mirror of
https://github.com/smogon/pokemon-showdown.git
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ESLint has a whole new config format, so I figure it's a good time to make the config system saner. - First, we no longer have separate eslint-no-types configs. Lint performance shouldn't be enough of a problem to justify the relevant maintenance complexity. - Second, our base config should work out-of-the-box now. `npx eslint` will work as expected, without any CLI flags. You should still use `npm run lint` which adds the `--cached` flag for performance. - Third, whatever updates I did fixed style linting, which apparently has been bugged for quite some time, considering all the obvious mixed-tabs-and-spaces issues I found in the upgrade. Also here are some changes to our style rules. In particular: - Curly brackets (for objects etc) now have spaces inside them. Sorry for the huge change. ESLint doesn't support our old style, and most projects use Prettier style, so we might as well match them in this way. See https://github.com/eslint-stylistic/eslint-stylistic/issues/415 - String + number concatenation is no longer allowed. We now consistently use template strings for this.
367 lines
14 KiB
JavaScript
367 lines
14 KiB
JavaScript
'use strict';
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const assert = require('./../../assert');
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const common = require('./../../common');
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let battle;
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describe('Burn', () => {
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afterEach(() => {
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battle.destroy();
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});
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it('should inflict 1/16 of max HP at the end of the turn, rounded down', () => {
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battle = common.createBattle([
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[{ species: 'Machamp', ability: 'noguard', moves: ['bulkup'] }],
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[{ species: 'Sableye', ability: 'prankster', moves: ['willowisp'] }],
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]);
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const target = battle.p1.active[0];
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assert.hurtsBy(target, Math.floor(target.maxhp / 16), () => battle.makeChoices('move bulkup', 'move willowisp'));
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});
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it(`should halve damage from most Physical attacks`, () => {
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battle = common.createBattle([[
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{ species: 'Machamp', ability: 'noguard', moves: ['boneclub'] },
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], [
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{ species: 'Sableye', ability: 'prankster', moves: ['willowisp'] },
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]]);
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battle.makeChoices();
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const sableye = battle.p2.active[0];
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const damage = sableye.maxhp - sableye.hp;
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assert.bounded(damage, [37, 44]);
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});
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it('should reduce atk to 50% of its original value in Stadium', () => {
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// I know WoW doesn't exist in Stadium, but the engine supports future gen moves
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// and this is easier than digging for a seed that makes Flamethrower burn
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battle = common.createBattle({ formatid: 'gen1stadiumou@@@!teampreview' }, [
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[{ species: 'Vaporeon', moves: ['growl'] }],
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[{ species: 'Jolteon', moves: ['willowisp'] }],
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]);
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const attack = battle.p1.active[0].getStat('atk');
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battle.makeChoices('move growl', 'move willowisp');
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assert.equal(battle.p1.active[0].getStat('atk'), Math.floor(attack * 0.5));
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});
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it('should not halve damage from moves with set damage', () => {
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battle = common.createBattle([
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[{ species: 'Machamp', ability: 'noguard', moves: ['seismictoss'] }],
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[{ species: 'Talonflame', ability: 'galewings', moves: ['willowisp'] }],
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]);
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assert.hurtsBy(battle.p2.active[0], 100, () => battle.makeChoices('move seismictoss', 'move willowisp'));
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});
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});
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describe('Paralysis', () => {
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afterEach(() => {
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battle.destroy();
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});
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it(`should reduce speed to 50% of its original value`, () => {
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battle = common.createBattle([[
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{ species: 'Vaporeon', moves: ['sleeptalk'] },
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], [
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{ species: 'Jolteon', moves: ['glare'] },
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]]);
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const vaporeon = battle.p1.active[0];
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const speed = vaporeon.getStat('spe');
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battle.makeChoices('move sleeptalk', 'move glare');
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assert.equal(vaporeon.getStat('spe'), battle.modify(speed, 0.5));
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});
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it(`should apply its Speed reduction after all other Speed modifiers`, () => {
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battle = common.createBattle([[
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{ species: 'goldeen', item: 'choicescarf', evs: { spe: 252 }, moves: ['sleeptalk'] }, // 225 Speed
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], [
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{ species: 'wynaut', moves: ['glare'] },
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]]);
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battle.makeChoices();
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assert.equal(battle.p1.active[0].getStat('spe'), 168); // would be 169 if both Choice Scarf and paralysis were chained
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battle = common.createBattle([[
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{ species: 'hawlucha', item: 'whiteherb', ability: 'unburden', evs: { spe: 4 }, moves: ['closecombat'] }, // 273 Speed
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], [
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{ species: 'wynaut', moves: ['glare'] },
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]]);
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battle.makeChoices();
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assert.equal(battle.p1.active[0].getStat('spe'), 273); // would be 272 if paralysis was applied first
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});
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it('should reduce speed to 25% of its original value in Gen 6', () => {
