f700466e8d
* Implement optional Gen1 type immunity logic. * Add tests against Gen1 burn, freeze and paralysis. * !fixup Expand tests with Gen1 paths. * Fixup tests. Remove superflous defines. Explicitly ASSUME used move type and effect. * Fix flipped definitions on Freezing Glare test. --------- Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
97 lines
2.9 KiB
C
97 lines
2.9 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(gBattleMoves[MOVE_POWDER_SNOW].effect == EFFECT_FREEZE_HIT);
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ASSUME(gBattleMoves[MOVE_BLIZZARD].accuracy == 70);
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}
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SINGLE_BATTLE_TEST("Powder Snow inflicts freeze")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_POWDER_SNOW); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POWDER_SNOW, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
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STATUS_ICON(opponent, freeze: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Powder Snow cannot freeze an Ice-type Pokémon")
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{
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_SNORUNT].types[0] == TYPE_ICE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_SNORUNT);
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} WHEN {
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TURN { MOVE(player, MOVE_POWDER_SNOW); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POWDER_SNOW, player);
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HP_BAR(opponent);
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
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STATUS_ICON(opponent, freeze: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Freeze cannot be inflicted in Sunlight")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_ICE_BEAM); }
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} SCENE {
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NOT MESSAGE("Wobbuffet was frozen solid!");
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}
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}
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SINGLE_BATTLE_TEST("Blizzard bypasses accuracy checks in Hail and Snow")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, move); MOVE(player, MOVE_BLIZZARD); }
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} SCENE {
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NOT MESSAGE("Wobbuffet's attack missed!");
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}
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}
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#if B_STATUS_TYPE_IMMUNITY > GEN_1
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SINGLE_BATTLE_TEST("Freezing Glare should freeze Psychic-types")
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#else
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SINGLE_BATTLE_TEST("Freezing Glare shouldn't freeze Psychic-types")
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#endif
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{
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_ARTICUNO_GALARIAN].types[0] == TYPE_PSYCHIC);
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ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].effect == EFFECT_FREEZE_HIT);
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ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].type == TYPE_PSYCHIC);
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PLAYER(SPECIES_ARTICUNO_GALARIAN);
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OPPONENT(SPECIES_ARTICUNO_GALARIAN);
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} WHEN {
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TURN { MOVE(player, MOVE_FREEZING_GLARE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FREEZING_GLARE, player);
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HP_BAR(opponent);
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#if B_STATUS_TYPE_IMMUNITY > GEN_1
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
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STATUS_ICON(opponent, freeze: TRUE);
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#else
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_FRZ, opponent);
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STATUS_ICON(opponent, freeze: TRUE);
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}
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#endif
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}
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}
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