Wrote some missing tests (#8203)

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Eduardo Quezada 2025-11-11 09:52:24 -03:00 committed by GitHub
parent 927101a5fc
commit 2dc36a8ba0
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8 changed files with 179 additions and 31 deletions

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@ -47,6 +47,7 @@ enum GenConfigTag
GEN_CONFIG_TOXIC_NEVER_MISS,
GEN_CONFIG_PARALYZE_ELECTRIC,
GEN_CONFIG_BADGE_BOOST,
GEN_CONFIG_LEAF_GUARD_PREVENTS_REST,
GEN_CONFIG_COUNT
};

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@ -49,7 +49,8 @@ static const u8 sGenerationalChanges[GEN_CONFIG_COUNT] =
[GEN_CONFIG_OBLIVIOUS_TAUNT] = B_OBLIVIOUS_TAUNT,
[GEN_CONFIG_TOXIC_NEVER_MISS] = B_TOXIC_NEVER_MISS,
[GEN_CONFIG_PARALYZE_ELECTRIC] = B_PARALYZE_ELECTRIC,
[GEN_CONFIG_BADGE_BOOST] = B_BADGE_BOOST
[GEN_CONFIG_BADGE_BOOST] = B_BADGE_BOOST,
[GEN_CONFIG_LEAF_GUARD_PREVENTS_REST] = B_LEAF_GUARD_PREVENTS_REST,
};
#if TESTING

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@ -18279,7 +18279,7 @@ void BS_JumpIfAbilityPreventsRest(void)
NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
u32 battler = GetBattlerForBattleScript(cmd->battler);
u32 ability = GetBattlerAbility(battler);
if (B_LEAF_GUARD_PREVENTS_REST >= GEN_5 && IsLeafGuardProtected(battler, ability))
if (GetGenConfig(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST) >= GEN_5 && IsLeafGuardProtected(battler, ability))
gBattlescriptCurrInstr = cmd->jumpInstr;
else if (IsShieldsDownProtected(battler, ability))
gBattlescriptCurrInstr = cmd->jumpInstr;

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@ -35,7 +35,21 @@ SINGLE_BATTLE_TEST("Bad Dreams causes the sleeping enemy Pokemon to lose 1/8 of
}
}
TO_DO_BATTLE_TEST("Bad Dreams affects Pokémon with Comatose")
SINGLE_BATTLE_TEST("Bad Dreams causes Pokémon with Comatose to lose 1/8 of HP")
{
GIVEN {
PLAYER(SPECIES_DARKRAI);
OPPONENT(SPECIES_KOMALA) { Ability(ABILITY_COMATOSE); }
} WHEN {
TURN {;}
} SCENE {
ABILITY_POPUP(player, ABILITY_BAD_DREAMS);
MESSAGE("The opposing Komala is tormented!");
HP_BAR(opponent);
} THEN {
EXPECT_EQ(opponent->hp, opponent->maxHP - opponent->maxHP / 8);
}
}
DOUBLE_BATTLE_TEST("Bad Dreams does not activate if only the partner Pokemon is sleeping")
{

