pokeemmo/test/battle/ai/ai_doubles.c

598 lines
29 KiB
C

#include "global.h"
#include "test/battle.h"
#include "battle_ai_util.h"
AI_DOUBLE_BATTLE_TEST("AI won't use a Weather changing move if partner already chose such move")
{
u32 j, k;
static const u16 weatherMoves[] = {MOVE_SUNNY_DAY, MOVE_HAIL, MOVE_RAIN_DANCE, MOVE_SANDSTORM, MOVE_SNOWSCAPE};
u16 weatherMoveLeft = MOVE_NONE, weatherMoveRight = MOVE_NONE;
for (j = 0; j < ARRAY_COUNT(weatherMoves); j++)
{
for (k = 0; k < ARRAY_COUNT(weatherMoves); k++)
{
PARAMETRIZE { weatherMoveLeft = weatherMoves[j]; weatherMoveRight = weatherMoves[k]; }
}
}
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(weatherMoveLeft); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SCRATCH, weatherMoveRight); }
} WHEN {
TURN { NOT_EXPECT_MOVE(opponentRight, weatherMoveRight);
SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:playerLeft);
SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:playerRight);
SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:opponentLeft);
}
}
}
AI_DOUBLE_BATTLE_TEST("AI will not use Helping Hand if partner does not have any damage moves")
{
u16 move1 = MOVE_NONE, move2 = MOVE_NONE, move3 = MOVE_NONE, move4 = MOVE_NONE;
PARAMETRIZE { move1 = MOVE_LEER; move2 = MOVE_TOXIC; }
PARAMETRIZE { move1 = MOVE_HELPING_HAND; move2 = MOVE_PROTECT; }
PARAMETRIZE { move1 = MOVE_ACUPRESSURE; move2 = MOVE_DOUBLE_TEAM; move3 = MOVE_TOXIC; move4 = MOVE_PROTECT; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HELPING_HAND, MOVE_SCRATCH); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(move1, move2, move3, move4); }
} WHEN {
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_HELPING_HAND);
SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:playerLeft);
SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:playerRight);
SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:opponentLeft);
}
} SCENE {
NOT MESSAGE("The opposing Wobbuffet used Helping Hand!");
}
}
AI_DOUBLE_BATTLE_TEST("AI will not use a status move if partner already chose Helping Hand")
{
s32 j;
u32 statusMove = MOVE_NONE;
for (j = MOVE_NONE + 1; j < MOVES_COUNT; j++)
{
if (GetMoveCategory(j) == DAMAGE_CATEGORY_STATUS) {
PARAMETRIZE { statusMove = j; }
}
}
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HELPING_HAND); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SCRATCH, statusMove); }
} WHEN {
TURN { NOT_EXPECT_MOVE(opponentRight, statusMove);
SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:playerLeft);
SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:playerRight);
SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:opponentLeft);
}
} SCENE {
MESSAGE("The opposing Wobbuffet used Helping Hand!");
}
}
AI_DOUBLE_BATTLE_TEST("AI will not choose Earthquake if it damages the partner without a positive effect")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
u32 species;
PARAMETRIZE { species = SPECIES_CHARIZARD; }
PARAMETRIZE { species = SPECIES_CHARMANDER; }
PARAMETRIZE { species = SPECIES_CHIKORITA; }
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_PHANPY) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(species) { Moves(MOVE_CELEBRATE); }
} WHEN {
if (species == SPECIES_CHARIZARD)
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH, target: playerLeft); }
}
}
AI_DOUBLE_BATTLE_TEST("AI recognizes its ally's Telepathy")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_PHANPY) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(SPECIES_ELGYEM) { Level(1); Ability(ABILITY_TELEPATHY); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Bulldoze if it triggers its ally's ability but will not KO the ally needlessly")
