5cc0b35d81
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
67 lines
2.6 KiB
C
67 lines
2.6 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(!IS_MOVE_STATUS(MOVE_WATER_GUN));
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ASSUME(gMovesInfo[MOVE_WATER_GUN].type == TYPE_WATER);
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}
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SINGLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves")
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{
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GIVEN {
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PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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} SCENE {
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MESSAGE("The opposing Wobbuffet used Water Gun!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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MESSAGE("The Water-type attack evaporated in the extremely harsh sunlight!");
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NOT HP_BAR(player);
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MESSAGE("The opposing Wobbuffet used Water Gun!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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MESSAGE("The Water-type attack evaporated in the extremely harsh sunlight!");
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NOT HP_BAR(player);
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves and prints the message only once with moves hitting multiple targets")
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{
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GIVEN {
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ASSUME(!IS_MOVE_STATUS(MOVE_SURF));
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ASSUME(gMovesInfo[MOVE_SURF].type == TYPE_WATER);
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ASSUME(gMovesInfo[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
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PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB); {Speed(5);}}
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PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_SURF); }
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} SCENE {
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MESSAGE("The opposing Wobbuffet used Surf!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, opponentLeft);
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MESSAGE("The Water-type attack evaporated in the extremely harsh sunlight!");
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NOT MESSAGE("The Water-type attack evaporated in the extremely harsh sunlight!");
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} THEN {
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EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
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EXPECT_EQ(playerRight->hp, playerRight->maxHP);
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EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
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}
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}
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SINGLE_BATTLE_TEST("Desolate Land does not block a move if pokemon is asleep and uses a Water-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
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{
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GIVEN {
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PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
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OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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} SCENE {
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NOT MESSAGE("The Water-type attack evaporated in the extremely harsh sunlight!");
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MESSAGE("The opposing Wobbuffet is fast asleep.");
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}
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}
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