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/* Embedded DSL for automated black-box testing of battle mechanics.
*
* To run all the tests use :
* make check
* To run specific tests , e . g . Spikes ones , use :
* make check TESTS = ' Spikes '
* To build a ROM ( pokemerald - test . elf ) that can be opened in mgba to
* view specific tests , e . g . Spikes ones , use :
* make pokeemerald - test . elf TESTS = ' Spikes '
*
* Manually testing a battle mechanic often follows this pattern :
* 1. Create a party which can activate the mechanic .
* 2. Start a battle and play a few turns which activate the mechanic .
* 3. Look at the UI outputs to decide if the mechanic works .
*
* Automated testing follows the same pattern :
* 1. Initialize the party in GIVEN .
* 2. Play the turns in WHEN .
* 3. Check the UI outputs in SCENE .
*
* As a concrete example , to manually test EFFECT_PARALYZE , e . g . the
* effect of Stun Spore you might :
* 1. Put a Wobbuffet that knows Stun Spore in your party .
* 2. Battle a wild Wobbuffet .
* 3. Use Stun Spore .
* 4. Check that the Wobbuffet is paralyzed .
*
* This can be translated to an automated test as follows :
*
* ASSUMPTIONS
* {
* ASSUME ( gBattleMoves [ MOVE_STUN_SPORE ] . effect = = EFFECT_PARALYZE ) ;
* }
*
* SINGLE_BATTLE_TEST ( " Stun Spore inflicts paralysis " )
* {
* GIVEN {
* PLAYER ( SPECIES_WOBBUFFET ) ; // 1.
* OPPONENT ( SPECIES_WOBBUFFET ) ; // 2.
* } WHEN {
* TURN { MOVE ( player , MOVE_STUN_SPORE ) ; } // 3.
* } SCENE {
* ANIMATION ( ANIM_TYPE_MOVE , MOVE_STUN_SPORE , player ) ;
* MESSAGE ( " Foe Wobbuffet is paralyzed! It may be unable to move! " ) ; // 4
* STATUS_ICON ( opponent , paralysis : TRUE ) ; // 4.
* }
* }
*
* The ASSUMPTIONS block documents that Stun Spore has EFFECT_PARALYZE .
* If Stun Spore did not have that effect it would cause the tests in
* the file to be skipped . We write our tests like this so that hackers
* can change the effects of moves without causing tests to fail .
*
* SINGLE_BATTLE_TEST defines the name of the test . Related tests should
* start with the same prefix , e . g . Stun Spore tests should start with
* " Stun Spore " , this allows just the Stun Spore - related tests to be run
* with :
* make check TESTS = ' Stun Spore '
*
* GIVEN initializes the parties , PLAYER and OPPONENT add a Pokémon to
* their respective parties . They can both accept a block which further
* customizes the Pokémon ' s stats , moves , item , ability , etc .
*
* WHEN describes the turns , and TURN describes the choices made in a
* single turn . MOVE causes the player to use Stun Spore and adds the
* move to the Pokémon ' s moveset if an explicit Moves was not specified .
* Pokémon that are not mentioned in a TURN use Celebrate .
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* The test runner rigs the RNG so that unless otherwise specified ,
* moves always hit , never critical hit , always activate their secondary
* effects , and always roll the same damage modifier .
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*
* SCENE describes the player - visible output of the battle . In this case
* ANIMATION checks that the Stun Spore animation played , MESSAGE checks
* the paralysis message was shown , and STATUS_ICON checks that the
* opponent ' s HP bar shows a PRZ icon .
*
* As a second example , to manually test that Stun Spore does not effect
* Grass - types you might :
* 1. Put a Wobbuffet that knows Stun Spore in your party .
* 2. Battle a wild Oddish .
* 3. Use Stun Spore .
* 4. Check that the move animation does not play .
* 5. Check that a " It doesn't affect Foe Oddish… " message is shown .
*
* This can again be translated as follows :
*
* SINGLE_BATTLE_TEST ( " Stun Spore does not affect Grass-types " )
* {
* GIVEN {
* ASSUME ( gBattleMoves [ MOVE_STUN_SPORE ] . flags & FLAG_POWDER ) ;
* ASSUME ( gSpeciesInfo [ SPECIES_ODDISH ] . types [ 0 ] = = TYPE_GRASS ) ;
* PLAYER ( SPECIES_ODDISH ) ; // 1.
* OPPONENT ( SPECIES_ODDISH ) ; // 2.
* } WHEN {
* TURN { MOVE ( player , MOVE_STUN_SPORE ) ; } // 3.
* } SCENE {
* NOT ANIMATION ( ANIM_TYPE_MOVE , MOVE_STUN_SPORE , player ) ; // 4.
* MESSAGE ( " It doesn't affect Foe Oddish… " ) ; // 5.
* }
* }
*
* The ASSUMEs are documenting the reasons why Stun Spore does not
* affect Oddish , namely that Stun Spore is a powder move , and Oddish
* is a Grass - type . These ASSUMEs function similarly to the ones in
* ASSUMPTIONS but apply only to the one test .
*
* NOT inverts the meaning of a SCENE check , so applying it to ANIMATION
* requires that the Stun Spore animation does not play . MESSAGE checks
* that the message was shown . The checks in SCENE are ordered , so
* together this says " The doesn't affect message is shown, and the Stun
* Spore animation does not play at any time before that " . Normally you
* would only test one or the other , or even better , just
* NOT STATUS_ICON ( opponent , paralysis : TRUE ) ; to say that Oddish was
* not paralyzed without specifying the exact outputs which led to that .
