pokeemmo/test/battle/ability/water_compaction.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

62 lines
2.3 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Water Compaction raises Defense 2 stages when hit by a water type move")
{
GIVEN {
ASSUME(GetMoveType(MOVE_WATER_GUN) == TYPE_WATER);
PLAYER(SPECIES_SANDYGAST) { Ability(ABILITY_WATER_COMPACTION); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_WATER_GUN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 2);
}
}
SINGLE_BATTLE_TEST("Water Compaction raises Defense 2 stages on each hit of a multi-hit Water type move")
{
GIVEN {
ASSUME(GetMoveType(MOVE_SURGING_STRIKES) == TYPE_WATER);
ASSUME(GetMoveStrikeCount(MOVE_SURGING_STRIKES) == 3);
PLAYER(SPECIES_SANDYGAST) { Ability(ABILITY_WATER_COMPACTION); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SURGING_STRIKES); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
MESSAGE("Sandygast's Defense sharply rose!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
MESSAGE("Sandygast's Defense sharply rose!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SURGING_STRIKES, opponent);
ABILITY_POPUP(player, ABILITY_WATER_COMPACTION);
MESSAGE("Sandygast's Defense sharply rose!");
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 6);
}
}
SINGLE_BATTLE_TEST("Water Compaction does not affect damage taken from Water type moves", s16 damage)
{
enum Ability ability;
PARAMETRIZE { ability = ABILITY_SAND_VEIL; }
PARAMETRIZE { ability = ABILITY_WATER_COMPACTION; }
GIVEN {
ASSUME(GetMoveType(MOVE_WATER_GUN) == TYPE_WATER);
PLAYER(SPECIES_SANDYGAST) { Ability(ability); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_WATER_GUN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
HP_BAR(player, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_EQ(results[0].damage, results[1].damage);
}
}