flinch tests + protect/flinch fix (#3345)

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DizzyEggg 2023-10-01 01:30:28 +02:00 committed by GitHub
parent 977860f834
commit 8efc34eb7e
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2 changed files with 73 additions and 1 deletions

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@ -10776,8 +10776,9 @@ static void Cmd_setprotectlike(void)
bool32 fail = TRUE; bool32 fail = TRUE;
bool32 notLastTurn = TRUE; bool32 notLastTurn = TRUE;
u32 lastMove = gLastResultingMoves[gBattlerAttacker];
if (!gBattleMoves[gLastResultingMoves[gBattlerAttacker]].protectionMove) if (lastMove == MOVE_UNAVAILABLE || !(gBattleMoves[lastMove].protectionMove))
gDisableStructs[gBattlerAttacker].protectUses = 0; gDisableStructs[gBattlerAttacker].protectUses = 0;
if (gCurrentTurnActionNumber == (gBattlersCount - 1)) if (gCurrentTurnActionNumber == (gBattlersCount - 1))

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@ -0,0 +1,71 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_HEADBUTT].effect == EFFECT_FLINCH_HIT);
}
SINGLE_BATTLE_TEST("Headbutt flinches the target if attacker is faster")
{
bool8 isFaster;
u16 spdPlayer, spdOpponent;
PARAMETRIZE { isFaster = TRUE; spdPlayer = 10; spdOpponent = 5; }
PARAMETRIZE { isFaster = FALSE; spdPlayer = 5; spdOpponent = 10; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(spdPlayer); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(spdOpponent); }
} WHEN {
TURN { MOVE(player, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_HEADBUTT); }
} SCENE {
// 1st turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
HP_BAR(opponent);
if (isFaster) {
MESSAGE("Foe Wobbuffet flinched!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
} else {
NOT MESSAGE("Foe Wobbuffet flinched!");
}
// 2nd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
HP_BAR(opponent);
if (isFaster) {
MESSAGE("Foe Wobbuffet flinched!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
} else {
NOT MESSAGE("Foe Wobbuffet flinched!");
}
}
}
SINGLE_BATTLE_TEST("Protect always works when used after flinching")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(100); }
} WHEN {
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_TACKLE); MOVE(opponent, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
} SCENE {
// 1st turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
MESSAGE("Wobbuffet protected itself!");
// 2nd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
HP_BAR(player);
MESSAGE("Wobbuffet flinched!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
// 3rd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
MESSAGE("Wobbuffet protected itself!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
}
}