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| ; | |
| var __defProp = Object.defineProperty; | |
| var __getOwnPropDesc = Object.getOwnPropertyDescriptor; | |
| var __getOwnPropNames = Object.getOwnPropertyNames; | |
| var __hasOwnProp = Object.prototype.hasOwnProperty; | |
| var __export = (target, all) => { | |
| for (var name in all) | |
| __defProp(target, name, { get: all[name], enumerable: true }); | |
| }; | |
| var __copyProps = (to, from, except, desc) => { | |
| if (from && typeof from === "object" || typeof from === "function") { | |
| for (let key of __getOwnPropNames(from)) | |
| if (!__hasOwnProp.call(to, key) && key !== except) | |
| __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); | |
| } | |
| return to; | |
| }; | |
| var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); | |
| var exhaustive_runner_exports = {}; | |
| __export(exhaustive_runner_exports, { | |
| ExhaustiveRunner: () => ExhaustiveRunner | |
| }); | |
| module.exports = __toCommonJS(exhaustive_runner_exports); | |
| var import_dex = require("../dex"); | |
| var import_prng = require("../prng"); | |
| var import_random_player_ai = require("./random-player-ai"); | |
| var import_runner = require("./runner"); | |
| /** | |
| * Battle Simulator exhaustive runner. | |
| * Pokemon Showdown - http://pokemonshowdown.com/ | |
| * | |
| * @license MIT | |
| */ | |
| const _ExhaustiveRunner = class { | |
| constructor(options) { | |
| this.format = options.format; | |
| this.cycles = options.cycles || _ExhaustiveRunner.DEFAULT_CYCLES; | |
| this.prng = import_prng.PRNG.get(options.prng); | |
| this.log = !!options.log; | |
| this.maxGames = options.maxGames; | |
| this.maxFailures = options.maxFailures || _ExhaustiveRunner.MAX_FAILURES; | |
| this.dual = options.dual || false; | |
| this.failures = 0; | |
| this.games = 0; | |
| } | |
| async run() { | |
| const dex = import_dex.Dex.forFormat(this.format); | |
| const seed = this.prng.getSeed(); | |
| const pools = this.createPools(dex); | |
| const createAI = (s, o) => new CoordinatedPlayerAI(s, o, pools); | |
| const generator = new TeamGenerator(dex, this.prng, pools, _ExhaustiveRunner.getSignatures(dex, pools)); | |
| do { | |
| this.games++; | |
| try { | |
| const is4P = dex.formats.get(this.format).gameType === "multi"; | |
| await new import_runner.Runner({ | |
| prng: this.prng, | |
| p1options: { team: generator.generate(), createAI }, | |
| p2options: { team: generator.generate(), createAI }, | |
| p3options: is4P ? { team: generator.generate(), createAI } : void 0, | |
| p4options: is4P ? { team: generator.generate(), createAI } : void 0, | |
| format: this.format, | |
| dual: this.dual, | |
| error: true | |
| }).run(); | |
| if (this.log) | |
| this.logProgress(pools); | |
| } catch (err) { | |
| this.failures++; | |
| console.error( | |
| ` | |
| Run \`node tools/simulate exhaustive --cycles=${this.cycles} --format=${this.format} --seed=${seed}\`: | |
| `, | |
| err | |
| ); | |
| } | |
| } while ((!this.maxGames || this.games < this.maxGames) && (!this.maxFailures || this.failures < this.maxFailures) && generator.exhausted < this.cycles); | |
| return this.failures; | |
| } | |
| createPools(dex) { | |
| return { | |
| pokemon: new Pool( | |
| _ExhaustiveRunner.onlyValid(dex.gen, dex.data.Pokedex, (p) => dex.species.get(p), (_, p) => p.name !== "Pichu-Spiky-eared" && p.name.substr(0, 8) !== "Pikachu-" && !["Greninja-Bond", "Rockruff-Dusk"].includes(p.name)), | |
| this.prng | |
| ), | |
| items: new Pool(_ExhaustiveRunner.onlyValid(dex.gen, dex.data.Items, (i) => dex.items.get(i)), this.prng), | |
