From b18d01878fdf58249e8831c03cd52835902aea7b Mon Sep 17 00:00:00 2001 From: Alex <93446519+AlexOn1ine@users.noreply.github.com> Date: Wed, 4 Oct 2023 16:46:42 +0200 Subject: [PATCH] Fix Battle/Shell Armor + crit chance Tests (#3377) * Fix Battle/Shell Armor + crit chance Tests * fix typos * minor record ability change --- src/battle_script_commands.c | 16 +- test/battle/crit_chance.c | 252 +++++++++++++++++++++ test/battle/item_effect/set_focus_energy.c | 21 -- test/test_runner_battle.c | 2 +- 4 files changed, 259 insertions(+), 32 deletions(-) create mode 100644 test/battle/crit_chance.c delete mode 100644 test/battle/item_effect/set_focus_energy.c diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index d9e834924..399231669 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -1913,15 +1913,14 @@ s32 CalcCritChanceStageArgs(u32 battlerAtk, u32 battlerDef, u32 move, bool32 rec { s32 critChance = 0; - if (gSideStatuses[battlerDef] & SIDE_STATUS_LUCKY_CHANT - || gStatuses3[battlerAtk] & STATUS3_CANT_SCORE_A_CRIT) + if (gSideStatuses[battlerDef] & SIDE_STATUS_LUCKY_CHANT || gStatuses3[battlerAtk] & STATUS3_CANT_SCORE_A_CRIT + || abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR) { critChance = -1; } else if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS || gBattleMoves[move].effect == EFFECT_ALWAYS_CRIT - || (abilityAtk == ABILITY_MERCILESS && gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY) - || move == MOVE_SURGING_STRIKES) + || (abilityAtk == ABILITY_MERCILESS && gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)) { critChance = -2; } @@ -1937,12 +1936,9 @@ s32 CalcCritChanceStageArgs(u32 battlerAtk, u32 battlerDef, u32 move, bool32 rec #endif + (abilityAtk == ABILITY_SUPER_LUCK); - if (abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR) - { - if (recordAbility && critChance >= 2) // Record ability only if move had at least +1 chance to get a crit. - RecordAbilityBattle(battlerDef, abilityDef); - critChance = -1; - } + // Record ability only if move had at least +3 chance to get a crit + if (critChance >= 3 && recordAbility && (abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR)) + RecordAbilityBattle(battlerDef, abilityDef); if (critChance >= ARRAY_COUNT(sCriticalHitChance)) critChance = ARRAY_COUNT(sCriticalHitChance) - 1; diff --git a/test/battle/crit_chance.c b/test/battle/crit_chance.c new file mode 100644 index 000000000..678153a6c --- /dev/null +++ b/test/battle/crit_chance.c @@ -0,0 +1,252 @@ +#include "global.h" +#include "test/battle.h" + +ASSUMPTIONS +{ + ASSUME(B_CRIT_CHANCE >= GEN_7); +} + +SINGLE_BATTLE_TEST("Side effected by Lucky Chant blocks critical hits") +{ + GIVEN { + ASSUME(gBattleMoves[MOVE_LUCKY_CHANT].effect == EFFECT_LUCKY_CHANT); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_LUCKY_CHANT); MOVE(player, MOVE_TACKLE, criticalHit: TRUE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + NOT MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Battle Armor and Shell Armor block critical hits") +{ + u32 species; + u32 ability; + + PARAMETRIZE { species = SPECIES_KINGLER; ability = ABILITY_SHELL_ARMOR; } + PARAMETRIZE { species = SPECIES_ARMALDO; ability = ABILITY_BATTLE_ARMOR; } + + GIVEN { + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(species) { Ability(ability); } + } WHEN { + TURN { MOVE(player, MOVE_TACKLE, criticalHit: TRUE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + NOT MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Flag ignoresTargetAbility ignores Battle Armor and Shell Armor") +{ + u32 species; + u32 ability; + + PARAMETRIZE { species = SPECIES_KINGLER; ability = ABILITY_SHELL_ARMOR; } + PARAMETRIZE { species = SPECIES_ARMALDO; ability = ABILITY_BATTLE_ARMOR; } + + GIVEN { + ASSUME(gBattleMoves[MOVE_SUNSTEEL_STRIKE].ignoresTargetAbility == TRUE); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(species) { Ability(ability); } + } WHEN { + TURN { MOVE(player, MOVE_SUNSTEEL_STRIKE, criticalHit: TRUE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNSTEEL_STRIKE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Mold Breaker, Teravolt and Turboblaze ignore Battle Armor and Shell Armor") +{ + u32 j; + static const u32 pokemonPlayer[][2] = + { + {SPECIES_PINSIR, ABILITY_MOLD_BREAKER}, + {SPECIES_ZEKROM, ABILITY_TERAVOLT}, + {SPECIES_KYUREM_WHITE, ABILITY_TURBOBLAZE}, + }; + + u32 speciesPlayer; + u32 abilityPlayer; + u32 speciesOpponent; + u32 abilityOpponent; + + for (j = 0; j < ARRAY_COUNT(pokemonPlayer); j++) + { + PARAMETRIZE { + speciesPlayer = pokemonPlayer[j][0]; + abilityPlayer = pokemonPlayer[j][1]; + speciesOpponent = SPECIES_KINGLER; + abilityOpponent = ABILITY_SHELL_ARMOR; + } + + PARAMETRIZE { + speciesPlayer = pokemonPlayer[j][0]; + abilityPlayer = pokemonPlayer[j][1]; + speciesOpponent = SPECIES_ARMALDO; + abilityOpponent = ABILITY_BATTLE_ARMOR; + } + } + + GIVEN { + PLAYER(speciesPlayer) { Ability(abilityPlayer); } + OPPONENT(speciesOpponent) { Ability(abilityOpponent); } + } WHEN { + TURN { MOVE(player, MOVE_TACKLE, criticalHit: TRUE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("User effected by Laser Focus causes moves to result in a critical hit") +{ + GIVEN { + ASSUME(gBattleMoves[MOVE_LASER_FOCUS].effect == EFFECT_LASER_FOCUS); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_LASER_FOCUS); } + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_LASER_FOCUS, player); + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("If the target is poisoned the ability Merciless causes a move to result in a critical hit") +{ + GIVEN { + PLAYER(SPECIES_MAREANIE) { Ability(ABILITY_MERCILESS); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + } WHEN { + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Focus Energy increases the user's critical hit ratio by two stage") +{ + PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT); + GIVEN { + ASSUME(gBattleMoves[MOVE_FOCUS_ENERGY].effect == EFFECT_FOCUS_ENERGY); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_FOCUS_ENERGY); } + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player); + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Flag highCritRatio increases the critical hit ratio by one stage") +{ + PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT); + GIVEN { + ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio == TRUE); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_SLASH); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_SLASH, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Super Luck increases the critical hit ratio by one stage") +{ + PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT); + GIVEN { + PLAYER(SPECIES_TOGEPI) { Ability(ABILITY_SUPER_LUCK); }; + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Scope Lens increases the critical hit ratio by one stage") +{ + PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT); + GIVEN { + ASSUME(gItems[ITEM_SCOPE_LENS].holdEffect == HOLD_EFFECT_SCOPE_LENS); + PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SCOPE_LENS); }; + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Flag highCritRatio, Super Luck and Scope Lens cause the move to result in a critical hit") +{ + GIVEN { + ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio == TRUE); + ASSUME(gItems[ITEM_SCOPE_LENS].holdEffect == HOLD_EFFECT_SCOPE_LENS); + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SUPER_LUCK); Item(ITEM_SCOPE_LENS); }; + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_SLASH); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_SLASH, player); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Signature items Leek and Lucky Punch increase the critical hit ratio by 2 stages") +{ + u32 species; + u32 item; + + ASSUME(B_CRIT_CHANCE >= GEN_7); + PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT); + + PARAMETRIZE { species = SPECIES_FARFETCHD; item = ITEM_LEEK; } + PARAMETRIZE { species = SPECIES_FARFETCHD_GALARIAN; item = ITEM_LEEK; } + PARAMETRIZE { species = SPECIES_SIRFETCHD; item = ITEM_LEEK; } + PARAMETRIZE { species = SPECIES_CHANSEY; item = ITEM_LUCKY_PUNCH; } + + GIVEN { + ASSUME(gItems[ITEM_LEEK].holdEffect == HOLD_EFFECT_LEEK); + ASSUME(gItems[ITEM_LUCKY_PUNCH].holdEffect == HOLD_EFFECT_LUCKY_PUNCH); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(species) { Item(item); } + } WHEN { + TURN { MOVE(opponent, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); + MESSAGE("A critical hit!"); + } +} + +SINGLE_BATTLE_TEST("Dire Hit increases a battler's critical hit chance by 2 stages") +{ + PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT); + GIVEN { + ASSUME(gItems[ITEM_DIRE_HIT].battleUsage == EFFECT_ITEM_SET_FOCUS_ENERGY); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { USE_ITEM(player, ITEM_DIRE_HIT, partyIndex: 0); } + TURN { MOVE(player, MOVE_SCRATCH); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player); + MESSAGE("Wobbuffet used Dire Hit to get pumped!"); + MESSAGE("Wobbuffet used Scratch!"); + MESSAGE("A critical hit!"); + } +} diff --git a/test/battle/item_effect/set_focus_energy.c b/test/battle/item_effect/set_focus_energy.c deleted file mode 100644 index da326bbe3..000000000 --- a/test/battle/item_effect/set_focus_energy.c +++ /dev/null @@ -1,21 +0,0 @@ -#include "global.h" -#include "test/battle.h" - -SINGLE_BATTLE_TEST("Dire Hit increases a battler's critical hit chance by 2 stages") -{ - ASSUME(B_CRIT_CHANCE >= GEN_7); - PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT); - GIVEN { - ASSUME(gItems[ITEM_DIRE_HIT].battleUsage == EFFECT_ITEM_SET_FOCUS_ENERGY); - PLAYER(SPECIES_WOBBUFFET); - OPPONENT(SPECIES_WOBBUFFET); - } WHEN { - TURN { USE_ITEM(player, ITEM_DIRE_HIT, partyIndex: 0); } - TURN { MOVE(player, MOVE_SCRATCH); } - } SCENE { - ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player); - MESSAGE("Wobbuffet used Dire Hit to get pumped!"); - MESSAGE("Wobbuffet used Scratch!"); - MESSAGE("A critical hit!"); - } -} diff --git a/test/test_runner_battle.c b/test/test_runner_battle.c index a0a8033e1..96ddd2f38 100644 --- a/test/test_runner_battle.c +++ b/test/test_runner_battle.c @@ -435,7 +435,7 @@ u32 RandomWeightedArray(enum RandomTag tag, u32 sum, u32 n, const u8 *weights) if (turn && turn->criticalHit) return turn->criticalHit - 1; else - return FALSE; + return weights[FALSE] > 0 ? FALSE : TRUE; case RNG_SECONDARY_EFFECT: ASSUME(n == 2);