sovereignx/include/test/battle.h
kittenchilly db24128ee3
Update battle messages to Gen 5+ standards (#3240)
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
2024-10-21 14:52:45 -03:00

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/* Embedded DSL for automated black-box testing of battle mechanics.
*
* To run all the tests use:
* make check -j
* To run specific tests, e.g. Spikes ones, use:
* make check TESTS="Spikes"
* To build a ROM (pokemerald-test.elf) that can be opened in mgba to
* view specific tests, e.g. Spikes ones, use:
* make pokeemerald-test.elf TESTS="Spikes"
*
* Manually testing a battle mechanic often follows this pattern:
* 1. Create a party which can activate the mechanic.
* 2. Start a battle and play a few turns which activate the mechanic.
* 3. Look at the UI outputs to decide if the mechanic works.
*
* Automated testing follows the same pattern:
* 1. Initialize the party in GIVEN.
* 2. Play the turns in WHEN.
* 3. Check the UI outputs in SCENE.
*
* As a concrete example, to manually test EFFECT_PARALYZE, e.g. the
* effect of Stun Spore you might:
* 1. Put a Wobbuffet that knows Stun Spore in your party.
* 2. Battle a wild Wobbuffet.
* 3. Use Stun Spore.
* 4. Check that the Wobbuffet is paralyzed.
*
* This can be translated to an automated test as follows:
*
* ASSUMPTIONS
* {
* ASSUME(gMovesInfo[MOVE_STUN_SPORE].effect == EFFECT_PARALYZE);
* }
*
* SINGLE_BATTLE_TEST("Stun Spore inflicts paralysis")
* {
* GIVEN {
* PLAYER(SPECIES_WOBBUFFET); // 1.
* OPPONENT(SPECIES_WOBBUFFET); // 2.
* } WHEN {
* TURN { MOVE(player, MOVE_STUN_SPORE); } // 3.
* } SCENE {
* ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player);
* MESSAGE("The opposing Wobbuffet is paralyzed, so it may be unable to move!"); // 4
* STATUS_ICON(opponent, paralysis: TRUE); // 4.
* }
* }
*
* The ASSUMPTIONS block documents that Stun Spore has EFFECT_PARALYZE.
* If Stun Spore did not have that effect it would cause the tests in
* the file to be skipped. We write our tests like this so that hackers
* can change the effects of moves without causing tests to fail.
*
* SINGLE_BATTLE_TEST defines the name of the test. Related tests should
* start with the same prefix, e.g. Stun Spore tests should start with
* "Stun Spore", this allows just the Stun Spore-related tests to be run
* with:
* make check TESTS="Stun Spore"
*
* GIVEN initializes the parties, PLAYER and OPPONENT add a Pokémon to
* their respective parties. They can both accept a block which further
* customizes the Pokémon's stats, moves, item, ability, etc.
*
* WHEN describes the turns, and TURN describes the choices made in a
* single turn. MOVE causes the player to use Stun Spore and adds the
* move to the Pokémon's moveset if an explicit Moves was not specified.
* Pokémon that are not mentioned in a TURN use Celebrate.
* The test runner rigs the RNG so that unless otherwise specified,
* moves always hit, never critical hit, always activate their secondary
* effects, and always roll the same damage modifier.
*
* SCENE describes the player-visible output of the battle. In this case
* ANIMATION checks that the Stun Spore animation played, MESSAGE checks
* the paralysis message was shown, and STATUS_ICON checks that the
* opponent's HP bar shows a PRZ icon.
*
* As a second example, to manually test that Stun Spore does not effect
* Grass-types you might:
* 1. Put a Wobbuffet that knows Stun Spore in your party.
* 2. Battle a wild Oddish.
* 3. Use Stun Spore.
* 4. Check that the move animation does not play.
* 5. Check that a "It doesn't affect Foe Oddish…" message is shown.
*
* This can again be translated as follows:
*
* SINGLE_BATTLE_TEST("Stun Spore does not affect Grass-types")
* {
* GIVEN {
* ASSUME(gMovesInfo[MOVE_STUN_SPORE].powderMove);
* ASSUME(gSpeciesInfo[SPECIES_ODDISH].types[0] == TYPE_GRASS);
* PLAYER(SPECIES_ODDISH); // 1.
* OPPONENT(SPECIES_ODDISH); // 2.
* } WHEN {
* TURN { MOVE(player, MOVE_STUN_SPORE); } // 3.
* } SCENE {
* NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player); // 4.
* MESSAGE("It doesn't affect the opposing Oddish…"); // 5.
* }
* }
*
* The ASSUMEs are documenting the reasons why Stun Spore does not
* affect Oddish, namely that Stun Spore is a powder move, and Oddish
* is a Grass-type. These ASSUMEs function similarly to the ones in
* ASSUMPTIONS but apply only to the one test.
*
* NOT inverts the meaning of a SCENE check, so applying it to ANIMATION
* requires that the Stun Spore animation does not play. MESSAGE checks
* that the message was shown. The checks in SCENE are ordered, so
* together this says "The doesn't affect message is shown, and the Stun
* Spore animation does not play at any time before that". Normally you
* would only test one or the other, or even better, just
* NOT STATUS_ICON(opponent, paralysis: TRUE); to say that Oddish was
* not paralyzed without specifying the exact outputs which led to that.
*
* As a final example, to test that Meditate works you might:
* 1. Put a Wobbuffet that knows Meditate and Tackle in your party.
* 2. Battle a wild Wobbuffet.
* 3. Use Tackle and note the amount the HP bar reduced.
* 4. Battle a wild Wobbuffet.
* 5. Use Meditate and that the stat change animation and message play.
* 6. Use Tackle and check that the HP bar reduced by more than in 3.
*
* This can be translated to an automated test as follows:
*
* SINGLE_BATTLE_TEST("Meditate raises Attack", s16 damage)
* {
* bool32 raiseAttack;
* PARAMETRIZE { raiseAttack = FALSE; }
* PARAMETRIZE { raiseAttack = TRUE; }
* GIVEN {
* ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
* PLAYER(SPECIES_WOBBUFFET);
* OPPONENT(SPECIES_WOBBUFFET);
* } WHEN {
* if (raiseAttack) TURN { MOVE(player, MOVE_MEDITATE); } // 5.
