sovereignx/test/battle/move_effect/round.c
Alex addaf40971
Fixes Scale Shot not activating + Known Failing Round test (#5292)
* Fixes Scale Shot not activating + Known Failing Round test

* Update test/battle/move_effect/multi_hit.c
2024-08-30 19:36:14 -04:00

114 lines
4.2 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_ROUND].effect == EFFECT_ROUND);
}
DOUBLE_BATTLE_TEST("Round allows other battlers which also selected the moves to immediately use the move, ignoring turn order")
{
GIVEN {
ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL);
ASSUME(gMovesInfo[MOVE_IRON_HEAD].additionalEffects[0].moveEffect == MOVE_EFFECT_FLINCH);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); }
} WHEN {
TURN {
MOVE(playerRight, MOVE_CELEBRATE);
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft);
MOVE(playerLeft, MOVE_IRON_HEAD, target: opponentRight);
MOVE(opponentRight, MOVE_ROUND, target: playerLeft);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft);
}
}
DOUBLE_BATTLE_TEST("Round usages beyond the first one has double base power")
{
s16 damage[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft);
MOVE(opponentRight, MOVE_ROUND, target: playerLeft);
}
} SCENE {
HP_BAR(playerLeft, captureDamage: &damage[0]);
HP_BAR(playerLeft, captureDamage: &damage[1]);
} THEN {
EXPECT_MUL_EQ(damage[0], Q_4_12(2.0), damage[1]);
}
}
DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft);
MOVE(playerRight, MOVE_CELEBRATE);
MOVE(playerLeft, MOVE_CELEBRATE);
MOVE(opponentRight, MOVE_ROUND, target: playerLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft);
}
}
DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately with switch")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {
SWITCH(playerRight, 2);
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft);
MOVE(playerLeft, MOVE_CELEBRATE);
MOVE(opponentRight, MOVE_ROUND, target: playerLeft);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft);
}
}
DOUBLE_BATTLE_TEST("Round causes opposing pokemon to use Round immediately")
{
GIVEN {
ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_CELEBRATE); MOVE(playerRight, MOVE_ROUND, target: opponentLeft); MOVE(playerLeft, MOVE_CELEBRATE, target: opponentRight); MOVE(opponentRight, MOVE_ROUND, target: playerLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, playerRight);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft);
}
}