#include "global.h" #include "test/battle.h" AI_SINGLE_BATTLE_TEST("AI gets baited by Protect Switch tactics") // This behavior is to be fixed. { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_STUNFISK); PLAYER(SPECIES_PELIPPER); OPPONENT(SPECIES_DARKRAI) { Moves(MOVE_SCRATCH, MOVE_PECK, MOVE_EARTHQUAKE, MOVE_THUNDERBOLT); } OPPONENT(SPECIES_SCIZOR) { Moves(MOVE_HYPER_BEAM, MOVE_FACADE, MOVE_GIGA_IMPACT, MOVE_EXTREME_SPEED); } } WHEN { TURN { MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_EARTHQUAKE); } // E-quake TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_EARTHQUAKE); } // E-quake TURN { MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_THUNDERBOLT); } // T-Bolt TURN { SWITCH(player, 0); EXPECT_MOVE(opponent, MOVE_THUNDERBOLT); } // T-Bolt TURN { MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_EARTHQUAKE); } // E-quake TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_EARTHQUAKE);} // E-quake TURN { MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_THUNDERBOLT); } // T-Bolt } } // General switching behaviour AI_SINGLE_BATTLE_TEST("AI switches if Perish Song is about to kill") { PASSES_RANDOMLY(SHOULD_SWITCH_PERISH_SONG_PERCENTAGE, 100, RNG_AI_SWITCH_PERISH_SONG); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) {Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_CROBAT) {Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_PERISH_SONG); } TURN { ; } TURN { ; } TURN { EXPECT_SWITCH(opponent, 1); } } SCENE { MESSAGE(AI_TRAINER_NAME " sent out Crobat!"); } } AI_SINGLE_BATTLE_TEST("AI sees on-field player ability correctly and does not see previous Pokémon's ability after player uses a pivot move when choosing a post-KO switch") { u32 testAbility; PARAMETRIZE { testAbility = ABILITY_WATER_ABSORB; } PARAMETRIZE { testAbility = ABILITY_VOLT_ABSORB; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_PIKACHU) {Level(100); Moves(MOVE_VOLT_SWITCH, MOVE_SPARKLY_SWIRL); Ability(ABILITY_LIGHTNING_ROD); }; PLAYER(SPECIES_LANTURN) {Level(44); Moves(MOVE_SCALD); Ability(testAbility); }; OPPONENT(SPECIES_SOBBLE) {Level(44); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_BOMBIRDIER) {Level(42); Moves(MOVE_ROCK_SLIDE); } OPPONENT(SPECIES_IRON_THORNS) {Level(43); Moves(MOVE_SUPERCELL_SLAM, MOVE_ICE_PUNCH); } } WHEN { TURN { MOVE(player, MOVE_VOLT_SWITCH); SEND_OUT(player, 1); EXPECT_MOVE(opponent, MOVE_SCRATCH); testAbility == ABILITY_WATER_ABSORB ? EXPECT_SEND_OUT(opponent, 2) : EXPECT_SEND_OUT(opponent, 1); } } } AI_DOUBLE_BATTLE_TEST("AI will not try to switch for the same Pokémon for 2 spots in a double battle (all bad moves)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); PLAYER(SPECIES_RATTATA); PLAYER(SPECIES_RATTATA); // No moves to damage player. OPPONENT(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } OPPONENT(SPECIES_HAUNTER) { Moves(MOVE_SHADOW_BALL); } OPPONENT(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } OPPONENT(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { EXPECT_SWITCH(opponentLeft, 3); }; } SCENE { MESSAGE(AI_TRAINER_NAME " withdrew Gengar!"); MESSAGE(AI_TRAINER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_TRAINER_NAME " withdrew Haunter!"); MESSAGE(AI_TRAINER_NAME " sent out Raticate!"); } } } // Used to test EXPECT_SWITCH only on partner AI_MULTI_BATTLE_TEST("AI partner will not switch mid-turn into a player Pokémon (multi)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_HAUNTER); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_PARTNER(SPECIES_GASTLY) { Moves(MOVE_LICK); } MULTI_PARTNER(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); } MULTI_OPPONENT_A(SPECIES_RATTATA) { Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_B(SPECIES_KANGASKHAN) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { EXPECT_SWITCH(playerRight, 5); }; } SCENE { MESSAGE(AI_PARTNER_NAME " withdrew Gengar!"); MESSAGE(AI_PARTNER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " withdrew Gengar!"); MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } // Used to test EXPECT_SWITCH only on partner AI_TWO_VS_ONE_BATTLE_TEST("AI partner will not switch mid-turn into a player Pokémon (2v1)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_HAUNTER); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_PARTNER(SPECIES_GASTLY) { Moves(MOVE_LICK); } MULTI_PARTNER(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); } MULTI_OPPONENT_A(SPECIES_RATTATA) { Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_A(SPECIES_KANGASKHAN) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { EXPECT_SWITCH(playerRight, 5); }; } SCENE { MESSAGE(AI_PARTNER_NAME " withdrew Gengar!"); MESSAGE(AI_PARTNER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " withdrew Gengar!"); MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } // Used to test EXPECT_SEND_OUT only on partner AI_MULTI_BATTLE_TEST("AI partner will not switch into a player Pokémon after fainting (multi)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_GENGAR); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); HP(1); } MULTI_PARTNER(SPECIES_GASTLY); MULTI_PARTNER(SPECIES_HAUNTER); MULTI_OPPONENT_A(SPECIES_TRAPINCH) { Ability(ABILITY_ARENA_TRAP); Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_B(SPECIES_VIBRAVA) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { EXPECT_MOVE(playerRight, MOVE_CELEBRATE); EXPECT_SEND_OUT(playerRight, 5); }; } SCENE { MESSAGE(AI_PARTNER_NAME " sent out Haunter!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } // Used to test EXPECT_SEND_OUT only on partner AI_TWO_VS_ONE_BATTLE_TEST("AI partner will not switch into a player Pokémon after fainting (2v1)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_GENGAR); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); HP(1); } MULTI_PARTNER(SPECIES_GASTLY); MULTI_PARTNER(SPECIES_HAUNTER); MULTI_OPPONENT_A(SPECIES_TRAPINCH) { Ability(ABILITY_ARENA_TRAP); Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_A(SPECIES_VIBRAVA) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { EXPECT_MOVE(playerRight, MOVE_CELEBRATE); EXPECT_SEND_OUT(playerRight, 5); }; } SCENE { MESSAGE(AI_PARTNER_NAME " sent out Haunter!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } // Used to test EXPECT_SWITCH, EXPECT_SEND_OUT, and EXPECT_MOVE on partner AI_MULTI_BATTLE_TEST("AI partner will not switch into a player Pokémon (multi)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_HAUNTER); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_PARTNER(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); HP(1); } MULTI_OPPONENT_A(SPECIES_RATTATA) { Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_B(SPECIES_KANGASKHAN) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { MOVE(playerLeft, MOVE_AURA_SPHERE, target:playerRight); EXPECT_SWITCH(playerRight, 4); EXPECT_SEND_OUT(playerRight, 3); }; TURN { EXPECT_MOVE(playerRight, MOVE_SHADOW_BALL, target:opponentLeft); }; } SCENE { MESSAGE(AI_PARTNER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } // Used to test EXPECT_SWITCH, EXPECT_SEND_OUT, and EXPECT_MOVE on partner AI_TWO_VS_ONE_BATTLE_TEST("AI partner will not switch into a player Pokémon (2v1)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_HAUNTER); MULTI_PLAYER(SPECIES_RATTATA); // No moves to damage opponents. MULTI_PARTNER(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_PARTNER(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); HP(1); } MULTI_OPPONENT_A(SPECIES_RATTATA) { Moves(MOVE_CELEBRATE); } MULTI_OPPONENT_A(SPECIES_KANGASKHAN) { Moves(MOVE_CELEBRATE); } } WHEN { TURN { MOVE(playerLeft, MOVE_AURA_SPHERE, target:playerRight); EXPECT_SWITCH(playerRight, 4); EXPECT_SEND_OUT(playerRight, 3); }; TURN { EXPECT_MOVE(playerRight, MOVE_SHADOW_BALL, target:opponentLeft); }; } SCENE { MESSAGE(AI_PARTNER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_PARTNER_NAME " sent out Rattata!"); } } } AI_TWO_VS_ONE_BATTLE_TEST("AI will not try to switch for the same pokemon for 2 spots in a 2v1 battle (all bad moves)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_RATTATA); MULTI_PLAYER(SPECIES_RATTATA); MULTI_PARTNER(SPECIES_KANGASKHAN); // No moves to damage