* TURN { MOVE(player, MOVE_TACKLE); } // 3 & 6.
* } SCENE {
* if (raiseAttack) {
* ANIMATION(ANIM_TYPE_MOVE, MOVE_MEDITATE, player);
* ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); // 5.
* MESSAGE("Wobbuffet's attack rose!"); // 5.
* }
* ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
* HP_BAR(opponent, captureDamage: &results[i].damage); // 3 & 6.
* } FINALLY {
* EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); // 6.
* }
* }
*
* PARAMETRIZE causes a test to run multiple times, once per PARAMETRIZE
* block (e.g. once with raiseAttack = FALSE and once with raiseAttack =
* TRUE).
* HP_BAR's captureDamage causes the change in HP to be stored in a
* variable, and the variable chosen is results[i].damage. results[i]
* contains all the variables defined at the end of SINGLE_BATTLE_TEST,
* i is the current PARAMETRIZE index.
* FINALLY runs after the last parameter has finished, and uses
* EXPECT_MUL_EQ to check that the second battle deals 1.5× the damage
* of the first battle (with a small tolerance to account for rounding).
*
* You might notice that all the tests check the outputs the player
* could see rather than the internal battle state. e.g. the Meditate test
* could have used gBattleMons[B_POSITION_OPPONENT_LEFT].hp instead of
* using HP_BAR to capture the damage. This is a deliberate choice, by
* checking what the player can observe the tests are more robust to
* refactoring, e.g. if gBattleMons got moved into gBattleStruct then
* any test that used it would need to be updated.
*
* REFERENCE
* =========
*
* ASSUME(cond)
* Causes the test to be skipped if cond is false. Used to document any
* prerequisites of the test, e.g. to test Burn reducing the Attack of a
* Pokémon we can observe the damage of a physical attack with and
* without the burn. To document that this test assumes the attack is
* physical we can use:
* ASSUME(gMovesInfo[MOVE_WHATEVER].category == DAMAGE_CATEGORY_PHYSICAL);
*
* ASSUMPTIONS
* Should be placed immediately after any #includes and contain any
* ASSUMEs which should apply to the whole file, e.g. to test
* EFFECT_POISON_HIT we need to choose a move with that effect, if
* we chose to use Poison Sting in every test then the top of
* move_effect_poison_hit.c should be:
* ASSUMPTIONS
* {
* ASSUME(gMovesInfo[MOVE_POISON_STING].effect == EFFECT_POISON_HIT);
* }
*
* SINGLE_BATTLE_TEST(name, results...) and DOUBLE_BATTLE_TEST(name, results...)
* Define single- and double- battles. The names should start with the
* name of the mechanic being tested so that it is easier to run all the
* related tests. results contains variable declarations to be placed
* into the results array which is available in PARAMETRIZEd tests.
* The main differences for doubles are:
* - Move targets sometimes need to be explicit.
* - Instead of player and opponent there is playerLeft, playerRight,
* opponentLeft, and opponentRight.
*
* AI_SINGLE_BATTLE_TEST(name, results...) and AI_DOUBLE_BATTLE_TEST(name, results...)
* Define battles where opponent mons are controlled by AI, the same that runs
* when battling regular Trainers. The flags for AI should be specified by
* the AI_FLAGS command.
* The rules remain the same as with the SINGLE and DOUBLE battle tests
* with some differences:
* - opponent's action is specified by the EXPECT_MOVE(s) / EXPECT_SEND_OUT / EXPECT_SWITCH commands
* - we don't control what opponent actually does, instead we make sure the opponent does what we expect it to do
* - we still control the player's action the same way
* - apart from the EXPECTED commands, there's also a new SCORE_ and SCORE__VAL commands
*
* KNOWN_FAILING
* Marks a test as not passing due to a bug. If there is an issue number
* associated with the bug it should be included in a comment. If the
* test passes the developer will be notified to remove KNOWN_FAILING.
* For example:
* SINGLE_BATTLE_TEST("Jump Kick has no recoil if no target")
* {
* KNOWN_FAILING; // #2596.
*
* PARAMETRIZE
* Runs a test multiple times. i will be set to which parameter is
* running, and results will contain an entry for each parameter, e.g.:
* SINGLE_BATTLE_TEST("Blaze boosts Fire-type moves in a pinch", s16 damage)
* {
* u16 hp;
* PARAMETRIZE { hp = 99; }
* PARAMETRIZE { hp = 33; }
* GIVEN {
* ASSUME(gMovesInfo[MOVE_EMBER].type == TYPE_FIRE);
* PLAYER(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); MaxHP(99); HP(hp); }
* OPPONENT(SPECIES_WOBBUFFET);
* } WHEN {
* TURN { MOVE(player, MOVE_EMBER); }
* } SCENE {
* HP_BAR(opponent, captureDamage: &results[i].damage);
* } FINALLY {
* EXPECT(results[1].damage > results[0].damage);
* }
* }
*
* PASSES_RANDOMLY(successes, trials, [tag])
* Checks that the test passes successes/trials. If tag is provided, the
* test is run for each value that the tag can produce. For example, to
* check that Paralysis causes the turn to be skipped 25/100 times, we
* can write the following test that passes only if the Pokémon is fully
* paralyzed and specify that we expect it to pass 25/100 times when
* RNG_PARALYSIS varies:
* SINGLE_BATTLE_TEST("Paralysis has a 25% chance of skipping the turn")
* {
* PASSES_RANDOMLY(25, 100, RNG_PARALYSIS);
* GIVEN {
* PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_PARALYSIS); }
* OPPONENT(SPECIES_WOBBUFFET);
* } WHEN {
* TURN { MOVE(player, MOVE_CELEBRATE); }
* } SCENE {
* MESSAGE("Wobbuffet is paralyzed, so it may be unable to move!");
* }
* }
* All BattleRandom calls involving tag will return the same number, so
* this cannot be used to have two moves independently hit or miss, for
* example.
*
* If the tag is not provided, runs the test 50 times and computes an
* approximate pass ratio.
