pokeemmo/test/battle/ability/minds_eye.c
khbsd e385c7f59f
feat: change defines in constants/abilities.h to an enum (#7006)
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
2025-09-29 21:35:09 +02:00

73 lines
2.4 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Mind's Eye allows to hit Ghost-type Pokémon with Normal- and Fighting-type moves")
{
u32 move;
PARAMETRIZE { move = MOVE_SCRATCH; }
PARAMETRIZE { move = MOVE_KARATE_CHOP; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); };
OPPONENT(SPECIES_GASTLY);
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
}
}
// No current official way to test this, effect based on Smogon's NatDex format.
SINGLE_BATTLE_TEST("Mind's Eye doesn't bypass a Ghost-type's Wonder Guard")
{
u32 move;
PARAMETRIZE { move = MOVE_SCRATCH; }
PARAMETRIZE { move = MOVE_KARATE_CHOP; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SCRAPPY); };
OPPONENT(SPECIES_SHEDINJA) { Ability(ABILITY_WONDER_GUARD); };
} WHEN {
TURN { MOVE(player, move); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, move, player);
HP_BAR(opponent);
}
ABILITY_POPUP(opponent, ABILITY_WONDER_GUARD);
MESSAGE("The opposing Shedinja avoided damage with Wonder Guard!");
}
}
//// AI TESTS ////
AI_SINGLE_BATTLE_TEST("AI doesn't use accuracy-lowering moves if it knows that the foe has Mind's Eye")
{
enum Ability abilityAI = ABILITY_NONE;
PARAMETRIZE { abilityAI = ABILITY_SWIFT_SWIM; }
PARAMETRIZE { abilityAI = ABILITY_MOLD_BREAKER; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_SAND_ATTACK) == EFFECT_ACCURACY_DOWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_URSALUNA_BLOODMOON) { Ability(ABILITY_MINDS_EYE); }
OPPONENT(SPECIES_BASCULEGION) { Moves(MOVE_CELEBRATE, MOVE_SAND_ATTACK); Ability(abilityAI); }
} WHEN {
TURN { MOVE(player, MOVE_SCRATCH); }
TURN { MOVE(player, MOVE_SCRATCH);
if (abilityAI == ABILITY_MOLD_BREAKER) {
SCORE_GT(opponent, MOVE_SAND_ATTACK, MOVE_CELEBRATE);
} else {
SCORE_LT_VAL(opponent, MOVE_SAND_ATTACK, AI_SCORE_DEFAULT);
}
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
if (abilityAI == ABILITY_MOLD_BREAKER) {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SAND_ATTACK, opponent);
}
}
}