mirror of
https://github.com/Ninjdai1/pokeemerald.git
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75 lines
2.3 KiB
C
75 lines
2.3 KiB
C
#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Revive restores a fainted battler's HP to half")
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{
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GIVEN {
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ASSUME(gItems[ITEM_REVIVE].battleUsage == EFFECT_ITEM_REVIVE);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(200); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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TURN { USE_ITEM(player, ITEM_REVIVE, partyIndex: 0); }
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} THEN {
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EXPECT_EQ(player->hp, 100);
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}
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}
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SINGLE_BATTLE_TEST("Max Revive restores a fainted battler's HP fully")
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{
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GIVEN {
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ASSUME(gItems[ITEM_MAX_REVIVE].battleUsage == EFFECT_ITEM_REVIVE);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(200); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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TURN { USE_ITEM(player, ITEM_MAX_REVIVE, partyIndex: 0); }
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} THEN {
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EXPECT_EQ(player->hp, 200);
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}
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}
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SINGLE_BATTLE_TEST("Revival Herb restores a fainted battler's HP fully")
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{
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GIVEN {
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ASSUME(gItems[ITEM_REVIVAL_HERB].battleUsage == EFFECT_ITEM_REVIVE);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(200); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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TURN { USE_ITEM(player, ITEM_REVIVAL_HERB, partyIndex: 0); }
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} THEN {
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EXPECT_EQ(player->hp, 200);
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}
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}
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SINGLE_BATTLE_TEST("Max Honey restores a fainted battler's HP fully")
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{
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GIVEN {
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ASSUME(gItems[ITEM_MAX_HONEY].battleUsage == EFFECT_ITEM_REVIVE);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(200); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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TURN { USE_ITEM(player, ITEM_MAX_HONEY, partyIndex: 0); }
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} THEN {
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EXPECT_EQ(player->hp, 200);
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}
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}
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