* PASSES_RANDOMLY(gMovesInfo[move].accuracy, 100);
* Note that this mode of PASSES_RANDOMLY makes the tests run very
* slowly and should be avoided where possible. If the mechanic you are
* testing is missing its tag, you should add it.
*
* GIVEN
* Contains the initial state of the parties before the battle.
*
* RNGSeed(seed)
* Explicitly sets the RNG seed. Try to avoid using this because it is a
* very fragile tool.
* Example:
* GIVEN {
* RNGSeed(0xC0DEIDEA);
*
* FLAG_SET(flagId)
* Sets the specified flag. Can currently only set one flag at a time.
* Cleared between perameters and at the end of the test.
* Example:
* GIVEN {
* FLAG_SET(FLAG_SYS_EXAMPLE_FLAG);
*
* PLAYER(species) and OPPONENT(species)
* Adds the species to the player's or opponent's party respectively.
* The Pokémon can be further customized with the following functions:
* - Gender(MON_MALE | MON_FEMALE)
* - Nature(nature)
* - Ability(ability)
* - Level(level)
* - MaxHP(n), HP(n), Attack(n), Defense(n), SpAttack(n), SpDefense(n)
* - Speed(n)
* - Item(item)
* - Moves(moves...)
* - Friendship(friendship)
* - Status1(status1)
* For example to create a Wobbuffet that is poisoned:
* PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); }
* Note if Speed is specified for any Pokémon then it must be specified
* for all Pokémon.
* Note if Moves is specified then MOVE will not automatically add moves
* to the moveset.
*
* AI_FLAGS
* Specifies which AI flags are run during the test. Has use only for AI tests.
* The most common combination is AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT)
* which is the general 'smart' AI.
*
* WHEN
* Contains the choices that battlers make during the battle.
*
* TURN
* Groups the choices made by the battlers on a single turn. If Speeds
* have not been explicitly specified then the order of the MOVEs in the
* TURN will be used to infer the Speeds of the Pokémon, e.g.:
* // player's speed will be greater than opponent's speed.
* TURN { MOVE(player, MOVE_SPLASH); MOVE(opponent, MOVE_SPLASH); }
* // opponent's speed will be greater than player's speed.
* TURN { MOVE(opponent, MOVE_SPLASH); MOVE(player, MOVE_SPLASH); }
* The inference process is naive, if your test contains anything that
* modifies the speed of a battler you should specify them explicitly.
*
* MOVE(battler, move | moveSlot:, [gimmick:], [hit:], [criticalHit:], [target:], [allowed:], [WITH_RNG(tag, value])
* Used when the battler chooses Fight. Either the move ID or move slot
* must be specified. gimmick: GIMMICK_MEGA causes the battler to Mega
* Evolve if able, hit: FALSE causes the move to miss, criticalHit: TRUE
* causes the move to land a critical hit, target: is used in double
* battles to choose the target (when necessary), and allowed: FALSE is
* used to reject an illegal move e.g. a Disabled one. WITH_RNG allows
* the move to specify an explicit outcome for an RNG tag.
* MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
* If the battler does not have an explicit Moves specified the moveset
* will be populated based on the MOVEs it uses.
*
* FORCED_MOVE(battler)
* Used when the battler chooses Fight and then their move is chosen for
* them, e.g. when affected by Encore.
* FORCED_MOVE(player);
*
* SWITCH(battler, partyIndex)
* Used when the battler chooses Switch.
* SWITCH(player, 1);
*
* SKIP_TURN(battler)
* Used when the battler cannot choose an action, e.g. when locked into
* Thrash.
* SKIP_TURN(player);
*
* SEND_OUT(battler, partyIndex)
* Used when the battler chooses to switch to another Pokémon but not
* via Switch, e.g. after fainting or due to a U-turn.
* SEND_OUT(player, 1);
*
* USE_ITEM(battler, itemId, [partyIndex:], [move:])
* Used when the battler chooses to use an item from the Bag. The item
* ID must be specified, and party index and move slot if applicable, e.g:
* USE_ITEM(player, ITEM_X_ATTACK);
* USE_ITEM(player, ITEM_POTION, partyIndex: 0);
* USE_ITEM(player, ITEM_LEPPA_BERRY, partyIndex: 0, move: MOVE_TACKLE);
*
* SCENE
* Contains an abridged description of the UI during the THEN. The order
* of the description must match too, e.g.
* // ABILITY_POPUP followed by a MESSAGE
* ABILITY_POPUP(player, ABILITY_STURDY);
* MESSAGE("Geodude was protected by Sturdy!");
*
* ABILITY_POPUP(battler, [ability])
* Causes the test to fail if the battler's ability pop-up is not shown.
* If specified, ability is the ability shown in the pop-up.
* ABILITY_POPUP(opponent, ABILITY_MOLD_BREAKER);
*
* ANIMATION(type, animId, [battler], [target:])
* Causes the test to fail if the animation does not play. A common use
* of this command is to check if a move was successful, e.g.:
* ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
* target can only be specified for ANIM_TYPE_MOVE.
*
* EXPERIENCE_BAR(battler, [exp: | captureGainedExp:])
* If exp: is used, causes the test to fail if that amount of
* experience is not gained, e.g.:
* EXPERIENCE_BAR(player, exp: 0);
* If captureGainedExp: is used, causes the test to fail if
* the Experience bar does not change, and then writes that change to the
* pointer, e.g.:
* u32 exp;
* EXPERIENCE_BAR(player, captureGainedExp: &exp);
* If none of the above are used, causes the test to fail if the Exp
* does not change at all.
* Please note that due to nature of tests, this command
* is only usable in WILD_BATTLE_TEST and will fail elsewhere.
*
* HP_BAR(battler, [damage: | hp: | captureDamage: | captureHP:])
* If hp: or damage: are used, causes the test to fail if that amount of
* damage is not dealt, e.g.:
* HP_BAR(player, hp: 0);
* If captureDamage: or captureHP: are used, causes the test to fail if
* the HP bar does not change, and then writes that change to the
* pointer, e.g.:
* s16 damage;
* HP_BAR(player, captureDamage: &damage);
* If none of the above are used, causes the test to fail if the HP
* does not change at all.
