claude-code-best/packages/pokemon/src/battle/engine.ts
claude-code-best a58a36c35a fix: 修复战斗中 PP 不递减的问题
projectPokemon 读取 maxPp 属性名错误,Showdown 使用小写 maxpp,
导致 maxPp 回退到当前 pp 值,UI 显示的 PP 总是满的。

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 11:48:40 +08:00

839 lines
30 KiB
TypeScript

import { BattleStreams, Teams, Dex, toID } from '@pkmn/sim'
import { Protocol } from '@pkmn/protocol'
import type { Creature, SpeciesId } from '../types'
import { TO_DEX_STAT, FROM_DEX_STAT } from '../dex/pkmn'
import { STAT_NAMES } from '../types'
import type { BattleState, BattlePokemon, BattleEvent, PlayerAction, StatusCondition, WeatherKind, FieldCondition } from './types'
import { chooseAIMove } from './ai'
import { attemptCapture } from './capture'
// ─── Utility: get actual stat value accounting for stage ───
function getStatWithStage(pokemon: BattlePokemon, statKey: string): number {
const raw = (pokemon as any)[statKey] ?? 10
const stage = pokemon.statStages?.[statKey] ?? 0
if (stage === 0) return raw
const numerator = stage > 0 ? 2 + stage : 2
const denominator = stage > 0 ? 2 : 2 - stage
return Math.floor(raw * numerator / denominator)
}
// ─── Item Effect Application ───
/** Healing item definitions */
const HEALING_ITEMS: Record<string, { amount: number; percent?: boolean; cureStatus?: boolean }> = {
'potion': { amount: 20 },
'superpotion': { amount: 60 },
'hyperpotion': { amount: 120 },
'maxpotion': { amount: 9999 }, // full heal
'fullrestore': { amount: 9999, cureStatus: true },
'fullheal': { amount: 0, cureStatus: true },
'berryjuice': { amount: 20 },
'oranberry': { amount: 10 },
'sitrusberry': { amount: 30, percent: true },
'energyroot': { amount: 120 },
'sweetheart': { amount: 20 },
'freshwater': { amount: 30 },
'sodapop': { amount: 50 },
'lemonade': { amount: 70 },
'moomoomilk': { amount: 100 },
'revive': { amount: 50, percent: true }, // revives fainted with 50% HP
'maxrevive': { amount: 100, percent: true }, // revives fainted with full HP
}
function applyItemEffect(battle: any, itemId: string, target: any): void {
const item = HEALING_ITEMS[itemId.toLowerCase().replace(/[-\s]/g, '')]
if (!item) return
// HP healing
if (item.amount > 0 && target.hp < target.maxhp) {
if (item.percent) {
target.hp = Math.min(target.maxhp, target.hp + Math.floor(target.maxhp * item.amount / 100))
} else {
target.hp = Math.min(target.maxhp, target.hp + item.amount)
}
}
// Cure status conditions
if (item.cureStatus && target.status) {
target.status = ''
target.statusState = { toxicTurns: 0 }
}
}
// ─── Types ───
export type BattleInit = {
streams: {
omniscient: { write(data: string): void; read(): Promise<string | null | undefined> }
spectator: { read(): Promise<string | null | undefined> }
p1: { write(data: string): void; read(): Promise<string | null | undefined> }
p2: { write(data: string): void; read(): Promise<string | null | undefined> }
}
/** Underlying stream — access .battle for Battle object */
stream: BattleStreams.BattleStream
state: BattleState
}
// ─── Adapter: Creature → Showdown Set ───
function creatureToSetString(creature: Creature): string {
const species = Dex.species.get(creature.speciesId)
if (!species) throw new Error(`Species ${creature.speciesId} not found`)
const natureName = creature.nature.charAt(0).toUpperCase() + creature.nature.slice(1)
const abilityName = creature.ability ? (Dex.abilities.get(creature.ability)?.name ?? creature.ability) : ''