{
ASSUME(GetMoveTarget(MOVE_BULLDOZE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_BULLDOZE) == TYPE_GROUND);
ASSUME(MoveHasAdditionalEffect(MOVE_BULLDOZE, MOVE_EFFECT_SPD_MINUS_1));
u32 species, ability, currentHP;
PARAMETRIZE { species = SPECIES_KINGAMBIT; ability = ABILITY_DEFIANT; currentHP = 400; }
PARAMETRIZE { species = SPECIES_SHUCKLE; ability = ABILITY_CONTRARY; currentHP = 400; }
PARAMETRIZE { species = SPECIES_PAWNIARD; ability = ABILITY_PRESSURE; currentHP = 1; }
PARAMETRIZE { species = SPECIES_PAWNIARD; ability = ABILITY_DEFIANT; currentHP = 1; }
PARAMETRIZE { species = SPECIES_SHUCKLE; ability = ABILITY_CONTRARY; currentHP = 1; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_PHANPY) { Moves(MOVE_BULLDOZE, MOVE_HIGH_HORSEPOWER); }
OPPONENT(species) { Moves(MOVE_CELEBRATE, MOVE_POUND); HP(currentHP); Ability(ability); }
} WHEN {
if (currentHP != 1)
TURN { EXPECT_MOVE(opponentLeft, MOVE_BULLDOZE); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_HIGH_HORSEPOWER); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Beat Up on an ally with Justified if it will benefit the ally")
{
ASSUME(GetMoveEffect(MOVE_BEAT_UP) == EFFECT_BEAT_UP);
ASSUME(GetMoveType(MOVE_BEAT_UP) == TYPE_DARK);
u32 defAbility, atkAbility, currentHP;
PARAMETRIZE { defAbility = ABILITY_FLASH_FIRE; atkAbility = ABILITY_SCRAPPY; currentHP = 400; }
PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_SCRAPPY; currentHP = 400; }
PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_MOLD_BREAKER; currentHP = 400; }
PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_SCRAPPY; currentHP = 1; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_CLEFABLE);
OPPONENT(SPECIES_PANGORO) { Ability(atkAbility); Moves(MOVE_BEAT_UP); }
OPPONENT(SPECIES_GROWLITHE) { Moves(MOVE_CELEBRATE, MOVE_TACKLE); HP(currentHP); Ability(defAbility); }
} WHEN {
if (!(currentHP == 1) && (defAbility == ABILITY_JUSTIFIED) && (atkAbility != ABILITY_MOLD_BREAKER))
TURN { EXPECT_MOVE(opponentLeft, MOVE_BEAT_UP, target: opponentRight); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_BEAT_UP, target: playerLeft); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if partner is not alive")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(SPECIES_PIKACHU) { HP(1); Moves(MOVE_CELEBRATE); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_SCRATCH, target: opponentRight); }
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills one opposing mon and does not kill the partner needlessly")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
u32 currentHP;
PARAMETRIZE { currentHP = 1; }
PARAMETRIZE { currentHP = 200; }
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(currentHP); }
} WHEN {
if (currentHP == 1)
TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills one opposing mon and a partner it believes is about to die")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE, MOVE_SCRATCH); }
PLAYER(SPECIES_WOBBUFFET) { HP(1); Moves(MOVE_CELEBRATE, MOVE_SCRATCH); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(1); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_SCRATCH); }
TURN { MOVE(playerRight, MOVE_SCRATCH); }
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills both opposing mons")
{
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(1); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will trigger its ally's Weakness Policy")
