In addition, they should not activate for a spread move that ends the game.
(This contrasts with Soul-Heart, which will activate until the last target.)
Not having prefer-const on the JS side makes JS -> TS refactors really
unreadable. This commit just auto-fixes it so we're using
`prefer-const` everywhere.
Regression caused by: 47b55f96bc
`Battle#dragIn` used to run the `SwitchOut` event among other functions
but were accidentally left off in the refactor. This commit adds them back.
The main bug caused by this is Natural Cure not curing status aliments when
phased out by Roar.
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
U-turn is the only switch effect that occurs after Pickpocket resolves during an attack segment (even though the switch message and animation appear to happen before it)
It turns out not creating a format on-the-fly breaks deserialization.
We now just use the same custom-rule system that tournaments use.
Some hacks are currently necessary (many tests assume that we're
playing in Anything Goes rather than Custom Game) but we'll work them
out in time.