sovereignx/test/battle/move_effect/explosion.c

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#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
Move data unification (#3999) * Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
2024-01-29 11:51:32 +00:00
ASSUME(gMovesInfo[MOVE_EXPLOSION].effect == EFFECT_EXPLOSION);
}
SINGLE_BATTLE_TEST("Explosion causes the user to faint")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_EXPLOSION); }
} SCENE {
HP_BAR(player, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Explosion causes the user & the target to faint")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_EXPLOSION); }
} SCENE {
HP_BAR(player, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
HP_BAR(opponent, hp: 0);
MESSAGE("The opposing Wobbuffet fainted!");
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it misses")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_EXPLOSION, hit: FALSE); }
} SCENE {
HP_BAR(player, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it has no effect")
{
GIVEN {
Move data unification (#3999) * Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
2024-01-29 11:51:32 +00:00
ASSUME(gMovesInfo[MOVE_EXPLOSION].type == TYPE_NORMAL);
ASSUME(gSpeciesInfo[SPECIES_GASTLY].types[0] == TYPE_GHOST);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_GASTLY);
} WHEN {
TURN { MOVE(player, MOVE_EXPLOSION); }
} SCENE {
HP_BAR(player, hp: 0);
MESSAGE("It doesn't affect the opposing Gastly…");
NOT HP_BAR(opponent);
MESSAGE("Wobbuffet fainted!");
}
}
DOUBLE_BATTLE_TEST("Explosion causes everyone to faint in a double battle")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT) { HP(1); }
OPPONENT(SPECIES_ABRA) { HP(1); }
OPPONENT(SPECIES_KADABRA) { HP(1); }
OPPONENT(SPECIES_KADABRA);
} WHEN {
TURN { MOVE(playerLeft, MOVE_EXPLOSION); }
} SCENE {
HP_BAR(playerLeft, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, playerLeft);
HP_BAR(opponentLeft, hp: 0);
MESSAGE("The opposing Abra fainted!");
HP_BAR(playerRight, hp: 0);
MESSAGE("Wynaut fainted!");
HP_BAR(opponentRight, hp: 0);
MESSAGE("The opposing Kadabra fainted!");
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Explosion is blocked by Ability Damp")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_GOLDUCK) { Ability(ABILITY_DAMP); }
} WHEN {
TURN { MOVE(player, MOVE_EXPLOSION); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
HP_BAR(player, hp: 0);
}
ABILITY_POPUP(opponent, ABILITY_DAMP);
MESSAGE("The opposing Golduck's Damp prevents Wobbuffet from using Explosion!");
}
}
SINGLE_BATTLE_TEST("Explosion does not trigger Destiny Bond")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(1); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_DESTINY_BOND); MOVE(opponent, MOVE_EXPLOSION);}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DESTINY_BOND, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, opponent);
HP_BAR(player);
NOT HP_BAR(opponent);
}
}
DOUBLE_BATTLE_TEST("Explosion boosted by Galvanize is correctly blocked by Volt Absorb")
{
GIVEN {
PLAYER(SPECIES_GEODUDE_ALOLA) { Ability(ABILITY_GALVANIZE); }
PLAYER(SPECIES_WYNAUT) { HP(1); }
OPPONENT(SPECIES_LANTURN) { Ability(ABILITY_VOLT_ABSORB); }
OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_EXPLOSION); }
} SCENE {
MESSAGE("Geodude used Explosion!");
HP_BAR(playerLeft, hp: 0);
ABILITY_POPUP(opponentLeft, ABILITY_VOLT_ABSORB);
NOT HP_BAR(opponentLeft, hp: 0);
HP_BAR(playerRight, hp: 0);
MESSAGE("Wynaut fainted!");
HP_BAR(opponentRight, hp: 0);
MESSAGE("The opposing Wobbuffet fainted!");
MESSAGE("Geodude fainted!");
}
}