sovereignx/test/battle/ability/weak_armor.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_TACKLE].power != 0);
ASSUME(gMovesInfo[MOVE_GUST].power != 0);
ASSUME(gMovesInfo[MOVE_GUST].category == DAMAGE_CATEGORY_SPECIAL);
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
ASSUME(B_WEAK_ARMOR_SPEED >= GEN_7);
}
SINGLE_BATTLE_TEST("Weak Armor lowers Defense by 1 and boosts Speed by 2 when hit by a physical attack")
{
u16 move;
PARAMETRIZE { move = MOVE_TACKLE; }
PARAMETRIZE { move = MOVE_GUST; }
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
HP_BAR(player);
if (move == MOVE_TACKLE) {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
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} else {
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
}
} THEN {
if (move == MOVE_TACKLE) {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 2);
}
}
}
// Oddly specific, but it was a bug at one point.
SINGLE_BATTLE_TEST("Weak Armor does not trigger when brought in by Dragon Tail and taking Stealth Rock damage")
{
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_STEALTH_ROCK].effect == EFFECT_STEALTH_ROCK);
ASSUME(gMovesInfo[MOVE_DRAGON_TAIL].effect == EFFECT_HIT_SWITCH_TARGET);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_STEALTH_ROCK); }
TURN { MOVE(opponent, MOVE_DRAGON_TAIL); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEALTH_ROCK, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, opponent);
HP_BAR(player);
MESSAGE("Slugma was dragged out!");
HP_BAR(player);
MESSAGE("Pointed stones dug into Slugma!");
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE);
}
}
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SINGLE_BATTLE_TEST("Weak Armor still lowers boosts Speed if Defense can't go any lower")
{
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
NONE_OF {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
}
MESSAGE("Slugma's Defense won't go any lower!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor raised its Speed!");
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], MIN_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 2);
}
}
SINGLE_BATTLE_TEST("Weak Armor still lowers Defense if Speed can't go any higher")
{
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
NONE_OF {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
MESSAGE("Slugma's Speed won't go any higher!");
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} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Weak Armor doesn't interrupt multi hit moves if Defense can't go any lower")
{
u32 j;
GIVEN {
PLAYER(SPECIES_MAGCARGO) { Ability(ABILITY_WEAK_ARMOR); Defense(999); }
OPPONENT(SPECIES_CLOYSTER) { Ability(ABILITY_SKILL_LINK); }
} WHEN {
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_FURY_SWIPES); }
} SCENE {
for (j = 0; j < 2; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Weak Armor raised its Speed!");
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Defense won't go any lower!");
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MESSAGE("Magcargo's Weak Armor raised its Speed!");
for (j = 0; j < 2; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
// Ability doesn't activate if neither stat can be changed.
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Defense won't go any lower!");
MESSAGE("Magcargo's Speed won't go any higher!");
}
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}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], MIN_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
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}
}
SINGLE_BATTLE_TEST("Weak Armor doesn't interrupt multi hit moves if Speed can't go any higher")
{
u32 j;
GIVEN {
PLAYER(SPECIES_MAGCARGO) { Ability(ABILITY_WEAK_ARMOR); Defense(999); }
OPPONENT(SPECIES_CLOYSTER) { Ability(ABILITY_SKILL_LINK); }
} WHEN {
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(opponent, MOVE_FURY_SWIPES); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Weak Armor raised its Speed!");
for (j = 0; j < 4; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Speed won't go any higher!");
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}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 5);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
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}
}