#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gMovesInfo[MOVE_SIMPLE_BEAM].effect == EFFECT_SIMPLE_BEAM); } SINGLE_BATTLE_TEST("Simple Beam replaces target's ability with Simple") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); } OPPONENT(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); } }WHEN { TURN { MOVE(player, MOVE_SIMPLE_BEAM); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, player); ABILITY_POPUP(opponent, ABILITY_BLAZE); } THEN { EXPECT_EQ(opponent->ability, ABILITY_SIMPLE); } } DOUBLE_BATTLE_TEST("Simple Beam fails if the target already has Simple") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); } PLAYER(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); } OPPONENT(SPECIES_BULBASAUR) { Ability(ABILITY_OVERGROW); } OPPONENT(SPECIES_SQUIRTLE) { Ability(ABILITY_TORRENT); } } WHEN { TURN { MOVE(playerLeft, MOVE_SIMPLE_BEAM, target: opponentLeft); MOVE(playerRight, MOVE_SIMPLE_BEAM, target: opponentLeft); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, playerLeft); ABILITY_POPUP(opponentLeft, ABILITY_OVERGROW); NONE_OF { ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, playerRight); ABILITY_POPUP(opponentLeft, ABILITY_SIMPLE); } } THEN { EXPECT_EQ(opponentLeft->ability, ABILITY_SIMPLE); } } SINGLE_BATTLE_TEST("Simple Beam fails if target has an ability that can't be overwritten") { u32 species, ability; PARAMETRIZE { species = SPECIES_ARCEUS; ability = ABILITY_MULTITYPE; } PARAMETRIZE { species = SPECIES_AEGISLASH; ability = ABILITY_STANCE_CHANGE; } PARAMETRIZE { species = SPECIES_MINIOR; ability = ABILITY_SHIELDS_DOWN; } PARAMETRIZE { species = SPECIES_WISHIWASHI; ability = ABILITY_SCHOOLING; } PARAMETRIZE { species = SPECIES_MIMIKYU; ability = ABILITY_DISGUISE; } PARAMETRIZE { species = SPECIES_GRENINJA_BATTLE_BOND; ability = ABILITY_BATTLE_BOND; } PARAMETRIZE { species = SPECIES_ZYGARDE; ability = ABILITY_POWER_CONSTRUCT; } PARAMETRIZE { species = SPECIES_KOMALA; ability = ABILITY_COMATOSE; } PARAMETRIZE { species = SPECIES_SILVALLY; ability = ABILITY_RKS_SYSTEM; } PARAMETRIZE { species = SPECIES_CRAMORANT; ability = ABILITY_GULP_MISSILE; } PARAMETRIZE { species = SPECIES_EISCUE; ability = ABILITY_ICE_FACE; } PARAMETRIZE { species = SPECIES_CALYREX_ICE; ability = ABILITY_AS_ONE_ICE_RIDER; } PARAMETRIZE { species = SPECIES_CALYREX_SHADOW; ability = ABILITY_AS_ONE_SHADOW_RIDER; } PARAMETRIZE { species = SPECIES_PALAFIN_ZERO; ability = ABILITY_ZERO_TO_HERO; } PARAMETRIZE { species = SPECIES_TATSUGIRI; ability = ABILITY_COMMANDER; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_TELEPATHY); } OPPONENT(species) { Ability(ability); } } WHEN { TURN { MOVE(player, MOVE_SIMPLE_BEAM); } } SCENE { NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SIMPLE_BEAM, player); MESSAGE("But it failed!"); } }