| abilities: new Pool(_ExhaustiveRunner.onlyValid(dex.gen, dex.data.Abilities, (a) => dex.abilities.get(a)), this.prng), | |
| moves: new Pool(_ExhaustiveRunner.onlyValid( | |
| dex.gen, | |
| dex.data.Moves, | |
| (m) => dex.moves.get(m), | |
| (m) => m !== "struggle" && (m === "hiddenpower" || m.substr(0, 11) !== "hiddenpower") | |
| ), this.prng) | |
| }; | |
| } | |
| logProgress(p) { | |
| if (this.games) | |
| process.stdout.write("\r\x1B[K"); | |
| process.stdout.write( | |
| `[${this.format}] P:${p.pokemon} I:${p.items} A:${p.abilities} M:${p.moves} = ${this.games}` | |
| ); | |
| } | |
| static getSignatures(dex, pools) { | |
| const signatures = /* @__PURE__ */ new Map(); | |
| for (const id of pools.items.possible) { | |
| const item = dex.data.Items[id]; | |
| if (item.megaEvolves) { | |
| const pokemon = (0, import_dex.toID)(item.megaEvolves); | |
| const combo = { item: id }; | |
| let combos = signatures.get(pokemon); | |
| if (!combos) { | |
| combos = []; | |
| signatures.set(pokemon, combos); | |
| } | |
| combos.push(combo); | |
| } else if (item.itemUser) { | |
| for (const user of item.itemUser) { | |
| const pokemon = (0, import_dex.toID)(user); | |
| const combo = { item: id }; | |
| if (item.zMoveFrom) | |
| combo.move = (0, import_dex.toID)(item.zMoveFrom); | |
| let combos = signatures.get(pokemon); | |
| if (!combos) { | |
| combos = []; | |
| signatures.set(pokemon, combos); | |
| } | |
| combos.push(combo); | |
| } | |
| } | |
| } | |
| return signatures; | |
| } | |
| static onlyValid(gen, obj, getter, additional, nonStandard) { | |
| return Object.keys(obj).filter((k) => { | |
| const v = getter(k); | |
| return v.gen <= gen && (!v.isNonstandard || !!nonStandard) && (!additional || additional(k, v)); | |
| }); | |
| } | |
| }; | |
| let ExhaustiveRunner = _ExhaustiveRunner; | |
| ExhaustiveRunner.DEFAULT_CYCLES = 1; | |
| ExhaustiveRunner.MAX_FAILURES = 10; | |
| // TODO: Add triple battles once supported by the AI. | |
| ExhaustiveRunner.FORMATS = [ | |
| "gen9customgame", | |
| "gen9doublescustomgame", | |
| "gen8customgame", | |
| "gen8doublescustomgame", | |
| "gen7customgame", | |
| "gen7doublescustomgame", | |
| "gen6customgame", | |
| "gen6doublescustomgame", | |
| "gen5customgame", | |
| "gen5doublescustomgame", | |
| "gen4customgame", | |
| "gen4doublescustomgame", | |
| "gen3customgame", | |
| "gen3doublescustomgame", | |
| "gen2customgame", | |
| "gen1customgame" | |
| ]; | |
| const _TeamGenerator = class { | |
| constructor(dex, prng, pools, signatures) { | |
| this.dex = dex; | |
| this.prng = import_prng.PRNG.get(prng); | |
| this.pools = pools; | |
| this.signatures = signatures; | |
| this.natures = Object.keys(this.dex.data.Natures); | |
| } | |
| get exhausted() { | |
| const exhausted = [this.pools.pokemon.exhausted, this.pools.moves.exhausted]; | |
| if (this.dex.gen >= 2) | |
| exhausted.push(this.pools.items.exhausted); | |
| if (this.dex.gen >= 3) | |
| exhausted.push(this.pools.abilities.exhausted); | |
| return Math.min.apply(null, exhausted); | |
| } | |
| generate() { | |
| const team = []; | |
| for (const pokemon of this.pools.pokemon.next(6)) { | |
| const species = this.dex.species.get(pokemon); | |
| const randomEVs = () => this.prng.random(253); | |
| const randomIVs = () => this.prng.random(32); | |
| let item; | |
| const moves = []; | |
| const combos = this.signatures.get(species.id); | |
| if (combos && this.prng.random() > _TeamGenerator.COMBO) { | |
| const combo = this.prng.sample(combos); | |
| item = combo.item; | |
| if (combo.move) | |
| moves.push(combo.move); | |
