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

90 lines
3.5 KiB
C

#include "global.h"
#include "test/battle.h"
#define STAMINA_STAT_RAISE(target, msg) \
{ \
ABILITY_POPUP(target, ABILITY_STAMINA); \
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, target); \
MESSAGE(msg); \
}
#define STAMINA_HIT(attacker, target, move, msg, dmgVar) \
{ \
ANIMATION(ANIM_TYPE_MOVE, move, attacker); \
HP_BAR(target, captureDamage: &dmgVar); \
STAMINA_STAT_RAISE(target, msg); \
}
SINGLE_BATTLE_TEST("Stamina raises Defense by 1 when hit by a move")
{
s16 turnOneHit, turnTwoHit;
u16 move;
PARAMETRIZE {move = MOVE_TACKLE; }
PARAMETRIZE {move = MOVE_GUST; }
GIVEN {
ASSUME(gBattleMoves[MOVE_TACKLE].power != 0);
ASSUME(gBattleMoves[MOVE_GUST].power != 0);
ASSUME(gBattleMoves[MOVE_GUST].split == SPLIT_SPECIAL);
ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_STAMINA); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
TURN { MOVE(opponent, move); }
} SCENE {
STAMINA_HIT(opponent, player, move, "Wobbuffet's Defense rose!", turnOneHit);
STAMINA_HIT(opponent, player, move, "Wobbuffet's Defense rose!", turnTwoHit);
}
THEN {
if (move == MOVE_TACKLE) {
EXPECT_MUL_EQ(turnTwoHit, Q_4_12(1.5), turnOneHit);
}
else {
EXPECT_EQ(turnTwoHit, turnOneHit);
}
}
}
DOUBLE_BATTLE_TEST("Stamina activates correctly for every battler with the ability when hit by a multi target move")
{
u16 abilityLeft, abilityRight;
PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_STAMINA; }
PARAMETRIZE {abilityLeft = ABILITY_STAMINA, abilityRight = ABILITY_NONE; }
PARAMETRIZE {abilityLeft = ABILITY_STAMINA, abilityRight = ABILITY_STAMINA; }
GIVEN {
ASSUME(gBattleMoves[MOVE_EARTHQUAKE].target == MOVE_TARGET_FOES_AND_ALLY);
PLAYER(SPECIES_WOBBUFFET) { Ability(abilityLeft); Speed(10); }
PLAYER(SPECIES_WOBBUFFET) { Ability(abilityRight); Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(15); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_EARTHQUAKE);}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_EARTHQUAKE, opponentLeft);
HP_BAR(playerLeft);
if (abilityLeft == ABILITY_STAMINA) {
STAMINA_STAT_RAISE(playerLeft, "Wobbuffet's Defense rose!");
}
NOT HP_BAR(opponentLeft); // We need to check the attacker itself does NOT get damaged. There was an issue when the targets would get overwritten by the Stamina's stat raise.
HP_BAR(playerRight);
if (abilityRight == ABILITY_STAMINA) {
STAMINA_STAT_RAISE(playerRight, "Wobbuffet's Defense rose!");
}
NOT HP_BAR(opponentLeft); // We need to check the attacker itself does NOT get damaged. There was an issue when the targets would get overwritten by the Stamina's stat raise.
HP_BAR(opponentRight);
}
THEN {
EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
EXPECT_NE(playerRight->hp, playerRight->maxHP);
EXPECT_NE(opponentRight->hp, opponentRight->maxHP);
EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
}
}