sovereignx/test/battle/move_effect/strength_sap.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

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!");
MESSAGE("Go! Wobbuffet!");
}
} THEN {
EXPECT_EQ(lostHp, atkStat);
}
}