mirror of
https://github.com/Ninjdai1/pokeemerald.git
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1fa9a05470
* Slicing moves to new bitfield * Wind moves to new bitfield * Two-strike moves to new bitfield * Forgot to add flagTwoStrikes to battle_moves.h * Removed "flag" from field names * FLAG_HIT_IN_SUBSTITUTE and FLAG_THAW_USER * Airborne moves * FLAG_POWDER, FLAG_TARGET_ABILITY_IGNORED and FLAG_DANCE * FLAG_BALLISTIC and FLAG_PROTECTION_MOVE * Fixed missing uses of MOVE_UNAVAILABLE in battle_ai_util.c * FLAG_SOUND * FLAG_DMG_UNDERGROUND and FLAG_DMG_UNDERWATER * FLAG_DMG_MINIMIZE * Cleanup * FLAG_STAT_STAGES_IGNORED * Updated Pollen Puff's ballistic flag * FLAG_STRONG_JAW_BOOST and FLAG_MEGA_LAUNCHER_BOOST * thaw * FLAG_THREE_STRIKES * FLAG_IRON_FIST_BOOST * FLAG_RECKLESS_BOOST * FLAG_HIGH_CRIT * Removed empty flags * Moves that fail when called by Me First + added missing Shell Trap * Moves that fail when Gravity is active * Better names for banned fields * Moves that fail when called by Instruct * Cleanup * Contact Moves + Fixed Wandering Spirit skipping contact checks * Inverted FLAG_PROTECT_AFFECTED so that there's a flag for moves that SKIP protect. * Simplified B_MOVE_FLAGS configs * FORBIDDEN_METRONOME * Renamed hitsPastSubstitute to ignoresSubstitute * FORBIDDEN_PARENTAL_BOND * Struggle uncallable by Metronome * FORBIDDEN_MIMIC * FLAG_KINGS_ROCK_AFFECTED * Made a single config for move flags * Macro for checking move flags * FLAG_MAGIC_COAT_AFFECTED * Fixed HasMagicCoatAffectedMove * FLAG_SNATCH_AFFECTED * Removed unused EFFECT_FLINCH_MINIMIZE_HIT * Fixed Stench/King's Rock interaction * Removed sMovesNotAffectedByStench in favor of checking move effects * Removed EFFECT_TWISTER, which was a repeat of EFFECT_FLINCH_HIT * Changed Gen2 configs to less than Gen 3 * FORBIDDEN_SLEEP_TALK * Cleanup * Inverted FLAG_MIRROR_MOVE_AFFECTED * FLAG_SHEER_FORCE_BOOST * Ordered * FORBIDDEN_ASSIST and FORBIDDEN_COPYCAT * Removed TestMoveFlags and TestMoveFlagsInMoveset + flags field * Fixed Triple Arrows test
173 lines
5.3 KiB
C
173 lines
5.3 KiB
C
#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Accuracy controls the proportion of misses")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_DYNAMIC_PUNCH; }
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PARAMETRIZE { move = MOVE_THUNDER; }
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PARAMETRIZE { move = MOVE_HYDRO_PUMP; }
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PARAMETRIZE { move = MOVE_RAZOR_LEAF; }
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PARAMETRIZE { move = MOVE_SCRATCH; }
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ASSUME(0 < gBattleMoves[move].accuracy && gBattleMoves[move].accuracy <= 100);
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PASSES_RANDOMLY(gBattleMoves[move].accuracy, 100, RNG_ACCURACY);
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GIVEN {
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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(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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}
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}
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SINGLE_BATTLE_TEST("Secondary Effect Chance controls the proportion of secondary effects")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_THUNDER_SHOCK; }
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PARAMETRIZE { move = MOVE_DISCHARGE; }
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PARAMETRIZE { move = MOVE_NUZZLE; }
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ASSUME(gBattleMoves[move].effect == EFFECT_PARALYZE_HIT);
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ASSUME(0 < gBattleMoves[move].secondaryEffectChance && gBattleMoves[move].secondaryEffectChance <= 100);
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PASSES_RANDOMLY(gBattleMoves[move].secondaryEffectChance, 100, RNG_SECONDARY_EFFECT);
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GIVEN {
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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(player, move); }
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} SCENE {
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined by priority")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_QUICK_ATTACK].priority > gBattleMoves[MOVE_TACKLE].priority);
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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(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined by Speed if priority ties")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie")
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{
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KNOWN_FAILING; // The algorithm is significantly biased.
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PASSES_RANDOMLY(1, 2);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits occur at a 1/24 rate")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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PASSES_RANDOMLY(1, 24, RNG_CRITICAL_HIT);
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GIVEN {
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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(player, MOVE_SCRATCH); }
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} SCENE {
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Slash's critical hits occur at a 1/8 rate")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio);
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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GIVEN {
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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(player, MOVE_SLASH); }
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} SCENE {
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Critical hits deal 50% more damage", s16 damage)
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{
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bool32 criticalHit;
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PARAMETRIZE { criticalHit = FALSE; }
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PARAMETRIZE { criticalHit = TRUE; }
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GIVEN {
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ASSUME(B_CRIT_MULTIPLIER >= GEN_6);
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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(player, MOVE_SCRATCH, criticalHit: criticalHit); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits do not ignore positive stat stages", s16 damage)
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{
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u32 move;
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PARAMETRIZE { move = MOVE_CELEBRATE; }
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PARAMETRIZE { move = MOVE_HOWL; }
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PARAMETRIZE { move = MOVE_TAIL_WHIP; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SCRATCH].split == SPLIT_PHYSICAL);
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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(player, move); }
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TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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if (i > 0)
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EXPECT_LT(results[0].damage, results[i].damage);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits ignore negative stat stages", s16 damage)
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{
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u32 move;
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PARAMETRIZE { move = MOVE_CELEBRATE; }
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PARAMETRIZE { move = MOVE_HARDEN; }
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PARAMETRIZE { move = MOVE_GROWL; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SCRATCH].split == SPLIT_PHYSICAL);
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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); }
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TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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if (i > 0)
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EXPECT_EQ(results[0].damage, results[i].damage);
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}
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}
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