Merge master 23-07-16 (#3140)

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Eduardo Quezada D'Ottone 2023-07-16 16:24:56 -04:00 committed by GitHub
commit ab33b7d863
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13 changed files with 398 additions and 45 deletions

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@ -8990,16 +8990,7 @@ BattleScript_PsychicSurgeActivates::
call BattleScript_ActivateTerrainEffects
end3
BattleScript_HurtTarget_NoString:
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_PASSIVE_DAMAGE
healthbarupdate BS_TARGET
datahpupdate BS_TARGET
tryfaintmon BS_TARGET
return
BattleScript_BadDreamsActivates::
call BattleScript_AbilityPopUp
setbyte sFIXED_ABILITY_POPUP, TRUE
setbyte gBattlerTarget, 0
BattleScript_BadDreamsLoop:
jumpiftargetally BattleScript_BadDreamsIncrement
@ -9008,16 +8999,32 @@ BattleScript_BadDreamsLoop:
jumpifstatus BS_TARGET, STATUS1_SLEEP, BattleScript_BadDreams_Dmg
goto BattleScript_BadDreamsIncrement
BattleScript_BadDreams_Dmg:
jumpifbyteequal sFIXED_ABILITY_POPUP, sZero, BattleScript_BadDreams_ShowPopUp
BattleScript_BadDreams_DmgAfterPopUp:
printstring STRINGID_BADDREAMSDMG
waitmessage B_WAIT_TIME_LONG
dmg_1_8_targethp
call BattleScript_HurtTarget_NoString
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_PASSIVE_DAMAGE
healthbarupdate BS_TARGET
datahpupdate BS_TARGET
jumpifhasnohp BS_TARGET, BattleScript_BadDreams_HidePopUp
BattleScript_BadDreamsIncrement:
addbyte gBattlerTarget, 1
jumpifbytenotequal gBattlerTarget, gBattlersCount, BattleScript_BadDreamsLoop
BattleScript_BadDreamsEnd:
jumpifbyteequal sFIXED_ABILITY_POPUP, sZero, BattleScript_BadDreamsEnd
destroyabilitypopup
pause 15
BattleScript_BadDreamsEnd:
end3
BattleScript_BadDreams_ShowPopUp:
copybyte gBattlerAbility, gBattlerAttacker
call BattleScript_AbilityPopUp
setbyte sFIXED_ABILITY_POPUP, TRUE
goto BattleScript_BadDreams_DmgAfterPopUp
BattleScript_BadDreams_HidePopUp:
destroyabilitypopup
tryfaintmon BS_TARGET
goto BattleScript_BadDreamsIncrement
BattleScript_TookAttack::
attackstring

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@ -593,6 +593,7 @@ struct BattleStruct
u8 wishPerishSongBattlerId;
bool8 overworldWeatherDone;
bool8 terrainDone;
u8 isAtkCancelerForCalledMove; // Certain cases in atk canceler should only be checked once, when the original move is called, however others need to be checked the twice.
u8 atkCancellerTracker;
struct BattleTvMovePoints tvMovePoints;
struct BattleTv tv;

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@ -85,6 +85,7 @@ bool32 ShouldLowerEvasion(u8 battlerAtk, u8 battlerDef, u16 defAbility);
bool32 IsAffectedByPowder(u8 battler, u16 ability, u16 holdEffect);
bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split);
s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *effectiveness, bool32 considerZPower);
u32 GetNoOfHitsToKO(u32 dmg, s32 hp);
u8 GetMoveDamageResult(u16 move);
u32 GetCurrDamageHpPercent(u8 battlerAtk, u8 battlerDef);
uq4_12_t AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef);

