128 lines
5.8 KiB
C
128 lines
5.8 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_FOCUS_PUNCH) == EFFECT_FOCUS_PUNCH);
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}
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SINGLE_BATTLE_TEST("Focus Punch activates only if not damaged")
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{
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u32 move;
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bool32 activate;
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PARAMETRIZE { move = MOVE_SCRATCH; activate = FALSE; }
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PARAMETRIZE { move = MOVE_WATER_GUN; activate = FALSE; }
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PARAMETRIZE { move = MOVE_LEER; activate = TRUE; }
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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_FOCUS_PUNCH); MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, player);
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MESSAGE("Wobbuffet is tightening its focus!");
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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if (activate) {
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MESSAGE("Wobbuffet used Focus Punch!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player);
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HP_BAR(opponent);
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} else {
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MESSAGE("Wobbuffet lost its focus and couldn't move!");
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NONE_OF {
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MESSAGE("Wobbuffet used Focus Punch!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player);
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HP_BAR(opponent);
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}
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}
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}
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}
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DOUBLE_BATTLE_TEST("Focus Punch activation is based on Speed")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(2); }
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PLAYER(SPECIES_WYNAUT) { Speed(3); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WYNAUT) { Speed(5); }
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} WHEN {
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TURN { MOVE(opponentRight, MOVE_FOCUS_PUNCH, target: playerLeft); MOVE(playerRight, MOVE_FOCUS_PUNCH, target: opponentLeft); MOVE(playerLeft, MOVE_FOCUS_PUNCH, target: opponentLeft); MOVE(opponentLeft, MOVE_FOCUS_PUNCH, target: playerLeft); }
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}
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SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentRight);
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MESSAGE("The opposing Wynaut is tightening its focus!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerRight);
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MESSAGE("Wynaut is tightening its focus!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerLeft);
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MESSAGE("Wobbuffet is tightening its focus!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentLeft);
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MESSAGE("The opposing Wobbuffet is tightening its focus!");
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MESSAGE("The opposing Wynaut used Focus Punch!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, opponentRight);
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HP_BAR(playerLeft);
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MESSAGE("Wynaut used Focus Punch!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, playerRight);
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HP_BAR(opponentLeft);
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MESSAGE("Wobbuffet lost its focus and couldn't move!");
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MESSAGE("The opposing Wobbuffet lost its focus and couldn't move!");
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}
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}
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TO_DO_BATTLE_TEST("Focus Punch activates when the user's Substitute is hit");
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TO_DO_BATTLE_TEST("Focus Punch activates when the user is hit by a status move");
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TO_DO_BATTLE_TEST("Focus Punch uses PP when losing focus (Gen 3-4)");
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TO_DO_BATTLE_TEST("Focus Punch doesn't use PP when losing focus (Gen 5+)");
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TO_DO_BATTLE_TEST("Focus Punch losing focus is considered as the last move used (Gen 3-4)"); //Eg. Encore
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TO_DO_BATTLE_TEST("Focus Punch losing focus is not considered as the last move used (Gen 5+)"); //Eg. Encore
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TO_DO_BATTLE_TEST("Focus Punch's initial message is not considered as using the move for Zoom Lens");
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TO_DO_BATTLE_TEST("Focus Punch's initial message is not shown if the user selected a different move and was Encored into using Focus Punch");
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TO_DO_BATTLE_TEST("Focus Punch will use the selected move's priority when being Encored into Focus Punch");
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TO_DO_BATTLE_TEST("Focus Punch will lose focus if damaged when used by selecting a different move and being Encored (Gen 3-4)");
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TO_DO_BATTLE_TEST("Focus Punch will NOT lose focus if damaged when used by selecting a different move and being Encored (Gen 5+)");
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AI_SINGLE_BATTLE_TEST("AI won't use Focus Punch if it predicts a damaging move")
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{
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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_MAGNEZONE) { Moves(MOVE_THUNDER_WAVE, MOVE_FLASH_CANNON, MOVE_DISCHARGE, MOVE_TRI_ATTACK); }
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OPPONENT(SPECIES_BRELOOM) { Moves(MOVE_FOCUS_PUNCH, MOVE_SEED_BOMB); }
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} WHEN {
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TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_FOCUS_PUNCH); }
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TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SEED_BOMB); }
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}
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}
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AI_SINGLE_BATTLE_TEST("AI will Incapacitate -> Substitute -> Focus Punch if able")
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{
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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_MAGNEZONE) { Moves(MOVE_THUNDER_WAVE, MOVE_FLASH_CANNON, MOVE_DISCHARGE, MOVE_TRI_ATTACK); }
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OPPONENT(SPECIES_BRELOOM) { Moves(MOVE_SPORE, MOVE_FOCUS_PUNCH, MOVE_SUBSTITUTE, MOVE_SEED_BOMB); }
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} WHEN {
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TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SPORE); }
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TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_SUBSTITUTE); }
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TURN { MOVE(player, MOVE_DISCHARGE); EXPECT_MOVE(opponent, MOVE_FOCUS_PUNCH); }
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}
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}
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AI_SINGLE_BATTLE_TEST("AI won't use status moves if the player's best attacking move is Focus Punch")
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{
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PASSES_RANDOMLY(STATUS_MOVE_FOCUS_PUNCH_CHANCE, 100, RNG_AI_STATUS_FOCUS_PUNCH);
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_FOCUS_PUNCH) == EFFECT_FOCUS_PUNCH);
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ASSUME(GetMoveCategory(MOVE_SWORDS_DANCE) == DAMAGE_CATEGORY_STATUS);
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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_SNORLAX) { Moves(MOVE_FOCUS_PUNCH, MOVE_POUND); }
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OPPONENT(SPECIES_CLEFABLE) { Moves(MOVE_PLAY_ROUGH, MOVE_SWORDS_DANCE); }
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} WHEN {
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TURN { MOVE(player, MOVE_FOCUS_PUNCH); EXPECT_MOVE(opponent, MOVE_PLAY_ROUGH); }
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}
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}
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