diff --git a/test/battle/ai/can_use_all_moves.c b/test/battle/ai/can_use_all_moves.c new file mode 100644 index 0000000000..3bf33a98c1 --- /dev/null +++ b/test/battle/ai/can_use_all_moves.c @@ -0,0 +1,702 @@ +#include "global.h" +#include "test/battle.h" +#include "battle_ai_util.h" + +// All tests here compare the move to Splash, a move that does nothing and scores 90: the same as Thundershock on a ground type. +// The switch case for effects skips moves that have been human reviewed in three categories: something is wrong in some way; the move is equivalent to Splash for a good reason but a test is not known to exist; a test is known to exist. +// Jump to "TODO: AI HANDLING" and "TODO: AI TESTS" +// In many cases, AI handling exists but is likely insufficient in some way. + +AI_DOUBLE_BATTLE_TEST("AI uses Final Gambit") +{ + KNOWN_FAILING; + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, MOVE_FINAL_GAMBIT); } + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, MOVE_FINAL_GAMBIT); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI uses Guillotine") +{ + KNOWN_FAILING; + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, MOVE_GUILLOTINE); } + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, MOVE_GUILLOTINE); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI uses Sheer Cold") +{ + KNOWN_FAILING; + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, MOVE_SHEER_COLD); } + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, MOVE_SHEER_COLD); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 1-100") +{ + u32 moveStart = 0; + u32 moveCap = 100; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_OHKO: // Guillotine is crashing the test entirely. + case EFFECT_MIST: + case EFFECT_TELEPORT: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_MIMIC: + case EFFECT_DISABLE: + + // tests exist elsewhere + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 101-200") +{ + u32 moveStart = 100; + u32 moveCap = 200; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_LIGHT_SCREEN: + case EFFECT_REFLECT: + case EFFECT_BIDE: + case EFFECT_NIGHTMARE: + case EFFECT_SNORE: + case EFFECT_SKETCH: + case EFFECT_BELLY_DRUM: + case EFFECT_DESTINY_BOND: + case EFFECT_MIRROR_MOVE: + case EFFECT_REST: + case EFFECT_SUBSTITUTE: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_MIMIC: + case EFFECT_SOFTBOILED: + case EFFECT_DREAM_EATER: + case EFFECT_CONVERSION: + case EFFECT_PERISH_SONG: + case EFFECT_FOCUS_ENERGY: + case EFFECT_SPITE: + + // tests exist elsewhere + case EFFECT_HAZE: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 201-300") +{ + u32 moveStart = 200; + u32 moveCap = 300; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_SLEEP_TALK: // logic exists but does not account for Rest correctly + case EFFECT_SAFEGUARD: // logic exists but does not account for Rest correctly + case EFFECT_FOLLOW_ME: + case EFFECT_SNATCH: + case EFFECT_GRUDGE: + case EFFECT_CAMOUFLAGE: + case EFFECT_IMPRISON: + case EFFECT_INGRAIN: + case EFFECT_MAGIC_COAT: + case EFFECT_MUD_SPORT: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_SOFTBOILED: + case EFFECT_ENDURE: + case EFFECT_BATON_PASS: + case EFFECT_ENCORE: + case EFFECT_MORNING_SUN: + case EFFECT_MOONLIGHT: + case EFFECT_SYNTHESIS: + case EFFECT_SPIT_UP: + case EFFECT_SWALLOW: + case EFFECT_WISH: + case EFFECT_RECYCLE: + + // tests exist elsewhere + case EFFECT_HEAL_BELL: + case EFFECT_SUNNY_DAY: + case EFFECT_RAIN_DANCE: + case EFFECT_HAIL: + case EFFECT_ROLE_PLAY: + case EFFECT_REFRESH: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_SANDSTORM: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 301-400") +{ + u32 moveStart = 300; + u32 moveCap = 400; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_SHEER_COLD: // Guillotine is crashing the test entirely. + case EFFECT_WATER_SPORT: + case EFFECT_LUCKY_CHANT: + case EFFECT_ME_FIRST: + case EFFECT_PSYCHO_SHIFT: + case EFFECT_COPYCAT: + case EFFECT_LAST_RESORT: + case EFFECT_AQUA_RING: + case EFFECT_GRAVITY: + case