sovereignx/test/battle/move_effect/simple_beam.c

75 lines
3 KiB
C
Raw Normal View History

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_SIMPLE_BEAM].effect == EFFECT_SIMPLE_BEAM);
}
SINGLE_BATTLE_TEST("Simple Beam replaces target's ability with Simple")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); }
OPPONENT(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); }
}WHEN {
TURN { MOVE(player, MOVE_SIMPLE_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, player);
ABILITY_POPUP(opponent, ABILITY_BLAZE);
} THEN {
EXPECT_EQ(opponent->ability, ABILITY_SIMPLE);
}
}
DOUBLE_BATTLE_TEST("Simple Beam fails if the target already has Simple")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); }
PLAYER(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); }
OPPONENT(SPECIES_BULBASAUR) { Ability(ABILITY_OVERGROW); }
OPPONENT(SPECIES_SQUIRTLE) { Ability(ABILITY_TORRENT); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_SIMPLE_BEAM, target: opponentLeft); MOVE(playerRight, MOVE_SIMPLE_BEAM, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, playerLeft);
ABILITY_POPUP(opponentLeft, ABILITY_OVERGROW);
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, playerRight);
ABILITY_POPUP(opponentLeft, ABILITY_SIMPLE);
}
} THEN {
EXPECT_EQ(opponentLeft->ability, ABILITY_SIMPLE);
}
}
SINGLE_BATTLE_TEST("Simple Beam fails if target has an ability that can't be overwritten")
{
u32 species, ability;
PARAMETRIZE { species = SPECIES_ARCEUS; ability = ABILITY_MULTITYPE; }
PARAMETRIZE { species = SPECIES_AEGISLASH; ability = ABILITY_STANCE_CHANGE; }
PARAMETRIZE { species = SPECIES_MINIOR; ability = ABILITY_SHIELDS_DOWN; }
PARAMETRIZE { species = SPECIES_WISHIWASHI; ability = ABILITY_SCHOOLING; }
PARAMETRIZE { species = SPECIES_MIMIKYU; ability = ABILITY_DISGUISE; }
PARAMETRIZE { species = SPECIES_GRENINJA_BATTLE_BOND; ability = ABILITY_BATTLE_BOND; }
PARAMETRIZE { species = SPECIES_ZYGARDE; ability = ABILITY_POWER_CONSTRUCT; }
PARAMETRIZE { species = SPECIES_KOMALA; ability = ABILITY_COMATOSE; }
PARAMETRIZE { species = SPECIES_SILVALLY; ability = ABILITY_RKS_SYSTEM; }
PARAMETRIZE { species = SPECIES_CRAMORANT; ability = ABILITY_GULP_MISSILE; }
PARAMETRIZE { species = SPECIES_EISCUE; ability = ABILITY_ICE_FACE; }
PARAMETRIZE { species = SPECIES_CALYREX_ICE; ability = ABILITY_AS_ONE_ICE_RIDER; }
PARAMETRIZE { species = SPECIES_CALYREX_SHADOW; ability = ABILITY_AS_ONE_SHADOW_RIDER; }
PARAMETRIZE { species = SPECIES_PALAFIN_ZERO; ability = ABILITY_ZERO_TO_HERO; }
PARAMETRIZE { species = SPECIES_TATSUGIRI; ability = ABILITY_COMMANDER; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); }
OPPONENT(species) { Ability(ability); }
} WHEN {
TURN { MOVE(player, MOVE_SIMPLE_BEAM); }
} SCENE {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, player);
MESSAGE("But it failed!");
}
}