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@ -136,6 +136,7 @@ u8 DoBattlerEndTurnEffects(void);
bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
void TryClearRageAndFuryCutter(void);
void SetAtkCancellerForCalledMove(void);
u8 AtkCanceller_UnableToUseMove(void);
u8 AtkCanceller_UnableToUseMove2(void);
bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
@ -165,8 +166,10 @@ bool32 IsBattlerGrounded(u8 battlerId);
bool32 IsBattlerAlive(u8 battlerId);
u8 GetBattleMonMoveSlot(struct BattlePokemon *battleMon, u16 move);
u32 GetBattlerWeight(u8 battlerId);
u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer);
u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter);
s32 CalculateMoveDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, uq4_12_t *typeEffectivenessModifier);
s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, uq4_12_t *typeEffectivenessModifier);
uq4_12_t CalcTypeEffectivenessMultiplier(u16 move, u8 moveType, u8 battlerAtk, u8 battlerDef, bool32 recordAbilities);
uq4_12_t CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef);
uq4_12_t GetTypeModifier(u8 atkType, u8 defType);

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@ -3118,6 +3118,19 @@ static bool32 IsPinchBerryItemEffect(u16 holdEffect)
return FALSE;
}
static u32 GetAIMostDamagingMoveId(u8 battlerAtk, u8 battlerDef)
{
u32 i, id = 0;
u32 mostDmg = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (AI_DATA->simulatedDmg[battlerAtk][battlerDef][i] > mostDmg)
id = i, mostDmg = AI_DATA->simulatedDmg[battlerAtk][battlerDef][i];
}
return id;
}
// AI_FLAG_CHECK_VIABILITY - a weird mix of increasing and decreasing scores
static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
{
@ -3138,6 +3151,14 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
// check always hits
if (!IS_MOVE_STATUS(move) && gBattleMoves[move].accuracy == 0)
{
// If 2 moves can KO the target in the same number of turns, but one of them always hits and there is a risk the other move could miss, prioritize the always hits move.
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > 6 || gBattleMons[battlerAtk].statStages[STAT_ACC] < 6)
{
u32 mostDmgMoveId = GetAIMostDamagingMoveId(battlerAtk, battlerDef);
u32 *dmgs = AI_DATA->simulatedDmg[battlerAtk][battlerDef];
if (GetNoOfHitsToKO(dmgs[mostDmgMoveId], gBattleMons[battlerDef].hp) == GetNoOfHitsToKO(dmgs[AI_THINKING_STRUCT->movesetIndex], gBattleMons[battlerDef].hp))
score++;
}
if (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 10 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 2)
score++;
if (AI_RandLessThan(100) && (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 8 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 4))

