+
export declare function supports(showdown: boolean, log?: boolean): boolean;
|
|
4
|
+
export declare function update(index: number, showdown: boolean, battle: ArrayBuffer, c1?: Choice, c2?: Choice, log?: ArrayBuffer): Result;
|
|
5
|
+
export declare function choices(index: number, showdown: boolean, battle: ArrayBuffer, player: Player, choice: Choice['type'], buf: ArrayBuffer): Choice[];
|
|
6
|
+
export declare function choose(index: number, showdown: boolean, battle: ArrayBuffer, player: Player, choice: Choice['type'], buf: ArrayBuffer, fn: (n: number) => number): Choice;
|
|
7
|
+
export declare function size(index: number, type: 'choices' | 'log'): number;
|
|
@@ -0,0 +1,112 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
|
3
|
+
if (k2 === undefined) k2 = k;
|
|
4
|
+
var desc = Object.getOwnPropertyDescriptor(m, k);
|
|
5
|
+
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
|
6
|
+
desc = { enumerable: true, get: function() { return m[k]; } };
|
|
7
|
+
}
|
|
8
|
+
Object.defineProperty(o, k2, desc);
|
|
9
|
+
}) : (function(o, m, k, k2) {
|
|
10
|
+
if (k2 === undefined) k2 = k;
|
|
11
|
+
o[k2] = m[k];
|
|
12
|
+
}));
|
|
13
|
+
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
|
|
14
|
+
Object.defineProperty(o, "default", { enumerable: true, value: v });
|
|
15
|
+
}) : function(o, v) {
|
|
16
|
+
o["default"] = v;
|
|
17
|
+
});
|
|
18
|
+
var __importStar = (this && this.__importStar) || function (mod) {
|
|
19
|
+
if (mod && mod.__esModule) return mod;
|
|
20
|
+
var result = {};
|
|
21
|
+
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
|
|
22
|
+
__setModuleDefault(result, mod);
|
|
23
|
+
return result;
|
|
24
|
+
};
|
|
25
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
26
|
+
exports.size = exports.choose = exports.choices = exports.update = exports.supports = exports.check = void 0;
|
|
27
|
+
const path = __importStar(require("path"));
|
|
28
|
+
const _1 = require(".");
|
|
29
|
+
const ROOT = path.join(__dirname, '..', '..');
|
|
30
|
+
let ADDON = undefined;
|
|
31
|
+
function load() {
|
|
32
|
+
if (ADDON)
|
|
33
|
+
return ADDON;
|
|
34
|
+
let pkmn = undefined;
|
|
35
|
+
let showdown = undefined;
|
|
36
|
+
try {
|
|
37
|
+
pkmn = require(path.join(ROOT, 'build', 'lib', 'pkmn.node')).engine;
|
|
38
|
+
}
|
|
39
|
+
catch { }
|
|
40
|
+
try {
|
|
41
|
+
showdown =
|
|
42
|
+
require(path.join(ROOT, 'build', 'lib', 'pkmn-showdown.node')).engine;
|
|
43
|
+
}
|
|
44
|
+
catch { }
|
|
45
|
+
if (!pkmn && !showdown) {
|
|
46
|
+
throw new Error('Could not find native addons - did you run `npx install-pkmn-engine`?');
|
|
47
|
+
}
|
|
48
|
+
return (ADDON = [pkmn, showdown]);
|
|
49
|
+
}
|
|
50
|
+
function check(showdown) {
|
|
51
|
+
if (!load()[+showdown]) {
|
|
52
|
+
const opts = ADDON[+!showdown].options.log ? ['-log'] : [];
|
|
53
|
+
if (showdown)
|
|
54
|
+
opts.push('-Dshowdown');
|
|
55
|
+
throw new Error(`@pkmn/engine has ${showdown ? 'not' : 'only'} been configured to support Pokémon Showdown.` +
|
|
56
|
+
`\n(running \`npx install-pkmn-engine --options='${opts.join(' ')}'\` can fix this issue).`);
|
|
57
|
+
}
|
|
58
|
+
}
|
|
59
|
+
exports.check = check;
|
|
60
|
+
function supports(showdown, log) {