| } else { | |
| item = this.dex.gen >= 2 ? this.pools.items.next() : ""; | |
| } | |
| team.push({ | |
| name: species.baseSpecies, | |
| species: species.name, | |
| gender: species.gender, | |
| item, | |
| ability: this.dex.gen >= 3 ? this.pools.abilities.next() : "None", | |
| moves: moves.concat(...this.pools.moves.next(4 - moves.length)), | |
| evs: { | |
| hp: randomEVs(), | |
| atk: randomEVs(), | |
| def: randomEVs(), | |
| spa: randomEVs(), | |
| spd: randomEVs(), | |
| spe: randomEVs() | |
| }, | |
| ivs: { | |
| hp: randomIVs(), | |
| atk: randomIVs(), | |
| def: randomIVs(), | |
| spa: randomIVs(), | |
| spd: randomIVs(), | |
| spe: randomIVs() | |
| }, | |
| nature: this.prng.sample(this.natures), | |
| level: this.prng.random(50, 100), | |
| happiness: this.prng.random(256), | |
| shiny: this.prng.randomChance(1, 1024) | |
| }); | |
| } | |
| return team; | |
| } | |
| }; | |
| let TeamGenerator = _TeamGenerator; | |
| // By default, the TeamGenerator generates sets completely at random which unforunately means | |
| // certain signature combinations (eg. Mega Stone/Z Moves which only work for specific Pokemon) | |
| // are unlikely to be chosen. To combat this, we keep a mapping of these combinations and some | |
| // fraction of the time when we are generating sets for these particular Pokemon we give them | |
| // the combinations they need to exercise the simulator more thoroughly. | |
| TeamGenerator.COMBO = 0.5; | |
| class Pool { | |
| constructor(possible, prng) { | |
| this.possible = possible; | |
| this.prng = prng; | |
| this.exhausted = 0; | |
| this.unused = /* @__PURE__ */ new Set(); | |
| } | |
| toString() { | |
| return `${this.exhausted} (${this.unused.size}/${this.possible.length})`; | |
| } | |
| reset() { | |
| if (this.filled) | |
| this.exhausted++; | |
| this.iter = void 0; | |
| this.unused = new Set(this.shuffle(this.possible)); | |
| if (this.possible.length && this.filled) { | |
| for (const used of this.filled) { | |
| this.unused.delete(used); | |
| } | |
| this.filled = /* @__PURE__ */ new Set(); | |
| if (!this.unused.size) | |
| this.reset(); | |
| } else { | |
| this.filled = /* @__PURE__ */ new Set(); | |
| } | |
| this.filler = this.possible.slice(); | |
| } | |
| shuffle(arr) { | |
| for (let i = arr.length - 1; i > 0; i--) { | |
| const j = this.prng.random(i + 1); | |
| [arr[i], arr[j]] = [arr[j], arr[i]]; | |
| } | |
| return arr; | |
| } | |
| wasUsed(k) { | |
| this.iter = void 0; | |
| return !this.unused.has(k); | |
| } | |
| markUsed(k) { | |
| this.iter = void 0; | |
| this.unused.delete(k); | |
| } | |
| next(num) { | |
| if (!num) | |
| return this.choose(); | |
| const chosen = []; | |
| for (let i = 0; i < num; i++) { | |
| chosen.push(this.choose()); | |
| } | |
| return chosen; | |
| } | |
| // Returns the next option in our set of unused options which were shuffled | |
| // before insertion so as to come out in random order. The iterator is | |
| // reset when the pools are manipulated by the CombinedPlayerAI (`markUsed` | |
| // as it mutates the set, but also `wasUsed` because resetting the | |
| // iterator isn't so much 'marking it as invalid' as 'signalling that we | |
| // should move the unused options to the top again'). | |
| // | |
| // As the pool of options dwindles, we run into scenarios where `choose` | |
| // will keep returning the same options. This helps ensure they get used, | |
| // but having a game with every Pokemon having the same move or ability etc | |
| // is less realistic, so instead we 'fill' out the remaining choices during a | |
