sovereignx/test/battle/ability/primordial_sea.c
Bassoonian 5cc0b35d81
Replace power checks with IS_MOVE_STATUS (#5820)
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
2024-12-20 08:20:46 -03:00

66 lines
No EOL
2.4 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(!IS_MOVE_STATUS(MOVE_EMBER));
ASSUME(gMovesInfo[MOVE_EMBER].type == TYPE_FIRE);
}
SINGLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves")
{
GIVEN {
PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_EMBER); }
TURN { MOVE(opponent, MOVE_EMBER); }
} SCENE {
MESSAGE("The opposing Wobbuffet used Ember!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
MESSAGE("The Fire-type attack fizzled out in the heavy rain!");
NOT HP_BAR(player);
MESSAGE("The opposing Wobbuffet used Ember!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
MESSAGE("The Fire-type attack fizzled out in the heavy rain!");
NOT HP_BAR(player);
} THEN {
EXPECT_EQ(player->hp, player->maxHP);
}
}
DOUBLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves and prints the message only once with moves hitting multiple targets")
{
GIVEN {
ASSUME(!IS_MOVE_STATUS(MOVE_ERUPTION));
ASSUME(gMovesInfo[MOVE_ERUPTION].type == TYPE_FIRE);
ASSUME(gMovesInfo[MOVE_ERUPTION].target == MOVE_TARGET_BOTH);
PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB); {Speed(5);}}
PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
} WHEN {
TURN { MOVE(opponentLeft, MOVE_ERUPTION); }
} SCENE {
MESSAGE("The opposing Wobbuffet used Eruption!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_ERUPTION, opponentLeft);
MESSAGE("The Fire-type attack fizzled out in the heavy rain!");
NOT MESSAGE("The Fire-type attack fizzled out in the heavy rain!");
} THEN {
EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
EXPECT_EQ(playerRight->hp, playerRight->maxHP);
}
}
SINGLE_BATTLE_TEST("Primordial Sea does not block a move if pokemon is asleep and uses a Fire-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
{
GIVEN {
PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
} WHEN {
TURN { MOVE(opponent, MOVE_EMBER); }
} SCENE {
NOT MESSAGE("The Fire-type attack fizzled out in the heavy rain!");
MESSAGE("The opposing Wobbuffet is fast asleep.");
}
}