76656e85c2
* Fix Quash + After You and Quash configs * Add tests
133 lines
5.3 KiB
C
133 lines
5.3 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(gMovesInfo[MOVE_QUASH].effect == EFFECT_QUASH);
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}
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DOUBLE_BATTLE_TEST("Quash-affected target will move last in the priority bracket")
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{
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GIVEN {
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PLAYER(SPECIES_VOLBEAT) { Speed(10); Ability(ABILITY_PRANKSTER); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(30); }
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OPPONENT(SPECIES_TORCHIC) { Speed(20); }
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OPPONENT(SPECIES_TREECKO) { Speed(40); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_QUASH, target: opponentRight); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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}
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}
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DOUBLE_BATTLE_TEST("Quash is not affected by dynamic speed")
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{
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GIVEN {
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ASSUME(B_RECALC_TURN_AFTER_ACTIONS >= GEN_8);
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ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
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PLAYER(SPECIES_VOLBEAT) { Speed(10); Ability(ABILITY_PRANKSTER); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(30); }
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OPPONENT(SPECIES_TORCHIC) { Speed(50); }
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OPPONENT(SPECIES_TREECKO) { Speed(40); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_QUASH, target: opponentLeft);
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MOVE(opponentRight, MOVE_TAILWIND);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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}
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}
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DOUBLE_BATTLE_TEST("Quash calculates correct turn order if only one pokemon is left on the opposing side")
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{
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GIVEN {
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PLAYER(SPECIES_GRENINJA) { Speed(120); }
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PLAYER(SPECIES_REGIROCK) { Speed(100); }
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OPPONENT(SPECIES_PIDGEOT) { Speed(10); }
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OPPONENT(SPECIES_DRAGONITE) { Speed(60); }
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} WHEN {
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TURN {
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MOVE(playerLeft, MOVE_QUASH, target: playerRight);
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MOVE(playerRight, MOVE_STONE_EDGE, target: opponentLeft);
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MOVE(opponentRight, MOVE_CELEBRATE);
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}
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TURN {
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MOVE(playerLeft, MOVE_QUASH, target: playerRight);
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MOVE(playerRight, MOVE_STONE_EDGE, target: opponentRight);
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MOVE(opponentRight, MOVE_CELEBRATE);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_EDGE, playerRight);
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HP_BAR(opponentLeft);
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MESSAGE("Foe Pidgeot fainted!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_EDGE, playerRight);
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HP_BAR(opponentRight);
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}
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}
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DOUBLE_BATTLE_TEST("Quash-affected targets move from fastest to slowest (Gen 8+) or from first affected battler to last (Gen 7-)")
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{
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u32 speedLeft, speedRight;
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PARAMETRIZE { speedLeft = 60; speedRight = 50; }
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PARAMETRIZE { speedLeft = 50; speedRight = 60; }
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GIVEN {
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PLAYER(SPECIES_VOLBEAT) { Speed(10); Ability(ABILITY_PRANKSTER); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(70); }
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OPPONENT(SPECIES_TORCHIC) { Speed(speedLeft); }
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OPPONENT(SPECIES_TREECKO) { Speed(speedRight); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_QUASH, target: opponentRight);
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MOVE(playerRight, MOVE_QUASH, target: opponentLeft);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerRight);
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if (B_QUASH_TURN_ORDER < GEN_8) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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}
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else if (speedLeft > speedRight) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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}
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else {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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}
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}
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}
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DOUBLE_BATTLE_TEST("Quash-affected mon that acted early via After You is not affected by dynamic speed")
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{
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GIVEN {
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ASSUME(B_RECALC_TURN_AFTER_ACTIONS >= GEN_8);
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ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
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ASSUME(gMovesInfo[MOVE_AFTER_YOU].effect == EFFECT_AFTER_YOU);
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PLAYER(SPECIES_VOLBEAT) { Speed(20); Ability(ABILITY_PRANKSTER); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(30); }
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OPPONENT(SPECIES_TORCHIC) { Speed(10); }
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OPPONENT(SPECIES_TREECKO) { Speed(40); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_QUASH, target: opponentLeft);
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MOVE(opponentRight, MOVE_AFTER_YOU, target: opponentLeft);
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MOVE(opponentLeft, MOVE_TAILWIND);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUASH, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AFTER_YOU, opponentRight);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight); // this is the relevant part, testing if quash affected battler becomes last to move causing playerRight to not move
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}
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}
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