pokeemmo/test/battle/ai/ai_assume_stab.c
2025-07-10 19:58:31 +02:00

86 lines
4.3 KiB
C

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