db24128ee3
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
256 lines
11 KiB
C
256 lines
11 KiB
C
#include "global.h"
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#include "test/battle.h"
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#include "battle_ai_util.h"
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ASSUMPTIONS
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{
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ASSUME(MoveHasAdditionalEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS) == TRUE);
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Facade")
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{
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u16 status1, expectedMove;
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PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
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PARAMETRIZE { status1 = STATUS1_BURN; expectedMove = MOVE_FACADE; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_FACADE].effect == EFFECT_FACADE);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(60); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_FACADE); Status1(status1); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, expectedMove); }
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} SCENE {
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if (expectedMove == MOVE_FACADE)
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MESSAGE("Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Smelling Salt")
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{
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u16 status1, expectedMove;
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PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
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PARAMETRIZE { status1 = STATUS1_PARALYSIS; expectedMove = MOVE_SMELLING_SALTS; }
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GIVEN {
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ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
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ASSUME(gMovesInfo[MOVE_SMELLING_SALTS].effect == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
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ASSUME(gMovesInfo[MOVE_SMELLING_SALTS].argument == STATUS1_PARALYSIS);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(60); Status1(status1); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_SMELLING_SALTS); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, expectedMove); }
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} SCENE {
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if (expectedMove == MOVE_SMELLING_SALTS)
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MESSAGE("Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Wake Up Slap")
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{
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u16 status1, expectedMove;
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PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
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PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_WAKE_UP_SLAP; }
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GIVEN {
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ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
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ASSUME(gMovesInfo[MOVE_WAKE_UP_SLAP].effect == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
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ASSUME(gMovesInfo[MOVE_WAKE_UP_SLAP].argument == STATUS1_SLEEP);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_MEGANIUM) { HP(35); Status1(status1); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_WAKE_UP_SLAP); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, expectedMove); }
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} SCENE {
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if (expectedMove == MOVE_WAKE_UP_SLAP)
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MESSAGE("Meganium fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
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{
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u32 movePlayer;
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u16 expectedMove;
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PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_DRUM_BEATING; }
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PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_GRAV_APPLE].effect == EFFECT_GRAV_APPLE);
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ASSUME(gMovesInfo[MOVE_GRAV_APPLE].power == gMovesInfo[MOVE_DRUM_BEATING].power);
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ASSUME(MoveHasAdditionalEffect(MOVE_DRUM_BEATING, MOVE_EFFECT_SPD_MINUS_1) == TRUE);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_DRUM_BEATING, MOVE_GRAV_APPLE); }
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} WHEN {
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TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_DRUM_BEATING); }
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TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
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} SCENE {
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if (expectedMove == MOVE_GRAV_APPLE)
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MESSAGE("Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Flail")
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{
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u16 hp, expectedMove;
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PARAMETRIZE { hp = 490; expectedMove = MOVE_BODY_SLAM; }
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PARAMETRIZE { hp = 5; expectedMove = MOVE_FLAIL; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_FLAIL].effect == EFFECT_FLAIL);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
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OPPONENT(SPECIES_WOBBUFFET) { HP(hp); MaxHP(490); Speed(20); Moves(MOVE_BODY_SLAM, MOVE_FLAIL); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, expectedMove); }
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}
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}
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AI_SINGLE_BATTLE_TEST("AI will only use Dream Eater if target is asleep")
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{
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u16 status1, expectedMove;
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PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
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PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_DREAM_EATER; }
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_MEGANIUM) { HP(38); Status1(status1); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_DREAM_EATER); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, expectedMove); }
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} SCENE {
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if (expectedMove == MOVE_DREAM_EATER)
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MESSAGE("Meganium fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI sees increased base power of Spit Up")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_STOCKPILE].effect == EFFECT_STOCKPILE);
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ASSUME(gMovesInfo[MOVE_SPIT_UP].effect == EFFECT_SPIT_UP);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(43); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_STOCKPILE, MOVE_SPIT_UP, MOVE_TACKLE); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, MOVE_STOCKPILE); }
