pokeemmo/test/battle/ability/protosynthesis.c

221 lines
8.1 KiB
C

#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(GEN_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, 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);
}
}