public void Basic_Actions() { #region Setup PBERandom.SetSeed(0); PBESettings settings = PBESettings.DefaultSettings; var p0 = new TestPokemonCollection(2); p0[0] = new TestPokemon(settings, PBESpecies.Koffing, 0, 100, PBEMove.Selfdestruct); p0[1] = new TestPokemon(settings, PBESpecies.Magikarp, 0, 100, PBEMove.Splash); var p1 = new TestPokemonCollection(1); p1[0] = new TestPokemon(settings, PBESpecies.Darkrai, 0, 100, PBEMove.Protect); var battle = new PBEBattle(PBEBattleFormat.Single, settings, new PBETrainerInfo(p0, "Trainer 0"), new PBETrainerInfo(p1, "Trainer 1")); battle.OnNewEvent += PBEBattle.ConsoleBattleEventHandler; battle.Begin(); PBETrainer t0 = battle.Trainers[0]; PBETrainer t1 = battle.Trainers[1]; PBEBattlePokemon koffing = t0.Party[0]; PBEBattlePokemon magikarp = t0.Party[1]; PBEBattlePokemon darkrai = t1.Party[0]; #endregion #region Darkrai uses Protect, Koffing uses Selfdestruct and faints var a = new PBETurnAction(koffing, PBEMove.Selfdestruct, PBETurnTarget.FoeCenter); Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(null, a)); // Throw for null team Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(t0, (IReadOnlyList <PBETurnAction>)null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(t0, new PBETurnAction[] { null })); // Throw for null elements Assert.False(PBEBattle.SelectActionsIfValid(t0, a, a)); // False for too many actions Assert.True(PBEBattle.SelectActionsIfValid(t0, a)); // True for good actions // TODO: bad field position to switch into, bad move, bad targets, bad targets with templockedmove, battle status, bad pkmn id, wrong team pkmn id, duplicate pkmn id, can't switch out but tried, invalid switch mon (null hp pos), duplicate switch mon Assert.False(PBEBattle.SelectActionsIfValid(t0, a)); // False because actions were already submitted Assert.False(PBEBattle.SelectActionsIfValid(t0, Array.Empty <PBETurnAction>())); // False for 0 despite us now needing 0 additional actions Assert.True(PBEBattle.SelectActionsIfValid(t1, new PBETurnAction(darkrai, PBEMove.Protect, PBETurnTarget.AllyCenter))); // True for good actions battle.RunTurn(); #endregion #region More checks var s = new PBESwitchIn(magikarp, PBEFieldPosition.Center); Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(null, s)); // Throw for null team Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(t0, (IReadOnlyList <PBESwitchIn>)null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(t0, new PBESwitchIn[] { null })); // Throw for null elements Assert.False(PBEBattle.SelectSwitchesIfValid(t0, s, s)); // False for too many Assert.True(PBEBattle.SelectSwitchesIfValid(t0, s)); // True for good switches // Below two wouldn't work because of battle status lol //Assert.False(PBEBattle.SelectSwitchesIfValid(t0, s)); // False because switches were already submitted //Assert.False(PBEBattle.SelectSwitchesIfValid(t0, Array.Empty<PBESwitchIn>())); // False for 0 despite us now needing 0 additional actions //battle.RunSwitches(); #endregion #region Cleanup battle.OnNewEvent -= PBEBattle.ConsoleBattleEventHandler; #endregion }
public void Push(PBEBattlePokemon pkmn, PBEFieldPosition pos) { _switches[_index] = new PBESwitchIn(pkmn, pos); _standBy[_index] = pkmn; _positionStandBy[_index] = pos; _index++; SwitchesLoop(); }
public void Basic_Actions() { #region Setup PBEDataProvider.GlobalRandom.Seed = 0; PBESettings settings = PBESettings.DefaultSettings; var p0 = new TestPokemonCollection(2); p0[0] = new TestPokemon(settings, PBESpecies.Koffing, 0, 100, PBEMove.Selfdestruct); p0[1] = new TestPokemon(settings, PBESpecies.Magikarp, 0, 100, PBEMove.Splash); var p1 = new TestPokemonCollection(1); p1[0] = new TestPokemon(settings, PBESpecies.Darkrai, 0, 100, PBEMove.Protect); var battle = new PBEBattle(PBEBattleFormat.Single, settings, new PBETrainerInfo(p0, "Trainer 0"), new PBETrainerInfo(p1, "Trainer 1")); battle.OnNewEvent += PBEBattle.ConsoleBattleEventHandler; PBETrainer t0 = battle.Trainers[0]; PBETrainer t1 = battle.Trainers[1]; PBEBattlePokemon koffing = t0.Party[0]; PBEBattlePokemon magikarp = t0.Party[1]; PBEBattlePokemon darkrai = t1.Party[0]; battle.Begin(); #endregion #region Darkrai uses Protect, Koffing uses Selfdestruct