let moves = creature.moves
.filter(m => m.id)
.map(m => Dex.moves.get(m.id)?.name ?? m.id)
// Fallback: if no valid moves, use type-based defaults
if (moves.length === 0) {
moves = getSpeciesMoves(creature.speciesId, creature.level)
}
const DEX_DISPLAY: Record<string, string> = { hp: 'HP', atk: 'Atk', def: 'Def', spa: 'SpA', spd: 'SpD', spe: 'Spe' }
const formatStatLine = (vals: Record<string, number>) =>
STAT_NAMES.map(s => `${vals[s]} ${DEX_DISPLAY[TO_DEX_STAT[s]]}`).join(' / ')
const ivs = formatStatLine(creature.iv)
const evs = formatStatLine(creature.ev)
const lines = [
species.name,
`Level: ${creature.level}`,
`Ability: ${abilityName}`,
`Nature: ${natureName}`,
`IVs: ${ivs}`,
`EVs: ${evs}`,
]
if (creature.heldItem) lines.push(`Item: ${Dex.items.get(creature.heldItem)?.name ?? creature.heldItem}`)
for (const move of moves) lines.push(`- ${move}`)
return lines.join('\n')
}
// Species-specific held items (speciesId → item name)
const SPECIES_ITEMS: Partial<Record<string, string>> = {
pikachu: 'Light Ball',
farfetchd: 'Stick',
cubone: 'Thick Club',
marowak: 'Thick Club',
ditto: 'Quick Powder',
chansey: 'Lucky Punch',
snorlax: 'Leftovers',
}
// Type-based common wild held items (type → item, 5% chance)
const TYPE_ITEMS: Partial<Record<string, string>> = {
Fire: 'Charcoal',
Water: 'Mystic Water',
Electric: 'Magnet',
Grass: 'Miracle Seed',
Ice: 'Never-Melt Ice',
Fighting: 'Black Belt',
Poison: 'Poison Barb',
Ground: 'Soft Sand',
Flying: 'Sharp Beak',
Psychic: 'TwistedSpoon',
Bug: 'Silver Powder',
Rock: 'Hard Stone',
Ghost: 'Spell Tag',
Dragon: 'Dragon Fang',
Dark: 'Black Glasses',
Steel: 'Metal Coat',
Fairy: 'Fairy Feather',
}
/** Roll a random held item for a wild Pokémon encounter */
function rollWildHeldItem(speciesId: SpeciesId): string | null {
// Species-specific items: 5% chance
const speciesItem = SPECIES_ITEMS[speciesId]
if (speciesItem && Math.random() < 0.05) return speciesItem
// Common berry: 5% chance
if (Math.random() < 0.05) {
const berries = ['Oran Berry', 'Sitrus Berry', 'Pecha Berry', 'Rawst Berry', 'Cheri Berry']
return berries[Math.floor(Math.random() * berries.length)]
}
// Type-based item: 3% chance
if (Math.random() < 0.03) {
const species = Dex.species.get(speciesId)
if (species?.types?.[0]) {
return TYPE_ITEMS[species.types[0]] ?? null
}
}
return null
}
function wildPokemonToSetString(speciesId: SpeciesId, level: number): string {
const species = Dex.species.get(speciesId)
if (!species) throw new Error(`Species ${speciesId} not found`)
const ability = species.abilities['0'] ?? ''
const moves = getSpeciesMoves(speciesId, level)
const lines = [species.name, `Level: ${level}`, `Ability: ${ability}`]
// Wild Pokémon have a small chance to hold an item
const wildItem = rollWildHeldItem(speciesId)
if (wildItem) lines.push(`Item: ${wildItem}`)
for (const move of moves) lines.push(`- ${move}`)
return lines.join('\n')
}
function getSpeciesMoves(speciesId: string, level: number): string[] {
// Try learnset-based moves first (real level-up moves from Dex.data)
const learnset = Dex.data.Learnsets[speciesId]?.learnset
if (learnset) {
const levelUpMoves: { id: string; level: number; gen: number }[] = []
for (const [moveId, sources] of Object.entries(learnset)) {
for (const src of sources as string[]) {
const match = src.match(/^(\d+)L(\d+)$/)
if (match) {
const gen = parseInt(match[1]!)