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@ -766,7 +766,7 @@ static bool32 AI_GetIfCrit(u32 move, u8 battlerAtk, u8 battlerDef)
s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *typeEffectiveness, bool32 considerZPower)
{
s32 dmg, moveType, critDmg, normalDmg;
s32 dmg, moveType, critDmg, normalDmg, fixedBasePower, n;
s8 critChance;
uq4_12_t effectivenessMultiplier;
@ -795,8 +795,22 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *typeEffectiveness,
{
ProteanTryChangeType(battlerAtk, AI_DATA->abilities[battlerAtk], move, moveType);
critChance = GetInverseCritChance(battlerAtk, battlerDef, move);
normalDmg = CalculateMoveDamageAndEffectiveness(move, battlerAtk, battlerDef, moveType, &effectivenessMultiplier);
critDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, TRUE, FALSE, FALSE);
// Certain moves like Rollout calculate damage based on values which change during the move execution, but before calling dmg calc.
switch (gBattleMoves[move].effect)
{
case EFFECT_ROLLOUT:
n = gDisableStructs[battlerAtk].rolloutTimer - 1;
fixedBasePower = CalcRolloutBasePower(battlerAtk, gBattleMoves[move].power, n < 0 ? 5 : n);
break;
case EFFECT_FURY_CUTTER:
fixedBasePower = CalcFuryCutterBasePower(gBattleMoves[move].power, min(gDisableStructs[battlerAtk].furyCutterCounter + 1, 5));
break;
default:
fixedBasePower = 0;
break;
}
normalDmg = CalculateMoveDamageAndEffectiveness(move, battlerAtk, battlerDef, moveType, fixedBasePower, &effectivenessMultiplier);
critDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, fixedBasePower, TRUE, FALSE, FALSE);
if (critChance == -1)
dmg = normalDmg;
@ -914,6 +928,11 @@ static u32 WhichMoveBetter(u32 move1, u32 move2)
return 2;
}
u32 GetNoOfHitsToKO(u32 dmg, s32 hp)
{
return hp / (dmg + 1) + 1;
}
u8 GetMoveDamageResult(u16 move)
{
s32 i, checkedMove, bestId, currId, hp;
@ -979,9 +998,8 @@ u8 GetMoveDamageResult(u16 move)
currId = AI_THINKING_STRUCT->movesetIndex;
if (currId == bestId)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_BEST;
// Compare percentage difference.
else if ((moveDmgs[currId] >= hp || moveDmgs[bestId] < hp) // If current move can faint as well, or if neither can
&& (moveDmgs[bestId] * 100 / hp) - (moveDmgs[currId] * 100 / hp) <= 30
&& GetNoOfHitsToKO(moveDmgs[currId], hp) - GetNoOfHitsToKO(moveDmgs[bestId], hp) <= 2 // Consider a move weak if it needs to be used at least 2 times more to faint the target, compared to the best move.
&& WhichMoveBetter(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[currId]) != 0)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_GOOD;
else

