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Add probabilistic test for KO search
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@ -2230,7 +2230,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, move, cancelled, false, damage);
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applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, move, cancelled, false, damage);
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}
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}
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// debug message for when damage is applied (i.e. not simulated)
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if (!simulated) {
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console.log("damage", damage.value, move.name, power, sourceAtk, targetDef);
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console.log("damage", damage.value, move.name, power, sourceAtk, targetDef);
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}
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let hitResult: HitResult;
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let hitResult: HitResult;
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if (typeMultiplier < 1) {
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if (typeMultiplier < 1) {
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@ -4027,9 +4030,9 @@ export class EnemyPokemon extends Pokemon {
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return false;
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return false;
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}
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}
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const move = pkmnMove.getMove()!;
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const move = pkmnMove.getMove()!;
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const activePokemon = this.scene.getField(true);
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const fieldPokemon = this.scene.getField();
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const moveTargets = getMoveTargets(this, move.id).targets
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const moveTargets = getMoveTargets(this, move.id).targets
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.map(ind => activePokemon[ind])
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.map(ind => fieldPokemon[ind])
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.filter(p => this.isPlayer() !== p.isPlayer());
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.filter(p => this.isPlayer() !== p.isPlayer());
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// Only considers critical hits for crit-only moves or when this Pokemon is under the effect of Laser Focus
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// Only considers critical hits for crit-only moves or when this Pokemon is under the effect of Laser Focus
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const isCritical = move.hasAttr(CritOnlyAttr) || !!this.getTag(BattlerTagType.ALWAYS_CRIT);
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const isCritical = move.hasAttr(CritOnlyAttr) || !!this.getTag(BattlerTagType.ALWAYS_CRIT);
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75
src/test/enemy_command.test.ts
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75
src/test/enemy_command.test.ts
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@ -0,0 +1,75 @@
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import { allMoves, MoveCategory } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import { AiType, EnemyPokemon } from "#app/field/pokemon";
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import { randSeedInt } from "#app/utils";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, describe, expect, it, vi } from "vitest";
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const TIMEOUT = 20 * 1000;
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const NUM_TRIALS = 300;
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type MoveChoiceSet = { [key: number]: number };
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function getEnemyMoveChoices(pokemon: EnemyPokemon, moveChoices: MoveChoiceSet): void {
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// Use an unseeded random number generator in place of the mocked-out randBattleSeedInt
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vi.spyOn(pokemon.scene, "randBattleSeedInt").mockImplementation((range, min?) => {
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return randSeedInt(range, min);
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});
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for (let i = 0; i < NUM_TRIALS; i++) {
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const queuedMove = pokemon.getNextMove();
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moveChoices[queuedMove.move]++;
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}
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for (const [moveId, count] of Object.entries(moveChoices)) {
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console.log(`Move: ${allMoves[moveId].name} Count: ${count} (${count / NUM_TRIALS * 100}%)`);
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}
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}
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describe("Enemy Commands - Move Selection", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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game = new GameManager(phaserGame);
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game.override.ability(Abilities.BALL_FETCH);
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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it(
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"should never use Status moves if an attack can KO",
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async () => {
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game.override
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.enemySpecies(Species.ETERNATUS)
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.enemyMoveset([Moves.ETERNABEAM, Moves.SLUDGE_BOMB, Moves.DRAGON_DANCE, Moves.COSMIC_POWER])
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.enemyAbility(Abilities.BALL_FETCH)
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.ability(Abilities.BALL_FETCH)
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.startingLevel(1)
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.enemyLevel(100);
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await game.classicMode.startBattle([Species.MAGIKARP]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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enemyPokemon.aiType = AiType.SMART_RANDOM;
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const moveChoices: MoveChoiceSet = {};
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const enemyMoveset = enemyPokemon.getMoveset();
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enemyMoveset.forEach(mv => moveChoices[mv!.moveId] = 0);
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getEnemyMoveChoices(enemyPokemon, moveChoices);
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enemyMoveset.forEach(mv => {
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if (mv?.getMove().category === MoveCategory.STATUS) {
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expect(moveChoices[mv.moveId]).toBe(0);
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}
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});
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}, TIMEOUT
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);
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});
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