413 lines
19 KiB
C
413 lines
19 KiB
C
#include "global.h"
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#include "test/battle.h"
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#include "battle_ai_util.h"
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AI_DOUBLE_BATTLE_TEST("AI won't use a Weather changing move if partner already chose such move")
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{
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u32 j, k;
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static const u16 weatherMoves[] = {MOVE_SUNNY_DAY, MOVE_HAIL, MOVE_RAIN_DANCE, MOVE_SANDSTORM, MOVE_SNOWSCAPE};
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u16 weatherMoveLeft = MOVE_NONE, weatherMoveRight = MOVE_NONE;
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for (j = 0; j < ARRAY_COUNT(weatherMoves); j++)
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{
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for (k = 0; k < ARRAY_COUNT(weatherMoves); k++)
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{
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PARAMETRIZE { weatherMoveLeft = weatherMoves[j]; weatherMoveRight = weatherMoves[k]; }
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}
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}
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(weatherMoveLeft); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SCRATCH, weatherMoveRight); }
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} WHEN {
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TURN { NOT_EXPECT_MOVE(opponentRight, weatherMoveRight);
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SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:playerLeft);
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SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:playerRight);
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SCORE_LT_VAL(opponentRight, weatherMoveRight, AI_SCORE_DEFAULT, target:opponentLeft);
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}
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will not use Helping Hand if partner does not have any damage moves")
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{
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u16 move1 = MOVE_NONE, move2 = MOVE_NONE, move3 = MOVE_NONE, move4 = MOVE_NONE;
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PARAMETRIZE { move1 = MOVE_LEER; move2 = MOVE_TOXIC; }
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PARAMETRIZE { move1 = MOVE_HELPING_HAND; move2 = MOVE_PROTECT; }
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PARAMETRIZE { move1 = MOVE_ACUPRESSURE; move2 = MOVE_DOUBLE_TEAM; move3 = MOVE_TOXIC; move4 = MOVE_PROTECT; }
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HELPING_HAND, MOVE_SCRATCH); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(move1, move2, move3, move4); }
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} WHEN {
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TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_HELPING_HAND);
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SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:playerLeft);
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SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:playerRight);
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SCORE_LT_VAL(opponentLeft, MOVE_HELPING_HAND, AI_SCORE_DEFAULT, target:opponentLeft);
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}
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} SCENE {
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NOT MESSAGE("The opposing Wobbuffet used Helping Hand!");
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will not use a status move if partner already chose Helping Hand")
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{
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s32 j;
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u32 statusMove = MOVE_NONE;
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for (j = MOVE_NONE + 1; j < MOVES_COUNT; j++)
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{
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if (GetMoveCategory(j) == DAMAGE_CATEGORY_STATUS) {
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PARAMETRIZE { statusMove = j; }
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}
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}
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_HELPING_HAND); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SCRATCH, statusMove); }
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} WHEN {
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TURN { NOT_EXPECT_MOVE(opponentRight, statusMove);
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SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:playerLeft);
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SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:playerRight);
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SCORE_LT_VAL(opponentRight, statusMove, AI_SCORE_DEFAULT, target:opponentLeft);
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}
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} SCENE {
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MESSAGE("The opposing Wobbuffet used Helping Hand!");
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will not choose Earthquake if it damages the partner without a positive effect")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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u32 species;
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PARAMETRIZE { species = SPECIES_CHARIZARD; }
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PARAMETRIZE { species = SPECIES_CHARMANDER; }
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PARAMETRIZE { species = SPECIES_CHIKORITA; }
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PHANPY) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(species) { Moves(MOVE_CELEBRATE); }
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} WHEN {
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if (species == SPECIES_CHARIZARD)