const moveLevel = parseInt(match[2]!)
if (moveLevel <= level) {
// Keep highest-gen entry for each move
const existing = levelUpMoves.find(m => m.id === moveId)
if (!existing || gen > existing.gen) {
if (existing) {
existing.gen = gen
existing.level = moveLevel
} else {
levelUpMoves.push({ id: moveId, level: moveLevel, gen })
}
}
}
}
}
}
// Sort by level, take last 4 (most recently learned)
levelUpMoves.sort((a, b) => a.level - b.level)
const selected = levelUpMoves.slice(-4)
if (selected.length > 0) {
return selected.map(m => Dex.moves.get(m.id)?.name ?? m.id)
}
}
// Fallback: type-based defaults
const species = Dex.species.get(speciesId)
const type = species?.types[0]?.toLowerCase() ?? 'normal'
const fallbackMoves: Record<string, string[]> = {
normal: ['Tackle', 'Scratch'],
fire: ['Ember', 'FireSpin'],
water: ['WaterGun', 'Bubble'],
grass: ['VineWhip', 'RazorLeaf'],
electric: ['ThunderShock', 'Spark'],
poison: ['PoisonSting', 'Smog'],
ice: ['IceShard', 'PowderSnow'],
fighting: ['KarateChop', 'LowKick'],
ground: ['MudSlap', 'SandAttack'],
flying: ['Gust', 'WingAttack'],
psychic: ['Confusion', 'Psybeam'],
bug: ['BugBite', 'StringShot'],
rock: ['RockThrow', 'SandAttack'],
ghost: ['Lick', 'ShadowSneak'],
dragon: ['DragonRage', 'Twister'],
dark: ['Bite', 'Pursuit'],
steel: ['MetalClaw', 'IronTail'],
fairy: ['FairyWind', 'DisarmingVoice'],
}
return fallbackMoves[type] ?? ['Tackle', 'Scratch']
}
// ─── State Projection (from Battle object) ───
function projectPokemon(pkm: any): BattlePokemon {
if (!pkm) throw new Error('No active pokemon')
const species = pkm.species
const hp = pkm.hp ?? 0
const maxHp = pkm.maxhp ?? 1
// Extract volatile statuses from the Pokémon's volatileStatuses
const volatileStatuses: string[] = []
if (pkm.volatiles) {
for (const key of Object.keys(pkm.volatiles)) {
volatileStatuses.push(key.toLowerCase())
}
}
if (pkm.statusState?.confusion) volatileStatuses.push('confusion')
if (pkm.statusState?.infatuation) volatileStatuses.push('infatuation')
return {
id: pkm.name,
speciesId: toID(species.name) as SpeciesId,
name: species.name,
level: pkm.level,
hp,
maxHp,
types: species.types?.map((t: string) => t.toLowerCase()) ?? [],
moves: (pkm.moveSlots ?? pkm.baseMoveset ?? []).filter(Boolean).map((m: any) => {
const moveName = typeof m === 'string' ? m : (m.name ?? m.move?.name ?? Dex.moves.get(m.id ?? m.move)?.name ?? String(m.id ?? '???'))