|
|
61
|
+
if (!load()[+showdown])
|
|
62
|
+
return false;
|
|
63
|
+
if (log === undefined)
|
|
64
|
+
return true;
|
|
65
|
+
return ADDON[+showdown].options.log === log;
|
|
66
|
+
}
|
|
67
|
+
exports.supports = supports;
|
|
68
|
+
function update(index, showdown, battle, c1, c2, log) {
|
|
69
|
+
return _1.Result.decode(ADDON[+showdown].bindings[index]
|
|
70
|
+
.update(battle, _1.Choice.encode(c1), _1.Choice.encode(c2), log));
|
|
71
|
+
}
|
|
72
|
+
exports.update = update;
|
|
73
|
+
function choices(index, showdown, battle, player, choice, buf) {
|
|
74
|
+
const request = choice[0] === 'p' ? 0 : choice[0] === 'm' ? 1 : 2;
|
|
75
|
+
const n = ADDON[+showdown].bindings[index].choices(battle, +(player !== 'p1'), request, buf);
|
|
76
|
+
// The top-level API signature means our hands our tied with respect to
|
|
77
|
+
// writing really fast bindings here. The simplest approach would be to return
|
|
78
|
+
// the ArrayBuffer the bindings populate as well as its size and only decode a
|
|
79
|
+
// Choice after the selection. However, given that we need to return
|
|
80
|
+
// `Choices[]` we need to decode all of them even if they're not all being
|
|
81
|
+
// used which is wasteful. This shouldn't be *that* bad as its a very small
|
|
82
|
+
// list, but its still wasted work. Switching the top-level API to return an
|
|
83
|
+
// Iterable<Choice> doesn't help as we need both the length and the ability to
|
|
84
|
+
// randomly access it, so the best way to make the current API fast would be
|
|
85
|
+
// to have the Zig bindings create Choice objects directly, only that won't
|
|
86
|
+
// scale well as it would require us to basically rewrite the low-level
|
|
87
|
+
// choices function for each generation within node.zig. We could do something
|
|
88
|
+
// really galaxy-brained and return some sort of frankenstein subclass of
|
|
89
|
+
// Array backed by ArrayBuffer which would lazily decode the Choice on access,
|
|
90
|
+
// but thats ultimately not worth the effort. You can't have both a high-level
|
|
91
|
+
// idiomatic API and performance here, hence why the choose function below
|
|
92
|
+
// exists.
|
|
93
|
+
const options = new Array(n);
|
|
94
|
+
const data = new Uint8Array(buf);
|
|
95
|
+
for (let i = 0; i < n; i++)
|
|
96
|
+
options[i] = _1.Choice.decode(data[i]);
|
|
97
|
+
return options;
|
|
98
|
+
}
|
|
99
|
+
exports.choices = choices;
|
|
100
|
+
function choose(index, showdown, battle, player, choice, buf, fn) {
|
|
101
|
+
const request = choice[0] === 'p' ? 0 : choice[0] === 'm' ? 1 : 2;
|
|
102
|
+
const n = ADDON[+showdown].bindings[index].choices(battle, +(player !== 'p1'), request, buf);
|
|
103
|
+
const data = new Uint8Array(buf);
|
|
104
|
+
return _1.Choice.decode(data[fn(n)]);
|
|
105
|
+
}
|
|
106
|
+
exports.choose = choose;
|
|
107
|
+
function size(index, type) {
|
|
108
|
+
const bindings = (ADDON[1] ?? ADDON[0]).bindings[index];
|
|
109
|
+
return type[0] === 'c' ? bindings.CHOICES_SIZE : bindings.LOGS_SIZE;
|
|
110
|
+
}
|
|
111
|
+
exports.size = size;
|
|
112
|
+
//# sourceMappingURL=addon.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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