Fixes ability Corrosion (#4037)

* Fixes ability Corrosion

* forgot AI_CanPoisonType

* More tests

* review comments applied

* more review changes

* simplify CanPosionType (original state)

* remove redundant function

---------

Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
This commit is contained in:
Alex 2024-01-21 12:27:58 +01:00 committed by GitHub
parent 04fa3aa725
commit 35e2157c09
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3 changed files with 131 additions and 9 deletions

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@ -2750,17 +2750,11 @@ bool32 AI_CanPutToSleep(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move
return TRUE; return TRUE;
} }
static bool32 AI_CanPoisonType(u32 battlerAttacker, u32 battlerTarget, u32 move)
{
return ((AI_DATA->abilities[battlerAttacker] == ABILITY_CORROSION && gBattleMoves[move].split == SPLIT_STATUS)
|| !(IS_BATTLER_OF_TYPE(battlerTarget, TYPE_POISON) || IS_BATTLER_OF_TYPE(battlerTarget, TYPE_STEEL)));
}
static bool32 AI_CanBePoisoned(u32 battlerAtk, u32 battlerDef, u32 move) static bool32 AI_CanBePoisoned(u32 battlerAtk, u32 battlerDef, u32 move)
{ {
u32 ability = AI_DATA->abilities[battlerDef]; u32 ability = AI_DATA->abilities[battlerDef];
if (!(AI_CanPoisonType(battlerAtk, battlerDef, move)) if (!(CanPoisonType(battlerAtk, battlerDef))
|| gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SAFEGUARD || gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SAFEGUARD
|| gBattleMons[battlerDef].status1 & STATUS1_ANY || gBattleMons[battlerDef].status1 & STATUS1_ANY
|| ability == ABILITY_IMMUNITY || ability == ABILITY_IMMUNITY

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@ -8123,8 +8123,8 @@ static bool32 HasAttackerFaintedTarget(void)
bool32 CanPoisonType(u8 battlerAttacker, u8 battlerTarget) bool32 CanPoisonType(u8 battlerAttacker, u8 battlerTarget)
{ {
return ((GetBattlerAbility(battlerAttacker) == ABILITY_CORROSION && gBattleMoves[gCurrentMove].split == SPLIT_STATUS) return GetBattlerAbility(battlerAttacker) == ABILITY_CORROSION
|| !(IS_BATTLER_OF_TYPE(battlerTarget, TYPE_POISON) || IS_BATTLER_OF_TYPE(battlerTarget, TYPE_STEEL))); || (!IS_BATTLER_OF_TYPE(battlerTarget, TYPE_STEEL) && !IS_BATTLER_OF_TYPE(battlerTarget, TYPE_POISON));
} }
bool32 CanParalyzeType(u8 battlerAttacker, u8 battlerTarget) bool32 CanParalyzeType(u8 battlerAttacker, u8 battlerTarget)

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@ -0,0 +1,128 @@
#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Corrosion can poison or badly poison a Pokemon regardless of its typing")
{
u16 species;
PARAMETRIZE { species = SPECIES_ODDISH; }
PARAMETRIZE { species = SPECIES_BELDUM; }
GIVEN {
ASSUME(gBattleMoves[MOVE_TWINEEDLE].effect == EFFECT_POISON_HIT);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
OPPONENT(species);
} WHEN {
TURN { MOVE(player, MOVE_TWINEEDLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TWINEEDLE, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
STATUS_ICON(opponent, poison: TRUE);
}
}
SINGLE_BATTLE_TEST("Corrosion can poison or badly poison a Steel type with a status poison effect")
{
u16 move;
PARAMETRIZE { move = MOVE_POISON_POWDER; }
PARAMETRIZE { move = MOVE_TOXIC; }
GIVEN {
ASSUME(gBattleMoves[MOVE_POISON_POWDER].effect == EFFECT_POISON);
ASSUME(gBattleMoves[MOVE_TOXIC].effect == EFFECT_TOXIC);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
OPPONENT(SPECIES_BELDUM);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, player);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
if (move == MOVE_POISON_POWDER)
STATUS_ICON(opponent, poison: TRUE);
else
STATUS_ICON(opponent, badPoison: TRUE);
}
}
SINGLE_BATTLE_TEST("Corrosion does not effect poison type damaging moves if the target is immune to it")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_SLUDGE_BOMB].effect == EFFECT_POISON_HIT);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
OPPONENT(SPECIES_BELDUM);
} WHEN {
TURN { MOVE(player, MOVE_SLUDGE_BOMB); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLUDGE_BOMB, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
STATUS_ICON(opponent, poison: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Corrosion can poison Poison- and Steel-type targets if it uses Fling while holding a Toxic Orb or a Poison Barb")
{
u16 heldItem;
PARAMETRIZE { heldItem = ITEM_POISON_BARB; }
PARAMETRIZE { heldItem = ITEM_TOXIC_ORB; }
GIVEN {
ASSUME(gBattleMoves[MOVE_FLING].effect == EFFECT_FLING);
ASSUME(gItems[ITEM_POISON_BARB].holdEffect == HOLD_EFFECT_POISON_POWER);
ASSUME(gItems[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); Item(heldItem); }
OPPONENT(SPECIES_ODDISH);
} WHEN {
TURN { MOVE(player, MOVE_FLING); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FLING, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
if (heldItem == ITEM_POISON_BARB)
STATUS_ICON(opponent, poison: TRUE);
else
STATUS_ICON(opponent, badPoison: TRUE);
}
}
SINGLE_BATTLE_TEST("If a Poison- or Steel-type Pokémon with Corrosion holds a Toxic Orb, it will badly poison itself")
{
GIVEN {
ASSUME(gItems[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); Item(ITEM_TOXIC_ORB); }
OPPONENT(SPECIES_ODDISH);
} WHEN {
TURN { }
} SCENE {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, player);
STATUS_ICON(player, badPoison: TRUE);
}
}
SINGLE_BATTLE_TEST("If a Poison- or Steel-type Pokémon with Corrosion poisons a target with Synchronize, Synchronize will not poison Poison- or Steel-type Pokémon")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_TOXIC].effect == EFFECT_TOXIC);
PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
OPPONENT(SPECIES_ABRA) { Ability(ABILITY_SYNCHRONIZE); }
} WHEN {
TURN { MOVE(player, MOVE_TOXIC); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, player);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
STATUS_ICON(opponent, badPoison: TRUE);
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, player);
STATUS_ICON(player, badPoison: TRUE);
}
}
}
TO_DO_BATTLE_TEST("Corrosion cannot bypass moves or Abilities that prevent poisoning, such as Safeguard or Immunity");
TO_DO_BATTLE_TEST("If the Pokémon with this Ability uses Magic Coat to reflect a status move that inflicts poison, the reflected move will be able to poison Poison- or Steel-type Pokémon.");
TO_DO_BATTLE_TEST("Moves used by a Pokémon with Corrosion that are reflected by Magic Coat or Magic Bounce do not retain the ability to poison Poison- or Steel-type Pokémon.")