#include "global.h" #include "test_battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_U_TURN].effect == EFFECT_HIT_ESCAPE); } SINGLE_BATTLE_TEST("U-turn switches the user out") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(player, 1); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); MESSAGE("Go! Wynaut!"); } } SINGLE_BATTLE_TEST("U-turn does not switch the user out if the battle ends") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT); OPPONENT(SPECIES_WOBBUFFET) { HP(1); } } WHEN { TURN { MOVE(player, MOVE_U_TURN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); } } SINGLE_BATTLE_TEST("U-turn does not switch the user out if no replacements") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_U_TURN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); } } SINGLE_BATTLE_TEST("U-turn does not switch the user out if replacements fainted") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT) { HP(0); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_U_TURN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); } } SINGLE_BATTLE_TEST("U-turn does not switch the user out if Wimp Out activates") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT); OPPONENT(SPECIES_WIMPOD) { MaxHP(100); HP(51); Ability(ABILITY_WIMP_OUT); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(opponent, 1); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); ABILITY_POPUP(opponent, ABILITY_WIMP_OUT); MESSAGE("2 sent out Wobbuffet!"); } } SINGLE_BATTLE_TEST("U-turn switches the user out if Wimp Out fails to activate") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT); OPPONENT(SPECIES_WIMPOD) { MaxHP(100); HP(51); Ability(ABILITY_WIMP_OUT); } } WHEN { TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(player, 1); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player); HP_BAR(opponent); NOT ABILITY_POPUP(opponent); MESSAGE("Your foe's weak! Get 'em, Wynaut!"); } }