diff --git a/test/ability_stamina.c b/test/ability_stamina.c new file mode 100644 index 0000000000..70cf3cdc08 --- /dev/null +++ b/test/ability_stamina.c @@ -0,0 +1,89 @@ +#include "global.h" +#include "test_battle.h" + +#define STAMINA_STAT_RAISE(target, msg) \ +{ \ + ABILITY_POPUP(target, ABILITY_STAMINA); \ + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, target); \ + MESSAGE(msg); \ +} + +#define STAMINA_HIT(attacker, target, move, msg, dmgVar) \ +{ \ + ANIMATION(ANIM_TYPE_MOVE, move, attacker); \ + HP_BAR(target, captureDamage: &dmgVar); \ + STAMINA_STAT_RAISE(target, msg); \ +} + +SINGLE_BATTLE_TEST("Stamina raises Defense by 1 when hit by a move") +{ + s16 turnOneHit, turnTwoHit; + u16 move; + + PARAMETRIZE {move = MOVE_TACKLE; } + PARAMETRIZE {move = MOVE_GUST; } + + GIVEN { + ASSUME(gBattleMoves[MOVE_TACKLE].power != 0); + ASSUME(gBattleMoves[MOVE_GUST].power != 0); + ASSUME(gBattleMoves[MOVE_GUST].split == SPLIT_SPECIAL); + ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL); + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_STAMINA); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, move); } + TURN { MOVE(opponent, move); } + } SCENE { + STAMINA_HIT(opponent, player, move, "Wobbuffet's Defense rose!", turnOneHit); + STAMINA_HIT(opponent, player, move, "Wobbuffet's Defense rose!", turnTwoHit); + } + THEN { + if (move == MOVE_TACKLE) { + EXPECT_MUL_EQ(turnTwoHit, Q_4_12(1.5), turnOneHit); + } + else { + EXPECT_EQ(turnTwoHit, turnOneHit); + } + } +} + +DOUBLE_BATTLE_TEST("Stamina activates correctly for every battler with the ability when hit by a multi target move") +{ + u16 abilityLeft, abilityRight; + + PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_STAMINA; } + PARAMETRIZE {abilityLeft = ABILITY_STAMINA, abilityRight = ABILITY_NONE; } + PARAMETRIZE {abilityLeft = ABILITY_STAMINA, abilityRight = ABILITY_STAMINA; } + + GIVEN { + ASSUME(gBattleMoves[MOVE_EARTHQUAKE].target == MOVE_TARGET_FOES_AND_ALLY); + PLAYER(SPECIES_WOBBUFFET) { Ability(abilityLeft); Speed(10); } + PLAYER(SPECIES_WOBBUFFET) { Ability(abilityRight); Speed(5); } + OPPONENT(SPECIES_WOBBUFFET) {Speed(20); } + OPPONENT(SPECIES_WOBBUFFET) {Speed(15); } + } WHEN { + TURN { MOVE(opponentLeft, MOVE_EARTHQUAKE);} + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_EARTHQUAKE, opponentLeft); + + HP_BAR(playerLeft); + if (abilityLeft == ABILITY_STAMINA) { + STAMINA_STAT_RAISE(playerLeft, "Wobbuffet's Defense rose!"); + } + NOT HP_BAR(opponentLeft); // We need to check the attacker itself does NOT get damaged. There was an issue when the targets would get overwritten by the Stamina's stat raise. + + HP_BAR(playerRight); + if (abilityRight == ABILITY_STAMINA) { + STAMINA_STAT_RAISE(playerRight, "Wobbuffet's Defense rose!"); + } + NOT HP_BAR(opponentLeft); // We need to check the attacker itself does NOT get damaged. There was an issue when the targets would get overwritten by the Stamina's stat raise. + + HP_BAR(opponentRight); + } + THEN { + EXPECT_NE(playerLeft->hp, playerLeft->maxHP); + EXPECT_NE(playerRight->hp, playerRight->maxHP); + EXPECT_NE(opponentRight->hp, opponentRight->maxHP); + EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP); + } +} diff --git a/test/ability_wind_power.c b/test/ability_wind_power.c new file mode 100644 index 0000000000..83ec471038 --- /dev/null +++ b/test/ability_wind_power.c @@ -0,0 +1,145 @@ +#include "global.h" +#include "test_battle.h" + +ASSUMPTIONS +{ + ASSUME(gBattleMoves[MOVE_THUNDERBOLT].power != 0); + ASSUME(gBattleMoves[MOVE_THUNDERBOLT].type == TYPE_ELECTRIC); + ASSUME(gBattleMoves[MOVE_TACKLE].power != 0); + ASSUME(gBattleMoves[MOVE_AIR_CUTTER].power != 0); + ASSUME(gBattleMoves[MOVE_AIR_CUTTER].target == MOVE_TARGET_BOTH); + ASSUME(gBattleMoves[MOVE_AIR_CUTTER].flags & FLAG_WIND_MOVE); + ASSUME(!