pokeemerald/include/test/battle.h
2023-08-12 20:00:15 +01:00

917 lines
34 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Embedded DSL for automated black-box testing of battle mechanics.
*
* To run all the tests use:
* make check -j
* 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.
* 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.
*
* 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.
*
* As a final example, to test that Meditate works you might:
* 1. Put a Wobbuffet that knows Meditate and Tackle in your party.
* 2. Battle a wild Wobbuffet.
* 3. Use Tackle and note the amount the HP bar reduced.
* 4. Battle a wild Wobbuffet.
* 5. Use Meditate and that the stat change animation and message play.
* 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:
*
* SINGLE_BATTLE_TEST("Meditate raises Attack", s16 damage)
* {
* bool32 raiseAttack;
* PARAMETRIZE { raiseAttack = FALSE; }
* PARAMETRIZE { raiseAttack = TRUE; }
* GIVEN {
* ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
* PLAYER(SPECIES_WOBBUFFET);
* OPPONENT(SPECIES_WOBBUFFET);
* } WHEN {
* if (raiseAttack) TURN { MOVE(player, MOVE_MEDITATE); } // 5.
* TURN { MOVE(player, MOVE_TACKLE); } // 3 & 6.
* } SCENE {
* if (raiseAttack) {
* ANIMATION(ANIM_TYPE_MOVE, MOVE_MEDITATE, player);
* 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
* could see rather than the internal battle state. e.g. the Meditate test
* 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);
* }
* }
*
* 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.
* PASSES_RANDOMLY(gBattleMoves[move].accuracy, 100);
* 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.
*
* 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(0xC0DEIDEA);
*
* 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.
*
* MOVE(battler, move | moveSlot:, [megaEvolve:], [hit:], [criticalHit:], [target:], [allowed:], [WITH_RNG(tag, value])
* 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
* reject an illegal move e.g. a Disabled one. WITH_RNG allows the move
* to specify an explicit outcome for an RNG tag.
* 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);
*
* 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);
*
* 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
* 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 "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "data.h"
#include "item.h"
#include "random.h"
#include "recorded_battle.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"
#include "test/test.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;
u16 rngTrialOffset;
u16 trials;
u16 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