pokemon-showdown/data/mods/pokemoves/abilities.ts
Guangcong Luo 78439b4a02
Update to ESLint 9 (#10926)
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.
2025-02-25 20:03:46 -08:00

72 lines
2.8 KiB
TypeScript

export const Abilities: import('../../../sim/dex-abilities').ModdedAbilityDataTable = {
trace: {
inherit: true,
onUpdate(pokemon) {
if (!this.effectState.seek) return;
const isAbility = pokemon.ability === 'trace';
const possibleTargets = pokemon.adjacentFoes().filter(
target => !target.getAbility().flags['notrace'] && target.ability !== 'noability'
);
if (!possibleTargets.length) return;
const target = this.sample(possibleTargets);
const ability = target.getAbility();
if (isAbility) {
if (pokemon.setAbility(ability)) {
this.add('-ability', pokemon, ability, '[from] ability: Trace', `[of] ${target}`);
}
} else {
pokemon.removeVolatile('ability:trace');
pokemon.addVolatile('ability:' + ability.id, pokemon);
this.add('-ability', pokemon, ability, '[from] ability: Trace', `[of] ${target}`);
}
},
},
neutralizinggas: {
inherit: true,
// Ability suppression implemented in sim/pokemon.ts:Pokemon#ignoringAbility
onSwitchIn(pokemon) {
this.add('-ability', pokemon, 'Neutralizing Gas');
pokemon.abilityState.ending = false;
// Remove setter's innates before the ability starts
for (const target of this.getAllActive()) {
if (target.illusion) {
this.singleEvent('End', this.dex.abilities.get('Illusion'), target.abilityState, target, pokemon, 'neutralizinggas');
}
if (target.volatiles['slowstart']) {
delete target.volatiles['slowstart'];
this.add('-end', target, 'Slow Start', '[silent]');
}
if (target.m.pokemove && !this.dex.abilities.get(target.m.pokemove.abilities['0']).flags['cantsuppress']) {
target.removeVolatile('ability:' + this.toID(target.m.pokemove.abilities['0']));
}
}
},
onEnd(source) {
this.add('-end', source, 'ability: Neutralizing Gas');
// FIXME this happens before the pokemon switches out, should be the opposite order.
// Not an easy fix since we cant use a supported event. Would need some kind of special event that
// gathers events to run after the switch and then runs them when the ability is no longer accessible.
// (If you're tackling this, do note extreme weathers have the same issue)
// Mark this pokemon's ability as ending so Pokemon#ignoringAbility skips it
if (source.abilityState.ending) return;
source.abilityState.ending = true;
const sortedActive = this.getAllActive();
this.speedSort(sortedActive);
for (const pokemon of sortedActive) {
if (pokemon !== source) {
// Will be suppressed by Pokemon#ignoringAbility if needed
this.singleEvent('Start', pokemon.getAbility(), pokemon.abilityState, pokemon);
}
if (pokemon.m.pokemove && !pokemon.volatiles['ability:' + this.toID(pokemon.m.pokemove.abilities['0'])]) {
pokemon.addVolatile('ability:' + this.toID(pokemon.m.pokemove.abilities['0']), pokemon);
}
}
},
},
};