pokeemerald/test/battle/move.c
Eduardo Quezada 09fc48461f Merge branch 'RHH/master' into RHH/upcoming
# Conflicts:
#	test/battle/move_flags/three_strikes.c
#	test/move_flag_strike_count.c
#	test/move_flag_three_strikes.c
#	test/powder_moves.c
#	test/status1.c
2023-08-12 16:31:44 -04:00

173 lines
5.3 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Accuracy controls the proportion of misses")
{
u32 move;
PARAMETRIZE { move = MOVE_DYNAMIC_PUNCH; }
PARAMETRIZE { move = MOVE_THUNDER; }
PARAMETRIZE { move = MOVE_HYDRO_PUMP; }
PARAMETRIZE { move = MOVE_RAZOR_LEAF; }
PARAMETRIZE { move = MOVE_SCRATCH; }
ASSUME(0 < gBattleMoves[move].accuracy && gBattleMoves[move].accuracy <= 100);
PASSES_RANDOMLY(gBattleMoves[move].accuracy, 100, RNG_ACCURACY);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, player);
}
}
SINGLE_BATTLE_TEST("Secondary Effect Chance controls the proportion of secondary effects")
{
u32 move;
PARAMETRIZE { move = MOVE_THUNDER_SHOCK; }
PARAMETRIZE { move = MOVE_DISCHARGE; }
PARAMETRIZE { move = MOVE_NUZZLE; }
ASSUME(gBattleMoves[move].effect == EFFECT_PARALYZE_HIT);
ASSUME(0 < gBattleMoves[move].secondaryEffectChance && gBattleMoves[move].secondaryEffectChance <= 100);
PASSES_RANDOMLY(gBattleMoves[move].secondaryEffectChance, 100, RNG_SECONDARY_EFFECT);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
STATUS_ICON(opponent, paralysis: TRUE);
}
}
SINGLE_BATTLE_TEST("Turn order is determined by priority")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_QUICK_ATTACK].priority > gBattleMoves[MOVE_TACKLE].priority);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_TACKLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
}
}
SINGLE_BATTLE_TEST("Turn order is determined by Speed if priority ties")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
} WHEN {
TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
}
}
SINGLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie")
{
KNOWN_FAILING; // The algorithm is significantly biased.
PASSES_RANDOMLY(1, 2);
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
} WHEN {
TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
}
}
SINGLE_BATTLE_TEST("Critical hits occur at a 1/24 rate")
{
ASSUME(B_CRIT_CHANCE >= GEN_7);
PASSES_RANDOMLY(1, 24, RNG_CRITICAL_HIT);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SCRATCH); }
} SCENE {
MESSAGE("A critical hit!");
}
}
SINGLE_BATTLE_TEST("Slash's critical hits occur at a 1/8 rate")
{
ASSUME(B_CRIT_CHANCE >= GEN_7);
ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio);
PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLASH); }
} SCENE {
MESSAGE("A critical hit!");
}
}
SINGLE_BATTLE_TEST("Critical hits deal 50% more damage", s16 damage)
{
bool32 criticalHit;
PARAMETRIZE { criticalHit = FALSE; }
PARAMETRIZE { criticalHit = TRUE; }
GIVEN {
ASSUME(B_CRIT_MULTIPLIER >= GEN_6);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SCRATCH, criticalHit: criticalHit); }
} SCENE {
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
}
}
SINGLE_BATTLE_TEST("Critical hits do not ignore positive stat stages", s16 damage)
{
u32 move;
PARAMETRIZE { move = MOVE_CELEBRATE; }
PARAMETRIZE { move = MOVE_HOWL; }
PARAMETRIZE { move = MOVE_TAIL_WHIP; }
GIVEN {
ASSUME(gBattleMoves[MOVE_SCRATCH].split == SPLIT_PHYSICAL);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, move); }
TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
} SCENE {
HP_BAR(opponent, captureDamage: &results[i].damage);
} THEN {
if (i > 0)
EXPECT_LT(results[0].damage, results[i].damage);
}
}
SINGLE_BATTLE_TEST("Critical hits ignore negative stat stages", s16 damage)
{
u32 move;
PARAMETRIZE { move = MOVE_CELEBRATE; }
PARAMETRIZE { move = MOVE_HARDEN; }
PARAMETRIZE { move = MOVE_GROWL; }
GIVEN {
ASSUME(gBattleMoves[MOVE_SCRATCH].split == SPLIT_PHYSICAL);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
} SCENE {
HP_BAR(opponent, captureDamage: &results[i].damage);
} THEN {
if (i > 0)
EXPECT_EQ(results[0].damage, results[i].damage);
}
}