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH, target: playerLeft); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI recognizes its ally's Telepathy")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PHANPY) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_ELGYEM) { Level(1); Ability(ABILITY_TELEPATHY); }
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} WHEN {
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Bulldoze if it triggers its ally's ability but will not KO the ally needlessly")
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{
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ASSUME(GetMoveTarget(MOVE_BULLDOZE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_BULLDOZE) == TYPE_GROUND);
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ASSUME(MoveHasAdditionalEffect(MOVE_BULLDOZE, MOVE_EFFECT_SPD_MINUS_1));
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u32 species, ability, currentHP;
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PARAMETRIZE { species = SPECIES_KINGAMBIT; ability = ABILITY_DEFIANT; currentHP = 400; }
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PARAMETRIZE { species = SPECIES_SHUCKLE; ability = ABILITY_CONTRARY; currentHP = 400; }
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PARAMETRIZE { species = SPECIES_PAWNIARD; ability = ABILITY_PRESSURE; currentHP = 1; }
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PARAMETRIZE { species = SPECIES_PAWNIARD; ability = ABILITY_DEFIANT; currentHP = 1; }
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PARAMETRIZE { species = SPECIES_SHUCKLE; ability = ABILITY_CONTRARY; currentHP = 1; }
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PHANPY) { Moves(MOVE_BULLDOZE, MOVE_HIGH_HORSEPOWER); }
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OPPONENT(species) { Moves(MOVE_CELEBRATE, MOVE_POUND); HP(currentHP); Ability(ability); }
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} WHEN {
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if (currentHP != 1)
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TURN { EXPECT_MOVE(opponentLeft, MOVE_BULLDOZE); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_HIGH_HORSEPOWER); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Beat Up on an ally with Justified if it will benefit the ally")
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{
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ASSUME(GetMoveEffect(MOVE_BEAT_UP) == EFFECT_BEAT_UP);
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ASSUME(GetMoveType(MOVE_BEAT_UP) == TYPE_DARK);
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u32 defAbility, atkAbility, currentHP;
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PARAMETRIZE { defAbility = ABILITY_FLASH_FIRE; atkAbility = ABILITY_SCRAPPY; currentHP = 400; }
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PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_SCRAPPY; currentHP = 400; }
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PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_MOLD_BREAKER; currentHP = 400; }
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PARAMETRIZE { defAbility = ABILITY_JUSTIFIED; atkAbility = ABILITY_SCRAPPY; currentHP = 1; }
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_CLEFABLE);
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OPPONENT(SPECIES_PANGORO) { Ability(atkAbility); Moves(MOVE_BEAT_UP); }
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OPPONENT(SPECIES_GROWLITHE) { Moves(MOVE_CELEBRATE, MOVE_TACKLE); HP(currentHP); Ability(defAbility); }
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} WHEN {
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if (!(currentHP == 1) && (defAbility == ABILITY_JUSTIFIED) && (atkAbility != ABILITY_MOLD_BREAKER))
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TURN { EXPECT_MOVE(opponentLeft, MOVE_BEAT_UP, target: opponentRight); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_BEAT_UP, target: playerLeft); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if partner is not alive")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_PIKACHU) { HP(1); Moves(MOVE_CELEBRATE); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_SCRATCH, target: opponentRight); }
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills one opposing mon and does not kill the partner needlessly")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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u32 currentHP;
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PARAMETRIZE { currentHP = 1; }
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PARAMETRIZE { currentHP = 200; }
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(currentHP); }
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} WHEN {
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if (currentHP == 1)
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TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills one opposing mon and a partner it believes is about to die")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
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PLAYER(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE, MOVE_SCRATCH); }
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PLAYER(SPECIES_WOBBUFFET) { HP(1); Moves(MOVE_CELEBRATE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(1); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_SCRATCH); }
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TURN { MOVE(playerRight, MOVE_SCRATCH); }
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will choose Earthquake if it kills both opposing mons")
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{
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_SCRATCH); }
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OPPONENT(SPECIES_PARAS) { Moves(MOVE_CELEBRATE); HP(1); }
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} WHEN {
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will trigger its ally's Weakness Policy")
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{
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ASSUME(gItemsInfo[ITEM_WEAKNESS_POLICY].holdEffect == HOLD_EFFECT_WEAKNESS_POLICY);
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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u32 species;