{
ASSUME(gItemsInfo[ITEM_WEAKNESS_POLICY].holdEffect == HOLD_EFFECT_WEAKNESS_POLICY);
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
u32 species;
PARAMETRIZE { species = SPECIES_INCINEROAR; }
PARAMETRIZE { species = SPECIES_CLEFFA; }
GIVEN {
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_STOMPING_TANTRUM); }
OPPONENT(species) { Moves(MOVE_CELEBRATE); Item(ITEM_WEAKNESS_POLICY); }
} WHEN {
if (species == SPECIES_INCINEROAR)
TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
else
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI will only explode and kill everything on the field with Risky or Will Suicide")
{
ASSUME(GetMoveTarget(MOVE_EXPLOSION) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveEffect(MOVE_EXPLOSION) == EFFECT_EXPLOSION);
u32 aiFlags;
PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT; }
PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_RISKY; }
PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_WILL_SUICIDE; }
GIVEN {
AI_FLAGS(aiFlags);
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_ELECTRODE) { Moves(MOVE_EXPLOSION, MOVE_ELECTRO_BALL); }
OPPONENT(SPECIES_ELECTRODE) { Moves(MOVE_CELEBRATE); HP(1); }
} WHEN {
if (aiFlags == (AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT))
TURN { EXPECT_MOVE(opponentLeft, MOVE_ELECTRO_BALL); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_EXPLOSION); }
}
}
AI_DOUBLE_BATTLE_TEST("AI sees corresponding absorbing abilities on partners")
{
ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_DISCHARGE) == TYPE_ELECTRIC);
ASSUME(GetMoveTarget(MOVE_LAVA_PLUME) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_LAVA_PLUME) == TYPE_FIRE);
ASSUME(GetMoveTarget(MOVE_SURF) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
u32 ability, move, species;
PARAMETRIZE { species = SPECIES_PSYDUCK; ability = ABILITY_CLOUD_NINE; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_PIKACHU; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_LANTURN; ability = ABILITY_VOLT_ABSORB; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_EMOLGA; ability = ABILITY_MOTOR_DRIVE; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_GROWLITHE; ability = ABILITY_FLASH_FIRE; move = MOVE_LAVA_PLUME; }
PARAMETRIZE { species = SPECIES_DACHSBUN; ability = ABILITY_WELL_BAKED_BODY; move = MOVE_LAVA_PLUME; }
PARAMETRIZE { species = SPECIES_QUAGSIRE; ability = ABILITY_WATER_ABSORB; move = MOVE_SURF; }
PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; }
PARAMETRIZE { species = SPECIES_UNOWN; ability = ABILITY_LEVITATE; move = MOVE_EARTHQUAKE; }
PARAMETRIZE { species = SPECIES_ORTHWORM; ability = ABILITY_EARTH_EATER; move = MOVE_EARTHQUAKE; }
GIVEN {
ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE);
PLAYER(SPECIES_ZIGZAGOON);
PLAYER(SPECIES_ZIGZAGOON);
OPPONENT(SPECIES_SLAKING) { Moves(move, MOVE_SCRATCH); }
OPPONENT(species) { HP(1); Ability(ability); Moves(MOVE_POUND, MOVE_EMBER, MOVE_ROUND); }
} WHEN {
if (ability != ABILITY_CLOUD_NINE)
TURN { EXPECT_MOVE(opponentLeft, move); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH); }
}
}
AI_DOUBLE_BATTLE_TEST("AI treats an ally's redirection ability appropriately (gen 4)")
{
KNOWN_FAILING;
ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_DISCHARGE) == TYPE_ELECTRIC);
ASSUME(GetMoveTarget(MOVE_SURF) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
u32 ability, move, species;
PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE);
WITH_CONFIG(B_REDIRECT_ABILITY_IMMUNITY, GEN_4);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(move, MOVE_HEADBUTT); }
