a7b9d139da
* Fix Wall Werror errors * fix hgss pokedex modern errors * tests build on modern * learnset change * Update src/battle_ai_util.c Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com> * Update src/battle_anim_new.c Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com> * Update src/debug.c Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com> * Update src/debug.c Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com> * Update src/pokedex_plus_hgss.c Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com> * review changes * unused cmd args * various args back --------- Co-authored-by: Philipp AUER <SBird1337@users.noreply.github.com>
126 lines
5.3 KiB
C
126 lines
5.3 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Seed Sower sets up Grassy Terrain when hit by an attack")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SEED_SOWER); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Tackle!");
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HP_BAR(player);
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ABILITY_POPUP(player);
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MESSAGE("Grass grew to cover the battlefield!");
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}
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}
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#define ABILITY_PARAM(n)(abilities[n] = (k == n) ? ABILITY_SEED_SOWER : ABILITY_SHADOW_TAG)
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#define MOVE_HIT(target, position) \
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{ \
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HP_BAR(target); \
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if (abilities[position] == ABILITY_SEED_SOWER) { \
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ABILITY_POPUP(target); \
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MESSAGE("Grass grew to cover the battlefield!");\
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} \
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}
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DOUBLE_BATTLE_TEST("Multi-target moves hit correct battlers after Seed Sower is triggered") // #2796
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{
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u32 j, k, l;
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u16 usedMove = MOVE_NONE;
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static const u16 moves[] = {MOVE_HYPER_VOICE, MOVE_SURF};
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u16 abilities[MAX_BATTLERS_COUNT] = {0};
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u8 attacker = 0;
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for (j = 0; j < ARRAY_COUNT(moves); j++)
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{
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for (k = 0; k < MAX_BATTLERS_COUNT; k++)
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{
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for (l = 0; l < MAX_BATTLERS_COUNT; l++)
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{
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if (k == l)
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continue; // No tests needed when attacker has Seed Sower
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if ((k & BIT_SIDE) == (l & BIT_SIDE) && moves[j] == MOVE_HYPER_VOICE)
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continue; // No tests needed when partners has Seed Sower and Hyper Voice is used.
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PARAMETRIZE { attacker = l; usedMove = moves[j]; ABILITY_PARAM(0); ABILITY_PARAM(1); ABILITY_PARAM(2); ABILITY_PARAM(3); }
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}
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}
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}
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GIVEN {
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ASSUME(gBattleMoves[MOVE_HYPER_VOICE].target == MOVE_TARGET_BOTH);
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ASSUME(gBattleMoves[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
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PLAYER(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_PLAYER_LEFT]); }
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PLAYER(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_PLAYER_RIGHT]); }
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OPPONENT(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_OPPONENT_LEFT]); }
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OPPONENT(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_OPPONENT_RIGHT]); }
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} WHEN {
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TURN {
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MOVE(opponentLeft, (attacker == B_POSITION_OPPONENT_LEFT) ? usedMove : MOVE_CELEBRATE);
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MOVE(opponentRight, (attacker == B_POSITION_OPPONENT_RIGHT) ? usedMove : MOVE_CELEBRATE);
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MOVE(playerLeft, (attacker == B_POSITION_PLAYER_LEFT) ? usedMove : MOVE_CELEBRATE);
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MOVE(playerRight, (attacker == B_POSITION_PLAYER_RIGHT) ? usedMove : MOVE_CELEBRATE);
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}
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} SCENE {
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// ANIMATION(ANIM_TYPE_MOVE, usedMove);
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if (usedMove == MOVE_HYPER_VOICE) {
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if ((attacker & BIT_SIDE) == B_SIDE_OPPONENT) {
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if (attacker == B_POSITION_OPPONENT_LEFT) {
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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} else {
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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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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} else {
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if (attacker == B_POSITION_PLAYER_LEFT) {
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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} else {
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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}
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NONE_OF {
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HP_BAR(playerLeft);
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HP_BAR(playerRight);
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}
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}
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} else { // SURF
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switch (attacker) {
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case B_POSITION_PLAYER_LEFT:
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(playerLeft);
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break;
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case B_POSITION_OPPONENT_LEFT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(opponentLeft);
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break;
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case B_POSITION_PLAYER_RIGHT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
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NOT HP_BAR(playerRight);
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break;
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case B_POSITION_OPPONENT_RIGHT:
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MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
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MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
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MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
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NOT HP_BAR(opponentRight);
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break;
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}
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}
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}
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}
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#undef ABILITY_PARAM
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#undef MOVE_HIT
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