#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Accuracy controls the proportion of misses") { u32 move; PARAMETRIZE { move = MOVE_DYNAMIC_PUNCH; } PARAMETRIZE { move = MOVE_THUNDER; } PARAMETRIZE { move = MOVE_HYDRO_PUMP; } PARAMETRIZE { move = MOVE_RAZOR_LEAF; } PARAMETRIZE { move = MOVE_SCRATCH; } ASSUME(0 < gMovesInfo[move].accuracy && gMovesInfo[move].accuracy <= 100); PASSES_RANDOMLY(gMovesInfo[move].accuracy, 100, RNG_ACCURACY); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, move); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, move, player); } } SINGLE_BATTLE_TEST("AdditionalEffect.chance controls the proportion of secondary effects") { u32 move, chance; PARAMETRIZE { move = MOVE_THUNDER_SHOCK; chance = 10; } PARAMETRIZE { move = MOVE_DISCHARGE; chance = 30; } PARAMETRIZE { move = MOVE_NUZZLE; chance = 100; } ASSUME(MoveHasAdditionalEffect(move, MOVE_EFFECT_PARALYSIS) == TRUE); PASSES_RANDOMLY(chance, 100, RNG_SECONDARY_EFFECT); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, move); } } SCENE { STATUS_ICON(opponent, paralysis: TRUE); } } SINGLE_BATTLE_TEST("Turn order is determined by priority") { GIVEN { ASSUME(gMovesInfo[MOVE_QUICK_ATTACK].priority > gMovesInfo[MOVE_TACKLE].priority); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); } } SINGLE_BATTLE_TEST("Turn order is determined by Speed if priority ties") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(2); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } } WHEN { TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent); } } SINGLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie [singles]") { PASSES_RANDOMLY(1, 2, RNG_SPEED_TIE); GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(1); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } } WHEN { TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent); } } DOUBLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie [doubles]") { struct BattlePokemon *order[4] = { NULL, NULL, NULL, NULL }; u32 a, b, c, d; // TODO: Test all of these in a single PASSES_RANDOMLY pass rather // than 24 PARAMETRIZEd passes. PARAMETRIZE { a = 0; b = 1; c = 2; d = 3; } PARAMETRIZE { a = 0; b = 1; c = 3; d = 2; } PARAMETRIZE { a = 0; b = 2; c = 1; d = 3; } PARAMETRIZE { a = 0; b = 2; c = 3; d = 1; } PARAMETRIZE { a = 0; b = 3; c = 1; d = 2; } PARAMETRIZE { a = 0; b = 3; c = 2; d = 1; } PARAMETRIZE { a = 1; b = 0; c = 2; d = 3; } PARAMETRIZE { a = 1; b = 0; c = 3; d = 2; } PARAMETRIZE { a = 1; b = 2; c = 0; d = 3; } PARAMETRIZE { a = 1; b = 2; c = 3; d = 0; } PARAMETRIZE { a = 1; b = 3; c = 0; d = 2; } PARAMETRIZE { a = 1; b = 3; c = 2; d = 0; } PARAMETRIZE { a = 2; b = 0; c = 1; d = 3; } PARAMETRIZE { a = 2; b = 0; c = 3; d = 1; } PARAMETRIZE { a = 2; b = 1; c = 0; d = 3; } PARAMETRIZE { a = 2; b = 1; c = 3; d = 0; } PARAMETRIZE { a = 2; b = 3; c = 0; d = 1; } PARAMETRIZE { a = 2; b = 3; c = 1; d = 0; } PARAMETRIZE { a = 3; b = 0; c = 1; d = 2; } PARAMETRIZE { a = 3; b = 0; c = 2; d = 1; } PARAMETRIZE { a = 3; b = 1; c = 0; d = 2; } PARAMETRIZE { a = 3; b = 1; c = 2; d = 0; } PARAMETRIZE { a = 3; b = 2; c = 0; d = 1; } PARAMETRIZE { a = 3; b = 2; c = 1; d = 0; } order[a] = playerLeft; order[b] = playerRight; order[c] = opponentLeft; order[d] = opponentRight; PASSES_RANDOMLY(1, 24, RNG_SPEED_TIE); GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(1); } PLAYER(SPECIES_WYNAUT) { Speed(1); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } OPPONENT(SPECIES_WYNAUT) { Speed(1); } } WHEN { TURN { MOVE(playerLeft, MOVE_SPLASH); MOVE(playerRight, MOVE_SPLASH); MOVE(opponentLeft, MOVE_SPLASH); MOVE(opponentRight, MOVE_SPLASH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[1]); ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[2]); ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[3]); } } SINGLE_BATTLE_TEST("Critical hits occur at a 1/24 rate") { ASSUME(B_CRIT_CHANCE >= GEN_7); PASSES_RANDOMLY(1, 24, RNG_CRITICAL_HIT); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SCRATCH); } } SCENE { MESSAGE("A critical hit!"); } } SINGLE_BATTLE_TEST("Slash's critical hits occur at a 1/8 rate") { ASSUME(B_CRIT_CHANCE >= GEN_7); ASSUME(gMovesInfo[MOVE_SLASH].criticalHitStage == 1); PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLASH); } } SCENE { MESSAGE("A critical hit!"); } } SINGLE_BATTLE_TEST("Critical hits deal 50% more damage", s16 damage) { bool32 criticalHit; PARAMETRIZE { criticalHit = FALSE; } PARAMETRIZE { criticalHit = TRUE; } GIVEN { ASSUME(B_CRIT_MULTIPLIER >= GEN_6); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SCRATCH, criticalHit: criticalHit); } } SCENE { 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("Critical hits do not ignore positive stat stages", s16 damage) { u32 move; PARAMETRIZE { move = MOVE_CELEBRATE; } PARAMETRIZE { move = MOVE_HOWL; } PARAMETRIZE { move = MOVE_TAIL_WHIP; } GIVEN { ASSUME(gMovesInfo[MOVE_SCRATCH].category == DAMAGE_CATEGORY_PHYSICAL); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, move); } TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } THEN { if (i > 0) EXPECT_LT(results[0].damage, results[i].damage); } } SINGLE_BATTLE_TEST("Critical hits ignore negative stat stages", s16 damage) { u32 move; PARAMETRIZE { move = MOVE_CELEBRATE; } PARAMETRIZE { move = MOVE_HARDEN; } PARAMETRIZE { move = MOVE_GROWL; } GIVEN { ASSUME(gMovesInfo[MOVE_SCRATCH].category == DAMAGE_CATEGORY_PHYSICAL); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, move); } TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } THEN { if (i > 0) EXPECT_EQ(results[0].damage, results[i].damage); } }