player. MULTI_OPPONENT_A(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_OPPONENT_A(SPECIES_HAUNTER) { Moves(MOVE_SHADOW_BALL); } MULTI_OPPONENT_A(SPECIES_GASTLY) { Moves(MOVE_LICK); } MULTI_OPPONENT_A(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { EXPECT_SWITCH(opponentLeft, 3); }; } SCENE { MESSAGE(AI_TRAINER_NAME " withdrew Gengar!"); MESSAGE(AI_TRAINER_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_TRAINER_NAME " withdrew Haunter!"); MESSAGE(AI_TRAINER_NAME " sent out Raticate!"); } } } AI_ONE_VS_TWO_BATTLE_TEST("AI will not switch into a partner Pokémon in a 1v2 battle (all bad moves)") { u32 flags; PARAMETRIZE {flags = AI_FLAG_SMART_SWITCHING; } PARAMETRIZE {flags = 0; } PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | flags); MULTI_PLAYER(SPECIES_RATTATA); MULTI_PLAYER(SPECIES_KANGASKHAN); // No moves to damage player. MULTI_OPPONENT_A(SPECIES_HAUNTER) { Moves(MOVE_SHADOW_BALL); } MULTI_OPPONENT_B(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } MULTI_OPPONENT_B(SPECIES_GASTLY) { Moves(MOVE_LICK); } MULTI_OPPONENT_B(SPECIES_RATICATE) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { EXPECT_SWITCH(opponentRight, 5); }; } SCENE { MESSAGE(AI_TRAINER_2_NAME " withdrew Gengar!"); MESSAGE(AI_TRAINER_2_NAME " sent out Raticate!"); NONE_OF { MESSAGE(AI_TRAINER_NAME " withdrew Haunter!"); MESSAGE(AI_TRAINER_NAME " sent out Raticate!"); } } } AI_SINGLE_BATTLE_TEST("AI will switch out if it has no move that affects the player") { PASSES_RANDOMLY(SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_MOVES_BAD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_RATTATA); OPPONENT(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } OPPONENT(SPECIES_RATTATA) { Moves(MOVE_SCRATCH); } } WHEN { TURN { EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("When AI switches out due to having no move that affects the player, AI will send in a mon that can hit the player, even if not ideal") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL, MOVE_CELEBRATE); } OPPONENT(SPECIES_ABRA) { Moves(MOVE_TACKLE); } OPPONENT(SPECIES_ABRA) { Moves(MOVE_TACKLE); } OPPONENT(SPECIES_ABRA) { Level(5); Moves(MOVE_CONFUSION); } OPPONENT(SPECIES_ABRA) { Moves(MOVE_TACKLE); } OPPONENT(SPECIES_ABRA) { Moves(MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_SHADOW_BALL); EXPECT_SWITCH(opponent, 2); EXPECT_SEND_OUT(opponent, 4); } TURN { MOVE(player, MOVE_SHADOW_BALL); EXPECT_MOVE(opponent, MOVE_TACKLE); } } } AI_DOUBLE_BATTLE_TEST("AI will not try to switch for the same Pokémon for 2 spots in a double battle (Wonder Guard)") { PASSES_RANDOMLY(SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE, 100, RNG_AI_SWITCH_WONDER_GUARD); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SHEDINJA); PLAYER(SPECIES_SHEDINJA); // No moves to damage player. OPPONENT(SPECIES_LINOONE) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_LINOONE) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_GENGAR) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { EXPECT_SWITCH(opponentLeft, 3); }; } SCENE { MESSAGE(AI_TRAINER_NAME " withdrew Linoone!"); MESSAGE(AI_TRAINER_NAME " sent out Gengar!"); NONE_OF { MESSAGE(AI_TRAINER_NAME " withdrew Zigzagoon!"); MESSAGE(AI_TRAINER_NAME " sent out Gengar!"); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Switch effect moves will send out Ace Mon if it's the only one remaining") { u32 aiMove = 0; // Moves testing all effects in IsSwitchOutEffect PARAMETRIZE { aiMove = MOVE_U_TURN; } PARAMETRIZE { aiMove = MOVE_TELEPORT; } PARAMETRIZE { aiMove = MOVE_PARTING_SHOT; } PARAMETRIZE { aiMove = MOVE_BATON_PASS; } PARAMETRIZE { aiMove = MOVE_CHILLY_RECEPTION; } PARAMETRIZE { aiMove = MOVE_SHED_TAIL; } GIVEN { ASSUME(GetMoveEffect(MOVE_U_TURN) == EFFECT_HIT_ESCAPE); ASSUME(GetMoveEffect(MOVE_TELEPORT) == EFFECT_TELEPORT); ASSUME(GetMoveEffect(MOVE_PARTING_SHOT) == EFFECT_PARTING_SHOT); ASSUME(GetMoveEffect(MOVE_BATON_PASS) == EFFECT_BATON_PASS); ASSUME(GetMoveEffect(MOVE_CHILLY_RECEPTION) == EFFECT_CHILLY_RECEPTION); ASSUME(GetMoveEffect(MOVE_SHED_TAIL) == EFFECT_SHED_TAIL); WITH_CONFIG(GEN_CONFIG_TELEPORT_BEHAVIOR, GEN_8); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_ACE_POKEMON); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Moves(aiMove); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { EXPECT_MOVE(opponent, aiMove); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Eject Button will send out Ace Mon if it's the only one remaining") { u32 aiSmartMonChoicesFlag; PARAMETRIZE { aiSmartMonChoicesFlag = 0; } PARAMETRIZE { aiSmartMonChoicesFlag = AI_FLAG_SMART_MON_CHOICES; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartMonChoicesFlag | AI_FLAG_ACE_POKEMON); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_EJECT_BUTTON); }; OPPONENT(SPECIES_LINOONE); } WHEN { TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_SCRATCH); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Eject Pack will send out Ace Mon if it's the only one remaining") { u32 aiSmartMonChoicesFlag; PARAMETRIZE { aiSmartMonChoicesFlag = 0; } PARAMETRIZE { aiSmartMonChoicesFlag = AI_FLAG_SMART_MON_CHOICES; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartMonChoicesFlag | AI_FLAG_ACE_POKEMON); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } PLAYER(SPECIES_ARCANINE) { Ability(ABILITY_INTIMIDATE); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_EJECT_PACK); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_LINOONE) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_SCRATCH); EXPECT_SEND_OUT(opponent, 1); } } } // General AI_FLAG_SMART_MON_CHOICES behaviour AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculation checks whether incoming damage is less than recurring healing to avoid an infinite loop") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_VENUSAUR) { Level(30); Moves(MOVE_SCRATCH); } // Opponent party courtesy of Skolgrahd, who triggered the bug in the first place OPPONENT(SPECIES_PIKACHU) { Level(100); Moves(MOVE_ZIPPY_ZAP, MOVE_EXTREME_SPEED, MOVE_IRON_TAIL, MOVE_KNOCK_OFF); } OPPONENT(SPECIES_NINETALES_ALOLA) { Level(100); Moves(MOVE_AURORA_VEIL, MOVE_BLIZZARD, MOVE_MOONBLAST, MOVE_DISABLE); } OPPONENT(SPECIES_WEAVILE) { Level(100); Moves(MOVE_NIGHT_SLASH, MOVE_TRIPLE_AXEL, MOVE_ICE_SHARD, MOVE_FAKE_OUT); } OPPONENT(SPECIES_DITTO) { Level(100); Moves(MOVE_TRANSFORM); } OPPONENT(SPECIES_TYPHLOSION) { Level(100); Moves(MOVE_ERUPTION, MOVE_HEAT_WAVE, MOVE_FOCUS_BLAST, MOVE_EXTRASENSORY); } OPPONENT(SPECIES_UMBREON) { Level(100); Item(ITEM_LEFTOVERS); Moves(MOVE_FOUL_PLAY, MOVE_SNARL, MOVE_HELPING_HAND, MOVE_THUNDER_WAVE); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVES(opponent, MOVE_ZIPPY_ZAP, MOVE_EXTREME_SPEED, MOVE_IRON_TAIL, MOVE_KNOCK_OFF); } } SCENE { MESSAGE("Venusaur fainted!"); } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculation checks whether incoming damage is zero to avoid an infinite loop") { GIVEN { ASSUME(gItemsInfo[ITEM_LEFTOVERS].holdEffect == HOLD_EFFECT_LEFTOVERS); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_BULBASAUR) { Level(5); Moves(MOVE_SWORDS_DANCE, MOVE_WHIRLWIND, MOVE_SAND_ATTACK, MOVE_TAIL_WHIP); } // Scenario courtesy of Duke, who triggered the bug in the first place OPPONENT(SPECIES_GEODUDE) { Level(100); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_GEODUDE) { Level(100); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_NOSEPASS) { Level(100); Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_SWORDS_DANCE); EXPECT_MOVES(opponent, MOVE_SCRATCH); } } SCENE { MESSAGE("Bulbasaur fainted!"); } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Avoid infinite loop if damage taken is equal to recurring healing") { GIVEN { ASSUME(gItemsInfo[ITEM_LEFTOVERS].holdEffect == HOLD_EFFECT_LEFTOVERS); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_MEOWTH_GALAR) { Level(100); Moves(MOVE_GROWL, MOVE_FAKE_OUT, MOVE_HONE_CLAWS); } // Scenario courtesy of Duke, who triggered the bug in the first place OPPONENT(SPECIES_MEOWTH_GALAR) { Level(5); Moves(MOVE_GROWL, MOVE_FAKE_OUT, MOVE_HONE_CLAWS); } OPPONENT(SPECIES_GEODUDE) { Level(5); Moves(MOVE_DOUBLE_EDGE); } OPPONENT(SPECIES_GEODUDE) { Level(5); Moves(MOVE_DOUBLE_EDGE); } OPPONENT(SPECIES_NOSEPASS) { Level(5); Moves(MOVE_DOUBLE_EDGE); } OPPONENT(SPECIES_HOUNDSTONE) { Level(5); Moves(MOVE_NIGHT_SHADE, MOVE_BODY_PRESS, MOVE_WILL_O_WISP, MOVE_PROTECT); Item(ITEM_LEFTOVERS); } } WHEN { TURN { MOVE(player, MOVE_FAKE_OUT); EXPECT_MOVES(opponent, MOVE_FAKE_OUT); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will not switch in a Pokemon which is slower and gets 1HKOed after fainting") { bool32 alakazamFirst; u32 speedAlakazm; u32 aiSmartSwitchFlags = 0; PARAMETRIZE { speedAlakazm = 200; alakazamFirst = TRUE; } // AI will always send out Alakazan as it sees a KO with Focus Blast, even if Alakazam dies before it can get it off PARAMETRIZE { speedAlakazm = 200; alakazamFirst = FALSE; aiSmartSwitchFlags = AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES; } // AI_FLAG_SMART_MON_CHOICES lets AI see that Alakazam would be KO'd before it can KO, and won't switch it in PARAMETRIZE { speedAlakazm = 400; alakazamFirst = TRUE; aiSmartSwitchFlags = AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES; } // AI_FLAG_SMART_MON_CHOICES recognizes that Alakazam is faster and can KO, and will switch it in GIVEN { ASSUME(GetMoveCategory(MOVE_PSYCHIC) == DAMAGE_CATEGORY_SPECIAL); ASSUME(GetMoveCategory(MOVE_FOCUS_BLAST) == DAMAGE_CATEGORY_SPECIAL); ASSUME(GetMoveCategory(MOVE_BUBBLE_BEAM) == DAMAGE_CATEGORY_SPECIAL); ASSUME(GetMoveCategory(MOVE_WATER_GUN) == DAMAGE_CATEGORY_SPECIAL); ASSUME(GetMoveCategory(MOVE_STRENGTH) == DAMAGE_CATEGORY_PHYSICAL); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartSwitchFlags); PLAYER(SPECIES_WEAVILE) { Speed(300); Ability(ABILITY_SHADOW_TAG); } // Weavile has Shadow Tag, so AI can't switch on the first turn, but has to do it after fainting. OPPONENT(SPECIES_KADABRA) { Speed(200); Moves(MOVE_PSYCHIC, MOVE_DISABLE, MOVE_TAUNT, MOVE_CALM_MIND); } OPPONENT(SPECIES_ALAKAZAM) { Speed(speedAlakazm); Moves(MOVE_FOCUS_BLAST, MOVE_PSYCHIC); } // Alakazam has a move which OHKOes Weavile, but it doesn't matter if he's getting KO-ed first. OPPONENT(SPECIES_BLASTOISE) { Speed(200); Moves(MOVE_BUBBLE_BEAM, MOVE_WATER_GUN, MOVE_LEER, MOVE_STRENGTH); } // Can't OHKO, but survives a hit from Weavile's Night Slash. } WHEN { TURN { MOVE(player, MOVE_NIGHT_SLASH) ; EXPECT_SEND_OUT(opponent, alakazamFirst ? 1 : 2); } // AI doesn't send out Alakazam if it gets outsped } SCENE { MESSAGE("The opposing Kadabra fainted!"); if (alakazamFirst) { MESSAGE(AI_TRAINER_NAME " sent out Alakazam!"); } else { MESSAGE(AI_TRAINER_NAME " sent out Blastoise!"); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI considers hazard damage when choosing which Pokemon to switch in") { u32 aiIsSmart = 0; u32 aiSmartSwitchFlags = 0; PARAMETRIZE { aiIsSmart = 0; aiSmartSwitchFlags = 0; } // AI doesn't care about hazard damage resulting in Pokemon being KO'd PARAMETRIZE { aiIsSmart = 1; aiSmartSwitchFlags = AI_FLAG_SMART_MON_CHOICES; } // AI_FLAG_SMART_MON_CHOICES avoids being KO'd as a result of hazards damage GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartSwitchFlags); PLAYER(SPECIES_MEGANIUM) { Speed(100); SpDefense(328); SpAttack(265); Moves(MOVE_STEALTH_ROCK, MOVE_SURF); } // Meganium does ~56% minimum ~66% maximum, enough to KO Charizard after rocks and never KO Typhlosion after rocks OPPONENT(SPECIES_PONYTA) { Level(5); Speed(5); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_CHARIZARD) { Speed(200); Moves(MOVE_FLAMETHROWER); SpAttack(317); SpDefense(207); MaxHP(297); } // Outspeends and 2HKOs Meganium OPPONENT(SPECIES_TYPHLOSION) { Speed(200); Moves(MOVE_FLAMETHROWER); SpAttack(317); SpDefense(207); MaxHP(297); } // Outspeends and 2HKOs Meganium } WHEN { TURN { MOVE(player, MOVE_STEALTH_ROCK) ;} TURN { MOVE(player, MOVE_SURF); EXPECT_SEND_OUT(opponent, aiIsSmart ? 2 : 1); } // AI sends out Typhlosion to get the KO with the flag rather than Charizard } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize type matchup + SE move, then type matchup") { u32 aiSmartSwitchFlags = 0; u32 move1; u32 move2; u32 expectedIndex; PARAMETRIZE { expectedIndex = 3; move1 = MOVE_SCRATCH; move2 = MOVE_SCRATCH; aiSmartSwitchFlags = 0; } // When not smart, AI will only switch in a defensive mon if it has a SE move, otherwise will just default to damage PARAMETRIZE { expectedIndex = 1; move1 = MOVE_GIGA_DRAIN; move2 = MOVE_SCRATCH; aiSmartSwitchFlags = 0; } PARAMETRIZE { expectedIndex = 2; move1 = MOVE_SCRATCH; move2 = MOVE_WATER_PULSE; aiSmartSwitchFlags = AI_FLAG_SMART_MON_CHOICES; } // When smart, AI will prioritize SE move, but still switch in good type matchup without SE move PARAMETRIZE { expectedIndex = 1; move1 = MOVE_GIGA_DRAIN; move2 = MOVE_SCRATCH; aiSmartSwitchFlags = AI_FLAG_SMART_MON_CHOICES; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartSwitchFlags); PLAYER(SPECIES_MARSHTOMP) { Level(30); Moves(MOVE_MUD_BOMB, MOVE_WATER_GUN, MOVE_GROWL, MOVE_MUD_SHOT); Speed(5); } OPPONENT(SPECIES_PONYTA) { Level(1); Moves(MOVE_NONE); Speed(6); } // Forces switchout OPPONENT(SPECIES_TANGELA) { Level(30); Moves(move1); Speed(4); } OPPONENT(SPECIES_LOMBRE) { Level(30); Moves(move2); Speed(4); } OPPONENT(SPECIES_HARIYAMA) { Level(30); Moves(MOVE_VITAL_THROW); Speed(4); } } WHEN { TURN { MOVE(player, MOVE_GROWL); EXPECT_SWITCH(opponent, expectedIndex); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize defensive options") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_WING_ATTACK, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Moves(MOVE_NONE); Speed(4); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } // Mid battle, AI sends out Aron OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53);} } WHEN { TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize offensive options after slow U-Turn") { GIVEN { ASSUME(GetMoveEffect(MOVE_FALSE_SWIPE) == EFFECT_FALSE_SWIPE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_FALSE_SWIPE, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Moves(MOVE_U_TURN); Speed(4); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53); } } WHEN { TURN { MOVE(player, MOVE_FALSE_SWIPE); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize offensive options after Eject Button") { GIVEN { ASSUME(gItemsInfo[ITEM_EJECT_BUTTON].holdEffect == HOLD_EFFECT_EJECT_BUTTON); ASSUME(GetMoveEffect(MOVE_FALSE_SWIPE) == EFFECT_FALSE_SWIPE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_FALSE_SWIPE, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Item(ITEM_EJECT_BUTTON); Moves(MOVE_SCRATCH); Speed(4); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53); } } WHEN { TURN { MOVE(player, MOVE_FALSE_SWIPE); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize offensive options after Eject Pack") { GIVEN { ASSUME(gItemsInfo[ITEM_EJECT_PACK].holdEffect == HOLD_EFFECT_EJECT_PACK); ASSUME(GetMoveEffect(MOVE_GROWL) == EFFECT_ATTACK_DOWN); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_GROWL, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Item(ITEM_EJECT_PACK); Moves(MOVE_SCRATCH); Speed(4); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53); } } WHEN { TURN { MOVE(player, MOVE_GROWL); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize defensive options after Eject Pack if mon outspeeds") { GIVEN { ASSUME(gItemsInfo[ITEM_EJECT_PACK].holdEffect == HOLD_EFFECT_EJECT_PACK); ASSUME(MoveHasAdditionalEffectSelf(MOVE_OVERHEAT, MOVE_EFFECT_SP_ATK_MINUS_2) == TRUE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_WING_ATTACK, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Item(ITEM_EJECT_PACK); Moves(MOVE_OVERHEAT); Speed(6); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53); } } WHEN { TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Mid-battle switches prioritize offensive options after Eject Pack if mon outspeeds but was Intimidate'd") { GIVEN { ASSUME(gItemsInfo[ITEM_EJECT_PACK].holdEffect == HOLD_EFFECT_EJECT_PACK); ASSUME(MoveHasAdditionalEffectSelf(MOVE_OVERHEAT, MOVE_EFFECT_SP_ATK_MINUS_2) == TRUE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_STARAPTOR) { Level(30); Ability(ABILITY_INTIMIDATE); Moves(MOVE_WING_ATTACK, MOVE_BOOMBURST); Speed(5); SpAttack(50); } OPPONENT(SPECIES_PONYTA) { Level(1); Item(ITEM_EJECT_PACK); Moves(MOVE_OVERHEAT); Speed(6); } // Forces switchout OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); SpDefense(50); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); SpDefense(53); } } WHEN { TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SWITCH(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Post-KO switches prioritize offensive options") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_SWELLOW) { Level(30); Moves(MOVE_WING_ATTACK, MOVE_BOOMBURST); Speed(5); } OPPONENT(SPECIES_PONYTA) { Level(1); Moves(MOVE_SCRATCH); Speed(4); } OPPONENT(SPECIES_ARON) { Level(30); Moves(MOVE_IRON_HEAD); Speed(4); } // Mid battle, AI sends out Aron OPPONENT(SPECIES_ELECTRODE) { Level(30); Ability(ABILITY_STATIC); Moves(MOVE_CHARGE_BEAM); Speed(6); } } WHEN { TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Post-KO switches factor in Trick Room for revenge killing") { GIVEN { ASSUME(GetMoveEffect(MOVE_TRICK_ROOM) == EFFECT_TRICK_ROOM); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_SWELLOW) { Level(30); Speed(10); Moves(MOVE_WING_ATTACK, MOVE_GROWL); } OPPONENT(SPECIES_BALTOY) { Level(1); Speed(10); Moves(MOVE_TRICK_ROOM); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Speed(5); Moves(MOVE_THUNDERBOLT); } OPPONENT(SPECIES_ELECTRODE) { Level(30); Speed(15); Moves(MOVE_THUNDERBOLT); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_TRICK_ROOM); MOVE(player, MOVE_GROWL); } TURN { MOVE(player, MOVE_WING_ATTACK); EXPECT_SEND_OUT(opponent, 1); } } } // General AI_FLAG_SMART_SWITCHING behaviour AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI switches out after sufficient stat drops") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_HITMONTOP) { Level(30); Moves(MOVE_CHARM, MOVE_SCRATCH); Ability(ABILITY_INTIMIDATE); Speed(5); } OPPONENT(SPECIES_GRIMER) { Level(30); Moves(MOVE_SCRATCH); Speed(4); } OPPONENT(SPECIES_PONYTA) { Level(30); Moves(MOVE_HEADBUTT); Speed(4); } } WHEN { TURN { MOVE(player, MOVE_CHARM); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will not switch out if Pokemon would faint to hazards unless party member can clear them") { u32 move1; PARAMETRIZE { move1 = MOVE_SCRATCH; } PARAMETRIZE { move1 = MOVE_RAPID_SPIN; } GIVEN { ASSUME(GetMoveCategory(MOVE_SCRATCH) == DAMAGE_CATEGORY_PHYSICAL); ASSUME(GetMoveCategory(MOVE_RAPID_SPIN) == DAMAGE_CATEGORY_PHYSICAL); ASSUME(GetMoveCategory(MOVE_EARTHQUAKE) == DAMAGE_CATEGORY_PHYSICAL); ASSUME(GetMoveCategory(MOVE_HEADBUTT) == DAMAGE_CATEGORY_PHYSICAL); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_HITMONTOP) { Level(30); Moves(MOVE_CHARM, MOVE_SCRATCH, MOVE_STEALTH_ROCK, MOVE_EARTHQUAKE); Ability(ABILITY_INTIMIDATE); Speed(5); } OPPONENT(SPECIES_GRIMER) { Level(30); Moves(MOVE_SCRATCH); Item(ITEM_FOCUS_SASH); Speed(4); } OPPONENT(SPECIES_PONYTA) { Level(30); Moves(MOVE_HEADBUTT, move1); Speed(4); } } WHEN { TURN { MOVE(player, MOVE_STEALTH_ROCK); } TURN { MOVE(player, MOVE_EARTHQUAKE); } TURN { MOVE(player, MOVE_CHARM); } TURN { // If the AI has a mon that can remove hazards, don't prevent them switching out MOVE(player, MOVE_CHARM); if (move1 == MOVE_RAPID_SPIN) EXPECT_SWITCH(opponent, 1); else if (move1 == MOVE_SCRATCH) EXPECT_MOVE(opponent, MOVE_SCRATCH); } } } // Trapping behaviour AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch in trapping mon mid battle") { u32 aiSmartSwitchingFlag = 0; PARAMETRIZE { aiSmartSwitchingFlag = 0; } PARAMETRIZE { aiSmartSwitchingFlag = AI_FLAG_SMART_SWITCHING; } PASSES_RANDOMLY(SHOULD_SWITCH_TRAPPER_PERCENTAGE, 100, RNG_AI_SWITCH_TRAPPER); GIVEN { ASSUME(GetSpeciesType(SPECIES_GOLURK, 0) == TYPE_GROUND); ASSUME(GetSpeciesType(SPECIES_GOLURK, 1) == TYPE_GHOST); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartSwitchingFlag); PLAYER(SPECIES_ELECTRODE) { Speed(4); Moves(MOVE_THUNDERBOLT, MOVE_AURA_SPHERE, MOVE_PROTECT); } PLAYER(SPECIES_WOBBUFFET) { Speed(1); }; OPPONENT(SPECIES_SNORLAX) { Speed(1); Moves(MOVE_HEADBUTT); } OPPONENT(SPECIES_DUGTRIO) { Speed(3); Ability(ABILITY_ARENA_TRAP); Moves(MOVE_EARTHQUAKE); } OPPONENT(SPECIES_GOLURK) { Speed(5); Moves(MOVE_EARTHQUAKE); } } WHEN { if (aiSmartSwitchingFlag == AI_FLAG_SMART_SWITCHING) TURN { MOVE(player, MOVE_AURA_SPHERE) ; EXPECT_SWITCH(opponent, 1); } else TURN { MOVE(player, MOVE_AURA_SPHERE) ; EXPECT_MOVE(opponent, MOVE_HEADBUTT); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will switch in trapping mon after KO") { u32 aiSmartMonChoicesFlag = 0; // Enables trapping behaviour after KOs PARAMETRIZE { aiSmartMonChoicesFlag = 0; } // No trapping behaviour PARAMETRIZE { aiSmartMonChoicesFlag = AI_FLAG_SMART_MON_CHOICES; } // Traps with mid battle switches GIVEN { ASSUME(GetSpeciesType(SPECIES_MAWILE, 0) == TYPE_STEEL); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartMonChoicesFlag); PLAYER(SPECIES_MAWILE) { Speed(2); Moves(MOVE_PROTECT, MOVE_SCRATCH); } PLAYER(SPECIES_WOBBUFFET) { Speed(1); } OPPONENT(SPECIES_SNORLAX) { Speed(3); Moves(MOVE_SELF_DESTRUCT); } OPPONENT(SPECIES_MAGNEZONE) { Speed(1); Ability(ABILITY_MAGNET_PULL); Moves(MOVE_SHOCK_WAVE); } OPPONENT(SPECIES_MEGANIUM) { Speed(3); Moves(MOVE_EARTH_POWER); } } WHEN { if (aiSmartMonChoicesFlag == AI_FLAG_SMART_MON_CHOICES) TURN{ MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_SELF_DESTRUCT); EXPECT_SEND_OUT(opponent, 1); } else TURN{ MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_SELF_DESTRUCT); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI won't use trapping behaviour if player only has 1 mon left") { u32 aiSmartMonChoicesFlag = 0; // Enables trapping behaviour after KOs PARAMETRIZE { aiSmartMonChoicesFlag = 0; } // No trapping behaviour PARAMETRIZE { aiSmartMonChoicesFlag = AI_FLAG_SMART_MON_CHOICES; } // Traps with mid battle switches GIVEN { ASSUME(GetSpeciesType(SPECIES_MAWILE, 0) == TYPE_STEEL); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | aiSmartMonChoicesFlag); PLAYER(SPECIES_MAWILE) { Speed(2); Moves(MOVE_PROTECT, MOVE_SCRATCH); } OPPONENT(SPECIES_SNORLAX) { Speed(3); Moves(MOVE_SELF_DESTRUCT); } OPPONENT(SPECIES_MAGNEZONE) { Speed(1); Ability(ABILITY_MAGNET_PULL); Moves(MOVE_SHOCK_WAVE); } OPPONENT(SPECIES_MEGANIUM) { Speed(3); Moves(MOVE_EARTH_POWER); } } WHEN { TURN{ MOVE(player, MOVE_PROTECT); EXPECT_MOVE(opponent, MOVE_SELF_DESTRUCT); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI will trap player using Trace if player has a trapper") { PASSES_RANDOMLY(SHOULD_SWITCH_TRAPPER_PERCENTAGE, 100, RNG_AI_SWITCH_TRAPPER); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_DUGTRIO) { Ability(ABILITY_ARENA_TRAP); Moves(MOVE_ROCK_TOMB); } PLAYER(SPECIES_DUGTRIO); OPPONENT(SPECIES_GENGAR); OPPONENT(SPECIES_PORYGON2) { Ability(ABILITY_TRACE); Item(ITEM_EVIOLITE); Moves(MOVE_ICE_BEAM); } } WHEN { TURN { MOVE(player, MOVE_ROCK_TOMB); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if mon would be OKHO'd and they have a good switchin 50% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_HASBADODDS_PERCENTAGE, 100, RNG_AI_SWITCH_HASBADODDS); GIVEN { ASSUME(GetSpeciesType(SPECIES_RHYDON, 0) == TYPE_GROUND); ASSUME(GetSpeciesType(SPECIES_PELIPPER, 0) == TYPE_WATER); ASSUME(GetSpeciesType(SPECIES_PELIPPER, 1) == TYPE_FLYING); ASSUME(GetMoveType(MOVE_THUNDERBOLT) == TYPE_ELECTRIC); ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_ELECTRODE) { Moves(MOVE_THUNDERBOLT, MOVE_THUNDER_WAVE, MOVE_THUNDER_SHOCK); } OPPONENT(SPECIES_PELIPPER) { Moves(MOVE_EARTHQUAKE); }; OPPONENT(SPECIES_RHYDON) { Moves(MOVE_EARTHQUAKE); Ability(ABILITY_ROCK_HEAD); } } WHEN { TURN { MOVE(player, MOVE_THUNDERBOLT) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if it can't deal damage to a mon with Wonder Guard") { PASSES_RANDOMLY(SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE, 100, RNG_AI_SWITCH_WONDER_GUARD); GIVEN { ASSUME(GetSpeciesType(SPECIES_SHEDINJA, 0) == TYPE_BUG); ASSUME(GetSpeciesType(SPECIES_SHEDINJA, 1) == TYPE_GHOST); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 0) == ABILITY_WONDER_GUARD); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 1) == ABILITY_NONE); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 2) == ABILITY_NONE); ASSUME(GetMoveType(MOVE_SCRATCH) == TYPE_NORMAL); ASSUME(GetMoveType(MOVE_SHADOW_BALL) == TYPE_GHOST); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_SHEDINJA) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it can't deal damage to a mon with Wonder Guard") { PASSES_RANDOMLY(SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE, 100, RNG_AI_SWITCH_WONDER_GUARD); GIVEN { ASSUME(GetSpeciesType(SPECIES_SHEDINJA, 0) == TYPE_BUG); ASSUME(GetSpeciesType(SPECIES_SHEDINJA, 1) == TYPE_GHOST); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 0) == ABILITY_WONDER_GUARD); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 1) == ABILITY_NONE); ASSUME(GetSpeciesAbility(SPECIES_SHEDINJA, 2) == ABILITY_NONE); ASSUME(GetMoveType(MOVE_SCRATCH) == TYPE_NORMAL); ASSUME(GetMoveType(MOVE_SHADOW_BALL) == TYPE_GHOST); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SHEDINJA) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Toxic'd for at least two turns 50% of the time with more than 1/3 HP remaining with good switchin") { u32 species = SPECIES_NONE, odds = 0; PARAMETRIZE { species = SPECIES_ZIGZAGOON, odds = 0; } PARAMETRIZE { species = SPECIES_HARIYAMA, odds = SHOULD_SWITCH_BADLY_POISONED_PERCENTAGE; } PASSES_RANDOMLY(odds, 100, RNG_AI_SWITCH_BADLY_POISONED); GIVEN { ASSUME(GetMoveEffect(MOVE_TOXIC) == EFFECT_NON_VOLATILE_STATUS); ASSUME(GetMoveNonVolatileStatus(MOVE_TOXIC) == MOVE_EFFECT_TOXIC); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH, MOVE_CELEBRATE, MOVE_TOXIC, MOVE_AURA_SPHERE); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(species) { Moves(MOVE_ROCK_SMASH); } } WHEN { TURN { MOVE(player, MOVE_TOXIC); EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_AURA_SPHERE); EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_AURA_SPHERE); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Curse'd 50% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_CURSED_PERCENTAGE, 100, RNG_AI_SWITCH_CURSED); GIVEN { ASSUME(GetMoveEffect(MOVE_CURSE) == EFFECT_CURSE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_DUSCLOPS) { Moves(MOVE_FIRE_PUNCH, MOVE_CURSE); } PLAYER(SPECIES_MILOTIC) { Moves(MOVE_WATER_GUN); } OPPONENT(SPECIES_DUSCLOPS) { Moves(MOVE_SHADOW_BALL); } OPPONENT(SPECIES_DUSCLOPS) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { MOVE(player, MOVE_CURSE) ; EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); } TURN { MOVE(player, MOVE_FIRE_PUNCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Nightmare'd 33% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_NIGHTMARE_PERCENTAGE, 100, RNG_AI_SWITCH_NIGHTMARE); GIVEN { ASSUME(GetMoveEffect(MOVE_NIGHTMARE) == EFFECT_NIGHTMARE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_GENGAR) { Moves(MOVE_NIGHTMARE); } OPPONENT(SPECIES_DUSCLOPS) { Moves(MOVE_SHADOW_BALL); Status1(STATUS1_SLEEP); } OPPONENT(SPECIES_DUSCLOPS) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { MOVE(player, MOVE_NIGHTMARE) ; EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); } TURN { MOVE(player, MOVE_NIGHTMARE) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Leech Seed'd 25% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_SEEDED_PERCENTAGE, 100, RNG_AI_SWITCH_SEEDED); GIVEN { ASSUME(GetMoveEffect(MOVE_LEECH_SEED) == EFFECT_LEECH_SEED); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_WHIMSICOTT) { Moves(MOVE_LEECH_SEED); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_LEECH_SEED) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_LEECH_SEED); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been infatuated") { PASSES_RANDOMLY(SHOULD_SWITCH_INFATUATION_PERCENTAGE, 100, RNG_AI_SWITCH_INFATUATION); GIVEN { ASSUME(GetMoveEffect(MOVE_ATTRACT) == EFFECT_ATTRACT); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_LUVDISC) { Moves(MOVE_ATTRACT); Gender(MON_FEMALE); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); Gender(MON_MALE); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); Gender(MON_MALE); } } WHEN { TURN { MOVE(player, MOVE_ATTRACT) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_ATTRACT) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Yawn'd with more than 1/3 HP remaining and it has a good switchin") { u32 hp; PARAMETRIZE { hp = 30; } PARAMETRIZE { hp = 10; } PASSES_RANDOMLY(SHOULD_SWITCH_YAWN_PERCENTAGE, 100, RNG_AI_SWITCH_YAWN); GIVEN { ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH, MOVE_YAWN); } OPPONENT(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH); HP(hp); MaxHP(30); } OPPONENT(SPECIES_SLAKOTH) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { MOVE(player, MOVE_YAWN) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } if (hp == 30) TURN { MOVE(player, MOVE_YAWN) ; EXPECT_SWITCH(opponent, 1); } else TURN { MOVE(player, MOVE_YAWN) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will not switch out if it has been Yawn'd with more than 1/3 HP remaining and it does not have a good switchin") { u32 hp; PARAMETRIZE { hp = 30; } PARAMETRIZE { hp = 10; } GIVEN { ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH, MOVE_YAWN); } OPPONENT(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH); HP(hp); MaxHP(30); } OPPONENT(SPECIES_SLAKOTH) { Level(1); Moves(MOVE_HEADBUTT); } } WHEN { TURN { MOVE(player, MOVE_YAWN) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_SCRATCH) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } } } AI_DOUBLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Yawn'd with more than 1/3 HP remaining (Doubles)") { u32 hp; PARAMETRIZE { hp = 30; } PARAMETRIZE { hp = 10; } PASSES_RANDOMLY(SHOULD_SWITCH_YAWN_PERCENTAGE, 100, RNG_AI_SWITCH_YAWN); GIVEN { ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH, MOVE_CELEBRATE, MOVE_YAWN); } PLAYER(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH, MOVE_CELEBRATE, MOVE_YAWN); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); HP(hp); MaxHP(30); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(playerLeft, MOVE_YAWN, target: opponentLeft); MOVE(playerRight, MOVE_CELEBRATE, target: opponentLeft); } if (hp == 30) TURN { MOVE(playerLeft, MOVE_YAWN, target: opponentLeft); MOVE(playerRight, MOVE_CELEBRATE, target: opponentLeft); EXPECT_SWITCH(opponentLeft, 2); } else TURN { MOVE(playerLeft, MOVE_YAWN, target: opponentLeft); MOVE(playerRight, MOVE_CELEBRATE, target: opponentLeft); EXPECT_MOVE(opponentLeft, MOVE_SCRATCH); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if player's mon is semi-invulnerable and it has a good switchin") { PASSES_RANDOMLY(SHOULD_SWITCH_FREE_TURN_PERCENTAGE, 100, RNG_AI_SWITCH_FREE_TURN); GIVEN { ASSUME(GetMoveType(MOVE_DIVE) == TYPE_WATER); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_LUVDISC) { Level(1); Moves(MOVE_DIVE); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_PIKACHU) { Moves(MOVE_THUNDERBOLT); } } WHEN { TURN { MOVE(player, MOVE_DIVE) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has an absorber but current mon has SE move 33% of the time") { PASSES_RANDOMLY(33, 100, RNG_AI_SWITCH_ABSORBING_STAY_IN); GIVEN { ASSUME(GetMoveType(MOVE_WATER_GUN) == TYPE_WATER); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_LUVDISC) { Moves(MOVE_WATER_GUN); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SHOCK_WAVE); } OPPONENT(SPECIES_MANTINE) { Moves(MOVE_SCRATCH); Ability(ABILITY_WATER_ABSORB); } } WHEN { TURN { MOVE(player, MOVE_WATER_GUN) ; EXPECT_MOVE(opponent, MOVE_SHOCK_WAVE); } TURN { MOVE(player, MOVE_WATER_GUN) ; EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if player's mon is charging and it has an absorber") { PASSES_RANDOMLY(SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE, 100, RNG_AI_SWITCH_ABSORBING); GIVEN { ASSUME(GetMoveType(MOVE_SOLAR_BEAM) == TYPE_GRASS); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_BELLOSSOM) { Moves(MOVE_SOLAR_BEAM, MOVE_THUNDERBOLT); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_AZUMARILL) { Moves(MOVE_PLAY_ROUGH); Ability(ABILITY_SAP_SIPPER); } } WHEN { TURN { MOVE(player, MOVE_SOLAR_BEAM) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if player's mon is charging and it has a good switchin immunity (type)") { PASSES_RANDOMLY(SHOULD_SWITCH_FREE_TURN_PERCENTAGE, 100, RNG_AI_SWITCH_FREE_TURN); GIVEN { ASSUME(GetMoveType(MOVE_DIG) == TYPE_GROUND); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SANDSHREW) { Moves(MOVE_DIG); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_SWELLOW) { Moves(MOVE_WING_ATTACK); } } WHEN { TURN { MOVE(player, MOVE_DIG) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if player's mon is charging and it has a good switchin immunity (ability)") { PASSES_RANDOMLY(SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE, 