sovereignx/test/battle/move_effect/shed_tail.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

72 lines
2.1 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_SHED_TAIL].effect == EFFECT_SHED_TAIL);
}
SINGLE_BATTLE_TEST("Shed Tail creates a Substitute at the cost of 1/2 users maximum HP and switches the user out")
{
s16 maxHP = 0;
s16 costHP = 0;
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SHED_TAIL); SEND_OUT(player, 1); }
} SCENE {
maxHP = GetMonData(&gPlayerParty[0], MON_DATA_HP);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SHED_TAIL, player);
HP_BAR(player, captureDamage: &costHP);
MESSAGE("Wobbuffet shed its tail to create a decoy!");
MESSAGE("Go! Wynaut!");
}THEN {
EXPECT_EQ(maxHP / 2, costHP);
}
}
SINGLE_BATTLE_TEST("Shed Tail fails if the user doesn't have enough HP")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SHED_TAIL); }
} SCENE {
MESSAGE("It was too weak to make a SUBSTITUTE!");
}
}
SINGLE_BATTLE_TEST("Shed Tail's HP cost can trigger a berry before the user switches out")
{
GIVEN {
ASSUME(gItemsInfo[ITEM_SITRUS_BERRY].battleUsage == EFFECT_ITEM_RESTORE_HP);
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SITRUS_BERRY); }
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SHED_TAIL); SEND_OUT(player, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SHED_TAIL, player);
MESSAGE("Wobbuffet's Sitrus Berry restored health!");
MESSAGE("Go! Wynaut!");
}
}
SINGLE_BATTLE_TEST("Shed Tail fails if there are no usable pokemon left")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET)
PLAYER(SPECIES_WYNAUT) { HP(0); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SHED_TAIL); }
} SCENE {
MESSAGE("Wobbuffet used Shed Tail!");
MESSAGE("But it failed!");
}
}