#include "global.h" #include "test_battle.h" SINGLE_BATTLE_TEST("Insomnia prevents sleep") { GIVEN { ASSUME(gBattleMoves[MOVE_SPORE].effect == EFFECT_SLEEP); PLAYER(SPECIES_DROWZEE) { Ability(ABILITY_INSOMNIA); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SPORE); } } SCENE { ABILITY_POPUP(player, ABILITY_INSOMNIA); NONE_OF { ANIMATION(ANIM_TYPE_MOVE, MOVE_SPORE, opponent); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_SLP, player); STATUS_ICON(player, sleep: TRUE); } } } SINGLE_BATTLE_TEST("Insomnia prevents yawn") { GIVEN { ASSUME(gBattleMoves[MOVE_YAWN].effect == EFFECT_YAWN); PLAYER(SPECIES_DROWZEE) { Ability(ABILITY_INSOMNIA); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SPORE); } TURN {} TURN {} } SCENE { ABILITY_POPUP(player, ABILITY_INSOMNIA); NONE_OF { ANIMATION(ANIM_TYPE_MOVE, MOVE_YAWN, opponent); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_SLP, player); STATUS_ICON(player, sleep: TRUE); } } } SINGLE_BATTLE_TEST("Insomnia prevents rest") { GIVEN { ASSUME(gBattleMoves[MOVE_REST].effect == EFFECT_REST); PLAYER(SPECIES_DROWZEE) { Ability(ABILITY_INSOMNIA); HP(1); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_REST); } } SCENE { ABILITY_POPUP(player, ABILITY_INSOMNIA); NONE_OF { ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_SLP, player); STATUS_ICON(player, sleep: TRUE); HP_BAR(player); } } }