In particular, it only activates after all hits in a multi-hit move are performed, and
it won't activate if the move is boosted by Sheer Force.
This commit also implements the interactions of Emergency Exit
with Eject Button and Red Card, and adds tests.
Updated remaining Primal Weathers to the new APIs.
Updated misleading test cases relating to base power of moves in
Desolate Land / Primordial Sea.
Increased coverage on weather tests.
This fixes its interaction with Clear Smog because Hit handlers for
moves always activate before all other global event handlers.
Removed the Hit event from the list of events stopped by Mold Breaker
variants as there are no abilities that would be negated by it that
use that handler.
The ModifyMove singleEvent for moves always runs before the
larger event that triggers an ability's event handler and
take precedence over Normalize, so we code exceptions in
Normalize to not change the type in those situations.
Conveniently, all the moves that change type right now are
defaulted to Normal-type, and since Normalize technically
won't change the type of any Normal-type move, we're using
that as the guideline for our exception.
The unwieldy system that is typesData is now removed, and is replaced by
the array `types` and the string `addedType`, which track the same amount
of information in a much more efficient way. (Roost is now hardcoded, but
let's not talk about that.)
Incidentally, this now roughly matches client, which tracks typechange
and typeadd as volatiles.
This allows us to remove ModifyPokemon, which overall provides a 10%
performance increase. I was hoping it'd be more substantial, but oh well.
Now that nodejs/node#3072 is mostly fixed, we can finally start using
Node 4+ features.
This refactor:
- uses arrow functions where appropriate
Note that arrow functions still aren't used in Mocha, where `this`
is sometimes meaningful.
This also removes the need for .bind() nearly everywhere, as well
as the `self = this` trick.
- refactors Validator and Connection into ES6 classes
- no longer uses Array#forEach for iterating arrays
We strongly prefer for (let i = 0; i < arr.length; i++) because of
performance reasons. Most forEaches have been replaced with for..of,
though, which is 5x slower than the long-form loop but 2x faster
than forEach, which is good enough outside of most inner loops.
The only exception is tournaments, which is due for a more invasive
refactor soon anyway.
Implemented a new priorityEvent function that is set to abort when any
event handler returns a non-undefined result, unlike runEvent which waits
until all event handlers have run. Set RedirectTarget to use this event.
Changed ability/move priorities for RedirectTarget handlers to fit under
this new paradigm.
Added new Lightning Rod and Storm Drain tests to ensure proper behavior.
Add new function battle.insertQueue that inserts a decision into the
correct position in an already-sorted queue instead of re-sorting. Also,
to prevent code reuse, add new funciton battle.resolvePriority to deal
with shared code between battle.addQueue and battle.insertQueue.
Listing the generation number imitates the style used in PS! format names,
and is clearer on which generation it is than listing games from that gen
(so GSC -> Gen 2, etc)