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battle = common.gen(6).createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Vaporeon', ability: 'waterabsorb', moves: ['aquaring'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Jolteon', ability: 'voltabsorb', moves: ['thunderwave'] }] });
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const speed = battle.p1.active[0].getStat('spe');
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battle.makeChoices('move aquaring', 'move thunderwave');
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assert.equal(battle.p1.active[0].getStat('spe'), battle.modify(speed, 0.25));
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});
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it('should reduce speed to 25% of its original value in Gen 2', () => {
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battle = common.gen(2).createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Vaporeon', ability: 'waterabsorb', moves: ['aquaring'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Jolteon', ability: 'voltabsorb', moves: ['thunderwave'] }] });
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const speed = battle.p1.active[0].getStat('spe');
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battle.makeChoices('move aquaring', 'move thunderwave');
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assert.equal(battle.p1.active[0].getStat('spe'), battle.modify(speed, 0.25));
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});
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it('should reduce speed to 25% of its original value in Stadium', () => {
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battle = common.createBattle({ formatid: 'gen1stadiumou@@@!teampreview' }, [
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[{ species: 'Vaporeon', moves: ['growl'] }],
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[{ species: 'Jolteon', moves: ['thunderwave'] }],
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]);
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const speed = battle.p1.active[0].getStat('spe');
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battle.makeChoices('move growl', 'move thunderwave');
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assert.equal(battle.p1.active[0].getStat('spe'), Math.floor(speed * 0.25));
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});
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it('should reapply its speed drop when an opponent uses a stat-altering move in Gen 1', () => {
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battle = common.gen(1).createBattle([
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[{ species: 'Electrode', moves: ['rest'] }],
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[{ species: 'Slowpoke', moves: ['amnesia', 'thunderwave'] }],
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]);
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battle.makeChoices('move rest', 'move thunderwave');
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const speed = battle.p1.active[0].getStat('spe');
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battle.makeChoices('move rest', 'move amnesia');
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assert.equal(battle.p1.active[0].getStat('spe'), battle.modify(speed, 0.25));
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});
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it('should not reapply its speed drop when an opponent uses a failed stat-altering move in Gen 1', () => {
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battle = common.gen(1).createBattle([
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[{ species: 'Electrode', moves: ['rest'] }],
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[{ species: 'Slowpoke', moves: ['amnesia', 'thunderwave'] }],
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]);
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battle.makeChoices('move rest', 'move amnesia');
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battle.makeChoices('move rest', 'move amnesia');
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battle.makeChoices('move rest', 'move amnesia');
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battle.makeChoices('move rest', 'move thunderwave');
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const speed = battle.p1.active[0].getStat('spe');
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battle.makeChoices('move rest', 'move amnesia');
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assert.equal(battle.p1.active[0].getStat('spe'), speed);
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});
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});
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describe('Toxic Poison', () => {
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afterEach(() => {
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battle.destroy();
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});
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it('should inflict 1/16 of max HP rounded down, times the number of active turns with the status, at the end of the turn', () => {
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battle = common.createBattle([
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[{ species: 'Chansey', ability: 'naturalcure', moves: ['softboiled'] }],
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[{ species: 'Gengar', ability: 'levitate', moves: ['toxic'] }],
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]);
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const target = battle.p1.active[0];
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for (let i = 1; i <= 8; i++) {
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battle.makeChoices('move softboiled', 'move toxic');
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assert.equal(target.maxhp - target.hp, Math.floor(target.maxhp / 16) * i);
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}
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});
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it('should reset the damage counter when the Pokemon switches out', () => {
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battle = common.createBattle([
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[{ species: 'Chansey', ability: 'serenegrace', moves: ['counter'] }, { species: 'Snorlax', ability: 'immunity', moves: ['curse'] }],
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[{ species: 'Crobat', ability: 'infiltrator', moves: ['toxic', 'whirlwind'] }],
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]);
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for (let i = 0; i < 4; i++) {
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battle.makeChoices('move counter', 'move toxic');
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}
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const pokemon = battle.p1.active[0];
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pokemon.hp = pokemon.maxhp;
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battle.makeChoices('switch 2', 'move whirlwind');
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assert.equal(pokemon.maxhp - pokemon.hp, Math.floor(pokemon.maxhp / 16));
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});
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});
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describe('Freeze', () => {
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afterEach(() => {
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battle.destroy();
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});
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it('should cause an afflicted Shaymin-Sky to revert to its base forme', () => {
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battle = common.createBattle([
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[{ species: 'Chansey', ability: 'serenegrace', moves: ['icebeam'] }],
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[{ species: 'Shaymin-Sky', ability: 'sturdy', moves: ['sleeptalk'] }],
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]);
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// I didn't feel like manually testing seed after seed. Sue me.
