a64e1c63c1
* 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>
126 lines
5.2 KiB
C
126 lines
5.2 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Seed Sower sets up Grassy Terrain when hit by an attack")
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{
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GIVEN {
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PLAYER(SPECIES_ARBOLIVA) { Ability(ABILITY_SEED_SOWER); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Tackle!");
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HP_BAR(player);
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ABILITY_POPUP(player);
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MESSAGE("Grass grew to cover the battlefield!");
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}
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}
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#define ABILITY_PARAM(n)(abilities[n] = (k == n) ? ABILITY_SEED_SOWER : ABILITY_HARVEST)
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#define MOVE_HIT(target, position) \
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{ \
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HP_BAR(target); \
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if (abilities[position] == ABILITY_SEED_SOWER) { \
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ABILITY_POPUP(target); \
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MESSAGE("Grass grew to cover the battlefield!");\
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} \
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}
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DOUBLE_BATTLE_TEST("Multi-target moves hit correct battlers after Seed Sower is triggered") // #2796
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{
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u32 j, k, l;
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u16 usedMove = MOVE_NONE;
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static const u16 moves[] = {MOVE_HYPER_VOICE, MOVE_SURF};
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u16 abilities[MAX_BATTLERS_COUNT] = {0};
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u8 attacker = 0;
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for (j = 0; j < ARRAY_COUNT(moves); j++)
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{
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for (k = 0; k < MAX_BATTLERS_COUNT; k++)
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{
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for (l = 0; l < MAX_BATTLERS_COUNT; l++)
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{
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if (k == l)
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continue; // No tests needed when attacker has Seed Sower
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if ((k & BIT_SIDE) == (l & BIT_SIDE) && moves[j] == MOVE_HYPER_VOICE)
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continue; // No tests needed when partners has Seed Sower and Hyper Voice is used.
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PARAMETRIZE { attacker = l; usedMove = moves[j]; ABILITY_PARAM(0); ABILITY_PARAM(1); ABILITY_PARAM(2); ABILITY_PARAM(3); }
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}
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}
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_HYPER_VOICE].target == MOVE_TARGET_BOTH);
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ASSUME(gMovesInfo[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
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PLAYER(SPECIES_ARBOLIVA) { Ability(abilities[B_POSITION_PLAYER_LEFT]); }
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PLAYER(SPECIES_ARBOLIVA) { Ability(abilities[B_POSITION_PLAYER_RIGHT]); }
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OPPONENT(SPECIES_ARBOLIVA) { Ability(abilities[B_POSITION_OPPONENT_LEFT]); }
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OPPONENT(SPECIES_ARBOLIVA) { Ability(abilities[B_POSITION_OPPONENT_RIGHT]); }
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} WHEN {
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TURN {
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MOVE(opponentLeft, (attacker == B_POSITION_OPPONENT_LEFT) ? usedMove : MOVE_CELEBRATE);
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MOVE(opponentRight, (attacker == B_POSITION_OPPONENT_RIGHT) ? usedMove : MOVE_CELEBRATE);
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MOVE(playerLeft, (attacker == B_POSITION_PLAYER_LEFT) ? usedMove : MOVE_CELEBRATE);
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MOVE(playerRight, (attacker == B_POSITION_PLAYER_RIGHT) ? usedMove : MOVE_CELEBRATE);
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}
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} SCENE {
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// ANIMATION(ANIM_TYPE_MOVE, usedMove);
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if (usedMove == MOVE_HYPER_VOICE) {
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if ((attacker & BIT_SIDE) == B_SIDE_OPPONENT) {
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if (attacker == B_POSITION_OPPONENT_LEFT) {
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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} else {
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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}
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NONE_OF {
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HP_BAR(opponentLeft);
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HP_BAR(opponentRight);
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}
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} else {
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if (attacker == B_POSITION_PLAYER_LEFT) {
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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} else {
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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}
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NONE_OF {
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HP_BAR(playerLeft);
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HP_BAR(playerRight);
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}
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}
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} else { // SURF
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switch (attacker) {
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case B_POSITION_PLAYER_LEFT:
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(playerLeft);
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break;
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case B_POSITION_OPPONENT_LEFT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(opponentLeft);
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break;
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case B_POSITION_PLAYER_RIGHT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(playerRight);
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break;
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case B_POSITION_OPPONENT_RIGHT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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NOT HP_BAR(opponentRight);
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break;
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}
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}
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}
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}
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#undef ABILITY_PARAM
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#undef MOVE_HIT
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