#include "global.h" #include "test_battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_THRASH].effect == EFFECT_RAMPAGE); } SINGLE_BATTLE_TEST("Thrash lasts for 2 or 3 turns") { PASSES_RANDOMLY(1, 2); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_THRASH); } TURN { SKIP_TURN(player); } TURN { SKIP_TURN(player); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); } } SINGLE_BATTLE_TEST("Thrash confuses the user after it finishes") { GIVEN { RNGSeed(0x00000000); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_THRASH); } TURN { SKIP_TURN(player); } TURN { SKIP_TURN(player); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_THRASH, player); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player); } } SINGLE_BATTLE_TEST("Thrash does not confuse the user if it is canceled on turn 1 of 3") { GIVEN { ASSUME(B_RAMPAGE_CANCELLING >= GEN_5); RNGSeed(0x00000000); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_THRASH); } TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); } TURN { SKIP_TURN(player); } } SCENE { NOT ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player); } } SINGLE_BATTLE_TEST("Thrash does not confuse the user if it is canceled on turn 2 of 3") { GIVEN { ASSUME(B_RAMPAGE_CANCELLING >= GEN_5); RNGSeed(0x00000000); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_THRASH); } TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); } TURN { SKIP_TURN(player); } } SCENE { NOT ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player); } } SINGLE_BATTLE_TEST("Thrash confuses the user if it is canceled on turn 3 of 3") { KNOWN_FAILING; GIVEN { ASSUME(B_RAMPAGE_CANCELLING >= GEN_5); RNGSeed(0x00000000); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_THRASH); } TURN { SKIP_TURN(player); } TURN { MOVE(opponent, MOVE_PROTECT); SKIP_TURN(player); } } SCENE { ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player); } }