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PARAMETRIZE { species = SPECIES_INCINEROAR; }
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PARAMETRIZE { species = SPECIES_CLEFFA; }
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_EARTHQUAKE, MOVE_STOMPING_TANTRUM); }
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OPPONENT(species) { Moves(MOVE_CELEBRATE); Item(ITEM_WEAKNESS_POLICY); }
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} WHEN {
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if (species == SPECIES_INCINEROAR)
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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else
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TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_EARTHQUAKE); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI will only explode and kill everything on the field with Risky or Will Suicide")
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{
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ASSUME(GetMoveTarget(MOVE_EXPLOSION) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveEffect(MOVE_EXPLOSION) == EFFECT_EXPLOSION);
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u32 aiFlags;
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PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT; }
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PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_RISKY; }
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PARAMETRIZE { aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_WILL_SUICIDE; }
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GIVEN {
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AI_FLAGS(aiFlags);
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_ELECTRODE) { Moves(MOVE_EXPLOSION, MOVE_ELECTRO_BALL); }
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OPPONENT(SPECIES_ELECTRODE) { Moves(MOVE_CELEBRATE); HP(1); }
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} WHEN {
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if (aiFlags == (AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT))
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TURN { EXPECT_MOVE(opponentLeft, MOVE_ELECTRO_BALL); }
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else
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TURN { EXPECT_MOVE(opponentLeft, MOVE_EXPLOSION); }
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}
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}
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AI_DOUBLE_BATTLE_TEST("AI sees corresponding absorbing abilities on partners")
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{
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ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_DISCHARGE) == TYPE_ELECTRIC);
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ASSUME(GetMoveTarget(MOVE_LAVA_PLUME) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_LAVA_PLUME) == TYPE_FIRE);
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ASSUME(GetMoveTarget(MOVE_SURF) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
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ASSUME(GetMoveTarget(MOVE_EARTHQUAKE) == MOVE_TARGET_FOES_AND_ALLY);
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ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
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u32 ability, move, species;
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PARAMETRIZE { species = SPECIES_PSYDUCK; ability = ABILITY_CLOUD_NINE; move = MOVE_DISCHARGE; }
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PARAMETRIZE { species = SPECIES_PIKACHU; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
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PARAMETRIZE { species = SPECIES_LANTURN; ability = ABILITY_VOLT_ABSORB; move = MOVE_DISCHARGE; }
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PARAMETRIZE { species = SPECIES_EMOLGA; ability = ABILITY_MOTOR_DRIVE; move = MOVE_DISCHARGE; }
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PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; }
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PARAMETRIZE { species = SPECIES_GROWLITHE; ability = ABILITY_FLASH_FIRE; move = MOVE_LAVA_PLUME; }
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PARAMETRIZE { species = SPECIES_DACHSBUN; ability = ABILITY_WELL_BAKED_BODY; move = MOVE_LAVA_PLUME; }
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PARAMETRIZE { species = SPECIES_QUAGSIRE; ability = ABILITY_WATER_ABSORB; move = MOVE_SURF; }
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PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; }
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PARAMETRIZE { species = SPECIES_UNOWN; ability = ABILITY_LEVITATE; move = MOVE_EARTHQUAKE; }
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PARAMETRIZE { species = SPECIES_ORTHWORM; ability = ABILITY_EARTH_EATER; move = MOVE_EARTHQUAKE; }
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GIVEN {
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ASSUME(GetMoveTarget(MOVE_DISCHARGE) == MOVE_TARGET_FOES_AND_ALLY);
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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 knows if redirection abilities provide immunity to allies")
|
|
{
|
|
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, config;
|
|
|
|
PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; config = GEN_4; }
|
|
PARAMETRIZE { species = SPECIES_SEAKING; ability = ABILITY_LIGHTNING_ROD; move = MOVE_DISCHARGE; config = GEN_5; }
|
|
PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; config = GEN_4; }
|
|
PARAMETRIZE { species = SPECIES_SHELLOS; ability = ABILITY_STORM_DRAIN; move = MOVE_SURF; config = GEN_5; }
|
|
|
|
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);
|
|
WITH_CONFIG(B_REDIRECT_ABILITY_IMMUNITY, config);
|
|
PLAYER(SPECIES_ZIGZAGOON);
|
|
PLAYER(SPECIES_ZIGZAGOON);
|
|
OPPONENT(SPECIES_SLAKING) { Moves(move, MOVE_SCRATCH); }
|
|
OPPONENT(species) { HP(1); Ability(ability); Moves(MOVE_ROUND); }
|
|
} WHEN {
|
|
if (config == GEN_5)
|
|
TURN { EXPECT_MOVE(opponentLeft, move); }
|
|
else
|
|
TURN { EXPECT_MOVE(opponentLeft, MOVE_SCRATCH); }
|
|
}
|
|
}
|
|
|
|
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); }
|
|
}
|
|
}
|
|
|