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1fa9a05470
* Slicing moves to new bitfield * Wind moves to new bitfield * Two-strike moves to new bitfield * Forgot to add flagTwoStrikes to battle_moves.h * Removed "flag" from field names * FLAG_HIT_IN_SUBSTITUTE and FLAG_THAW_USER * Airborne moves * FLAG_POWDER, FLAG_TARGET_ABILITY_IGNORED and FLAG_DANCE * FLAG_BALLISTIC and FLAG_PROTECTION_MOVE * Fixed missing uses of MOVE_UNAVAILABLE in battle_ai_util.c * FLAG_SOUND * FLAG_DMG_UNDERGROUND and FLAG_DMG_UNDERWATER * FLAG_DMG_MINIMIZE * Cleanup * FLAG_STAT_STAGES_IGNORED * Updated Pollen Puff's ballistic flag * FLAG_STRONG_JAW_BOOST and FLAG_MEGA_LAUNCHER_BOOST * thaw * FLAG_THREE_STRIKES * FLAG_IRON_FIST_BOOST * FLAG_RECKLESS_BOOST * FLAG_HIGH_CRIT * Removed empty flags * Moves that fail when called by Me First + added missing Shell Trap * Moves that fail when Gravity is active * Better names for banned fields * Moves that fail when called by Instruct * Cleanup * Contact Moves + Fixed Wandering Spirit skipping contact checks * Inverted FLAG_PROTECT_AFFECTED so that there's a flag for moves that SKIP protect. * Simplified B_MOVE_FLAGS configs * FORBIDDEN_METRONOME * Renamed hitsPastSubstitute to ignoresSubstitute * FORBIDDEN_PARENTAL_BOND * Struggle uncallable by Metronome * FORBIDDEN_MIMIC * FLAG_KINGS_ROCK_AFFECTED * Made a single config for move flags * Macro for checking move flags * FLAG_MAGIC_COAT_AFFECTED * Fixed HasMagicCoatAffectedMove * FLAG_SNATCH_AFFECTED * Removed unused EFFECT_FLINCH_MINIMIZE_HIT * Fixed Stench/King's Rock interaction * Removed sMovesNotAffectedByStench in favor of checking move effects * Removed EFFECT_TWISTER, which was a repeat of EFFECT_FLINCH_HIT * Changed Gen2 configs to less than Gen 3 * FORBIDDEN_SLEEP_TALK * Cleanup * Inverted FLAG_MIRROR_MOVE_AFFECTED * FLAG_SHEER_FORCE_BOOST * Ordered * FORBIDDEN_ASSIST and FORBIDDEN_COPYCAT * Removed TestMoveFlags and TestMoveFlagsInMoveset + flags field * Fixed Triple Arrows test
915 lines
34 KiB
C
915 lines
34 KiB
C
/* Embedded DSL for automated black-box testing of battle mechanics.
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*
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* To run all the tests use:
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* make check
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* To run specific tests, e.g. Spikes ones, use:
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* make check TESTS='Spikes'
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* To build a ROM (pokemerald-test.elf) that can be opened in mgba to
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* view specific tests, e.g. Spikes ones, use:
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* make pokeemerald-test.elf TESTS='Spikes'
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*
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* Manually testing a battle mechanic often follows this pattern:
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* 1. Create a party which can activate the mechanic.
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* 2. Start a battle and play a few turns which activate the mechanic.
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* 3. Look at the UI outputs to decide if the mechanic works.
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*
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* Automated testing follows the same pattern:
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* 1. Initialize the party in GIVEN.
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* 2. Play the turns in WHEN.
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* 3. Check the UI outputs in SCENE.
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*
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* As a concrete example, to manually test EFFECT_PARALYZE, e.g. the
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* effect of Stun Spore you might:
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* 1. Put a Wobbuffet that knows Stun Spore in your party.
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* 2. Battle a wild Wobbuffet.
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* 3. Use Stun Spore.
