pokeemerald/test/battle/ability/desolate_land.c
2023-08-12 20:00:15 +01:00

68 lines
2.5 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_WATER_GUN].power != 0);
ASSUME(gBattleMoves[MOVE_WATER_GUN].type == TYPE_WATER);
}
SINGLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves")
{
GIVEN {
PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_WATER_GUN); }
TURN { MOVE(opponent, MOVE_WATER_GUN); }
} SCENE {
MESSAGE("Foe Wobbuffet used Water Gun!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
NOT HP_BAR(player);
MESSAGE("Foe Wobbuffet used Water Gun!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
NOT HP_BAR(player);
} THEN {
EXPECT_EQ(player->hp, player->maxHP);
}
}
DOUBLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves and prints the message only once with moves hitting multiple targets")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_SURF].power != 0);
ASSUME(gBattleMoves[MOVE_SURF].type == TYPE_WATER);
ASSUME(gBattleMoves[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB); {Speed(5);}}
PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
} WHEN {
TURN { MOVE(opponentLeft, MOVE_SURF); }
} SCENE {
MESSAGE("Foe Wobbuffet used Surf!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, opponentLeft);
MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
NOT MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
} THEN {
EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
EXPECT_EQ(playerRight->hp, playerRight->maxHP);
EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
}
}
SINGLE_BATTLE_TEST("Desolate Land does not block a move if pokemon is asleep and uses a Water-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
{
GIVEN {
PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
} WHEN {
TURN { MOVE(opponent, MOVE_WATER_GUN); }
} SCENE {
NOT MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
MESSAGE("Foe Wobbuffet is fast asleep.");
}
}