- Run every non-ball item effect usable in battle from the ROM's ItemEffects: Full Restore, revives, bitter medicine, Bitter Berry, Ethers and Elixers, X items, X Accuracy, Guard Spec, Dire Hit and Poké Doll. - Read happiness changes from HappinessChanges, including the larger level-up gain where a Pokémon was caught. - Model hBattleTurn at the battle menu, including the trainer AI's writes, and drop the status-heal refusal. - Port the stats screen for battles and Bill's PC. - Compare the send-out and withdraw texts, RestoreHealth, RestorePP, ChangeHappiness and CalcPlayerStats with the original routines. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
342 lines
12 KiB
TypeScript
342 lines
12 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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chooseTrainerMove,
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validateTrainerAI,
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type TrainerAIInput,
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type TrainerAISide,
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} from "../src/game/battle/ai";
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import { C } from "../src/game/battle/constants";
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import { SYMBOLS } from "../src/game/rom/profile";
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import type { MoveData } from "../src/game/rom/pokemon";
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const move = (
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id: number,
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effect = C.EFFECT_NORMAL_HIT,
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power = 40,
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type = 0,
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): MoveData => ({ id, effect, power, type, accuracy: 255, pp: 30, chance: 0 });
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const side = (): TrainerAISide => ({
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mon: {
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moves: [1, 2, 0, 0],
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pp: [30, 30, 0, 0],
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status: 0,
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hp: 20,
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maxHp: 20,
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types: [0, 0],
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species: 1,
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dvs: 0x8888,
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},
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sub: [0, 0, 0, 0, 0, 0],
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screens: 0,
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turnsTaken: 0,
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disableCount: 0,
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disabledMove: 0,
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});
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function fixture(moves = [move(1), move(2)], bytes = [0]): TrainerAIInput {
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let cursor = 0;
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return {
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weights: 0,
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player: side(),
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enemy: side(),
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weather: 0,
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damage: () => {
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throw new Error("Unexpected damage estimate");
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},
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random: () => {
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if (cursor >= bytes.length)
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throw new Error("Unexpected extra random call");
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return bytes[cursor++];
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},
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data: {
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move: (id) => moves.find((m) => m.id === id)!,
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baseData: () => {
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throw new Error("Unexpected base data lookup");
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},
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},
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battleData: {
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byteList: (address) => {
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if (address === SYMBOLS.statusOnlyEffects)
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return [
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C.EFFECT_SLEEP,
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C.EFFECT_TOXIC,
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C.EFFECT_POISON,
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C.EFFECT_PARALYZE,
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];
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if (address === SYMBOLS.recklessMoves)
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return [
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C.EFFECT_SELFDESTRUCT,
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C.EFFECT_RAMPAGE,
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C.EFFECT_MULTI_HIT,
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C.EFFECT_DOUBLE_HIT,
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];
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if (address === SYMBOLS.riskyEffects)
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return [C.EFFECT_SELFDESTRUCT, C.EFFECT_OHKO];
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return [1, 2];
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},
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typeMatchups: () => [],
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},
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};
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}
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describe("trainer AI native scoring", () => {
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it("accepts all defined layer bits and rejects invalid layer words", () => {
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for (const weights of [-1, 65536, 1.5, NaN])
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expect(() => validateTrainerAI(weights)).toThrow(/not translated/);
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for (const weights of [16, 0x3d3, 0xffff])
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expect(() => validateTrainerAI(weights)).not.toThrow();
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});
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it.each([C.EFFECT_ATTACK_DOWN, C.EFFECT_DEFENSE_DOWN])(
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"Smart leaves the first rival's attack and stat-lowering effect %i unchanged",
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(effect) => {
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const input = fixture([move(1), move(2, effect, 0)], [3, 1]);
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input.weights = 16;
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expect(chooseTrainerMove(input)).toEqual({
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move: 2,
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index: 1,
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scores: [20, 20, 80, 80],
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enemyTurn: false,
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});
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},
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);
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it("refuses untranslated Smart effects before any earlier layer consumes randomness", () => {
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const input = fixture(
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[move(1, C.EFFECT_ATTACK_DOWN, 0), move(2, C.EFFECT_REFLECT, 0)],
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[],
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);
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input.weights = 0x3d3;
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input.enemy.mon.pp[1] = 0; // Exhaustion does not bypass scoring or validation.
