#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(GetMoveEffect(MOVE_FOCUS_PUNCH) == EFFECT_FOCUS_PUNCH); } SINGLE_BATTLE_TEST("Focus Punch activates only if not damaged") { u32 move; bool32 activate; PARAMETRIZE { move = MOVE_SCRATCH; activate = FALSE; } PARAMETRIZE { move = MOVE_WATER_GUN; activate = FALSE; } PARAMETRIZE { move = MOVE_LEER; activate = TRUE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_FOCUS_PUNCH); MOVE(opponent, move); } } SCENE { ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, player); MESSAGE("Wobbuffet is tightening its focus!"); ANIMATION(ANIM_TYPE_MOVE, move, opponent); if (activate) { MESSAGE("Wobbuffet used Focus Punch!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player); HP_BAR(opponent); } else { MESSAGE("Wobbuffet lost its focus and couldn't move!"); NONE_OF { MESSAGE("Wobbuffet used Focus Punch!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player); HP_BAR(opponent); } } } } DOUBLE_BATTLE_TEST("Focus Punch activation is based on Speed") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(2); } PLAYER(SPECIES_WYNAUT) { Speed(3); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } OPPONENT(SPECIES_WYNAUT) { Speed(5); } } WHEN { TURN { MOVE(opponentRight, MOVE_FOCUS_PUNCH, target: playerLeft); MOVE(playerRight, MOVE_FOCUS_PUNCH, target: opponentLeft); MOVE(playerLeft, MOVE_FOCUS_PUNCH, target: opponentLeft); MOVE(opponentLeft, MOVE_FOCUS_PUNCH, target: playerLeft); } } SCENE { ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentRight); MESSAGE("The opposing Wynaut is tightening its focus!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerRight); MESSAGE("Wynaut is tightening its focus!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerLeft); MESSAGE("Wobbuffet is tightening its focus!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentLeft); MESSAGE("The opposing Wobbuffet is tightening its focus!"); MESSAGE("The opposing Wynaut used Focus Punch!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, opponentRight); HP_BAR(playerLeft); MESSAGE("Wynaut used Focus Punch!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, playerRight); HP_BAR(opponentLeft); MESSAGE("Wobbuffet lost its focus and couldn't move!"); MESSAGE("The opposing Wobbuffet lost its focus and couldn't move!"); } } TO_DO_BATTLE_TEST("Focus Punch activates when the user's Substitute is hit"); TO_DO_BATTLE_TEST("Focus Punch activates when the user is hit by a status move"); TO_DO_BATTLE_TEST("Focus Punch uses PP when losing focus (Gen 3-4)"); TO_DO_BATTLE_TEST("Focus Punch doesn't use PP when losing focus (Gen 5+)"); TO_DO_BATTLE_TEST("Focus Punch losing focus is considered as the last move used (Gen 3-4)"); //Eg. Encore TO_DO_BATTLE_TEST("Focus Punch losing focus is not considered as the last move used (Gen 5+)"); //Eg. Encore TO_DO_BATTLE_TEST("Focus Punch's initial message is not considered as using the move for Zoom Lens"); TO_DO_BATTLE_TEST("Focus Punch's initial message is not shown if the user selected a different move and was Encored into using Focus Punch"); TO_DO_BATTLE_TEST("Focus Punch will use the selected move's priority when being Encored into Focus Punch"); TO_DO_BATTLE_TEST("Focus Punch will lose focus if damaged when used by selecting a different move and being Encored (Gen 3-4)"); TO_DO_BATTLE_TEST("Focus Punch will NOT lose focus if damaged when used by selecting a different move and being Encored (Gen 5+)"); AI_SINGLE_BATTLE_TEST("AI won't use Focus Punch if it predicts a damaging move") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_MAGNEZONE) { Moves(MOVE_THUNDER_WAVE, MOVE_FLASH_CANNON, MOVE_DISCHARGE, MOVE_TRI_ATTACK); } OPPONENT(SPECIES_BRELOOM) { Moves(MOVE_FOCUS_PUNCH, MOVE_SEED_BOMB); } } WHEN { TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_FOCUS_PUNCH); } TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SEED_BOMB); } } } AI_SINGLE_BATTLE_TEST("AI will Incapacitate -> Substitute -> Focus Punch if able") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_MAGNEZONE) { Moves(MOVE_THUNDER_WAVE, MOVE_FLASH_CANNON, MOVE_DISCHARGE, MOVE_TRI_ATTACK); } OPPONENT(SPECIES_BRELOOM) { Moves(MOVE_SPORE, MOVE_FOCUS_PUNCH, MOVE_SUBSTITUTE, MOVE_SEED_BOMB); } } WHEN { TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SPORE); } TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SUBSTITUTE); } TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_FOCUS_PUNCH); } } } AI_SINGLE_BATTLE_TEST("AI won't use status moves if the player's best attacking move is Focus Punch") { PASSES_RANDOMLY(STATUS_MOVE_FOCUS_PUNCH_CHANCE, 100, RNG_AI_STATUS_FOCUS_PUNCH); GIVEN { ASSUME(GetMoveEffect(MOVE_FOCUS_PUNCH) == EFFECT_FOCUS_PUNCH); ASSUME(GetMoveCategory(MOVE_SWORDS_DANCE) == DAMAGE_CATEGORY_STATUS); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_SNORLAX) { Moves(MOVE_FOCUS_PUNCH, MOVE_POUND); } OPPONENT(SPECIES_CLEFABLE) { Moves(MOVE_PLAY_ROUGH, MOVE_SWORDS_DANCE); } } WHEN { TURN { MOVE(player, MOVE_FOCUS_PUNCH); EXPECT_MOVE(opponent, MOVE_PLAY_ROUGH); } } }