pokeemerald/test/move.c
Eduardo Quezada D'Ottone 1fa9a05470
Convert move flags and bans into GCC bitfields (#2952)
* 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
2023-07-03 10:01:59 +02:00

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);
}
}