99 lines
3.3 KiB
C

#include "global.h"
#include "test/battle.h"
AI_DOUBLE_BATTLE_TEST("AI uses Purify")
{
u32 status1;
PARAMETRIZE { status1 = STATUS1_NONE; }
PARAMETRIZE { status1 = STATUS1_FREEZE; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HEADBUTT, MOVE_PURIFY); }
OPPONENT(SPECIES_WOBBUFFET) { Status1(status1); Moves(MOVE_HEADBUTT); }
} WHEN {
if (status1 == STATUS1_NONE)
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_PURIFY); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_PURIFY, target: opponentRight); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Purify to heal an enemy with Guts")
{
u32 ability;
PARAMETRIZE { ability = ABILITY_GUTS; }
PARAMETRIZE { ability = ABILITY_BULLETPROOF; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_URSALUNA) { Ability(ability); Moves(MOVE_HEADLONG_RUSH, MOVE_CELEBRATE); Status1(STATUS1_BURN); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HEADBUTT, MOVE_PURIFY); }
} WHEN {
if (ability == ABILITY_GUTS)
TURN { EXPECT_MOVE(opponent, MOVE_PURIFY); }
else
TURN { NOT_EXPECT_MOVE(opponent, MOVE_PURIFY); }
}
}
AI_DOUBLE_BATTLE_TEST("AI does not use Purify to heal an ally with Guts")
{
u32 ability;
PARAMETRIZE { ability = ABILITY_GUTS; }
PARAMETRIZE { ability = ABILITY_BULLETPROOF; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HEADBUTT, MOVE_PURIFY); }
OPPONENT(SPECIES_URSALUNA) { Ability(ability); Moves(MOVE_HEADLONG_RUSH); Status1(STATUS1_BURN); }
} WHEN {
if (ability == ABILITY_GUTS)
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_PURIFY); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_PURIFY, target: opponentRight); }
}
}
SINGLE_BATTLE_TEST("Purify cures the target's status and heals the user")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_PURIFY) == EFFECT_PURIFY);
PLAYER(SPECIES_WOBBUFFET) { HP(50); MaxHP(100); }
OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); }
} WHEN {
TURN { MOVE(player, MOVE_PURIFY); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_PURIFY, player);
STATUS_ICON(opponent, none: TRUE);
HP_BAR(player);
} THEN {
EXPECT_EQ(player->hp, player->maxHP);
EXPECT_EQ(opponent->status1, STATUS1_NONE);
}
}
SINGLE_BATTLE_TEST("Purify doesn't heal HP if the target has Comatose")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_PURIFY) == EFFECT_PURIFY);
PLAYER(SPECIES_WOBBUFFET) { HP(50); MaxHP(100); }
OPPONENT(SPECIES_KOMALA) { Ability(ABILITY_COMATOSE); }
} WHEN {
TURN { MOVE(player, MOVE_PURIFY); }
} SCENE {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_PURIFY, player);
MESSAGE("But it failed!");
NOT HP_BAR(player);
} THEN {
EXPECT_EQ(player->hp, 50);
}
}