pokeemerald-expansion/test/battle/ability/levitate.c
2026-01-17 02:26:09 -08:00

113 lines
4.0 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Levitate activates when targeted by ground type moves")
{
GIVEN {
ASSUME(GetMoveType(MOVE_MUD_SLAP) == TYPE_GROUND);
PLAYER(SPECIES_LUNATONE) { Ability(ABILITY_LEVITATE); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_MUD_SLAP); }
} SCENE {
ABILITY_POPUP(player, ABILITY_LEVITATE);
}
}
SINGLE_BATTLE_TEST("Levitate does not activate if protected")
{
GIVEN {
ASSUME(GetMoveType(MOVE_MUD_SLAP) == TYPE_GROUND);
PLAYER(SPECIES_LUNATONE) { Ability(ABILITY_LEVITATE); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_MUD_SLAP); }
} SCENE {
NONE_OF {
ABILITY_POPUP(player, ABILITY_LEVITATE);
}
}
}
SINGLE_BATTLE_TEST("Levitate does not activate on status moves")
{
GIVEN {
ASSUME(GetMoveType(MOVE_SAND_ATTACK) == TYPE_GROUND);
ASSUME(GetMoveCategory(MOVE_SAND_ATTACK) == DAMAGE_CATEGORY_STATUS);
PLAYER(SPECIES_LUNATONE) { Ability(ABILITY_LEVITATE); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SAND_ATTACK); }
} SCENE {
NONE_OF {
ABILITY_POPUP(player, ABILITY_LEVITATE);
}
}
}
SINGLE_BATTLE_TEST("Levitate does not activate if attacked by an opponent with Mold Breaker")
{
GIVEN {
ASSUME(GetMoveType(MOVE_MUD_SLAP) == TYPE_GROUND);
PLAYER(SPECIES_LUNATONE) { Ability(ABILITY_LEVITATE); }
OPPONENT(SPECIES_TINKATON) { Ability(ABILITY_MOLD_BREAKER); }
} WHEN {
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_MUD_SLAP); }
} SCENE {
NONE_OF {
ABILITY_POPUP(player, ABILITY_LEVITATE);
}
}
}
DOUBLE_BATTLE_TEST("Levitate does not cause single remaining target to take higher damage")
{
s16 damage[3];
GIVEN {
PLAYER(SPECIES_REGIROCK) { Speed(1); }
PLAYER(SPECIES_WOBBUFFET) { Speed(4); }
OPPONENT(SPECIES_LUNATONE) { Speed(3); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
} WHEN {
TURN { MOVE(playerRight, MOVE_CELEBRATE); MOVE(playerLeft, MOVE_EARTHQUAKE); }
TURN { MOVE(playerRight, MOVE_MEMENTO, target:opponentLeft); MOVE(playerLeft, MOVE_EARTHQUAKE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_EARTHQUAKE, playerLeft);
HP_BAR(playerRight, captureDamage: &damage[0]);
HP_BAR(opponentRight, captureDamage: &damage[1]);
ANIMATION(ANIM_TYPE_MOVE, MOVE_MEMENTO, playerRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EARTHQUAKE, playerLeft);
HP_BAR(opponentRight, captureDamage: &damage[2]);
} THEN {
EXPECT_EQ(damage[0], damage[1]);
EXPECT_EQ(damage[1], damage[2]);
}
}
AI_SINGLE_BATTLE_TEST("Levitate is seen correctly by switch AI")
{
enum Ability ability = ABILITY_NONE;
enum Item item = ITEM_NONE;
PARAMETRIZE { ability = ABILITY_OWN_TEMPO, item = ITEM_NONE ; }
PARAMETRIZE { ability = ABILITY_MOLD_BREAKER, item = ITEM_NONE ; }
PARAMETRIZE { ability = ABILITY_MOLD_BREAKER, item = ITEM_ABILITY_SHIELD ; }
GIVEN {
ASSUME(GetMoveType(MOVE_MUD_SLAP) == TYPE_GROUND);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_TINKATON) { Ability(ability); Speed(3); }
OPPONENT(SPECIES_PONYTA) { Level(1); Item(ITEM_EJECT_PACK); Moves(MOVE_OVERHEAT); Speed(4); } // Forces switchout
OPPONENT(SPECIES_VIKAVOLT) { HP(1); Speed(1); Ability(ABILITY_LEVITATE); Moves(MOVE_FLAMETHROWER); Item(item); }
OPPONENT(SPECIES_HYPNO) { Speed(1); Moves(MOVE_IRON_HEAD); }
} WHEN {
if ((ability == ABILITY_MOLD_BREAKER) && (item != ITEM_ABILITY_SHIELD))
TURN { MOVE(player, MOVE_MUD_SLAP); EXPECT_SEND_OUT(opponent, 2); }
else
TURN { MOVE(player, MOVE_MUD_SLAP); EXPECT_SEND_OUT(opponent, 1); }
}
}