and faints var a = new PBETurnAction(koffing, PBEMove.Selfdestruct, PBETurnTarget.FoeCenter); Assert.Throws <ArgumentNullException>(() => t0.SelectActionsIfValid((IReadOnlyList <PBETurnAction>)null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => t0.SelectActionsIfValid(new PBETurnAction[] { null })); // Throw for null elements Assert.NotNull(t0.SelectActionsIfValid(a, a)); // Too many actions Assert.Null(t0.SelectActionsIfValid(a)); // Good actions Assert.NotNull(t0.SelectActionsIfValid(a)); // Actions were already submitted Assert.NotNull(t0.SelectActionsIfValid(Array.Empty <PBETurnAction>())); // 0 despite us now needing 0 additional actions Assert.Null(t1.SelectActionsIfValid(new PBETurnAction(darkrai, PBEMove.Protect, PBETurnTarget.AllyCenter))); // True for good actions battle.RunTurn(); #endregion #region More checks var s = new PBESwitchIn(magikarp, PBEFieldPosition.Center); Assert.Throws <ArgumentNullException>(() => t0.SelectSwitchesIfValid((IReadOnlyList <PBESwitchIn>)null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => t0.SelectSwitchesIfValid(new PBESwitchIn[] { null })); // Throw for null elements Assert.NotNull(t0.SelectSwitchesIfValid(s, s)); // Too many Assert.Null(t0.SelectSwitchesIfValid(s)); // Good switches // Below two wouldn't work because of battle status lol //Assert.NotNull(t0.SelectSwitchesIfValid(s)); // Switches were already submitted //Assert.NotNull(t0.SelectSwitchesIfValid(Array.Empty<PBESwitchIn>())); // 0 despite us now needing 0 additional switches //battle.RunSwitches(); #endregion #region Cleanup battle.OnNewEvent -= PBEBattle.ConsoleBattleEventHandler; #endregion }
internal PBESwitchInResponsePacket(byte[] data, EndianBinaryReader r) { Data = new ReadOnlyCollection <byte>(data); var switches = new PBESwitchIn[r.ReadByte()]; for (int i = 0; i < switches.Length; i++) { switches[i] = new PBESwitchIn(r); } Switches = new ReadOnlyCollection <PBESwitchIn>(switches); }
internal PBESwitchInResponsePacket(ReadOnlyCollection <byte> buffer, BinaryReader r, PBEBattle battle) { Buffer = buffer; var switches = new PBESwitchIn[r.ReadByte()]; for (int i = 0; i < switches.Length; i++) { switches[i] = new PBESwitchIn(r); } Switches = new ReadOnlyCollection <PBESwitchIn>(switches); }
/// <summary>Creates valid switches for a battle for a specific team.</summary> /// <param name="team">The team to create switches for.</param> /// <exception cref="InvalidOperationException">Thrown when <paramref name="team"/> does not require switch-ins or <paramref name="team"/>'s <see cref="PBETeam.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception> /// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="team"/>'s <see cref="PBETeam.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception> public static PBESwitchIn[] CreateSwitches(PBETeam team) { if (team == null) { throw new ArgumentNullException(nameof(team)); } if (team.IsDisposed) { throw new ObjectDisposedException(nameof(team)); } if (team.Battle.BattleState != PBEBattleState.WaitingForSwitchIns) { throw new InvalidOperationException($"{nameof(team.Battle.BattleState)} must be {PBEBattleState.WaitingForSwitchIns} to create switch-ins."); } if (team.SwitchInsRequired == 0) { throw new InvalidOperationException($"{nameof(team)} must require switch-ins."); } PBEPokemon[] available = team.Party.Where(p => p.FieldPosition == PBEFieldPosition.None && p.HP > 0).ToArray(); available.Shuffle(); var availablePositions = new List <PBEFieldPosition>(); switch (team.Battle.BattleFormat) { case PBEBattleFormat.Single: { availablePositions.Add(PBEFieldPosition.Center); break; } case PBEBattleFormat.Double: { if (team.TryGetPokemon(PBEFieldPosition.Left) == null) { availablePositions.Add(PBEFieldPosition.Left); } if (team.TryGetPokemon(PBEFieldPosition.Right) == null) { availablePositions.Add(PBEFieldPosition.Right); } break; } case PBEBattleFormat.Triple: case PBEBattleFormat.Rotation: { if (team.TryGetPokemon(PBEFieldPosition.Left) == null) { availablePositions.Add(PBEFieldPosition.Left); } if (team.TryGetPokemon(PBEFieldPosition.Center) == null) { availablePositions.Add(PBEFieldPosition.Center); } if (team.TryGetPokemon(PBEFieldPosition.Right) == null) { availablePositions.Add(PBEFieldPosition.Right); } break; } default: throw new ArgumentOutOfRangeException(nameof(team.Battle.BattleFormat)); } var switches = new PBESwitchIn[team.SwitchInsRequired]; for (int i = 0; i < team.SwitchInsRequired; i++) { switches[i] = new PBESwitchIn(available[i].Id, availablePositions[i]); } return(switches); }