*
* MESSAGE(pattern)
* Causes the test to fail if the message in pattern is not displayed.
* Spaces in pattern match newlines (\n, \l, and \p) in the message.
* Often used to check that a battler took its turn but it failed, e.g.:
* MESSAGE("Wobbuffet used Dream Eater!");
* MESSAGE("The opposing Wobbuffet wasn't affected!");
*
* STATUS_ICON(battler, status1 | none: | sleep: | poison: | burn: | freeze: | paralysis:, badPoison:)
* Causes the test to fail if the battler's status is not changed to the
* specified status.
* STATUS_ICON(player, badPoison: TRUE);
* If the expected status icon is parametrized the corresponding STATUS1
* constant can be provided, e.g.:
* u32 status1;
* PARAMETRIZE { status1 = STATUS1_NONE; }
* PARAMETRIZE { status1 = STATUS1_BURN; }
* ...
* STATUS_ICON(player, status1);
*
* NOT
* Causes the test to fail if the SCENE command succeeds before the
* following command succeeds.
* // Our Wobbuffet does not Celebrate before the foe's.
* NOT MESSAGE("Wobbuffet used Celebrate!");
* MESSAGE("The opposing Wobbuffet used Celebrate!");
* WARNING: NOT is an alias of NONE_OF, so it behaves surprisingly when
* applied to multiple commands wrapped in braces.
*
* ONE_OF
* Causes the test to fail unless one of the SCENE commands succeeds.
* ONE_OF {
* MESSAGE("Wobbuffet used Celebrate!");
* MESSAGE("Wobbuffet is paralyzed, so it may be unable to move!");
* }
*
* NONE_OF
* Causes the test to fail if one of the SCENE commands succeeds before
* the command after the NONE_OF succeeds.
* // Our Wobbuffet does not move before the foe's.
* NONE_OF {
* MESSAGE("Wobbuffet used Celebrate!");
* MESSAGE("Wobbuffet is paralyzed, so it may be unable to move!");
* }
* MESSAGE("The opposing Wobbuffet used Celebrate!");
*
* PLAYER_PARTY and OPPONENT_PARTY
* Refer to the party members defined in GIVEN, e.g.:
* s32 maxHP = GetMonData(&OPPONENT_PARTY[0], MON_DATA_MAX_HP);
* HP_BAR(opponent, damage: maxHP / 2);
*
* THEN
* Contains code to run after the battle has finished. If the test is
* PARAMETRIZEd then EXPECTs between the results should go here. Is also
* occasionally used to check the internal battle state when checking
* the behavior via a SCENE is too difficult, verbose, or error-prone.
*
* FINALLY
* Contains checks to run after all PARAMETERIZEs have run. Prefer to
* write your checks in THEN where possible, because a failure in THEN
* will be tagged with which parameter it corresponds to.
*
* EXPECT(cond)
* Causes the test to fail if cond is false.
*
* EXPECT_EQ(a, b), EXPECT_NE(a, b), EXPECT_LT(a, b), EXPECT_LE(a, b), EXPECT_GT(a, b), EXPECT_GE(a, b)
* Causes the test to fail if a and b compare incorrectly, e.g.
* EXPECT_EQ(results[0].damage, results[1].damage);
*
* EXPECT_MUL_EQ(a, m, b)
* Causes the test to fail if a*m != b (within a threshold), e.g.
* // Expect results[0].damage * 1.5 == results[1].damage.
* EXPECT_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); */
#ifndef GUARD_TEST_BATTLE_H
#define GUARD_TEST_BATTLE_H
#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "data.h"
#include "item.h"
#include "random.h"
#include "recorded_battle.h"
#include "util.h"
#include "constants/abilities.h"
#include "constants/battle_ai.h"
#include "constants/battle_anim.h"
#include "constants/battle_move_effects.h"
#include "constants/flags.h"
#include "constants/hold_effects.h"
#include "constants/items.h"
#include "constants/moves.h"
#include "constants/species.h"
#include "test/test.h"
// NOTE: If the stack is too small the test runner will probably crash
// or loop.
#define BATTLE_TEST_STACK_SIZE 1024
#define MAX_TURNS 16
#define MAX_QUEUED_EVENTS 30
#define MAX_EXPECTED_ACTIONS 10
enum { BATTLE_TEST_SINGLES, BATTLE_TEST_DOUBLES, BATTLE_TEST_WILD, BATTLE_TEST_AI_SINGLES, BATTLE_TEST_AI_DOUBLES };
typedef void (*SingleBattleTestFunction)(void *, const u32, struct BattlePokemon *, struct BattlePokemon *);
typedef void (*DoubleBattleTestFunction)(void *, const u32, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *);
struct BattleTest
{
u8 type;
union
{
SingleBattleTestFunction singles;
DoubleBattleTestFunction doubles;
} function;
size_t resultsSize;
};
enum
{
QUEUED_ABILITY_POPUP_EVENT,
QUEUED_ANIMATION_EVENT,
QUEUED_HP_EVENT,
QUEUED_EXP_EVENT,
QUEUED_MESSAGE_EVENT,
QUEUED_STATUS_EVENT,
};
struct QueuedAbilityEvent
{
u8 battlerId;
u16 ability;
};
struct QueuedAnimationEvent
{
u8 type;
u16 id;
u8 attacker:4;
u8 target:4;
};
enum { HP_EVENT_NEW_HP, HP_EVENT_DELTA_HP };
enum { EXP_EVENT_NEW_EXP, EXP_EVENT_DELTA_EXP };
struct QueuedHPEvent
{
u32 battlerId:3;
u32 type:1;
u32 address:28;
};
struct QueuedExpEvent
{
u32 battlerId:3;
u32 type:1;
u32 address:28;
};
struct QueuedMessageEvent
{
const u8 *pattern;
};
struct QueuedStatusEvent
{
u32 battlerId:3;
u32 mask:29;
};
struct QueuedEvent
{
u8 type;
u8 sourceLineOffset;
u8 groupType:2;
u8 groupSize:6;
union
{
struct QueuedAbilityEvent ability;
struct QueuedAnimationEvent animation;
struct QueuedHPEvent hp;
struct QueuedExpEvent exp;
struct QueuedMessageEvent message;
struct QueuedStatusEvent status;
} as;
};
struct TurnRNG
{
u16 tag;
u16 value;
};
struct BattlerTurn
{
u8 hit:2;
u8 criticalHit:2;
u8 secondaryEffect:2;
struct TurnRNG rng;
};
struct ExpectedAIAction
{
u16 sourceLine;
u8 type:4; // which action
u8 moveSlots:4; // Expected move(s) to be chosen or not, marked as bits.