return {
id: toID(moveName),
name: moveName,
type: m.type ?? Dex.moves.get(m.id ?? toID(moveName))?.type?.toLowerCase() ?? 'normal',
pp: m.pp ?? 0,
maxPp: m.maxpp ?? m.maxPp ?? m.pp ?? 0,
disabled: m.disabled ?? false,
}
}),
ability: pkm.ability ?? '',
heldItem: pkm.item ?? null,
status: mapStatus(pkm.status),
volatileStatus: volatileStatuses,
statStages: projectBoosts(pkm.boosts),
}
}
function mapStatus(status: string): StatusCondition {
if (!status) return 'none'
const s = status.toLowerCase()
if (s === 'psn') return 'poison'
if (s === 'tox') return 'bad_poison'
if (s === 'brn') return 'burn'
if (s === 'par') return 'paralysis'
if (s === 'frz') return 'freeze'
if (s === 'slp') return 'sleep'
return 'none'
}
function projectBoosts(boosts: Record<string, number> | undefined): Record<string, number> {
if (!boosts) return {}
const result: Record<string, number> = {}
for (const [k, v] of Object.entries(boosts)) {
const mapped = FROM_DEX_STAT[k]
if (mapped) result[mapped] = v
else result[k] = v
}
return result
}
function projectState(battle: any, bagItems?: { id: string; count: number }[], prevConditions?: { player: FieldCondition[]; opponent: FieldCondition[] }): BattleState {
const p1 = battle.p1
const p2 = battle.p2
// Extract weather directly from battle field (auto-updates each turn)
const weatherRaw = battle.field?.weather ?? ''
const weather = mapWeather(weatherRaw)
// Extract terrain from battle field
const terrainRaw = battle.field?.terrain ?? ''
return {
playerPokemon: projectPokemon(p1.active[0]),
opponentPokemon: projectPokemon(p2.active[0]),
playerParty: p1.pokemon.map((p: any) => projectPokemon(p)),
opponentParty: p2.pokemon.map((p: any) => projectPokemon(p)),
turn: battle.turn ?? 1,
events: [],
finished: battle.ended,
usableItems: bagItems?.filter(i => i.count > 0).map(i => ({ id: i.id, name: i.id, count: i.count })) ?? [],
weather,
playerConditions: prevConditions?.player ?? projectSideConditions(p1),
opponentConditions: prevConditions?.opponent ?? projectSideConditions(p2),
}
}
function mapWeather(raw: string): WeatherKind | undefined {
if (!raw) return undefined
const w = raw.toLowerCase()
if (w.includes('sun') || w.includes('desolateland')) return 'sun'
if (w.includes('rain') || w.includes('primordialsea')) return 'rain'
if (w.includes('sandstorm')) return 'sandstorm'
if (w.includes('hail')) return 'hail'
if (w.includes('snow')) return 'snow'
if (w.includes('deltastream')) return 'deltastream'
return undefined
}
/** Extract field conditions from a side object */
function projectSideConditions(side: any): FieldCondition[] {
const conditions: FieldCondition[] = []
if (!side) return conditions
const sr = side.sideConditions?.stealthrock
if (sr) conditions.push({ id: 'Stealth Rock', side: side === side.battle?.p1 ? 'player' as const : 'opponent' as const, level: 1 })
const spikes = side.sideConditions?.spikes
if (spikes) conditions.push({ id: 'Spikes', side: side === side.battle?.p1 ? 'player' as const : 'opponent' as const, level: spikes.levels ?? 1 })
const tspikes = side.sideConditions?.toxicspikes
if (tspikes) conditions.push({ id: 'Toxic Spikes', side: side === side.battle?.p1 ? 'player' as const : 'opponent' as const, level: tspikes.levels ?? 1 })
const webs = side.sideConditions?.stickyweb
if (webs) conditions.push({ id: 'Sticky Web', side: side === side.battle?.p1 ? 'player' as const : 'opponent' as const, level: 1 })
return conditions
}
// ─── Protocol Event Parsing (from spectator chunks) ───
function parseChunkToEvents(chunk: string, prevHp?: { player: { hp: number; maxHp: number }; opponent: { hp: number; maxHp: number } }): BattleEvent[] {
const events: BattleEvent[] = []
// Track HP through the chunk to compute damage/heal amounts
const hp = prevHp ? { player: { ...prevHp.player }, opponent: { ...prevHp.opponent } } : { player: { hp: 0, maxHp: 1 }, opponent: { hp: 0, maxHp: 1 } }
for (const line of chunk.split('\n')) {
if (!line.startsWith('|')) continue
// Skip non-battle lines (but NOT |upkeep| anymore!)
