Verify random battle and capture routines against the original engine
Checks / web (push) Canceled after 0s
Checks / web (push) Canceled after 0s
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import { test, expect, type Page } from "@playwright/test";
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import { existsSync } from "node:fs";
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import { C } from "../src/game/battle/constants";
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import {
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romPath,
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symbolsPath,
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loadSymbols,
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openReference,
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} from "./reference-fixture";
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type Input = {
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turn: number;
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seeds: number[];
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count: number;
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species: number;
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item: number;
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opponentItem: number;
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move: number;
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effect: number;
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power: number;
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accuracy: number;
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accuracyLevel: number;
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evasionLevel: number;
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userSub4: number;
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targetSub1: number;
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targetSub4: number;
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status: number;
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weather: number;
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damage: number;
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};
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type Command = "critical" | "checkHit" | "damageVariation";
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function inputs() {
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let seed = 0x91ce;
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const next = (limit: number) => {
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seed = (Math.imul(seed, 1664525) + 1013904223) >>> 0;
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return (seed >>> 16) % limit;
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};
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const make = (overrides: Partial<Input> = {}): Input => ({
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turn: next(2),
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seeds: Array.from({ length: 10 }, () => next(256)),
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count: 0,
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species: 155,
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item: 0,
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opponentItem: 0,
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move: 33,
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effect: 0,
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power: 40,
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accuracy: 242,
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accuracyLevel: 7,
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evasionLevel: 7,
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userSub4: 0,
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targetSub1: 0,
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targetSub4: 0,
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status: 0,
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weather: 0,
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damage: 100,
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...overrides,
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});
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return { next, make };
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}
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/** Execute unpatched battle commands with the original Link RNG. The native
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* callback consumes the same ten-byte stream; compare its final state too,
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* so skipped draws, rejection sampling and stream regeneration are checked. */
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async function compare(page: Page, command: Command, cases: Input[]) {
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const { at, routine } = loadSymbols();
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const addresses = {
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command: routine(
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{
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critical: "BattleCommand_Critical",
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checkHit: "BattleCommand_CheckHit",
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damageVariation: "BattleCommand_DamageVariation",
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}[command],
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),
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romBank: at("hROMBank"),
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turn: at("hBattleTurn"),
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link: at("wLinkMode"),
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seeds: at("wLinkBattleRNs"),
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count: at("wLinkBattleRNCount"),
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damage: at("wCurDamage"),
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critical: at("wCriticalHit"),
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missed: at("wAttackMissed"),
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weather: at("wBattleWeather"),
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sides: [
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{
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mon: at("wBattleMonSpecies"),
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status: at("wBattleMonStatus"),
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sub: at("wPlayerSubStatus1"),
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move: at("wPlayerMoveStruct"),
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accuracy: at("wPlayerAccLevel"),
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evasion: at("wPlayerEvaLevel"),
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},
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{
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mon: at("wEnemyMonSpecies"),
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status: at("wEnemyMonStatus"),
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sub: at("wEnemySubStatus1"),
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move: at("wEnemyMoveStruct"),
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accuracy: at("wEnemyAccLevel"),
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evasion: at("wEnemyEvaLevel"),
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},
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],
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};
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await openReference(page);
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const results = await page.evaluate(
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async ({ addresses, command, cases }) => {
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const { BinjgbEmulator } = await import("/src/emulator/binjgb.ts");
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const { CrystalAssets } = await import("/src/game/rom/assets.ts");
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const { Battle } = await import("/src/game/battle/battle.ts");
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const file = (
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document.querySelector("#reference-fixture") as HTMLInputElement
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).files![0];
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const rom = new Uint8Array(await file.arrayBuffer());
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const assets = new CrystalAssets(rom);
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const reference = new BinjgbEmulator();
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await reference.load(rom, document.createElement("canvas"));
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const write = (address: number, value: number) =>
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reference.writeMemory(address, value & 255);
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const word = (address: number, value: number) => {
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write(address, value >> 8);
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write(address + 1, value);
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};
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const readWord = (address: number) =>
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(reference.readMemory(address) << 8) |
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reference.readMemory(address + 1);
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const target = addresses.command;
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// DI; SP=$c7fe; select ROM bank; CALL command; sentinel; loop.