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@ -350,7 +350,7 @@ static const u8 sText_DontLeaveBirch[] = _("PROF. BIRCH: Don't leave me like thi
static const u8 sText_ButNothingHappened[] = _("But nothing happened!");
static const u8 sText_ButItFailed[] = _("But it failed!");
static const u8 sText_ItHurtConfusion[] = _("It hurt itself in its\nconfusion!");
static const u8 sText_MirrorMoveFailed[] = _("The MIRROR MOVE failed!");
static const u8 sText_MirrorMoveFailed[] = _("The Mirror Move failed!");
static const u8 sText_StartedToRain[] = _("It started to rain!");
static const u8 sText_DownpourStarted[] = _("A downpour started!"); // corresponds to DownpourText in pokegold and pokecrystal and is used by Rain Dance in GSC
static const u8 sText_RainContinues[] = _("Rain continues to fall.");

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@ -1384,7 +1384,8 @@ static void Cmd_attackcanceler(void)
PressurePPLose(gBattlerAttacker, gBattlerTarget, MOVE_MAGIC_COAT);
gProtectStructs[gBattlerTarget].usesBouncedMove = TRUE;
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
gBattleStruct->atkCancellerTracker = CANCELLER_POWDER_MOVE; // Edge case for bouncing a powder move against a grass type pokemon.
// Edge case for bouncing a powder move against a grass type pokemon.
SetAtkCancellerForCalledMove();
if (BlocksPrankster(gCurrentMove, gBattlerTarget, gBattlerAttacker, TRUE))
{
// Opponent used a prankster'd magic coat -> reflected status move should fail against a dark-type attacker
@ -1404,7 +1405,8 @@ static void Cmd_attackcanceler(void)
{
gProtectStructs[gBattlerTarget].usesBouncedMove = TRUE;
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
gBattleStruct->atkCancellerTracker = CANCELLER_POWDER_MOVE; // Edge case for bouncing a powder move against a grass type pokemon.
// Edge case for bouncing a powder move against a grass type pokemon.
SetAtkCancellerForCalledMove();
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_MagicCoatBounce;
gBattlerAbility = gBattlerTarget;
@ -6126,6 +6128,7 @@ static void Cmd_moveend(void)
gBattleStruct->zmove.toBeUsed[gBattlerAttacker] = MOVE_NONE;
gBattleStruct->zmove.effect = EFFECT_HIT;
gBattleStruct->hitSwitchTargetFailed = FALSE;
gBattleStruct->isAtkCancelerForCalledMove = FALSE;
gBattleScripting.moveendState++;
break;
case MOVEEND_COUNT:
@ -11174,12 +11177,20 @@ static void Cmd_tryhealhalfhealth(void)
gBattlescriptCurrInstr = cmd->nextInstr;
}
static void SetMoveForMirrorMove(u32 move)
{
gHitMarker &= ~HITMARKER_ATTACKSTRING_PRINTED;
gCurrentMove = move;
SetAtkCancellerForCalledMove();
gBattlerTarget = GetMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
gBattlescriptCurrInstr = gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect];
}
static void Cmd_trymirrormove(void)
{
CMD_ARGS();
s32 validMovesCount;
s32 i;
s32 i, validMovesCount;
u16 move;
u16 validMoves[MAX_BATTLERS_COUNT] = {0};
@ -11188,7 +11199,6 @@ static void Cmd_trymirrormove(void)
if (i != gBattlerAttacker)
{
move = gBattleStruct->lastTakenMoveFrom[gBattlerAttacker][i];
if (move != MOVE_NONE && move != MOVE_UNAVAILABLE)
{
validMoves[validMovesCount] = move;
@ -11198,21 +11208,13 @@ static void Cmd_trymirrormove(void)
}
move = gBattleStruct->lastTakenMove[gBattlerAttacker];
if (move != MOVE_NONE && move != MOVE_UNAVAILABLE)
{
gHitMarker &= ~HITMARKER_ATTACKSTRING_PRINTED;
gCurrentMove = move;
gBattlerTarget = GetMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
gBattlescriptCurrInstr = gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect];
SetMoveForMirrorMove(move);
}
else if (validMovesCount != 0)
{
gHitMarker &= ~HITMARKER_ATTACKSTRING_PRINTED;
i = Random() % validMovesCount;
gCurrentMove = validMoves[i];
gBattlerTarget = GetMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
gBattlescriptCurrInstr = gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect];
SetMoveForMirrorMove(validMoves[Random() % validMovesCount]);
}
else // no valid moves found
{
@ -12769,6 +12771,7 @@ static void Cmd_metronome(void)
if (!gBattleMoves[gCurrentMove].metronomeBanned)
{
gHitMarker &= ~HITMARKER_ATTACKSTRING_PRINTED;
SetAtkCancellerForCalledMove();
gBattlescriptCurrInstr = gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect];
gBattlerTarget = GetMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
return;