*
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* As a final example , to test that Meditate works you might :
* 1. Put a Wobbuffet that knows Meditate and Tackle in your party .
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* 2. Battle a wild Wobbuffet .
* 3. Use Tackle and note the amount the HP bar reduced .
* 4. Battle a wild Wobbuffet .
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* 5. Use Meditate and that the stat change animation and message play .
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* 6. Use Tackle and check that the HP bar reduced by more than in 3.
*
* This can be translated to an automated test as follows :
*
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* SINGLE_BATTLE_TEST ( " Meditate raises Attack " , s16 damage )
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* {
* bool32 raiseAttack ;
* PARAMETRIZE { raiseAttack = FALSE ; }
* PARAMETRIZE { raiseAttack = TRUE ; }
* GIVEN {
* ASSUME ( gBattleMoves [ MOVE_TACKLE ] . split = = SPLIT_PHYSICAL ) ;
* PLAYER ( SPECIES_WOBBUFFET ) ;
* OPPONENT ( SPECIES_WOBBUFFET ) ;
* } WHEN {
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* if ( raiseAttack ) TURN { MOVE ( player , MOVE_MEDITATE ) ; } // 5.
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* TURN { MOVE ( player , MOVE_TACKLE ) ; } // 3 & 6.
* } SCENE {
* if ( raiseAttack ) {
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* ANIMATION ( ANIM_TYPE_MOVE , MOVE_MEDITATE , player ) ;
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* ANIMATION ( ANIM_TYPE_GENERAL , B_ANIM_STATS_CHANGE , player ) ; // 5.
* MESSAGE ( " Wobbuffet's attack rose! " ) ; // 5.
* }
* ANIMATION ( ANIM_TYPE_MOVE , MOVE_TACKLE , player ) ;
* HP_BAR ( opponent , captureDamage : & results [ i ] . damage ) ; // 3 & 6.
* } FINALLY {
* EXPECT_MUL_EQ ( results [ 0 ] . damage , Q_4_12 ( 1.5 ) , results [ 1 ] . damage ) ; // 6.
* }
* }
*
* PARAMETRIZE causes a test to run multiple times , once per PARAMETRIZE
* block ( e . g . once with raiseAttack = FALSE and once with raiseAttack =
* TRUE ) .
* HP_BAR ' s captureDamage causes the change in HP to be stored in a
* variable , and the variable chosen is results [ i ] . damage . results [ i ]
* contains all the variables defined at the end of SINGLE_BATTLE_TEST ,
* i is the current PARAMETRIZE index .
* FINALLY runs after the last parameter has finished , and uses
* EXPECT_MUL_EQ to check that the second battle deals 1.5 × the damage
* of the first battle ( with a small tolerance to account for rounding ) .
*
* You might notice that all the tests check the outputs the player
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* could see rather than the internal battle state . e . g . the Meditate test
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* could have used gBattleMons [ B_POSITION_OPPONENT_LEFT ] . hp instead of
* using HP_BAR to capture the damage . This is a deliberate choice , by
* checking what the player can observe the tests are more robust to
* refactoring , e . g . if gBattleMons got moved into gBattleStruct then
* any test that used it would need to be updated .
*
* REFERENCE
* = = = = = = = = =
*
* ASSUME ( cond )
* Causes the test to be skipped if cond is false . Used to document any
* prerequisites of the test , e . g . to test Burn reducing the Attack of a
* Pokémon we can observe the damage of a physical attack with and
* without the burn . To document that this test assumes the attack is
* physical we can use :
* ASSUME ( gBattleMoves [ MOVE_WHATEVER ] . split = = SPLIT_PHYSICAL ) ;
*
* ASSUMPTIONS
* Should be placed immediately after any # includes and contain any
* ASSUMEs which should apply to the whole file , e . g . to test
* EFFECT_POISON_HIT we need to choose a move with that effect , if
* we chose to use Poison Sting in every test then the top of
* move_effect_poison_hit . c should be :
* ASSUMPTIONS
* {
* ASSUME ( gBattleMoves [ MOVE_POISON_STING ] . effect = = EFFECT_POISON_HIT ) ;
* }
*
* SINGLE_BATTLE_TEST ( name , results . . . ) and DOUBLE_BATTLE_TEST ( name , results . . . )
* Define single - and double - battles . The names should start with the
* name of the mechanic being tested so that it is easier to run all the
* related tests . results contains variable declarations to be placed
* into the results array which is available in PARAMETRIZEd tests .
* The main differences for doubles are :
* - Move targets sometimes need to be explicit .
* - Instead of player and opponent there is playerLeft , playerRight ,
* opponentLeft , and opponentRight .
*
* KNOWN_FAILING
* Marks a test as not passing due to a bug . If there is an issue number
* associated with the bug it should be included in a comment . If the
* test passes the developer will be notified to remove KNOWN_FAILING .
* For example :
* SINGLE_BATTLE_TEST ( " Jump Kick has no recoil if no target " )
* {
* KNOWN_FAILING ; // #2596.