EFFECT_HEALING_WISH: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_ROOST: + case EFFECT_GUARD_SWAP: + case EFFECT_POWER_SWAP: + case EFFECT_HEART_SWAP: + case EFFECT_TAILWIND: + case EFFECT_POWER_TRICK: + case EFFECT_MAGNET_RISE: + + // tests exist elsewhere + case EFFECT_HEAL_BELL: + case EFFECT_ATTACK_UP_USER_ALLY: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 401-500") +{ + u32 moveStart = 400; + u32 moveCap = 500; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_HEALING_WISH: + case EFFECT_WONDER_ROOM: + case EFFECT_FOLLOW_ME: + case EFFECT_MAGIC_ROOM: + case EFFECT_AFTER_YOU: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_CAPTIVATE: + + // tests exist elsewhere + case EFFECT_TRICK_ROOM: + case EFFECT_GUARD_SPLIT: + case EFFECT_POWER_SPLIT: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 501-600") +{ + u32 moveStart = 515; + u32 moveCap = 600; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + case EFFECT_FINAL_GAMBIT: + //TODO: AI HANDLING + case EFFECT_ALLY_SWITCH: + case EFFECT_QUASH: + case EFFECT_REFLECT_TYPE: + case EFFECT_SKY_DROP: + case EFFECT_MAT_BLOCK: + case EFFECT_ION_DELUGE: + case EFFECT_AROMATIC_MIST: + case EFFECT_POWDER: + case EFFECT_FLOWER_SHIELD: + case EFFECT_ELECTRIFY: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_HEAL_PULSE: + case EFFECT_BELCH: + case EFFECT_TOPSY_TURVY: + case EFFECT_FAIRY_LOCK: + + // tests exist elsewhere + case EFFECT_ROTOTILLER: + case EFFECT_GRASSY_TERRAIN: + case EFFECT_MISTY_TERRAIN: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 601-700") +{ + u32 moveStart = 600; + u32 moveCap = 700; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_MAGNETIC_FLUX: + case EFFECT_GEAR_UP: + case EFFECT_FAIL_IF_NOT_ARG_TYPE: + case EFFECT_STUFF_CHEEKS: + case EFFECT_NO_RETREAT: + case EFFECT_TEATIME: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_SHORE_UP: + case EFFECT_HEAL_PULSE: + case EFFECT_LASER_FOCUS: + case EFFECT_PURIFY: + case EFFECT_INSTRUCT: + case EFFECT_SOAK: + + // tests exist elsewhere + case EFFECT_ELECTRIC_TERRAIN: + case EFFECT_PSYCHIC_TERRAIN: + case EFFECT_AURORA_VEIL: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 701-800") +{ + u32 moveStart = 700; + u32 moveCap = 800; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_CLANGOROUS_SOUL: + case EFFECT_LIFE_DEW: + case EFFECT_POLTERGEIST: + case EFFECT_COACHING: + case EFFECT_REVIVAL_BLESSING: + case EFFECT_FILLET_AWAY: + + //TODO: AI TESTS + case EFFECT_RESTORE_HP: + case EFFECT_STEEL_ROLLER: + case EFFECT_JUNGLE_HEALING: + case EFFECT_POWER_TRICK: + case EFFECT_TAKE_HEART: + + // tests exist elsewhere + case EFFECT_COURT_CHANGE: + case EFFECT_DOODLE: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +} + +AI_DOUBLE_BATTLE_TEST("AI can use all moves, 801-900") +{ + u32 moveStart = 800; + u32 moveCap = 900; + + if (moveCap > MOVES_COUNT) + moveCap = MOVES_COUNT - 1; + + s32 j; + u32 move = MOVE_NONE; + + enum BattleMoveEffects effect; + + for (j = moveStart + 1; j <= moveCap; j++) + { + effect = GetMoveEffect(j); + + // Stat raising effects are not meant to be used when you have only Splash. + if (IsStatRaisingEffect(effect)) + continue; + + switch (effect) + { + //TODO: AI HANDLING + case EFFECT_SHED_TAIL: + case EFFECT_FAIL_IF_NOT_ARG_TYPE: + + //TODO: AI TESTS + case EFFECT_CHILLY_RECEPTION: + case EFFECT_TIDY_UP: + + // tests exist elsewhere + case EFFECT_SNOWSCAPE: + case EFFECT_DRAGON_CHEER: + + // Skipped on purpose. + case EFFECT_PROTECT: + case EFFECT_NON_VOLATILE_STATUS: + case EFFECT_DO_NOTHING: + case EFFECT_HOLD_HANDS: + case EFFECT_CELEBRATE: + case EFFECT_HAPPY_HOUR: + break; + default: + PARAMETRIZE { move = j; } + } + } + + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); } + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SPLASH, move); Status1(STATUS1_BURN); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POUND, move); Item(ITEM_STARF_BERRY); } + OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { EXPECT_MOVE(opponentLeft, move); } + } +}