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@ -3331,6 +3331,12 @@ void TryClearRageAndFuryCutter(void)
}
}
void SetAtkCancellerForCalledMove(void)
{
gBattleStruct->atkCancellerTracker = CANCELLER_HEAL_BLOCKED;
gBattleStruct->isAtkCancelerForCalledMove = TRUE;
}
u8 AtkCanceller_UnableToUseMove(void)
{
u8 effect = 0;
@ -3513,7 +3519,7 @@ u8 AtkCanceller_UnableToUseMove(void)
gBattleStruct->atkCancellerTracker++;
break;
case CANCELLER_CONFUSED: // confusion
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_CONFUSION)
if (!gBattleStruct->isAtkCancelerForCalledMove && gBattleMons[gBattlerAttacker].status2 & STATUS2_CONFUSION)
{
if (!(gStatuses4[gBattlerAttacker] & STATUS4_INFINITE_CONFUSION))
gBattleMons[gBattlerAttacker].status2 -= STATUS2_CONFUSION_TURN(1);
@ -3549,7 +3555,7 @@ u8 AtkCanceller_UnableToUseMove(void)
gBattleStruct->atkCancellerTracker++;
break;
case CANCELLER_PARALYSED: // paralysis
if ((gBattleMons[gBattlerAttacker].status1 & STATUS1_PARALYSIS) && !RandomPercentage(RNG_PARALYSIS, 75))
if (!gBattleStruct->isAtkCancelerForCalledMove && (gBattleMons[gBattlerAttacker].status1 & STATUS1_PARALYSIS) && !RandomPercentage(RNG_PARALYSIS, 75))
{
gProtectStructs[gBattlerAttacker].prlzImmobility = TRUE;
// This is removed in FRLG and Emerald for some reason
@ -3561,7 +3567,7 @@ u8 AtkCanceller_UnableToUseMove(void)
gBattleStruct->atkCancellerTracker++;
break;
case CANCELLER_IN_LOVE: // infatuation
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION)
if (!gBattleStruct->isAtkCancelerForCalledMove && gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION)
{
gBattleScripting.battler = CountTrailingZeroBits((gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION) >> 0x10);
if (!RandomPercentage(RNG_INFATUATION, 50))
@ -8388,6 +8394,24 @@ const struct TypePower gNaturalGiftTable[] =
[ITEM_TO_BERRY(ITEM_MARANGA_BERRY)] = {TYPE_DARK, 100},
};
u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer)
{
u32 i;
for (i = 1; i < (5 - rolloutTimer); i++)
basePower *= 2;
if (gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL)
basePower *= 2;
return basePower;
}
u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter)
{
u32 i;
for (i = 1; i < furyCutterCounter; i++)
basePower *= 2;
return basePower;
}
static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
{
u32 i;
@ -8424,14 +8448,10 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
basePower = 10 * (MAX_FRIENDSHIP - gBattleMons[battlerAtk].friendship) / 25;
break;
case EFFECT_FURY_CUTTER:
for (i = 1; i < gDisableStructs[battlerAtk].furyCutterCounter; i++)
basePower *= 2;
basePower = CalcFuryCutterBasePower(basePower, gDisableStructs[battlerAtk].furyCutterCounter);
break;
case EFFECT_ROLLOUT:
for (i = 1; i < (5 - gDisableStructs[battlerAtk].rolloutTimer); i++)
basePower *= 2;
if (gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL)
basePower *= 2;
basePower = CalcRolloutBasePower(battlerAtk, basePower, gDisableStructs[battlerAtk].rolloutTimer);
break;
case EFFECT_MAGNITUDE:
basePower = gBattleStruct->magnitudeBasePower;
@ -9636,10 +9656,10 @@ s32 CalculateMoveDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32
}
// for AI - get move damage and effectiveness with one function call
s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, uq4_12_t *typeEffectivenessModifier)
s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, uq4_12_t *typeEffectivenessModifier)
{
*typeEffectivenessModifier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
return DoMoveDamageCalc(move, battlerAtk, battlerDef, moveType, 0, FALSE, FALSE, FALSE, *typeEffectivenessModifier);
return DoMoveDamageCalc(move, battlerAtk, battlerDef, moveType, fixedBasePower, FALSE, FALSE, FALSE, *typeEffectivenessModifier);
}
static void MulByTypeEffectiveness(uq4_12_t *modifier, u16 move, u8 moveType, u8 battlerDef, u8 defType, u8 battlerAtk, bool32 recordAbilities)