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* 4. Check that the Wobbuffet is paralyzed.
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*
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* This can be translated to an automated test as follows:
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*
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* ASSUMPTIONS
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* {
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* ASSUME(gBattleMoves[MOVE_STUN_SPORE].effect == EFFECT_PARALYZE);
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* }
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*
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* SINGLE_BATTLE_TEST("Stun Spore inflicts paralysis")
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* {
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* GIVEN {
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* PLAYER(SPECIES_WOBBUFFET); // 1.
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* OPPONENT(SPECIES_WOBBUFFET); // 2.
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* } WHEN {
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* TURN { MOVE(player, MOVE_STUN_SPORE); } // 3.
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* } SCENE {
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* ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player);
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* MESSAGE("Foe Wobbuffet is paralyzed! It may be unable to move!"); // 4
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* STATUS_ICON(opponent, paralysis: TRUE); // 4.
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* }
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* }
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*
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* The ASSUMPTIONS block documents that Stun Spore has EFFECT_PARALYZE.
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* If Stun Spore did not have that effect it would cause the tests in
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* the file to be skipped. We write our tests like this so that hackers
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* can change the effects of moves without causing tests to fail.
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*
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* SINGLE_BATTLE_TEST defines the name of the test. Related tests should
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* start with the same prefix, e.g. Stun Spore tests should start with
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* "Stun Spore", this allows just the Stun Spore-related tests to be run
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* with:
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* make check TESTS='Stun Spore'
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*
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* GIVEN initializes the parties, PLAYER and OPPONENT add a Pokémon to
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* their respective parties. They can both accept a block which further
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* customizes the Pokémon's stats, moves, item, ability, etc.
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*
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* WHEN describes the turns, and TURN describes the choices made in a
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* single turn. MOVE causes the player to use Stun Spore and adds the
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* move to the Pokémon's moveset if an explicit Moves was not specified.
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* 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,
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* moves always hit, never critical hit, always activate their secondary
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* effects, and always roll the same damage modifier.
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*
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* SCENE describes the player-visible output of the battle. In this case
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* ANIMATION checks that the Stun Spore animation played, MESSAGE checks
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* the paralysis message was shown, and STATUS_ICON checks that the
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* opponent's HP bar shows a PRZ icon.
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*
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* As a second example, to manually test that Stun Spore does not effect
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* Grass-types you might:
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* 1. Put a Wobbuffet that knows Stun Spore in your party.
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* 2. Battle a wild Oddish.
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* 3. Use Stun Spore.
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* 4. Check that the move animation does not play.
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* 5. Check that a "It doesn't affect Foe Oddish…" message is shown.
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*
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* This can again be translated as follows:
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*
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* SINGLE_BATTLE_TEST("Stun Spore does not affect Grass-types")
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* {
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* GIVEN {
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* ASSUME(gBattleMoves[MOVE_STUN_SPORE].powderMove);
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* ASSUME(gSpeciesInfo[SPECIES_ODDISH].types[0] == TYPE_GRASS);
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* PLAYER(SPECIES_ODDISH); // 1.
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* OPPONENT(SPECIES_ODDISH); // 2.
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* } WHEN {
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* TURN { MOVE(player, MOVE_STUN_SPORE); } // 3.
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* } SCENE {
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* NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player); // 4.
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* MESSAGE("It doesn't affect Foe Oddish…"); // 5.
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* }
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* }
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*
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* The ASSUMEs are documenting the reasons why Stun Spore does not
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* affect Oddish, namely that Stun Spore is a powder move, and Oddish
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* is a Grass-type. These ASSUMEs function similarly to the ones in
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* ASSUMPTIONS but apply only to the one test.
