129 lines
4.8 KiB
C
129 lines
4.8 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_DRAGON_CHEER) == EFFECT_DRAGON_CHEER);
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}
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SINGLE_BATTLE_TEST("Dragon Cheer fails in a single battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DRAGON_CHEER); }
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} SCENE {
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MESSAGE("But it failed!");
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}
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}
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DOUBLE_BATTLE_TEST("Dragon Cheer increases critical hit ratio by 1 on non-Dragon types")
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{
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bool32 useDragonCheer = 0;
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u32 genConfig = 0, chance = 0;
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for (u32 j = GEN_1; j <= GEN_9; j++) {
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PARAMETRIZE { genConfig = j; useDragonCheer = FALSE; chance = j >= GEN_7 ? 24 : 16; } // 6.25% with Wobbuffet's base speed
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PARAMETRIZE { genConfig = j; useDragonCheer = TRUE; chance = 8; } // 12.5% with Wobbuffet's base speed
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}
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PASSES_RANDOMLY(1, chance, RNG_CRITICAL_HIT);
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GIVEN {
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WITH_CONFIG(B_CRIT_CHANCE, genConfig);
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ASSUME(GetMoveCriticalHitStage(MOVE_SCRATCH) == 0);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {
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if (useDragonCheer)
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MOVE(playerLeft, MOVE_DRAGON_CHEER, target: playerRight);
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MOVE(playerRight, MOVE_SCRATCH, target: opponentLeft);
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}
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} SCENE {
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if (useDragonCheer) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_CHEER, playerLeft);
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MESSAGE("Wobbuffet is getting pumped!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, playerRight);
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MESSAGE("A critical hit!");
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}
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}
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DOUBLE_BATTLE_TEST("Dragon Cheer increases critical hit ratio by 2 on Dragon types")
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{
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bool32 useDragonCheer;
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u32 genConfig, passes, trials;
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PARAMETRIZE { genConfig = GEN_1; useDragonCheer = FALSE; passes = 25; trials = 256; } // ~9.77% with Dratini's base speed
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PARAMETRIZE { genConfig = GEN_1; useDragonCheer = TRUE; passes = 25; trials = 64; } // ~39.06% with Dratini's base speed
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for (u32 j = GEN_2; j <= GEN_9; j++) {
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PARAMETRIZE { genConfig = j; useDragonCheer = FALSE; passes = 1; trials = j >= GEN_7 ? 24 : 16; } // ~4.16%/6.25%
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PARAMETRIZE { genConfig = j; useDragonCheer = TRUE; passes = 1; trials = j >= GEN_6 ? 2 : 4; } // 50%/25%
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}
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PASSES_RANDOMLY(passes, trials, RNG_CRITICAL_HIT);
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GIVEN {
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WITH_CONFIG(B_CRIT_CHANCE, genConfig);
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ASSUME(GetMoveCriticalHitStage(MOVE_SCRATCH) == 0);
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ASSUME(GetSpeciesBaseSpeed(SPECIES_DRATINI) == 50);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_DRATINI);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {
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if (useDragonCheer)
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MOVE(playerLeft, MOVE_DRAGON_CHEER, target: playerRight);
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MOVE(playerRight, MOVE_SCRATCH, target: opponentLeft);
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}
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} SCENE {
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if (useDragonCheer) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_CHEER, playerLeft);
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MESSAGE("Dratini is getting pumped!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, playerRight);
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MESSAGE("A critical hit!");
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}
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}
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DOUBLE_BATTLE_TEST("Dragon Cheer fails if critical hit stage was already increased by Focus Energy")
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{
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GIVEN {
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ASSUME(GetMoveCriticalHitStage(MOVE_SLASH) == 1);
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ASSUME(GetMoveEffect(MOVE_FOCUS_ENERGY) == EFFECT_FOCUS_ENERGY);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_FOCUS_ENERGY); MOVE(playerRight, MOVE_DRAGON_CHEER, target: playerLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, playerLeft);
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MESSAGE("But it failed!");
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}
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}
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TO_DO_BATTLE_TEST("Baton Pass passes Dragon Cheer's effect");
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AI_DOUBLE_BATTLE_TEST("AI uses Dragon Cheer")
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{
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u32 species;
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PARAMETRIZE { species = SPECIES_DRATINI; }
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PARAMETRIZE { species = SPECIES_WOBBUFFET; }
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GIVEN {
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ASSUME(GetSpeciesType(SPECIES_DRATINI, 0) == TYPE_DRAGON);
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ASSUME(GetSpeciesType(SPECIES_WOBBUFFET, 0) != TYPE_DRAGON);
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ASSUME(GetSpeciesType(SPECIES_WOBBUFFET, 1) != TYPE_DRAGON);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
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PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, MOVE_CELEBRATE); }
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PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, MOVE_CELEBRATE); }
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OPPONENT(species) { Moves(MOVE_DRAGON_CHEER, MOVE_POUND); }
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OPPONENT(species) { Moves(MOVE_DRAGON_CHEER, MOVE_POUND); }
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} WHEN {
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if (species == SPECIES_DRATINI)
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TURN { EXPECT_MOVE(opponentLeft, MOVE_DRAGON_CHEER); }
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else
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TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_DRAGON_CHEER); }
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}
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}
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