tests for stamina/wind power

This commit is contained in:
DizzyEggg 2023-07-17 15:33:44 +02:00
parent 1f1d24b3e4
commit 1b6f582600
2 changed files with 234 additions and 0 deletions

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test/ability_stamina.c Normal file
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#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);
}
}

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test/ability_wind_power.c Normal file
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#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);
}
}