sovereignx/test/battle/ability/wind_rider.c
PhallenTree bc5f40e518
Adds missing Wind Rider activation and tests (#5207)
* Adds missing Wind Rider activation + tests

* Adds test for opponent setting up Tailwind

* Update src/battle_util.c

Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>

---------

Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
2024-08-19 15:25:44 +02:00

127 lines
4.5 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
ASSUME(gMovesInfo[MOVE_TAILWIND].windMove == TRUE);
}
SINGLE_BATTLE_TEST("Wind Rider raises Attack by one stage if it sets up Tailwind")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(opponent, MOVE_TAILWIND); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Bramblin's Attack rose!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
}
}
DOUBLE_BATTLE_TEST("Wind Rider raises Attack by one stage if Tailwind is setup by its partner")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_TAILWIND); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
ABILITY_POPUP(opponentRight, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
MESSAGE("Foe Bramblin's Attack rose!");
} THEN {
EXPECT_EQ(opponentRight->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
}
}
SINGLE_BATTLE_TEST("Wind Rider doesn't raise Attack if opponent sets up Tailwind")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(player, MOVE_TAILWIND); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, player);
NONE_OF {
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Bramblin's Attack rose!");
}
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Wind Rider raises Attack by one stage if switched into Tailwind on its side of the field")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(opponent, MOVE_TAILWIND); }
TURN { SWITCH(opponent, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Bramblin's Wind Rider raised its Attack!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
}
}
SINGLE_BATTLE_TEST("Wind Rider activates when it's no longer effected by Neutralizing Gas")
{
GIVEN {
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(opponent, MOVE_TAILWIND); }
TURN { SWITCH(player, 1); }
} SCENE {
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
MESSAGE("Neutralizing Gas filled the area!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
SWITCH_OUT_MESSAGE("Weezing");
MESSAGE("The effects of Neutralizing Gas wore off!");
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Bramblin's Wind Rider raised its Attack!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
}
}
SINGLE_BATTLE_TEST("Wind Rider absorbs Wind moves and raises Attack by one stage")
{
ASSUME(gMovesInfo[MOVE_GUST].windMove == TRUE);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
} WHEN {
TURN { MOVE(player, MOVE_GUST); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_GUST, player);
HP_BAR(opponent);
}
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
MESSAGE("Foe Bramblin's Attack rose!");
} THEN {
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
}
}