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一分鐘完成驗證Single-player Pokémon draft autobattler in the browser: roll six Pokémon by generation × type, pick their sets, and watch a poke-engine AI fight a ten-boss gauntlet. No battle server: Rust → WebAssembly + @pkmn/sim in a Web Worker.
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檢視完整 README ↗A single-player Pokémon draft autobattler that runs entirely in the browser. Roll six Pokémon through a generation × type slot machine, pick each one's set, then watch an AI pilot your team through a ten-battle boss gauntlet and post the run to a leaderboard.
Play it: https://rollmon.gg — no install, no account needed to play (one is needed only to post a score). Works on phones; English, 中文 and 日本語.
How it is built: the battle AI is poke-engine (Rust) compiled to WebAssembly, and @pkmn/sim (Pokémon Showdown's simulator) referees, both in a Web Worker on the player's machine. There is no battle server: the site is static, and the only backend is one small function for accounts, the leaderboard and feedback. v1, which ran foul-play against a local Showdown server and shipped as a macOS app, is archived at ziangit/rollmons; none of its AI client remains here.
| Title & slot roller | Draft — five candidates per cell, rarity by tier |
| Loadout — one set per Pokémon, Mega opt-in | Pool — 18×9 type-by-debut-generation matrix |
| Battle theater — live replay, bosses revealed one at a time | Results — record, damage breakdown, score, MVP |
The in-game How it works? link tells the same story with the live numbers. Design notes: docs/PRODUCT.md, docs/DIFFICULTY.md, docs/BATTLE_AI.md (what the AI costs the player's machine and how it compares with v1); plan and status: docs/ROADMAP.md, session-handoff.md.
main deploys; rollmon.vercel.app redirects). The game logic (draft, loadout, campaign, score) is TypeScript under web/; the Python layer under rollmons/ remains the reference implementation and test oracle (make test).rollmons/sets/.docs/ROADMAP.md); battle-replay text in the page language is explored but not built.make test # ruff + pytest for the reference layer (Python 3.11)
cd engine && wasm-pack build --release --target web --out-dir pkg # engine wasm (rustup + wasm-pack)
cd web && npm install && npm run typecheck && npm test && npm run dev # game at http://127.0.0.1:8975/dist/index.html
See web/README.md for the scripts (headless-Chrome full-run check, battle sweeps, name checks).
The API is one Vercel function (web/api/) backed by Neon Postgres. It needs two environment variables (a third, FEEDBACK_READ_TOKEN, lets GET /api/feedback be read with a bearer token): DATABASE_URL (in the Vercel dashboard open the project, Storage → Create Database → Neon, free tier, connect it to the project) and SESSION_SECRET (any long random string; it signs the account cookies and keys the sign-up address hashes: openssl rand -base64 48 | vercel env add SESSION_SECRET production). Then redeploy. The tables are created and migrated on first use (deploy/leaderboard.sql documents them). Without the database the API answers 503 and the game hides the board; without the secret accounts are off and scores cannot be posted. Accounts have no email and no password reset; at most 5 can be created per network per day.
The easiest way is the Contribute button in the game. In the repo, boss teams (rollmons/bosses/*.txt, rollmons/pool/<tier>/*.txt) and per-species set overrides (rollmons/sets/*.txt) are plain Showdown export text. Validate with:
.venv/bin/python -m rollmons.validate_submission boss rollmons/pool/advanced/Cynthia.txt
.venv/bin/python -m rollmons.validate_submission set rollmons/sets/abomasnow.txt
cd web && node scripts/check-names.ts # every species / move / ability known to the engine
See CONTRIBUTING.md.
@pkmn (MIT) — simulator, data, replay player.