* Improve Volcalith tests readability
* Add G-Max Volcalith recoil damage order test
* Add 1 HP priority tests
* Add charge move targeting test
* Correct assertions of Ripen / Sturdy
* Skip failing tests
* Add Volcalith Black Sludge test
* Add Pressure Max / Z-move tests
* Add Pressure submove test
* Add NGas speed test
* Skip NGas speed test
* Add White Herb double Intimidate test
* Remove debug log
* Remove duplicate Pressure test
* Improve White Herb Intimidate test title
* Add Rollout Storage tests
* Add spread move Rollout storage test
* Add Magician Weakness Policy test
* Add Sleep tests
* Add Shell Bell spread move test
* Add Synchronize Lum Berry test
* oh yeah it doesn't work
* Remove duplicate test
* Add Sunsteel Strike tests
* Add Leech Seed ally switch test
* Add Primal weather Natural Gift test
* Add Emergency Exit hazards test
* Add generic hazards tests
* Add and standardize Arceus tests
* Add Transform ability test
* Add and standardize Parting Shot tests
* Add Memento tests
* Add Me First test
* Add Cursed Body Z-move test
* Add Assurance targeting test
* Clarify Assurance test description
* Add double faint switch test
* Add Receiver KO boost ability
* Add double Unnerve test
* Add Dynamax Eject Pack test
* Improve Dynamax forced switchout test
* Add Protective Pads Perish Body test
* Add Sticky Web Pressure test
* Add Speed modifier lower bound test
* Add Cloud Nine Hydration test
* Correct Cursed Body test
* Add Grassy Terrain Leftovers test
* Remove leftover debug
* Add additional Receiver and Soul-Heart tests
* Add Spite tests
* mish
* Add Shell Bell multihit test
* Add WP Dragon Tail test
Co-authored-by: The Immortal <the_immortal123@live.com>
This is a really hacky implementation of Emergency Exit, but Emergency
Exit itself is a huge mess on cart, too.
Our previous implementation:
- activated Emergency Exit at AfterMoveSecondary timing for move damage
- activated Emergency Exit immediately after dealing any other damage
This new one:
- activates Emergency Exit only in three situations:
- right after AfterMoveSecondary timing, for move damage
- right after DamagingHit timing, for DamagingHit residual damage
(Rough Skin, Iron Barbs, Rocky Helmet)
- right after the switch update, for switch-hazard residual damage
(Stealth Rock, Spikes)
- does not otherwise activate (so Substitute, Hail, Toxic, etc no
longer activate Emergency Exit)
This should much accurately simulate Emergency Exit behavior, including
most famously timing it after healing berries after hazards, as
documented in:
https://www.smogon.com/forums/threads/pokemon-sun-moon-battle-mechanics-research.3586701/#post-7075354Fixes#6309