@mehra/pokemon
v6.2.5
Published
I have no idea what this actually does
Downloads
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Readme
pokemon
I still don't know what this does.
Simulates something to do with Pokemon Battle.
Installation
npm i @mehra/pokemon
If using the CLI commands and not using the abstract library, you generally want to do a global install instead:
npm i -g @mehra/pokemon
Links
Library
lib/
should have implemented most rules.
To create a player:
const Weedle = new Player(
Players.Weedle, // The configuration for the player
// Presets are exported from players.ts.
true, // Whether the player is human;
// applies different rules
Math.random // The function to generate random numbers
// You can build a closure to log or playback random numbers
);
To create a team:
const A = new Team(
[Weedle], // An array of instantiated Players on the team
Math.random // The function to generate random numbers
);
To create a game:
const game = new Game(
A, // One of the teams
B, // The other team
random // The function to generate random numbers
);
To play a round (one turn for each player) of the game:
// If there is a winner, returns a boolean indicating whether team A (from constructor) is the winner.
// Otherwise, returns undefined.
game.playRound();
To finish the game until one team wins:
// Returns a boolean indicating whether team A (from constructor) is the winner.
game.play();
Weedle vs Agatha
Simulates a game that is supposedly important? Very unlikely for team A to win this game.
Teams
Simulates a game with these teams:
const A = new Team([Players.Weedle].map(createPlayer(true, random)), random);
const B = new Team(
[
Players.Gengar1,
Players.Golbat,
Players.Haunter,
Players.Arbok,
Players.Gengar2,
].map(createPlayer(false, random)),
random
);
Usage
weedle <maxNumIterations = 1000> <progressCheckInterval = floor(maxNumIterations / 100)> <continueOnSuccess = false> <divideProgressLogByInterval = false>
Some systems require you to prefix the command with npx
.
This will run up to maxNumIterations
simulations, halting earlier if and only if team A
wins and !continueOnSuccess
.
It will log the elapsed time and current iteration (divided by progressCheckInterval
if divideProgressLogByInterval
) before every progressCheckInterval
number of iterations;
you can set progressCheckInterval = 0
to not have this happen, or to some sufficiently large number to have it occur only at step 0
.
On success (team A
's win), it will log and append a record to the end of the file avi.log
(or create it if it does not exist).
This log will include the current (not elapsed) time, the iteration at which the success occurred, and the entire sequence of random numbers in that simulation.
This is sufficient information to replay the game without loss (see Playback).
Note:
continueOnSuccess
and divideProgressLogByInterval
check for JavaScript truthiness.
In particular, if "false"
is entered in the command line, it will be treated as true
!
Speed
Expect running time of around 9.2-9.7µs
per iteration.
Production config for bashing
When bashing out simulations, I generally use
weedle Infinity 1e6 true true > run.log &
Playback
Playback any run given its sequence of random numbers:
pokemon-playback <path-to-file>
where path-to-file
is the path to a requireable file which gives the array of randoms.
Some systems require you to prefix the command with npx
.
If omitted, path-to-file
defaults to an internal constant file, namely test/fail/1.rands.json
.
While expected to remain for the life of the project, this should not be relied on programmatically.