4a1a6c5625
* Unified EFFECT_RECOIL Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle * BattleMove struct change Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit * Critrate field added Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT * Just a little define Makes clear that critBoost = 3 means ALWAYS CRIT * Added a proper recoil field Just to make it unambiguous and flexible - can finally have a move with 69% recoil. * Fixed AI damage calculation for multi-strike moves * Fixes + removed unused effects * Tests fixes Two to fix: pass when run in isolation but not when the whole group is run, which is annoying... * Minor fixes * Minor tweaks * Fixed move effects * recoil tests --------- Co-authored-by: Alex <alexthenotes@gmail.com>
73 lines
2.3 KiB
C
73 lines
2.3 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Two strike count turns a move into a 2-hit move")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_DOUBLE_KICK].strikeCount == 2);
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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_DOUBLE_KICK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
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MESSAGE("Hit 2 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Three strike count turns a move into a 3-hit move")
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{
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s16 firstHit;
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s16 secondHit;
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s16 thirdHit;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TRIPLE_DIVE].strikeCount == 3);
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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_TRIPLE_DIVE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_DIVE, player);
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HP_BAR(opponent, captureDamage: &firstHit);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_DIVE, player);
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HP_BAR(opponent, captureDamage: &secondHit);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_DIVE, player);
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HP_BAR(opponent, captureDamage: &thirdHit);
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} THEN {
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EXPECT_EQ(firstHit, secondHit);
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EXPECT_EQ(secondHit, thirdHit);
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EXPECT_EQ(firstHit, thirdHit);
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}
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}
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SINGLE_BATTLE_TEST("Surging Strikes hits 3 times with each hit being a critical hit")
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{
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s16 firstHit;
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s16 secondHit;
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s16 thirdHit;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SURGING_STRIKES].strikeCount == 3);
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ASSUME(gBattleMoves[MOVE_SURGING_STRIKES].critBoost == ALWAYS_CRIT);
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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_SURGING_STRIKES); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, player);
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HP_BAR(opponent, captureDamage: &firstHit);
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MESSAGE("A critical hit!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, player);
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HP_BAR(opponent, captureDamage: &secondHit);
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MESSAGE("A critical hit!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, player);
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HP_BAR(opponent, captureDamage: &thirdHit);
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MESSAGE("A critical hit!");
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} THEN {
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EXPECT_EQ(firstHit, secondHit);
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EXPECT_EQ(secondHit, thirdHit);
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EXPECT_EQ(firstHit, thirdHit);
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}
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}
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