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const program = [
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0xf3,
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0x31,
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0xfe,
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0xc7,
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0x3e,
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target.bank,
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0xe0,
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addresses.romBank & 255,
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0xea,
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0x00,
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0x20,
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0xcd,
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target.address & 255,
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target.address >> 8,
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0x3e,
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0x42,
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0xea,
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0xff,
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0xc6,
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0x18,
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0xfe,
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];
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write(0xff70, 1);
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write(addresses.link, 1);
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const results = cases.map((input, index) => {
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let seeds = [...input.seeds],
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count = input.count,
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draws = 0;
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const battle = new Battle({
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data: assets.pokemon,
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party: [],
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pokedex: { seen: new Set(), caught: new Set() },
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playerId: 1,
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playerName: "CHRIS",
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timeOfDay: 1,
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text: () => ({}) as never,
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random: () => {
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if (++draws > 1024)
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throw new Error(`Unbounded RNG in case ${index}`);
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const value = seeds[count++];
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if (count >= 9) {
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count = 0;
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seeds = seeds.map((value) => (value * 5 + 1) & 255);
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}
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return value;
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},
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});
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// Test the production commands directly, without starting a battle
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// (which would consume encounter, AI and turn-order draws first).
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const internal = battle as unknown as {
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turn: number;
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criticalHit: number;
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attackMissed: number;
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curDamage: number;
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weather: number;
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critical(): void;
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damageVariation(): void;
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checkHit(): Generator;
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};
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internal.turn = input.turn;
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internal.criticalHit = 0xff;
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internal.attackMissed = 0;
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internal.curDamage = input.damage;
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internal.weather = input.weather;
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write(addresses.turn, input.turn);
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write(addresses.critical, 0xff);
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write(addresses.missed, 0);
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word(addresses.damage, input.damage);
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write(addresses.weather, input.weather);
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write(addresses.count, input.count);
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input.seeds.forEach((value, i) => write(addresses.seeds + i, value));
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[battle.player, battle.enemy].forEach((side, i) => {
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const user = i === input.turn;
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const address = addresses.sides[i];
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side.mon = {
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species: user ? input.species : 16,
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item: user ? input.item : input.opponentItem,
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status: user ? 0 : input.status,
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} as never;
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side.move = {
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anim: input.move,
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effect: input.effect,
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power: input.power,
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accuracy: input.accuracy,
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type: 0,
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pp: 35,
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chance: 0,
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};
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side.sub = [
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0,
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user ? 0 : input.targetSub1,
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0,
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0,
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user ? input.userSub4 : input.targetSub4,
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0,
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];
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side.levels = [
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7,
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7,
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7,
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7,
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7,
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user ? input.accuracyLevel : 7,
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user ? 7 : input.evasionLevel,
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];
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write(address.mon, side.mon.species);
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write(address.mon + 1, side.mon.item);
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write(address.status, side.mon.status);
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side.sub
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.slice(1)
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.forEach((value, j) => write(address.sub + j, value));
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[
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input.move,
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input.effect,
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input.power,
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0,
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input.accuracy,
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35,
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0,
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].forEach((value, j) => write(address.move + j, value));
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write(address.accuracy, side.levels[5]);
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write(address.evasion, side.levels[6]);
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});
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if (command === "checkHit") {
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if (!internal.checkHit().next().done)
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throw new Error("Unexpected text in CheckHit fixture");
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} else internal[command]();
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write(0xc6ff, 0);
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program.forEach((value, i) => write(0xc000 + i, value));
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reference.setProgramCounter(0xc000);
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reference.advanceFrames(2);
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if (reference.readMemory(0xc6ff) !== 0x42)
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throw new Error(`${command} case ${index} did not return`);
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return {
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native: {
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critical: internal.criticalHit,
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missed: internal.attackMissed,
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damage: internal.curDamage,
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accuracy: (input.turn ? battle.enemy : battle.player).move.accuracy,
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count,
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seeds,
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},
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original: {
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critical: reference.readMemory(addresses.critical),
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missed: reference.readMemory(addresses.missed),
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damage: readWord(addresses.damage),
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accuracy: reference.readMemory(
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addresses.sides[input.turn].move + 4,
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),
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count: reference.readMemory(addresses.count),
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seeds: Array.from({ length: 10 }, (_, i) =>
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reference.readMemory(addresses.seeds + i),
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),
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},
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draws,
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};
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});
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reference.dispose();
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return results;
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},
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{ addresses, command, cases },
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);
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results.forEach((result, index) => {
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expect(
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result.native,
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`${command} case ${index}: ${JSON.stringify(cases[index])}`,
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).toEqual(result.original);
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});
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return results;
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}
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test.beforeEach(() => {
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test.skip(
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!existsSync(romPath) || !existsSync(symbolsPath),
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"Requires the local user ROM and the private PRET rebuild.",
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);
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});
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test("critical hits match original thresholds, held items and random consumption", async ({
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page,
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}) => {
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const { make } = inputs();
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const cases: Input[] = [];
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// Every random byte at every reachable critical stage; special held items
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// bypass Focus Energy and the high-critical move bonus in the original.
