e79583be63
* Remove function GetMoveDamageResult * fix test * test clean up --------- Co-authored-by: DizzyEggg <jajkodizzy@wp.pl>
48 lines
1.9 KiB
C
48 lines
1.9 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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AI_SINGLE_BATTLE_TEST("AI prefers priority moves if it's slower and can kill target")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_QUICK_ATTACK].priority == 1);
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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(1); Speed(100); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(100); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, MOVE_QUICK_ATTACK); SEND_OUT(player, 1); }
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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 will choose a random move if it's faster and can kill target")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_QUICK_ATTACK].priority == 1);
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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(1); Speed(1); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(100); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
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} WHEN {
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TURN { EXPECT_MOVES(opponent, MOVE_QUICK_ATTACK, MOVE_STRENGTH); SEND_OUT(player, 1); }
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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 will choose a priority move if it is slower then the target and will be killed")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_QUICK_ATTACK].priority == 1);
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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(100); }
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OPPONENT(SPECIES_WOBBUFFET) { HP(60); Speed(1); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
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} WHEN {
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TURN { MOVE(player, MOVE_STRENGTH); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
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TURN { MOVE(player, MOVE_STRENGTH); EXPECT_MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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MESSAGE("Foe Wobbuffet fainted!");
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}
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}
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