u8 target:4; // move target or id of mon which gets sent out
u8 explicitTarget:1; // For double battles, if it's set it requires the move to hit a specific target, otherwise any target is fine.
u8 pass:1; // No matter what AI does, it always passes.
u8 notMove:1; // We're expecting AI to choose any move EXCEPT the specified one.
u8 actionSet:1; // Action was set and is expected to happen. Set only for battlers controlled by AI.
};
#define MAX_AI_SCORE_COMPARISION_PER_TURN 4
#define MAX_AI_LOG_LINES 10
struct ExpectedAiScore
{
// We can compare AI's move score to a value or to another move's score.
u8 moveSlot1:2;
u8 moveSlot2:2;
u8 target:2;
s8 value; // value
u8 cmp:3; // Uses battle script command's CMP_ macros
u8 toValue:1; // compare to value, not to move
u8 set:1;
u16 sourceLine;
};
struct AILogLine
{
const char *file;
u16 line:15;
u16 set:1; // Whether score was set, or added/subtracted
s16 score;
};
// Data which is updated by the test runner during a battle and needs to
// be reset between trials.
struct BattleTrialData
{
u8 lastActionTurn;
u8 queuedEvent;
u8 aiActionsPlayed[MAX_BATTLERS_COUNT];
};
struct BattleTestData
{
u8 stack[BATTLE_TEST_STACK_SIZE];
u8 playerPartySize;
u8 opponentPartySize;
u8 explicitMoves[NUM_BATTLE_SIDES];
bool8 hasExplicitSpeeds;
u8 explicitSpeeds[NUM_BATTLE_SIDES];
u16 slowerThan[NUM_BATTLE_SIDES][PARTY_SIZE];
u8 currentSide;
u8 currentPartyIndex;
struct Pokemon *currentMon;
u8 gender;
u8 nature;
u16 forcedAbilities[NUM_BATTLE_SIDES][PARTY_SIZE];
u8 chosenGimmick[NUM_BATTLE_SIDES][PARTY_SIZE];
u8 currentMonIndexes[MAX_BATTLERS_COUNT];
u8 turnState;
u8 turns;
u8 actionBattlers;
u8 moveBattlers;
bool8 hasAI:1;
bool8 logAI:1;
struct RecordedBattleSave recordedBattle;
u8 battleRecordTypes[MAX_BATTLERS_COUNT][BATTLER_RECORD_SIZE];
u8 battleRecordSourceLineOffsets[MAX_BATTLERS_COUNT][BATTLER_RECORD_SIZE];
u16 recordIndexes[MAX_BATTLERS_COUNT];
struct BattlerTurn battleRecordTurns[MAX_TURNS][MAX_BATTLERS_COUNT];
u8 queuedEventsCount;
u8 queueGroupType;
u8 queueGroupStart;
struct QueuedEvent queuedEvents[MAX_QUEUED_EVENTS];
u8 expectedAiActionIndex[MAX_BATTLERS_COUNT];
struct ExpectedAIAction expectedAiActions[MAX_BATTLERS_COUNT][MAX_EXPECTED_ACTIONS];
struct ExpectedAiScore expectedAiScores[MAX_BATTLERS_COUNT][MAX_TURNS][MAX_AI_SCORE_COMPARISION_PER_TURN]; // Max 4 comparisions per turn
struct AILogLine aiLogLines[MAX_BATTLERS_COUNT][MAX_MON_MOVES][MAX_AI_LOG_LINES];
u8 aiLogPrintedForMove[MAX_BATTLERS_COUNT]; // Marks ai score log as printed for move, so the same log isn't displayed multiple times.
u16 flagId;
struct BattleTrialData trial;
};
struct BattleTestRunnerState
{
u8 battlersCount;
bool8 forceMoveAnim;
u16 parametersCount; // Valid only in BattleTest_Setup.
