sovereignx/test/battle/move_effect/strength_sap.c
Eduardo Quezada fcdc9ed65a Merge branch '_RHH/master' into _RHH/upcoming
# Conflicts:
#	src/battle_util.c
#	src/data/pokemon/species_info/gen_7_families.h
#	test/battle/ability/download.c
#	test/battle/ability/intimidate.c
#	test/battle/ability/supreme_overlord.c
#	test/battle/ability/zero_to_hero.c
#	test/battle/ai/ai.c
#	test/battle/move_effect/plasma_fists.c
2024-07-05 14:25:25 -04:00

198 lines
7.3 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_STRENGTH_SAP].effect == EFFECT_STRENGTH_SAP);
}
SINGLE_BATTLE_TEST("Strength Sap lowers Attack by 1 and restores HP based on target's Attack Stat", s16 hp)
{
u32 atkStat = 0;
PARAMETRIZE { atkStat = 100; }
PARAMETRIZE { atkStat = 50; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(200); }
OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); }
} WHEN {
TURN { MOVE(player, MOVE_STRENGTH_SAP); }
} SCENE {
MESSAGE("Wobbuffet used Strength Sap!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
HP_BAR(player, captureDamage: &results[i].hp);
MESSAGE("Foe Wobbuffet had its energy drained!");
} THEN {
EXPECT_EQ(results[i].hp * -1, atkStat);
}
}
// Same as above, but Substitute is used before Strength Sap.
SINGLE_BATTLE_TEST("Strength Sap works exactly the same when attacker is behind substitute", s16 hp)
{
u32 atkStat = 0;
PARAMETRIZE { atkStat = 100; }
PARAMETRIZE { atkStat = 50; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(200); }
OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); }
} WHEN {
TURN { MOVE(player, MOVE_SUBSTITUTE); }
TURN { MOVE(player, MOVE_STRENGTH_SAP); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SUBSTITUTE, player);
MESSAGE("Wobbuffet used Strength Sap!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
HP_BAR(player, captureDamage: &results[i].hp);
NOT MESSAGE("The SUBSTITUTE took damage for Foe Wobbuffet!");
MESSAGE("Foe Wobbuffet had its energy drained!");
} THEN {
EXPECT_EQ(results[i].hp * -1, atkStat);
}
}
// This test checks all stat stages from -6 to +6.
SINGLE_BATTLE_TEST("Strength Sap lowers Attack by 1 and restores HP based on target's Attack Stat and stat Change", s16 hp)
{
s32 j = 0, statStage = 0;
for (j = 0; j <= MAX_STAT_STAGE; j++) {
if (j == DEFAULT_STAT_STAGE - 1) { continue; } // Ignore -6, because Strength Sap won't work otherwise
PARAMETRIZE { statStage = j; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_WORK_UP].effect == EFFECT_ATTACK_SPATK_UP);
ASSUME(gMovesInfo[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
PLAYER(SPECIES_WOBBUFFET) { HP(50); }
OPPONENT(SPECIES_WOBBUFFET) { Attack(60); }
} WHEN {
if (statStage > DEFAULT_STAT_STAGE) { // +
for (j = statStage; j > DEFAULT_STAT_STAGE; j--) {
TURN { MOVE(opponent, MOVE_HOWL); }
}
} else if (statStage < DEFAULT_STAT_STAGE) { // -
for (j = statStage; j < DEFAULT_STAT_STAGE - 1; j++) { // - 1 because Strength Sap always lowers Attack
TURN { MOVE(player, MOVE_GROWL); }
}
}
TURN { MOVE(player, MOVE_STRENGTH_SAP); }
} SCENE {
if (statStage > DEFAULT_STAT_STAGE) { // +
for (j = statStage; j > DEFAULT_STAT_STAGE; j--) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HOWL, opponent);
}
} else if (statStage < DEFAULT_STAT_STAGE) { // -
for (j = statStage; j < DEFAULT_STAT_STAGE - 1; j++) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_GROWL, player);
}
}
MESSAGE("Wobbuffet used Strength Sap!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
HP_BAR(player, captureDamage: &results[i].hp);
MESSAGE("Foe Wobbuffet had its energy drained!");
} THEN {
if (statStage < DEFAULT_STAT_STAGE) {
EXPECT_EQ(results[i].hp * -1, (60 * gStatStageRatios[statStage + 1][0] / gStatStageRatios[statStage + 1][1]));
} else {
EXPECT_EQ(results[i].hp * -1, (60 * gStatStageRatios[statStage][0] / gStatStageRatios[statStage][1]));
}
} FINALLY {
// This makes sure gStatStageRatios works correctly and the lower the attack stage the lower hp obtained.
for (j = 0; j < MAX_STAT_STAGE - 1; j++) {
EXPECT_GT(abs(results[j + 1].hp), abs(results[j].hp));
}
}
}
SINGLE_BATTLE_TEST("Strength Sap fails if target is at -6 Atk")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_CHARM].effect == EFFECT_ATTACK_DOWN_2);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_CHARM); }
TURN { MOVE(player, MOVE_CHARM); }
TURN { MOVE(player, MOVE_CHARM); }
TURN { MOVE(player, MOVE_STRENGTH_SAP); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
MESSAGE("Wobbuffet used Strength Sap!");
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
HP_BAR(player);
MESSAGE("Foe Wobbuffet had its energy drained!");
}
MESSAGE("Foe Wobbuffet's Attack won't go lower!");
}
}
SINGLE_BATTLE_TEST("Strength Sap restores more HP if Big Root is held", s16 hp)
{
u32 item;
PARAMETRIZE { item = ITEM_NONE; }
PARAMETRIZE { item = ITEM_BIG_ROOT; }
GIVEN {
ASSUME(gItemsInfo[ITEM_BIG_ROOT].holdEffect == HOLD_EFFECT_BIG_ROOT);
PLAYER(SPECIES_WOBBUFFET) { HP(200); Item(item); }
OPPONENT(SPECIES_WOBBUFFET) { Attack(100); }
} WHEN {
TURN { MOVE(player, MOVE_STRENGTH_SAP); }
} SCENE {
MESSAGE("Wobbuffet used Strength Sap!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
HP_BAR(player, captureDamage: &results[i].hp);
MESSAGE("Foe Wobbuffet had its energy drained!");
} FINALLY {
EXPECT_GT(abs(results[1].hp), abs(results[0].hp));
}
}
SINGLE_BATTLE_TEST("Strength Sap makes attacker lose HP if target's ability is Liquid Ooze")
{
s16 lostHp;
s32 atkStat;
PARAMETRIZE { atkStat = 100; }
PARAMETRIZE { atkStat = 490; } // Checks that attacker can faint with no problems.
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); Ability(ABILITY_LIQUID_OOZE); }
} WHEN {
TURN { MOVE(player, MOVE_STRENGTH_SAP); if (atkStat == 490) { SEND_OUT(player, 1); } }
} SCENE {
MESSAGE("Wobbuffet used Strength Sap!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Wobbuffet's Attack fell!");
ABILITY_POPUP(opponent, ABILITY_LIQUID_OOZE);
HP_BAR(player, captureDamage: &lostHp);
MESSAGE("It sucked up the liquid ooze!");
if (atkStat >= 490) {
MESSAGE("Wobbuffet fainted!");
SEND_IN_MESSAGE("Wobbuffet");
}
} THEN {
EXPECT_EQ(lostHp, atkStat);
}
}