Fix switch-in abilities activating on empty field

This commit is contained in:
DizzyEggg 2023-02-20 12:42:06 +01:00
parent 380af442c3
commit 03915524c5
7 changed files with 124 additions and 31 deletions

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@ -644,6 +644,7 @@ struct BattleStruct
struct StolenItem itemStolen[PARTY_SIZE]; // Player's team that had items stolen (two bytes per party member)
u8 blunderPolicy:1; // should blunder policy activate
u8 swapDamageCategory:1; // Photon Geyser, Shell Side Arm, Light That Burns the Sky
u8 switchInAbilityPostponed:4; // To not activate against an empty field, each bit for battler
u8 ballSpriteIds[2]; // item gfx, window gfx
u8 stickyWebUser;
u8 appearedInBattle; // Bitfield to track which Pokemon appeared in battle. Used for Burmy's form change

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@ -44,6 +44,7 @@ u16 GetSecretPowerMoveEffect(void);
void StealTargetItem(u8 battlerStealer, u8 battlerItem);
u8 GetCatchingBattler(void);
u32 GetHighestStatId(u32 battlerId);
bool32 DoSwitchInAbilitiesItems(u32 battlerId);
extern void (* const gBattleScriptingCommandsTable[])(void);
extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];

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@ -6900,6 +6900,35 @@ static void SetDmgHazardsBattlescript(u8 battlerId, u8 multistringId)
gBattlescriptCurrInstr = BattleScript_DmgHazardsOnFaintedBattler;
}
bool32 DoSwitchInAbilitiesItems(u32 battlerId)
{
return (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, battlerId, 0, 0, 0)
|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, battlerId, 0, 0, 0))
|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, battlerId, 0, 0, 0))
|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, battlerId, FALSE)
|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0));
}
bool32 ShouldPostponeSwitchInAbilities(u32 battlerId)
{
bool32 aliveOpposing1 = IsBattlerAlive(BATTLE_OPPOSITE(battlerId));
bool32 aliveOpposing2 = IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)));
// No pokemon on opposing side - postopone.
if (!aliveOpposing1 && !aliveOpposing2)
return TRUE;
// Checks for double battle, so abilities like Intimidate wait until all battlers are switched-in before activating.
if (IsDoubleBattle())
{
if (aliveOpposing1 && !aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_OPPOSITE(battlerId), PARTY_SIZE, PARTY_SIZE))
return TRUE;
if (!aliveOpposing1 && aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)), PARTY_SIZE, PARTY_SIZE))
return TRUE;
}
return FALSE;
}
static void Cmd_switchineffects(void)
{
CMD_ARGS(u8 battler);
@ -7016,12 +7045,17 @@ static void Cmd_switchineffects(void)
gDisableStructs[gActiveBattler].truantSwitchInHack = 0;
if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0)
|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0))
|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0))
|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0))
// Don't activate switch-in abilities if the opposing field is empty.
// This could happen when a mon uses explosion and causes everyone to faint.
if (ShouldPostponeSwitchInAbilities(gActiveBattler) || gBattleStruct->switchInAbilityPostponed)
{
gBattleStruct->switchInAbilityPostponed |= gBitTable[gActiveBattler];
}
else
{
if (DoSwitchInAbilitiesItems(gActiveBattler))
return;
}
gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED | SIDE_STATUS_TOXIC_SPIKES_DAMAGED | SIDE_STATUS_STEALTH_ROCK_DAMAGED | SIDE_STATUS_STICKY_WEB_DAMAGED);

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@ -3301,7 +3301,7 @@ bool8 HandleWishPerishSongOnTurnEnd(void)
return FALSE;
}
#define FAINTED_ACTIONS_MAX_CASE 7
#define FAINTED_ACTIONS_MAX_CASE 8
bool8 HandleFaintedMonActions(void)
{
@ -3386,7 +3386,19 @@ bool8 HandleFaintedMonActions(void)
else
gBattleStruct->faintedActionsState = 4;
break;
case 6:
case 6: // All battlers switch-in abilities happen here to prevent them happening against an empty field.
for (i = 0; i < gBattlersCount; i++)
{
if (gBattleStruct->switchInAbilityPostponed & gBitTable[i])
{
if (DoSwitchInAbilitiesItems(i))
return TRUE;
gBattleStruct->switchInAbilityPostponed &= ~(gBitTable[i]);
}
}
gBattleStruct->faintedActionsState++;
break;
case 7:
if (ItemBattleEffects(ITEMEFFECT_NORMAL, 0, TRUE))
return TRUE;
gBattleStruct->faintedActionsState++;
@ -4749,6 +4761,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
case ABILITY_INTIMIDATE:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattlerAttacker = battler;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SET_STATCHANGER(STAT_ATK, 1, TRUE);
BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivates);

