Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

About

I like to build Pokemon Battle Simulations to help me learn a programming language

Resources

Stars

2 stars

Watchers

2 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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pokesim

I like to build Pokemon Battle Simulations to help me learn a programming language. Each language has its own directory.

Rules

I don't use any libraries outside of the standard library. All languages must be able to work with the same data files. All executables must accept the same command-line arguments (detailed below). The games played should be roughly indistinguishable - within reason (e.g. a web browser should use UI elements rather than attempting to recreate ANSI colors and ASCII art) - no matter what language is used. There are some things that may need to be explained for each language, which are detailed below.

Command Line Arguments

No positional arguments.

-V/--version

Outputs the program version. Each language can have its own version based on its own revision history. There are two formats that are acceptable, depending on whether the language is compiled.

  • Compiled language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}} {{architecture}})
  • Interpreted language format: {{program name}} - Pokémon Battle Simulator - Version {{version}} (Platform: {{language}} {{OS}})

... where program name is the name of the program/module/package/other code unit that is distributable as the simulator (e.g. package name for Python, module path for Go etc.), version is the version of the simulator, language is the language in which the simulator was written (including version of the language compiler/standard whenever possible), OS is the operating system on/for which the program was built/runs, and architecture is the CPU architecture of the compiled simulator binary.

Language-Specific Caveats/Explanations

Python

The setup.py includes three dependencies:

  • readline, which is a standard library but doesn't exist on Windows platforms unless you install it as a pip dependency (possibly no longer true).
  • typing, which is a standard library but older versions of Python don't include it.
  • setuptools used for requiring the above dependencies.

Javascript (NodeJS)

The package.json includes two development dependencies

  • typescript because really I just wanted to write this in TypeScript. The only reason it's not in a typescript/ directory is because I possibly want to write a Deno version one day.
  • @types/node adds the types for the NodeJS standard libraries.

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I like to build Pokemon Battle Simulations to help me learn a programming language

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