diff --git a/test/battle/ability/battery.c b/test/battle/ability/battery.c index cecfa81d0c..7ddc0b837c 100644 --- a/test/battle/ability/battery.c +++ b/test/battle/ability/battery.c @@ -1,5 +1,51 @@ #include "global.h" #include "test/battle.h" -TO_DO_BATTLE_TEST("Battery increases Sp. Attack damage of allies by ~30%"); // 5325/4096 -TO_DO_BATTLE_TEST("Battery does not increase its own Sp. Attack damage"); +DOUBLE_BATTLE_TEST("Battery increases Sp. Attack damage of allies by ~30%") +{ + s16 damage[2]; + + GIVEN { + PLAYER(SPECIES_CHARJABUG) { Speed(1); Ability(ABILITY_BATTERY); } + PLAYER(SPECIES_WOBBUFFET) { Speed(2); Moves(MOVE_SHOCK_WAVE); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(4); Moves(MOVE_CELEBRATE, MOVE_GASTRO_ACID); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(3); } + } WHEN { + TURN { MOVE(playerRight, MOVE_SHOCK_WAVE, target: opponentLeft); } + TURN { MOVE(opponentLeft, MOVE_GASTRO_ACID, target: playerLeft); MOVE(playerRight, MOVE_SHOCK_WAVE, target: opponentLeft); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_SHOCK_WAVE, playerRight); + HP_BAR(opponentLeft, captureDamage: &damage[0]); + + ANIMATION(ANIM_TYPE_MOVE, MOVE_GASTRO_ACID, opponentLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_SHOCK_WAVE, playerRight); + HP_BAR(opponentLeft, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], UQ_4_12(1.3), damage[0]); + } + +} + +DOUBLE_BATTLE_TEST("Battery does not increase its own Sp. Attack damage") +{ + s16 damage[2]; + + GIVEN { + PLAYER(SPECIES_CHARJABUG) { Speed(1); Ability(ABILITY_BATTERY); } + PLAYER(SPECIES_WOBBUFFET) { Speed(2); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(4); Moves(MOVE_CELEBRATE, MOVE_GASTRO_ACID); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(3); } + } WHEN { + TURN { MOVE(playerLeft, MOVE_SHOCK_WAVE, target: opponentLeft); } + TURN { MOVE(opponentLeft, MOVE_GASTRO_ACID, target: playerLeft); MOVE(playerLeft, MOVE_SHOCK_WAVE, target: opponentLeft); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_SHOCK_WAVE, playerLeft); + HP_BAR(opponentLeft, captureDamage: &damage[0]); + + ANIMATION(ANIM_TYPE_MOVE, MOVE_GASTRO_ACID, opponentLeft); + ANIMATION(ANIM_TYPE_MOVE, MOVE_SHOCK_WAVE, playerLeft); + HP_BAR(opponentLeft, captureDamage: &damage[1]); + } THEN { + EXPECT_EQ(damage[0], damage[1]); + } +}