Wrote some missing tests (#7094)
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Acupressure increases one of two stats by 2 stages at random");
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TO_DO_BATTLE_TEST("Acupressure increases one of its stats by 2 stages at random");
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TO_DO_BATTLE_TEST("Acupressure doesn't try to increase a stat that has been maximized");
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TO_DO_BATTLE_TEST("Acupressure fails on the user if all of its stats are maximized");
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TO_DO_BATTLE_TEST("Acupressure fails on the ally if all of its stats are maximized");
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@ -1,4 +0,0 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Blizzard ignores accuracy check durin Hail and Snow");
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@ -1,4 +1,22 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Bulk Up increases the user's Attack and Defense");
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_BULK_UP) == EFFECT_BULK_UP);
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}
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SINGLE_BATTLE_TEST("Bulk Up increases the user's Attack and Defense by 1 stage each")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULK_UP); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULK_UP, player);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 1);
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}
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}
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@ -1,4 +1,22 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Calm Mind increases the user's Sp. Attack and Sp. Defense by 1 stage each");
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_CALM_MIND) == EFFECT_CALM_MIND);
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}
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SINGLE_BATTLE_TEST("Calm Mind increases the user's Sp. Attack and Sp. Defense by 1 stage each")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_CALM_MIND); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CALM_MIND, player);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE + 1);
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}
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}
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@ -1,4 +1,28 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Expanding Force's power increases by 50% if the user is affected by Psychic Terrain");
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SINGLE_BATTLE_TEST("Expanding Force's power increases by 50% if the user is affected by Psychic Terrain", s16 damage)
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{
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bool32 terrain;
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PARAMETRIZE { terrain = FALSE; }
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PARAMETRIZE { terrain = TRUE; }
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_EXPANDING_FORCE) == EFFECT_EXPANDING_FORCE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (terrain)
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TURN { MOVE(player, MOVE_PSYCHIC_TERRAIN); }
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TURN { MOVE(player, MOVE_EXPANDING_FORCE); }
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} SCENE {
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MESSAGE("Wobbuffet used Expanding Force!");
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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if (B_TERRAIN_TYPE_BOOST >= GEN_8)
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// 1.3 Terrain boost x 1.5 effect boost = 1.95 boost
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.95), results[1].damage);
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else
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// 1.5 Terrain boost x 1.5 effect boost = 2.25 boost
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.25), results[1].damage);
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}
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}
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@ -6,6 +6,7 @@ SINGLE_BATTLE_TEST("Blizzard bypasses accuracy checks in Hail and Snow")
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u32 move;
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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PASSES_RANDOMLY(100, 100, RNG_ACCURACY);
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GIVEN {
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ASSUME(GetMoveAccuracy(MOVE_BLIZZARD) == 70);
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ASSUME(MoveAlwaysHitsInHailSnow(MOVE_BLIZZARD));
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