From 3a6c3d580d2ac68a6f92588b5ede7c56b791a13e Mon Sep 17 00:00:00 2001 From: hedara90 <90hedara@gmail.com> Date: Mon, 19 Aug 2024 19:03:47 +0200 Subject: [PATCH] Round Tests (#5196) * Round Tests * Apply suggestions from code review Co-authored-by: Eduardo Quezada --------- Co-authored-by: Hedara Co-authored-by: Eduardo Quezada --- test/battle/move_effect/round.c | 115 ++++++++++++++++++++++++++++++++ 1 file changed, 115 insertions(+) create mode 100644 test/battle/move_effect/round.c diff --git a/test/battle/move_effect/round.c b/test/battle/move_effect/round.c new file mode 100644 index 000000000000..c911c96b6327 --- /dev/null +++ b/test/battle/move_effect/round.c @@ -0,0 +1,115 @@ +#include "global.h" +#include "test/battle.h" + +ASSUMPTIONS +{ + ASSUME(gMovesInfo[MOVE_ROUND].effect == EFFECT_ROUND); +} + +DOUBLE_BATTLE_TEST("Round allows other battlers which also selected the moves to immediately use the move, ignoring turn order") +{ + GIVEN { + ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL); + ASSUME(gMovesInfo[MOVE_IRON_HEAD].additionalEffects[0].moveEffect == MOVE_EFFECT_FLINCH); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); } + } WHEN { + TURN { + MOVE(playerRight, MOVE_CELEBRATE); + MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); + MOVE(playerLeft, MOVE_IRON_HEAD, target: opponentRight); + MOVE(opponentRight, MOVE_ROUND, target: playerLeft); + } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); + NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_IRON_HEAD, playerLeft); + } +} + +DOUBLE_BATTLE_TEST("Round usages beyond the first one has double base power") +{ + s16 damage[2]; + GIVEN { + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { + MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); + MOVE(opponentRight, MOVE_ROUND, target: playerLeft); + } + } SCENE { + HP_BAR(playerLeft, captureDamage: &damage[0]); + HP_BAR(playerLeft, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[0], Q_4_12(2.0), damage[1]); + } +} + +DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { + MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); + MOVE(playerRight, MOVE_CELEBRATE); + MOVE(playerLeft, MOVE_CELEBRATE); + MOVE(opponentRight, MOVE_ROUND, target: playerLeft); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); + } +} +DOUBLE_BATTLE_TEST("Round still preserves the turn order outside of the other Round users moving immediately with switch") +{ + KNOWN_FAILING; // #5148 + GIVEN { + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { + SWITCH(playerRight, 2); + MOVE(opponentLeft, MOVE_ROUND, target: playerLeft); + MOVE(playerLeft, MOVE_CELEBRATE); + MOVE(opponentRight, MOVE_ROUND, target: playerLeft); + } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); + } +} + +DOUBLE_BATTLE_TEST("Round causes opposing pokemon to use Round immediately") +{ + GIVEN { + ASSUME(gItemsInfo[ITEM_LAGGING_TAIL].holdEffect == HOLD_EFFECT_LAGGING_TAIL); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LAGGING_TAIL); } + } WHEN { + TURN { MOVE(opponentLeft, MOVE_CELEBRATE); MOVE(playerRight, MOVE_ROUND, target: opponentLeft); MOVE(playerLeft, MOVE_CELEBRATE, target: opponentRight); MOVE(opponentRight, MOVE_ROUND, target: playerLeft); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, playerRight); + NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_ROUND, opponentRight); + ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft); + } +}