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https://github.com/Ninjdai1/pokeemerald.git
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09fc48461f
# 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
222 lines
8.3 KiB
C
222 lines
8.3 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_THUNDERBOLT].power != 0);
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ASSUME(gBattleMoves[MOVE_THUNDERBOLT].type == TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_TACKLE].power != 0);
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ASSUME(gBattleMoves[MOVE_AIR_CUTTER].power != 0);
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ASSUME(gBattleMoves[MOVE_AIR_CUTTER].target == MOVE_TARGET_BOTH);
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ASSUME(gBattleMoves[MOVE_AIR_CUTTER].windMove == TRUE);
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ASSUME(gBattleMoves[MOVE_PETAL_BLIZZARD].power != 0);
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ASSUME(gBattleMoves[MOVE_PETAL_BLIZZARD].target == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(gBattleMoves[MOVE_PETAL_BLIZZARD].windMove == TRUE);
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ASSUME(gBattleMoves[MOVE_TACKLE].windMove == FALSE);
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}
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SINGLE_BATTLE_TEST("Wind Power sets up Charge for player when hit by a wind move")
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{
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s16 dmgBefore, dmgAfter;
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u16 move;
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PARAMETRIZE {move = MOVE_TACKLE; }
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PARAMETRIZE {move = MOVE_AIR_CUTTER; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(10); }
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OPPONENT(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
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} WHEN {
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TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
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TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
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HP_BAR(opponent, captureDamage: &dmgBefore);
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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HP_BAR(player);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(player, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
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HP_BAR(opponent, captureDamage: &dmgAfter);
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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HP_BAR(player);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(player, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!");
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}
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}
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THEN {
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if (move == MOVE_AIR_CUTTER) {
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EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
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}
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else {
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EXPECT_EQ(dmgAfter, dmgBefore);
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}
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}
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}
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SINGLE_BATTLE_TEST("Wind Power sets up Charge for opponent when hit by a wind move")
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{
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s16 dmgBefore, dmgAfter;
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u16 move;
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PARAMETRIZE {move = MOVE_TACKLE; }
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PARAMETRIZE {move = MOVE_AIR_CUTTER; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(10); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
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TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
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HP_BAR(player, captureDamage: &dmgBefore);
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Foe Wobbuffet with power!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
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HP_BAR(player, captureDamage: &dmgAfter);
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Foe Wobbuffet with power!");
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}
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}
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THEN {
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if (move == MOVE_AIR_CUTTER) {
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EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
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}
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else {
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EXPECT_EQ(dmgAfter, dmgBefore);
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}
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 2/3 target move")
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{
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u16 move, abilityLeft, abilityRight;
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PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER;}
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(abilityLeft); Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Ability(abilityRight); Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_AIR_CUTTER); MOVE(opponentRight, MOVE_AIR_CUTTER);}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AIR_CUTTER, opponentLeft);
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HP_BAR(playerLeft);
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if (abilityLeft == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!");
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}
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HP_BAR(playerRight);
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if (abilityRight == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!");
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}
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NOT HP_BAR(opponentLeft);
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NOT HP_BAR(opponentRight);
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}
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THEN {
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EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
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EXPECT_NE(playerRight->hp, playerRight->maxHP);
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EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
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EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 3 target move")
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{
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u16 abilityLeft, abilityRight;
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PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(abilityLeft); Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Ability(abilityRight); Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_PETAL_BLIZZARD);}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_BLIZZARD, opponentLeft);
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HP_BAR(playerLeft);
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if (abilityLeft == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by PetalBlizzrd charged Wobbuffet with power!");
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}
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HP_BAR(playerRight);
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if (abilityRight == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by PetalBlizzrd charged Wobbuffet with power!");
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}
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HP_BAR(opponentRight);
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NOT HP_BAR(opponentLeft);
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}
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THEN {
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EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
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EXPECT_NE(playerRight->hp, playerRight->maxHP);
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EXPECT_NE(opponentRight->hp, opponentRight->maxHP);
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EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly when Tailwind is used")
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{
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bool8 opponentSide;
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PARAMETRIZE {opponentSide = TRUE;}
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PARAMETRIZE {opponentSide = FALSE;}
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(15); }
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} WHEN {
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TURN { MOVE((opponentSide == TRUE) ? opponentLeft : playerLeft, MOVE_TAILWIND);}
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} SCENE {
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if (opponentSide) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
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ABILITY_POPUP(opponentLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Foe Wobbuffet with power!");
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ABILITY_POPUP(opponentRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Foe Wobbuffet with power!");
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}
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else {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, playerLeft);
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Wobbuffet with power!");
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Wobbuffet with power!");
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}
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}
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}
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