if (line.startsWith('|t:|') || line === '|' || line.startsWith('|gametype|') || line.startsWith('|player|') ||
line.startsWith('|gen|') || line.startsWith('|tier|') || line.startsWith('|clearpoke|') ||
line.startsWith('|poke|') || line.startsWith('|teampreview|') || line.startsWith('|teamsize|') ||
line.startsWith('|start|') || line.startsWith('|done|')) continue
const parts = line.split('|')
const cmd = parts[1]
if (!cmd) continue
const side = parts[2]?.startsWith('p1a') ? 'player' as const : 'opponent' as const
switch (cmd) {
case 'move':
events.push({ type: 'move', side, move: parts[3] ?? '', user: parts[2] ?? '' })
break
case '-damage': {
const newHp = parseHpValue(parts[3])
const prev = hp[side].hp
const maxHp = hp[side].maxHp || 1
if (newHp !== null) {
const amount = Math.max(0, prev - newHp)
const percentage = maxHp > 0 ? Math.round((amount / maxHp) * 100) : 0
hp[side].hp = newHp
hp[side].maxHp = Math.max(hp[side].maxHp, parseMaxHp(parts[3]) ?? maxHp)
events.push({ type: 'damage', side, amount, percentage })
} else {
events.push({ type: 'damage', side, amount: 0, percentage: 0 })
}
break
}
case '-heal': {
const newHp = parseHpValue(parts[3])
const prev = hp[side].hp
const maxHp = hp[side].maxHp || 1
if (newHp !== null) {
const amount = Math.max(0, newHp - prev)
const percentage = maxHp > 0 ? Math.round((amount / maxHp) * 100) : 0
hp[side].hp = newHp
hp[side].maxHp = Math.max(hp[side].maxHp, parseMaxHp(parts[3]) ?? maxHp)
events.push({ type: 'heal', side, amount, percentage })
} else {
events.push({ type: 'heal', side, amount: 0, percentage: 0 })
}
break
}
case 'faint':
events.push({ type: 'faint', side, speciesId: toID(parts[2]?.split(': ')?.[1] ?? '') })
break
case 'switch': {
const name = parts[3]?.split(',')[0] ?? ''
// Parse HP from switch: "Squirtle, L5, 100/100"
const hpStr = parts[3] ?? ''
const hpMatch = hpStr.match(/(\d+)\/(\d+)/)
if (hpMatch) {
hp[side].hp = parseInt(hpMatch[1], 10)
hp[side].maxHp = parseInt(hpMatch[2], 10)
}
events.push({ type: 'switch', side, speciesId: toID(name), name })
break
}
case '-supereffective':
events.push({ type: 'effectiveness', multiplier: 2 })
break
case '-resisted':
events.push({ type: 'effectiveness', multiplier: 0.5 })
break
case '-crit':
events.push({ type: 'crit' })
break
case '-miss':
events.push({ type: 'miss', side })
break
case '-status':
events.push({ type: 'status', side, status: mapStatus(parts[3]) })
break
case '-curestatus':
// Pokémon cured of status — represent as status 'none'
events.push({ type: 'status', side, status: 'none' })
break
case '-boost':
case '-unboost': {
const stages = cmd === '-boost' ? Number(parts[4]) : -Number(parts[4])
events.push({ type: 'statChange', side, stat: parts[3] ?? '', stages })
break
}
case '-ability':
events.push({ type: 'ability', side, ability: parts[3] ?? '' })
break
case '-item':
events.push({ type: 'item', side, item: parts[3] ?? '' })
break
case 'fail':
events.push({ type: 'fail', side, reason: parts[3] ?? '' })
break
case '-fail':
events.push({ type: 'fail', side, reason: parts[3] ?? '' })
break
case '-weather': {
const weatherRaw = parts[2] ?? ''
if (weatherRaw === 'none' || weatherRaw === '') {
events.push({ type: 'weather', weather: 'none' })
} else {
const weather = mapWeather(weatherRaw)
events.push({ type: 'weather', weather: weather ?? 'none', source: parts[3] ?? undefined })
}
break
}
case '-fieldstart':
case '-fieldend': {
const fieldId = parts[2] ?? ''
const action = cmd === '-fieldstart' ? 'add' as const : 'remove' as const
// Terrains etc. — map to fieldCondition
