#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(GetMoveCategory(MOVE_SCRATCH) == DAMAGE_CATEGORY_PHYSICAL); ASSUME(GetMoveCategory(MOVE_ROUND) == DAMAGE_CATEGORY_SPECIAL); } SINGLE_BATTLE_TEST("Protosynthesis boosts the highest stat") { GIVEN { PLAYER(SPECIES_WALKING_WAKE) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SUNNY_DAY); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Walking Wake's Protosynthesis!"); MESSAGE("Walking Wake's Sp. Atk was heightened!"); } } SINGLE_BATTLE_TEST("Protosynthesis boosts either Attack or Special Attack, not both") { u16 species; u32 move; s16 damage[2]; PARAMETRIZE { species = SPECIES_ROARING_MOON; move = MOVE_SCRATCH; } PARAMETRIZE { species = SPECIES_ROARING_MOON; move = MOVE_ROUND; } PARAMETRIZE { species = SPECIES_WALKING_WAKE; move = MOVE_SCRATCH; } PARAMETRIZE { species = SPECIES_WALKING_WAKE; move = MOVE_ROUND; } GIVEN { PLAYER(species) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, move); } TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, move); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, move, player); HP_BAR(opponent, captureDamage: &damage[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, opponent); ANIMATION(ANIM_TYPE_MOVE, move, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { if ((move == MOVE_SCRATCH && species == SPECIES_ROARING_MOON) || (move == MOVE_ROUND && species == SPECIES_WALKING_WAKE)) EXPECT_MUL_EQ(damage[0], Q_4_12(1.3), damage[1]); else EXPECT_EQ(damage[0], damage[1]); } } SINGLE_BATTLE_TEST("Protosynthesis ability pop up activates only once during the duration of sunny day") { u16 turns; GIVEN { WITH_CONFIG(CONFIG_ABILITY_WEATHER, GEN_6); PLAYER(SPECIES_WALKING_WAKE) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); } } WHEN { for (turns = 0; turns < 5; turns++) TURN {} TURN { MOVE(opponent, MOVE_SUNNY_DAY); } } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Walking Wake's Protosynthesis!"); MESSAGE("Walking Wake's Sp. Atk was heightened!"); NONE_OF { for (turns = 0; turns < 4; turns++) { ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Walking Wake's Protosynthesis!"); MESSAGE("Walking Wake's Sp. Atk was heightened!"); } } ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, opponent); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Walking Wake's Protosynthesis!"); MESSAGE("Walking Wake's Sp. Atk was heightened!"); } } SINGLE_BATTLE_TEST("Protosynthesis activates on switch-in") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_ROARING_MOON) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); } } WHEN { TURN { SWITCH(player, 1); } } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Roaring Moon's Protosynthesis!"); MESSAGE("Roaring Moon's Attack was heightened!"); } } SINGLE_BATTLE_TEST("Protosynthesis prioritizes stats in the case of a tie in the following order: Atk, Def, Sp.Atk, Sp.Def, Speed") { u8 stats[] = {1, 1, 1, 1, 1}; PARAMETRIZE { stats[4] = 255; stats[3] = 255; stats[2] = 255; stats[1] = 255; stats[0] = 255; } PARAMETRIZE { stats[4] = 255; stats[3] = 255; stats[2] = 255; stats[1] = 255; } PARAMETRIZE { stats[4] = 255; stats[3] = 255; stats[2] = 255; } PARAMETRIZE { stats[4] = 255; stats[3] = 255; } GIVEN { PLAYER(SPECIES_GREAT_TUSK) { Ability(ABILITY_PROTOSYNTHESIS); Attack(stats[0]); Defense(stats[1]); SpAttack(stats[2]); SpDefense(stats[3]); Speed(stats[4]); } OPPONENT(SPECIES_GROUDON) { Ability(ABILITY_DROUGHT); Speed(5); } } WHEN { TURN {} } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); switch(i) { case 0: MESSAGE("Great Tusk's Attack was heightened!"); break; case 1: MESSAGE("Great Tusk's Defense was heightened!"); break; case 2: MESSAGE("Great Tusk's Sp. Atk was heightened!"); break; case 3: MESSAGE("Great Tusk's Sp. Def was heightened!"); break; } } } SINGLE_BATTLE_TEST("Protosynthesis activates in Sun before Booster Energy") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_GREAT_TUSK) { Ability(ABILITY_PROTOSYNTHESIS); Item(ITEM_BOOSTER_ENERGY); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); } } WHEN { TURN { SWITCH(player, 1); } } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); } THEN { EXPECT_EQ(player->item, ITEM_BOOSTER_ENERGY); } } SINGLE_BATTLE_TEST("Protosynthesis doesn't activate for a transformed battler") { GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_GREAT_TUSK) { Ability(ABILITY_PROTOSYNTHESIS); Item(ITEM_BOOSTER_ENERGY); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); Item(ITEM_BOOSTER_ENERGY); } } WHEN { TURN { SWITCH(player, 1); MOVE(opponent, MOVE_TRANSFORM); } } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); ANIMATION(ANIM_TYPE_MOVE, MOVE_TRANSFORM, opponent); NOT ABILITY_POPUP(opponent, ABILITY_PROTOSYNTHESIS); } THEN { EXPECT_EQ(player->item, ITEM_BOOSTER_ENERGY); EXPECT_EQ(opponent->item, ITEM_BOOSTER_ENERGY); EXPECT_EQ(opponent->ability, ABILITY_PROTOSYNTHESIS); } } SINGLE_BATTLE_TEST("Protosynthesis activates even if the Pokémon is holding an Utility Umbrella") { GIVEN { PLAYER(SPECIES_GREAT_TUSK) { Ability(ABILITY_PROTOSYNTHESIS); Item(ITEM_UTILITY_UMBRELLA); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); } } WHEN { TURN {} } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); } } SINGLE_BATTLE_TEST("Protosynthesis doesn't activate if Cloud Nine/Air Lock is on the field") { u32 species; enum Ability ability; PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; } PARAMETRIZE { species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; } GIVEN { PLAYER(SPECIES_GREAT_TUSK) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(species) { Ability(ability); } } WHEN { TURN { MOVE(opponent, MOVE_SUNNY_DAY); } } SCENE { ABILITY_POPUP(opponent, ability); ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, opponent); NOT ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); } } SINGLE_BATTLE_TEST("Protosynthesis activates after weather was reset") { GIVEN { PLAYER(SPECIES_WALKING_WAKE) { Ability(ABILITY_PROTOSYNTHESIS); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SUNNY_DAY); } TURN { MOVE(player, MOVE_RAIN_DANCE); } TURN { MOVE(player, MOVE_SUNNY_DAY); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); ANIMATION(ANIM_TYPE_MOVE, MOVE_RAIN_DANCE, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); } } SINGLE_BATTLE_TEST("Protosynthesis accounts for Sticky Web when determining the boosted stat") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(1); } PLAYER(SPECIES_FLUTTER_MANE) { Ability(ABILITY_PROTOSYNTHESIS); Attack(50); Defense(50); SpAttack(150); SpDefense(140); Speed(180); } OPPONENT(SPECIES_GALVANTULA) { Speed(60); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } } WHEN { TURN { MOVE(opponent, MOVE_STICKY_WEB); MOVE(player, MOVE_SUNNY_DAY); } TURN { SWITCH(player, 1); MOVE(opponent, MOVE_SPLASH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_STICKY_WEB, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Flutter Mane's Protosynthesis!"); MESSAGE("Flutter Mane's Sp. Atk was heightened!"); } } SINGLE_BATTLE_TEST("Protosynthesis keeps its initial boosted stat after Speed is lowered") { s16 damage[2]; GIVEN { PLAYER(SPECIES_FLUTTER_MANE) { Ability(ABILITY_PROTOSYNTHESIS); Attack(10); Defense(10); SpAttack(150); SpDefense(120); Speed(180); Moves(MOVE_ROUND); } OPPONENT(SPECIES_NINETALES) { Ability(ABILITY_DROUGHT); Moves(MOVE_ICY_WIND, MOVE_CELEBRATE); Speed(100); } } WHEN { TURN { MOVE(player, MOVE_ROUND); MOVE(opponent, MOVE_ICY_WIND); } TURN { MOVE(player, MOVE_ROUND); MOVE(opponent, MOVE_CELEBRATE); } } SCENE { ABILITY_POPUP(opponent, ABILITY_DROUGHT); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, player); HP_BAR(opponent, captureDamage: &damage[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_ICY_WIND, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { EXPECT_EQ(damage[0], damage[1]); } } SINGLE_BATTLE_TEST("Protosynthesis recalculates the boosted stat after Neutralizing Gas leaves the field") { GIVEN { PLAYER(SPECIES_FLUTTER_MANE) { Ability(ABILITY_PROTOSYNTHESIS); Attack(10); Defense(10); SpAttack(150); SpDefense(120); Speed(180); } OPPONENT(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); Moves(MOVE_ICY_WIND); Speed(70); } OPPONENT(SPECIES_WOBBUFFET) { Speed(1); } } WHEN { TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, MOVE_ICY_WIND); } TURN { SWITCH(opponent, 1); } } SCENE { ABILITY_POPUP(opponent, ABILITY_NEUTRALIZING_GAS); ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); NOT ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); ANIMATION(ANIM_TYPE_MOVE, MOVE_ICY_WIND, opponent); MESSAGE("The effects of the neutralizing gas wore off!"); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); MESSAGE("The harsh sunlight activated Flutter Mane's Protosynthesis!"); MESSAGE("Flutter Mane's Sp. Atk was heightened!"); } } SINGLE_BATTLE_TEST("Protosynthesis retains its boosted stat after Neutralizing Gas briefly suppresses it") { s16 damage[2]; GIVEN { PLAYER(SPECIES_FLUTTER_MANE) { Ability(ABILITY_PROTOSYNTHESIS); Attack(10); Defense(10); SpAttack(150); SpDefense(120); Speed(180); Moves(MOVE_SUNNY_DAY, MOVE_ROUND, MOVE_CELEBRATE); } OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); Speed(1); } OPPONENT(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); Moves(MOVE_CELEBRATE); Speed(70); } } WHEN { TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, MOVE_CELEBRATE); } TURN { MOVE(player, MOVE_ROUND); MOVE(opponent, MOVE_CELEBRATE); } TURN { MOVE(player, MOVE_CELEBRATE); SWITCH(opponent, 1); } TURN { MOVE(player, MOVE_CELEBRATE); SWITCH(opponent, 0); } TURN { MOVE(player, MOVE_ROUND); MOVE(opponent, MOVE_CELEBRATE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNNY_DAY, player); ABILITY_POPUP(player, ABILITY_PROTOSYNTHESIS); ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, player); HP_BAR(opponent, captureDamage: &damage[0]); ABILITY_POPUP(opponent, ABILITY_NEUTRALIZING_GAS); MESSAGE("Neutralizing gas filled the area!"); MESSAGE("The effects of the neutralizing gas wore off!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { EXPECT_EQ(damage[0], damage[1]); } }