@pkmn/engine 0.1.0-dev.4eeb346e → 0.1.0-dev.53335a32
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/README.md +5 -33
- package/build/pkg/data.d.ts +2 -1
- package/build/pkg/data.js +5 -3
- package/build/pkg/data.js.map +1 -1
- package/build/pkg/gen1.js +1 -1
- package/build.zig +27 -17
- package/package.json +23 -33
- package/src/bin/install-pkmn-engine +31 -58
- package/src/lib/binding/node.zig +4 -4
- package/src/lib/binding/wasm.zig +2 -2
- package/src/lib/gen1/README.md +23 -32
- package/src/lib/gen1/data.zig +5 -5
- package/src/lib/gen1/mechanics.zig +237 -250
- package/src/lib/gen2/data.zig +4 -4
- package/src/lib/pkmn.zig +3 -3
- package/build/pkg/addon.d.ts +0 -7
- package/build/pkg/addon.js +0 -111
- package/build/pkg/addon.js.map +0 -1
- package/build/test/display.js +0 -383
- package/build/test/display.js.map +0 -1
- package/build/tools/debug.js +0 -133
- package/build/tools/debug.js.map +0 -1
- package/src/bin/pkmn-debug +0 -62
- package/src/test/display/pkmn.html.tmpl +0 -368
package/src/lib/gen1/README.md
CHANGED
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@@ -332,9 +332,7 @@ must be gleaned through the `Battle` state). Useful size and offset information
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the [`layout.json`](../../data/layout.json) which exists to simplify writing driver code.
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Documentation of the wire protocol used for logging traces when `-Dtrace` is enabled can be found in
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[PROTOCOL.md](../../../docs/PROTOCOL.md).
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[`pkmn-debug`](../../../README.md#pkmn-debug) tool exists to display the binary protocol and battle
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data in the browser for ease of debugging.
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[PROTOCOL.md](../../../docs/PROTOCOL.md).
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### `Battle`
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@@ -469,7 +467,7 @@ data in the browser for ease of debugging.
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In addition to its alternative [RNG semantics](#rng), Pokémon Showdown's implementation of the first
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generation of Pokémon contains a number bugs, [many of which are known and have been documented on
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-
Smogon](https://www.smogon.com/forums/
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Smogon](https://www.smogon.com/forums/threads/rby-tradebacks-bug-report-thread.3524844/#post-5933177):
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- moves on Pokémon Showdown can do 0 damage instead of failing or causing a [division-by-zero
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freeze](https://pkmn.cc/bulba-glitch-1#Division_by_0).
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@@ -478,8 +476,7 @@ Smogon](https://www.smogon.com/forums/posts/5933177/show):
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- Confusion self-hits use the wrong damage formula resulting in off-by-one errors (and also fail to
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account for an opponent's Reflect). Furthermore, the confusion self-hit damage will erroneously be
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inflicted to the confused user's substitute if the confused user had been attempting to use a
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self-targeting move.
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damage for the purposes of tracking the battle's last damage.
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self-targeting move.
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Beyond the general bugs listed above, several move effects are implemented incorrectly by Pokémon
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Showdown. Some of these moves are [too fundamentally broken to be implemented](#unimplementable) by
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incorrectly still gets applied to Bide's user.
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- **Leech Seed**: Leech Seed fails to heal its source side if a seeded target faints due to
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recoil/crash damage on Pokémon Showdown. Pokémon Showdown also updates the battle's last damage
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field with the uncapped Leech Seed damage
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for Bide and Counter.
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field with the uncapped Leech Seed damage which has consequences for Bide and Counter.
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- **Pay Day**: Pay Day should still scatter coins if it hits (but doesn't break) and opponent's
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Substitute but doesn't on Pokémon Showdown.
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- **Flinch**: Flinching does not get cleared during move selection on Pokémon Showdown and is
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instead cleared in Pokémon Showdown's "residual" phase, meaning the flinch status gets erroneously
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preserved across fainting (as fainting triggers Pokémon Showdown's "instaswitch" behavior which
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skips end-of-turn residuals).
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- **Rage**: Rage boosts should still result in burn/paralysis [stat modification
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errors](https://pkmn.cc/bulba-glitch-1#Stat_modification_errors) but don't on Pokémon Showdown.
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Furthermore, Pokémon Showdown only builds Rage for Disable/Explosion (hit/miss) when attacking
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into a Substitute instead of all moves. Pokémon Showdown also implements the [Rage and Thrash /
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Petal Dance accuracy bug]( https://www.youtube.com/watch?v=NC5gbJeExbs) incorrectly, as the
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accuracy only gets written when the volatile is present which can lead to incorrect accuracy
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values on turns where Rage is used on the same turn as a move which modifies accuracy or evasion.
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- **Thrash** / **Petal Dance**: once a Pokémon is locked into a thrashing move they will lose all
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speed ties on Pokémon Showdown (due to the fact that if they win the speed tie their action will
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then get "changed" and inserted back into the queue after their opponent's action).
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Showdown also implements accuracy incorrectly, as covered above.
