pokeemerald/test/test_battle.h
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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.
* 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 "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;
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;
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) \
SINGLE_BATTLE_TEST("TODO: " _name) \
{ \
TO_DO; \
GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } \
WHEN { TURN { } } \
THEN { EXPECT_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 (; 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