events.push({ type: 'fieldCondition', side: 'player', id: fieldId, level: 1, action })
break
}
case '-sidestart': {
const conditionId = parts[3] ?? ''
const condSide = parts[2]?.startsWith('p1') ? 'player' as const : 'opponent' as const
const level = conditionId.match(/\d/) ? parseInt(conditionId.match(/\d/)![0], 10) : 1
const cleanId = conditionId.replace(/\d+$/, '').trim()
events.push({ type: 'fieldCondition', side: condSide, id: cleanId, level, action: 'add' })
break
}
case '-sideend': {
const conditionId = parts[3] ?? ''
const condSide = parts[2]?.startsWith('p1') ? 'player' as const : 'opponent' as const
events.push({ type: 'fieldCondition', side: condSide, id: conditionId, level: 0, action: 'remove' })
break
}
case '-activate': {
const effect = parts[3] ?? parts[2] ?? ''
events.push({ type: 'activate', side, effect })
break
}
case '-immune':
events.push({ type: 'immune', side })
break
case 'upkeep':
events.push({ type: 'upkeep' })
break
case 'turn':
events.push({ type: 'turn', number: Number(parts[2]) })
break
}
}
return events
}
/** Parse current HP from protocol HP string like "80/100" or "80/100brn" */
function parseHpValue(hpStr?: string): number | null {
if (!hpStr) return null
const match = hpStr.match(/^(\d+)/)
return match ? parseInt(match[1], 10) : null
}
/** Parse max HP from protocol HP string like "80/100" or "80/100brn" */
function parseMaxHp(hpStr?: string): number | null {
if (!hpStr) return null
const match = hpStr.match(/\/(\d+)/)
return match ? parseInt(match[1], 10) : null
}
// ─── Engine API ───
export type OpponentEntry = { speciesId: SpeciesId; level: number }
export async function createBattle(
partyCreatures: Creature[],
opponentSpeciesId: SpeciesId | OpponentEntry[],
opponentLevel?: number,
_bagItems?: { id: string; count: number }[],
): Promise<BattleInit> {
const stream = new BattleStreams.BattleStream()
const streams = BattleStreams.getPlayerStreams(stream)
const p1Sets = partyCreatures.map(c => creatureToSetString(c))
// Support both single species (wild) and multi-species (trainer) opponents
let p2Sets: string[]
if (Array.isArray(opponentSpeciesId)) {
p2Sets = opponentSpeciesId.map(e => wildPokemonToSetString(e.speciesId, e.level))
} else {
const level = opponentLevel ?? 5
p2Sets = [wildPokemonToSetString(opponentSpeciesId, level)]
}
const p1Team = Teams.import(p1Sets.join('\n\n'))
const p2Team = Teams.import(p2Sets.join('\n\n'))
const spec = { formatid: 'gen9customgame' }
const p1spec = { name: 'Player', team: Teams.pack(p1Team) }
const p2spec = { name: 'Opponent', team: Teams.pack(p2Team) }
// Initialize battle
streams.omniscient.write(
`>start ${JSON.stringify(spec)}\n` +
`>player p1 ${JSON.stringify(p1spec)}\n` +
`>player p2 ${JSON.stringify(p2spec)}`
)
// Drain team preview from omniscient and spectator streams
await streams.omniscient.read()
await streams.spectator.read()
// Accept team preview — lead with first Pokémon
streams.omniscient.write(`>p1 team 1\n>p2 team 1`)
// Read battle start from spectator (clean, no |split|)
const startChunk = (await streams.spectator.read()) ?? ''
// Parse initial events (switches + turn)
const initialEvents = parseChunkToEvents(startChunk)
// Use Battle object for rich state projection
const battle = stream.battle!
const state = projectState(battle, _bagItems, { player: [], opponent: [] })
state.events = initialEvents
return { streams, stream, state }
}
export async function executeTurn(
battleInit: BattleInit,
action: PlayerAction,
): Promise<BattleState> {
const { streams, stream } = battleInit
const prevState = battleInit.state
const battle = stream.battle!
