76 lines
2.5 KiB
C
76 lines
2.5 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_STEEL_ROLLER) == EFFECT_STEEL_ROLLER);
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}
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// Covered in ice_spinner.c
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// SINGLE_BATTLE_TEST("Ice Spinner and Steel Roller remove a terrain from field")
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SINGLE_BATTLE_TEST("Steel Roller removes Terrain even if user faints during attack execution")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LIFE_ORB); HP(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_ELECTRIC_TERRAIN); MOVE(opponent, MOVE_STEEL_ROLLER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRIC_TERRAIN, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_ROLLER, opponent);
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MESSAGE("The electricity disappeared from the battlefield.");
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}
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}
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SINGLE_BATTLE_TEST("Steel Roller removes Terrain if user is switched out due to Red Card")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_RED_CARD); }
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(player, MOVE_ELECTRIC_TERRAIN); MOVE(opponent, MOVE_STEEL_ROLLER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRIC_TERRAIN, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_ROLLER, opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("The electricity disappeared from the battlefield.");
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}
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}
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SINGLE_BATTLE_TEST("Steel Roller will fail if there is no Terrain")
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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(opponent, MOVE_STEEL_ROLLER); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_ROLLER, opponent);
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MESSAGE("The opposing Wobbuffet used Steel Roller!");
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MESSAGE("But it failed!");
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}
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}
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AI_SINGLE_BATTLE_TEST("Steel Roller wont be chosen by AI if there is no terrain on the field")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_ELECTRIC_TERRAIN; }
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PARAMETRIZE { move = MOVE_NONE; }
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_STEEL_ROLLER, MOVE_ICE_SHARD); }
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} WHEN {
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if (move == MOVE_ELECTRIC_TERRAIN) {
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TURN { MOVE(player, MOVE_ELECTRIC_TERRAIN); EXPECT_MOVE(opponent, MOVE_ICE_SHARD); }
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TURN { EXPECT_MOVE(opponent, MOVE_STEEL_ROLLER); }
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} else {
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TURN { EXPECT_MOVE(opponent, MOVE_ICE_SHARD); }
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}
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}
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}
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