4a1a6c5625
* Unified EFFECT_RECOIL Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle * BattleMove struct change Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit * Critrate field added Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT * Just a little define Makes clear that critBoost = 3 means ALWAYS CRIT * Added a proper recoil field Just to make it unambiguous and flexible - can finally have a move with 69% recoil. * Fixed AI damage calculation for multi-strike moves * Fixes + removed unused effects * Tests fixes Two to fix: pass when run in isolation but not when the whole group is run, which is annoying... * Minor fixes * Minor tweaks * Fixed move effects * recoil tests --------- Co-authored-by: Alex <alexthenotes@gmail.com>
89 lines
2.9 KiB
C
89 lines
2.9 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Take Down deals 25% of recoil damage to the user")
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{
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s16 directDamage;
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s16 recoilDamage;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TAKE_DOWN].effect == EFFECT_RECOIL);
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ASSUME(gBattleMoves[MOVE_TAKE_DOWN].recoil == 25);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TAKE_DOWN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, player);
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HP_BAR(opponent, captureDamage: &directDamage);
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HP_BAR(player, captureDamage: &recoilDamage);
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} THEN {
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EXPECT_MUL_EQ(directDamage, UQ_4_12(0.25), recoilDamage);
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}
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}
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SINGLE_BATTLE_TEST("Double Edge deals 33% of recoil damage to the user")
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{
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s16 directDamage;
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s16 recoilDamage;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_DOUBLE_EDGE].effect == EFFECT_RECOIL);
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ASSUME(gBattleMoves[MOVE_DOUBLE_EDGE].recoil == 33);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DOUBLE_EDGE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_EDGE, player);
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HP_BAR(opponent, captureDamage: &directDamage);
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HP_BAR(player, captureDamage: &recoilDamage);
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} THEN {
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EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage);
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}
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}
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SINGLE_BATTLE_TEST("Head Smash deals 50% of recoil damage to the user")
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{
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s16 directDamage;
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s16 recoilDamage;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_HEAD_SMASH].effect == EFFECT_RECOIL);
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ASSUME(gBattleMoves[MOVE_HEAD_SMASH].recoil == 50);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_HEAD_SMASH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEAD_SMASH, player);
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HP_BAR(opponent, captureDamage: &directDamage);
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HP_BAR(player, captureDamage: &recoilDamage);
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} THEN {
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EXPECT_MUL_EQ(directDamage, UQ_4_12(0.50), recoilDamage);
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}
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}
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SINGLE_BATTLE_TEST("Flare Blitz deals 33% of recoil damage to the user and can burn target")
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{
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s16 directDamage;
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s16 recoilDamage;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].effect == EFFECT_RECOIL);
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ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].recoil == 33);
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ASSUME(gBattleMoves[MOVE_FLARE_BLITZ].argument == STATUS1_BURN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_FLARE_BLITZ); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player);
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HP_BAR(opponent, captureDamage: &directDamage);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
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STATUS_ICON(opponent, burn: TRUE);
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HP_BAR(player, captureDamage: &recoilDamage);
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} THEN {
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EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage);
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}
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}
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