sovereignx/test/battle/move_effect/revival_blessing.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

115 lines
4 KiB
C

#include "global.h"
#include "test/battle.h"
// Note: Since these tests are recorded battle, they don't test the right battle controller
// behaviors. These have been tested in-game, in double, in multi, and in link battles. AI will always
// revive their first fainted party member in order.
#if B_EXPANDED_MOVE_NAMES
#define REVIVAL_BLESSING "Revival Blessing"
#else
#define REVIVAL_BLESSING "RevivlBlesng"
#endif
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_REVIVAL_BLESSING].effect == EFFECT_REVIVAL_BLESSING);
}
SINGLE_BATTLE_TEST("Revival Blessing revives a chosen fainted party member for the player")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET) { HP(0); }
PLAYER(SPECIES_WYNAUT) { HP(0); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_REVIVAL_BLESSING); SEND_OUT(player, 2); }
} SCENE {
MESSAGE("Wobbuffet used " REVIVAL_BLESSING "!");
MESSAGE("Wynaut was revived and is ready to fight again!");
}
}
SINGLE_BATTLE_TEST("Revival Blessing revives a fainted party member for an opponent")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_RAICHU);
OPPONENT(SPECIES_PICHU) { HP(0); }
OPPONENT(SPECIES_PIKACHU) { HP(0); }
} WHEN {
TURN { MOVE(opponent, MOVE_REVIVAL_BLESSING); SEND_OUT(opponent, 1); }
} SCENE {
MESSAGE("Foe Raichu used " REVIVAL_BLESSING "!");
MESSAGE("Pichu was revived and is ready to fight again!");
}
}
SINGLE_BATTLE_TEST("Revival Blessing fails if no party members are fainted")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_REVIVAL_BLESSING); }
} SCENE {
MESSAGE("Wobbuffet used " REVIVAL_BLESSING "!");
MESSAGE("But it failed!");
}
}
// Note: There isn't a good way to test multi battles at the moment, but
// this PASSES in game!
TO_DO_BATTLE_TEST("Revival Blessing cannot revive a partner's party member");
// DOUBLE_BATTLE_TEST("Revival Blessing cannot revive a partner's party member")
// {
// struct BattlePokemon *user;
// gBattleTypeFlags |= BATTLE_TYPE_TWO_OPPONENTS;
// PARAMETRIZE { user = opponentLeft; }
// PARAMETRIZE { user = opponentRight; }
// GIVEN {
// ASSUME((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) != FALSE);
// PLAYER(SPECIES_WOBBUFFET);
// PLAYER(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WYNAUT);
// OPPONENT(SPECIES_WYNAUT) { HP(0); }
// OPPONENT(SPECIES_WYNAUT);
// } WHEN {
// TURN { MOVE(user, MOVE_REVIVAL_BLESSING); }
// } SCENE {
// if (user == opponentLeft) {
// MESSAGE("Foe Wobbuffet used " REVIVAL_BLESSING "!");
// MESSAGE("But it failed!");
// } else {
// MESSAGE("Foe Wynaut used " REVIVAL_BLESSING "!");
// MESSAGE("Wynaut was revived and is ready to fight again!");
// }
// }
// }
// Note: The test runner gets upset about "sending out" a battler on the field,
// but this PASSES in game!
TO_DO_BATTLE_TEST("Revived battlers still lose their turn");
// DOUBLE_BATTLE_TEST("Revived battlers still lose their turn")
// {
// GIVEN {
// PLAYER(SPECIES_WOBBUFFET);
// PLAYER(SPECIES_WYNAUT);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WYNAUT) { HP(1); }
// } WHEN {
// TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
// MOVE(opponentLeft, MOVE_REVIVAL_BLESSING);
// SEND_OUT(opponentLeft, 1); }
// } SCENE {
// MESSAGE("Wobbuffet used Tackle!");
// MESSAGE("Foe Wynaut fainted!");
// MESSAGE("Foe Wobbuffet used " REVIVAL_BLESSING "!");
// MESSAGE("Wynaut was revived and is ready to fight again!");
// NOT { MESSAGE("Wynaut used Celebrate!"); }
// }
// }