130
test/ability_bad_dreams.c Normal file
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@ -0,0 +1,130 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(P_GEN_4_POKEMON == TRUE); // Because only Darkrai can have this ability.
}
// Also checks that non-sleeping enemy is not affected.
SINGLE_BATTLE_TEST("Bad Dreams causes the sleeping enemy Pokemon to lose 1/8 of hp")
{
u32 status;
PARAMETRIZE { status = STATUS1_NONE; }
PARAMETRIZE { status = STATUS1_SLEEP; }
GIVEN {
PLAYER(SPECIES_DARKRAI);
OPPONENT(SPECIES_WOBBUFFET) {Status1(status);}
} WHEN {
TURN {;}
} SCENE {
if (status == STATUS1_SLEEP) {
ABILITY_POPUP(player, ABILITY_BAD_DREAMS);
MESSAGE("Foe Wobbuffet is tormented!");
HP_BAR(opponent);
}
else {
NONE_OF {
ABILITY_POPUP(player, ABILITY_BAD_DREAMS);
MESSAGE("Foe Wobbuffet is tormented!");
HP_BAR(opponent);
};
}
} THEN {
if (status == STATUS1_SLEEP) {
EXPECT_EQ(opponent->hp, opponent->maxHP - opponent->maxHP / 8);
}
else {
EXPECT_EQ(opponent->hp, opponent->maxHP);
}
}
}
DOUBLE_BATTLE_TEST("Bad Dreams does not activate if only the partner Pokemon is sleeping")
{
GIVEN {
PLAYER(SPECIES_DARKRAI);
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {;}
} SCENE {
NONE_OF {
ABILITY_POPUP(playerLeft, ABILITY_BAD_DREAMS);
MESSAGE("Wobbuffet is tormented!");
HP_BAR(playerRight);
};
} THEN {
EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
EXPECT_EQ(playerRight->hp, playerRight->maxHP);
}
}
DOUBLE_BATTLE_TEST("Bad Dreams activates for both sleeping pokemon on the player side")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
OPPONENT(SPECIES_DARKRAI);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {;}
} SCENE {
ABILITY_POPUP(opponentLeft, ABILITY_BAD_DREAMS);
MESSAGE("Wobbuffet is tormented!");
HP_BAR(playerLeft);
MESSAGE("Wobbuffet is tormented!");
HP_BAR(playerRight);
} THEN {
EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
EXPECT_EQ(playerLeft->hp, playerLeft->maxHP - playerLeft->maxHP / 8);
EXPECT_EQ(playerRight->hp, playerRight->maxHP - playerRight->maxHP / 8);
}
}
DOUBLE_BATTLE_TEST("Bad Dreams faints both sleeping Pokemon on player side")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP); HP(1);}
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP); HP(1);}
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
PLAYER(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
OPPONENT(SPECIES_DARKRAI);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {SEND_OUT(playerLeft, 2); SEND_OUT(playerRight, 3);}
} SCENE {
ABILITY_POPUP(opponentLeft, ABILITY_BAD_DREAMS);
MESSAGE("Wobbuffet is tormented!");
HP_BAR(playerLeft);
MESSAGE("Wobbuffet fainted!");
MESSAGE("Wobbuffet is tormented!");
HP_BAR(playerRight);
MESSAGE("Wobbuffet fainted!");
}
}
DOUBLE_BATTLE_TEST("Bad Dreams faints both sleeping Pokemon on opponent side")
{
GIVEN {
PLAYER(SPECIES_DARKRAI);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP); HP(1);}
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP); HP(1);}
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
} WHEN {
TURN {SEND_OUT(opponentLeft, 2); SEND_OUT(opponentRight, 3);}
} SCENE {
ABILITY_POPUP(playerLeft, ABILITY_BAD_DREAMS);
MESSAGE("Foe Wobbuffet is tormented!");
HP_BAR(opponentLeft);
MESSAGE("Foe Wobbuffet fainted!");
MESSAGE("Foe Wobbuffet is tormented!");
HP_BAR(opponentRight);
MESSAGE("Foe Wobbuffet fainted!");
}
}

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@ -56,7 +56,6 @@ SINGLE_BATTLE_TEST("Magic Bounce cannot bounce back powder moves against Grass T
}
}
DOUBLE_BATTLE_TEST("Magic Bounce bounces back moves hitting both foes at two foes")
{
GIVEN {

