b641c6f4fa
Co-authored-by: Hedara <hedara90@gmail.com>
84 lines
2.3 KiB
C
84 lines
2.3 KiB
C
#include "global.h"
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#include "test/battle.h"
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// Please add Hail interactions with move, item and ability effects on their respective files.
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SINGLE_BATTLE_TEST("Hail deals 1/16 damage per turn")
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{
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s16 hailDamage;
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GIVEN {
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PLAYER(SPECIES_GLALIE);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {MOVE(player, MOVE_HAIL);}
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} SCENE {
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MESSAGE("Foe Wobbuffet is pelted by HAIL!");
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HP_BAR(opponent, captureDamage: &hailDamage);
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} THEN { EXPECT_EQ(hailDamage, opponent->maxHP / 16); }
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}
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SINGLE_BATTLE_TEST("Hail damage does not affect Ice-type Pokémon")
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{
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_GLALIE);
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} WHEN {
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TURN {MOVE(player, MOVE_HAIL);}
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} SCENE {
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NOT MESSAGE("Foe Glalie is pelted by HAIL!");
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}
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}
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SINGLE_BATTLE_TEST("Hail fails if Desolate Land or Primordial Sea are active")
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{
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u32 species;
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u32 item;
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PARAMETRIZE { species = SPECIES_WOBBUFFET; item = ITEM_NONE; }
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PARAMETRIZE { species = SPECIES_GROUDON; item = ITEM_RED_ORB; }
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PARAMETRIZE { species = SPECIES_KYOGRE; item = ITEM_BLUE_ORB; }
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GIVEN {
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PLAYER(species) { Item(item); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_HAIL); }
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} SCENE {
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if (item == ITEM_RED_ORB || item == ITEM_BLUE_ORB) {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_PRIMAL_REVERSION, player);
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_HAIL, opponent);
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} else {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HAIL, opponent);
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}
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}
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}
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DOUBLE_BATTLE_TEST("Hail deals damage based on turn order")
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{
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GIVEN {
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PLAYER(SPECIES_GLALIE);
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PLAYER(SPECIES_WYNAUT) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
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OPPONENT(SPECIES_WYNAUT) { Speed(3); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_HAIL); }
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} SCENE {
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NOT HP_BAR(playerLeft);
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HP_BAR(opponentRight);
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HP_BAR(opponentLeft);
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HP_BAR(playerRight);
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}
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}
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SINGLE_BATTLE_TEST("Hail damage rounds properly when maxHP < 16")
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{
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GIVEN {
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PLAYER(SPECIES_MAGIKARP) { Level(1); MaxHP(11); HP(11); }
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OPPONENT(SPECIES_GLALIE);
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} WHEN {
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TURN { MOVE(opponent, MOVE_HAIL); }
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} SCENE {
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HP_BAR(player, damage: 1);
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}
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}
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