pokeemmo/test/battle/ai/ai_check_viability.c
2026-02-06 11:57:33 +01:00

505 lines
22 KiB
C

#include "constants/battle_ai.h"
#include "constants/moves.h"
#include "global.h"
#include "test/battle.h"
#include "battle_ai_util.h"
#include "test/test.h"
ASSUMPTIONS
{
ASSUME(MoveHasAdditionalEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS) == TRUE);
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Facade")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_BURN; expectedMove = MOVE_FACADE; }
GIVEN {
WITH_CONFIG(B_BURN_FACADE_DMG, GEN_6);
ASSUME(GetMoveEffect(MOVE_FACADE) == EFFECT_FACADE);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(60); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_FACADE); Status1(status1); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_FACADE)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Smelling Salt")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_PARALYSIS; expectedMove = MOVE_SMELLING_SALTS; }
GIVEN {
ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
ASSUME(GetMoveEffect(MOVE_SMELLING_SALTS) == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
ASSUME(GetMoveEffectArg_Status(MOVE_SMELLING_SALTS) == STATUS1_PARALYSIS);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(60); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_SMELLING_SALTS); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_SMELLING_SALTS)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Wake Up Slap")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_WAKE_UP_SLAP; }
GIVEN {
ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
ASSUME(GetMoveEffect(MOVE_WAKE_UP_SLAP) == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
ASSUME(GetMoveEffectArg_Status(MOVE_WAKE_UP_SLAP) == STATUS1_SLEEP);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_MEGANIUM) { HP(35); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_WAKE_UP_SLAP); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_WAKE_UP_SLAP)
MESSAGE("Meganium fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
{
u32 movePlayer;
u16 expectedMove;
PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_DRUM_BEATING; }
PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_GRAV_APPLE) == EFFECT_GRAV_APPLE);
ASSUME(GetMovePower(MOVE_GRAV_APPLE) == GetMovePower(MOVE_DRUM_BEATING));
ASSUME(MoveHasAdditionalEffect(MOVE_DRUM_BEATING, MOVE_EFFECT_SPD_MINUS_1) == TRUE);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_DRUM_BEATING, MOVE_GRAV_APPLE); }
} WHEN {
TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_DRUM_BEATING); }
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_GRAV_APPLE)
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Flail")
{
u16 hp, expectedMove;
PARAMETRIZE { hp = 490; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { hp = 5; expectedMove = MOVE_FLAIL; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_FLAIL) == EFFECT_FLAIL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
OPPONENT(SPECIES_WOBBUFFET) { HP(hp); MaxHP(490); Speed(20); Moves(MOVE_BODY_SLAM, MOVE_FLAIL); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
}
}
AI_SINGLE_BATTLE_TEST("AI will only use Dream Eater if target is asleep")
{
u16 status1, expectedMove;
PARAMETRIZE { status1 = STATUS1_NONE; expectedMove = MOVE_BODY_SLAM; }
