#include "global.h" #include "test/battle.h" // Please add Rain interactions with move, item and ability effects on their respective files. ASSUMPTIONS { ASSUME(gMovesInfo[MOVE_EMBER].type == TYPE_FIRE); ASSUME(gMovesInfo[MOVE_WATER_GUN].type == TYPE_WATER); } SINGLE_BATTLE_TEST("Rain multiplies the power of Fire-type moves by 0.5x", s16 damage) { u32 setupMove; PARAMETRIZE { setupMove = MOVE_CELEBRATE; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, setupMove); } TURN { MOVE(player, MOVE_EMBER); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, player); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage); } } SINGLE_BATTLE_TEST("Rain multiplies the power of Water-type moves by 1.5x", s16 damage) { u32 setupMove; PARAMETRIZE { setupMove = MOVE_CELEBRATE; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, setupMove); } TURN { MOVE(player, MOVE_WATER_GUN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, player); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); } } SINGLE_BATTLE_TEST("Drizzle fails if Desolate Land is active") { u32 item; PARAMETRIZE { item = ITEM_NONE; } PARAMETRIZE { item = ITEM_RED_ORB; } GIVEN { PLAYER(SPECIES_GROUDON) { Item(item); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_RAIN_DANCE); } } SCENE { if (item == ITEM_RED_ORB) { ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_PRIMAL_REVERSION, player); NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_RAIN_DANCE, opponent); } else { ANIMATION(ANIM_TYPE_MOVE, MOVE_RAIN_DANCE, opponent); } } }