pokeemmo/test/battle/ai/ai_assume_status_moves.c

50 lines
2.4 KiB
C

#include "global.h"
#include "test/battle.h"
#include "battle_ai_util.h"
AI_DOUBLE_BATTLE_TEST("AI_FLAG_ASSUME_STATUS_MOVES correctly records assumed status moves")
{
PASSES_RANDOMLY(ASSUME_STATUS_HIGH_ODDS, 100, RNG_AI_ASSUME_STATUS_HIGH_ODDS);
PASSES_RANDOMLY(ASSUME_STATUS_MEDIUM_ODDS, 100, RNG_AI_ASSUME_STATUS_MEDIUM_ODDS);
PASSES_RANDOMLY(ASSUME_STATUS_LOW_ODDS, 100, RNG_AI_ASSUME_STATUS_LOW_ODDS);
PASSES_RANDOMLY(ASSUME_ALL_STATUS_ODDS, 100, RNG_AI_ASSUME_ALL_STATUS);
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_ASSUME_STATUS_MOVES);
PLAYER(SPECIES_TYPHLOSION) { Moves(MOVE_TACKLE, MOVE_COURT_CHANGE, MOVE_FAKE_OUT); }
PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_HAIL, MOVE_SHED_TAIL, 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 {
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][0], MOVE_TACKLE);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][1], MOVE_COURT_CHANGE);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][2], MOVE_FAKE_OUT);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_LEFT][3], MOVE_NONE);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][0], MOVE_HAIL);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][1], MOVE_SHED_TAIL);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][2], MOVE_THUNDERBOLT);
EXPECT_EQ(gBattleHistory->usedMoves[B_POSITION_PLAYER_RIGHT][3], MOVE_NONE);
}
}
AI_SINGLE_BATTLE_TEST("AI_FLAG_ASSUME_STATUS_MOVES changes behavior")
{
if (ASSUME_STATUS_MOVES_HAS_TUNING)
PASSES_RANDOMLY(ASSUME_STATUS_MEDIUM_ODDS, 100, RNG_AI_ASSUME_STATUS_MEDIUM_ODDS);
else
PASSES_RANDOMLY(ASSUME_ALL_STATUS_ODDS, 100, RNG_AI_ASSUME_ALL_STATUS);
GIVEN {
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_ASSUME_STATUS_MOVES);
PLAYER(SPECIES_ZIGZAGOON) { Moves(MOVE_REST, MOVE_HEADBUTT); }
OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_WORRY_SEED, MOVE_HEADBUTT); }
} WHEN {
TURN { MOVE(player, MOVE_HEADBUTT); EXPECT_MOVE(opponent, MOVE_WORRY_SEED); }
}
}