pokeemmo/test/battle/move_effect/steel_roller.c

76 lines
2.5 KiB
C

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