sovereignx/test/battle/move_effect/freeze_hit.c

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#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasMoveEffect(MOVE_POWDER_SNOW, MOVE_EFFECT_FREEZE_OR_FROSTBITE, FALSE) == TRUE);
ASSUME(gBattleMoves[MOVE_BLIZZARD].accuracy == 70);
}
SINGLE_BATTLE_TEST("Powder Snow inflicts freeze")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_POWDER_SNOW); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_POWDER_SNOW, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
STATUS_ICON(opponent, freeze: TRUE);
}
}
SINGLE_BATTLE_TEST("Powder Snow cannot freeze an Ice-type Pokémon")
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_SNORUNT].types[0] == TYPE_ICE);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_SNORUNT);
} WHEN {
TURN { MOVE(player, MOVE_POWDER_SNOW); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_POWDER_SNOW, player);
HP_BAR(opponent);
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
STATUS_ICON(opponent, freeze: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Freeze cannot be inflicted in Sunlight")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_ICE_BEAM); }
} SCENE {
NOT MESSAGE("Wobbuffet was frozen solid!");
}
}
SINGLE_BATTLE_TEST("Blizzard bypasses accuracy checks in Hail and Snow")
{
u32 move;
PARAMETRIZE { move = MOVE_HAIL; }
PARAMETRIZE { move = MOVE_SNOWSCAPE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); MOVE(player, MOVE_BLIZZARD); }
} SCENE {
NOT MESSAGE("Wobbuffet's attack missed!");
}
}
#if B_STATUS_TYPE_IMMUNITY > GEN_1
SINGLE_BATTLE_TEST("Freezing Glare should freeze Psychic-types")
#else
SINGLE_BATTLE_TEST("Freezing Glare shouldn't freeze Psychic-types")
#endif
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_ARTICUNO_GALARIAN].types[0] == TYPE_PSYCHIC);
ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].effect == EFFECT_FREEZE_HIT);
ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].type == TYPE_PSYCHIC);
PLAYER(SPECIES_ARTICUNO_GALARIAN);
OPPONENT(SPECIES_ARTICUNO_GALARIAN);
} WHEN {
TURN { MOVE(player, MOVE_FREEZING_GLARE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FREEZING_GLARE, player);
HP_BAR(opponent);
#if B_STATUS_TYPE_IMMUNITY > GEN_1
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
STATUS_ICON(opponent, freeze: TRUE);
#else
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
STATUS_ICON(opponent, freeze: TRUE);
}
#endif
}
}