sovereignx/test/battle/ability/minds_eye.c
LOuroboros a64e1c63c1
Move data unification (#3999)
* Made gBattleMoves handle the InGame name and description of battle moves
No more multiple arrays in separate, individual files.

Note:
-Keep an eye on Task_LearnedMove.

* Reintroduced move names

Misc:
-Fixed Trick-or-Treat and Light of Ruin's expanded names.
-Introduced a new field for Z-Move names, and a constant for their name length.
-Added a few TODOs to GetBattleMoveName.
-Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own.

* Updated GetBattleMoveName to handle Z-Move Names

Misc:
-Removed pointless TODO about MOVE_NAME_LENGTH.
 -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it.

* Fixed a couple of expanded move names

* Removed zMoveName variable of struct BattleMove and extended the name variable's size

* Ditched no longer used MOVE_NAME_LENGTH constant

* Corrected the names of the max moves
I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea.

* Fixed U-turn's name

* Brought back MOVE_NAME_LENGTH
I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves.

* Introduced a union for Move/Z-Move names in the struct BattleMove

* Fixed the union for gBattleMoves move names
Also updated GetBattleMoveName to properly handle Max Move names.
Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names.

* Removed deprecated GetZMoveName and GetMaxMoveName

* Reintroduced mention to gMoveNames in sGFRomHeader

* Fixed move names and ported move descriptions

* Fused the struct ContestMove into the struct BattleMove

* Removed no longer used Z_MOVE_NAME_LENGTH constant

* Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names

* Reintroduced the contest parameters for Pokémon moves

* Renamed gBattleMoves to gMovesInfo
This is consistent with gSpeciesInfo, the array that contains most of the species data.

* Renamed the BattleMove struct to MovesInfo
This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array.

* Removed empty lines separating battle params from contest params in gMovesInfo

* Renamed MovesInfo to MoveInfo

* Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro
Used to handle moves with expanded names in a more comfortable manner.
Also fixed Trick-or-Treat's expanded name.

* Renamed GetBattleMoveName to GetMoveName

* Added a comment pointing out that the shared move descriptions are shared move descriptions

* Re-aligned one of the escape characters of CHECK_MOVE_FLAG

* Renamed the battle_moves.h file to moves_info.h instead for consistency's sake

* Applied Eduardo's adjustments

* Using compound string for regular move names as well, saving 1180 bytes and making their use consistent
* Move description formatting

* Updated Pursuit test after merge

* Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY

---------

Co-authored-by: Nephrite <thechurchofcage@gmail.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
2024-01-29 08:51:32 -03:00

71 lines
2.4 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Mind's Eye allows to hit Ghost-type Pokémon with Normal- and Fighting-type moves")
{
u32 move;
PARAMETRIZE { move = MOVE_TACKLE; }
PARAMETRIZE { move = MOVE_KARATE_CHOP; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); };
OPPONENT(SPECIES_GASTLY);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
}
}
// No current official way to test this, effect based on Smogon's NatDex format.
SINGLE_BATTLE_TEST("Mind's Eye doesn't bypass a Ghost-type's Wonder Guard")
{
u32 move;
PARAMETRIZE { move = MOVE_TACKLE; }
PARAMETRIZE { move = MOVE_KARATE_CHOP; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SCRAPPY); };
OPPONENT(SPECIES_SHEDINJA) { Ability(ABILITY_WONDER_GUARD); };
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
}
ABILITY_POPUP(opponent, ABILITY_WONDER_GUARD);
MESSAGE("Foe Shedinja avoided damage with Wonder Guard!");
}
}
//// AI TESTS ////
AI_SINGLE_BATTLE_TEST("AI doesn't use accuracy-lowering moves if it knows that the foe has Mind's Eye")
{
u32 abilityAI = ABILITY_NONE, moveAI = MOVE_NONE, j = 0;
for (j = MOVE_NONE + 1; j < MOVES_COUNT; j++)
{
if (gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN || gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN_2) {
PARAMETRIZE{ moveAI = j; abilityAI = ABILITY_SWIFT_SWIM; }
PARAMETRIZE{ moveAI = j; abilityAI = ABILITY_MOLD_BREAKER; }
}
}
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); }
OPPONENT(SPECIES_BASCULEGION) { Moves(MOVE_CELEBRATE, moveAI); Ability(abilityAI); }
} WHEN {
TURN { MOVE(player, MOVE_TACKLE); }
TURN { MOVE(player, MOVE_TACKLE);
if (abilityAI == ABILITY_MOLD_BREAKER) { SCORE_GT(opponent, moveAI, MOVE_CELEBRATE); }
else { SCORE_EQ(opponent, moveAI, MOVE_CELEBRATE); }
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
if (abilityAI == ABILITY_MOLD_BREAKER) { ANIMATION(ANIM_TYPE_MOVE, moveAI, opponent); }
}
}