2022-12-24 06:13:42 +01:00
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#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_THRASH].effect == EFFECT_RAMPAGE);
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}
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SINGLE_BATTLE_TEST("Thrash lasts for 2 or 3 turns")
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{
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2023-02-20 21:06:01 +01:00
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PASSES_RANDOMLY(1, 2, RNG_RAMPAGE_TURNS);
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2022-12-24 06:13:42 +01:00
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_THRASH); }
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TURN { SKIP_TURN(player); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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}
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}
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SINGLE_BATTLE_TEST("Thrash confuses the user after it finishes")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_THRASH); }
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TURN { SKIP_TURN(player); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
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}
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}
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SINGLE_BATTLE_TEST("Thrash does not confuse the user if it is canceled on turn 1 of 3")
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{
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GIVEN {
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ASSUME(B_RAMPAGE_CANCELLING >= GEN_5);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_THRASH); }
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TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
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}
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}
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SINGLE_BATTLE_TEST("Thrash does not confuse the user if it is canceled on turn 2 of 3")
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{
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GIVEN {
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ASSUME(B_RAMPAGE_CANCELLING >= GEN_5);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_THRASH); }
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TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
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}
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}
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SINGLE_BATTLE_TEST("Thrash confuses the user if it is canceled on turn 3 of 3")
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{
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KNOWN_FAILING;
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GIVEN {
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ASSUME(B_RAMPAGE_CANCELLING >= GEN_5);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_THRASH); }
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TURN { SKIP_TURN(player); }
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TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); }
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} SCENE {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
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}
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}
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