PARAMETRIZE { status1 = STATUS1_SLEEP; expectedMove = MOVE_DREAM_EATER; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_MEGANIUM) { HP(38); Status1(status1); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_BODY_SLAM, MOVE_DREAM_EATER); }
} WHEN {
TURN { EXPECT_MOVE(opponent, expectedMove); }
} SCENE {
if (expectedMove == MOVE_DREAM_EATER)
MESSAGE("Meganium fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI chooses Sleep Talk only when it will not wake up with Early Bird")
{
enum Ability ability;
PARAMETRIZE { ability = ABILITY_RUN_AWAY; }
PARAMETRIZE { ability = ABILITY_EARLY_BIRD; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_DODRIO) { Ability(ability); Status1(STATUS1_SLEEP_TURN(2)); Moves(MOVE_SLEEP_TALK, MOVE_TACKLE); }
} WHEN {
if (ability == ABILITY_EARLY_BIRD)
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
else
TURN { EXPECT_MOVE(opponent, MOVE_SLEEP_TALK); }
}
}
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Spit Up")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_STOCKPILE) == EFFECT_STOCKPILE);
ASSUME(GetMoveEffect(MOVE_SPIT_UP) == EFFECT_SPIT_UP);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { HP(43); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_STOCKPILE, MOVE_SPIT_UP, MOVE_SCRATCH); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_STOCKPILE); }
TURN { EXPECT_MOVE(opponent, MOVE_SPIT_UP); }
} SCENE {
MESSAGE("Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI can choose Counter or Mirror Coat if the predicted move split is correct and user doesn't faint")
{
u16 playerMove = MOVE_NONE, opponentMove = MOVE_NONE;
PARAMETRIZE { playerMove = MOVE_STRENGTH; opponentMove = MOVE_COUNTER; }
PARAMETRIZE { playerMove = MOVE_POWER_GEM; opponentMove = MOVE_MIRROR_COAT; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_COUNTER) == EFFECT_COUNTER);
ASSUME(GetMoveEffect(MOVE_MIRROR_COAT) == EFFECT_MIRROR_COAT);
ASSUME(GetMoveCategory(MOVE_STRENGTH) == DAMAGE_CATEGORY_PHYSICAL);
ASSUME(GetMoveCategory(MOVE_POWER_GEM) == DAMAGE_CATEGORY_SPECIAL);
ASSUME(GetMovePower(MOVE_POWER_GEM) == 80); // Gen 5's 70 power causes the test to fail
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
OPPONENT(SPECIES_WOBBUFFET) { HP(102); Speed(100); Moves(opponentMove, MOVE_STRENGTH); }
} WHEN {
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, opponentMove); }
TURN { MOVE(player, playerMove); EXPECT_MOVE(opponent, MOVE_STRENGTH); }
} SCENE {
MESSAGE("The opposing Wobbuffet fainted!");
}
}
AI_SINGLE_BATTLE_TEST("AI chooses moves with secondary effect that have a 100% chance to trigger")
{
enum Ability ability;
PARAMETRIZE { ability = ABILITY_NONE; }
PARAMETRIZE { ability = ABILITY_SERENE_GRACE; }
GIVEN {
ASSUME(MoveHasAdditionalEffectWithChance(MOVE_SHADOW_BALL, MOVE_EFFECT_SP_DEF_MINUS_1, 20));
ASSUME(MoveHasAdditionalEffectWithChance(MOVE_OCTAZOOKA, MOVE_EFFECT_ACC_MINUS_1, 50));
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_REGICE);
OPPONENT(SPECIES_REGIROCK) { Ability(ability); Moves(MOVE_SHADOW_BALL, MOVE_OCTAZOOKA); }
} WHEN {
if (ability == ABILITY_NONE)
TURN { EXPECT_MOVE(opponent, MOVE_SHADOW_BALL); }
else
TURN { EXPECT_MOVES(opponent, MOVE_OCTAZOOKA); }
}
}
AI_DOUBLE_BATTLE_TEST("AI chooses moves that cure self or partner")
{
u32 status1_0, status1_1, partnerAbility, move;
PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_NONE;
move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; }
PARAMETRIZE { status1_0 = STATUS1_TOXIC_POISON; status1_1 = STATUS1_NONE;
