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add tests for stockpile swallow spit up
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@ -177,8 +177,8 @@ static const u8 sText_PkmnCausedUproar[] = _("{B_ATK_NAME_WITH_PREFIX} caused\na
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static const u8 sText_PkmnMakingUproar[] = _("{B_ATK_NAME_WITH_PREFIX} is making\nan UPROAR!");
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static const u8 sText_PkmnCalmedDown[] = _("{B_ATK_NAME_WITH_PREFIX} calmed down.");
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static const u8 sText_PkmnCantSleepInUproar[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!");
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static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} STOCKPILED\n{B_BUFF1}!");
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static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't\nSTOCKPILE any more!");
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static const u8 sText_PkmnStockpiled[] = _("{B_ATK_NAME_WITH_PREFIX} stockpiled\n{B_BUFF1}!");
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static const u8 sText_PkmnCantStockpile[] = _("{B_ATK_NAME_WITH_PREFIX} can't\nstockpile any more!");
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static const u8 sText_PkmnCantSleepInUproar2[] = _("But {B_DEF_NAME_WITH_PREFIX} can't\nsleep in an UPROAR!");
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static const u8 sText_UproarKeptPkmnAwake[] = _("But the UPROAR kept\n{B_DEF_NAME_WITH_PREFIX} awake!");
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static const u8 sText_PkmnStayedAwakeUsing[] = _("{B_DEF_NAME_WITH_PREFIX} stayed awake\nusing its {B_DEF_ABILITY}!");
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@ -360,8 +360,8 @@ static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
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static const u8 sText_StartedHail[] = _("It started to hail!");
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static const u8 sText_HailContinues[] = _("Hail continues to fall.");
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static const u8 sText_HailStopped[] = _("The hail stopped.");
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static const u8 sText_FailedToSpitUp[] = _("But it failed to SPIT UP\na thing!");
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static const u8 sText_FailedToSwallow[] = _("But it failed to SWALLOW\na thing!");
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static const u8 sText_FailedToSpitUp[] = _("But it failed to spit up\na thing!");
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static const u8 sText_FailedToSwallow[] = _("But it failed to swallow\na thing!");
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static const u8 sText_WindBecameHeatWave[] = _("The wind turned into a\nHEAT WAVE!");
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static const u8 sText_StatChangesGone[] = _("All stat changes were\neliminated!");
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static const u8 sText_CoinsScattered[] = _("Coins scattered everywhere!");
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252
test/move_effect_stockpile.c
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252
test/move_effect_stockpile.c
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@ -0,0 +1,252 @@
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#include "global.h"
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#include "test_battle.h"
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// These tests cover all 3 effects: Stockpile, Spit up and Swallow.
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_STOCKPILE].effect == EFFECT_STOCKPILE);
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ASSUME(gBattleMoves[MOVE_SWALLOW].effect == EFFECT_SWALLOW);
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ASSUME(gBattleMoves[MOVE_SPIT_UP].effect == EFFECT_SPIT_UP);
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}
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SINGLE_BATTLE_TEST("Stockpile's count can go up only to 3")
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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_STOCKPILE); }
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TURN { MOVE(player, MOVE_STOCKPILE); }
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TURN { MOVE(player, MOVE_STOCKPILE); }
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TURN { MOVE(player, MOVE_STOCKPILE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 1!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 2!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 3!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet can't stockpile any more!");
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}
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}
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#define MAX_HP_TEST 400
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SINGLE_BATTLE_TEST("Spit Up and Swallow don't work if used without Stockpile")
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{
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u32 move;
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PARAMETRIZE {move = MOVE_SWALLOW ;}
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PARAMETRIZE {move = MOVE_SPIT_UP ;}
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) {HP(10), MaxHP(MAX_HP_TEST) ;}
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, move); }
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TURN { MOVE(player, MOVE_STOCKPILE); }
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TURN { MOVE(player, move); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_MOVE, move, player);
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if (move == MOVE_SWALLOW)
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MESSAGE("But it failed to swallow a thing!");
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else
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MESSAGE("But it failed to spit up a thing!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 1!");
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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if (move == MOVE_SPIT_UP) {
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HP_BAR(opponent);
