#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Take Down deals 25% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(gMovesInfo[MOVE_TAKE_DOWN].recoil == 25); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TAKE_DOWN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.25), recoilDamage); } } SINGLE_BATTLE_TEST("Double Edge deals 33% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(gMovesInfo[MOVE_DOUBLE_EDGE].recoil == 33); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_DOUBLE_EDGE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_EDGE, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage); } } SINGLE_BATTLE_TEST("Head Smash deals 50% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(gMovesInfo[MOVE_HEAD_SMASH].recoil == 50); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_HEAD_SMASH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_HEAD_SMASH, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.50), recoilDamage); } } SINGLE_BATTLE_TEST("Flare Blitz deals 33% of recoil damage to the user and can burn target") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(gMovesInfo[MOVE_FLARE_BLITZ].recoil == 33); ASSUME(MoveHasAdditionalEffect(MOVE_FLARE_BLITZ, MOVE_EFFECT_BURN)); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_FLARE_BLITZ); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player); HP_BAR(opponent, captureDamage: &directDamage); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent); STATUS_ICON(opponent, burn: TRUE); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage); } }