OPPONENT(species) { HP(1); Ability(ability); Moves(MOVE_ROUND); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, MOVE_HEADBUTT); }
}
}
AI_DOUBLE_BATTLE_TEST("AI treats an ally's redirection ability appropriately (gen 5+)")
{
ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_DISCHARGE) == TYPE_ELECTRIC);
ASSUME(GetMoveTarget(MOVE_SURF) == MOVE_TARGET_FOES_AND_ALLY);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
u32 ability, move, species;
PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_HP_AWARE);
WITH_CONFIG(B_REDIRECT_ABILITY_IMMUNITY, GEN_5);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(move, MOVE_HEADBUTT); }
OPPONENT(species) { HP(1); Ability(ability); Moves(MOVE_ROUND); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, move); }
}
}
AI_DOUBLE_BATTLE_TEST("AI recognizes Volt Absorb received from Trace")
{
KNOWN_FAILING; // MGriffin's PR that switched two turn charging moves in AI tests broke this test, waiting on a fix
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_MAGNETON);
PLAYER(SPECIES_GARDEVOIR) { Ability(ABILITY_TRACE); }
OPPONENT(SPECIES_JOLTEON) { Ability(ABILITY_VOLT_ABSORB); Moves(MOVE_THUNDER_WAVE, MOVE_THUNDERSHOCK, MOVE_WATER_GUN); }
OPPONENT(SPECIES_JOLTEON) { Ability(ABILITY_VOLT_ABSORB); Moves(MOVE_THUNDER_WAVE, MOVE_THUNDERSHOCK, MOVE_WATER_GUN); }
} WHEN {
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_THUNDERSHOCK); NOT_EXPECT_MOVE(opponentLeft, MOVE_THUNDER_WAVE); NOT_EXPECT_MOVE(opponentRight, MOVE_THUNDER_WAVE); }
} THEN {
EXPECT(gAiLogicData->abilities[B_POSITION_PLAYER_RIGHT] == ABILITY_VOLT_ABSORB);
}
}
AI_DOUBLE_BATTLE_TEST("AI prioritizes Skill Swapping Contrary to allied mons that would benefit from it")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_SKILL_SWAP) == EFFECT_SKILL_SWAP);
ASSUME(GetMoveAdditionalEffectById(MOVE_OVERHEAT, 0)->moveEffect == MOVE_EFFECT_SP_ATK_MINUS_2);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
PLAYER(SPECIES_WOBBUFFET) { Speed(3); }
PLAYER(SPECIES_WOBBUFFET) { Speed(3); }
OPPONENT(SPECIES_SPINDA) { Ability(ABILITY_CONTRARY); Speed(5); Moves(MOVE_SKILL_SWAP, MOVE_ENCORE, MOVE_FAKE_TEARS, MOVE_SWAGGER); }
OPPONENT(SPECIES_ARCANINE) { Ability(ABILITY_INTIMIDATE); Speed(4); Moves (MOVE_OVERHEAT); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, MOVE_SKILL_SWAP, target:opponentRight); EXPECT_MOVE(opponentRight, MOVE_OVERHEAT); }
}
}
// Sandstorm is omitted on purpose.
// Tornadus is currently not willing to set up Sandstorm for its ally, but the actual purpose of this test is to demonstrate that Tornadus or Whimsicott will perform standard VGC openers.
// Rain Dance, Sunny Day, and Snowscape are the actually important ones; setting up a good Sandstorm test + functionality is less important and will be done in later PRs.
AI_DOUBLE_BATTLE_TEST("AI sets up weather for its ally")
{
u32 goodWeather, badWeather, weatherTrigger;
u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
PARAMETRIZE { goodWeather = MOVE_SUNNY_DAY; badWeather = MOVE_RAIN_DANCE; weatherTrigger = MOVE_SOLAR_BEAM; }
PARAMETRIZE { goodWeather = MOVE_RAIN_DANCE; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_THUNDER; }
PARAMETRIZE { goodWeather = MOVE_HAIL; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_BLIZZARD; }
PARAMETRIZE { goodWeather = MOVE_SNOWSCAPE; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_BLIZZARD; }