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*
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* NOT inverts the meaning of a SCENE check, so applying it to ANIMATION
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* requires that the Stun Spore animation does not play. MESSAGE checks
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* that the message was shown. The checks in SCENE are ordered, so
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* together this says "The doesn't affect message is shown, and the Stun
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* Spore animation does not play at any time before that". Normally you
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* would only test one or the other, or even better, just
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* NOT STATUS_ICON(opponent, paralysis: TRUE); to say that Oddish was
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* not paralyzed without specifying the exact outputs which led to that.
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*
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* As a final example, to test that Meditate works you might:
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* 1. Put a Wobbuffet that knows Meditate and Tackle in your party.
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* 2. Battle a wild Wobbuffet.
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* 3. Use Tackle and note the amount the HP bar reduced.
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* 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.
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*
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* This can be translated to an automated test as follows:
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*
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* SINGLE_BATTLE_TEST("Meditate raises Attack", s16 damage)
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* {
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* bool32 raiseAttack;
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* PARAMETRIZE { raiseAttack = FALSE; }
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* PARAMETRIZE { raiseAttack = TRUE; }
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* GIVEN {
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* ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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* PLAYER(SPECIES_WOBBUFFET);
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* OPPONENT(SPECIES_WOBBUFFET);
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* } WHEN {
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* if (raiseAttack) TURN { MOVE(player, MOVE_MEDITATE); } // 5.
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* TURN { MOVE(player, MOVE_TACKLE); } // 3 & 6.
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* } SCENE {
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* 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.
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* MESSAGE("Wobbuffet's attack rose!"); // 5.
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* }
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* ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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* HP_BAR(opponent, captureDamage: &results[i].damage); // 3 & 6.
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* } FINALLY {
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* EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); // 6.
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* }
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* }
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*
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* PARAMETRIZE causes a test to run multiple times, once per PARAMETRIZE
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* block (e.g. once with raiseAttack = FALSE and once with raiseAttack =
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* TRUE).
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* HP_BAR's captureDamage causes the change in HP to be stored in a
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* variable, and the variable chosen is results[i].damage. results[i]
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* contains all the variables defined at the end of SINGLE_BATTLE_TEST,
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* i is the current PARAMETRIZE index.
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* FINALLY runs after the last parameter has finished, and uses
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* EXPECT_MUL_EQ to check that the second battle deals 1.5× the damage
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* of the first battle (with a small tolerance to account for rounding).
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*
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* 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
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* using HP_BAR to capture the damage. This is a deliberate choice, by
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* checking what the player can observe the tests are more robust to
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* refactoring, e.g. if gBattleMons got moved into gBattleStruct then
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* any test that used it would need to be updated.
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*
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* REFERENCE
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* =========
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*
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* ASSUME(cond)
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* Causes the test to be skipped if cond is false. Used to document any
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* prerequisites of the test, e.g. to test Burn reducing the Attack of a
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* Pokémon we can observe the damage of a physical attack with and
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* without the burn. To document that this test assumes the attack is
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* physical we can use:
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* ASSUME(gBattleMoves[MOVE_WHATEVER].split == SPLIT_PHYSICAL);
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*
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* ASSUMPTIONS
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* Should be placed immediately after any #includes and contain any
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* ASSUMEs which should apply to the whole file, e.g. to test
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* EFFECT_POISON_HIT we need to choose a move with that effect, if
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* we chose to use Poison Sting in every test then the top of
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* move_effect_poison_hit.c should be:
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* ASSUMPTIONS
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* {
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* ASSUME(gBattleMoves[MOVE_POISON_STING].effect == EFFECT_POISON_HIT);
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* }
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*
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* SINGLE_BATTLE_TEST(name, results...) and DOUBLE_BATTLE_TEST(name, results...)
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* Define single- and double- battles. The names should start with the
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* name of the mechanic being tested so that it is easier to run all the
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* related tests. results contains variable declarations to be placed
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* into the results array which is available in PARAMETRIZEd tests.
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* The main differences for doubles are:
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* - Move targets sometimes need to be explicit.
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* - Instead of player and opponent there is playerLeft, playerRight,
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* opponentLeft, and opponentRight.