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then get "changed" and inserted back into the queue after their opponent's action).
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- **Freeze** / **Sleep**: Pokémon Showdown requires a move to be selected when a Pokémon is frozen
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or sleeping and uses that in the event that the status is removed while on the cartridge no
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selection is possible and no turn exists for the thawed/woken Pokémon to act except in the case of
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Pokémon Showdown implementing the health check based on floating point division instead of integer
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divison like on the cartridge (meaning the Substitute 1/4 glitch will only occur if the Pokémon's
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maximum HP is evenly divisible by 4). Finally, Substitute also incorrectly blocks Dream Eater on
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Pokémon Showdown
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damage.
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Pokémon Showdown.
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In addition to numerous cases where Pokémon Showdown uses the wrong type of message (e.g. `|-fail`
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vs. `|-miss|` vs. `|-immune|`, e.g. in the case of Leech Seed) which are not documented here, Pokémon
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@@ -567,7 +554,7 @@ called out in the `|rule|` section at the beginning of a battle's log):
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`|rule|` section** in Generation I (or II) as the actual order of switches here does not have
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competitive implications like it does in Generation III, but it is still contrary to how the games
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work where the [host (Player 1)'s Pokemon would switch
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first](https://www.smogon.com/forums/
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first](https://www.smogon.com/forums/threads/gen-3-on-ps-final-fixes.3527268/post-5989318).
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Pokémon Showdown enforces several clauses *before* the battle: **Cleric Clause** (all Pokémon must
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have full HP and PP, and not have any status conditions prior to the battle), **Stat Tradeback
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Numerous moves on Pokémon Showdown are broken not simply due to local issues in the implementation
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of their effects but instead due to **global issues** related to fundamental mechanics such as
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[broken move
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the
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[broken move
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selection](https://www.smogon.com/forums/threads/rby-fight-button-simulation-improvements-fix-partial-trapping-improve-counter.3673280/#post-8655897),
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using move name instead of slot to determine move identity, implementing volatile statuses
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incorrectly or not understanding how moves which call other moves work means that it isn't possible
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to completely implement Pokémon Showdown's behavior for the following moves (the pkmn engine
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attempts to reproduce as much of the behavior that can be reproduced without making data structure
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changes or dramatically deviating from the correct control flow):
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- **Wrap**: Binding moves like Wrap are implemented on Pokémon Showdown with an artificial
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`partialtrappinglock` volatile as opposed to how it works on the cartridge which simply relies on
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Finally, the **initial 10-byte seed for link battles on Pokémon Red cannot include bytes larger than
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the `SERIAL_PREAMBLE_BYTE`**, so must be in the range $\left[0, 252\right]$. This has implications
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on the first 10 random numbers generated during the battle and has [**non-trivial competitive
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implications**](https://www.smogon.com/forums/
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effects become more likely, the ["1/256-miss"
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cannot happen, Player 1 is more likely to win
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replicate due to everything described above.
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implications**](https://www.smogon.com/forums/threads/rby-tradebacks-bug-report-thread.3524844/page-16#post-9068411)
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(at the start of the battle move effects become more likely, the ["1/256-miss"
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glitch](https://glitchcity.wiki/1/256_miss_glitch) cannot happen, Player 1 is more likely to win
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speed ties, etc) that Pokémon Showdown cannot replicate due to everything described above.
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All of places in the link battle code where randomness is required are outlined below:
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## Resources
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- [pret/pokered](https://github.com/pret/pokered/) disassembly
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- [Gen I Main Battle
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- [Gen I Main Battle
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Function](https://www.smogon.com/forums/threads/past-gens-research-thread.3506992/#post-5878612) -
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Crystal_
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- [Pokemon Showdown!](https://github.com/smogon/pokemon-showdown)
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- [List of glitches (Generation
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I)](https://bulbapedia.bulbagarden.net/wiki/List_of_glitches_(Generation_I))
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- [Pokémon Showdown RBY
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- [Pokémon Showdown RBY
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Bugs](https://www.smogon.com/forums/threads/rby-tradebacks-bug-report-thread.3524844/#post-5933177)
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package/src/lib/gen1/data.zig
CHANGED
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const expect = std.testing.expect;
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/// The minimum size in bytes required to hold all Generation I choice options.
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pub const
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pub const MAX_OPTIONS: usize = 9; // move 1..4, switch 2..6
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/// The optimal size in bytes required to hold all Generation I choice options.
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/// At least as large as
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/// At least as large as MAX_OPTIONS.
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pub const MAX_LOGS: usize = 180;
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/// The maximum number of bytes possibly logged by a single Generation I update.
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pub const
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pub const OPTIONS_SIZE = if (builtin.mode == .ReleaseSmall)
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MAX_OPTIONS
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else
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std.math.ceilPowerOfTwo(usize,
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std.math.ceilPowerOfTwo(usize, MAX_OPTIONS) catch unreachable;
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/// The optimal size in bytes required to hold the largest amount of log data possible from a
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/// single Generation I update. At least as large as MAX_LOGS.
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pub const LOGS_SIZE = if (builtin.mode == .ReleaseSmall)
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