*
* PARAMETRIZE
* Runs a test multiple times . i will be set to which parameter is
* running , and results will contain an entry for each parameter , e . g . :
* SINGLE_BATTLE_TEST ( " Blaze boosts Fire-type moves in a pinch " , s16 damage )
* {
* u16 hp ;
* PARAMETRIZE { hp = 99 ; }
* PARAMETRIZE { hp = 33 ; }
* GIVEN {
* ASSUME ( gBattleMoves [ MOVE_EMBER ] . type = = TYPE_FIRE ) ;
* PLAYER ( SPECIES_CHARMANDER ) { Ability ( ABILITY_BLAZE ) ; MaxHP ( 99 ) ; HP ( hp ) ; }
* OPPONENT ( SPECIES_WOBBUFFET ) ;
* } WHEN {
* TURN { MOVE ( player , MOVE_EMBER ) ; }
* } SCENE {
* HP_BAR ( opponent , captureDamage : & results [ i ] . damage ) ;
* } FINALLY {
* EXPECT ( results [ 1 ] . damage > results [ 0 ] . damage ) ;
* }
* }
*
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* PASSES_RANDOMLY ( successes , trials , [ tag ] )
* Checks that the test passes successes / trials . If tag is provided , the
* test is run for each value that the tag can produce . For example , to
* check that Paralysis causes the turn to be skipped 25 / 100 times , we
* can write the following test that passes only if the Pokémon is fully
* paralyzed and specify that we expect it to pass 25 / 100 times when
* RNG_PARALYSIS varies :
* SINGLE_BATTLE_TEST ( " Paralysis has a 25% chance of skipping the turn " )
* {
* PASSES_RANDOMLY ( 25 , 100 , RNG_PARALYSIS ) ;
* GIVEN {
* PLAYER ( SPECIES_WOBBUFFET ) { Status1 ( STATUS1_PARALYSIS ) ; }
* OPPONENT ( SPECIES_WOBBUFFET ) ;
* } WHEN {
* TURN { MOVE ( player , MOVE_CELEBRATE ) ; }
* } SCENE {
* MESSAGE ( " Wobbuffet is paralyzed! It can't move! " ) ;
* }
* }
* All BattleRandom calls involving tag will return the same number , so
* this cannot be used to have two moves independently hit or miss , for
* example .
*
* If the tag is not provided , runs the test 50 times and computes an
* approximate pass ratio .
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* PASSES_RANDOMLY ( gBattleMoves [ move ] . accuracy , 100 ) ;
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* Note that this mode of PASSES_RANDOMLY makes the tests run very
* slowly and should be avoided where possible . If the mechanic you are
* testing is missing its tag , you should add it .
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*
* GIVEN
* Contains the initial state of the parties before the battle .
*
* RNGSeed ( seed )
* Explicitly sets the RNG seed . Try to avoid using this because it is a
* very fragile tool .
* Example :
* GIVEN {
* RNGSeed ( 0xC0DE IDEA ) ;
*
* PLAYER ( species ) and OPPONENT ( species )
* Adds the species to the player ' s or opponent ' s party respectively .
* The Pokémon can be further customized with the following functions :
* - Gender ( MON_MALE | MON_FEMALE )
* - Nature ( nature )
* - Ability ( ability )
* - Level ( level )
* - MaxHP ( n ) , HP ( n ) , Attack ( n ) , Defense ( n ) , SpAttack ( n ) , SpDefense ( n )
* - Speed ( n )
* - Item ( item )
* - Moves ( moves . . . )
* - Friendship ( friendship )
* - Status1 ( status1 )
* For example to create a Wobbuffet that is poisoned :
* PLAYER ( SPECIES_WOBBUFFET ) { Status1 ( STATUS1_POISON ) ; }
* Note if Speed is specified for any Pokémon then it must be specified
* for all Pokémon .
* Note if Moves is specified then MOVE will not automatically add moves
* to the moveset .
*
* WHEN
* Contains the choices that battlers make during the battle .
*
* TURN
* Groups the choices made by the battlers on a single turn . If Speeds
* have not been explicitly specified then the order of the MOVEs in the
* TURN will be used to infer the Speeds of the Pokémon , e . g . :
* // player's speed will be greater than opponent's speed.
* TURN { MOVE ( player , MOVE_SPLASH ) ; MOVE ( opponent , MOVE_SPLASH ) ; }
* // opponent's speed will be greater than player's speed.
* TURN { MOVE ( opponent , MOVE_SPLASH ) ; MOVE ( player , MOVE_SPLASH ) ; }
* The inference process is naive , if your test contains anything that
* modifies the speed of a battler you should specify them explicitly .
*
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* MOVE ( battler , move | moveSlot : , [ megaEvolve : ] , [ hit : ] , [ criticalHit : ] , [ target : ] , [ allowed : ] , [ WITH_RNG ( tag , value ] )
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* Used when the battler chooses Fight . Either the move ID or move slot
* must be specified . megaEvolve : TRUE causes the battler to Mega Evolve
* if able , hit : FALSE causes the move to miss , criticalHit : TRUE causes
* the move to land a critical hit , target : is used in double battles to
* choose the target ( when necessary ) , and allowed : FALSE is used to
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* reject an illegal move e . g . a Disabled one . WITH_RNG allows the move
* to specify an explicit outcome for an RNG tag .
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* MOVE ( playerLeft , MOVE_TACKLE , target : opponentRight ) ;
* If the battler does not have an explicit Moves specified the moveset
* will be populated based on the MOVEs it uses .
*
* FORCED_MOVE ( battler )
* Used when the battler chooses Fight and then their move is chosen for
* them , e . g . when affected by Encore .
* FORCED_MOVE ( player ) ;
*
* SWITCH ( battler , partyIndex )
* Used when the battler chooses Switch .