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battle.onEvent('ModifyMove', battle.format, function (move) {
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if (move.secondaries) {
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this.debug('Freeze test: Guaranteeing secondary');
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for (const secondary of move.secondaries) {
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secondary.chance = 100;
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}
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}
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});
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battle.makeChoices('move icebeam', 'move sleeptalk');
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assert.equal(battle.p2.active[0].status, 'frz');
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assert.equal(battle.p2.active[0].species.name, 'Shaymin');
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});
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it('should not cause an afflicted Pokemon transformed into Shaymin-Sky to change to Shaymin', () => {
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battle = common.createBattle([
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[{ species: 'Ditto', ability: 'imposter', moves: ['transform'] }],
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[{ species: 'Shaymin-Sky', ability: 'sturdy', moves: ['icebeam', 'sleeptalk'] }],
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]);
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battle.onEvent('ModifyMove', battle.format, function (move) {
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if (move.secondaries) {
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this.debug('Freeze test: Guaranteeing secondary');
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for (const secondary of move.secondaries) {
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secondary.chance = 100;
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}
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}
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});
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battle.makeChoices('move sleeptalk', 'move icebeam');
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assert.equal(battle.p1.active[0].status, 'frz');
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assert.equal(battle.p1.active[0].species.name, 'Shaymin-Sky');
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});
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it(`should not be possible to burn a frozen target when using a move that thaws that target`, () => {
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battle = common.createBattle([[
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{ species: 'wynaut', ability: 'serenegrace', item: 'widelens', moves: ['sleeptalk', 'sacredfire'] },
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], [
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{ species: 'shuckle', moves: ['meteorassault'] },
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]]);
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battle.makeChoices(); // Use Meteor Assault to force recharge next turn and skip potential thaw
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const frozenMon = battle.p2.active[0];
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frozenMon.setStatus('frz');
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battle.makeChoices('move sacredfire', 'auto');
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assert.equal(frozenMon.status, '');
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});
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});
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describe('Burn [Gen 6]', () => {
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afterEach(() => {
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battle.destroy();
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});
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it('should inflict 1/8 of max HP at the end of the turn, rounded down', () => {
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battle = common.gen(6).createBattle([
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[{ species: 'Machamp', ability: 'noguard', moves: ['bulkup'] }],
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[{ species: 'Sableye', ability: 'prankster', moves: ['willowisp'] }],
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]);
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const target = battle.p1.active[0];
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assert.hurtsBy(target, Math.floor(target.maxhp / 8), () => battle.makeChoices('move bulkup', 'move willowisp'));
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});
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});
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describe('Toxic Poison [Gen 1]', () => {
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afterEach(() => {
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battle.destroy();
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});
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it(`should affect Leech Seed damage counter`, () => {
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battle = common.gen(1).createBattle([[
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{ species: 'Venusaur', moves: ['toxic', 'leechseed'] },
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], [
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{ species: 'Chansey', moves: ['splash'] },
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]]);
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// Modding accuracy so the status moves always hit
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battle.onEvent('Accuracy', battle.format, true);
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battle.makeChoices('move toxic', 'move splash');
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const chansey = battle.p2.active[0];
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assert.equal(chansey.maxhp - chansey.hp, Math.floor(chansey.maxhp / 16));
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battle.makeChoices('move leechseed', 'move splash');
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// (1/16) + (2/16) + (3/16) = (6/16)
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assert.equal(chansey.maxhp - chansey.hp, Math.floor(chansey.maxhp / 16) * 6);
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});
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});
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describe('Toxic Poison [Gen 2]', () => {
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afterEach(() => {
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battle.destroy();
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});
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it(`should not affect Leech Seed damage counter`, () => {
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battle = common.gen(2).createBattle({ forceRandomChance: true }, [[
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{ species: 'Venusaur', moves: ['toxic', 'leechseed'] },