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expect(() => chooseTrainerMove(input)).toThrow(/Smart AI for move effect/);
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});
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it("validates Smart effects across a supplied full trainer party", () => {
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expect(() =>
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validateTrainerAI(0x3d3, [
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C.EFFECT_NORMAL_HIT,
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C.EFFECT_ATTACK_DOWN,
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C.EFFECT_DEFENSE_DOWN,
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]),
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).not.toThrow();
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expect(() =>
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validateTrainerAI(0x3d3, [C.EFFECT_NORMAL_HIT, C.EFFECT_SLEEP]),
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).toThrow(/Smart AI/);
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});
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it("uses masked random slots and retries blanks without first-slot tie bias", () => {
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const input = fixture(undefined, [3, 6, 253]);
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expect(chooseTrainerMove(input)).toEqual({
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move: 2,
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index: 1,
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scores: [20, 20, 80, 80],
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enemyTurn: false,
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});
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});
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it("reports when AI_Types, AI_Status or AIDamageCalc set hBattleTurn", () => {
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const run = (
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weights: number,
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moves = [move(1), move(2)],
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playerTypes = [0, 0],
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) => {
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const input = fixture(moves, [0, 1, 2, 3, 0, 1, 2, 3]);
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input.weights = weights;
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input.player.mon.types = playerTypes;
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input.damage = () => 0;
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return chooseTrainerMove(input).enemyTurn;
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};
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expect(run(0)).toBe(false);
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expect(run(4)).toBe(true); // Types
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expect(run(64)).toBe(true); // Aggressive's damage estimates
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expect(run(256)).toBe(true); // Status, for damaging moves
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// A poison move against a Poison type skips the matchup and the write;
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// a status move with no power checks nothing.
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const poison = [
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move(1, C.EFFECT_POISON, 0),
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move(2, C.EFFECT_ATTACK_UP, 0),
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];
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expect(run(256, poison, [C.POISON, C.POISON])).toBe(false);
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expect(run(256, poison)).toBe(true);
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});
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it("refuses a random source that never produces a candidate", () => {
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const input = fixture();
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input.random = () => 3;
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expect(() => chooseTrainerMove(input)).toThrow(/random source/);
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});
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it("masks PP Ups and discourages disabled/exhausted moves", () => {
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const input = fixture([move(1), move(2), move(3)], [0, 1, 2]);
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input.enemy.mon.moves = [1, 2, 3, 0];
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input.enemy.mon.pp = [30, 0xc0, 0xc1, 0];
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input.enemy.disabledMove = 1;
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expect(chooseTrainerMove(input)).toEqual({
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move: 3,
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index: 2,
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scores: [80, 80, 20, 80],
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enemyTurn: false,
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});
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});
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it("still scores exhausted moves and consumes randomness before Struggle", () => {
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const input = fixture(
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[move(1, C.EFFECT_ATTACK_UP, 0), move(2)],
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[128, 3, 0],
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);
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input.weights = 2;
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input.enemy.mon.pp.fill(0);
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expect(chooseTrainerMove(input)).toEqual({
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move: 1,
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index: 0,
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scores: [78, 80, 80, 80],
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enemyTurn: false,
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});
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});
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it("still selects when the only move is disabled", () => {
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const input = fixture([move(1)], [3, 0]);
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input.enemy.mon.moves = [1, 0, 0, 0];
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input.enemy.disabledMove = 1;
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expect(chooseTrainerMove(input)).toEqual({
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move: 1,
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index: 0,
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scores: [80, 20, 80, 80],
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enemyTurn: false,
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});
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});
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it("refuses empty move lists instead of the cartridge's infinite loop", () => {
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const input = fixture();
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input.enemy.mon.moves.fill(0);
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expect(() => chooseTrainerMove(input)).toThrow(/nonzero move/);
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});
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it("Basic discourages status on a statused or safeguarded target exactly once", () => {
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const input = fixture([move(1, C.EFFECT_SLEEP, 0), move(2)], [1]);
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input.weights = 1;
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input.player.mon.status = 8;
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input.player.screens = 1 << C.SCREENS_SAFEGUARD;
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expect(chooseTrainerMove(input).scores).toEqual([30, 20, 80, 80]);
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});
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it("Basic preserves Nightmare and Future Sight's cartridge redundancy bugs", () => {
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const input = fixture(
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[move(1, C.EFFECT_NIGHTMARE, 0), move(2, C.EFFECT_FUTURE_SIGHT)],
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[0],
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);