move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; }
PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS;
move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SCRAPPY; }
PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_PARALYSIS;
move = MOVE_HEAL_BELL; partnerAbility = ABILITY_SOUNDPROOF; }
PARAMETRIZE { status1_0 = STATUS1_NONE; status1_1 = STATUS1_NONE;
move = MOVE_REFRESH; partnerAbility = ABILITY_SCRAPPY; }
PARAMETRIZE { status1_0 = STATUS1_TOXIC_POISON; status1_1 = STATUS1_NONE;
move = MOVE_REFRESH; partnerAbility = ABILITY_SCRAPPY; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_HEAL_BELL) == EFFECT_HEAL_BELL);
WITH_CONFIG(B_HEAL_BELL_SOUNDPROOF, GEN_8);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_ROCK_SLIDE, move, MOVE_ACID); Status1(status1_0); }
OPPONENT(SPECIES_EXPLOUD) { Status1(status1_1); Ability(partnerAbility); }
} WHEN {
if (status1_0 != STATUS1_NONE || (status1_1 != STATUS1_NONE && partnerAbility != ABILITY_SOUNDPROOF))
TURN { EXPECT_MOVE(opponentLeft, move); }
else
TURN { EXPECT_MOVE(opponentLeft, MOVE_ROCK_SLIDE); }
}
}
AI_DOUBLE_BATTLE_TEST("AI uses Refresh only when curing status is worthwhile")
{
u32 status1;
enum Ability ability;
u32 expectedMove;
PARAMETRIZE { status1 = STATUS1_BURN; ability = ABILITY_GUTS; expectedMove = MOVE_ROCK_SLIDE; }
PARAMETRIZE { status1 = STATUS1_BURN; ability = ABILITY_PRESSURE; expectedMove = MOVE_REFRESH; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; ability = ABILITY_POISON_HEAL; expectedMove = MOVE_ROCK_SLIDE; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; ability = ABILITY_SCRAPPY; expectedMove = MOVE_REFRESH; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_REFRESH) == EFFECT_REFRESH);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_ROCK_SLIDE, MOVE_REFRESH); Status1(status1); Ability(ability); }
OPPONENT(SPECIES_EXPLOUD) { Moves(MOVE_CELEBRATE); }
} WHEN {
TURN { EXPECT_MOVE(opponentLeft, expectedMove); }
}
}
AI_SINGLE_BATTLE_TEST("AI chooses moves that cure inactive party members")
{
u32 status, config;
enum Ability ability;
PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SCRAPPY; }
PARAMETRIZE { status = STATUS1_NONE; ability = ABILITY_SCRAPPY; }
PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SOUNDPROOF; config = GEN_4; }
PARAMETRIZE { status = STATUS1_TOXIC_POISON; ability = ABILITY_SOUNDPROOF; config = GEN_5; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_HEAL_BELL) == EFFECT_HEAL_BELL);
WITH_CONFIG(B_HEAL_BELL_SOUNDPROOF, config);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_REGIROCK) { Moves(MOVE_BODY_PRESS, MOVE_HEAL_BELL); }
OPPONENT(SPECIES_EXPLOUD) { Status1(status); Ability(ability); }
} WHEN {
if (status == STATUS1_NONE || (ability == ABILITY_SOUNDPROOF && config <= GEN_4))
TURN { EXPECT_MOVE(opponent, MOVE_BODY_PRESS); }
else
TURN { EXPECT_MOVE(opponent, MOVE_HEAL_BELL); }
}
}
AI_SINGLE_BATTLE_TEST("AI prioritizes Pursuit if it would KO opponent")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_PURSUIT) == EFFECT_PURSUIT);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY);
PLAYER(SPECIES_ESPEON) { Level(5); }
PLAYER(SPECIES_TYRANITAR);
OPPONENT(SPECIES_TYRANITAR) { Moves(MOVE_CRUNCH, MOVE_PURSUIT); }
} WHEN {
TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_PURSUIT); SEND_OUT(player, 1); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Quick Guard against Quick Attack when opponent would die of poison")
