55f0d3aad5
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
72 lines
2.8 KiB
C
72 lines
2.8 KiB
C
#include "global.h"
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#include "test/battle.h"
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static const u16 terrainData[][2] =
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{
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{ MOVE_ELECTRIC_TERRAIN, TYPE_ELECTRIC, },
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{ MOVE_PSYCHIC_TERRAIN, TYPE_PSYCHIC, },
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{ MOVE_GRASSY_TERRAIN, TYPE_GRASS, },
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{ MOVE_MISTY_TERRAIN, TYPE_FAIRY, },
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};
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SINGLE_BATTLE_TEST("Mimicry changes the battler's type based on Terrain")
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{
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u32 j;
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u32 terrainMove = MOVE_NONE;
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u32 terrainType = TYPE_NONE;
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for (j = 0; j < ARRAY_COUNT(terrainData); j++)
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PARAMETRIZE { terrainMove = terrainData[j][0]; terrainType = terrainData[j][1]; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_STUNFISK_GALAR) { Ability(ABILITY_MIMICRY); }
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} WHEN {
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TURN { MOVE(player, terrainMove); }
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} SCENE {
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ABILITY_POPUP(opponent);
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switch (terrainMove)
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{
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case MOVE_ELECTRIC_TERRAIN: MESSAGE("The opposing Stunfisk's type changed to Electric!"); break;
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case MOVE_PSYCHIC_TERRAIN: MESSAGE("The opposing Stunfisk's type changed to Psychic!"); break;
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case MOVE_GRASSY_TERRAIN: MESSAGE("The opposing Stunfisk's type changed to Grass!"); break;
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case MOVE_MISTY_TERRAIN: MESSAGE("The opposing Stunfisk's type changed to Fairy!"); break;
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}
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} THEN {
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EXPECT_EQ(gBattleMons[B_POSITION_OPPONENT_LEFT].types[0], terrainType);
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EXPECT_EQ(gBattleMons[B_POSITION_OPPONENT_LEFT].types[1], terrainType);
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}
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}
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SINGLE_BATTLE_TEST("Mimicry restores the battler's types when terrain is removed by Steel Roller and Ice Spinner")
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{
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u32 j;
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u32 terrainMove = MOVE_NONE;
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u32 removeTerrainMove = MOVE_NONE;
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for (j = 0; j < ARRAY_COUNT(terrainData); j++)
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{
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PARAMETRIZE { removeTerrainMove = MOVE_STEEL_ROLLER; terrainMove = terrainData[j][0]; }
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PARAMETRIZE { removeTerrainMove = MOVE_ICE_SPINNER; terrainMove = terrainData[j][0]; }
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}
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_STUNFISK_GALAR].types[0] == TYPE_GROUND);
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ASSUME(gSpeciesInfo[SPECIES_STUNFISK_GALAR].types[1] == TYPE_STEEL);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_STUNFISK_GALAR) { Ability(ABILITY_MIMICRY); }
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} WHEN {
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TURN { MOVE(opponent, terrainMove); MOVE(player, removeTerrainMove); }
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} SCENE {
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switch (terrainMove)
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{
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case MOVE_ELECTRIC_TERRAIN: MESSAGE("The electricity disappeared from the battlefield."); break;
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case MOVE_PSYCHIC_TERRAIN: MESSAGE("The weirdness disappeared from the battlefield!"); break;
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case MOVE_GRASSY_TERRAIN: MESSAGE("The grass disappeared from the battlefield."); break;
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case MOVE_MISTY_TERRAIN: MESSAGE("The mist disappeared from the battlefield."); break;
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}
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} THEN {
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EXPECT_EQ(gBattleMons[B_POSITION_OPPONENT_LEFT].types[0], TYPE_GROUND);
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EXPECT_EQ(gBattleMons[B_POSITION_OPPONENT_LEFT].types[1], TYPE_STEEL);
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}
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}
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