#include "constants/battle_ai.h" #include "constants/moves.h" #include "global.h" #include "test/battle.h" #include "battle_ai_util.h" #include "test/test.h" ASSUMPTIONS { ASSUME(MoveHasAdditionalEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS) == TRUE); } 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(GetMoveEffect(MOVE_FACADE) == 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(GetMoveEffect(MOVE_SMELLING_SALTS) == EFFECT_DOUBLE_POWER_ON_ARG_STATUS); ASSUME(GetMoveEffectArg_Status(MOVE_SMELLING_SALTS) == STATUS1_PARALYSIS); 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(GetMoveEffect(MOVE_WAKE_UP_SLAP) == EFFECT_DOUBLE_POWER_ON_ARG_STATUS); ASSUME(GetMoveEffectArg_Status(MOVE_WAKE_UP_SLAP) == STATUS1_SLEEP); 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_DRUM_BEATING; } PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; } GIVEN { ASSUME(GetMoveEffect(MOVE_GRAV_APPLE) == EFFECT_GRAV_APPLE); ASSUME(GetMovePower(MOVE_GRAV_APPLE) == GetMovePower(MOVE_DRUM_BEATING)); ASSUME(MoveHasAdditionalEffect(MOVE_DRUM_BEATING, MOVE_EFFECT_SPD_MINUS_1) == TRUE); 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_DRUM_BEATING, MOVE_GRAV_APPLE); } } WHEN { TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_DRUM_BEATING); } 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(GetMoveEffect(MOVE_FLAIL) == 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(GetMoveEffect(MOVE_STOCKPILE) == EFFECT_STOCKPILE); ASSUME(GetMoveEffect(MOVE_SPIT_UP) == 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_SCRATCH); } } 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(GetMoveEffect(MOVE_COUNTER) == EFFECT_COUNTER); ASSUME(GetMoveEffect(MOVE_MIRROR_COAT) == EFFECT_MIRROR_COAT); ASSUME(GetMoveCategory(MOVE_STRENGTH) == DAMAGE_CATEGORY_PHYSICAL); ASSUME(GetMoveCategory(MOVE_POWER_GEM) == DAMAGE_CATEGORY_SPECIAL); 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("The opposing Wobbuffet fainted!"); } } AI_SINGLE_BATTLE_TEST("AI chooses moves with secondary effect that have a 100% chance to trigger") { enum Ability ability; PARAMETRIZE { ability = ABILITY_NONE; } PARAMETRIZE { ability = ABILITY_SERENE_GRACE; } GIVEN { ASSUME(MoveHasAdditionalEffectWithChance(MOVE_SHADOW_BALL, MOVE_EFFECT_SP_DEF_MINUS_1, 20)); ASSUME(MoveHasAdditionalEffectWithChance(MOVE_OCTAZOOKA, MOVE_EFFECT_ACC_MINUS_1, 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_OCTAZOOKA); } } WHEN { if (ability == ABILITY_NONE) TURN { EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); } else TURN { EXPECT_MOVES(opponent, MOVE_OCTAZOOKA); } } } AI_DOUBLE_BATTLE_TEST("AI chooses moves that cure self or partner") { u32 status1_0, status1_1, partnerAbility, move; PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_NONE; move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; } PARAMETRIZE { status1_0 = STATUS1_TOXIC_POISON; status1_1 = STATUS1_NONE; move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; } PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS; move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; } PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS; move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SOUNDPROOF; } PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_NONE; move = MOVE_REFRESH; partnerAbility = ABILITY_SCRAPPY; } PARAMETRIZE { status1_0 = STATUS1_TOXIC_POISON; status1_1 = STATUS1_NONE; move = MOVE_REFRESH; partnerAbility = ABILITY_SCRAPPY; } GIVEN { ASSUME(GetMoveEffect(MOVE_HEAL_BELL) == EFFECT_HEAL_BELL); WITH_CONFIG(GEN_CONFIG_HEAL_BELL_SOUNDPROOF, GEN_8); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_ROCK_SLIDE, move, MOVE_ACID); Status1(status1_0); } OPPONENT(SPECIES_EXPLOUD) { Status1(status1_1); Ability(partnerAbility); } } WHEN { if (status1_0 != STATUS1_NONE || (status1_1 != STATUS1_NONE && partnerAbility != ABILITY_SOUNDPROOF)) TURN { EXPECT_MOVE(opponentLeft, move); } else TURN { EXPECT_MOVE(opponentLeft, MOVE_ROCK_SLIDE); } } } AI_SINGLE_BATTLE_TEST("AI