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@ -31,7 +31,41 @@ SINGLE_BATTLE_TEST("Leaf Guard prevents non-volatile status conditions in sun")
}
}
TO_DO_BATTLE_TEST("Leaf Guard doesn't prevent non-volatile status conditions if Cloud Nine/Air Lock is on the field");
SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent non-volatile status conditions if Cloud Nine/Air Lock is on the field")
{
u32 move, species, ability;
u16 status;
PARAMETRIZE { move = MOVE_WILL_O_WISP; status = STATUS1_BURN; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { move = MOVE_HYPNOSIS; status = STATUS1_SLEEP; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { move = MOVE_THUNDER_WAVE; status = STATUS1_PARALYSIS; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { move = MOVE_TOXIC; status = STATUS1_TOXIC_POISON; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { move = MOVE_WILL_O_WISP; status = STATUS1_BURN; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
PARAMETRIZE { move = MOVE_HYPNOSIS; status = STATUS1_SLEEP; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
PARAMETRIZE { move = MOVE_THUNDER_WAVE; status = STATUS1_PARALYSIS; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
PARAMETRIZE { move = MOVE_TOXIC; status = STATUS1_TOXIC_POISON; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
// PARAMETRIZE { move = MOVE_POWDER_SNOW; status = STATUS1_FREEZE; } // Pointless since you can't freeze in sunlight anyway
GIVEN {
ASSUME(GetMoveEffect(MOVE_WILL_O_WISP) == EFFECT_NON_VOLATILE_STATUS);
ASSUME(GetMoveNonVolatileStatus(MOVE_WILL_O_WISP) == MOVE_EFFECT_BURN);
ASSUME(GetMoveEffect(MOVE_HYPNOSIS) == EFFECT_NON_VOLATILE_STATUS);
ASSUME(GetMoveNonVolatileStatus(MOVE_HYPNOSIS) == MOVE_EFFECT_SLEEP);
ASSUME(GetMoveEffect(MOVE_THUNDER_WAVE) == EFFECT_NON_VOLATILE_STATUS);
ASSUME(GetMoveNonVolatileStatus(MOVE_THUNDER_WAVE) == MOVE_EFFECT_PARALYSIS);
ASSUME(GetMoveEffect(MOVE_TOXIC) == EFFECT_NON_VOLATILE_STATUS);
ASSUME(GetMoveNonVolatileStatus(MOVE_TOXIC) == MOVE_EFFECT_TOXIC);
PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); }
OPPONENT(species) { Ability(ability); }
} WHEN {
TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
NONE_OF {
ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
MESSAGE("It doesn't affect Leafeon…");
}
STATUS_ICON(player, status);
}
}
SINGLE_BATTLE_TEST("Leaf Guard prevents status conditions from Flame Orb and Toxic Orb")
{
@ -50,29 +84,82 @@ SINGLE_BATTLE_TEST("Leaf Guard prevents status conditions from Flame Orb and Tox
NONE_OF { MESSAGE("Leafeon was burned!"); STATUS_ICON(player, burn: TRUE); }
}
else {
NONE_OF { MESSAGE("Leafeon was badly poisoned!"); STATUS_ICON(player, poison: TRUE); }
NONE_OF { MESSAGE("Leafeon was badly poisoned!"); STATUS_ICON(player, badPoison: TRUE); }
}
}
}
TO_DO_BATTLE_TEST("Leaf Guard doesn't prevent status conditions from Flame Orb and Toxic Orb if Cloud Nine/Air Lock is on the field");
SINGLE_BATTLE_TEST("Leaf Guard prevents Rest during sun")
SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent status conditions from Flame Orb and Toxic Orb if Cloud Nine/Air Lock is on the field")
{
u32 item, species, ability;
PARAMETRIZE { item = ITEM_FLAME_ORB; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { item = ITEM_TOXIC_ORB; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { item = ITEM_FLAME_ORB; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
PARAMETRIZE { item = ITEM_TOXIC_ORB; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
GIVEN {
ASSUME(B_LEAF_GUARD_PREVENTS_REST >= GEN_5);
ASSUME(gItemsInfo[ITEM_FLAME_ORB].holdEffect == HOLD_EFFECT_FLAME_ORB);
ASSUME(gItemsInfo[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); Item(item); }
OPPONENT(species) { Ability(ability); }
} WHEN {
TURN { MOVE(player, MOVE_SUNNY_DAY); }
} SCENE {
if (item == ITEM_FLAME_ORB) {
MESSAGE("Leafeon was burned!");
STATUS_ICON(player, burn: TRUE);
}
else {
MESSAGE("Leafeon was badly poisoned!");
STATUS_ICON(player, badPoison: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Leaf Guard prevents Rest during sun (Gen 5+)")
{
u32 gen;
PARAMETRIZE { gen = GEN_4; }
PARAMETRIZE { gen = GEN_5; }
GIVEN {
WITH_CONFIG(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST, gen);
ASSUME(GetMoveEffect(MOVE_REST) == EFFECT_REST);
PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); HP(100); MaxHP(200); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
} SCENE {
MESSAGE("But it failed!");
NONE_OF {
if (gen >= GEN_5) {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
STATUS_ICON(player, sleep: TRUE);
HP_BAR(player);
}
}
else {
STATUS_ICON(player, sleep: TRUE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
HP_BAR(player);
}
}
}
TO_DO_BATTLE_TEST("Leaf Guard doesn't prevent Rest if Cloud Nine/Air Lock is on the field");
SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent Rest if Cloud Nine/Air Lock is on the field")
{
u32 species, ability;
PARAMETRIZE { species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
GIVEN {
WITH_CONFIG(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST, GEN_5);
ASSUME(GetMoveEffect(MOVE_REST) == EFFECT_REST);
PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); HP(100); MaxHP(200); }
OPPONENT(species) { Ability(ability); }
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
} SCENE {
STATUS_ICON(player, sleep: TRUE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
HP_BAR(player);
}
}