/// <summary>Creates valid switches for a battle for a specific team.</summary> /// <exception cref="InvalidOperationException">Thrown when <see name="Trainer"/> does not require switch-ins or <see name="Trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception> /// <exception cref="ArgumentOutOfRangeException">Thrown when <see name="Trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception> public void CreateSwitches() { if (Trainer.Battle.BattleState != PBEBattleState.WaitingForSwitchIns) { throw new InvalidOperationException($"{nameof(Trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForSwitchIns} to create switch-ins."); } if (Trainer.SwitchInsRequired == 0) { throw new InvalidOperationException($"{nameof(Trainer)} must require switch-ins."); } List <PBEBattlePokemon> available = Trainer.Party.FindAll(p => p.FieldPosition == PBEFieldPosition.None && p.CanBattle); PBEDataProvider.GlobalRandom.Shuffle(available); var availablePositions = new List <PBEFieldPosition>(); switch (Trainer.Battle.BattleFormat) { case PBEBattleFormat.Single: { availablePositions.Add(PBEFieldPosition.Center); break; } case PBEBattleFormat.Double: { if (Trainer.OwnsSpot(PBEFieldPosition.Left) && !Trainer.IsSpotOccupied(PBEFieldPosition.Left)) { availablePositions.Add(PBEFieldPosition.Left); } if (Trainer.OwnsSpot(PBEFieldPosition.Right) && !Trainer.IsSpotOccupied(PBEFieldPosition.Right)) { availablePositions.Add(PBEFieldPosition.Right); } break; } case PBEBattleFormat.Triple: case PBEBattleFormat.Rotation: { if (Trainer.OwnsSpot(PBEFieldPosition.Left) && !Trainer.IsSpotOccupied(PBEFieldPosition.Left)) { availablePositions.Add(PBEFieldPosition.Left); } if (Trainer.OwnsSpot(PBEFieldPosition.Center) && !Trainer.IsSpotOccupied(PBEFieldPosition.Center)) { availablePositions.Add(PBEFieldPosition.Center); } if (Trainer.OwnsSpot(PBEFieldPosition.Right) && !Trainer.IsSpotOccupied(PBEFieldPosition.Right)) { availablePositions.Add(PBEFieldPosition.Right); } break; } default: throw new InvalidOperationException(nameof(Trainer.Battle.BattleFormat)); } var switches = new PBESwitchIn[Trainer.SwitchInsRequired]; for (int i = 0; i < Trainer.SwitchInsRequired; i++) { switches[i] = new PBESwitchIn(available[i], availablePositions[i]); } if (!Trainer.SelectSwitchesIfValid(out string?valid, switches)) { throw new Exception("AI created bad switches. - " + valid); } }
/// <summary>Creates valid switches for a battle for a specific team.</summary> /// <param name="trainer">The trainer to create switches for.</param> /// <exception cref="InvalidOperationException">Thrown when <paramref name="trainer"/> does not require switch-ins or <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception> /// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception> public static void CreateAISwitches(this PBETrainer trainer) { if (trainer == null) { throw new ArgumentNullException(nameof(trainer)); } if (trainer.Battle.BattleState != PBEBattleState.WaitingForSwitchIns) { throw new InvalidOperationException($"{nameof(trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForSwitchIns} to create switch-ins."); } if (trainer.SwitchInsRequired == 0) { throw new InvalidOperationException($"{nameof(trainer)} must require switch-ins."); } PBEBattlePokemon[] available = trainer.Party.Where(p => p.FieldPosition == PBEFieldPosition.None && p.HP > 0).ToArray(); PBEDataProvider.GlobalRandom.Shuffle(available); var availablePositions = new List <PBEFieldPosition>(); switch (trainer.Battle.BattleFormat) { case PBEBattleFormat.Single: { availablePositions.Add(PBEFieldPosition.Center); break; } case PBEBattleFormat.Double: { if (trainer.OwnsSpot(PBEFieldPosition.Left) && trainer.TryGetPokemon(PBEFieldPosition.Left) == null) { availablePositions.Add(PBEFieldPosition.Left); } if (trainer.OwnsSpot(PBEFieldPosition.Right) && trainer.TryGetPokemon(PBEFieldPosition.Right) == null) { availablePositions.Add(PBEFieldPosition.Right); } break; } case PBEBattleFormat.Triple: case PBEBattleFormat.Rotation: { if (trainer.OwnsSpot(PBEFieldPosition.Left) && trainer.TryGetPokemon(PBEFieldPosition.Left) == null) { availablePositions.Add(PBEFieldPosition.Left); } if (trainer.OwnsSpot(PBEFieldPosition.Center) && trainer.TryGetPokemon(PBEFieldPosition.Center) == null) { availablePositions.Add(PBEFieldPosition.Center); } if (trainer.OwnsSpot(PBEFieldPosition.Right) && trainer.TryGetPokemon(PBEFieldPosition.Right) == null) { availablePositions.Add(PBEFieldPosition.Right); } break; } default: throw new ArgumentOutOfRangeException(nameof(trainer.Battle.BattleFormat)); } var switches = new PBESwitchIn[trainer.SwitchInsRequired]; for (int i = 0; i < trainer.SwitchInsRequired; i++) { switches[i] = new PBESwitchIn(available[i], availablePositions[i]); } string valid = trainer.SelectSwitchesIfValid(switches); if (valid != null) { throw new Exception("AI created bad switches. - " + valid); } }
public void Basic_Actions_Checks() { PBEUtils.CreateDatabaseConnection(string.Empty); PBESettings settings = PBESettings.DefaultSettings; var team1Shell = new PBETeamShell(settings, 2, true); PBEPokemonShell p = team1Shell[0]; p.Species = PBESpecies.Koffing; p.Item = PBEItem.None; p.Moveset[0].Move = PBEMove.Selfdestruct; var team2Shell = new PBETeamShell(settings, 1, true); p = team2Shell[0]; p.Species = PBESpecies.Darkrai; p.Item = PBEItem.None; p.Moveset[0].Move = PBEMove.Protect; var battle = new PBEBattle(PBEBattleFormat.Single, team1Shell, "Team 1", team2Shell, "Team 2"); team1Shell.Dispose(); team2Shell.Dispose(); battle.Begin(); PBETeam t = battle.Teams[0]; var a = new PBETurnAction(t.Party[0].Id, PBEMove.Selfdestruct, PBETurnTarget.FoeCenter); var a1 = new PBETurnAction[] { a }; Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(null, a1)); // Throw for null team Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(t, null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectActionsIfValid(t, new PBETurnAction[] { null })); // Throw for null elements Assert.False(PBEBattle.SelectActionsIfValid(t, new PBETurnAction[] { a, a })); // False for too many actions Assert.True(PBEBattle.SelectActionsIfValid(t, a1)); // True for good actions // TODO: bad move, bad targets, bad targets with templockedmove, battle status, bad pkmn id, wrong team pkmn id, duplicate pkmn id, can't switch out but tried, invalid switch mon (null hp pos), duplicate switch mon Assert.False(PBEBattle.SelectActionsIfValid(t, a1)); // False because actions were already submitted Assert.False(PBEBattle.SelectActionsIfValid(t, Array.Empty <PBETurnAction>())); // False for 0 despite us now needing 0 additional actions t = battle.Teams[1]; Assert.True(PBEBattle.SelectActionsIfValid(t, new PBETurnAction[] { new PBETurnAction(t.Party[0].Id, PBEMove.Protect, PBETurnTarget.AllyCenter) })); // True for good actions battle.RunTurn(); // Darkrai uses Protect, Koffing uses Selfdestruct, Koffing faints t = battle.Teams[0]; var s = new PBESwitchIn(t.Party[1].Id, PBEFieldPosition.Center); var s1 = new PBESwitchIn[] { s }; Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(null, s1)); // Throw for null team Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(t, null)); // Throw for null collection Assert.Throws <ArgumentNullException>(() => PBEBattle.SelectSwitchesIfValid(t, new PBESwitchIn[] { null })); // Throw for null elements Assert.False(PBEBattle.SelectSwitchesIfValid(t, new PBESwitchIn[] { s, s })); // False for too many Assert.True(PBEBattle.SelectSwitchesIfValid(t, s1)); // True for good switches // Below two wouldn't work because of battle status lol //Assert.False(PBEBattle.SelectSwitchesIfValid(t, s1)); // False because switches were already submitted //Assert.False(PBEBattle.SelectSwitchesIfValid(t, Array.Empty<PBESwitchIn>())); // False for 0 despite us now needing 0 additional actions battle.Dispose(); Assert.Throws <ObjectDisposedException>(() => PBEBattle.SelectActionsIfValid(t, a1)); // Throw for disposed battle Assert.Throws <ObjectDisposedException>(() => PBEBattle.SelectSwitchesIfValid(t, s1)); // Throw for disposed battle }