chooses moves that cure inactive party members") { u32 status, config; enum Ability ability; PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SCRAPPY; } PARAMETRIZE { status = STATUS1_NONE; ability = ABILITY_SCRAPPY; } PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SOUNDPROOF; config = GEN_4; } PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SOUNDPROOF; config = GEN_5; } GIVEN { ASSUME(GetMoveEffect(MOVE_HEAL_BELL) == EFFECT_HEAL_BELL); WITH_CONFIG(GEN_CONFIG_HEAL_BELL_SOUNDPROOF, config); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_BODY_PRESS, MOVE_HEAL_BELL); } OPPONENT(SPECIES_EXPLOUD) { Status1(status); Ability(ability); } } WHEN { if (status == STATUS1_NONE || (ability == ABILITY_SOUNDPROOF && config <= GEN_4)) TURN { EXPECT_MOVE(opponent, MOVE_BODY_PRESS); } else TURN { EXPECT_MOVE(opponent, MOVE_HEAL_BELL); } } } AI_SINGLE_BATTLE_TEST("AI prioritizes Pursuit if it would KO opponent") { GIVEN { ASSUME(GetMoveEffect(MOVE_PURSUIT) == EFFECT_PURSUIT); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY); PLAYER(SPECIES_ESPEON) { Level(5); } PLAYER(SPECIES_TYRANITAR); OPPONENT(SPECIES_TYRANITAR) { Moves(MOVE_CRUNCH, MOVE_PURSUIT); } } WHEN { TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_PURSUIT); SEND_OUT(player, 1); } } } AI_SINGLE_BATTLE_TEST("AI uses Quick Guard against Quick Attack when opponent would die of poison") { GIVEN { PLAYER(SPECIES_ZUBAT) { Moves(MOVE_QUICK_ATTACK); Status1(STATUS1_TOXIC_POISON); } AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE); OPPONENT(SPECIES_RATTATA) { Moves(MOVE_QUICK_GUARD, MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_QUICK_ATTACK); EXPECT_MOVE(opponent, MOVE_QUICK_GUARD); } } } AI_SINGLE_BATTLE_TEST("AI uses Wide Guard against Earthquake when opponent would die of poison") { GIVEN { PLAYER(SPECIES_ZUBAT) { Moves(MOVE_EARTHQUAKE); Status1(STATUS1_TOXIC_POISON); } AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE); OPPONENT(SPECIES_RATTATA) { Moves(MOVE_WIDE_GUARD, MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_EARTHQUAKE); EXPECT_MOVE(opponent, MOVE_WIDE_GUARD); } } } AI_SINGLE_BATTLE_TEST("AI uses Worry Seed against Rest") { u32 move; u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT; PARAMETRIZE { move = MOVE_REST; } PARAMETRIZE { move = MOVE_EXTREME_SPEED; } PARAMETRIZE { move = MOVE_REST; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; } PARAMETRIZE { move = MOVE_EXTREME_SPEED; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; } GIVEN { AI_FLAGS(aiFlags); PLAYER(SPECIES_ZIGZAGOON) { Moves(move, MOVE_SLEEP_TALK, MOVE_HEADBUTT); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_WORRY_SEED, MOVE_HEADBUTT); } } WHEN { if (move == MOVE_REST) TURN { MOVE(player, MOVE_HEADBUTT); EXPECT_MOVE(opponent, MOVE_WORRY_SEED); } else TURN { MOVE(player, MOVE_HEADBUTT); NOT_EXPECT_MOVE(opponent, MOVE_WORRY_SEED); } } } AI_SINGLE_BATTLE_TEST("AI uses Simple Beam against Contrary Leaf Storm") { enum Ability ability, move; PARAMETRIZE { ability = ABILITY_CONTRARY; move = MOVE_LEAF_STORM; } PARAMETRIZE { ability = ABILITY_CONTRARY; move = MOVE_CHARGE_BEAM; } PARAMETRIZE { ability = ABILITY_OVERGROW; move = MOVE_CHARGE_BEAM; } GIVEN { PLAYER(SPECIES_SERPERIOR) { Moves(move); Ability(ability); } AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT); OPPONENT(SPECIES_SWOOBAT) { Moves(MOVE_GUST, MOVE_SIMPLE_BEAM); } } WHEN { if (ability == ABILITY_CONTRARY && move == MOVE_LEAF_STORM) TURN { MOVE(player, move); EXPECT_MOVE(opponent, MOVE_SIMPLE_BEAM); } else TURN { MOVE(player, move); NOT_EXPECT_MOVE(opponent, MOVE_SIMPLE_BEAM); } } } AI_SINGLE_BATTLE_TEST("AI uses Skill Swap against Poison Heal") { u8 status; u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT; PARAMETRIZE { status = STATUS1_POISON; } PARAMETRIZE { status = STATUS1_POISON; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; } PARAMETRIZE { status = STATUS1_TOXIC_POISON; } PARAMETRIZE { status = STATUS1_TOXIC_POISON; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; } GIVEN { PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(status); } AI_FLAGS(aiFlags); OPPONENT(SPECIES_SPINDA) { Moves(MOVE_SKILL_SWAP, MOVE_HEADBUTT); } } WHEN { if (status == STATUS1_TOXIC_POISON) TURN { EXPECT_MOVE(opponent, MOVE_SKILL_SWAP); } else TURN { NOT_EXPECT_MOVE(opponent, MOVE_SKILL_SWAP); } } } AI_SINGLE_BATTLE_TEST("AI uses Trick Room (singles)") { u32 speed; PARAMETRIZE { speed = 10; } PARAMETRIZE { speed = 20; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_WOBBUFFET) { Speed(11); } OPPONENT(SPECIES_WOBBUFFET) { Speed(speed); Moves(MOVE_TACKLE, MOVE_TRICK_ROOM); } } WHEN { if (speed == 10) TURN { EXPECT_MOVE(opponent, MOVE_TRICK_ROOM); } else TURN { NOT_EXPECT_MOVE(opponent, MOVE_TRICK_ROOM); } } } AI_SINGLE_BATTLE_TEST("AI uses Quick Guard against Quick Attack when opponent would take poison damage") { PASSES_RANDOMLY(PREDICT_MOVE_CHANCE, 100, RNG_AI_PREDICT_MOVE); GIVEN { PLAYER(SPECIES_RATTATA) { Moves(MOVE_QUICK_ATTACK); Status1(STATUS1_TOXIC_POISON); } AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE); OPPONENT(SPECIES_RATTATA) { Moves(MOVE_QUICK_GUARD, MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_QUICK_ATTACK); EXPECT_MOVE(opponent, MOVE_QUICK_GUARD); } } } AI_SINGLE_BATTLE_TEST("AI uses Wide Guard against Earthquake when opponent would take poison damage") { PASSES_RANDOMLY(PREDICT_MOVE_CHANCE, 100, RNG_AI_PREDICT_MOVE); GIVEN { PLAYER(SPECIES_RATTATA) { Moves(MOVE_EARTHQUAKE); Status1(STATUS1_TOXIC_POISON); } AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE); OPPONENT(SPECIES_RATTATA) { Moves(MOVE_WIDE_GUARD, MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_EARTHQUAKE); EXPECT_MOVE(opponent, MOVE_WIDE_GUARD); } } } AI_SINGLE_BATTLE_TEST("AI sees Shield Dust immunity to additional effects") { enum Ability ability; PARAMETRIZE { ability = ABILITY_SHIELD_DUST; } PARAMETRIZE { ability = ABILITY_TINTED_LENS; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_VENOMOTH) { Ability(ability); Moves(MOVE_CELEBRATE, MOVE_POUND); } OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CHILLING_WATER, MOVE_BRINE); } } WHEN { if (ability == ABILITY_SHIELD_DUST) TURN { EXPECT_MOVE(opponent, MOVE_BRINE); } else TURN { EXPECT_MOVE(opponent, MOVE_CHILLING_WATER); } } } AI_DOUBLE_BATTLE_TEST("AI sees type-changing moves as the correct type") { u32 species, fieldStatus, ability; u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT; PARAMETRIZE { fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_NONE; } PARAMETRIZE { fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_LIQUID_VOICE; } PARAMETRIZE { fieldStatus = MOVE_ELECTRIC_TERRAIN; species = SPECIES_GEODUDE_ALOLA; ability = ABILITY_GALVANIZE; } PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_NONE; } PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_LIQUID_VOICE; } PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; fieldStatus = MOVE_ELECTRIC_TERRAIN; species = SPECIES_GEODUDE_ALOLA; ability = ABILITY_GALVANIZE; } GIVEN { AI_FLAGS(aiFlags); PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Moves(fieldStatus, MOVE_RETURN, MOVE_TAUNT); } OPPONENT(species) { Ability(ability); Moves(MOVE_HYPER_VOICE); } } WHEN { if (ability != ABILITY_NONE) TURN { EXPECT_MOVE(opponentLeft, fieldStatus); } else TURN { NOT_EXPECT_MOVE(opponentLeft, fieldStatus); } } } AI_SINGLE_BATTLE_TEST("AI uses Sparkling Aria to cure an enemy with Guts") { u32 ability; PARAMETRIZE { ability = ABILITY_GUTS; } PARAMETRIZE { ability = ABILITY_BULLETPROOF; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_URSALUNA) { Ability(ability); Moves(MOVE_HEADLONG_RUSH, MOVE_CELEBRATE); Status1(STATUS1_BURN); } OPPONENT(SPECIES_PRIMARINA) { Moves(MOVE_SPARKLING_ARIA, MOVE_SCALD); } } WHEN { if (ability == ABILITY_GUTS) TURN { EXPECT_MOVE(opponent, MOVE_SPARKLING_ARIA); } else TURN { EXPECT_MOVE(opponent, MOVE_SCALD); } } }