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], [
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{ species: 'Chansey', moves: ['splash'] },
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]]);
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battle.makeChoices('move toxic', 'move splash');
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const pokemon = battle.p2.active[0];
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assert.equal(pokemon.maxhp - pokemon.hp, Math.floor(pokemon.maxhp / 16));
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battle.makeChoices('move leechseed', 'move splash');
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// (1/16) + (2/16) + (1/8) = (5/16)
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assert.equal(pokemon.maxhp - pokemon.hp, Math.floor(pokemon.maxhp / 16) * 5);
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});
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it(`should pass the damage counter to Pokemon with Baton Pass`, () => {
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battle = common.gen(2).createBattle([[
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{ species: 'Smeargle', moves: ['toxic', 'willowisp', 'splash'] },
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], [
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{ species: 'Chansey', moves: ['splash'] },
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{ species: 'Celebi', moves: ['batonpass', 'splash'] },
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]]);
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// Modding accuracy so the status moves always hit
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battle.onEvent('Accuracy', battle.format, true);
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battle.makeChoices('move willowisp', 'move splash');
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const chansey = battle.p2.active[0];
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battle.makeChoices('move toxic', 'switch 2');
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battle.makeChoices('move splash', 'move splash');
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battle.makeChoices('move splash', 'move splash');
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battle.makeChoices('move splash', 'move batonpass');
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battle.makeChoices('', 'switch 2');
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let hp = chansey.hp;
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battle.makeChoices('move splash', 'move splash');
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assert.equal(hp - chansey.hp, Math.floor(chansey.maxhp / 16) * 4, `Chansey should have taken a lot more damage from burn`);
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// Only hint about this once per battle, not every turn.
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assert.equal(battle.log.filter(m => m.startsWith('|-hint')).length, 1);
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// Damage counter should be removed on regular switch out
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battle.makeChoices('move splash', 'switch 2');
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hp = chansey.hp;
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battle.makeChoices('move splash', 'switch 2');
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assert.equal(hp - chansey.hp, Math.floor(chansey.maxhp / 8), `Chansey should have taken normal damage from burn`);
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});
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it('should revert to regular poison on switch in, even for Poison types', () => {
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battle = common.gen(2).createBattle([
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[{ species: 'Smeargle', moves: ['toxic', 'splash'] }],
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[
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{ species: 'Qwilfish', moves: ['transform', 'splash'] },
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{ species: 'Gengar', moves: ['nightshade'] },
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],
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]);
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battle.makeChoices('move toxic', 'move transform');
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battle.makeChoices('move splash', 'switch 2');
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battle.makeChoices('move splash', 'switch 2');
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// We could check 'psn' at this point, but the following line caused crashes
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// before #5463 was fixed so its useful to execute for regression testing purposes.
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battle.makeChoices('move splash', 'move splash');
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assert.equal(battle.p2.active[0].status, 'psn');
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});
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it('should not have its damage counter affected by Heal Bell', () => {
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battle = common.gen(2).createBattle([[
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{ species: 'Smeargle', moves: ['toxic', 'willowisp', 'splash'] },
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], [
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{ species: 'Chansey', moves: ['splash', 'healbell'] },
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]]);
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// Modding accuracy so the status moves always hit
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battle.onEvent('Accuracy', battle.format, true);
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battle.makeChoices('move toxic', 'move splash');
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const chansey = battle.p2.active[0];
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battle.makeChoices('move splash', 'move healbell');
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battle.makeChoices('move willowisp', 'move splash');
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let hp = chansey.hp;
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battle.makeChoices('move splash', 'move splash');
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assert.equal(hp - chansey.hp, Math.floor(chansey.maxhp / 16) * 3);
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hp = chansey.hp;
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battle.makeChoices('move splash', 'move healbell');
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battle.makeChoices('move toxic', 'move splash');
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// Toxic counter should be reset by a successful Toxic
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assert.equal(hp - chansey.hp, Math.floor(chansey.maxhp / 16));
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});
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});
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