| // generator round (ie. until our iterator gets invalidated during gameplay). | |
| // | |
| // The 'filler' choices are tracked in `filled` to later subtract from the next | |
| // exhaustion cycle of this pool, but in theory we could be so unlucky that | |
| // we loop through our fillers multiple times while dealing with a few stubborn | |
| // remaining options in `unused`, therefore undercounting our `exhausted` total, | |
| // but this is considered to be unlikely enough that we don't care (and | |
| // `exhausted` is a lower bound anyway). | |
| choose() { | |
| if (!this.unused.size) | |
| this.reset(); | |
| if (this.iter) { | |
| if (!this.iter.done) { | |
| const next2 = this.iter.next(); | |
| this.iter.done = next2.done; | |
| if (!next2.done) | |
| return next2.value; | |
| } | |
| return this.fill(); | |
| } | |
| this.iter = this.unused.values(); | |
| const next = this.iter.next(); | |
| this.iter.done = next.done; | |
| return next.value; | |
| } | |
| fill() { | |
| let length = this.filler.length; | |
| if (!length) { | |
| this.filler = this.possible.slice(); | |
| length = this.filler.length; | |
| } | |
| const index = this.prng.random(length); | |
| const element = this.filler[index]; | |
| this.filler[index] = this.filler[length - 1]; | |
| this.filler.pop(); | |
| this.filled.add(element); | |
| return element; | |
| } | |
| } | |
| class CoordinatedPlayerAI extends import_random_player_ai.RandomPlayerAI { | |
| constructor(playerStream, options, pools) { | |
| super(playerStream, options); | |
| this.pools = pools; | |
| } | |
| chooseTeamPreview(team) { | |
| return `team ${this.choosePokemon(team.map((p, i) => ({ slot: i + 1, pokemon: p }))) || 1}`; | |
| } | |
| chooseMove(active, moves) { | |
| this.markUsedIfGmax(active); | |
| for (const { choice, move } of moves) { | |
| const id = this.fixMove(move); | |
| if (!this.pools.moves.wasUsed(id)) { | |
| this.pools.moves.markUsed(id); | |
| return choice; | |
| } | |
| } | |
| return super.chooseMove(active, moves); | |
| } | |
| chooseSwitch(active, switches) { | |
| this.markUsedIfGmax(active); | |
| return this.choosePokemon(switches) || super.chooseSwitch(active, switches); | |
| } | |
| choosePokemon(choices) { | |
| for (const { slot, pokemon } of choices) { | |
| const species = (0, import_dex.toID)(pokemon.details.split(",")[0]); | |
| if (!this.pools.pokemon.wasUsed(species) || !this.pools.abilities.wasUsed(pokemon.baseAbility) || !this.pools.items.wasUsed(pokemon.item) || pokemon.moves.some((m) => !this.pools.moves.wasUsed(this.fixMove(m)))) { | |
| this.pools.pokemon.markUsed(species); | |
| this.pools.abilities.markUsed(pokemon.baseAbility); | |
| this.pools.items.markUsed(pokemon.item); | |
| return slot; | |
| } | |
| } | |
| } | |
| // The move options provided by the simulator have been converted from the name | |
| // which we're tracking, so we need to convert them back. | |
| fixMove(m) { | |
| const id = (0, import_dex.toID)(m.move); | |
| if (id.startsWith("return")) | |
| return "return"; | |
| if (id.startsWith("frustration")) | |
| return "frustration"; | |
| if (id.startsWith("hiddenpower")) | |
| return "hiddenpower"; | |
| return id; | |
| } | |
| // Gigantamax Pokemon need to be special cased for tracking because the current | |
| // tracking only works if you can switch in a Pokemon. | |
| markUsedIfGmax(active) { | |
| if (active && !active.canDynamax && active.maxMoves?.gigantamax) { | |
| this.pools.pokemon.markUsed((0, import_dex.toID)(active.maxMoves.gigantamax)); | |
| } | |
| } | |
| } | |
| //# sourceMappingURL=exhaustive-runner.js.map | |