sovereignx/test/battle/move_effect/rage_fist.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

295 lines
10 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_RAGE_FIST].effect == EFFECT_RAGE_FIST);
ASSUME(gMovesInfo[MOVE_RAGE_FIST].power == 50);
}
SINGLE_BATTLE_TEST("Rage Fist base power is increased by 50 if the user takes damage")
{
u8 turns;
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
for (turns = 0; turns < 2; turns++) {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_TACKLE); }
}
} SCENE {
for (turns = 0; turns < 2; turns++) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[turns]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
}
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(2.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is increased by each multi hit")
{
u8 turns;
s16 timesGotHit[2];
GIVEN {
ASSUME(gMovesInfo[MOVE_BULLET_SEED].effect == EFFECT_MULTI_HIT);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
for (turns = 0; turns < 2; turns++) {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_BULLET_SEED); }
}
} SCENE {
for (turns = 0; turns < 2; turns++) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[turns]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, opponent);
HP_BAR(player);
}
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(6.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is not increased by a confusion hit")
{
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_CONFUSE_RAY); }
TURN {}
TURN { MOVE(player, MOVE_RAGE_FIST, WITH_RNG(RNG_CONFUSION, FALSE)); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFUSE_RAY, opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
MESSAGE("Wobbuffet became confused!");
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, player);
MESSAGE("It hurt itself in its confusion!");
HP_BAR(player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_EQ(timesGotHit[0], timesGotHit[1]);
}
}
DOUBLE_BATTLE_TEST("Rage Fist maximum base power is 350")
{
u16 turns;
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_REGIROCK);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
for (turns = 1; turns <= 3; turns++) {
TURN {
if (turns == 1)
MOVE(playerLeft, MOVE_RAGE_FIST, target: opponentLeft);
MOVE(playerRight, MOVE_TACKLE, target: playerLeft);
MOVE(opponentLeft, MOVE_TACKLE, target: playerLeft);
MOVE(opponentRight, MOVE_TACKLE, target: playerLeft);
}
}
TURN { MOVE(playerLeft, MOVE_RAGE_FIST, target: opponentLeft); }
} SCENE {
for (turns = 1; turns <= 3; turns++) {
if (turns == 1) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, playerLeft);
HP_BAR(opponentLeft, captureDamage: &timesGotHit[0]);
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentRight);
HP_BAR(playerLeft);
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, playerLeft);
HP_BAR(opponentLeft, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(7.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is not increased if a substitute was hit")
{
s16 timesGotHit[2];
GIVEN {
ASSUME(gMovesInfo[MOVE_CRUNCH].category == DAMAGE_CATEGORY_PHYSICAL); // Substitute doesn't fade otherwise
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); }
TURN { MOVE(player, MOVE_SUBSTITUTE); MOVE(opponent, MOVE_CRUNCH); }
TURN { MOVE(player, MOVE_RAGE_FIST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SUBSTITUTE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CRUNCH, opponent);
MESSAGE("The SUBSTITUTE took damage for Wobbuffet!");
MESSAGE("Wobbuffet's SUBSTITUTE faded!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_EQ(timesGotHit[0], timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is not lost if user switches out")
{
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_TACKLE); }
TURN { SWITCH(player, 1); MOVE(opponent, MOVE_TACKLE); }
TURN { SWITCH(player, 0); }
TURN { MOVE(player, MOVE_RAGE_FIST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
MESSAGE("Wobbuffet, that's enough! Come back!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
MESSAGE("Wynaut, that's enough! Come back!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(2.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is increased by 50 even if a damaging move does no damage - False Swipe")
{
u8 turns;
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_REGIROCK);
} WHEN {
for (turns = 0; turns < 2; turns++) {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_FALSE_SWIPE); }
}
} SCENE {
for (turns = 0; turns < 2; turns++) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[turns]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_FALSE_SWIPE, opponent);
HP_BAR(player);
}
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(2.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is increased by 50 even if a damaging move does no damage - Endure")
{
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(2); }
OPPONENT(SPECIES_REGIROCK);
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_FALSE_SWIPE); }
TURN { MOVE(player, MOVE_ENDURE); MOVE(opponent, MOVE_TACKLE); }
TURN { MOVE(player, MOVE_RAGE_FIST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_FALSE_SWIPE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ENDURE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(3.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is not increased if move had no affect")
{
u8 turns;
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_GASTLY);
OPPONENT(SPECIES_REGIROCK);
} WHEN {
for (turns = 0; turns < 2; turns++) {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_TACKLE); }
}
} SCENE {
for (turns = 0; turns < 2; turns++) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[turns]);
MESSAGE("Foe Regirock used Tackle!");
MESSAGE("It doesn't affect Gastly…");
}
} THEN {
EXPECT_EQ(timesGotHit[0], timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist base power is increased if Disguise breaks")
{
s16 timesGotHit[2];
GIVEN {
PLAYER(SPECIES_MIMIKYU_DISGUISED) { Ability(ABILITY_DISGUISE); }
OPPONENT(SPECIES_REGIROCK);
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_ROCK_THROW); }
TURN { MOVE(player, MOVE_RAGE_FIST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROCK_THROW, opponent);
ABILITY_POPUP(player, ABILITY_DISGUISE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(2.0), timesGotHit[1]);
}
}
SINGLE_BATTLE_TEST("Rage Fist number of hits is copied by Transform")
{
s16 timesGotHit[2];
// KNOWN_FAILING; // After Transform , wrong move is used by transformed mon
GIVEN {
PLAYER(SPECIES_REGIROCK);
OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_RAGE_FIST, MOVE_CELEBRATE); }
} WHEN {
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_TRANSFORM); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_RAGE_FIST); MOVE(opponent, MOVE_CELEBRATE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[0]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRANSFORM, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAGE_FIST, player);
HP_BAR(opponent, captureDamage: &timesGotHit[1]);
} THEN {
EXPECT_MUL_EQ(timesGotHit[0], Q_4_12(2.0), timesGotHit[1]);
}
}