* SWITCH ( player , 1 ) ;
*
* SKIP_TURN ( battler )
* Used when the battler cannot choose an action , e . g . when locked into
* Thrash .
* SKIP_TURN ( player ) ;
*
* SEND_OUT ( battler , partyIndex )
* Used when the battler chooses to switch to another Pokémon but not
* via Switch , e . g . after fainting or due to a U - turn .
* SEND_OUT ( player , 1 ) ;
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*
* USE_ITEM ( battler , itemId , [ partyIndex : ] , [ move : ] )
* Used when the battler chooses to use an item from the Bag . The item
* ID must be specified , and party index and move slot if applicable , e . g :
* USE_ITEM ( player , ITEM_X_ATTACK ) ;
* USE_ITEM ( player , ITEM_POTION , partyIndex : 0 ) ;
* USE_ITEM ( player , ITEM_LEPPA_BERRY , partyIndex : 0 , move : MOVE_TACKLE ) ;
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*
* SCENE
* Contains an abridged description of the UI during the THEN . The order
* of the description must match too , e . g .
* // ABILITY_POPUP followed by a MESSAGE
* ABILITY_POPUP ( player , ABILITY_STURDY ) ;
* MESSAGE ( " Geodude was protected by Sturdy! " ) ;
*
* ABILITY_POPUP ( battler , [ ability ] )
* Causes the test to fail if the battler ' s ability pop - up is not shown .
* If specified , ability is the ability shown in the pop - up .
* ABILITY_POPUP ( opponent , ABILITY_MOLD_BREAKER ) ;
*
* ANIMATION ( type , animId , [ battler ] , [ target : ] )
* Causes the test to fail if the animation does not play . A common use
* of this command is to check if a move was successful , e . g . :
* ANIMATION ( ANIM_TYPE_MOVE , MOVE_TACKLE , player ) ;
* target can only be specified for ANIM_TYPE_MOVE .
*
* HP_BAR ( battler , [ damage : | hp : | captureDamage : | captureHP : ] )
* If hp : or damage : are used , causes the test to fail if that amount of
* damage is not dealt , e . g . :
* HP_BAR ( player , hp : 0 ) ;
* If captureDamage : or captureHP : are used , causes the test to fail if
* the HP bar does not change , and then writes that change to the
* pointer , e . g . :
* s16 damage ;
* HP_BAR ( player , captureDamage : & damage ) ;
* If none of the above are used , causes the test to fail if the HP
* changes at all .
*
* MESSAGE ( pattern )
* Causes the test to fail if the message in pattern is not displayed .
* Spaces in pattern match newlines ( \ n , \ l , and \ p ) in the message .
* Often used to check that a battler took its turn but it failed , e . g . :
* MESSAGE ( " Wobbuffet used Dream Eater! " ) ;
* MESSAGE ( " Foe Wobbuffet wasn't affected! " ) ;
*
* STATUS_ICON ( battler , status1 | none : | sleep : | poison : | burn : | freeze : | paralysis : , badPoison : )
* Causes the test to fail if the battler ' s status is not changed to the
* specified status .
* STATUS_ICON ( player , badPoison : TRUE ) ;
* If the expected status icon is parametrized the corresponding STATUS1
* constant can be provided , e . g . :
* u32 status1 ;
* PARAMETRIZE { status1 = STATUS1_NONE ; }
* PARAMETRIZE { status1 = STATUS1_BURN ; }
* . . .
* STATUS_ICON ( player , status1 ) ;
*
* NOT
* Causes the test to fail if the SCENE command succeeds before the
* following command succeeds .
* // Our Wobbuffet does not Celebrate before the foe's.
* NOT MESSAGE ( " Wobbuffet used Celebrate! " ) ;
* MESSAGE ( " Foe Wobbuffet used Celebrate! " ) ;
* WARNING : NOT is an alias of NONE_OF , so it behaves surprisingly when
* applied to multiple commands wrapped in braces .
*
* ONE_OF
* Causes the test to fail unless one of the SCENE commands succeeds .
* ONE_OF {
* MESSAGE ( " Wobbuffet used Celebrate! " ) ;
* MESSAGE ( " Wobbuffet is paralyzed! It can't move! " ) ;
* }
*
* NONE_OF
* Causes the test to fail if one of the SCENE commands succeeds before
* the command after the NONE_OF succeeds .
* // Our Wobbuffet does not move before the foe's.
* NONE_OF {
* MESSAGE ( " Wobbuffet used Celebrate! " ) ;
* MESSAGE ( " Wobbuffet is paralyzed! It can't move! " ) ;
* }
* MESSAGE ( " Foe Wobbuffet used Celebrate! " ) ;
*
* PLAYER_PARTY and OPPONENT_PARTY
* Refer to the party members defined in GIVEN , e . g . :
* s32 maxHP = GetMonData ( & OPPONENT_PARTY [ 0 ] , MON_DATA_MAX_HP ) ;
* HP_BAR ( opponent , damage : maxHP / 2 ) ;
*
* THEN
* Contains code to run after the battle has finished . If the test is
* PARAMETRIZEd then EXPECTs between the results should go here . Is also
* occasionally used to check the internal battle state when checking
* the behavior via a SCENE is too difficult , verbose , or error - prone .
*
* FINALLY
* Contains checks to run after all PARAMETERIZEs have run . Prefer to
* write your checks in THEN where possible , because a failure in THEN
* will be tagged with which parameter it corresponds to .