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@ -1,4 +1,25 @@
#include "global.h"
#include "test/battle.h"
TO_DO_BATTLE_TEST("Brine's power doubles if the target is at 50% or below max HP");
SINGLE_BATTLE_TEST("Brine's power doubles if the target is at 50% or below max HP", s16 damage)
{
bool32 halfHP;
PARAMETRIZE { halfHP = FALSE; }
PARAMETRIZE { halfHP = TRUE; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_BRINE) == EFFECT_BRINE);
PLAYER(SPECIES_SQUIRTLE);
OPPONENT(SPECIES_BLISSEY){
if (halfHP) {
HP((GetMonData(&OPPONENT_PARTY[0], MON_DATA_MAX_HP) / 2) - 1);
}
}
} WHEN {
TURN { MOVE(player, MOVE_BRINE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BRINE, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
}
}

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@ -35,22 +35,6 @@ SINGLE_BATTLE_TEST("Rest fails if the user is at full HP")
}
}
SINGLE_BATTLE_TEST("Rest fails if the user is protected by Leaf Guard")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_SUNNY_DAY) == EFFECT_SUNNY_DAY);
ASSUME(B_LEAF_GUARD_PREVENTS_REST >= GEN_5);
PLAYER(SPECIES_CHIKORITA) { Ability(ABILITY_LEAF_GUARD); HP(1); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
} SCENE {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
} THEN {
EXPECT(!(player->status1 & STATUS1_SLEEP));
}
}
SINGLE_BATTLE_TEST("Rest fails if the user is protected by Shields Down")
{
GIVEN {

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@ -1,6 +1,46 @@
#include "global.h"
#include "test/battle.h"
TO_DO_BATTLE_TEST("Return's power increases the higher friendship of the user is")
ASSUMPTIONS
{
ASSUME(GetMoveEffect(MOVE_RETURN) == EFFECT_RETURN);
}
SINGLE_BATTLE_TEST("Return's power increases the higher friendship of the user is", s16 damage)
{
u32 friendship;
PARAMETRIZE { friendship = 0; }
PARAMETRIZE { friendship = 100; }
PARAMETRIZE { friendship = 200; }
PARAMETRIZE { friendship = 255; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Friendship(friendship); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_RETURN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RETURN, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} THEN {
if (i > 0)
EXPECT_GT(results[i].damage, results[i-1].damage);
}
}
TO_DO_BATTLE_TEST("Return does 0 damage at min Friendship (Gen2)")
TO_DO_BATTLE_TEST("Return does 1 damage at min Friendship (Gen3+)")
SINGLE_BATTLE_TEST("Return does 1 damage at min Friendship (Gen3+)")
{
s16 damage;
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Friendship(0); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_RETURN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RETURN, player);
HP_BAR(opponent, captureDamage: &damage);
} THEN {
EXPECT_EQ(damage, 1);
}
}