sovereignx/test/battle/move_effect/recoil.c

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#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Take Down deals 25% of recoil damage to the user")
{
s16 directDamage;
s16 recoilDamage;
GIVEN {
ASSUME(gBattleMoves[MOVE_TAKE_DOWN].effect == EFFECT_RECOIL);
ASSUME(gBattleMoves[MOVE_TAKE_DOWN].recoil == 25);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TAKE_DOWN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, player);
HP_BAR(opponent, captureDamage: &directDamage);
HP_BAR(player, captureDamage: &recoilDamage);
} THEN {
EXPECT_MUL_EQ(directDamage, UQ_4_12(0.25), recoilDamage);
}
}
SINGLE_BATTLE_TEST("Double Edge deals 33% of recoil damage to the user")
{
s16 directDamage;
s16 recoilDamage;
GIVEN {
ASSUME(gBattleMoves[MOVE_DOUBLE_EDGE].effect == EFFECT_RECOIL);
ASSUME(gBattleMoves[MOVE_DOUBLE_EDGE].recoil == 33);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_DOUBLE_EDGE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_EDGE, player);
HP_BAR(opponent, captureDamage: &directDamage);
HP_BAR(player, captureDamage: &recoilDamage);
} THEN {
EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage);
}
}
SINGLE_BATTLE_TEST("Head Smash deals 50% of recoil damage to the user")
{
s16 directDamage;
s16 recoilDamage;
GIVEN {
ASSUME(gBattleMoves[MOVE_HEAD_SMASH].effect == EFFECT_RECOIL);
ASSUME(gBattleMoves[MOVE_HEAD_SMASH].recoil == 50);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_HEAD_SMASH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEAD_SMASH, player);
HP_BAR(opponent, captureDamage: &directDamage);
HP_BAR(player, captureDamage: &recoilDamage);
} THEN {
EXPECT_MUL_EQ(directDamage, UQ_4_12(0.50), recoilDamage);
}
}
SINGLE_BATTLE_TEST("Flare Blitz deals 33% of recoil damage to the user and can burn target")
{
s16 directDamage;
s16 recoilDamage;
GIVEN {
ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].effect == EFFECT_RECOIL);
ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].recoil == 33);
ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].argument == STATUS1_BURN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_FLARE_BLITZ); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player);
HP_BAR(opponent, captureDamage: &directDamage);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
STATUS_ICON(opponent, burn: TRUE);
HP_BAR(player, captureDamage: &recoilDamage);
} THEN {
EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage);
}
}