PKHeX/Tests/PKHeX.Core.Tests/Legality/BreedTests.cs

86 lines
3.9 KiB
C#
Raw Normal View History

Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
using System.Linq;
using FluentAssertions;
using FluentAssertions.Common;
using PKHeX.Core;
using Xunit;
using static PKHeX.Core.Move;
using static PKHeX.Core.Species;
using static PKHeX.Core.GameVersion;
namespace PKHeX.Tests.Legality
{
public class BreedTests
{
private static int[] GetMoves(Move[] moves)
{
var result = new int[4];
for (int i = 0; i < moves.Length; i++)
result[i] = (int) moves[i];
return result;
}
[Theory]
[InlineData(GD, Bulbasaur, 0, Tackle, Growl)]
[InlineData(SI, Igglybuff, 0, FeintAttack, Pound, Curse, ZapCannon)]
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
[InlineData( C, Igglybuff, 0, FeintAttack, Pound, Flamethrower, Sing)]
[InlineData( B, Heracross, 0, Megahorn, NightSlash, CloseCombat, StoneEdge)]
[InlineData( B, Heracross, 0, Bide, Megahorn, Counter, Reversal)]
[InlineData( B, Heracross, 0, HornAttack, Endure, Megahorn, TakeDown)]
[InlineData( B, Heracross, 0, Endure, Megahorn, FocusPunch, Feint)]
[InlineData( B, Heracross, 0, Megahorn, Reversal, Bulldoze, Fling)]
[InlineData( X, Growlithe, 0, Bite, Roar, FlareBlitz, MorningSun)]
[InlineData(OR, Growlithe, 0, MorningSun, IronTail, Crunch, HeatWave)]
[InlineData(OR, Dratini, 0, Wrap, Leer, DragonDance, ExtremeSpeed)]
[InlineData(OR, Rotom, 0, Astonish, ThunderWave, ThunderShock, ConfuseRay)]
[InlineData(BD, Gible, 0, IronHead, BodySlam, SandTomb, Outrage)]
[InlineData(BD, Gible, 0, IronHead, BodySlam, Outrage, SandTomb)]
[InlineData(BD, Gible, 0, BodySlam, Outrage, SandTomb, DragonBreath)]
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
public void VerifyBreed(GameVersion game, Species species, int form, params Move[] movelist)
{
var gen = game.GetGeneration();
var moves = GetMoves(movelist);
var test = MoveBreed.Process(gen, (int) species, form, game, moves, out var valid);
valid.Should().BeTrue();
var x = ((byte[])test);
if (gen != 2)
x.SequenceEqual(x.OrderBy(z => z)).Should().BeTrue();
else
x.SequenceEqual(x.OrderBy(z => z != (byte)EggSource2.Base)).Should().BeTrue();
}
[Theory]
[InlineData(C, Igglybuff, 0, Charm, DefenseCurl, Sing, Flamethrower)] // invalid push-out order
[InlineData(SH, Honedge, 0, FuryCutter, WideGuard, DestinyBond)] // insufficient move count
[InlineData(OR, Rotom, 0, Discharge, Charge, Trick, ConfuseRay)] // invalid push-out order
[InlineData(OR, Rotom, 0, ThunderWave, ThunderShock, ConfuseRay, Discharge)] // no inheriting levelup
public void CheckBad(GameVersion game, Species species, int form, params Move[] movelist)
{
var gen = game.GetGeneration();
var moves = GetMoves(movelist);
var test = MoveBreed.Process(gen, (int)species, form, game, moves);
test.Should().BeFalse();
}
[Theory]
[InlineData(GD, Bulbasaur, 0, Growl, Tackle)] // swap order, two base moves
[InlineData(UM, Charmander, 0, Ember, BellyDrum, Scratch, Growl)] // swap order, inherit + egg moves
[InlineData(BD, Gible, 0, BodySlam, SandTomb, Outrage, DragonBreath)]
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
public void CheckFix(GameVersion game, Species species, int form, params Move[] movelist)
{
var gen = game.GetGeneration();
var moves = GetMoves(movelist);
var test = MoveBreed.Process(gen, (int)species, form, game, moves, out var valid);
valid.Should().BeFalse();
var reorder = MoveBreed.GetExpectedMoves(gen, (int)species, form, game, moves, test);
// fixed order should be different now.
reorder.SequenceEqual(moves).Should().BeFalse();
// nonzero move count should be same
reorder.Count(z => z != 0).Should().IsSameOrEqualTo(moves.Count(z => z != 0));
}
}
}