0a8284ce9f
* Added missing Move Effect TODO tests - Volume B * Apply suggestions from code review Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com> * Removed unused bulldoze effect file * Removed individual tests for Baton Pass + Status1 in favor of the existing single test --------- Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
28 lines
1.1 KiB
C
28 lines
1.1 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Earthquake's and Bulldoze's damage is halved when Grassy Terrain is in effect", s16 damage)
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{
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bool32 terrain;
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u16 move;
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PARAMETRIZE { terrain = FALSE; move = MOVE_EARTHQUAKE; } // 0
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PARAMETRIZE { terrain = TRUE; move = MOVE_EARTHQUAKE; } // 1
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PARAMETRIZE { terrain = FALSE; move = MOVE_BULLDOZE; } // 2
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PARAMETRIZE { terrain = TRUE; move = MOVE_BULLDOZE; } // 3
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GIVEN {
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ASSUME(gMovesInfo[MOVE_EARTHQUAKE].effect == EFFECT_EARTHQUAKE);
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ASSUME(gMovesInfo[MOVE_BULLDOZE].effect == EFFECT_EARTHQUAKE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (terrain)
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TURN { MOVE(player, MOVE_GRASSY_TERRAIN); }
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TURN { MOVE(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage);
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EXPECT_MUL_EQ(results[2].damage, Q_4_12(0.5), results[3].damage);
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}
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}
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