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const variants = [
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{},
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{ userSub4: 1 << C.SUBSTATUS_FOCUS_ENERGY },
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{ move: 163 }, // Slash
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{ move: 163, item: 0x8c }, // Scope Lens
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{ move: 163, item: 0x8c, userSub4: 1 << C.SUBSTATUS_FOCUS_ENERGY },
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{
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species: C.CHANSEY,
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item: C.LUCKY_PUNCH,
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move: 163,
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userSub4: 1 << C.SUBSTATUS_FOCUS_ENERGY,
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},
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{
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species: C.FARFETCH_D,
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item: C.STICK,
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move: 163,
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userSub4: 1 << C.SUBSTATUS_FOCUS_ENERGY,
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},
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{ species: 155, item: C.LUCKY_PUNCH },
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{ species: 155, item: C.STICK },
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{ power: 0, move: 163, item: 0x8c },
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];
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for (const variant of variants)
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for (let roll = 0; roll < 256; roll++) {
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const input = make({
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...variant,
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turn: roll % 2,
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count: roll % 3 === 0 ? 8 : 0,
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});
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input.seeds[input.count] = roll;
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cases.push(input);
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}
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const results = await compare(page, "critical", cases);
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results.forEach((result, i) =>
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expect(result.draws).toBe(cases[i].power ? 1 : 0),
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);
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});
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test("damage variation matches original rerolls, stream regeneration and rounding", async ({
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page,
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}) => {
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const { make, next } = inputs();
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const cases: Input[] = [];
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for (const damage of [0, 1, 2, 3, 255, 256, 997, 65535]) {
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for (let roll = 0; roll < 256; roll++) {
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const input = make({ damage, count: roll % 3 === 0 ? 8 : 0 });
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input.seeds[input.count] = roll;
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cases.push(input);
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}
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}
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// Nine rejected zeros force regeneration before the first accepted value.
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cases.push(make({ damage: 100, seeds: Array(10).fill(0) }));
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for (let i = 0; i < 100; i++)
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cases.push(make({ damage: next(65536), count: next(10) }));
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const results = await compare(page, "damageVariation", cases);
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expect(Math.max(...results.map((result) => result.draws))).toBeGreaterThan(9);
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results.forEach((result, i) => {
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if (cases[i].damage < 2) expect(result.draws).toBe(0);
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});
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});
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test("accuracy matches original stages, bypasses, miss damage and random consumption", async ({
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page,
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}) => {
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const { make, next } = inputs();
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const cases: Input[] = [];
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// Exhaust all stage pairs, including the Foresight branch and BrightPowder.
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for (let accuracyLevel = 1; accuracyLevel <= 13; accuracyLevel++) {
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for (let evasionLevel = 1; evasionLevel <= 13; evasionLevel++) {
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for (const identified of [false, true])
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cases.push(
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make({
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accuracyLevel,
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evasionLevel,
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accuracy: [0, 1, 76, 178, 242, 255][next(6)],
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opponentItem: next(2) ? 3 : 0,
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targetSub1: identified ? 1 << C.SUBSTATUS_IDENTIFIED : 0,
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}),
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);
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}
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}
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// The full byte range catches < versus <= at hit thresholds, including
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// perfect accuracy's no-draw path and BrightPowder's floor at zero.
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for (const accuracy of [0, 1, 20, 242, 255])
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for (const opponentItem of [0, 3]) {
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for (let roll = 0; roll < 256; roll++) {
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const input = make({
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accuracy,
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opponentItem,
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turn: roll % 2,
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count: 8,
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});
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input.seeds[8] = roll;
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cases.push(input);
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}
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}
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const bypasses = [
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{ effect: C.EFFECT_ALWAYS_HIT },
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{ effect: C.EFFECT_THUNDER, weather: C.WEATHER_RAIN },
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{ userSub4: 1 << C.SUBSTATUS_X_ACCURACY },
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{ effect: C.EFFECT_DREAM_EATER, status: 0 },
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{
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effect: C.EFFECT_DREAM_EATER,
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status: 2,
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targetSub4: 1 << C.SUBSTATUS_SUBSTITUTE,
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},
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{ effect: C.EFFECT_LEECH_HIT, targetSub4: 1 << C.SUBSTATUS_SUBSTITUTE },
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];
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for (const variant of bypasses)
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for (const turn of [0, 1])
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cases.push(
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make({
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...variant,
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turn,
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accuracy: 1,
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accuracyLevel: 1,
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evasionLevel: 13,
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opponentItem: 3,
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}),
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);
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for (const turn of [0, 1]) {
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cases.push(
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make({
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turn,
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effect: C.EFFECT_JUMP_KICK,
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accuracy: 1,
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seeds: Array(10).fill(255),
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}),
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);
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cases.push(make({ turn, effect: C.EFFECT_DREAM_EATER, status: 2 }));
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}
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const results = await compare(page, "checkHit", cases);
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const bypassStart = cases.length - bypasses.length * 2 - 4;
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results
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.slice(bypassStart, -4)
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.forEach((result) => expect(result.draws).toBe(0));
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});
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