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>
223 lines
8.3 KiB
C
223 lines
8.3 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gMovesInfo[MOVE_THUNDERBOLT].power != 0);
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ASSUME(gMovesInfo[MOVE_THUNDERBOLT].type == TYPE_ELECTRIC);
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ASSUME(gMovesInfo[MOVE_TACKLE].power != 0);
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ASSUME(gMovesInfo[MOVE_AIR_CUTTER].power != 0);
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ASSUME(gMovesInfo[MOVE_AIR_CUTTER].target == MOVE_TARGET_BOTH);
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ASSUME(gMovesInfo[MOVE_AIR_CUTTER].windMove == TRUE);
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ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].power != 0);
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ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].target == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(gMovesInfo[MOVE_PETAL_BLIZZARD].windMove == TRUE);
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ASSUME(gMovesInfo[MOVE_TACKLE].windMove == FALSE);
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}
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SINGLE_BATTLE_TEST("Wind Power sets up Charge for player when hit by a wind move")
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{
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s16 dmgBefore, dmgAfter;
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u16 move;
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PARAMETRIZE {move = MOVE_TACKLE; }
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PARAMETRIZE {move = MOVE_AIR_CUTTER; }
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GIVEN {
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PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
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OPPONENT(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
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} WHEN {
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TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
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TURN { MOVE(player, MOVE_THUNDERBOLT), MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
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HP_BAR(opponent, captureDamage: &dmgBefore);
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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HP_BAR(player);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(player, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, player);
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HP_BAR(opponent, captureDamage: &dmgAfter);
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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HP_BAR(player);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(player, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
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}
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}
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THEN {
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if (move == MOVE_AIR_CUTTER) {
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EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
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}
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else {
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EXPECT_EQ(dmgAfter, dmgBefore);
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}
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}
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}
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SINGLE_BATTLE_TEST("Wind Power sets up Charge for opponent when hit by a wind move")
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{
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s16 dmgBefore, dmgAfter;
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u16 move;
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PARAMETRIZE {move = MOVE_TACKLE; }
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PARAMETRIZE {move = MOVE_AIR_CUTTER; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) {Ability(ABILITY_LIMBER); Speed(5) ;} // Limber, so it doesn't get paralyzed.
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OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
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TURN { MOVE(opponent, MOVE_THUNDERBOLT), MOVE(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
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HP_BAR(player, captureDamage: &dmgBefore);
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Foe Wattrel with power!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDERBOLT, opponent);
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HP_BAR(player, captureDamage: &dmgAfter);
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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if (move == MOVE_AIR_CUTTER) {
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ABILITY_POPUP(opponent, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Foe Wattrel with power!");
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}
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}
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THEN {
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if (move == MOVE_AIR_CUTTER) {
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EXPECT_MUL_EQ(dmgBefore, Q_4_12(2.0), dmgAfter);
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}
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else {
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EXPECT_EQ(dmgAfter, dmgBefore);
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}
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 2/3 target move")
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{
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u16 abilityLeft, abilityRight;
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PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER;}
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
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GIVEN {
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PLAYER(SPECIES_WATTREL) { Ability(abilityLeft); Speed(10); }
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PLAYER(SPECIES_WATTREL) { Ability(abilityRight); Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_AIR_CUTTER); MOVE(opponentRight, MOVE_AIR_CUTTER);}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AIR_CUTTER, opponentLeft);
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HP_BAR(playerLeft);
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if (abilityLeft == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
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}
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HP_BAR(playerRight);
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if (abilityRight == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Air Cutter charged Wattrel with power!");
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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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}
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THEN {
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EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
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EXPECT_NE(playerRight->hp, playerRight->maxHP);
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EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
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EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly for every battler with the ability when hit by a 3 target move")
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{
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u16 abilityLeft, abilityRight;
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PARAMETRIZE {abilityLeft = ABILITY_NONE, abilityRight = ABILITY_WIND_POWER; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_NONE; }
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PARAMETRIZE {abilityLeft = ABILITY_WIND_POWER, abilityRight = ABILITY_WIND_POWER; }
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GIVEN {
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PLAYER(SPECIES_WATTREL) { Ability(abilityLeft); Speed(10); }
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PLAYER(SPECIES_WATTREL) { Ability(abilityRight); Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_LIMBER); Speed(15); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_PETAL_BLIZZARD);}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_BLIZZARD, opponentLeft);
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HP_BAR(playerLeft);
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if (abilityLeft == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by PetalBlizzrd charged Wattrel with power!");
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}
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HP_BAR(playerRight);
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if (abilityRight == ABILITY_WIND_POWER) {
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by PetalBlizzrd charged Wattrel with power!");
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}
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HP_BAR(opponentRight);
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NOT HP_BAR(opponentLeft);
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}
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THEN {
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EXPECT_NE(playerLeft->hp, playerLeft->maxHP);
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EXPECT_NE(playerRight->hp, playerRight->maxHP);
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EXPECT_NE(opponentRight->hp, opponentRight->maxHP);
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EXPECT_EQ(opponentLeft->hp, opponentLeft->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Wind Power activates correctly when Tailwind is used")
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{
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bool8 opponentSide;
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PARAMETRIZE {opponentSide = TRUE;}
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PARAMETRIZE {opponentSide = FALSE;}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
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PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(10); }
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PLAYER(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(5); }
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OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(20); }
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OPPONENT(SPECIES_WATTREL) { Ability(ABILITY_WIND_POWER); Speed(15); }
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} WHEN {
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TURN { MOVE((opponentSide == TRUE) ? opponentLeft : playerLeft, MOVE_TAILWIND);}
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} SCENE {
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if (opponentSide) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
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ABILITY_POPUP(opponentLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Foe Wattrel with power!");
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ABILITY_POPUP(opponentRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Foe Wattrel with power!");
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}
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else {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, playerLeft);
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ABILITY_POPUP(playerLeft, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Wattrel with power!");
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ABILITY_POPUP(playerRight, ABILITY_WIND_POWER);
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MESSAGE("Being hit by Tailwind charged Wattrel with power!");
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}
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}
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}
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