PARAMETRIZE { goodWeather = MOVE_SANDSTORM; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_SHORE_UP; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodWeather = MOVE_SUNNY_DAY; badWeather = MOVE_RAIN_DANCE; weatherTrigger = MOVE_SOLAR_BEAM; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodWeather = MOVE_RAIN_DANCE; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_THUNDER; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodWeather = MOVE_HAIL; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_BLIZZARD; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodWeather = MOVE_SNOWSCAPE; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_BLIZZARD; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodWeather = MOVE_SANDSTORM; badWeather = MOVE_SUNNY_DAY; weatherTrigger = MOVE_SHORE_UP; }
GIVEN {
AI_FLAGS(aiFlags);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_TORNADUS) { Item(ITEM_SAFETY_GOGGLES); Ability(ABILITY_PRANKSTER); Moves(goodWeather, badWeather, MOVE_RETURN, MOVE_TAUNT); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(weatherTrigger, MOVE_EARTH_POWER); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, goodWeather); }
}
}
AI_DOUBLE_BATTLE_TEST("AI sets up terrain for its ally")
{
u32 goodTerrain, badTerrain, terrainTrigger;
u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
PARAMETRIZE { goodTerrain = MOVE_ELECTRIC_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_RISING_VOLTAGE; }
PARAMETRIZE { goodTerrain = MOVE_GRASSY_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_GRASSY_GLIDE; }
PARAMETRIZE { goodTerrain = MOVE_MISTY_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_MISTY_EXPLOSION; }
PARAMETRIZE { goodTerrain = MOVE_PSYCHIC_TERRAIN; badTerrain = MOVE_ELECTRIC_TERRAIN; terrainTrigger = MOVE_EXPANDING_FORCE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodTerrain = MOVE_ELECTRIC_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_RISING_VOLTAGE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodTerrain = MOVE_GRASSY_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_GRASSY_GLIDE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodTerrain = MOVE_MISTY_TERRAIN; badTerrain = MOVE_PSYCHIC_TERRAIN; terrainTrigger = MOVE_MISTY_EXPLOSION; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
goodTerrain = MOVE_PSYCHIC_TERRAIN; badTerrain = MOVE_ELECTRIC_TERRAIN; terrainTrigger = MOVE_EXPANDING_FORCE; }
GIVEN {
AI_FLAGS(aiFlags);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(goodTerrain, badTerrain, MOVE_RETURN, MOVE_TAUNT); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(terrainTrigger, MOVE_EARTH_POWER); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, goodTerrain); }
}
}
AI_DOUBLE_BATTLE_TEST("AI uses After You to set up Trick Room")
{
u32 move;
PARAMETRIZE { move = MOVE_TRICK_ROOM; }
PARAMETRIZE { move = MOVE_MOONBLAST; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_AFTER_YOU) == EFFECT_AFTER_YOU);
ASSUME(GetMoveEffect(MOVE_TRICK_ROOM) == EFFECT_TRICK_ROOM);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
PLAYER(SPECIES_WOBBUFFET) { Speed(4); }
PLAYER(SPECIES_WOBBUFFET) { Speed(4); }
OPPONENT(SPECIES_COMFEY) { Ability(ABILITY_TRIAGE); Speed(5); Moves(MOVE_AFTER_YOU, MOVE_DRAINING_KISS); }
OPPONENT(SPECIES_CLEFAIRY) { Speed(3); Moves(move, MOVE_PSYCHIC); }
} WHEN {
if (move == MOVE_TRICK_ROOM)
TURN { EXPECT_MOVE(opponentLeft, MOVE_AFTER_YOU, target:opponentRight); EXPECT_MOVE(opponentRight, MOVE_TRICK_ROOM); }
else
TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_AFTER_YOU); }
}
}
AI_DOUBLE_BATTLE_TEST("AI uses Trick Room intelligently")
{