// Build p1 choice
let p1Choice: string
let isEscape = false
let state_captureResult: { captured: boolean; shakes: number; speciesId: SpeciesId } | undefined
switch (action.type) {
case 'move':
p1Choice = `move ${action.moveIndex + 1}`
break
case 'switch': {
// Use partyIndex directly (1-indexed for showdown protocol)
const idx = action.partyIndex
const p1Pokemon: any[] = battle.p1.pokemon
p1Choice = idx >= 0 && idx < p1Pokemon.length ? `switch ${idx + 1}` : 'move 1'
break
}
case 'item': {
// Pokeball items trigger capture attempt
if (action.itemId && action.itemId.toLowerCase().includes('ball')) {
const opp = prevState.opponentPokemon
const captureResult = attemptCapture(
opp.speciesId, opp.hp, opp.maxHp, action.itemId, opp.status,
prevState.turn, prevState.turn === 1,
)
if (captureResult.captured) {
// Capture successful — forfeit and end battle
streams.omniscient.write('>p1 forfeit')
await streams.spectator.read()
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.finished = true
state.captureResult = { captured: true, shakes: captureResult.shakes, speciesId: opp.speciesId }
state.events = [...prevState.events, { type: 'activate' as const, side: 'player' as const, effect: 'capture' }]
battleInit.state = state
return state
}
// Capture failed — player wastes turn, opponent attacks
state_captureResult = { captured: false, shakes: captureResult.shakes, speciesId: opp.speciesId }
} else {
// Apply healing/status item effect
const p1Active = battle.p1.active[0]
if (p1Active && action.itemId) {
applyItemEffect(battle, action.itemId, p1Active)
}
}
p1Choice = 'move 1'
break
}
case 'run': {
// Escape probability: f = ((playerSpeed * 128) / opponentSpeed + 30 * attempts) % 256
const attempts = (prevState.escapeAttempts ?? 0) + 1
const playerSpeed = prevState.playerPokemon.statStages?.speed
? getStatWithStage(prevState.playerPokemon, 'spe')
: (battle.p1.active[0]?.stats?.spe ?? 10)
const opponentSpeed = prevState.opponentPokemon.statStages?.speed
? getStatWithStage(prevState.opponentPokemon, 'spe')
: (battle.p2.active[0]?.stats?.spe ?? 10)
const f = Math.floor((playerSpeed * 128 / Math.max(1, opponentSpeed) + 30 * attempts) % 256)
const roll = Math.floor(Math.random() * 256)
if (roll < f) {
// Escape successful — forfeit the battle
streams.omniscient.write('>p1 forfeit')
await streams.spectator.read()
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.finished = true
state.escaped = true
state.events = [...prevState.events, { type: 'activate' as const, side: 'player' as const, effect: 'escape' }]
battleInit.state = state
return state
}
// Escape failed — player wastes turn, opponent attacks
isEscape = true
p1Choice = 'move 1' // placeholder, player doesn't act
break
}
default:
p1Choice = 'move 1'
}
// AI choice — pass player's types so AI can consider effectiveness
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon, prevState.playerPokemon.types)
const p2Choice = `move ${aiMoveIndex + 1}`
// Submit choices via stream
streams.omniscient.write(`>p1 ${p1Choice}\n>p2 ${p2Choice}`)
// Read turn result from spectator (no |split| issues)
const turnChunk = (await streams.spectator.read()) ?? ''
const newEvents = parseChunkToEvents(turnChunk, {
player: { hp: prevState.playerPokemon.hp, maxHp: prevState.playerPokemon.maxHp },
opponent: { hp: prevState.opponentPokemon.hp, maxHp: prevState.opponentPokemon.maxHp },
})
// Project rich state from Battle object, preserving field conditions
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.events = [...prevState.events, ...newEvents]
// Track escape attempts
if (isEscape) {
state.escapeAttempts = (prevState.escapeAttempts ?? 0) + 1
} else {
state.escapeAttempts = prevState.escapeAttempts ?? 0
}
// Track capture result
if (state_captureResult) {
state.captureResult = state_captureResult
}
// Forced switch detection via Battle object
const p1Active = battle.p1.active[0]
const p1Fainted = p1Active?.fainted || p1Active?.hp === 0 || state.playerPokemon.hp === 0
const hasAliveBench = battle.p1.pokemon.some(
(p: any) => !p.fainted && p.hp > 0 && p !== p1Active,
)
if (p1Fainted && hasAliveBench && !battle.ended) {
state.needsSwitch = true
}
// Battle end detection
if (battle.ended) {
state.finished = true
const winner = battle.winner === 'Player' ? 'player' as const : 'opponent' as const
state.result = {
winner,
turns: state.turn,
xpGained: 0,
evGained: { hp: 0, attack: 0, defense: 0, spAtk: 0, spDef: 0, speed: 0 },
participantIds: [],
}
}
battleInit.state = state
return state
}
export async function executeSwitch(
battleInit: BattleInit,
partyIndex: number,
): Promise<BattleState> {
const { streams, stream } = battleInit
const prevState = battleInit.state
const battle = stream.battle!
