sovereignx/test/battle/ability/hyper_cutter.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

155 lines
5.6 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Hyper Cutter prevents intimidate")
{
s16 turnOneHit;
s16 turnTwoHit;
GIVEN {
PLAYER(SPECIES_EKANS) { Ability(ABILITY_SHED_SKIN); }
PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); }
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); }
TURN { SWITCH(player, 1); MOVE(opponent, MOVE_TACKLE); }
} SCENE {
HP_BAR(player, captureDamage: &turnOneHit);
ABILITY_POPUP(player, ABILITY_INTIMIDATE);
NONE_OF { ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); }
ABILITY_POPUP(opponent, ABILITY_HYPER_CUTTER);
MESSAGE("Foe Krabby's Hyper Cutter prevents Attack loss!");
HP_BAR(player, captureDamage: &turnTwoHit);
} THEN {
EXPECT_EQ(turnOneHit, turnTwoHit);
}
}
SINGLE_BATTLE_TEST("Hyper Cutter prevents Attack stage reduction from moves")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(player, MOVE_GROWL); }
} SCENE {
ABILITY_POPUP(opponent, ABILITY_HYPER_CUTTER);
MESSAGE("Foe Krabby's Hyper Cutter prevents Attack loss!");
}
}
SINGLE_BATTLE_TEST("Hyper Cutter doesn't prevent Attack reduction from burn")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_WILL_O_WISP].effect == EFFECT_WILL_O_WISP);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(player, MOVE_WILL_O_WISP); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_WILL_O_WISP, player);
MESSAGE("Foe Krabby was burned!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Hyper Cutter is ignored by Mold Breaker")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
PLAYER(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); }
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(player, MOVE_GROWL); }
} SCENE {
ABILITY_POPUP(player, ABILITY_MOLD_BREAKER);
MESSAGE("Pinsir breaks the mold!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_GROWL, player);
MESSAGE("Foe Krabby's Attack fell!");
NONE_OF {
ABILITY_POPUP(opponent, ABILITY_HYPER_CUTTER);
MESSAGE("Foe Krabby's Hyper Cutter prevents Attack loss!");
}
}
}
SINGLE_BATTLE_TEST("Hyper Cutter doesn't prevent Attack stage reduction from moves used by the user")
{
GIVEN {
ASSUME(MoveHasMoveEffectSelf(MOVE_SUPERPOWER, MOVE_EFFECT_ATK_DEF_DOWN) == TRUE);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(opponent, MOVE_SUPERPOWER); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SUPERPOWER, opponent);
MESSAGE("Foe Krabby's Attack fell!");
MESSAGE("Foe Krabby's Defense fell!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE - 1);
}
}
SINGLE_BATTLE_TEST("Hyper Cutter doesn't prevent Topsy-Turvy")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_SWORDS_DANCE].effect == EFFECT_ATTACK_UP_2);
ASSUME(gMovesInfo[MOVE_TOPSY_TURVY].effect == EFFECT_TOPSY_TURVY);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(opponent, MOVE_SWORDS_DANCE); MOVE(player, MOVE_TOPSY_TURVY); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SWORDS_DANCE, opponent);
MESSAGE("Foe Krabby's Attack sharply rose!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TOPSY_TURVY, player);
MESSAGE("Foe Krabby's stat changes were all reversed!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE - 2);
}
}
SINGLE_BATTLE_TEST("Hyper Cutter doesn't prevent Spectral Thief from resetting positive Attack stage changes")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_SWORDS_DANCE].effect == EFFECT_ATTACK_UP_2);
ASSUME(MoveHasMoveEffect(MOVE_SPECTRAL_THIEF, MOVE_EFFECT_SPECTRAL_THIEF));
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(opponent, MOVE_SWORDS_DANCE); MOVE(player, MOVE_SPECTRAL_THIEF); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SWORDS_DANCE, opponent);
MESSAGE("Foe Krabby's Attack sharply rose!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPECTRAL_THIEF, player);
MESSAGE("Wobbuffet stole the target's boosted stats!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Hyper Cutter doesn't prevent receiving negative Attack stage changes from Baton Pass")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
ASSUME(gMovesInfo[MOVE_BATON_PASS].effect == EFFECT_BATON_PASS);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_KRABBY) { Ability(ABILITY_HYPER_CUTTER); }
} WHEN {
TURN { MOVE(player, MOVE_GROWL);
MOVE(opponent, MOVE_BATON_PASS);
SEND_OUT(opponent, 1);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_GROWL, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BATON_PASS, opponent);
MESSAGE("2 sent out Krabby!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE - 1);
}
}