u16 parameters;
u16 runParameter;
u16 rngTag;
u16 rngTrialOffset;
u16 trials;
u16 runTrial;
u16 expectedRatio;
u16 observedRatio;
u16 trialRatio;
bool8 runRandomly:1;
bool8 runGiven:1;
bool8 runWhen:1;
bool8 runScene:1;
bool8 runThen:1;
bool8 runFinally:1;
bool8 runningFinally:1;
bool8 tearDownBattle:1;
struct BattleTestData data;
u8 *results;
u8 checkProgressParameter;
u8 checkProgressTrial;
u8 checkProgressTurn;
};
extern const struct TestRunner gBattleTestRunner;
extern struct BattleTestRunnerState *const gBattleTestRunnerState;
#define APPEND_COMMA_TRUE(a) , a, TRUE
#define R_APPEND_TRUE(...) __VA_OPT__(FIRST(__VA_ARGS__), TRUE RECURSIVELY(R_FOR_EACH(APPEND_COMMA_TRUE, EXCEPT_1(__VA_ARGS__))))
#define AI_TRAINER_NAME "{PKMN} TRAINER LEAF"
/* Test */
#define TO_DO_BATTLE_TEST(_name) \
TEST("TODO: " _name) \
{ \
TO_DO; \
}
#define BATTLE_TEST_ARGS_SINGLE(_name, _type, ...) \
struct CAT(Result, __LINE__) { RECURSIVELY(R_FOR_EACH(APPEND_SEMICOLON, __VA_ARGS__)) }; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, const u32, struct BattlePokemon *, struct BattlePokemon *); \
__attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \
{ \
.name = _name, \
.filename = __FILE__, \
.runner = &gBattleTestRunner, \
.sourceLine = __LINE__, \
.data = (void *)&(const struct BattleTest) \
{ \
.type = _type, \
.function = { .singles = (SingleBattleTestFunction)CAT(Test, __LINE__) }, \
.resultsSize = sizeof(struct CAT(Result, __LINE__)), \
}, \
}; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *results, const u32 i, struct BattlePokemon *player, struct BattlePokemon *opponent)
#define BATTLE_TEST_ARGS_DOUBLE(_name, _type, ...) \
struct CAT(Result, __LINE__) { RECURSIVELY(R_FOR_EACH(APPEND_SEMICOLON, __VA_ARGS__)) }; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *, const u32, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *, struct BattlePokemon *); \
__attribute__((section(".tests"))) static const struct Test CAT(sTest, __LINE__) = \
{ \
.name = _name, \
.filename = __FILE__, \
.runner = &gBattleTestRunner, \
.sourceLine = __LINE__, \
.data = (void *)&(const struct BattleTest) \
{ \
.type = _type, \
.function = { .doubles = (DoubleBattleTestFunction)CAT(Test, __LINE__) }, \
.resultsSize = sizeof(struct CAT(Result, __LINE__)), \
}, \
}; \
static void CAT(Test, __LINE__)(struct CAT(Result, __LINE__) *results, const u32 i, struct BattlePokemon *playerLeft, struct BattlePokemon *opponentLeft, struct BattlePokemon *playerRight, struct BattlePokemon *opponentRight)
#define SINGLE_BATTLE_TEST(_name, ...) BATTLE_TEST_ARGS_SINGLE(_name, BATTLE_TEST_SINGLES, __VA_ARGS__)
#define WILD_BATTLE_TEST(_name, ...) BATTLE_TEST_ARGS_SINGLE(_name, BATTLE_TEST_WILD, __VA_ARGS__)
#define AI_SINGLE_BATTLE_TEST(_name, ...) BATTLE_TEST_ARGS_SINGLE(_name, BATTLE_TEST_AI_SINGLES, __VA_ARGS__)
#define DOUBLE_BATTLE_TEST(_name, ...) BATTLE_TEST_ARGS_DOUBLE(_name, BATTLE_TEST_DOUBLES, __VA_ARGS__)
#define AI_DOUBLE_BATTLE_TEST(_name, ...) BATTLE_TEST_ARGS_DOUBLE(_name, BATTLE_TEST_AI_DOUBLES, __VA_ARGS__)
/* Parametrize */
#undef PARAMETRIZE // Override test/test.h's implementation.
#define PARAMETRIZE if (gBattleTestRunnerState->parametersCount++ == i)
/* Randomly */
#define PASSES_RANDOMLY(passes, trials, ...) for (; gBattleTestRunnerState->runRandomly; gBattleTestRunnerState->runRandomly = FALSE) Randomly(__LINE__, passes, trials, (struct RandomlyContext) { __VA_ARGS__ })
struct RandomlyContext
{
u16 tag;
};
void Randomly(u32 sourceLine, u32 passes, u32 trials, struct RandomlyContext);
/* Given */
struct moveWithPP {
u16 moveId;
u8 pp;
};
#define GIVEN for (; gBattleTestRunnerState->runGiven; gBattleTestRunnerState->runGiven = FALSE)
#define RNGSeed(seed) RNGSeed_(__LINE__, seed)
#define AI_FLAGS(flags) AIFlags_(__LINE__, flags)
#define AI_LOG AILogScores(__LINE__)
#define FLAG_SET(flagId) SetFlagForTest(__LINE__, flagId)
#define PLAYER(species) for (OpenPokemon(__LINE__, B_SIDE_PLAYER, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__))
#define OPPONENT(species) for (OpenPokemon(__LINE__, B_SIDE_OPPONENT, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__))
#define Gender(gender) Gender_(__LINE__, gender)
#define Nature(nature) Nature_(__LINE__, nature)
#define Ability(ability) Ability_(__LINE__, ability)
#define Level(level) Level_(__LINE__, level)
#define MaxHP(maxHP) MaxHP_(__LINE__, maxHP)
#define HP(hp) HP_(__LINE__, hp)
#define Attack(attack) Attack_(__LINE__, attack)
#define Defense(defense) Defense_(__LINE__, defense)
#define SpAttack(spAttack) SpAttack_(__LINE__, spAttack)
#define SpDefense(spDefense) SpDefense_(__LINE__, spDefense)
#define Speed(speed) Speed_(__LINE__, speed)
#define HPIV(hpIV) HPIV_(__LINE__, hpIV)
#define AttackIV(attackIV) AttackIV_(__LINE__, attackIV)
#define DefenseIV(defenseIV) DefenseIV_(__LINE__, defenseIV)
#define SpAttackIV(spAttackIV) SpAttackIV_(__LINE__, spAttackIV)
#define SpDefenseIV(spDefenseIV) SpDefenseIV_(__LINE__, spDefenseIV)
#define SpeedIV(speedIV) SpeedIV_(__LINE__, speedIV)
#define Item(item) Item_(__LINE__, item)
#define Moves(move1, ...) do { u16 moves_[MAX_MON_MOVES] = {move1, __VA_ARGS__}; Moves_(__LINE__, moves_); } while(0)
