sovereignx/test/battle/move_effect/sleep_talk.c
2024-08-14 19:48:20 -07:00

93 lines
2.9 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_SLEEP_TALK].effect == EFFECT_SLEEP_TALK);
ASSUME(gMovesInfo[MOVE_RAZOR_WIND].sleepTalkBanned == TRUE);
ASSUME(gMovesInfo[MOVE_FLY].sleepTalkBanned == TRUE);
ASSUME(gMovesInfo[MOVE_DIG].sleepTalkBanned == TRUE);
}
SINGLE_BATTLE_TEST("Sleep Talk fails if not asleep")
{
u32 status;
PARAMETRIZE { status = STATUS1_SLEEP; }
PARAMETRIZE { status = STATUS1_NONE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(status); Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_POUND, MOVE_SCRATCH); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLEEP_TALK); }
} SCENE {
if (status == STATUS1_SLEEP) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
NOT MESSAGE("But it failed!");
}
else {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
MESSAGE("But it failed!");
}
}
}
SINGLE_BATTLE_TEST("Sleep Talk works if user has Comatose")
{
GIVEN {
PLAYER(SPECIES_KOMALA) { Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_POUND, MOVE_SCRATCH); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLEEP_TALK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
NOT MESSAGE("But it failed!");
}
}
SINGLE_BATTLE_TEST("Sleep Talk fails if no moves work")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); Moves(MOVE_SLEEP_TALK, MOVE_RAZOR_WIND, MOVE_FLY, MOVE_DIG); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLEEP_TALK); }
} SCENE {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
MESSAGE("But it failed!");
}
}
SINGLE_BATTLE_TEST("Sleep Talk can still use moves with no PP")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); MovesWithPP({MOVE_SLEEP_TALK, 10}, {MOVE_TACKLE, 0}, {MOVE_FLY, 10}, {MOVE_DIG, 10}); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLEEP_TALK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
NOT MESSAGE("But it failed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE);
}
}
SINGLE_BATTLE_TEST("Sleep Talk can use moves while choiced into Sleep Talk")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_CHOICE_BAND); Status1(STATUS1_SLEEP); Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_FLY, MOVE_DIG); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SLEEP_TALK); }
TURN { MOVE(player, MOVE_SLEEP_TALK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
NOT MESSAGE("But it failed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player);
NOT MESSAGE("But it failed!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE);
}
}