pokeemmo/test/battle/ai/ai_choice.c
khbsd e385c7f59f
feat: change defines in constants/abilities.h to an enum (#7006)
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
2025-09-29 21:35:09 +02:00

255 lines
11 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gItemsInfo[ITEM_CHOICE_SPECS].holdEffect == HOLD_EFFECT_CHOICE_SPECS);
ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND);
ASSUME(gItemsInfo[ITEM_CHOICE_SCARF].holdEffect == HOLD_EFFECT_CHOICE_SCARF);
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon switch out after using a status move once")
{
u32 j, heldItem = ITEM_NONE;
enum Ability ability = ABILITY_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
}
PASSES_RANDOMLY(SHOULD_SWITCH_CHOICE_LOCKED_PERCENTAGE, 100, RNG_AI_SWITCH_CHOICE_LOCKED);
GIVEN {
ASSUME(GetMoveCategory(MOVE_YAWN) == DAMAGE_CATEGORY_STATUS);
ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_SCRATCH); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
if (ability == ABILITY_KLUTZ) { // Klutz ignores item
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); }
}
else {
TURN { EXPECT_SWITCH(opponent, 1); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon only consider their own status moves when determining if they should switch")
{
GIVEN
{
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_RISKY | AI_FLAG_SMART_SWITCHING | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_MON_CHOICES);
PLAYER(SPECIES_ZIGZAGOON) { Speed(4); Moves(MOVE_TAIL_WHIP, MOVE_SCRATCH); }
OPPONENT(SPECIES_ZIGZAGOON) { Speed(5); Moves(MOVE_SCRATCH); Item(ITEM_CHOICE_BAND); }
OPPONENT(SPECIES_ZIGZAGOON) { Speed(5); Moves(MOVE_SCRATCH); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); MOVE(player, MOVE_TAIL_WHIP); }
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); MOVE(player, MOVE_TAIL_WHIP); }
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use stat boosting moves")
{
// Moves defined by MOVE_TARGET_USER (with exceptions?)
u32 j, heldItem = ITEM_NONE;
enum Ability ability = ABILITY_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
}
GIVEN {
ASSUME(GetMoveTarget(MOVE_SWORDS_DANCE) == MOVE_TARGET_USER);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_SWORDS_DANCE, MOVE_SCRATCH); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
if (ability == ABILITY_KLUTZ) { // Klutz ignores item
TURN { EXPECT_MOVE(opponent, MOVE_SWORDS_DANCE); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are the only party member")
{
u32 j, isAlive = 0, heldItem = ITEM_NONE;
enum Ability ability = ABILITY_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 0; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 0; }
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 1; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 1; }
}
GIVEN {
ASSUME(GetMoveCategory(MOVE_YAWN) == DAMAGE_CATEGORY_STATUS);
ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_SCRATCH); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { HP(isAlive); Moves(MOVE_WATERFALL); }
} WHEN {
if (isAlive == 1 || ability == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they don't have a good switchin")
{
u32 j, move = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
enum Ability ability = ABILITY_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
}
GIVEN {
ASSUME(GetMoveCategory(MOVE_YAWN) == DAMAGE_CATEGORY_STATUS);
ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_SCRATCH); Item(heldItem); Ability(ability); }
OPPONENT(species) { Moves(move); }
} WHEN {
if (species == SPECIES_SWAMPERT || ability == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are trapped")
{
u32 j, aiAbility = ABILITY_NONE, playerAbility = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE { aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE { aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE { aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
PARAMETRIZE { aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
}
GIVEN {
ASSUME(GetMoveCategory(MOVE_YAWN) == DAMAGE_CATEGORY_STATUS);
ASSUME(GetMoveEffect(MOVE_YAWN) == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(species) { Ability(playerAbility); }
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_SCRATCH); Item(heldItem); Ability(aiAbility); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
if (playerAbility != ABILITY_ARENA_TRAP || aiAbility == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_SCRATCH); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon will switch if locked into a move the player is immune to")
{
GIVEN {
ASSUME(GetSpeciesType(SPECIES_GASTLY, 0) == TYPE_GHOST);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
ASSUME(GetMoveType(MOVE_BODY_SLAM) == TYPE_NORMAL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_GASTLY) { Level(1); Moves(MOVE_CELEBRATE); }
PLAYER(SPECIES_VAPOREON) { Ability(ABILITY_WATER_ABSORB); Moves(MOVE_SURF); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_BODY_SLAM); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_BODY_SLAM); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, MOVE_SURF); SEND_OUT(player, 1); }
TURN { MOVE(player, MOVE_SURF); EXPECT_SWITCH(opponent, 1); }
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon will only see choiced moves when considering switching with ShouldSwitchIfHasBadOdds")
{
PASSES_RANDOMLY(SHOULD_SWITCH_HASBADODDS_PERCENTAGE, 100, RNG_AI_SWITCH_HASBADODDS);
GIVEN {
ASSUME(GetSpeciesType(SPECIES_GASTLY, 0) == TYPE_GHOST);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
ASSUME(GetMoveType(MOVE_BODY_SLAM) == TYPE_NORMAL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES);
PLAYER(SPECIES_GASTLY) { Level(1); Moves(MOVE_CELEBRATE); }
PLAYER(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_CLOSE_COMBAT); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_CLOSE_COMBAT); }
OPPONENT(SPECIES_BRONZONG) { Moves(MOVE_CLOSE_COMBAT); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, MOVE_SURF); SEND_OUT(player, 1); }
TURN { MOVE(player, MOVE_CLOSE_COMBAT); EXPECT_SWITCH(opponent, 1); }
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon will only see choiced moves when considering switching with FindMonThatAbsorbsMove")
{
PASSES_RANDOMLY(SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE, 100, RNG_AI_SWITCH_ABSORBING);
GIVEN {
ASSUME(GetSpeciesType(SPECIES_SANDSHREW, 0) == TYPE_GROUND);
ASSUME(GetMoveType(MOVE_SCRATCH) == TYPE_NORMAL);
ASSUME(GetMoveType(MOVE_THUNDERBOLT) == TYPE_ELECTRIC);
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_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES);
PLAYER(SPECIES_WOOPER) { Ability(ABILITY_WATER_ABSORB); Moves(MOVE_CELEBRATE); }
PLAYER(SPECIES_DWEBBLE) { Moves(MOVE_WATER_GUN); }
OPPONENT(SPECIES_MUDKIP) { Item(ITEM_CHOICE_SCARF); Moves(MOVE_SCRATCH, MOVE_WATER_GUN); }
OPPONENT(SPECIES_WOOPER) { Ability(ABILITY_WATER_ABSORB); Moves(MOVE_SCRATCH); }
} WHEN {
TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_SCRATCH); }
TURN { MOVE(player, MOVE_WATER_GUN); EXPECT_MOVE(opponent, MOVE_SCRATCH); }
TURN { MOVE(player, MOVE_WATER_GUN); EXPECT_SWITCH(opponent, 1); }
}
}