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}
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else {
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HP_BAR(player);
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}
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}
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}
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SINGLE_BATTLE_TEST("Spit Up's power raises depending on Stockpile's count", s16 damage)
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{
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u8 count;
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PARAMETRIZE { count = 1;}
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PARAMETRIZE { count = 2;}
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PARAMETRIZE { count = 3;}
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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_STOCKPILE); }
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if (count != 1){
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TURN { MOVE(player, MOVE_STOCKPILE); }
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if (count == 3) {
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TURN { MOVE(player, MOVE_STOCKPILE); }
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}
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}
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TURN { MOVE(player, MOVE_SPIT_UP); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 1!");
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if (count != 1) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 2!");
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if (count == 3) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 3!");
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}
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SPIT_UP, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(3.0), results[2].damage);
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}
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}
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SINGLE_BATTLE_TEST("Swallow heals HP depending on Stockpile's count", s16 hpHeal)
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{
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u8 count;
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PARAMETRIZE { count = 1;}
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PARAMETRIZE { count = 2;}
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PARAMETRIZE { count = 3;}
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) {HP(1), MaxHP(MAX_HP_TEST); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STOCKPILE); }
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if (count != 1){
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TURN { MOVE(player, MOVE_STOCKPILE); }
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if (count == 3) {
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TURN { MOVE(player, MOVE_STOCKPILE); }
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}
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}
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TURN { MOVE(player, MOVE_SWALLOW); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 1!");
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if (count != 1) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 2!");
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if (count == 3) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, player);
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MESSAGE("Wobbuffet stockpiled 3!");
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}
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SWALLOW, player);
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HP_BAR(player, captureDamage: &results[i].hpHeal);
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} FINALLY {
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EXPECT_EQ(results[0].hpHeal, -(MAX_HP_TEST / 4));
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EXPECT_EQ(results[1].hpHeal, -(MAX_HP_TEST / 2));
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EXPECT_EQ(results[2].hpHeal, -(MAX_HP_TEST - 1));
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}
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}
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SINGLE_BATTLE_TEST("Stockpile temporarily raises Def and Sp.Def", s16 dmgPyhsical, s16 dmgSpecial)
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{
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u16 move;
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PARAMETRIZE {move = MOVE_STOCKPILE;}
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PARAMETRIZE {move = MOVE_CELEBRATE;}
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_GUST].split == SPLIT_SPECIAL);
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PLAYER(SPECIES_WOBBUFFET) {Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) {Speed(1); }
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} WHEN {
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TURN { MOVE(player, move); MOVE(opponent, MOVE_TACKLE); }
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TURN { MOVE(opponent, MOVE_GUST); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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if (move == MOVE_STOCKPILE) {
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MESSAGE("Wobbuffet stockpiled 1!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's defense rose!");
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MESSAGE("Wobbuffet's sp. defense rose!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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HP_BAR(player, captureDamage: &results[i].dmgPyhsical);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GUST, opponent);
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HP_BAR(player, captureDamage: &results[i].dmgSpecial);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].dmgPyhsical, Q_4_12(1.5), results[1].dmgPyhsical);
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EXPECT_MUL_EQ(results[0].dmgSpecial, Q_4_12(1.5), results[1].dmgSpecial);
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}
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}