100, RNG_AI_SWITCH_ABSORBING); GIVEN { ASSUME(GetMoveType(MOVE_DIG) == TYPE_GROUND); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SANDSHREW) { Moves(MOVE_DIG); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_BRONZONG) { Moves(MOVE_PSYCHIC); Ability(ABILITY_LEVITATE); } } WHEN { TURN { MOVE(player, MOVE_DIG) ; EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has an absorber") { u32 aiMon; u32 move; enum Ability absorbingAbility; PARAMETRIZE { aiMon = SPECIES_NINETALES; absorbingAbility = ABILITY_FLASH_FIRE; move = MOVE_FLAMETHROWER;} PARAMETRIZE { aiMon = SPECIES_MANTINE; absorbingAbility = ABILITY_WATER_ABSORB; move = MOVE_SURF;} PARAMETRIZE { aiMon = SPECIES_TOXICROAK; absorbingAbility = ABILITY_DRY_SKIN; move = MOVE_SURF;} PARAMETRIZE { aiMon = SPECIES_GASTRODON; absorbingAbility = ABILITY_STORM_DRAIN; move = MOVE_SURF;} PARAMETRIZE { aiMon = SPECIES_JOLTEON; absorbingAbility = ABILITY_VOLT_ABSORB; move = MOVE_THUNDERBOLT;} PARAMETRIZE { aiMon = SPECIES_ELECTIVIRE; absorbingAbility = ABILITY_MOTOR_DRIVE; move = MOVE_THUNDERBOLT;} PARAMETRIZE { aiMon = SPECIES_MANECTRIC; absorbingAbility = ABILITY_LIGHTNING_ROD; move = MOVE_THUNDERBOLT;} PARAMETRIZE { aiMon = SPECIES_ELECTIVIRE; absorbingAbility = ABILITY_MOTOR_DRIVE; move = MOVE_THUNDERBOLT;} PARAMETRIZE { aiMon = SPECIES_AZUMARILL; absorbingAbility = ABILITY_SAP_SIPPER; move = MOVE_GIGA_DRAIN;} PARAMETRIZE { aiMon = SPECIES_ORTHWORM; absorbingAbility = ABILITY_EARTH_EATER; move = MOVE_EARTHQUAKE;} PARAMETRIZE { aiMon = SPECIES_BRONZONG; absorbingAbility = ABILITY_LEVITATE; move = MOVE_EARTHQUAKE;} PARAMETRIZE { aiMon = SPECIES_ELECTRODE; absorbingAbility = ABILITY_SOUNDPROOF; move = MOVE_HYPER_VOICE;} PARAMETRIZE { aiMon = SPECIES_CHESNAUGHT; absorbingAbility = ABILITY_BULLETPROOF; move = MOVE_SLUDGE_BOMB;} PARAMETRIZE { aiMon = SPECIES_BRAMBLEGHAST; absorbingAbility = ABILITY_WIND_RIDER; move = MOVE_HURRICANE;} GIVEN { ASSUME(B_REDIRECT_ABILITY_IMMUNITY >= GEN_5); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_ZIGZAGOON) { Moves(move); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(aiMon) { Moves(MOVE_SCRATCH); Ability(absorbingAbility); } } WHEN { TURN { MOVE(player, move); EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, move); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if opponent uses two-turn move and it has a switchin that wins 1v1") { u32 move; PARAMETRIZE { move = MOVE_SKY_ATTACK; } PARAMETRIZE { move = MOVE_FLY; } GIVEN { ASSUME(GetMoveEffect(MOVE_FLY) == EFFECT_SEMI_INVULNERABLE); ASSUME(GetMoveEffect(MOVE_SKY_ATTACK) == EFFECT_TWO_TURNS_ATTACK); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SWELLOW) { Moves(move); } OPPONENT(SPECIES_MILOTIC) { Moves(MOVE_SURF); } OPPONENT(SPECIES_LAIRON) { Moves(MOVE_ROCK_SLIDE); } } WHEN { TURN { MOVE(player, move); EXPECT_MOVE(opponent, MOVE_SURF); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if badly statused with >= 50% HP remaining and has Natural Cure and a good switchin 66% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_NATURAL_CURE_STRONG_PERCENTAGE, 100, RNG_AI_SWITCH_NATURAL_CURE); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_ODDISH) { Moves(MOVE_TOXIC, MOVE_SCRATCH); } OPPONENT(SPECIES_SWABLU) { Ability(ABILITY_NATURAL_CURE); Moves(MOVE_SCRATCH, MOVE_PECK); } OPPONENT(SPECIES_SWABLU) { Ability(ABILITY_NATURAL_CURE); Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_TOXIC); EXPECT_MOVE(opponent, MOVE_PECK); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if it has <= 66% HP remaining and has Regenerator and a good switchin 50% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_REGENERATOR_PERCENTAGE, 100, RNG_AI_SWITCH_REGENERATOR); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_SLOWBRO) { MaxHP(100); HP(65); Ability(ABILITY_REGENERATOR); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_SLOWBRO) { Ability(ABILITY_REGENERATOR); Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has been Encore'd into a status move") { PASSES_RANDOMLY(SHOULD_SWITCH_ENCORE_STATUS_PERCENTAGE, 100, RNG_AI_SWITCH_ENCORE); GIVEN { ASSUME(GetMoveEffect(MOVE_ENCORE) == EFFECT_ENCORE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_AZURILL) { Moves(MOVE_SCRATCH, MOVE_ENCORE); } OPPONENT(SPECIES_ODDISH) { Moves(MOVE_TOXIC, MOVE_SWEET_SCENT, MOVE_INGRAIN, MOVE_SCRATCH); } OPPONENT(SPECIES_ARON) { Moves(MOVE_METAL_CLAW); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_TOXIC); MOVE(player, MOVE_ENCORE); } TURN { MOVE(player, MOVE_ENCORE); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will stay in if Encore'd into super effective move") { GIVEN { ASSUME(GetMoveEffect(MOVE_ENCORE) == EFFECT_ENCORE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_AZURILL) { Moves(MOVE_SCRATCH, MOVE_ENCORE); } OPPONENT(SPECIES_ODDISH) { Moves(MOVE_ACID); } OPPONENT(SPECIES_ARON) { Moves(MOVE_METAL_CLAW); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_ACID); MOVE(player, MOVE_ENCORE); } TURN { EXPECT_MOVE(opponent, MOVE_ACID); MOVE(player, MOVE_SCRATCH); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if Encore'd into neutral move with good switchin 50% of the time") { PASSES_RANDOMLY(SHOULD_SWITCH_ENCORE_DAMAGE_PERCENTAGE, 100, RNG_AI_SWITCH_ENCORE); GIVEN { ASSUME(GetMoveEffect(MOVE_ENCORE) == EFFECT_ENCORE); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_AZURILL) { Moves(MOVE_SCRATCH, MOVE_ENCORE); } OPPONENT(SPECIES_ODDISH) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ARON) { Moves(MOVE_METAL_CLAW); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); MOVE(player, MOVE_ENCORE); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if mon has Truant and opponent has Protect") { PASSES_RANDOMLY(SHOULD_SWITCH_TRUANT_PERCENTAGE, 100, RNG_AI_SWITCH_TRUANT); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_ARON) { Moves(MOVE_SCRATCH, MOVE_PROTECT); } OPPONENT(SPECIES_SLAKING) { Ability(ABILITY_TRUANT); Moves(MOVE_BRICK_BREAK); } OPPONENT(SPECIES_ARON) { Moves(MOVE_SCRATCH); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_BRICK_BREAK); MOVE(player, MOVE_PROTECT); } TURN { EXPECT_SWITCH(opponent, 1); MOVE(player, MOVE_SCRATCH); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if mon has Truant and opponent has invulnerability move and is faster") { PASSES_RANDOMLY(SHOULD_SWITCH_TRUANT_PERCENTAGE, 100, RNG_AI_SWITCH_TRUANT); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_SWELLOW) { Speed(5); Moves(MOVE_FLY); } OPPONENT(SPECIES_SLAKING) { Speed(4); Ability(ABILITY_TRUANT); Moves(MOVE_ROCK_SLIDE); } OPPONENT(SPECIES_ARON) { Speed(4); Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_FLY); EXPECT_MOVE(opponent, MOVE_ROCK_SLIDE); } TURN { SKIP_TURN(player); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if main attacking stat lowered by 2 stages with good switchin candidate 50% of the time") { u32 aiSpecies = SPECIES_NONE, aiMove = MOVE_NONE, move = MOVE_NONE; PASSES_RANDOMLY(SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO_PERCENTAGE, 100, RNG_AI_SWITCH_STATS_LOWERED); PARAMETRIZE {move = MOVE_CHARM; aiSpecies = SPECIES_FLAREON; aiMove = MOVE_FIRE_FANG; }; PARAMETRIZE {move = MOVE_EERIE_IMPULSE; aiSpecies = SPECIES_ESPEON; aiMove = MOVE_CONFUSION; }; GIVEN { ASSUME(GetMoveEffect(MOVE_CHARM) == EFFECT_ATTACK_DOWN_2); ASSUME(GetMoveEffect(MOVE_EERIE_IMPULSE) == EFFECT_SPECIAL_ATTACK_DOWN_2); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_ARON) { Moves(move, MOVE_SCRATCH); } OPPONENT(aiSpecies) { Moves(aiMove); } OPPONENT(SPECIES_MILOTIC) { Moves(MOVE_SURF); } } WHEN { TURN { MOVE(player, move); EXPECT_MOVE(opponent, aiMove); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if main attacking stat lowered by 3+ stages") { u32 aiSpecies = SPECIES_NONE, aiMove = MOVE_NONE, move = MOVE_NONE, move2 = MOVE_NONE; PASSES_RANDOMLY(SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS_PERCENTAGE, 100, RNG_AI_SWITCH_STATS_LOWERED); PARAMETRIZE {move = MOVE_GROWL; move2 = MOVE_CHARM; aiSpecies = SPECIES_FLAREON; aiMove = MOVE_FIRE_FANG; }; PARAMETRIZE {move = MOVE_CONFIDE; move2 = MOVE_EERIE_IMPULSE; aiSpecies = SPECIES_ESPEON; aiMove = MOVE_STORED_POWER; }; GIVEN { ASSUME(GetMoveEffect(MOVE_CHARM) == EFFECT_ATTACK_DOWN_2); ASSUME(GetMoveEffect(MOVE_EERIE_IMPULSE) == EFFECT_SPECIAL_ATTACK_DOWN_2); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_ARON) { Moves(move, move2, MOVE_SCRATCH); } OPPONENT(aiSpecies) { Moves(aiMove); } OPPONENT(SPECIES_MILOTIC) { Moves(MOVE_SURF); } } WHEN { TURN { MOVE(player, move); EXPECT_MOVE(opponent, aiMove); } TURN { MOVE(player, move2); EXPECT_MOVE(opponent, aiMove); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch into mon with good type matchup and SE move if current mon has no SE move and no stats raised") { u32 odds = 0, species = SPECIES_NONE, move = MOVE_NONE; PARAMETRIZE { odds = 33; species = SPECIES_SCIZOR; move = MOVE_X_SCISSOR; } PARAMETRIZE { odds = 50; species = SPECIES_DUSCLOPS; move = MOVE_SHADOW_BALL; } PASSES_RANDOMLY(odds, 100, RNG_AI_SWITCH_SE_DEFENSIVE); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_MUNNA) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_MUNNA) { Moves(MOVE_SCRATCH); } OPPONENT(species) { Moves(move); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI correctly handles abilities when scoring moves") { GIVEN { WITH_CONFIG(GEN_CONFIG_PRANKSTER_DARK_TYPES, GEN_7); ASSUME(GetSpeciesType(SPECIES_GRENINJA, 1) == TYPE_DARK); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_GRENINJA) { Moves(MOVE_WATER_GUN); } OPPONENT(SPECIES_WHIMSICOTT) { Ability(ABILITY_PRANKSTER); Moves(MOVE_LEECH_SEED, MOVE_STUN_SPORE, MOVE_ABSORB); } OPPONENT(SPECIES_WHIMSICOTT) { Ability(ABILITY_INFILTRATOR); } } WHEN { TURN { MOVE(player, MOVE_WATER_GUN); EXPECT_MOVE(opponent, MOVE_ABSORB); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI won't switch out if Yawn'd with only Ace mon remaining") { u32 aceFlag; PARAMETRIZE{ aceFlag = 0; } PARAMETRIZE{ aceFlag = AI_FLAG_ACE_POKEMON; } GIVEN { ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | aceFlag | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH, MOVE_YAWN); } OPPONENT(SPECIES_SLAKOTH) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_SLAKOTH) { Moves(MOVE_HEADBUTT); } } WHEN { TURN { MOVE(player, MOVE_YAWN); EXPECT_MOVE(opponent, MOVE_SCRATCH); } if (aceFlag) TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_SCRATCH); } else TURN { MOVE(player, MOVE_SCRATCH); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI won't switch in ace mon after U-Turn if other options available") { u32 aceFlag; PARAMETRIZE{ aceFlag = 0; } PARAMETRIZE{ aceFlag = AI_FLAG_ACE_POKEMON; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | aceFlag | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_SURF); } OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_U_TURN); } OPPONENT(SPECIES_NUMEL) { Level(5); Moves(MOVE_SPLASH); } OPPONENT(SPECIES_SCIZOR) { Moves(MOVE_BUG_BITE); } } WHEN { if (aceFlag) TURN { EXPECT_MOVE(opponent, MOVE_U_TURN); EXPECT_SEND_OUT(opponent, 1); MOVE(player, MOVE_SURF); } else TURN { EXPECT_MOVE(opponent, MOVE_U_TURN); EXPECT_SEND_OUT(opponent, 2); MOVE(player, MOVE_SURF); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI won't switch in ace mon after U-Turn if other options available") { u32 aceFlag; PARAMETRIZE{ aceFlag = 0; } PARAMETRIZE{ aceFlag = AI_FLAG_ACE_POKEMON; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | aceFlag | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_SURF); } OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_U_TURN); } OPPONENT(SPECIES_NUMEL) { Level(5); Moves(MOVE_SPLASH); } OPPONENT(SPECIES_SCIZOR) { Moves(MOVE_BUG_BITE); } } WHEN { if (aceFlag) TURN { EXPECT_MOVE(opponent, MOVE_U_TURN); EXPECT_SEND_OUT(opponent, 1); MOVE(player, MOVE_SURF); } else TURN { EXPECT_MOVE(opponent, MOVE_U_TURN); EXPECT_SEND_OUT(opponent, 2); MOVE(player, MOVE_SURF); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI won't switch in absorbing mon immediately after sending out new mon") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_BLAZIKEN) { Moves(MOVE_FLAMETHROWER, MOVE_CLOSE_COMBAT); } OPPONENT(SPECIES_FERROTHORN) { Moves(MOVE_GYRO_BALL); } OPPONENT(SPECIES_DIALGA) { Moves(MOVE_DRACO_METEOR); } OPPONENT(SPECIES_HEATRAN) { Moves(MOVE_EARTH_POWER, MOVE_FLAMETHROWER); } } WHEN { TURN { MOVE(player, MOVE_FLAMETHROWER); EXPECT_SEND_OUT(opponent, 1); } TURN { MOVE(player, MOVE_CLOSE_COMBAT); EXPECT_MOVE(opponent, MOVE_DRACO_METEOR); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will consider choice-locked player when determining which mon to send out") { u32 item; PARAMETRIZE { item = ITEM_NONE; } PARAMETRIZE { item = ITEM_CHOICE_BAND; } GIVEN { ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_JOLTEON) { Speed(5); Moves(MOVE_EARTHQUAKE, MOVE_THUNDERBOLT); Item(item); } OPPONENT(SPECIES_WOBBUFFET) { Speed(4); HP(1); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_MACHAMP) { Speed(4); Moves(MOVE_REVENGE); } OPPONENT(SPECIES_GYARADOS) { Speed(4); Moves(MOVE_EARTHQUAKE); } } WHEN { TURN { MOVE(player, MOVE_EARTHQUAKE); EXPECT_MOVE(opponent, MOVE_TACKLE); item == ITEM_NONE ? EXPECT_SEND_OUT(opponent, 1) : EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if all moves deal zero damage") { PASSES_RANDOMLY(SHOULD_SWITCH_ALL_SCORES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_SCORES_BAD); GIVEN { ASSUME(GetMoveEffect(MOVE_WILL_O_WISP) == EFFECT_NON_VOLATILE_STATUS); ASSUME(GetMoveNonVolatileStatus(MOVE_WILL_O_WISP) == MOVE_EFFECT_BURN); ASSUME(GetMoveEffect(MOVE_POLTERGEIST) == EFFECT_POLTERGEIST); ASSUME(GetMoveType(MOVE_SCALD) == TYPE_WATER); ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND); ASSUME(GetSpeciesType(SPECIES_MANTINE, 1) == TYPE_FLYING); ASSUME(GetItemHoldEffect(ITEM_WATER_GEM) == HOLD_EFFECT_GEMS); ASSUME(GetItemSecondaryId(ITEM_WATER_GEM) == TYPE_WATER); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_MANTINE) { Speed(5); Moves(MOVE_ROOST, MOVE_SCALD); Ability(ABILITY_WATER_VEIL); Item(ITEM_WATER_GEM); } OPPONENT(SPECIES_DUSKNOIR) { Speed(6); Moves(MOVE_WILL_O_WISP, MOVE_POLTERGEIST, MOVE_EARTHQUAKE); } OPPONENT(SPECIES_ZIGZAGOON) { Speed(6); Moves(MOVE_TACKLE); } } WHEN { TURN { EXPECT_MOVE(opponent, MOVE_POLTERGEIST); MOVE(player, MOVE_SCALD); } TURN { EXPECT_SWITCH(opponent, 1); MOVE(player, MOVE_ROOST); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if all moves deal zero damage (absorbing ability)") { PASSES_RANDOMLY(SHOULD_SWITCH_ALL_SCORES_BAD_PERCENTAGE, 100, RNG_AI_SWITCH_ALL_SCORES_BAD); GIVEN { ASSUME(GetMoveType(MOVE_THUNDER_PUNCH) == TYPE_ELECTRIC); ASSUME(GetMoveType(MOVE_FAKE_OUT) == TYPE_NORMAL); ASSUME(GetMoveType(MOVE_RETURN) == TYPE_NORMAL); ASSUME(GetMoveType(MOVE_DRAIN_PUNCH) == TYPE_FIGHTING); ASSUME(gSpeciesInfo[SPECIES_MAROWAK_ALOLA].types[1] == TYPE_GHOST); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_MAROWAK_ALOLA) { Ability(ABILITY_LIGHTNING_ROD); Moves(MOVE_SHADOW_BONE); } OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_FAKE_OUT, MOVE_RETURN, MOVE_DRAIN_PUNCH, MOVE_THUNDER_PUNCH); Ability(ABILITY_LIMBER); } OPPONENT(SPECIES_CHANDELURE) { Moves(MOVE_SHADOW_BALL); } } WHEN { TURN { MOVE(player, MOVE_SHADOW_BONE); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will switch out if Palafin-Zero isn't transformed yet") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_FINIZEN); OPPONENT(SPECIES_PALAFIN_ZERO); OPPONENT(SPECIES_FINIZEN); } WHEN { TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("Switch AI: AI will use pivot move to activate Palafin's Zero to Hero rather than hard switching") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_FINIZEN); OPPONENT(SPECIES_PALAFIN_ZERO) { Moves(MOVE_FLIP_TURN); } OPPONENT(SPECIES_FINIZEN); } WHEN { TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, MOVE_FLIP_TURN); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI won't send out defensive mon that can lose 1v1, or switch out a mon that can win 1v1 even with bad type matchup") { PASSES_RANDOMLY(100, 