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*
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* KNOWN_FAILING
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* Marks a test as not passing due to a bug. If there is an issue number
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* associated with the bug it should be included in a comment. If the
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* test passes the developer will be notified to remove KNOWN_FAILING.
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* For example:
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* SINGLE_BATTLE_TEST("Jump Kick has no recoil if no target")
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* {
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* KNOWN_FAILING; // #2596.
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*
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* PARAMETRIZE
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* Runs a test multiple times. i will be set to which parameter is
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* running, and results will contain an entry for each parameter, e.g.:
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* SINGLE_BATTLE_TEST("Blaze boosts Fire-type moves in a pinch", s16 damage)
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* {
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* u16 hp;
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* PARAMETRIZE { hp = 99; }
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* PARAMETRIZE { hp = 33; }
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* GIVEN {
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* ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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* PLAYER(SPECIES_CHARMANDER) { Ability(ABILITY_BLAZE); MaxHP(99); HP(hp); }
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* OPPONENT(SPECIES_WOBBUFFET);
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* } WHEN {
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* TURN { MOVE(player, MOVE_EMBER); }
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* } SCENE {
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* HP_BAR(opponent, captureDamage: &results[i].damage);
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* } FINALLY {
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* EXPECT(results[1].damage > results[0].damage);
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* }
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* }
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*
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* PASSES_RANDOMLY(successes, trials, [tag])
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* Checks that the test passes successes/trials. If tag is provided, the
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* test is run for each value that the tag can produce. For example, to
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* check that Paralysis causes the turn to be skipped 25/100 times, we
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* can write the following test that passes only if the Pokémon is fully
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* paralyzed and specify that we expect it to pass 25/100 times when
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* RNG_PARALYSIS varies:
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* SINGLE_BATTLE_TEST("Paralysis has a 25% chance of skipping the turn")
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* {
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* PASSES_RANDOMLY(25, 100, RNG_PARALYSIS);
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* GIVEN {
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* PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_PARALYSIS); }
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* OPPONENT(SPECIES_WOBBUFFET);
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* } WHEN {
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* TURN { MOVE(player, MOVE_CELEBRATE); }
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* } SCENE {
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* MESSAGE("Wobbuffet is paralyzed! It can't move!");
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* }
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* }
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* All BattleRandom calls involving tag will return the same number, so
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* this cannot be used to have two moves independently hit or miss, for
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* example.
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*
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* If the tag is not provided, runs the test 50 times and computes an
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* 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
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* slowly and should be avoided where possible. If the mechanic you are
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* testing is missing its tag, you should add it.
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*
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* GIVEN
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* Contains the initial state of the parties before the battle.
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*
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* RNGSeed(seed)
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* Explicitly sets the RNG seed. Try to avoid using this because it is a
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* very fragile tool.
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* Example:
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* GIVEN {
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* RNGSeed(0xC0DEIDEA);
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*
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* PLAYER(species) and OPPONENT(species)
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* Adds the species to the player's or opponent's party respectively.
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* The Pokémon can be further customized with the following functions:
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* - Gender(MON_MALE | MON_FEMALE)
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* - Nature(nature)
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* - Ability(ability)
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* - Level(level)
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* - MaxHP(n), HP(n), Attack(n), Defense(n), SpAttack(n), SpDefense(n)
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* - Speed(n)
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* - Item(item)
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* - Moves(moves...)
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* - Friendship(friendship)
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* - Status1(status1)
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* For example to create a Wobbuffet that is poisoned:
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* PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); }
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* Note if Speed is specified for any Pokémon then it must be specified
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* for all Pokémon.
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* Note if Moves is specified then MOVE will not automatically add moves
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* to the moveset.
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*
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* WHEN
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* Contains the choices that battlers make during the battle.
