sovereignx/test/battle/ai_trytofaint.c
Alex 4f1df84acf
Make AI see Loaded Dice hold effect for multi hit moves that strike 5… (#4622)
* Make AI see Loaded Dice hold effect for multi hit moves that strike 5 times

* Update battle_ai_util.c
2024-05-26 22:19:45 +02:00

61 lines
2.4 KiB
C

#include "global.h"
#include "test/battle.h"
#include "battle_ai_util.h"
AI_SINGLE_BATTLE_TEST("AI prefers priority moves if it's slower and can kill target")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_QUICK_ATTACK].priority == 1);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(1); Speed(100); }
PLAYER(SPECIES_WOBBUFFET) { Speed(100); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(1); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_QUICK_ATTACK); SEND_OUT(player, 1); }
} SCENE {
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI will choose a random move if it's faster and can kill target")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_QUICK_ATTACK].priority == 1);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(1); Speed(1); }
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(100); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
} WHEN {
TURN { EXPECT_MOVES(opponent, MOVE_QUICK_ATTACK, MOVE_STRENGTH); SEND_OUT(player, 1); }
} SCENE {
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI will choose a priority move if it is slower then the target and will be killed")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_QUICK_ATTACK].priority == 1);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Speed(100); }
OPPONENT(SPECIES_WOBBUFFET) { HP(60); Speed(1); Moves(MOVE_QUICK_ATTACK, MOVE_STRENGTH); }
} WHEN {
TURN { MOVE(player, MOVE_STRENGTH); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
TURN { MOVE(player, MOVE_STRENGTH); EXPECT_MOVE(opponent, MOVE_QUICK_ATTACK); }
} SCENE {
MESSAGE("Foe Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees Loaded Dice damage increase from multi hit moves")
{
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(44); }
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_LOADED_DICE); Moves(MOVE_SEED_BOMB, MOVE_BULLET_SEED); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_BULLET_SEED); }
} SCENE {
MESSAGE("Wobbuffet fainted!");
}
}