{
GIVEN {
PLAYER(SPECIES_ZUBAT) { Moves(MOVE_QUICK_ATTACK); Status1(STATUS1_TOXIC_POISON); }
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE);
OPPONENT(SPECIES_RATTATA) { Moves(MOVE_QUICK_GUARD, MOVE_TACKLE); }
} WHEN {
TURN { MOVE(player, MOVE_QUICK_ATTACK); EXPECT_MOVE(opponent, MOVE_QUICK_GUARD); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Wide Guard against Earthquake when opponent would die of poison")
{
GIVEN {
PLAYER(SPECIES_ZUBAT) { Moves(MOVE_EARTHQUAKE); Status1(STATUS1_TOXIC_POISON); }
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE);
OPPONENT(SPECIES_RATTATA) { Moves(MOVE_WIDE_GUARD, MOVE_TACKLE); }
} WHEN {
TURN { MOVE(player, MOVE_EARTHQUAKE); EXPECT_MOVE(opponent, MOVE_WIDE_GUARD); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Worry Seed against Rest")
{
u32 move;
u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT;
PARAMETRIZE { move = MOVE_REST; }
PARAMETRIZE { move = MOVE_EXTREME_SPEED; }
PARAMETRIZE { move = MOVE_REST; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; }
PARAMETRIZE { move = MOVE_EXTREME_SPEED; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; }
GIVEN {
AI_FLAGS(aiFlags);
PLAYER(SPECIES_ZIGZAGOON) { Moves(move, MOVE_SLEEP_TALK, MOVE_HEADBUTT); }
OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_WORRY_SEED, MOVE_HEADBUTT); }
} WHEN {
if (move == MOVE_REST)
TURN { MOVE(player, MOVE_HEADBUTT); EXPECT_MOVE(opponent, MOVE_WORRY_SEED); }
else
TURN { MOVE(player, MOVE_HEADBUTT); NOT_EXPECT_MOVE(opponent, MOVE_WORRY_SEED); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Simple Beam against Contrary Leaf Storm")
{
enum Ability ability, move;
PARAMETRIZE { ability = ABILITY_CONTRARY; move = MOVE_LEAF_STORM; }
PARAMETRIZE { ability = ABILITY_CONTRARY; move = MOVE_CHARGE_BEAM; }
PARAMETRIZE { ability = ABILITY_OVERGROW; move = MOVE_CHARGE_BEAM; }
GIVEN {
PLAYER(SPECIES_SERPERIOR) { Moves(move); Ability(ability); }
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT);
OPPONENT(SPECIES_SWOOBAT) { Moves(MOVE_GUST, MOVE_SIMPLE_BEAM); }
} WHEN {
if (ability == ABILITY_CONTRARY && move == MOVE_LEAF_STORM)
TURN { MOVE(player, move); EXPECT_MOVE(opponent, MOVE_SIMPLE_BEAM); }
else
TURN { MOVE(player, move); NOT_EXPECT_MOVE(opponent, MOVE_SIMPLE_BEAM); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Skill Swap against Poison Heal")
{
u8 status;
u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT;
PARAMETRIZE { status = STATUS1_POISON; }
PARAMETRIZE { status = STATUS1_POISON; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; }
PARAMETRIZE { status = STATUS1_TOXIC_POISON; }
PARAMETRIZE { status = STATUS1_TOXIC_POISON; aiFlags |= AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION; }
GIVEN {
PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(status); }
AI_FLAGS(aiFlags);
OPPONENT(SPECIES_SPINDA) { Moves(MOVE_SKILL_SWAP, MOVE_HEADBUTT); }
} WHEN {
if (status == STATUS1_TOXIC_POISON)
TURN { EXPECT_MOVE(opponent, MOVE_SKILL_SWAP); }
else
TURN { NOT_EXPECT_MOVE(opponent, MOVE_SKILL_SWAP); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Trick Room (singles)")
{
u32 speed;
PARAMETRIZE { speed = 10; }
PARAMETRIZE { speed = 20; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_WOBBUFFET) { Speed(11); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(speed); Moves(MOVE_TACKLE, MOVE_TRICK_ROOM); }
} WHEN {
if (speed == 10)
