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* Round Tests * Apply suggestions from code review Co-authored-by: Eduardo Quezada <[email protected]> --------- Co-authored-by: Hedara <[email protected]> Co-authored-by: Eduardo Quezada <[email protected]>
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#include "global.h" | ||
#include "test/battle.h" | ||
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ASSUMPTIONS | ||
{ | ||
ASSUME(gMovesInfo[MOVE_ROUND].effect == EFFECT_ROUND); | ||
} | ||
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DOUBLE_BATTLE_TEST("Round allows other battlers which also selected the moves to immediately use the move, ignoring turn order") | ||
{ | ||
GIVEN { | ||
ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL); | ||
ASSUME(gMovesInfo[MOVE_IRON_HEAD].additionalEffects[0].moveEffect == MOVE_EFFECT_FLINCH); | ||
PLAYER(SPECIES_WOBBUFFET); | ||
PLAYER(SPECIES_WYNAUT); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); } | ||
} WHEN { | ||
TURN { | ||
MOVE(playerRight, MOVE_CELEBRATE); | ||
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); | ||
MOVE(playerLeft, MOVE_IRON_HEAD, target: opponentRight); | ||
MOVE(opponentRight, MOVE_ROUND, target: playerLeft); | ||
} | ||
} SCENE { | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); | ||
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft); | ||
} | ||
} | ||
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DOUBLE_BATTLE_TEST("Round usages beyond the first one has double base power") | ||
{ | ||
s16 damage[2]; | ||
GIVEN { | ||
PLAYER(SPECIES_WOBBUFFET); | ||
PLAYER(SPECIES_WYNAUT); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { | ||
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); | ||
MOVE(opponentRight, MOVE_ROUND, target: playerLeft); | ||
} | ||
} SCENE { | ||
HP_BAR(playerLeft, captureDamage: &damage[0]); | ||
HP_BAR(playerLeft, captureDamage: &damage[1]); | ||
} THEN { | ||
EXPECT_MUL_EQ(damage[0], Q_4_12(2.0), damage[1]); | ||
} | ||
} | ||
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DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately") | ||
{ | ||
GIVEN { | ||
PLAYER(SPECIES_WOBBUFFET); | ||
PLAYER(SPECIES_WYNAUT); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { | ||
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); | ||
MOVE(playerRight, MOVE_CELEBRATE); | ||
MOVE(playerLeft, MOVE_CELEBRATE); | ||
MOVE(opponentRight, MOVE_ROUND, target: playerLeft); } | ||
} SCENE { | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); | ||
} | ||
} | ||
DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately with switch") | ||
{ | ||
KNOWN_FAILING; // #5148 | ||
GIVEN { | ||
PLAYER(SPECIES_WOBBUFFET); | ||
PLAYER(SPECIES_WYNAUT); | ||
PLAYER(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { | ||
SWITCH(playerRight, 2); | ||
MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); | ||
MOVE(playerLeft, MOVE_CELEBRATE); | ||
MOVE(opponentRight, MOVE_ROUND, target: playerLeft); | ||
} | ||
} SCENE { | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); | ||
} | ||
} | ||
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DOUBLE_BATTLE_TEST("Round causes opposing pokemon to use Round immediately") | ||
{ | ||
GIVEN { | ||
ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL); | ||
PLAYER(SPECIES_WOBBUFFET); | ||
PLAYER(SPECIES_WYNAUT); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); } | ||
} WHEN { | ||
TURN { MOVE(opponentLeft, MOVE_CELEBRATE); MOVE(playerRight, MOVE_ROUND, target: opponentLeft); MOVE(playerLeft, MOVE_CELEBRATE, target: opponentRight); MOVE(opponentRight, MOVE_ROUND, target: playerLeft); } | ||
} SCENE { | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, playerRight); | ||
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); | ||
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); | ||
} | ||
} |