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*
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* TURN
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* Groups the choices made by the battlers on a single turn. If Speeds
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* have not been explicitly specified then the order of the MOVEs in the
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* TURN will be used to infer the Speeds of the Pokémon, e.g.:
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* // player's speed will be greater than opponent's speed.
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* TURN { MOVE(player, MOVE_SPLASH); MOVE(opponent, MOVE_SPLASH); }
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* // opponent's speed will be greater than player's speed.
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* TURN { MOVE(opponent, MOVE_SPLASH); MOVE(player, MOVE_SPLASH); }
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* The inference process is naive, if your test contains anything that
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* modifies the speed of a battler you should specify them explicitly.
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*
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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
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* must be specified. megaEvolve: TRUE causes the battler to Mega Evolve
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* if able, hit: FALSE causes the move to miss, criticalHit: TRUE causes
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* the move to land a critical hit, target: is used in double battles to
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* 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
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* to specify an explicit outcome for an RNG tag.
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* MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
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* If the battler does not have an explicit Moves specified the moveset
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* will be populated based on the MOVEs it uses.
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*
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* FORCED_MOVE(battler)
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* Used when the battler chooses Fight and then their move is chosen for
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* them, e.g. when affected by Encore.
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* FORCED_MOVE(player);
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*
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* SWITCH(battler, partyIndex)
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* Used when the battler chooses Switch.
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* SWITCH(player, 1);
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*
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* SKIP_TURN(battler)
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* Used when the battler cannot choose an action, e.g. when locked into
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* Thrash.
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* SKIP_TURN(player);
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*
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* SEND_OUT(battler, partyIndex)
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* Used when the battler chooses to switch to another Pokémon but not
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* via Switch, e.g. after fainting or due to a U-turn.
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* SEND_OUT(player, 1);
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*
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* USE_ITEM(battler, itemId, [partyIndex:], [move:])
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* Used when the battler chooses to use an item from the Bag. The item
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* ID must be specified, and party index and move slot if applicable, e.g:
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* USE_ITEM(player, ITEM_X_ATTACK);
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* USE_ITEM(player, ITEM_POTION, partyIndex: 0);
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* USE_ITEM(player, ITEM_LEPPA_BERRY, partyIndex: 0, move: MOVE_TACKLE);
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*
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* SCENE
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* Contains an abridged description of the UI during the THEN. The order
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* of the description must match too, e.g.
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* // ABILITY_POPUP followed by a MESSAGE
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* ABILITY_POPUP(player, ABILITY_STURDY);
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* MESSAGE("Geodude was protected by Sturdy!");
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*
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* ABILITY_POPUP(battler, [ability])
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* Causes the test to fail if the battler's ability pop-up is not shown.
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* If specified, ability is the ability shown in the pop-up.
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* ABILITY_POPUP(opponent, ABILITY_MOLD_BREAKER);
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*
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* ANIMATION(type, animId, [battler], [target:])
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* Causes the test to fail if the animation does not play. A common use
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* of this command is to check if a move was successful, e.g.:
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* ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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* target can only be specified for ANIM_TYPE_MOVE.
