sovereignx/test/battle/ability/wind_power.c
LOuroboros a64e1c63c1
Move data unification (#3999)
* Made gBattleMoves handle the InGame name and description of battle moves
No more multiple arrays in separate, individual files.

Note:
-Keep an eye on Task_LearnedMove.

* Reintroduced move names

Misc:
-Fixed Trick-or-Treat and Light of Ruin's expanded names.
-Introduced a new field for Z-Move names, and a constant for their name length.
-Added a few TODOs to GetBattleMoveName.
-Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own.

* Updated GetBattleMoveName to handle Z-Move Names

Misc:
-Removed pointless TODO about MOVE_NAME_LENGTH.
 -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it.

* Fixed a couple of expanded move names

* Removed zMoveName variable of struct BattleMove and extended the name variable's size

* Ditched no longer used MOVE_NAME_LENGTH constant

* Corrected the names of the max moves
I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea.

* Fixed U-turn's name

* Brought back MOVE_NAME_LENGTH
I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves.

* Introduced a union for Move/Z-Move names in the struct BattleMove

* Fixed the union for gBattleMoves move names
Also updated GetBattleMoveName to properly handle Max Move names.
Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names.

* Removed deprecated GetZMoveName and GetMaxMoveName

* Reintroduced mention to gMoveNames in sGFRomHeader

* Fixed move names and ported move descriptions

* Fused the struct ContestMove into the struct BattleMove

* Removed no longer used Z_MOVE_NAME_LENGTH constant

* Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names

* Reintroduced the contest parameters for Pokémon moves

* Renamed gBattleMoves to gMovesInfo
This is consistent with gSpeciesInfo, the array that contains most of the species data.

* Renamed the BattleMove struct to MovesInfo
This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array.

* Removed empty lines separating battle params from contest params in gMovesInfo

* Renamed MovesInfo to MoveInfo

* Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro
Used to handle moves with expanded names in a more comfortable manner.
Also fixed Trick-or-Treat's expanded name.

* Renamed GetBattleMoveName to GetMoveName

* Added a comment pointing out that the shared move descriptions are shared move descriptions

* Re-aligned one of the escape characters of CHECK_MOVE_FLAG

* Renamed the battle_moves.h file to moves_info.h instead for consistency's sake

* Applied Eduardo's adjustments

* Using compound string for regular move names as well, saving 1180 bytes and making their use consistent
* Move description formatting

* Updated Pursuit test after merge

* Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY

---------

Co-authored-by: Nephrite <thechurchofcage@gmail.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
2024-01-29 08:51:32 -03:00