// Validate slot index
const p1Pokemon: any[] = battle.p1.pokemon
if (partyIndex < 0 || partyIndex >= p1Pokemon.length) return prevState
// Build p2 command: switch if fainted, otherwise use AI move
let p2Cmd = ''
const p2Active = battle.p2.active[0]
if (p2Active?.fainted || p2Active?.hp === 0) {
const p2Pkm: any[] = battle.p2.pokemon
// Find best switch-in: prefer type advantage against player's active
const playerTypes = prevState.playerPokemon.types
const aliveIndices = p2Pkm
.map((p: any, i: number) => ({ p, i }))
.filter(({ p, i }) => i > 0 && !p.fainted && p.hp > 0)
let bestIdx = -1
if (aliveIndices.length > 0 && playerTypes.length > 0) {
// Score each candidate by type effectiveness against player
let bestScore = -Infinity
for (const { p, i } of aliveIndices) {
const types = p.species?.types ?? []
let score = 0
for (const atkType of types) {
for (const defType of playerTypes) {
score += Dex.getEffectiveness(atkType, defType)
}
}
if (score > bestScore) {
bestScore = score
bestIdx = i
}
}
}
// Fallback to first alive if no type advantage found
if (bestIdx < 0) bestIdx = aliveIndices[0]?.i ?? -1
p2Cmd = bestIdx >= 0 ? `\n>p2 switch ${bestIdx + 1}` : '\n>p2 pass'
} else {
// p2's active is alive — submit AI move choice
const aiMoveIndex = chooseAIMove(prevState.opponentPokemon, prevState.playerPokemon.types)
p2Cmd = `\n>p2 move ${aiMoveIndex + 1}`
}
// Submit switch (1-indexed for showdown protocol)
streams.omniscient.write(`>p1 switch ${partyIndex + 1}${p2Cmd}`)
// Read result
const switchChunk = (await streams.spectator.read()) ?? ''
const newEvents = parseChunkToEvents(switchChunk, {
player: { hp: prevState.playerPokemon.hp, maxHp: prevState.playerPokemon.maxHp },
opponent: { hp: prevState.opponentPokemon.hp, maxHp: prevState.opponentPokemon.maxHp },
})
// Project state
const state = projectState(battle, prevState.usableItems, {
player: prevState.playerConditions,
opponent: prevState.opponentConditions,
})
state.events = [...prevState.events, ...newEvents]
// Forced switch detection via Battle object
const p1Active = battle.p1.active[0]
const p1Fainted = p1Active?.fainted || p1Active?.hp === 0 || state.playerPokemon.hp === 0
const hasAliveBench = battle.p1.pokemon.some(
(p: any) => !p.fainted && p.hp > 0 && p !== p1Active,
)
if (p1Fainted && hasAliveBench && !battle.ended) {
state.needsSwitch = true
}
if (battle.ended) {
state.finished = true
const winner = battle.winner === 'Player' ? 'player' as const : 'opponent' as const
state.result = {
winner,
turns: state.turn,
xpGained: 0,
evGained: { hp: 0, attack: 0, defense: 0, spAtk: 0, spDef: 0, speed: 0 },
participantIds: [],
}
}
battleInit.state = state
return state
}