*
* EXPECT ( cond )
* Causes the test to fail if cond is false .
*
* EXPECT_EQ ( a , b ) , EXPECT_NE ( a , b ) , EXPECT_LT ( a , b ) , EXPECT_LE ( a , b ) , EXPECT_GT ( a , b ) , EXPECT_GE ( a , b )
* Causes the test to fail if a and b compare incorrectly , e . g .
* EXPECT_EQ ( results [ 0 ] . damage , results [ 1 ] . damage ) ;
*
* EXPECT_MUL_EQ ( a , m , b )
* Causes the test to fail if a * m ! = b ( within a threshold ) , e . g .
* // Expect results[0].damage * 1.5 == results[1].damage.
* EXPECT_EQ ( results [ 0 ] . damage , Q_4_12 ( 1.5 ) , results [ 1 ] . damage ) ; */
# ifndef GUARD_TEST_BATTLE_H
# define GUARD_TEST_BATTLE_H
# include "battle.h"
# include "battle_anim.h"
# include "data.h"
# include "item.h"
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# include "random.h"
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# include "recorded_battle.h"
# include "test.h"
# include "util.h"
# include "constants/abilities.h"
# include "constants/battle_anim.h"
# include "constants/battle_move_effects.h"
# include "constants/hold_effects.h"
# include "constants/items.h"
# include "constants/moves.h"
# include "constants/species.h"
// NOTE: If the stack is too small the test runner will probably crash
// or loop.
# define BATTLE_TEST_STACK_SIZE 1024
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# define MAX_TURNS 16
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# define MAX_QUEUED_EVENTS 25
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enum { BATTLE_TEST_SINGLES , BATTLE_TEST_DOUBLES } ;
typedef void ( * SingleBattleTestFunction ) ( void * , u32 , struct BattlePokemon * , struct BattlePokemon * ) ;
typedef void ( * DoubleBattleTestFunction ) ( void * , u32 , struct BattlePokemon * , struct BattlePokemon * , struct BattlePokemon * , struct BattlePokemon * ) ;
struct BattleTest
{
u8 type ;
u16 sourceLine ;
union
{
SingleBattleTestFunction singles ;
DoubleBattleTestFunction doubles ;
} function ;
size_t resultsSize ;
} ;
enum
{
QUEUED_ABILITY_POPUP_EVENT ,
QUEUED_ANIMATION_EVENT ,
QUEUED_HP_EVENT ,
QUEUED_MESSAGE_EVENT ,
QUEUED_STATUS_EVENT ,
} ;
struct QueuedAbilityEvent
{
u8 battlerId ;
u16 ability ;
} ;
struct QueuedAnimationEvent
{
u8 type ;
u16 id ;
u8 attacker : 4 ;
u8 target : 4 ;
} ;
enum { HP_EVENT_NEW_HP , HP_EVENT_DELTA_HP } ;
struct QueuedHPEvent
{
u32 battlerId : 3 ;
u32 type : 1 ;
u32 address : 28 ;
} ;
struct QueuedMessageEvent
{
const u8 * pattern ;
} ;
struct QueuedStatusEvent
{
u32 battlerId : 3 ;
u32 mask : 8 ;
u32 unused_01 : 21 ;
} ;
struct QueuedEvent
{
u8 type ;
u8 sourceLineOffset ;
u8 groupType : 2 ;
u8 groupSize : 6 ;
union
{
struct QueuedAbilityEvent ability ;
struct QueuedAnimationEvent animation ;
struct QueuedHPEvent hp ;
struct QueuedMessageEvent message ;
struct QueuedStatusEvent status ;
} as ;
} ;
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struct TurnRNG
{
u16 tag ;
u16 value ;
} ;
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struct BattlerTurn
{
u8 hit : 2 ;
u8 criticalHit : 2 ;
u8 secondaryEffect : 2 ;
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struct TurnRNG rng ;
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} ;
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struct BattleTestData
{
u8 stack [ BATTLE_TEST_STACK_SIZE ] ;
u8 playerPartySize ;
u8 opponentPartySize ;
u8 explicitMoves [ NUM_BATTLE_SIDES ] ;
bool8 hasExplicitSpeeds ;
u8 explicitSpeeds [ NUM_BATTLE_SIDES ] ;
u16 slowerThan [ NUM_BATTLE_SIDES ] [ PARTY_SIZE ] ;
u8 currentSide ;
u8 currentPartyIndex ;
struct Pokemon * currentMon ;
u8 gender ;
u8 nature ;
u8 currentMonIndexes [ MAX_BATTLERS_COUNT ] ;
u8 turnState ;
u8 turns ;
u8 actionBattlers ;
u8 moveBattlers ;
struct RecordedBattleSave recordedBattle ;
u8 battleRecordTypes [ MAX_BATTLERS_COUNT ] [ BATTLER_RECORD_SIZE ] ;
u8 battleRecordSourceLineOffsets [ MAX_BATTLERS_COUNT ] [ BATTLER_RECORD_SIZE ] ;
u16 recordIndexes [ MAX_BATTLERS_COUNT ] ;
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struct BattlerTurn battleRecordTurns [ MAX_TURNS ] [ MAX_BATTLERS_COUNT ] ;
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u8 lastActionTurn ;
u8 queuedEventsCount ;
u8 queueGroupType ;
u8 queueGroupStart ;
u8 queuedEvent ;
struct QueuedEvent queuedEvents [ MAX_QUEUED_EVENTS ] ;
} ;
struct BattleTestRunnerState
{
u8 battlersCount ;
u8 parametersCount ; // Valid only in BattleTest_Setup.
