#include "global.h" #include "test/battle.h" #include "battle_ai_util.h" AI_SINGLE_BATTLE_TEST("AI_FLAG_ASSUME_STAB sees the player's STAB moves") { u32 aiFlag = 0; PARAMETRIZE { aiFlag = AI_FLAG_ASSUME_STAB; } PARAMETRIZE { aiFlag = AI_FLAG_OMNISCIENT; } PARAMETRIZE { aiFlag = 0; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | aiFlag); PLAYER(SPECIES_TYPHLOSION) { Speed(5); Moves(MOVE_TACKLE, MOVE_FLAMETHROWER); } OPPONENT(SPECIES_ZIGZAGOON) { Speed(1); Moves(MOVE_TACKLE); Level(1); } OPPONENT(SPECIES_SCIZOR) { Speed(4); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_BLISSEY) { Speed(4); Moves(MOVE_TACKLE); } } WHEN { if (aiFlag == AI_FLAG_ASSUME_STAB || aiFlag == AI_FLAG_OMNISCIENT) TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVE(opponent, MOVE_TACKLE); EXPECT_SEND_OUT(opponent, 2); } else TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVE(opponent, MOVE_TACKLE); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_ASSUME_STAB does not see the player's non-STAB moves") { u32 aiFlag = 0; PARAMETRIZE { aiFlag = AI_FLAG_ASSUME_STAB; } PARAMETRIZE { aiFlag = AI_FLAG_OMNISCIENT; } PARAMETRIZE { aiFlag = 0; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | aiFlag); PLAYER(SPECIES_GOREBYSS) { Speed(5); Moves(MOVE_TACKLE, MOVE_FLAMETHROWER); } OPPONENT(SPECIES_ZIGZAGOON) { Speed(1); Moves(MOVE_TACKLE); Level(1); } OPPONENT(SPECIES_SCIZOR) { Speed(4); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_BLISSEY) { Speed(4); Moves(MOVE_TACKLE); } } WHEN { if (aiFlag == AI_FLAG_OMNISCIENT) TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVE(opponent, MOVE_TACKLE); EXPECT_SEND_OUT(opponent, 2); } else TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVE(opponent, MOVE_TACKLE); EXPECT_SEND_OUT(opponent, 1); } } } AI_DOUBLE_BATTLE_TEST("AI correctly records assumed STAB moves") { u32 aiFlag = 0; // Not checking Omniscient here because it doesn't change the battle history PARAMETRIZE { aiFlag = AI_FLAG_ASSUME_STAB; } PARAMETRIZE { aiFlag = 0; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiFlag); PLAYER(SPECIES_TYPHLOSION) { Moves(MOVE_TACKLE, MOVE_FLAMETHROWER, MOVE_SMOG); } PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_TACKLE, MOVE_HEADBUTT, MOVE_THUNDERBOLT); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_TACKLE); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_TACKLE); } } WHEN { TURN { MOVE(playerLeft, MOVE_TACKLE, target:opponentLeft); MOVE(playerRight, MOVE_THUNDERBOLT, target:opponentRight); } } THEN { if (aiFlag == AI_FLAG_ASSUME_STAB) { EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][0], MOVE_TACKLE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][1], MOVE_FLAMETHROWER); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][2], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][3], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][0], MOVE_TACKLE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][1], MOVE_HEADBUTT); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][2], MOVE_THUNDERBOLT); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][3], MOVE_NONE); } else if (aiFlag == 0) { EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][0], MOVE_TACKLE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][1], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][2], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][3], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][0], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][1], MOVE_NONE); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][2], MOVE_THUNDERBOLT); EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][3], MOVE_NONE); } } }