223 lines
8.3 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_THUNDERBOLT].power != 0);
ASSUME(gMovesInfo[MOVE_THUNDERBOLT].type == TYPE_ELECTRIC);
ASSUME(gMovesInfo[MOVE_TACKLE].power != 0);
ASSUME(gMovesInfo[MOVE_AIR_CUTTER].power != 0);
ASSUME(gMovesInfo[MOVE_AIR_CUTTER].target == MOVE_TARGET_BOTH);
ASSUME(gMovesInfo[MOVE_AIR_CUTTER].windMove == TRUE);
ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].power != 0);
ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].target == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].windMove == TRUE);
ASSUME(gMovesInfo[MOVE_TACKLE].windMove == FALSE);
}
SINGLE_BATTLE_TEST("Wind Power sets up Charge for player when hit by a wind move")
{
s16 dmgBefore, dmgAfter;
u16 move;
PARAMETRIZE {move = MOVE_TACKLE; }
PARAMETRIZE {move = MOVE_AIR_CUTTER; }
GIVEN {
PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
OPPONENT(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
} WHEN {
TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
HP_BAR(opponent, captureDamage: &dmgBefore);
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
HP_BAR(player);
if (move == MOVE_AIR_CUTTER) {
ABILITY_POPUP(player, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
HP_BAR(opponent, captureDamage: &dmgAfter);
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
HP_BAR(player);
if (move == MOVE_AIR_CUTTER) {
ABILITY_POPUP(player, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
}
}
THEN {
if (move == MOVE_AIR_CUTTER) {
EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
}
else {
EXPECT_EQ(dmgAfter, dmgBefore);
}
}
}
SINGLE_BATTLE_TEST("Wind Power sets up Charge for opponent when hit by a wind move")
{
s16 dmgBefore, dmgAfter;
u16 move;
PARAMETRIZE {move = MOVE_TACKLE; }
PARAMETRIZE {move = MOVE_AIR_CUTTER; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
} WHEN {
TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
HP_BAR(player, captureDamage: &dmgBefore);
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
if (move == MOVE_AIR_CUTTER) {
ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Foe Wattrel with power!");
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
HP_BAR(player, captureDamage: &dmgAfter);
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
if (move == MOVE_AIR_CUTTER) {
ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Foe Wattrel with power!");
}
}
THEN {
if (move == MOVE_AIR_CUTTER) {
EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
}
else {
EXPECT_EQ(dmgAfter, dmgBefore);
}
}
}
DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 2/3 target move")
{
u16 abilityLeft, abilityRight;
PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER;}
PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
GIVEN {
PLAYER(SPECIES_WATTREL) { Ability(abilityLeft); Speed(10); }
PLAYER(SPECIES_WATTREL) { Ability(abilityRight); Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_AIR_CUTTER); MOVE(opponentRight, MOVE_AIR_CUTTER);}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_AIR_CUTTER, opponentLeft);
HP_BAR(playerLeft);
if (abilityLeft == ABILITY_WIND_POWER) {
ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
}
HP_BAR(playerRight);
if (abilityRight == ABILITY_WIND_POWER) {
ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
}
NONE_OF {
HP_BAR(opponentLeft);
HP_BAR(opponentRight);
}
}
THEN {
EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
EXPECT_NE(playerRight->hp, playerRight->maxHP);
EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
}
}
DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 3 target move")
{
u16 abilityLeft, abilityRight;
PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER; }
PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
GIVEN {
PLAYER(SPECIES_WATTREL) { Ability(abilityLeft); Speed(10); }
PLAYER(SPECIES_WATTREL) { Ability(abilityRight); Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_PETAL_BLIZZARD);}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_BLIZZARD, opponentLeft);
HP_BAR(playerLeft);
if (abilityLeft == ABILITY_WIND_POWER) {
ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
MESSAGE("Being hit by PetalBlizzrd charged Wattrel with power!");
}
HP_BAR(playerRight);
if (abilityRight == ABILITY_WIND_POWER) {
ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
MESSAGE("Being hit by PetalBlizzrd charged Wattrel with power!");
}
HP_BAR(opponentRight);
NOT HP_BAR(opponentLeft);
}
THEN {
EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
EXPECT_NE(playerRight->hp, playerRight->maxHP);
EXPECT_NE(opponentRight->hp, opponentRight->maxHP);
EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
}
}
DOUBLE_BATTLE_TEST("Wind Power activates correctly when Tailwind is used")
{
bool8 opponentSide;
PARAMETRIZE {opponentSide = TRUE;}
PARAMETRIZE {opponentSide = FALSE;}
GIVEN {
ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(5); }
OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(20); }
OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(15); }
} WHEN {
TURN { MOVE((opponentSide == TRUE) ? opponentLeft : playerLeft, MOVE_TAILWIND);}
} SCENE {
if (opponentSide) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
ABILITY_POPUP(opponentLeft, ABILITY_WIND_POWER);
MESSAGE("Being hit by Tailwind charged Foe Wattrel with power!");
ABILITY_POPUP(opponentRight, ABILITY_WIND_POWER);
MESSAGE("Being hit by Tailwind charged Foe Wattrel with power!");
}
else {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, playerLeft);
ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
MESSAGE("Being hit by Tailwind charged Wattrel with power!");
ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
MESSAGE("Being hit by Tailwind charged Wattrel with power!");
}
}
}