u8 parameters ;
u8 runParameter ;
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u16 rngTag ;
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u8 trials ;
u8 runTrial ;
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u16 expectedRatio ;
u16 observedRatio ;
u16 trialRatio ;
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bool8 runRandomly : 1 ;
bool8 runGiven : 1 ;
bool8 runWhen : 1 ;
bool8 runScene : 1 ;
bool8 runThen : 1 ;
bool8 runFinally : 1 ;
bool8 runningFinally : 1 ;
struct BattleTestData data ;
u8 * results ;
u8 checkProgressParameter ;
u8 checkProgressTrial ;
u8 checkProgressTurn ;
} ;
extern const struct TestRunner gBattleTestRunner ;
extern struct BattleTestRunnerState * gBattleTestRunnerState ;
# define MEMBERS(...) VARARG_8(MEMBERS_, __VA_ARGS__)
# define MEMBERS_0()
# define MEMBERS_1(a) a;
# define MEMBERS_2(a, b) a; b;
# define MEMBERS_3(a, b, c) a; b; c;
# define MEMBERS_4(a, b, c, d) a; b; c; d;
# define MEMBERS_5(a, b, c, d, e) a; b; c; d; e;
# define MEMBERS_6(a, b, c, d, e, f) a; b; c; d; e; f;
# define MEMBERS_7(a, b, c, d, e, f, g) a; b; c; d; e; f; g;
# define MEMBERS_8(a, b, c, d, e, f, g, h) a; b; c; d; e; f; g; h;
# define APPEND_TRUE(...) VARARG_8(APPEND_TRUE_, __VA_ARGS__)
# define APPEND_TRUE_0()
# define APPEND_TRUE_1(a) a, TRUE
# define APPEND_TRUE_2(a, b) a, TRUE, b, TRUE
# define APPEND_TRUE_3(a, b, c) a, TRUE, b, TRUE, c, TRUE
# define APPEND_TRUE_4(a, b, c, d) a, TRUE, b, TRUE, c, TRUE, d, TRUE
# define APPEND_TRUE_5(a, b, c, d, e) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE
# define APPEND_TRUE_6(a, b, c, d, e, f) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE
# define APPEND_TRUE_7(a, b, c, d, e, f, g) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE
# define APPEND_TRUE_8(a, b, c, d, e, f, g, h) a, TRUE, b, TRUE, c, TRUE, d, TRUE, e, TRUE, f, TRUE, g, TRUE, h, TRUE
/* Test */
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# define TO_DO_BATTLE_TEST(_name) \
SINGLE_BATTLE_TEST ( " TODO: " _name ) \
{ \
TO_DO ; \
GIVEN { PLAYER ( SPECIES_WOBBUFFET ) ; OPPONENT ( SPECIES_WOBBUFFET ) ; } \
WHEN { TURN { } } \
THEN { EXPECT_TO_DO ; } \
}
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# define SINGLE_BATTLE_TEST(_name, ...) \
struct CAT ( Result , __LINE__ ) { MEMBERS ( __VA_ARGS__ ) } ; \
static void CAT ( Test , __LINE__ ) ( struct CAT ( Result , __LINE__ ) * , u32 , struct BattlePokemon * , struct BattlePokemon * ) ; \
__attribute__ ( ( section ( " .tests " ) ) ) static const struct Test CAT ( sTest , __LINE__ ) = \
{ \
. name = _name , \
. filename = __FILE__ , \
. runner = & gBattleTestRunner , \
. data = ( void * ) & ( const struct BattleTest ) \
{ \
. type = BATTLE_TEST_SINGLES , \
. sourceLine = __LINE__ , \
. function = { . singles = ( SingleBattleTestFunction ) CAT ( Test , __LINE__ ) } , \
. resultsSize = sizeof ( struct CAT ( Result , __LINE__ ) ) , \
} , \
} ; \
static void CAT ( Test , __LINE__ ) ( struct CAT ( Result , __LINE__ ) * results , u32 i , struct BattlePokemon * player , struct BattlePokemon * opponent )
# define DOUBLE_BATTLE_TEST(_name, ...) \
struct CAT ( Result , __LINE__ ) { MEMBERS ( __VA_ARGS__ ) } ; \
static void CAT ( Test , __LINE__ ) ( struct CAT ( Result , __LINE__ ) * , u32 , struct BattlePokemon * , struct BattlePokemon * , struct BattlePokemon * , struct BattlePokemon * ) ; \
__attribute__ ( ( section ( " .tests " ) ) ) static const struct Test CAT ( sTest , __LINE__ ) = \
{ \
. name = _name , \
. filename = __FILE__ , \
. runner = & gBattleTestRunner , \
. data = ( void * ) & ( const struct BattleTest ) \
{ \
. type = BATTLE_TEST_DOUBLES , \
. sourceLine = __LINE__ , \
. function = { . doubles = ( DoubleBattleTestFunction ) CAT ( Test , __LINE__ ) } , \
. resultsSize = sizeof ( struct CAT ( Result , __LINE__ ) ) , \
} , \
} ; \
static void CAT ( Test , __LINE__ ) ( struct CAT ( Result , __LINE__ ) * results , u32 i , struct BattlePokemon * playerLeft , struct BattlePokemon * opponentLeft , struct BattlePokemon * playerRight , struct BattlePokemon * opponentRight )
/* Parametrize */
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# undef PARAMETRIZE // Override test/test.h's implementation.
