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* 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>
116 lines
5.8 KiB
JavaScript
116 lines
5.8 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('Cloud Nine', function () {
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afterEach(function () {
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battle.destroy();
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});
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it('should treat the weather as none for the purposes of formes, moves and abilities', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['sunnyday']}]});
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battle.setPlayer('p2', {team: [{species: 'Cherrim', ability: 'flowergift', item: 'laggingtail', moves: ['solarbeam']}]});
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const [weatherSuppressor, weatherUser] = [battle.p1.active[0], battle.p2.active[0]];
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assert.false.hurts(weatherSuppressor, () => battle.makeChoices('move sunnyday', 'move solarbeam')); // Solar Beam must charge
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assert(battle.field.isWeather(''));
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assert.species(weatherUser, 'Cherrim');
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});
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it('should negate the effects of Sun on Fire-type and Water-type attacks', function () {
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battle = common.createBattle();
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let move, basePower;
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battle.setPlayer('p1', {team: [{species: 'Groudon', ability: 'drought', moves: ['rest']}]});
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battle.setPlayer('p2', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['calmmind']}]});
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battle.makeChoices('move rest', 'move calmmind');
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move = Dex.getMove('firepledge');
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basePower = battle.runEvent('BasePower', battle.p2.active[0], battle.p1.active[0], move, move.basePower, true);
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assert.equal(basePower, move.basePower);
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move = Dex.getMove('waterpledge');
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basePower = battle.runEvent('BasePower', battle.p2.active[0], battle.p1.active[0], move, move.basePower, true);
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assert.equal(basePower, move.basePower);
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});
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it('should negate the effects of Rain on Fire-type and Water-type attacks', function () {
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battle = common.createBattle();
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let move, basePower;
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battle.setPlayer('p1', {team: [{species: 'Kyogre', ability: 'drizzle', moves: ['rest']}]});
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battle.setPlayer('p2', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['calmmind']}]});
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battle.makeChoices('move rest', 'move calmmind');
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move = Dex.getMove('firepledge');
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basePower = battle.runEvent('BasePower', battle.p2.active[0], battle.p1.active[0], move, move.basePower, true);
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assert.equal(basePower, move.basePower);
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move = Dex.getMove('waterpledge');
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basePower = battle.runEvent('BasePower', battle.p2.active[0], battle.p1.active[0], move, move.basePower, true);
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assert.equal(basePower, move.basePower);
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});
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it('should negate the damage-dealing effects of Sandstorm', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Tyranitar', ability: 'sandstream', moves: ['dragondance']}]});
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battle.setPlayer('p2', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['calmmind']}]});
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assert.false.hurts(battle.p2.active[0], () => battle.makeChoices('move dragondance', 'move calmmind'));
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});
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it('should negate the damage-dealing effects of Hail', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Abomasnow', ability: 'snowwarning', moves: ['rest']}]});
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battle.setPlayer('p2', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['calmmind']}]});
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assert.false.hurts(battle.p2.active[0], () => battle.makeChoices('move rest', 'move calmmind'));
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});
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it('should not negate Desolate Land\'s ability to prevent other weathers from activating', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['raindance']}]});
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battle.setPlayer('p2', {team: [{species: 'Groudon', ability: 'desolateland', moves: ['sunnyday']}]});
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assert.constant(() => battle.weather, () => battle.makeChoices('move raindance', 'move sunnyday'));
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});
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it('should not negate Primordial Sea\'s ability to prevent other weathers from activating', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['raindance']}]});
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battle.setPlayer('p2', {team: [{species: 'Kyogre', ability: 'primordialsea', moves: ['sunnyday']}]});
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assert.constant(() => battle.weather, () => battle.makeChoices('move raindance', 'move sunnyday'));
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});
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it('should not negate Delta Stream\'s ability to prevent other weathers from activating', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['raindance']}]});
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battle.setPlayer('p2', {team: [{species: 'Rayquaza', ability: 'deltastream', moves: ['sunnyday']}]});
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assert.constant(() => battle.weather, () => battle.makeChoices('move raindance', 'move sunnyday'));
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});
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it('should still display status of the weather', function () {
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battle = common.createBattle();
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battle.setPlayer('p1', {team: [{species: 'Golduck', ability: 'cloudnine', moves: ['calmmind']}]});
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battle.setPlayer('p2', {team: [{species: 'Sunkern', ability: 'solarpower', moves: ['sunnyday']}]});
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battle.makeChoices('move calmmind', 'move sunnyday');
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assert.equal(battle.log[battle.lastMoveLine + 1], '|-weather|SunnyDay');
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for (let i = 0; i < 4; i++) {
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assert.equal(battle.log[battle.lastMoveLine + 3], '|-weather|SunnyDay|[upkeep]');
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battle.makeChoices('move calmmind', 'move sunnyday');
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}
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assert.equal(battle.log[battle.lastMoveLine + 3], '|-weather|none');
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});
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it(`should allow Hydration to trigger if the user fainted before Hydration could trigger`, function () {
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battle = common.createBattle([[
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{species: 'Toxapex', ability: 'cloudnine', moves: ['toxic', 'raindance', 'finalgambit']},
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{species: 'Wynaut', moves: ['sleeptalk']},
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], [
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{species: 'Manaphy', ability: 'hydration', moves: ['sleeptalk']},
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]]);
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const manaphy = battle.p2.active[0];
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battle.makeChoices();
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battle.makeChoices('move raindance', 'auto');
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assert.equal(manaphy.status, 'tox');
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battle.makeChoices('move finalgambit', 'auto');
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assert.equal(manaphy.status, '');
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});
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});
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