sovereignx/test/battle/ability/flower_gift.c

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#include "global.h"
#include "test/battle.h"
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SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim in harsh sunlight")
{
GIVEN {
PLAYER(SPECIES_CHERRIM_OVERCAST) { Ability(ABILITY_FLOWER_GIFT); }
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OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
} SCENE {
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
} THEN {
EXPECT_EQ(player->species, SPECIES_CHERRIM_SUNSHINE);
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}
}
SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim back to normal when weather changes")
{
GIVEN {
PLAYER(SPECIES_CHERRIM_OVERCAST) { Ability(ABILITY_FLOWER_GIFT); }
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OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
TURN { MOVE(opponent, MOVE_RAIN_DANCE); }
} SCENE {
// transforms in sun
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
// back to normal
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
} THEN {
EXPECT_EQ(player->species, SPECIES_CHERRIM_OVERCAST);
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}
}
SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim back to normal when its ability is suppressed")
{
GIVEN {
ASSUME(B_WEATHER_FORMS >= GEN_5);
PLAYER(SPECIES_CHERRIM_OVERCAST) { Ability(ABILITY_FLOWER_GIFT); }
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OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
TURN { MOVE(opponent, MOVE_GASTRO_ACID); }
} SCENE {
// transforms in sun
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
// back to normal
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
} THEN {
EXPECT_EQ(player->species, SPECIES_CHERRIM_OVERCAST);
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}
}
DOUBLE_BATTLE_TEST("Flower Gift increases the attack of Cherrim and its allies by 1.5x", s16 damageL, s16 damageR)
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{
bool32 sunny;
PARAMETRIZE { sunny = FALSE; }
PARAMETRIZE { sunny = TRUE; }
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>
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ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
PLAYER(SPECIES_CHERRIM_OVERCAST) { Ability(ABILITY_FLOWER_GIFT); }
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PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
if (sunny)
TURN { MOVE(playerLeft, MOVE_SUNNY_DAY); }
TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentLeft);
MOVE(playerRight, MOVE_TACKLE, target: opponentLeft); }
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} SCENE {
// sun activates
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if (sunny) {
ABILITY_POPUP(playerLeft, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, playerLeft);
MESSAGE("Cherrim transformed!");
}
// player uses Tackle
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerLeft);
HP_BAR(opponentLeft, captureDamage: &results[i].damageL);
// partner uses Tackle
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
HP_BAR(opponentLeft, captureDamage: &results[i].damageR);
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} FINALLY {
EXPECT_MUL_EQ(results[0].damageL, UQ_4_12(1.5), results[1].damageL);
EXPECT_MUL_EQ(results[0].damageR, UQ_4_12(1.5), results[1].damageR);
}
}
DOUBLE_BATTLE_TEST("Flower Gift increases the Sp. Def of Cherrim and its allies by 1.5x", s16 damageL, s16 damageR)
{
bool32 sunny;
PARAMETRIZE { sunny = FALSE; }
PARAMETRIZE { sunny = TRUE; }
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>
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ASSUME(gMovesInfo[MOVE_HYPER_VOICE].category == DAMAGE_CATEGORY_SPECIAL);
PLAYER(SPECIES_CHERRIM_OVERCAST) { Ability(ABILITY_FLOWER_GIFT); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
if (sunny)
TURN { MOVE(playerLeft, MOVE_SUNNY_DAY); }
TURN { MOVE(opponentLeft, MOVE_HYPER_VOICE, target: playerLeft); }
} SCENE {
// sun activates
if (sunny) {
ABILITY_POPUP(playerLeft, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, playerLeft);
MESSAGE("Cherrim transformed!");
}
// opponentLeft uses Hyper Voice
ANIMATION(ANIM_TYPE_MOVE, MOVE_HYPER_VOICE, opponentLeft);
HP_BAR(playerLeft, captureDamage: &results[i].damageL);
HP_BAR(playerRight, captureDamage: &results[i].damageR);
} FINALLY {
EXPECT_MUL_EQ(results[1].damageL, UQ_4_12(1.5), results[0].damageL);
EXPECT_MUL_EQ(results[1].damageR, UQ_4_12(1.5), results[0].damageR);
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}
}
SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim back when it switches out")
{
GIVEN {
ASSUME(B_WEATHER_FORMS >= GEN_5);
PLAYER(SPECIES_CHERRIM) { Ability(ABILITY_FLOWER_GIFT); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
TURN { SWITCH(player, 1); }
} SCENE {
// transforms in sun
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
SWITCH_OUT_MESSAGE("Cherrim");
} THEN {
EXPECT_EQ(GetMonData(&gPlayerParty[0], MON_DATA_SPECIES), SPECIES_CHERRIM);
}
}
SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim back when it uses a move that forces it to switch out")
{
GIVEN {
ASSUME(B_WEATHER_FORMS >= GEN_5);
PLAYER(SPECIES_CHERRIM) { Ability(ABILITY_FLOWER_GIFT); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(player, 1); }
} SCENE {
// transforms in sun
ABILITY_POPUP(player, ABILITY_FLOWER_GIFT);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
MESSAGE("Cherrim transformed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player);
} THEN {
EXPECT_EQ(GetMonData(&gPlayerParty[0], MON_DATA_SPECIES), SPECIES_CHERRIM);
}
}
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TO_DO_BATTLE_TEST("Flower Gift does not transform Cherrim back to normal when suppressed if Cherrim is Dynamaxed");