#define MovesWithPP(movewithpp1, ...) MovesWithPP_(__LINE__, (struct moveWithPP[MAX_MON_MOVES]) {movewithpp1, __VA_ARGS__})
#define Friendship(friendship) Friendship_(__LINE__, friendship)
#define Status1(status1) Status1_(__LINE__, status1)
#define OTName(otName) do {static const u8 otName_[] = _(otName); OTName_(__LINE__, otName_);} while (0)
#define DynamaxLevel(dynamaxLevel) DynamaxLevel_(__LINE__, dynamaxLevel)
#define GigantamaxFactor(gigantamaxFactor) GigantamaxFactor_(__LINE__, gigantamaxFactor)
#define TeraType(teraType) TeraType_(__LINE__, teraType)
#define Shadow(isShadow) Shadow_(__LINE__, shadow)
void SetFlagForTest(u32 sourceLine, u16 flagId);
void ClearFlagAfterTest(void);
void OpenPokemon(u32 sourceLine, u32 side, u32 species);
void ClosePokemon(u32 sourceLine);
void RNGSeed_(u32 sourceLine, rng_value_t seed);
void AIFlags_(u32 sourceLine, u32 flags);
void AILogScores(u32 sourceLine);
void Gender_(u32 sourceLine, u32 gender);
void Nature_(u32 sourceLine, u32 nature);
void Ability_(u32 sourceLine, u32 ability);
void Level_(u32 sourceLine, u32 level);
void MaxHP_(u32 sourceLine, u32 maxHP);
void HP_(u32 sourceLine, u32 hp);
void Attack_(u32 sourceLine, u32 attack);
void Defense_(u32 sourceLine, u32 defense);
void SpAttack_(u32 sourceLine, u32 spAttack);
void SpDefense_(u32 sourceLine, u32 spDefense);
void Speed_(u32 sourceLine, u32 speed);
void HPIV_(u32 sourceLine, u32 hpIV);
void AttackIV_(u32 sourceLine, u32 attackIV);
void DefenseIV_(u32 sourceLine, u32 defenseIV);
void SpAttackIV_(u32 sourceLine, u32 spAttackIV);
void SpDefenseIV_(u32 sourceLine, u32 spDefenseIV);
void SpeedIV_(u32 sourceLine, u32 speedIV);
void Item_(u32 sourceLine, u32 item);
void Moves_(u32 sourceLine, u16 moves[MAX_MON_MOVES]);
void MovesWithPP_(u32 sourceLine, struct moveWithPP moveWithPP[MAX_MON_MOVES]);
void Friendship_(u32 sourceLine, u32 friendship);
void Status1_(u32 sourceLine, u32 status1);
void OTName_(u32 sourceLine, const u8 *otName);
void DynamaxLevel_(u32 sourceLine, u32 dynamaxLevel);
void GigantamaxFactor_(u32 sourceLine, bool32 gigantamaxFactor);
void TeraType_(u32 sourceLine, u32 teraType);
void Shadow_(u32 sourceLine, bool32 isShadow);
// Created for easy use of EXPECT_MOVES, so the user can provide 1, 2, 3 or 4 moves for AI which can pass the test.
struct FourMoves
{
u16 moves[MAX_MON_MOVES];
};
struct TestAIScoreStruct
{
u32 move1;
bool8 explicitMove1;
u32 valueOrMoveId2;
bool8 explicitValueOrMoveId2;
struct BattlePokemon *target;
bool8 explicitTarget;
};
#define PLAYER_PARTY (gBattleTestRunnerState->data.recordedBattle.playerParty)
#define OPPONENT_PARTY (gBattleTestRunnerState->data.recordedBattle.opponentParty)
/* When */
#define WHEN for (; gBattleTestRunnerState->runWhen; gBattleTestRunnerState->runWhen = FALSE)
enum { TURN_CLOSED, TURN_OPEN, TURN_CLOSING };
#define TURN for (OpenTurn(__LINE__); gBattleTestRunnerState->data.turnState == TURN_OPEN; CloseTurn(__LINE__))
#define MOVE(battler, ...) Move(__LINE__, battler, (struct MoveContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define EXPECT_MOVE(battler, ...) ExpectMove(__LINE__, battler, (struct MoveContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define NOT_EXPECT_MOVE(battler, _move) ExpectMove(__LINE__, battler, (struct MoveContext) { .move = _move, .explicitMove = TRUE, .notExpected = TRUE, .explicitNotExpected = TRUE, })
#define EXPECT_MOVES(battler, ...) ExpectMoves(__LINE__, battler, FALSE, (struct FourMoves) {{ __VA_ARGS__ }})
#define NOT_EXPECT_MOVES(battler, ...) ExpectMoves(__LINE__, battler, TRUE, (struct FourMoves) {{ __VA_ARGS__ }})
#define EXPECT_SEND_OUT(battler, partyIndex) ExpectSendOut(__LINE__, battler, partyIndex)
#define EXPECT_SWITCH(battler, partyIndex) ExpectSwitch(__LINE__, battler, partyIndex)
#define SCORE_EQ(battler, ...) Score(__LINE__, battler, CMP_EQUAL, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, FALSE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_EQ_VAL(battler, ...) Score(__LINE__, battler, CMP_EQUAL, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_NE_VAL(battler, ...) Score(__LINE__, battler, CMP_NOT_EQUAL, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_GT_VAL(battler, ...) Score(__LINE__, battler, CMP_GREATER_THAN, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define SCORE_LT_VAL(battler, ...) Score(__LINE__, battler, CMP_LESS_THAN, TRUE, (struct TestAIScoreStruct) { R_APPEND_TRUE(__VA_ARGS__) } )
#define FORCED_MOVE(battler) ForcedMove(__LINE__, battler)
#define SWITCH(battler, partyIndex) Switch(__LINE__, battler, partyIndex)
#define SKIP_TURN(battler) SkipTurn(__LINE__, battler)
#define SEND_OUT(battler, partyIndex) SendOut(__LINE__, battler, partyIndex)
#define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define WITH_RNG(tag, value) rng: ((struct TurnRNG) { tag, value })
struct MoveContext
{
u16 move;
u16 explicitMove:1;
u16 moveSlot:2;
u16 explicitMoveSlot:1;
u16 hit:1;
u16 explicitHit:1;
u16 criticalHit:1;
u16 explicitCriticalHit:1;
u16 secondaryEffect:1;
u16 explicitSecondaryEffect:1;
u16 gimmick:4;
u16 explicitGimmick:1;
u16 allowed:1;
// End of word
u16 explicitAllowed:1;
u16 partyIndex:3; // Used for moves where you select a party member without swiching, such as Revival Blessing
