sovereignx/test/battle/ai_check_viability.c
Alex be42d4eafb
Increase score of secondary effects only at 100% chance (#3583)
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
2023-11-21 11:30:20 +01:00

191 lines
7.3 KiB
C

#include "global.h"
#include "test/battle.h"
#include "battle_ai_util.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_BODY_SLAM].effect == EFFECT_PARALYZE_HIT);
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Facade")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_BURN; expectedMove = MOVE_FACADE; }
GIVEN {
ASSUME(gBattleMoves[MOVE_FACADE].effect == EFFECT_FACADE);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(60); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_FACADE); Status1(status1); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_FACADE)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Smelling Salt")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_PARALYSIS; expectedMove = MOVE_SMELLING_SALTS; }
GIVEN {
ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
ASSUME(gBattleMoves[MOVE_SMELLING_SALTS].effect == EFFECT_SMELLING_SALTS);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(60); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_SMELLING_SALTS); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_SMELLING_SALTS)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Wake Up Slap")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_WAKE_UP_SLAP; }
GIVEN {
ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
ASSUME(gBattleMoves[MOVE_WAKE_UP_SLAP].effect == EFFECT_WAKE_UP_SLAP);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_MEGANIUM) { HP(35); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_WAKE_UP_SLAP); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_WAKE_UP_SLAP)
MESSAGE("Meganium fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
{
u32 movePlayer;
u16 expectedMove;
PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_TROP_KICK; }
PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
GIVEN {
ASSUME(gBattleMoves[MOVE_GRAV_APPLE].effect == EFFECT_GRAV_APPLE);
ASSUME(gBattleMoves[MOVE_TROP_KICK].effect == EFFECT_ATTACK_DOWN_HIT);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_TROP_KICK, MOVE_GRAV_APPLE); }
} WHEN {
TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_TROP_KICK); }
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_GRAV_APPLE)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Flail")
{
u16 hp, expectedMove;
PARAMETRIZE { hp = 490; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { hp = 5; expectedMove = MOVE_FLAIL; }
GIVEN {
ASSUME(gBattleMoves[MOVE_FLAIL].effect == EFFECT_FLAIL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
OPPONENT(SPECIES_WOBBUFFET) { HP(hp); MaxHP(490); Speed(20); Moves(MOVE_BODY_SLAM, MOVE_FLAIL); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
}
}
AI_SINGLE_BATTLE_TEST("AI will only use Dream Eater if target is asleep")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_DREAM_EATER; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_MEGANIUM) { HP(38); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_DREAM_EATER); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_DREAM_EATER)
MESSAGE("Meganium fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Spit Up")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_STOCKPILE].effect == EFFECT_STOCKPILE);
ASSUME(gBattleMoves[MOVE_SPIT_UP].effect == EFFECT_SPIT_UP);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(43); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_STOCKPILE, MOVE_SPIT_UP, MOVE_TACKLE); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_STOCKPILE); }
TURN { EXPECT_MOVE(opponent, MOVE_SPIT_UP); }
} SCENE {
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI can choose Counter or Mirror Coat if the predicted move split is correct and user doesn't faint")
{
u16 playerMove = MOVE_NONE, opponentMove = MOVE_NONE;
PARAMETRIZE { playerMove = MOVE_STRENGTH; opponentMove = MOVE_COUNTER; }
PARAMETRIZE { playerMove = MOVE_POWER_GEM; opponentMove = MOVE_MIRROR_COAT; }
GIVEN {
ASSUME(gBattleMoves[MOVE_COUNTER].effect == EFFECT_COUNTER);
ASSUME(gBattleMoves[MOVE_MIRROR_COAT].effect == EFFECT_MIRROR_COAT);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
OPPONENT(SPECIES_WOBBUFFET) { HP(102); Speed(100); Moves(opponentMove, MOVE_STRENGTH); }
} WHEN {
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, opponentMove); }
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
} SCENE {
MESSAGE("Foe Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI chooses moves with secondary effect that have a 100% chance to trigger")
{
u16 ability;
PARAMETRIZE { ability = ABILITY_NONE; }
PARAMETRIZE { ability = ABILITY_SERENE_GRACE; }
GIVEN {
AI_LOG;
ASSUME(gBattleMoves[MOVE_SHADOW_BALL].effect == EFFECT_SPECIAL_DEFENSE_DOWN_HIT);
ASSUME(gBattleMoves[MOVE_SHADOW_BALL].secondaryEffectChance == 20);
ASSUME(gBattleMoves[MOVE_LUSTER_PURGE].effect == EFFECT_SPECIAL_DEFENSE_DOWN_HIT);
ASSUME(gBattleMoves[MOVE_LUSTER_PURGE].secondaryEffectChance == 50);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_REGICE);
OPPONENT(SPECIES_REGIROCK) { Ability(ability); Moves(MOVE_SHADOW_BALL, MOVE_LUSTER_PURGE); }
} WHEN {
if (ability == ABILITY_NONE)
TURN { EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); }
else
TURN { EXPECT_MOVES(opponent, MOVE_LUSTER_PURGE); }
}
}