#include "global.h" #include "test/battle.h" AI_SINGLE_BATTLE_TEST("AI_FLAG_RISKY: AI will blindly Mirror Coat against special attackers") { u32 aiRiskyFlag = 0; PARAMETRIZE { aiRiskyFlag = 0; } PARAMETRIZE { aiRiskyFlag = AI_FLAG_RISKY; } GIVEN { ASSUME(gMovesInfo[MOVE_MIRROR_COAT].effect == EFFECT_MIRROR_COAT); ASSUME(gSpeciesInfo[SPECIES_GROVYLE].baseSpAttack == 85); ASSUME(gSpeciesInfo[SPECIES_GROVYLE].baseAttack == 65); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiRiskyFlag); PLAYER(SPECIES_GROVYLE) { Level(20); Moves(MOVE_ENERGY_BALL); } OPPONENT(SPECIES_CASTFORM) { Level(20); Moves(MOVE_TACKLE, MOVE_MIRROR_COAT); } } WHEN { TURN { MOVE(player, MOVE_ENERGY_BALL) ; EXPECT_MOVE(opponent, aiRiskyFlag ? MOVE_MIRROR_COAT : MOVE_TACKLE); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_RISKY: AI will blindly Counter against physical attackers") { u32 aiRiskyFlag = 0; PARAMETRIZE { aiRiskyFlag = 0; } PARAMETRIZE { aiRiskyFlag = AI_FLAG_RISKY; } GIVEN { ASSUME(gMovesInfo[MOVE_COUNTER].effect == EFFECT_COUNTER); ASSUME(gSpeciesInfo[SPECIES_MARSHTOMP].baseAttack == 85); ASSUME(gSpeciesInfo[SPECIES_MARSHTOMP].baseSpAttack == 60); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiRiskyFlag); PLAYER(SPECIES_MARSHTOMP) { Level(20); Moves(MOVE_WATERFALL); } OPPONENT(SPECIES_CASTFORM) { Level(20); Moves(MOVE_TACKLE, MOVE_COUNTER); } } WHEN { TURN { MOVE(player, MOVE_WATERFALL) ; EXPECT_MOVE(opponent, aiRiskyFlag ? MOVE_COUNTER : MOVE_TACKLE); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_RISKY: AI will prioritize Revenge if slower") { u32 aiRiskyFlag = 0; PARAMETRIZE { aiRiskyFlag = 0; } PARAMETRIZE { aiRiskyFlag = AI_FLAG_RISKY; } GIVEN { ASSUME(gMovesInfo[MOVE_REVENGE].effect == EFFECT_REVENGE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiRiskyFlag); PLAYER(SPECIES_GROVYLE) { Level(20); Speed(4); Moves(MOVE_ENERGY_BALL); } OPPONENT(SPECIES_CASTFORM) { Level(19); Speed(3); Moves(MOVE_TACKLE, MOVE_REVENGE); } } WHEN { TURN { MOVE(player, MOVE_ENERGY_BALL) ; EXPECT_MOVE(opponent, aiRiskyFlag ? MOVE_REVENGE : MOVE_TACKLE); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_RISKY: Mid-battle switches prioritize offensive options") { u32 aiRiskyFlag = 0; PARAMETRIZE { aiRiskyFlag = 0; } PARAMETRIZE { aiRiskyFlag = AI_FLAG_RISKY; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | aiRiskyFlag); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_WING_ATTACK, MOVE_BOOMBURST); Speed(5); } OPPONENT(SPECIES_PONYTA) { Level(1); Moves(MOVE_NONE); Speed(4); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_HEADBUTT); Speed(4); SpDefense(41); } // Mid battle, AI sends out Aron OPPONENT(SPECIES_ELECTRODE) { Level(30); Moves(MOVE_CHARGE_BEAM); Speed(6); Ability(ABILITY_STATIC); } } WHEN { TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SWITCH(opponent, aiRiskyFlag? 2 : 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_RISKY: AI prefers high damage moves at the expense of accuracy regardless of KO thresholds") { u32 aiRiskyFlag = 0; PARAMETRIZE { aiRiskyFlag = 0; } PARAMETRIZE { aiRiskyFlag = AI_FLAG_RISKY; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiRiskyFlag); PLAYER(SPECIES_PSYDUCK) { Level(5); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_CASTFORM) { Level(20); Moves(MOVE_THUNDER, MOVE_THUNDERBOLT); } } WHEN { TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVE(opponent, aiRiskyFlag ? MOVE_THUNDER : MOVE_THUNDERBOLT); } } }