100, RNG_AI_SWITCH_HASBADODDS); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_PANPOUR) { Level(15); Moves(MOVE_WATER_PULSE, MOVE_PLAY_NICE, MOVE_FURY_SWIPES, MOVE_LICK); Item(ITEM_MYSTIC_WATER); Ability(ABILITY_GLUTTONY); Nature(NATURE_MODEST); HPIV(31); AttackIV(31); DefenseIV(31); SpAttackIV(31); SpDefenseIV(31); SpeedIV(31); } OPPONENT(SPECIES_RHYHORN) { Level(14); Moves(MOVE_ROCK_TOMB, MOVE_HORN_ATTACK, MOVE_BULLDOZE, MOVE_ROCK_SMASH); Item(ITEM_RINDO_BERRY); Ability(ABILITY_LIGHTNING_ROD); Nature(NATURE_ADAMANT); HPIV(31); AttackIV(31); DefenseIV(31); SpAttackIV(31); SpDefenseIV(31); SpeedIV(31); } OPPONENT(SPECIES_GLIGAR) { Level(15); Moves(MOVE_WING_ATTACK, MOVE_QUICK_ATTACK, MOVE_BULLDOZE); Item(ITEM_ORAN_BERRY); Ability(ABILITY_SAND_VEIL); Nature(NATURE_ADAMANT); HPIV(31); AttackIV(31); DefenseIV(31); SpAttackIV(31); SpDefenseIV(31); SpeedIV(31); } OPPONENT(SPECIES_WOOPER_PALDEA) { Level(15); Moves(MOVE_MUD_SHOT, MOVE_ACID_SPRAY, MOVE_YAWN, MOVE_SANDSTORM); Item(ITEM_ORAN_BERRY); Ability(ABILITY_WATER_ABSORB); Nature(NATURE_MODEST); HPIV(31); AttackIV(31); DefenseIV(31); SpAttackIV(31); SpDefenseIV(31); SpeedIV(31); } } WHEN { TURN { MOVE(player, MOVE_WATER_PULSE); EXPECT_MOVE(opponent, MOVE_BULLDOZE); EXPECT_SEND_OUT(opponent, 1); } TURN { MOVE(player, MOVE_WATER_PULSE); EXPECT_MOVE(opponent, MOVE_BULLDOZE); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI considers 0 hits to KO as losing a 1v1") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_JOLTEON) { Level(100); Ability(ABILITY_VOLT_ABSORB); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_ZIGZAGOON) { Level(1); HP(1); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_TANGELA) { Level(100); Moves(MOVE_THUNDERBOLT); } OPPONENT(SPECIES_TANGELA) { Level(100); Moves(MOVE_GIGA_DRAIN); } } WHEN { TURN { MOVE(player, MOVE_TACKLE); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI sees Echoed Voice damage correctly") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_WOBBUFFET) { Speed(5); Moves(MOVE_SCRATCH, MOVE_ECHOED_VOICE); } OPPONENT(SPECIES_ZIGZAGOON) { Speed(4); Level(55); Moves(MOVE_CELEBRATE); } OPPONENT(SPECIES_DRAPION) { Speed(4); SpDefense(25); Moves(MOVE_WICKED_BLOW); Ability(ABILITY_SNIPER); } OPPONENT(SPECIES_GASTLY) { Speed(4); Level(1); Moves(MOVE_TACKLE); } } WHEN { TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_CELEBRATE); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_CELEBRATE); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_CELEBRATE); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_SMART_MON_CHOICES: AI sees its own weather setting ability when considering switchin candidates") { enum Ability ability = ABILITY_NONE; PARAMETRIZE { ability = ABILITY_WATER_ABSORB; } PARAMETRIZE { ability = ABILITY_DRIZZLE; } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_ZIGZAGOON) { Speed(2); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_ZIGZAGOON) { Speed(1); Level(1); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_POLITOED) { Speed(5); Ability(ability); Moves(MOVE_BUBBLE_BEAM); } OPPONENT(SPECIES_CONKELDURR) { Speed(1); Ability(ABILITY_GUTS); Moves(MOVE_SUPERPOWER); } } WHEN { if (ability == ABILITY_DRIZZLE) TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_SCRATCH); EXPECT_SEND_OUT(opponent, 1); } else TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_SCRATCH); EXPECT_SEND_OUT(opponent, 2); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will properly consider immunities when determining switchin type matchup") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_POLIWRATH) { Moves(MOVE_WATER_GUN, MOVE_KARATE_CHOP); } OPPONENT(SPECIES_ZIGZAGOON) { Level(1); Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_CERULEDGE) { Moves(MOVE_SPARK); } OPPONENT(SPECIES_WHIMSICOTT) { Moves(MOVE_MEGA_DRAIN); } } WHEN { TURN { MOVE(player, MOVE_KARATE_CHOP); EXPECT_MOVE(opponent, MOVE_SCRATCH); EXPECT_SEND_OUT(opponent, 2); } } } AI_DOUBLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will properly consider immunities when determining switchin type matchup (Doubles)") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_POLIWRATH) { Moves(MOVE_WATER_GUN, MOVE_KARATE_CHOP); } PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_CELEBRATE); } OPPONENT(SPECIES_ZIGZAGOON) { Level(1); Moves(MOVE_CELEBRATE); } OPPONENT(SPECIES_ZIGZAGOON) { Level(1); Moves(MOVE_CELEBRATE); } OPPONENT(SPECIES_CERULEDGE) { Moves(MOVE_SPARK); } OPPONENT(SPECIES_WHIMSICOTT) { Moves(MOVE_MEGA_DRAIN); } } WHEN { TURN { MOVE(playerLeft, MOVE_KARATE_CHOP, target:opponentLeft); MOVE(playerRight, MOVE_CELEBRATE); EXPECT_MOVE(opponentLeft, MOVE_CELEBRATE); EXPECT_MOVE(opponentRight, MOVE_CELEBRATE); EXPECT_SEND_OUT(opponentLeft, 3); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI won't switch out due to bad odds if it can OHKO with a priority move") { PASSES_RANDOMLY(100, 100, RNG_AI_SWITCH_HASBADODDS); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); OPPONENT(SPECIES_CETODDLE) { Level(14); HP(30); Speed(1); Moves(MOVE_ICE_FANG, MOVE_ROCK_SMASH, MOVE_BULLDOZE, MOVE_ICE_SHARD); } OPPONENT(SPECIES_SPHEAL) { Level(14); Speed(1); Ability(ABILITY_THICK_FAT); Moves(MOVE_ICY_WIND, MOVE_BRINE, MOVE_HIDDEN_POWER, MOVE_SIGNAL_BEAM); } PLAYER(SPECIES_LITTEN) { Level(15); HP(1); Speed(2); Ability(ABILITY_BLAZE); Moves(MOVE_FIRE_FANG, MOVE_EMBER, MOVE_LICK, MOVE_FAKE_OUT); } } WHEN { TURN { MOVE(player, MOVE_FIRE_FANG); EXPECT_MOVE(opponent, MOVE_ICE_SHARD); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will consider player's priority when evaluating switchin candidates") { GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); OPPONENT(SPECIES_ZIGZAGOON) { Speed(1); HP(1); Moves(MOVE_HEADBUTT); } OPPONENT(SPECIES_ANNIHILAPE) { Speed(5); Moves(MOVE_DRAIN_PUNCH); } OPPONENT(SPECIES_GENGAR) { Speed(10); Moves(MOVE_FOCUS_BLAST); } PLAYER(SPECIES_KINGAMBIT) { Speed(2); Moves(MOVE_SUCKER_PUNCH, MOVE_KNOCK_OFF); } } WHEN { TURN { MOVE(player, MOVE_KNOCK_OFF); EXPECT_MOVE(opponent, MOVE_HEADBUTT); EXPECT_SEND_OUT(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will consider player's priority when evaluating Bad Odds 1v1") { PASSES_RANDOMLY(SHOULD_SWITCH_HASBADODDS_PERCENTAGE, 100, RNG_AI_SWITCH_HASBADODDS); GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); OPPONENT(SPECIES_GENGAR) { Speed(10); Moves(MOVE_FOCUS_BLAST); } OPPONENT(SPECIES_SCRAFTY) { Speed(5); Moves(MOVE_DRAIN_PUNCH); } PLAYER(SPECIES_KINGAMBIT) { Speed(2); Moves(MOVE_SUCKER_PUNCH, MOVE_KNOCK_OFF); } } WHEN { TURN { MOVE(player, MOVE_KNOCK_OFF); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will consider Hidden Power when triggering absorbing switches") { PASSES_RANDOMLY(SHOULD_SWITCH_ABSORBS_HIDDEN_POWER_PERCENTAGE, 100, RNG_AI_SWITCH_ABSORBING_HIDDEN_POWER); GIVEN { ASSUME(B_REDIRECT_ABILITY_IMMUNITY >= GEN_5); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_HIDDEN_POWER); HPIV(31); AttackIV(30); DefenseIV(31); SpAttackIV(30); SpDefenseIV(31); SpeedIV(30); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } OPPONENT(SPECIES_NINETALES) { Moves(MOVE_SCRATCH); Ability(ABILITY_FLASH_FIRE); } } WHEN { TURN { MOVE(player, MOVE_HIDDEN_POWER); EXPECT_MOVE(opponent, MOVE_SCRATCH); } TURN { MOVE(player, MOVE_HIDDEN_POWER); EXPECT_SWITCH(opponent, 1); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: Fake Out style moves won't confuse choiced AI into thinking it does no damage") { GIVEN { ASSUME(gItemsInfo[ITEM_CHOICE_SCARF].holdEffect == HOLD_EFFECT_CHOICE_SCARF); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES); PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_FAKE_OUT, MOVE_SCRATCH); } OPPONENT(SPECIES_INFERNAPE) { Item(ITEM_CHOICE_SCARF); Moves(MOVE_CLOSE_COMBAT); } OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_SCRATCH); } } WHEN { TURN { MOVE(player, MOVE_FAKE_OUT); EXPECT_MOVE(opponent, MOVE_CLOSE_COMBAT); } TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_CLOSE_COMBAT); } } } AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will consider choice-locked player priority when determining which mon to send out") { u32 item; PARAMETRIZE { item = ITEM_NONE; } PARAMETRIZE { item = ITEM_CHOICE_BAND; } GIVEN { ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND); AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); PLAYER(SPECIES_LYCANROC) { Speed(5); Moves(MOVE_ACCELEROCK, MOVE_MIGHTY_CLEAVE); Item(item); } OPPONENT(SPECIES_WOBBUFFET) { Speed(4); HP(1); Moves(MOVE_TACKLE); } OPPONENT(SPECIES_DECIDUEYE_HISUI) { Speed(4); Moves(MOVE_LEAF_BLADE); } OPPONENT(SPECIES_PHEROMOSA) { Speed(6); HP(1); Moves(MOVE_EARTHQUAKE); } } WHEN { TURN { MOVE(player, MOVE_MIGHTY_CLEAVE); EXPECT_MOVE(opponent, MOVE_TACKLE); item == ITEM_NONE ? EXPECT_SEND_OUT(opponent, 1) : EXPECT_SEND_OUT(opponent, 2); } } }