u16 explicitPartyIndex:1;
u16 notExpected:1; // Has effect only with EXPECT_MOVE
u16 explicitNotExpected:1;
struct BattlePokemon *target;
bool8 explicitTarget;
struct TurnRNG rng;
bool8 explicitRNG;
};
struct ItemContext
{
u16 itemId;
u16 explicitItemId:1;
u16 partyIndex;
u16 explicitPartyIndex:1;
u16 move;
u16 explicitMove:1;
};
void OpenTurn(u32 sourceLine);
void CloseTurn(u32 sourceLine);
void Move(u32 sourceLine, struct BattlePokemon *, struct MoveContext);
void ExpectMove(u32 sourceLine, struct BattlePokemon *, struct MoveContext);
void ExpectMoves(u32 sourceLine, struct BattlePokemon *battler, bool32 notExpected, struct FourMoves moves);
void ExpectSendOut(u32 sourceLine, struct BattlePokemon *battler, u32 partyIndex);
void ExpectSwitch(u32 sourceLine, struct BattlePokemon *battler, u32 partyIndex);
void Score(u32 sourceLine, struct BattlePokemon *battler, u32 cmp, bool32 toValue, struct TestAIScoreStruct cmpCtx);
void ForcedMove(u32 sourceLine, struct BattlePokemon *);
void Switch(u32 sourceLine, struct BattlePokemon *, u32 partyIndex);
void SkipTurn(u32 sourceLine, struct BattlePokemon *);
void UseItem(u32 sourceLine, struct BattlePokemon *, struct ItemContext);
void SendOut(u32 sourceLine, struct BattlePokemon *, u32 partyIndex);
/* Scene */
#define SCENE for (; gBattleTestRunnerState->runScene; gBattleTestRunnerState->runScene = FALSE)
#define ONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_ONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__))
#define NONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_NONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__))
#define NOT NONE_OF
#define FORCE_MOVE_ANIM(set) gBattleTestRunnerState->forceMoveAnim = (set)
#define ABILITY_POPUP(battler, ...) QueueAbility(__LINE__, battler, (struct AbilityEventContext) { __VA_ARGS__ })
#define ANIMATION(type, id, ...) QueueAnimation(__LINE__, type, id, (struct AnimationEventContext) { __VA_ARGS__ })
#define HP_BAR(battler, ...) QueueHP(__LINE__, battler, (struct HPEventContext) { R_APPEND_TRUE(__VA_ARGS__) })
#define EXPERIENCE_BAR(battler, ...) QueueExp(__LINE__, battler, (struct ExpEventContext) { R_APPEND_TRUE(__VA_ARGS__) })
// Static const is needed to make the modern compiler put the pattern variable in the .rodata section, instead of putting it on stack(which can break the game).
#define MESSAGE(pattern) do {static const u8 msg[] = _(pattern); QueueMessage(__LINE__, msg);} while (0)
#define STATUS_ICON(battler, status) QueueStatus(__LINE__, battler, (struct StatusEventContext) { status })
#define FREEZE_OR_FROSTBURN_STATUS(battler, isFrostbite) \
(B_USE_FROSTBITE ? STATUS_ICON(battler, frostbite: isFrostbite) : STATUS_ICON(battler, freeze: isFrostbite))
#define SWITCH_OUT_MESSAGE(name) ONE_OF { \
MESSAGE(name ", that's enough! Come back!"); \
MESSAGE(name ", come back!"); \
MESSAGE(name ", OK! Come back!"); \
MESSAGE(name ", good! Come back!"); \
}
#define SEND_IN_MESSAGE(name) ONE_OF { \
MESSAGE("Go! " name "!"); \
MESSAGE("You're in charge, " name "!"); \
MESSAGE("Go for it, " name "!"); \
MESSAGE("Your opponent's weak! Get 'em, " name "!"); \
}
enum QueueGroupType
{
QUEUE_GROUP_NONE,
QUEUE_GROUP_ONE_OF,
QUEUE_GROUP_NONE_OF,
};
struct AbilityEventContext
{
u16 ability;
};
struct AnimationEventContext
{
struct BattlePokemon *attacker;
struct BattlePokemon *target;
};
struct HPEventContext
{
u8 _;
u16 hp;
bool8 explicitHP;
s16 damage;
bool8 explicitDamage;
u16 *captureHP;
bool8 explicitCaptureHP;
s16 *captureDamage;
bool8 explicitCaptureDamage;
};
struct ExpEventContext
{
u8 _;
u32 exp;
bool8 explicitExp;
s32 *captureGainedExp;
bool8 explicitCaptureGainedExp;
};
struct StatusEventContext
{
u16 status1;
bool8 none:1;
bool8 sleep:1;
bool8 poison:1;
bool8 burn:1;
bool8 freeze:1;
bool8 paralysis:1;
bool8 badPoison:1;
bool8 frostbite:1;
};
void OpenQueueGroup(u32 sourceLine, enum QueueGroupType);
void CloseQueueGroup(u32 sourceLine);
void QueueAbility(u32 sourceLine, struct BattlePokemon *battler, struct AbilityEventContext);
void QueueAnimation(u32 sourceLine, u32 type, u32 id, struct AnimationEventContext);
void QueueHP(u32 sourceLine, struct BattlePokemon *battler, struct HPEventContext);
void QueueExp(u32 sourceLine, struct BattlePokemon *battler, struct ExpEventContext);
void QueueMessage(u32 sourceLine, const u8 *pattern);
void QueueStatus(u32 sourceLine, struct BattlePokemon *battler, struct StatusEventContext);
/* Then */
#define THEN for (; gBattleTestRunnerState->runThen; gBattleTestRunnerState->runThen = FALSE)
/* Finally */
#define FINALLY for (ValidateFinally(__LINE__); gBattleTestRunnerState->runFinally; gBattleTestRunnerState->runFinally = FALSE) if ((gBattleTestRunnerState->runningFinally = TRUE))
void ValidateFinally(u32 sourceLine);
/* Expect */
#define EXPECT_MUL_EQ(a, m, b) \
do \
{ \
s32 _a = (a), _m = (m), _b = (b); \
s32 _am = Q_4_12_TO_INT(_a * _m); \
s32 _t = max(Q_4_12_TO_INT(abs(_m) + Q_4_12_ROUND), 1); \
if (abs(_am-_b) > _t) \
Test_ExitWithResult(TEST_RESULT_FAIL, __LINE__, ":L%s:%d: EXPECT_MUL_EQ(%d, %q, %d) failed: %d not in [%d..%d]", gTestRunnerState.test->filename, __LINE__, _a, _m, _b, _am, _b-_t, _b+_t); \
} while (0)
#endif