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@ -0,0 +1,69 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_METRONOME].effect == EFFECT_METRONOME);
}
// To do: Turn the seeds to work with WITH_RNG for Metronome.
#define RNG_METRONOME_SCRATCH 0x118
#define RNG_METRONOME_PSN_POWDER 0x119
#define RNG_METRONOME_ROCK_BLAST 0x1F5
SINGLE_BATTLE_TEST("Metronome picks a random move")
{
GIVEN {
RNGSeed(RNG_METRONOME_SCRATCH);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_METRONOME); }
} SCENE {
MESSAGE("Wobbuffet used Metronome!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
MESSAGE("Wobbuffet used Scratch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
HP_BAR(opponent);
}
}
SINGLE_BATTLE_TEST("Metronome's called powder move fails against Grass Types")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_POISON_POWDER].powderMove);
ASSUME(gSpeciesInfo[SPECIES_TANGELA].types[0] == TYPE_GRASS);
ASSUME(gBattleMoves[MOVE_POISON_POWDER].effect == EFFECT_POISON);
RNGSeed(RNG_METRONOME_PSN_POWDER);
PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
OPPONENT(SPECIES_TANGELA) {Speed(2);}
} WHEN {
TURN { MOVE(player, MOVE_METRONOME); }
} SCENE {
MESSAGE("Wobbuffet used Metronome!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
MESSAGE("Wobbuffet used PoisonPowder!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_POISON_POWDER, player);
MESSAGE("It doesn't affect Foe Tangela…");
NOT STATUS_ICON(opponent, poison: TRUE);
}
}
SINGLE_BATTLE_TEST("Metronome's called multi-hit move hits multiple times")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_ROCK_BLAST].effect == EFFECT_MULTI_HIT);
RNGSeed(RNG_METRONOME_ROCK_BLAST);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_METRONOME); }
} SCENE {
MESSAGE("Wobbuffet used Metronome!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
MESSAGE("Wobbuffet used Rock Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROCK_BLAST, player);
HP_BAR(opponent);
MESSAGE("Hit 4 time(s)!");
}
}

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@ -0,0 +1,81 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_MIRROR_MOVE].effect == EFFECT_MIRROR_MOVE);
}
SINGLE_BATTLE_TEST("Mirror Move copies the last used move by the target")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Speed(2);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(5);}
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, MOVE_MIRROR_MOVE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
MESSAGE("Wobbuffet used Mirror Move!");
MESSAGE("Wobbuffet used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
HP_BAR(opponent);
}
}
SINGLE_BATTLE_TEST("Mirror Move fails if no move was used before")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(2);}
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, MOVE_MIRROR_MOVE); }
} SCENE {
MESSAGE("Wobbuffet used Mirror Move!");
MESSAGE("The Mirror Move failed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
}
}
SINGLE_BATTLE_TEST("Mirror Move's called powder move fails against Grass Types")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_STUN_SPORE].powderMove);
ASSUME(gSpeciesInfo[SPECIES_ODDISH].types[0] == TYPE_GRASS);
ASSUME(gBattleMoves[MOVE_STUN_SPORE].effect == EFFECT_PARALYZE);
PLAYER(SPECIES_ODDISH) {Speed(5);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(2);}
} WHEN {
TURN { MOVE(player, MOVE_STUN_SPORE); MOVE(opponent, MOVE_MIRROR_MOVE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player);
STATUS_ICON(opponent, paralysis: TRUE);
MESSAGE("Foe Wobbuffet used Mirror Move!");
MESSAGE("Foe Wobbuffet used Stun Spore!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, opponent);
MESSAGE("It doesn't affect Oddish…");
NOT STATUS_ICON(player, paralysis: TRUE);
}
}
// It hits first 2 times, then 5 times with the default rng seed.
SINGLE_BATTLE_TEST("Mirror Move's called multi-hit move hits multiple times")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_BULLET_SEED].effect == EFFECT_MULTI_HIT);
PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(2);}
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); MOVE(opponent, MOVE_MIRROR_MOVE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
HP_BAR(opponent);
MESSAGE("Hit 2 time(s)!");
MESSAGE("Foe Wobbuffet used Mirror Move!");
MESSAGE("Foe Wobbuffet used Bullet Seed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, opponent);
HP_BAR(player);
MESSAGE("Hit 5 time(s)!");
}
}