#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Recoil: Take Down deals 25% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(GetMoveRecoil(MOVE_TAKE_DOWN) == 25); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TAKE_DOWN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.25), recoilDamage); } } SINGLE_BATTLE_TEST("Recoil: Double Edge deals 33% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(GetMoveRecoil(MOVE_DOUBLE_EDGE) == 33); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_DOUBLE_EDGE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_EDGE, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage); } } SINGLE_BATTLE_TEST("Recoil: Head Smash deals 50% of recoil damage to the user") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(GetMoveRecoil(MOVE_HEAD_SMASH) == 50); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_HEAD_SMASH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_HEAD_SMASH, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.50), recoilDamage); } } SINGLE_BATTLE_TEST("Recoil: Flare Blitz deals 33% of recoil damage to the user and can burn target") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(GetMoveRecoil(MOVE_FLARE_BLITZ) == 33); ASSUME(MoveHasAdditionalEffect(MOVE_FLARE_BLITZ, MOVE_EFFECT_BURN)); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_FLARE_BLITZ); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player); HP_BAR(opponent, captureDamage: &directDamage); ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent); STATUS_ICON(opponent, burn: TRUE); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage); } } SINGLE_BATTLE_TEST("Recoil: Flare Blitz is absorbed by Flash Fire and no recoil damage is dealt") { GIVEN { ASSUME(GetMoveRecoil(MOVE_FLARE_BLITZ) > 0); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_VULPIX) { Ability(ABILITY_FLASH_FIRE); }; } WHEN { TURN { MOVE(opponent, MOVE_SCRATCH); MOVE(player, MOVE_FLARE_BLITZ); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent); HP_BAR(player); NONE_OF { ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player); HP_BAR(opponent); HP_BAR(player); } } } SINGLE_BATTLE_TEST("Recoil: The correct amount of recoil damage is dealt after targets recovery berry proc") { s16 directDamage; s16 recoilDamage; GIVEN { ASSUME(GetMoveRecoil(MOVE_TAKE_DOWN) == 25); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { MaxHP(100); HP(51); Item(ITEM_SITRUS_BERRY); }; } WHEN { TURN { MOVE(player, MOVE_TAKE_DOWN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, player); HP_BAR(opponent, captureDamage: &directDamage); HP_BAR(player, captureDamage: &recoilDamage); } THEN { EXPECT_MUL_EQ(directDamage, UQ_4_12(0.25), recoilDamage); } }