u32 move, ability, speed;
PARAMETRIZE { move = MOVE_DRAINING_KISS; ability = ABILITY_SYNCHRONIZE; speed = 4; }
PARAMETRIZE { move = MOVE_DAZZLING_GLEAM; ability = ABILITY_SYNCHRONIZE; speed = 4; }
PARAMETRIZE { move = MOVE_DRAINING_KISS; ability = ABILITY_PSYCHIC_SURGE; speed = 4; }
PARAMETRIZE { move = MOVE_DRAINING_KISS; ability = ABILITY_SYNCHRONIZE; speed = 2; }
PARAMETRIZE { move = MOVE_DAZZLING_GLEAM; ability = ABILITY_SYNCHRONIZE; speed = 2; }
PARAMETRIZE { move = MOVE_DRAINING_KISS; ability = ABILITY_PSYCHIC_SURGE; speed = 2; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_AFTER_YOU) == EFFECT_AFTER_YOU);
ASSUME(GetMoveEffect(MOVE_TRICK_ROOM) == EFFECT_TRICK_ROOM);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
PLAYER(SPECIES_WOBBUFFET) { Speed(4); }
PLAYER(SPECIES_WOBBUFFET) { Speed(speed); }
OPPONENT(SPECIES_COMFEY) { Ability(ABILITY_TRIAGE); Speed(5); Moves(move); }
OPPONENT(SPECIES_INDEEDEE) { Ability(ability); Speed(3); Moves(MOVE_TRICK_ROOM, MOVE_PSYCHIC); }
} WHEN {
if (move == MOVE_DRAINING_KISS && ability != ABILITY_PSYCHIC_SURGE && speed > 3)
TURN { EXPECT_MOVE(opponentRight, MOVE_TRICK_ROOM); }
else
TURN { NOT_EXPECT_MOVE(opponentRight, MOVE_TRICK_ROOM); }
}
}
AI_DOUBLE_BATTLE_TEST("AI uses Guard Split to improve its stats")
{
u32 player, opponent;
PARAMETRIZE { player = SPECIES_SHUCKLE; opponent = SPECIES_PHEROMOSA; }
PARAMETRIZE { player = SPECIES_PHEROMOSA; opponent = SPECIES_SHUCKLE; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_GUARD_SPLIT) == EFFECT_GUARD_SPLIT);
ASSUME(gSpeciesInfo[SPECIES_PHEROMOSA].baseDefense < gSpeciesInfo[SPECIES_WOBBUFFET].baseDefense);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].baseDefense < gSpeciesInfo[SPECIES_SHUCKLE].baseDefense);
ASSUME(gSpeciesInfo[SPECIES_PHEROMOSA].baseSpDefense < gSpeciesInfo[SPECIES_WOBBUFFET].baseSpDefense);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].baseSpDefense < gSpeciesInfo[SPECIES_SHUCKLE].baseSpDefense);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
PLAYER(player);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_GUARD_SPLIT, MOVE_NIGHT_SHADE); }
OPPONENT(opponent);
} WHEN {
if (player == SPECIES_SHUCKLE)
TURN { EXPECT_MOVE(opponentLeft, MOVE_GUARD_SPLIT, target:playerLeft); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_GUARD_SPLIT, target:opponentRight); }
}
}
AI_DOUBLE_BATTLE_TEST("AI uses Power Split to improve its stats")
{
u32 player, opponent;
PARAMETRIZE { player = SPECIES_SHUCKLE; opponent = SPECIES_PHEROMOSA; }
PARAMETRIZE { player = SPECIES_PHEROMOSA; opponent = SPECIES_SHUCKLE; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_POWER_SPLIT) == EFFECT_POWER_SPLIT);
ASSUME(gSpeciesInfo[SPECIES_PHEROMOSA].baseAttack > gSpeciesInfo[SPECIES_WOBBUFFET].baseAttack);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].baseAttack > gSpeciesInfo[SPECIES_SHUCKLE].baseAttack);
ASSUME(gSpeciesInfo[SPECIES_PHEROMOSA].baseSpAttack > gSpeciesInfo[SPECIES_WOBBUFFET].baseSpAttack);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].baseSpAttack > gSpeciesInfo[SPECIES_SHUCKLE].baseSpAttack);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_DOUBLE_BATTLE);
PLAYER(player);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_POWER_SPLIT, MOVE_TACKLE, MOVE_ROUND); }
OPPONENT(opponent) { Moves(MOVE_TACKLE, MOVE_ROUND); }
} WHEN {
if (player == SPECIES_PHEROMOSA)
TURN { EXPECT_MOVE(opponentLeft, MOVE_POWER_SPLIT, target:playerLeft); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_POWER_SPLIT, target:opponentRight); }
}
}