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TURN { EXPECT_MOVE(opponent, MOVE_SPIT_UP); }
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} SCENE {
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MESSAGE("Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI can choose Counter or Mirror Coat if the predicted move split is correct and user doesn't faint")
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{
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u16 playerMove = MOVE_NONE, opponentMove = MOVE_NONE;
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PARAMETRIZE { playerMove = MOVE_STRENGTH; opponentMove = MOVE_COUNTER; }
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PARAMETRIZE { playerMove = MOVE_POWER_GEM; opponentMove = MOVE_MIRROR_COAT; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_COUNTER].effect == EFFECT_COUNTER);
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ASSUME(gMovesInfo[MOVE_MIRROR_COAT].effect == EFFECT_MIRROR_COAT);
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ASSUME(gMovesInfo[MOVE_STRENGTH].category == DAMAGE_CATEGORY_PHYSICAL);
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ASSUME(gMovesInfo[MOVE_POWER_GEM].category == DAMAGE_CATEGORY_SPECIAL);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { HP(102); Speed(100); Moves(opponentMove, MOVE_STRENGTH); }
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} WHEN {
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TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
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TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, opponentMove); }
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TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
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} SCENE {
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MESSAGE("The opposing Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI chooses moves with secondary effect that have a 100% chance to trigger")
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{
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u16 ability;
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PARAMETRIZE { ability = ABILITY_NONE; }
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PARAMETRIZE { ability = ABILITY_SERENE_GRACE; }
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GIVEN {
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ASSUME(MoveHasAdditionalEffectWithChance(MOVE_SHADOW_BALL, MOVE_EFFECT_SP_DEF_MINUS_1, 20));
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ASSUME(MoveHasAdditionalEffectWithChance(MOVE_OCTAZOOKA, MOVE_EFFECT_ACC_MINUS_1, 50));
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_REGICE);
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OPPONENT(SPECIES_REGIROCK) { Ability(ability); Moves(MOVE_SHADOW_BALL, MOVE_OCTAZOOKA); }
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} WHEN {
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if (ability == ABILITY_NONE)
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TURN { EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); }
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else
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TURN { EXPECT_MOVES(opponent, MOVE_OCTAZOOKA); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI chooses moves that cure self or partner")
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{
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u32 status1_0, status1_1, partnerAbility;
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PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_NONE; partnerAbility = ABILITY_SCRAPPY; }
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PARAMETRIZE { status1_0 = STATUS1_TOXIC_POISON; status1_1 = STATUS1_NONE; partnerAbility = ABILITY_SCRAPPY; }
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PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS; partnerAbility = ABILITY_SCRAPPY; }
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PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS; partnerAbility = ABILITY_SOUNDPROOF; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_HEAL_BELL].effect == EFFECT_HEAL_BELL);
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ASSUME(B_HEAL_BELL_SOUNDPROOF >= GEN_8);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_ROCK_SLIDE, MOVE_HEAL_BELL, MOVE_ACID); Status1(status1_0); }
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OPPONENT(SPECIES_EXPLOUD) { Status1(status1_1); Ability(partnerAbility); }
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} WHEN {
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if (status1_0 != STATUS1_NONE || (status1_1 != STATUS1_NONE && partnerAbility != ABILITY_SOUNDPROOF))
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TURN { EXPECT_MOVE(opponentLeft, MOVE_HEAL_BELL); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_ROCK_SLIDE); }
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}
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}
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AI_SINGLE_BATTLE_TEST("AI chooses moves that cure inactive party members")
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{
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u32 status, ability;
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PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SCRAPPY; }
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PARAMETRIZE { status = STATUS1_NONE; ability = ABILITY_SCRAPPY; }
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PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SOUNDPROOF; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_HEAL_BELL].effect == EFFECT_HEAL_BELL);
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ASSUME(B_HEAL_BELL_SOUNDPROOF >= GEN_5);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_BODY_PRESS, MOVE_HEAL_BELL); }
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OPPONENT(SPECIES_EXPLOUD) { Status1(status); Ability(ability); }
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} WHEN {
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if (status == STATUS1_NONE)
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TURN { EXPECT_MOVE(opponent, MOVE_BODY_PRESS); }
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else
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TURN { EXPECT_MOVE(opponent, MOVE_HEAL_BELL); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI prioritizes Skill Swapping Contrary to allied mons that would benefit from it")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_SKILL_SWAP].effect == EFFECT_SKILL_SWAP);
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ASSUME(gMovesInfo[MOVE_OVERHEAT].additionalEffects[0].moveEffect == MOVE_EFFECT_SP_ATK_MINUS_2);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
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PLAYER(SPECIES_WOBBUFFET) { Speed(3); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(3); }
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OPPONENT(SPECIES_SPINDA) { Ability(ABILITY_CONTRARY); Speed(5); Moves(MOVE_SKILL_SWAP, MOVE_ENCORE, MOVE_FAKE_TEARS, MOVE_SWAGGER); }
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OPPONENT(SPECIES_ARCANINE) { Ability(ABILITY_INTIMIDATE); Speed(4); Moves (MOVE_OVERHEAT); }
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} WHEN {
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TURN { EXPECT_MOVE(opponentLeft, MOVE_SKILL_SWAP, target:opponentRight); EXPECT_MOVE(opponentRight, MOVE_OVERHEAT); }
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}
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}
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