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*
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* HP_BAR(battler, [damage: | hp: | captureDamage: | captureHP:])
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* If hp: or damage: are used, causes the test to fail if that amount of
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* damage is not dealt, e.g.:
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* HP_BAR(player, hp: 0);
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* 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
|
||
* does not change 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"
|
||
#include "random.h"
|
||
#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
|
||
#define MAX_TURNS 16
|
||
#define MAX_QUEUED_EVENTS 25
|
||
|
||
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:29;
|
||
};
|
||
|
||
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;
|
||
};
|
||
|
||
struct TurnRNG
|
||
{
|
||
u16 tag;
|
||
u16 value;
|
||
};
|
||
|
||
struct BattlerTurn
|
||
{
|
||
u8 hit:2;
|
||
u8 criticalHit:2;
|
||
u8 secondaryEffect:2;
|
||
struct TurnRNG rng;
|
||
};
|
||
|
||
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;
|
||
u16 forcedAbilities[NUM_BATTLE_SIDES][PARTY_SIZE];
|
||
|
||
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];
|
||
struct BattlerTurn battleRecordTurns[MAX_TURNS][MAX_BATTLERS_COUNT];
|
||
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;
|
||
u16 rngTag;
|
||
u8 trials;
|
||
u8 runTrial;
|
||
u16 expectedRatio;
|
||
u16 observedRatio;
|
||
u16 trialRatio;
|
||
bool8 runRandomly:1;
|
||
bool8 runGiven:1;
|
||
bool8 runWhen:1;
|
||
bool8 runScene:1;
|
||
bool8 runThen:1;
|
||
bool8 runFinally:1;
|
||
bool8 runningFinally:1;
|
||
bool8 tearDownBattle: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 */
|
||
|
||
#define TO_DO_BATTLE_TEST(_name) \
|
||
TEST("TODO: " _name) \
|
||
{ \
|
||
TO_DO; \
|
||
}
|
||
|
||
#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 */
|
||
|
||
#undef PARAMETRIZE // Override test/test.h's implementation.
|
||
|
||
#define PARAMETRIZE if (gBattleTestRunnerState->parametersCount++ == i)
|
||
|
||
/* Randomly */
|
||
|
||
#define PASSES_RANDOMLY(passes, trials, ...) for (; gBattleTestRunnerState->runRandomly; gBattleTestRunnerState->runRandomly = FALSE) Randomly(__LINE__, passes, trials, (struct RandomlyContext) { __VA_ARGS__ })
|
||
|
||
struct RandomlyContext
|
||
{
|
||
u16 tag;
|
||
};
|
||
|
||
void Randomly(u32 sourceLine, u32 passes, u32 trials, struct RandomlyContext);
|
||
|
||
/* Given */
|
||
|
||
struct moveWithPP {
|
||
u16 moveId;
|
||
u8 pp;
|
||
};
|
||
|
||
#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__ })
|
||
#define MovesWithPP(movewithpp1, ...) MovesWithPP_(__LINE__, (struct moveWithPP[MAX_MON_MOVES]) {movewithpp1, __VA_ARGS__})
|
||
#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]);
|
||
void MovesWithPP_(u32 sourceLine, struct moveWithPP moveWithPP[MAX_MON_MOVES]);
|
||
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)
|
||
#define USE_ITEM(battler, ...) UseItem(__LINE__, battler, (struct ItemContext) { APPEND_TRUE(__VA_ARGS__) })
|
||
#define WITH_RNG(tag, value) rng: ((struct TurnRNG) { tag, value })
|
||
|
||
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;
|
||
u16 secondaryEffect:1;
|
||
u16 explicitSecondaryEffect:1;
|
||
u16 megaEvolve:1;
|
||
u16 explicitMegaEvolve:1;
|
||
// TODO: u8 zMove:1;
|
||
u16 allowed:1;
|
||
u16 explicitAllowed:1;
|
||
struct BattlePokemon *target;
|
||
bool8 explicitTarget;
|
||
struct TurnRNG rng;
|
||
bool8 explicitRNG;
|
||
};
|
||
|
||
struct ItemContext
|
||
{
|
||
u16 itemId;
|
||
u16 explicitItemId:1;
|
||
u16 partyIndex;
|
||
u16 explicitPartyIndex:1;
|
||
u16 move;
|
||
u16 explicitMove:1;
|
||
};
|
||
|
||
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 *);
|
||
void UseItem(u32 sourceLine, struct BattlePokemon *, struct ItemContext);
|
||
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;
|
||
bool8 frostbite: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 (ValidateFinally(__LINE__); gBattleTestRunnerState->runFinally; gBattleTestRunnerState->runFinally = FALSE) if ((gBattleTestRunnerState->runningFinally = TRUE))
|
||
|
||
void ValidateFinally(u32 sourceLine);
|
||
|
||
/* 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
|