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# define PARAMETRIZE if (gBattleTestRunnerState->parametersCount++ == i)
/* Randomly */
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# define PASSES_RANDOMLY(passes, trials, ...) for (; gBattleTestRunnerState->runRandomly; gBattleTestRunnerState->runRandomly = FALSE) Randomly(__LINE__, passes, trials, (struct RandomlyContext) { __VA_ARGS__ })
struct RandomlyContext
{
u16 tag ;
} ;
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void Randomly ( u32 sourceLine , u32 passes , u32 trials , struct RandomlyContext ) ;
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/* Given */
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# define MOVE_ARGS(...) {__VA_ARGS__}
# define PP_ARGS(...) {__VA_ARGS__}
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# define GIVEN for (; gBattleTestRunnerState->runGiven; gBattleTestRunnerState->runGiven = FALSE)
# define RNGSeed(seed) RNGSeed_(__LINE__, seed)
# define PLAYER(species) for (OpenPokemon(__LINE__, B_SIDE_PLAYER, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__))
# define OPPONENT(species) for (OpenPokemon(__LINE__, B_SIDE_OPPONENT, species); gBattleTestRunnerState->data.currentMon; ClosePokemon(__LINE__))
# define Gender(gender) Gender_(__LINE__, gender)
# define Nature(nature) Nature_(__LINE__, nature)
# define Ability(ability) Ability_(__LINE__, ability)
# define Level(level) Level_(__LINE__, level)
# define MaxHP(maxHP) MaxHP_(__LINE__, maxHP)
# define HP(hp) HP_(__LINE__, hp)
# define Attack(attack) Attack_(__LINE__, attack)
# define Defense(defense) Defense_(__LINE__, defense)
# define SpAttack(spAttack) SpAttack_(__LINE__, spAttack)
# define SpDefense(spDefense) SpDefense_(__LINE__, spDefense)
# define Speed(speed) Speed_(__LINE__, speed)
# define Item(item) Item_(__LINE__, item)
# define Moves(move1, ...) Moves_(__LINE__, (const u16 [MAX_MON_MOVES]) { move1, __VA_ARGS__ })
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# define MovesWithPP(moves, pp) MovesWithPP_(__LINE__, (const u16 [MAX_MON_MOVES]) MOVE_ARGS moves, (const u8 [MAX_MON_MOVES]) PP_ARGS pp)
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# define Friendship(friendship) Friendship_(__LINE__, friendship)
# define Status1(status1) Status1_(__LINE__, status1)
void OpenPokemon ( u32 sourceLine , u32 side , u32 species ) ;
void ClosePokemon ( u32 sourceLine ) ;
void RNGSeed_ ( u32 sourceLine , u32 seed ) ;
void Gender_ ( u32 sourceLine , u32 gender ) ;
void Nature_ ( u32 sourceLine , u32 nature ) ;
void Ability_ ( u32 sourceLine , u32 ability ) ;
void Level_ ( u32 sourceLine , u32 level ) ;
void MaxHP_ ( u32 sourceLine , u32 maxHP ) ;
void HP_ ( u32 sourceLine , u32 hp ) ;
void Attack_ ( u32 sourceLine , u32 attack ) ;
void Defense_ ( u32 sourceLine , u32 defense ) ;
void SpAttack_ ( u32 sourceLine , u32 spAttack ) ;
void SpDefense_ ( u32 sourceLine , u32 spDefense ) ;
void Speed_ ( u32 sourceLine , u32 speed ) ;
void Item_ ( u32 sourceLine , u32 item ) ;
void Moves_ ( u32 sourceLine , const u16 moves [ MAX_MON_MOVES ] ) ;
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void MovesWithPP_ ( u32 sourceLine , const u16 moves [ MAX_MON_MOVES ] , const u8 pp [ MAX_MON_MOVES ] ) ;
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void Friendship_ ( u32 sourceLine , u32 friendship ) ;
void Status1_ ( u32 sourceLine , u32 status1 ) ;
# define PLAYER_PARTY (gBattleTestRunnerState->data.recordedBattle.playerParty)
# define OPPONENT_PARTY (gBattleTestRunnerState->data.recordedBattle.opponentParty)
/* When */
# define WHEN for (; gBattleTestRunnerState->runWhen; gBattleTestRunnerState->runWhen = FALSE)
enum { TURN_CLOSED , TURN_OPEN , TURN_CLOSING } ;
# define TURN for (OpenTurn(__LINE__); gBattleTestRunnerState->data.turnState == TURN_OPEN; CloseTurn(__LINE__))
# define MOVE(battler, ...) Move(__LINE__, battler, (struct MoveContext) { APPEND_TRUE(__VA_ARGS__) })
# define FORCED_MOVE(battler) ForcedMove(__LINE__, battler)
# define SWITCH(battler, partyIndex) Switch(__LINE__, battler, partyIndex)
# define SKIP_TURN(battler) SkipTurn(__LINE__, battler)
# define SEND_OUT(battler, partyIndex) SendOut(__LINE__, battler, partyIndex)
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# define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { APPEND_TRUE(__VA_ARGS__) })
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# define WITH_RNG(tag, value) rng: ((struct TurnRNG) { tag, value })