(gBattleMoves[MOVE_TACKLE].flags & FLAG_WIND_MOVE)); +} + +SINGLE_BATTLE_TEST("Wind Power sets up Charge for player when hit by a wind move") +{ + s16 dmgBefore, dmgAfter; + u16 move; + + PARAMETRIZE {move = MOVE_TACKLE; } + PARAMETRIZE {move = MOVE_AIR_CUTTER; } + + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(10); } + OPPONENT(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed. + } WHEN { + TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); } + TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player); + HP_BAR(opponent, captureDamage: &dmgBefore); + + ANIMATION(ANIM_TYPE_MOVE, move, opponent); + HP_BAR(player); + if (move == MOVE_AIR_CUTTER) { + ABILITY_POPUP(player, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!"); + } + + ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player); + HP_BAR(opponent, captureDamage: &dmgAfter); + + ANIMATION(ANIM_TYPE_MOVE, move, opponent); + HP_BAR(player); + if (move == MOVE_AIR_CUTTER) { + ABILITY_POPUP(player, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!"); + } + } + THEN { + if (move == MOVE_AIR_CUTTER) { + EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter); + } + else { + EXPECT_EQ(dmgAfter, dmgBefore); + } + } +} + +SINGLE_BATTLE_TEST("Wind Power sets up Charge for opponent when hit by a wind move") +{ + s16 dmgBefore, dmgAfter; + u16 move; + + PARAMETRIZE {move = MOVE_TACKLE; } + PARAMETRIZE {move = MOVE_AIR_CUTTER; } + + GIVEN { + PLAYER(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed. + OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_WIND_POWER); Speed(10); } + } WHEN { + TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); } + TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent); + HP_BAR(player, captureDamage: &dmgBefore); + + ANIMATION(ANIM_TYPE_MOVE, move, player); + HP_BAR(opponent); + if (move == MOVE_AIR_CUTTER) { + ABILITY_POPUP(opponent, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Foe Wobbuffet with power!"); + } + + ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent); + HP_BAR(player, captureDamage: &dmgAfter); + + ANIMATION(ANIM_TYPE_MOVE, move, player); + HP_BAR(opponent); + if (move == MOVE_AIR_CUTTER) { + ABILITY_POPUP(opponent, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Foe Wobbuffet with power!"); + } + } + THEN { + if (move == MOVE_AIR_CUTTER) { + EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter); + } + else { + EXPECT_EQ(dmgAfter, dmgBefore); + } + } +} + +DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a multi target move") +{ + u16 abilityLeft, abilityRight; + + PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER; } + PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; } + PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; } + + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Ability(abilityLeft); Speed(10); } + PLAYER(SPECIES_WOBBUFFET) { Ability(abilityRight); Speed(5); } + OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); } + OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); } + } WHEN { + TURN { MOVE(opponentLeft, MOVE_AIR_CUTTER);} + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_AIR_CUTTER, opponentLeft); + + HP_BAR(playerLeft); + if (abilityLeft == ABILITY_WIND_POWER) { + ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!"); + } + NOT HP_BAR(opponentLeft); + NOT HP_BAR(opponentRight); + + HP_BAR(playerRight); + if (abilityRight == ABILITY_WIND_POWER) { + ABILITY_POPUP(playerRight, ABILITY_WIND_POWER); + MESSAGE("Being hit by Air Cutter charged Wobbuffet with power!"); + } + NOT HP_BAR(opponentLeft); + NOT HP_BAR(opponentRight); + } + THEN { + EXPECT_NE(playerLeft->hp, playerLeft->maxHP); + EXPECT_NE(playerRight->hp, playerRight->maxHP); + EXPECT_EQ(opponentRight->hp, opponentRight->maxHP); + EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP); + } +}