9d97537ee2
* Fix speed ties * fixup! Fix speed ties * fixup! Fix speed ties * fixup! fixup! Fix speed ties * fixup! Fix speed ties * Workaround for Comatose-Ditto interaction
224 lines
7.4 KiB
C
224 lines
7.4 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Accuracy controls the proportion of misses")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_DYNAMIC_PUNCH; }
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PARAMETRIZE { move = MOVE_THUNDER; }
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PARAMETRIZE { move = MOVE_HYDRO_PUMP; }
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PARAMETRIZE { move = MOVE_RAZOR_LEAF; }
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PARAMETRIZE { move = MOVE_SCRATCH; }
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ASSUME(0 < gMovesInfo[move].accuracy && gMovesInfo[move].accuracy <= 100);
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PASSES_RANDOMLY(gMovesInfo[move].accuracy, 100, RNG_ACCURACY);
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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); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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}
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}
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SINGLE_BATTLE_TEST("AdditionalEffect.chance controls the proportion of secondary effects")
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{
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u32 move, chance;
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PARAMETRIZE { move = MOVE_THUNDER_SHOCK; chance = 10; }
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PARAMETRIZE { move = MOVE_DISCHARGE; chance = 30; }
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PARAMETRIZE { move = MOVE_NUZZLE; chance = 100; }
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ASSUME(MoveHasAdditionalEffect(move, MOVE_EFFECT_PARALYSIS) == TRUE);
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PASSES_RANDOMLY(chance, 100, RNG_SECONDARY_EFFECT);
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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); }
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} SCENE {
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined by priority")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_QUICK_ATTACK].priority > gMovesInfo[MOVE_TACKLE].priority);
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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_QUICK_ATTACK); MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined by Speed if priority ties")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie [singles]")
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{
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PASSES_RANDOMLY(1, 2, RNG_SPEED_TIE);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_QUICK_ATTACK); MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
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}
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}
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DOUBLE_BATTLE_TEST("Turn order is determined randomly if priority and Speed tie [doubles]")
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{
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struct BattlePokemon *order[4] = { NULL, NULL, NULL, NULL };
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u32 a, b, c, d;
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// TODO: Test all of these in a single PASSES_RANDOMLY pass rather
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// than 24 PARAMETRIZEd passes.
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PARAMETRIZE { a = 0; b = 1; c = 2; d = 3; }
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PARAMETRIZE { a = 0; b = 1; c = 3; d = 2; }
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PARAMETRIZE { a = 0; b = 2; c = 1; d = 3; }
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PARAMETRIZE { a = 0; b = 2; c = 3; d = 1; }
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PARAMETRIZE { a = 0; b = 3; c = 1; d = 2; }
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PARAMETRIZE { a = 0; b = 3; c = 2; d = 1; }
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PARAMETRIZE { a = 1; b = 0; c = 2; d = 3; }
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PARAMETRIZE { a = 1; b = 0; c = 3; d = 2; }
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PARAMETRIZE { a = 1; b = 2; c = 0; d = 3; }
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PARAMETRIZE { a = 1; b = 2; c = 3; d = 0; }
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PARAMETRIZE { a = 1; b = 3; c = 0; d = 2; }
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PARAMETRIZE { a = 1; b = 3; c = 2; d = 0; }
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PARAMETRIZE { a = 2; b = 0; c = 1; d = 3; }
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PARAMETRIZE { a = 2; b = 0; c = 3; d = 1; }
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PARAMETRIZE { a = 2; b = 1; c = 0; d = 3; }
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PARAMETRIZE { a = 2; b = 1; c = 3; d = 0; }
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PARAMETRIZE { a = 2; b = 3; c = 0; d = 1; }
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PARAMETRIZE { a = 2; b = 3; c = 1; d = 0; }
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PARAMETRIZE { a = 3; b = 0; c = 1; d = 2; }
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PARAMETRIZE { a = 3; b = 0; c = 2; d = 1; }
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PARAMETRIZE { a = 3; b = 1; c = 0; d = 2; }
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PARAMETRIZE { a = 3; b = 1; c = 2; d = 0; }
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PARAMETRIZE { a = 3; b = 2; c = 0; d = 1; }
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PARAMETRIZE { a = 3; b = 2; c = 1; d = 0; }
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order[a] = playerLeft;
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order[b] = playerRight;
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order[c] = opponentLeft;
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order[d] = opponentRight;
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PASSES_RANDOMLY(1, 24, RNG_SPEED_TIE);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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PLAYER(SPECIES_WYNAUT) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WYNAUT) { Speed(1); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_SPLASH); MOVE(playerRight, MOVE_SPLASH); MOVE(opponentLeft, MOVE_SPLASH); MOVE(opponentRight, MOVE_SPLASH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[0]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[1]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[2]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, order[3]);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits occur at a 1/24 rate")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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PASSES_RANDOMLY(1, 24, RNG_CRITICAL_HIT);
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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_SCRATCH); }
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} SCENE {
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Slash's critical hits occur at a 1/8 rate")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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ASSUME(gMovesInfo[MOVE_SLASH].criticalHitStage == 1);
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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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_SLASH); }
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} SCENE {
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Critical hits deal 50% more damage", s16 damage)
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{
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bool32 criticalHit;
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PARAMETRIZE { criticalHit = FALSE; }
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PARAMETRIZE { criticalHit = TRUE; }
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GIVEN {
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ASSUME(B_CRIT_MULTIPLIER >= GEN_6);
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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_SCRATCH, criticalHit: criticalHit); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits do not ignore positive stat stages", s16 damage)
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{
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u32 move;
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PARAMETRIZE { move = MOVE_CELEBRATE; }
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PARAMETRIZE { move = MOVE_HOWL; }
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PARAMETRIZE { move = MOVE_TAIL_WHIP; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_SCRATCH].category == DAMAGE_CATEGORY_PHYSICAL);
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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); }
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TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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if (i > 0)
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EXPECT_LT(results[0].damage, results[i].damage);
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}
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}
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SINGLE_BATTLE_TEST("Critical hits ignore negative stat stages", s16 damage)
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{
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u32 move;
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PARAMETRIZE { move = MOVE_CELEBRATE; }
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PARAMETRIZE { move = MOVE_HARDEN; }
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PARAMETRIZE { move = MOVE_GROWL; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_SCRATCH].category == DAMAGE_CATEGORY_PHYSICAL);
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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); }
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TURN { MOVE(player, MOVE_SCRATCH, criticalHit: TRUE); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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if (i > 0)
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EXPECT_EQ(results[0].damage, results[i].damage);
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}
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}
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