Bundled license information: @pkmn/sim/build/esm/sim/dex-data.mjs: /** * Dex Data * Pokemon Showdown - http://pokemonshowdown.com/ * * @license MIT */ @pkmn/sim/build/esm/sim/pokemon.mjs: /** * Simulator Pokemon * Pokemon Showdown - http://pokemonshowdown.com/ * * @license MIT license */ @pkmn/sim/build/esm/sim/prng.mjs: /** * PRNG * Pokemon Showdown - http://pokemonshowdown.com/ * * This simulates the on-cartridge PRNG used in the real games. * * In addition to potentially allowing us to read replays from in-game, * this also makes it possible to record an "input log" (a seed + * initial teams + move/switch decisions) and "replay" a simulation to * get the same result. * * @license MIT license */ @pkmn/sim/build/esm/sim/side.mjs: /** * Simulator Side * Pokemon Showdown - http://pokemonshowdown.com/ * * There's a lot of ambiguity between the terms "player", "side", "team", * and "half-field", which I'll try to explain here: * * These terms usually all mean the same thing. The exceptions are: * * - Multi-battle: there are 2 half-fields, 2 teams, 4 sides * * - Free-for-all: there are 2 half-fields, 4 teams, 4 sides * * "Half-field" is usually abbreviated to "half". * * Function naming will be very careful about which term to use. Pay attention * if it's relevant to your code. * * @license MIT */ @pkmn/sim/build/esm/sim/state.mjs: /** * Simulator State * Pokemon Showdown - http://pokemonshowdown.com/ * * Helper functions for serializing Battle instances to JSON and back. * * (You might also consider using input logs instead.) * * @license MIT */ @pkmn/sim/build/esm/sim/field.mjs: /** * Simulator Field * Pokemon Showdown - http://pokemonshowdown.com/ * * @license MIT */ @pkmn/sim/build/esm/sim/battle.mjs: /** * Simulator Battle * Pokemon Showdown - http://pokemonshowdown.com/ * * This file is where the battle simulation itself happens. * * The most important part of the simulation is the event system: * see the `runEvent` function definition for details. * * General battle mechanics are in `battle-actions`; move-specific, * item-specific, etc mechanics are in the corresponding file in * `data`. * * @license MIT */