Water Compaction tests (#6159)
Co-authored-by: Hedara <hedara90@gmail.com> Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
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test/battle/ability/water_compaction.c
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test/battle/ability/water_compaction.c
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Water Compaction raises Defense 2 stages when hit by a water type move")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_WATER_GUN].type == TYPE_WATER);
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PLAYER(SPECIES_SANDYGAST) { Ability(ABILITY_WATER_COMPACTION); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 2);
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}
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}
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SINGLE_BATTLE_TEST("Water Compaction raises Defense 2 stages on each hit of a multi-hit Water type move")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_SURGING_STRIKES].type == TYPE_WATER);
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ASSUME(gMovesInfo[MOVE_SURGING_STRIKES].strikeCount == 3);
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PLAYER(SPECIES_SANDYGAST) { Ability(ABILITY_WATER_COMPACTION); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SURGING_STRIKES); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
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ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
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MESSAGE("Sandygast's Defense sharply rose!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
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ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
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MESSAGE("Sandygast's Defense sharply rose!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
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ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
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MESSAGE("Sandygast's Defense sharply rose!");
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} THEN {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 6);
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}
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}
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SINGLE_BATTLE_TEST("Water Compaction does not affect damage taken from Water type moves", s16 damage)
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{
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u16 ability;
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PARAMETRIZE { ability = ABILITY_SAND_VEIL; }
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PARAMETRIZE { ability = ABILITY_WATER_COMPACTION; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_WATER_GUN].type == TYPE_WATER);
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PLAYER(SPECIES_SANDYGAST) { Ability(ability); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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HP_BAR(player, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_EQ(results[0].damage, results[1].damage);
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}
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}
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