Files
gen1recomp/tests/engine/thrash_setup_anim_bug1532.lua
T

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Lua

-- THRASH/PETAL DANCE is a SpecialEffectsCont entry
-- (data/battle/special_effects.asm:22), so on the SETUP turn only,
-- engine/battle/core.asm:3129-3133 runs ThrashPetalDanceEffect before
-- damage; it ends in PlayBattleAnimation2 with SHRINKING_SQUARE_ANIM
-- (ANIM_B1 on the enemy's turn) plus the slow horizontal screen shake
-- (engine/battle/effects.asm:791-808, :1461-1471). The port queued only
-- the move's own animation (#1532).
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
require("src.render.Font").load(Data)
local BattleState = require("src.battle.BattleState")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local TypeChart = require("src.battle.TypeChart")
TypeChart.load(Data)
Data.moves.FIX_THRASH = {
id = "FIX_THRASH", index = 91, name = "FIX THRASH", type = "NORMAL",
power = 90, accuracy = 100, pp = 20, effect = "THRASH_PETAL_DANCE_EFFECT",
}
local function newBattle()
local save = SaveData.newGame()
save.party = { Pokemon.new(Data, "FIXMON_A", 40) }
local game = { data = Data, save = save,
stack = { top = function() return nil end, push = function() end } }
local battle = BattleState.newWild(game, "FIXMON_C", 40)
battle.rng = function(a) if a then return a end return 0 end
return battle
end
local function animRows(battle)
local rows = {}
for _, item in ipairs(battle.queue) do
if item.anim then
rows[#rows + 1] = { anim = item.anim, hit = item.hit,
attackerIsPlayer = item.attackerIsPlayer }
end
end
return rows
end
local function indexOf(rows, name)
for i, row in ipairs(rows) do
if row.anim == name then return i end
end
return nil
end
-- ---------------------------------------------------------------------
-- the player's setup turn: the effect animation precedes the move's own
-- ---------------------------------------------------------------------
do
local battle = newBattle()
battle.queue, battle.nextInsert = {}, 0
local slot = { id = "FIX_THRASH", pp = 20 }
battle:performMove(battle.player, battle.enemy, slot)
local rows = animRows(battle)
local setup = indexOf(rows, "SHRINKING_SQUARE_ANIM")
local move = indexOf(rows, "FIX_THRASH")
T.check(setup ~= nil, "the setup turn queues SHRINKING_SQUARE_ANIM")
T.check(move ~= nil and setup < move,
"it plays BEFORE PlayPlayerMoveAnimation, as SpecialEffectsCont runs first")
T.eq(rows[setup].attackerIsPlayer, true, "on the player's side")
T.eq(rows[setup].hit and rows[setup].hit.animType, 6,
"wAnimationType 6 -> ShakeScreenHorizontallySlow2 on the player's turn")
-- the continuation turn never reaches the effect (.ThrashingAboutCheck,
-- core.asm:3532-3550 jumps straight to PlayerCalcMoveDamage)
battle.queue, battle.nextInsert = {}, 0
battle:performMove(battle.player, battle.enemy, slot)
T.check(indexOf(animRows(battle), "SHRINKING_SQUARE_ANIM") == nil,
"a locked-in Thrash queues no setup animation")
end
-- ---------------------------------------------------------------------
-- the enemy's turn takes ANIM_B1 and wAnimationType 3
-- ---------------------------------------------------------------------
do
local battle = newBattle()
battle.queue, battle.nextInsert = {}, 0
battle:performMove(battle.enemy, battle.player, { id = "FIX_THRASH", pp = 20 })
local rows = animRows(battle)
local setup = indexOf(rows, "ANIM_B1")
T.check(setup ~= nil, "the enemy's setup turn queues ANIM_B1")
T.eq(rows[setup].attackerIsPlayer, false, "on the enemy's side")
T.eq(rows[setup].hit and rows[setup].hit.animType, 3,
"wAnimationType 3 -> ShakeScreenHorizontallySlow on the enemy's turn")
T.check(indexOf(rows, "SHRINKING_SQUARE_ANIM") == nil,
"and never the player-side id")
end
-- ---------------------------------------------------------------------
-- a missed setup turn still runs the effect (it precedes MoveHitTest)
-- ---------------------------------------------------------------------
do
local battle = newBattle()
battle.queue, battle.nextInsert = {}, 0
battle.accuracyRoll = function() return false end
battle:performMove(battle.player, battle.enemy, { id = "FIX_THRASH", pp = 20 })
local rows = animRows(battle)
T.check(indexOf(rows, "SHRINKING_SQUARE_ANIM") ~= nil,
"the setup animation survives a miss")
T.check(indexOf(rows, "FIX_THRASH") == nil, "while the move's own anim is cancelled")
end
T.finish("thrash setup animation (#1532)")