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DOUBLE_BATTLE_TEST("Stockpile's Def and Sp.Def boost is lost after using Spit Up or Swallow", s16 dmgPyhsicalBefore, s16 dmgPhysicalAfter, s16 dmgSpecialBefore, s16 dmgSpecialAfter)
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{
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u8 count;
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u16 move;
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PARAMETRIZE {count = 1, move = MOVE_SPIT_UP;}
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PARAMETRIZE {count = 2, move = MOVE_SWALLOW;}
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PARAMETRIZE {count = 3, move = MOVE_SPIT_UP;}
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_GUST].split == SPLIT_SPECIAL);
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PLAYER(SPECIES_WOBBUFFET) {Speed(4); HP(MAX_HP_TEST - 1); MaxHP(MAX_HP_TEST); }
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PLAYER(SPECIES_WOBBUFFET) {Speed(3); }
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OPPONENT(SPECIES_WOBBUFFET) {Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) {Speed(1); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_TACKLE, target:playerLeft, criticalHit:FALSE); MOVE(opponentRight, MOVE_GUST, criticalHit:FALSE, target:playerLeft);}
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TURN { MOVE(playerLeft, MOVE_STOCKPILE);}
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if (count != 1) {
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TURN { MOVE(playerLeft, MOVE_STOCKPILE);}
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if (count == 3) {
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TURN { MOVE(playerLeft, MOVE_STOCKPILE);}
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}
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}
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TURN { MOVE(playerLeft, move, target:opponentLeft); MOVE(opponentLeft, MOVE_TACKLE, target:playerLeft, criticalHit:FALSE); MOVE(opponentRight, MOVE_GUST, target:playerLeft, criticalHit:FALSE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
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HP_BAR(playerLeft, captureDamage: &results[i].dmgPyhsicalBefore);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GUST, opponentRight);
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HP_BAR(playerLeft, captureDamage: &results[i].dmgSpecialBefore);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, playerLeft);
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if (count != 1) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, playerLeft);
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if (count == 3) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STOCKPILE, playerLeft);
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}
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}
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ANIMATION(ANIM_TYPE_MOVE, move, playerLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
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if (count == 1) {
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MESSAGE("Wobbuffet's defense fell!");
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}
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else if (count == 2) {
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MESSAGE("Wobbuffet's defense harshly fell!");
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}
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else {
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MESSAGE("Wobbuffet's defense severely fell!");
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}
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
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if (count == 1) {
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MESSAGE("Wobbuffet's sp. defense fell!");
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}
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else if (count == 2) {
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MESSAGE("Wobbuffet's sp. defense harshly fell!");
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}
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else {
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MESSAGE("Wobbuffet's sp. defense severely fell!");
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}
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MESSAGE("Wobbuffet's stockpiled effect wore off!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
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HP_BAR(playerLeft, captureDamage: &results[i].dmgPhysicalAfter);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GUST, opponentRight);
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HP_BAR(playerLeft, captureDamage: &results[i].dmgSpecialAfter);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].dmgPyhsicalBefore, UQ_4_12(1.0), results[0].dmgPhysicalAfter);
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EXPECT_MUL_EQ(results[0].dmgSpecialBefore, UQ_4_12(1.0), results[0].dmgSpecialAfter);
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EXPECT_MUL_EQ(results[1].dmgPyhsicalBefore, UQ_4_12(1.0), results[1].dmgPhysicalAfter);
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EXPECT_MUL_EQ(results[1].dmgSpecialBefore, UQ_4_12(1.0), results[1].dmgSpecialAfter);
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EXPECT_MUL_EQ(results[2].dmgPyhsicalBefore, UQ_4_12(1.0), results[2].dmgPhysicalAfter);
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EXPECT_MUL_EQ(results[2].dmgSpecialBefore, UQ_4_12(1.0), results[2].dmgSpecialAfter);
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}
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}
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@ -433,7 +433,7 @@
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// NOTE: If the stack is too small the test runner will probably crash
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// or loop.
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#define BATTLE_TEST_STACK_SIZE 1024
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#define MAX_QUEUED_EVENTS 16
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#define MAX_QUEUED_EVENTS 25
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enum { BATTLE_TEST_SINGLES, BATTLE_TEST_DOUBLES };
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