TURN { EXPECT_MOVE(opponent, MOVE_TRICK_ROOM); }
else
TURN { NOT_EXPECT_MOVE(opponent, MOVE_TRICK_ROOM); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Quick Guard against Quick Attack when opponent would take poison damage")
{
PASSES_RANDOMLY(PREDICT_MOVE_CHANCE, 100, RNG_AI_PREDICT_MOVE);
GIVEN {
PLAYER(SPECIES_RATTATA) { Moves(MOVE_QUICK_ATTACK); Status1(STATUS1_TOXIC_POISON); }
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE);
OPPONENT(SPECIES_RATTATA) { Moves(MOVE_QUICK_GUARD, MOVE_TACKLE); }
} WHEN {
TURN { MOVE(player, MOVE_QUICK_ATTACK); EXPECT_MOVE(opponent, MOVE_QUICK_GUARD); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Wide Guard against Earthquake when opponent would take poison damage")
{
PASSES_RANDOMLY(PREDICT_MOVE_CHANCE, 100, RNG_AI_PREDICT_MOVE);
GIVEN {
PLAYER(SPECIES_RATTATA) { Moves(MOVE_EARTHQUAKE); Status1(STATUS1_TOXIC_POISON); }
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_PREDICT_MOVE);
OPPONENT(SPECIES_RATTATA) { Moves(MOVE_WIDE_GUARD, MOVE_TACKLE); }
} WHEN {
TURN { MOVE(player, MOVE_EARTHQUAKE); EXPECT_MOVE(opponent, MOVE_WIDE_GUARD); }
}
}
AI_SINGLE_BATTLE_TEST("AI sees Shield Dust immunity to additional effects")
{
enum Ability ability;
PARAMETRIZE { ability = ABILITY_SHIELD_DUST; }
PARAMETRIZE { ability = ABILITY_TINTED_LENS; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_VENOMOTH) { Ability(ability); Moves(MOVE_CELEBRATE, MOVE_POUND); }
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CHILLING_WATER, MOVE_BRINE); }
} WHEN {
if (ability == ABILITY_SHIELD_DUST)
TURN { EXPECT_MOVE(opponent, MOVE_BRINE); }
else
TURN { EXPECT_MOVE(opponent, MOVE_CHILLING_WATER); }
}
}
AI_DOUBLE_BATTLE_TEST("AI sees type-changing moves as the correct type")
{
u32 species, fieldStatus, ability;
u64 aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
PARAMETRIZE { fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_NONE; }
PARAMETRIZE { fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_LIQUID_VOICE; }
PARAMETRIZE { fieldStatus = MOVE_ELECTRIC_TERRAIN; species = SPECIES_GEODUDE_ALOLA; ability = ABILITY_GALVANIZE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_NONE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
fieldStatus = MOVE_RAIN_DANCE; species = SPECIES_PRIMARINA; ability = ABILITY_LIQUID_VOICE; }
PARAMETRIZE { aiFlags |= AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_PP_STALL_PREVENTION;
fieldStatus = MOVE_ELECTRIC_TERRAIN; species = SPECIES_GEODUDE_ALOLA; ability = ABILITY_GALVANIZE; }
GIVEN {
AI_FLAGS(aiFlags);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(fieldStatus, MOVE_RETURN, MOVE_TAUNT); }
OPPONENT(species) { Ability(ability); Moves(MOVE_HYPER_VOICE); }
} WHEN {
if (ability != ABILITY_NONE)
TURN { EXPECT_MOVE(opponentLeft, fieldStatus); }
else
TURN { NOT_EXPECT_MOVE(opponentLeft, fieldStatus); }
}
}
AI_SINGLE_BATTLE_TEST("AI uses Sparkling Aria to cure an enemy with Guts")
{
u32 ability;
PARAMETRIZE { ability = ABILITY_GUTS; }
PARAMETRIZE { ability = ABILITY_BULLETPROOF; }
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_URSALUNA) { Ability(ability); Moves(MOVE_HEADLONG_RUSH, MOVE_CELEBRATE); Status1(STATUS1_BURN); }
OPPONENT(SPECIES_PRIMARINA) { Moves(MOVE_SPARKLING_ARIA, MOVE_SCALD); }
} WHEN {
if (ability == ABILITY_GUTS)
TURN { EXPECT_MOVE(opponent, MOVE_SPARKLING_ARIA); }
else
TURN { EXPECT_MOVE(opponent, MOVE_SCALD); }
}
}