2026-02-06 11:57:33 +01:00

106 lines
4.5 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Drizzle summons rain", s16 damage)
{
enum Ability ability;
PARAMETRIZE { ability = ABILITY_DRIZZLE; }
PARAMETRIZE { ability = ABILITY_DAMP; }
GIVEN {
PLAYER(SPECIES_POLITOED) { Ability(ability); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BUBBLE); }
} SCENE {
if (ability == ABILITY_DRIZZLE) {
ABILITY_POPUP(player, ABILITY_DRIZZLE);
MESSAGE("Politoed's Drizzle made it rain!");
}
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[1].damage, Q_4_12(1.5), results[0].damage);
}
}
SINGLE_BATTLE_TEST("Drizzle sets up rain for 5 turns (Gen6+)")
{
GIVEN {
WITH_CONFIG(B_ABILITY_WEATHER, GEN_6);
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
} SCENE {
ABILITY_POPUP(player, ABILITY_DRIZZLE);
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("The rain stopped.");
}
}
SINGLE_BATTLE_TEST("Drizzle sets up rain for 8 turns with Damp Rock (Gen6+)")
{
GIVEN {
WITH_CONFIG(B_ABILITY_WEATHER, GEN_6);
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); Item(ITEM_DAMP_ROCK); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
} SCENE {
ABILITY_POPUP(player, ABILITY_DRIZZLE);
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("The rain stopped.");
}
}
SINGLE_BATTLE_TEST("Drizzle sets up permanent rain (Gen3-5)")
{
GIVEN {
WITH_CONFIG(B_ABILITY_WEATHER, GEN_3);
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
} SCENE {
ABILITY_POPUP(player, ABILITY_DRIZZLE);
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
MESSAGE("Rain continues to fall.");
NOT MESSAGE("The rain stopped.");
}
}