sovereignx/test/battle/move_effect/stuff_cheeks.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

106 lines
3.4 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_STUFF_CHEEKS].effect == EFFECT_STUFF_CHEEKS);
ASSUME(gItemsInfo[ITEM_LIECHI_BERRY].pocket == POCKET_BERRIES);
ASSUME(gItemsInfo[ITEM_LIECHI_BERRY].holdEffect == HOLD_EFFECT_ATTACK_UP);
}
SINGLE_BATTLE_TEST("Stuff Cheeks cannot be used if the user doesn't hold a berry")
{
u16 item = 0;
PARAMETRIZE { item = ITEM_NONE; }
PARAMETRIZE { item = ITEM_LIECHI_BERRY; }
GIVEN {
PLAYER(SPECIES_SKWOVET) { Item(item); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
if (item == ITEM_NONE)
TURN { MOVE(player, MOVE_STUFF_CHEEKS, allowed: FALSE); MOVE(player, MOVE_CELEBRATE); }
else
TURN { MOVE(player, MOVE_STUFF_CHEEKS); }
} SCENE {
if (item == ITEM_NONE)
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
else
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUFF_CHEEKS, player);
}
}
SINGLE_BATTLE_TEST("Stuff Cheeks forces Struggle if it's the only move is blocked")
{
GIVEN {
PLAYER(SPECIES_SKWOVET) { Moves(MOVE_STUFF_CHEEKS); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STUFF_CHEEKS, allowed: FALSE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STRUGGLE, player);
}
}
SINGLE_BATTLE_TEST("Stuff Cheeks raises Defense by 2 stages after consuming the berry and gaining its effect")
{
GIVEN {
PLAYER(SPECIES_SKWOVET) { Item(ITEM_LIECHI_BERRY); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STUFF_CHEEKS); }
} SCENE {
MESSAGE("Skwovet used Stuff Cheeks!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUFF_CHEEKS, player);
MESSAGE("Using Liechi Berry, the Attack of Skwovet rose!");
MESSAGE("Skwovet's Defense sharply rose!");
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 2);
EXPECT_EQ(player->item, ITEM_NONE);
}
}
SINGLE_BATTLE_TEST("Stuff Cheeks can be used even if Unnerve is present")
{
GIVEN {
PLAYER(SPECIES_SKWOVET) { Item(ITEM_LIECHI_BERRY); }
OPPONENT(SPECIES_EKANS) { Ability(ABILITY_UNNERVE); }
} WHEN {
TURN { MOVE(player, MOVE_STUFF_CHEEKS); }
} SCENE {
MESSAGE("Skwovet used Stuff Cheeks!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUFF_CHEEKS, player);
}
}
SINGLE_BATTLE_TEST("Stuff Cheeks can be used even if Magic Room is active")
{
GIVEN {
PLAYER(SPECIES_SKWOVET) { Item(ITEM_LIECHI_BERRY); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {
MOVE(opponent, MOVE_MAGIC_ROOM);
MOVE(player, MOVE_STUFF_CHEEKS);
}
} SCENE {
MESSAGE("Skwovet used Stuff Cheeks!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUFF_CHEEKS, player);
MESSAGE("Using Liechi Berry, the Attack of Skwovet rose!");
}
}
SINGLE_BATTLE_TEST("Stuff Cheeks fails if the user's berry is removed before they use the move")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_KNOCK_OFF].effect == EFFECT_KNOCK_OFF);
PLAYER(SPECIES_SKWOVET) { Item(ITEM_LIECHI_BERRY); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_KNOCK_OFF); MOVE(player, MOVE_STUFF_CHEEKS); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_KNOCK_OFF, opponent);
MESSAGE("Skwovet used Stuff Cheeks!");
MESSAGE("But it failed!");
}
}