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.
73 lines
3.2 KiB
JavaScript
73 lines
3.2 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('Sheer Force', () => {
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afterEach(() => {
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battle.destroy();
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});
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it('should not eliminate Life Orb recoil in a move with no secondary effects', () => {
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battle = common.createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Tauros', ability: 'sheerforce', item: 'lifeorb', moves: ['earthquake'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Lapras', ability: 'shellarmor', item: 'laggingtail', moves: ['rest'] }] });
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battle.makeChoices('move earthquake', 'move rest');
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assert.equal(battle.p1.active[0].hp, 262);
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});
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it('should eliminate secondary effects from moves', () => {
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battle = common.createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Tauros', ability: 'sheerforce', moves: ['zapcannon'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Machamp', ability: 'noguard', moves: ['bulkup'] }] });
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battle.makeChoices('move zapcannon', 'move bulkup');
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assert.equal(battle.p2.active[0].status, '');
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});
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it('should not eliminate Life Orb recoil if the ability is disabled/removed mid-attack', () => {
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battle = common.createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Tauros', ability: 'sheerforce', item: 'lifeorb', moves: ['lockon', 'dynamicpunch'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Scyther', ability: 'mummy', moves: ['irondefense'] }] });
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battle.makeChoices('move lockon', 'move irondefense');
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battle.makeChoices('move dynamicpunch', 'move irondefense');
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assert.false(battle.p2.active[0].volatiles['confusion']);
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assert.equal(battle.p1.active[0].hp, 262);
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});
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it('should eliminate Life Orb recoil in a move with secondary effects', () => {
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battle = common.createBattle();
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battle.setPlayer('p1', { team: [{ species: 'Tauros', ability: 'sheerforce', item: 'lifeorb', moves: ['bodyslam'] }] });
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battle.setPlayer('p2', { team: [{ species: 'Lapras', ability: 'shellarmor', item: 'laggingtail', moves: ['rest'] }] });
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battle.makeChoices('move bodyslam', 'move rest');
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assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
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});
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it(`should not be possible to thaw a frozen target with a Sheer Force-boosted thawsTarget move`, () => {
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battle = common.createBattle([[
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{ species: 'wynaut', ability: 'sheerforce', moves: ['sleeptalk', 'scald'] },
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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 scald', 'auto');
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assert.equal(frozenMon.status, 'frz');
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});
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it(`should be possible to thaw a frozen target with a Sheer Force-boosted Fire-type move`, () => {
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battle = common.createBattle([[
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{ species: 'wynaut', ability: 'sheerforce', moves: ['sleeptalk', 'flamethrower'] },
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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 flamethrower', 'auto');
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assert.equal(frozenMon.status, '');
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});
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});
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