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struct MoveContext
{
u16 move ;
u16 explicitMove : 1 ;
u16 moveSlot : 2 ;
u16 explicitMoveSlot : 1 ;
u16 hit : 1 ;
u16 explicitHit : 1 ;
u16 criticalHit : 1 ;
u16 explicitCriticalHit : 1 ;
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u16 secondaryEffect : 1 ;
u16 explicitSecondaryEffect : 1 ;
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u16 megaEvolve : 1 ;
u16 explicitMegaEvolve : 1 ;
// TODO: u8 zMove:1;
u16 allowed : 1 ;
u16 explicitAllowed : 1 ;
struct BattlePokemon * target ;
bool8 explicitTarget ;
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struct TurnRNG rng ;
bool8 explicitRNG ;
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} ;
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struct ItemContext
{
u16 itemId ;
u16 explicitItemId : 1 ;
u16 partyIndex ;
u16 explicitPartyIndex : 1 ;
u16 move ;
u16 explicitMove : 1 ;
} ;
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void OpenTurn ( u32 sourceLine ) ;
void CloseTurn ( u32 sourceLine ) ;
void Move ( u32 sourceLine , struct BattlePokemon * , struct MoveContext ) ;
void ForcedMove ( u32 sourceLine , struct BattlePokemon * ) ;
void Switch ( u32 sourceLine , struct BattlePokemon * , u32 partyIndex ) ;
void SkipTurn ( u32 sourceLine , struct BattlePokemon * ) ;
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void UseItem ( u32 sourceLine , struct BattlePokemon * , struct ItemContext ) ;
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void SendOut ( u32 sourceLine , struct BattlePokemon * , u32 partyIndex ) ;
/* Scene */
# define SCENE for (; gBattleTestRunnerState->runScene; gBattleTestRunnerState->runScene = FALSE)
# define ONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_ONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__))
# define NONE_OF for (OpenQueueGroup(__LINE__, QUEUE_GROUP_NONE_OF); gBattleTestRunnerState->data.queueGroupType != QUEUE_GROUP_NONE; CloseQueueGroup(__LINE__))
# define NOT NONE_OF
# define ABILITY_POPUP(battler, ...) QueueAbility(__LINE__, battler, (struct AbilityEventContext) { __VA_ARGS__ })
# define ANIMATION(type, id, ...) QueueAnimation(__LINE__, type, id, (struct AnimationEventContext) { __VA_ARGS__ })
# define HP_BAR(battler, ...) QueueHP(__LINE__, battler, (struct HPEventContext) { APPEND_TRUE(__VA_ARGS__) })
# define MESSAGE(pattern) QueueMessage(__LINE__, (const u8 []) _(pattern))
# define STATUS_ICON(battler, status) QueueStatus(__LINE__, battler, (struct StatusEventContext) { status })
enum QueueGroupType
{
QUEUE_GROUP_NONE ,
QUEUE_GROUP_ONE_OF ,
QUEUE_GROUP_NONE_OF ,
} ;
struct AbilityEventContext
{
u16 ability ;
} ;
struct AnimationEventContext
{
struct BattlePokemon * attacker ;
struct BattlePokemon * target ;
} ;
struct HPEventContext
{
u8 _ ;
u16 hp ;
bool8 explicitHP ;
s16 damage ;
bool8 explicitDamage ;
u16 * captureHP ;
bool8 explicitCaptureHP ;
s16 * captureDamage ;
bool8 explicitCaptureDamage ;
} ;
struct StatusEventContext
{
u8 status1 ;
bool8 none : 1 ;
bool8 sleep : 1 ;
bool8 poison : 1 ;
bool8 burn : 1 ;
bool8 freeze : 1 ;
bool8 paralysis : 1 ;
bool8 badPoison : 1 ;
} ;
void OpenQueueGroup ( u32 sourceLine , enum QueueGroupType ) ;
void CloseQueueGroup ( u32 sourceLine ) ;
void QueueAbility ( u32 sourceLine , struct BattlePokemon * battler , struct AbilityEventContext ) ;
void QueueAnimation ( u32 sourceLine , u32 type , u32 id , struct AnimationEventContext ) ;
void QueueHP ( u32 sourceLine , struct BattlePokemon * battler , struct HPEventContext ) ;
void QueueMessage ( u32 sourceLine , const u8 * pattern ) ;
void QueueStatus ( u32 sourceLine , struct BattlePokemon * battler , struct StatusEventContext ) ;
/* Then */
# define THEN for (; gBattleTestRunnerState->runThen; gBattleTestRunnerState->runThen = FALSE)
/* Finally */
# define FINALLY for (; gBattleTestRunnerState->runFinally; gBattleTestRunnerState->runFinally = FALSE) if ((gBattleTestRunnerState->runningFinally = TRUE))
/* Expect */
# define EXPECT_MUL_EQ(a, m, b) \
do \
{ \
s32 _a = ( a ) , _m = ( m ) , _b = ( b ) ; \
s32 _am = Q_4_12_TO_INT ( _a * _m ) ; \
s32 _t = Q_4_12_TO_INT ( abs ( _m ) + Q_4_12_ROUND ) ; \
if ( abs ( _am - _b ) > _t ) \
Test_ExitWithResult ( TEST_RESULT_FAIL , " %s:%d: EXPECT_MUL_EQ(%d, %q, %d) failed: %d not in [%d..%d] " , gTestRunnerState . test - > filename , __LINE__ , _a , _m , _b , _am , _b - _t , _b + _t ) ; \
} while ( 0 )
# endif