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input.weights = 1;
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input.player.mon.status = 8;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.random = () => 1;
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input.enemy.screens = 1 << C.SCREENS_UNUSED;
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input.player.mon.status = 0;
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input.random = () => 0;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([30, 30]);
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});
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it("Setup uses each side's first turn and exact 128/30 byte thresholds", () => {
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const input = fixture(
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[move(1, C.EFFECT_ATTACK_UP, 0), move(2, C.EFFECT_ATTACK_DOWN, 0)],
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[128, 30, 0],
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);
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input.weights = 2;
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input.player.turnsTaken = 1;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([18, 22]);
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input.random = (() => {
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const bytes = [127, 29, 1];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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});
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it("Types discourages resistance only when another damaging type exists", () => {
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const input = fixture([move(1, 0, 40, 20), move(2, 0, 0, 21)], [0]);
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input.weights = 4;
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input.battleData.typeMatchups = () => [
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{ attacker: 20, defender: 0, multiplier: 5 },
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];
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.data.move = (id) =>
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id === 1 ? move(1, 0, 40, 20) : move(2, 0, 40, 21);
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input.random = () => 1;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([21, 20]);
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});
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it("Types encourages damaging super-effective moves and respects Foresight", () => {
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const input = fixture([move(1, 0, 40, 0), move(2, 0, 40, 20)], [1]);
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input.weights = 4;
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input.player.mon.types = [8, 8];
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input.battleData.typeMatchups = () => [
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{ attacker: 20, defender: 8, multiplier: 20 },
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{ attacker: 0xfe, defender: 0, multiplier: 0 },
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{ attacker: 0, defender: 8, multiplier: 0 },
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];
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([30, 19]);
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input.player.sub = [0, 1 << C.SUBSTATUS_IDENTIFIED, 0, 0, 0, 0];
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input.random = () => 1;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 19]);
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});
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it("Status discourages poison against Poison and damaging immunities", () => {
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const input = fixture([move(1, C.EFFECT_POISON, 0), move(2)], [0]);
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input.weights = 256;
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input.player.mon.types = [3, 3];
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input.battleData.typeMatchups = () => [
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{ attacker: 0, defender: 3, multiplier: 0 },
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];
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([30, 30]);
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});
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it("Cautious stops the entire layer on its first failed random check", () => {
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const input = fixture(undefined, [230, 1]);
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input.weights = 128;
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input.enemy.turnsTaken = 1;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.random = (() => {
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const bytes = [229, 230, 1];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([21, 20]);
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});
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it("Offensive penalizes non-damaging moves by two", () => {
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const input = fixture([move(1, C.EFFECT_ATTACK_DOWN, 0), move(2)], [1]);
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input.weights = 8;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([22, 20]);
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});
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it("Opportunist discourages stall moves at low HP with the exact half thresholds", () => {
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const input = fixture(undefined, [0]);
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input.weights = 32;
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input.enemy.mon.hp = 11;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.enemy.mon.hp = 5;
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input.random = () => 0;
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([21, 21]);
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input.enemy.mon.hp = 8;
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input.random = (() => {
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const bytes = [127, 0];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.random = (() => {
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const bytes = [128, 0];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([21, 21]);
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});
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it("Aggressive keeps the last strongest move and spares reckless alternatives", () => {
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const input = fixture(
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[move(1), move(2, C.EFFECT_SELFDESTRUCT), move(3)],
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[1],
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);
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input.weights = 64;
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input.enemy.mon.moves = [1, 2, 3, 0];
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input.enemy.mon.pp = [30, 30, 30, 0];
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input.damage = (id) => (id === 1 ? 5 : 10);
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expect(chooseTrainerMove(input).scores.slice(0, 3)).toEqual([21, 20, 20]);
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});
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it("Risky uses strict KO damage and applies its max-HP and random exclusions", () => {
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const input = fixture([move(1, C.EFFECT_SELFDESTRUCT), move(2)], [1]);
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input.weights = 512;
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input.player.mon.hp = 10;
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input.damage = (id) => (id === 1 ? 100 : 10);
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.enemy.mon.hp = 19;
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input.random = (() => {
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const bytes = [199, 1];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([20, 20]);
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input.random = (() => {
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const bytes = [200, 1];
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return () => bytes.shift()!;
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})();
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expect(chooseTrainerMove(input).scores.slice(0, 2)).toEqual([15, 20]);
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});
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});
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