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Water Compaction tests (#6159)
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Co-authored-by: Hedara <hedara90@gmail.com>
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
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3 people authored Feb 1, 2025
1 parent 1c821c2 commit 8bb52b5
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61 changes: 61 additions & 0 deletions test/battle/ability/water_compaction.c
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#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(gMovesInfo[MOVE_WATER_GUN].type == 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(gMovesInfo[MOVE_SURGING_STRIKES].type == TYPE_WATER);
ASSUME(gMovesInfo[MOVE_SURGING_STRIKES].strikeCount == 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)
{
u16 ability;
PARAMETRIZE { ability = ABILITY_SAND_VEIL; }
PARAMETRIZE { ability = ABILITY_WATER_COMPACTION; }
GIVEN {
ASSUME(gMovesInfo[MOVE_WATER_GUN].type == 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);
}
}

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