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@ -400,17 +400,17 @@ static const struct TrainerMonNoItemDefaultMoves sParty_Rose1[] = {
{
.iv = 0,
.lvl = 14,
.species = SPECIES_ROSELIA,
.species = SPECIES_PORYGON,
},
{
.iv = 0,
.lvl = 14,
.species = SPECIES_SHROOMISH,
.species = SPECIES_PORYGON,
},
{
.iv = 0,
.lvl = 14,
.species = SPECIES_ROSELIA,
.species = SPECIES_PORYGON,
}
};
@ -9631,17 +9631,17 @@ static const struct TrainerMonNoItemDefaultMoves sParty_Deandre[] = {
{
.iv = 0,
.lvl = 14,
.species = SPECIES_ZIGZAGOON,
.species = SPECIES_PORYGON,
},
{
.iv = 0,
.lvl = 14,
.species = SPECIES_ARON,
.species = SPECIES_PORYGON,
},
{
.iv = 0,
.lvl = 14,
.species = SPECIES_ELECTRIKE,
.species = SPECIES_PORYGON,
}
};

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@ -30,13 +30,12 @@ SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after switch ou
SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after KO", s16 damage)
{
u32 ability;
KNOWN_FAILING;
PARAMETRIZE { ability = ABILITY_INTIMIDATE; }
PARAMETRIZE { ability = ABILITY_RECKLESS; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(2); };
PLAYER(SPECIES_WOBBUFFET) { Speed(2); Attack(120) ; };
OPPONENT(SPECIES_WOBBUFFET) { HP(1); Speed(1); };
OPPONENT(SPECIES_STARAPTOR) { Ability(ABILITY_INTIMIDATE); Speed(1); };
OPPONENT(SPECIES_STARAPTOR) { Ability(ability); Speed(1); };
} WHEN {
TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); }
TURN { MOVE(player, MOVE_TACKLE); }
@ -48,3 +47,48 @@ SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after KO", s16
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
}
}
DOUBLE_BATTLE_TEST("Intimidate doesn't activate on an empty field in a double battle")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_EXPLOSION].effect == EFFECT_EXPLOSION);
PLAYER(SPECIES_WOBBUFFET) { };
PLAYER(SPECIES_WOBBUFFET) { HP(1); };
PLAYER(SPECIES_STARAVIA) { Ability(ABILITY_INTIMIDATE); };
PLAYER(SPECIES_ABRA);
OPPONENT(SPECIES_WOBBUFFET) { HP(1); };
OPPONENT(SPECIES_WOBBUFFET) { HP(1); };
OPPONENT(SPECIES_STARAPTOR) { Ability(ABILITY_INTIMIDATE); };
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(playerLeft, MOVE_EXPLOSION); SEND_OUT(playerLeft, 2); SEND_OUT(opponentLeft, 2); SEND_OUT(playerRight, 3); SEND_OUT(opponentRight, 3); }
TURN { MOVE(playerLeft, MOVE_CELEBRATE);}
} SCENE {
HP_BAR(playerLeft, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, playerLeft);
// Leaving these messages as they're not that important to the test, to not exceed MAX_QUEUED_EVENTS.
/*
MESSAGE("Foe Wobbuffet fainted!");
MESSAGE("Wobbuffet fainted!");
MESSAGE("Foe Wobbuffet fainted!");
MESSAGE("Wobbuffet fainted!");
*/
MESSAGE("Go! Staravia!");
MESSAGE("2 sent out Staraptor!");
MESSAGE("Go! Abra!");
MESSAGE("2 sent out Wynaut!");
ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft);
MESSAGE("Staravia's Intimidate cuts Foe Staraptor's ATTACK!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
MESSAGE("Staravia's Intimidate cuts Foe Wynaut's ATTACK!");
ABILITY_POPUP(opponentLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
MESSAGE("Foe Staraptor's Intimidate cuts Staravia's ATTACK!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
MESSAGE("Foe Staraptor's Intimidate cuts Abra's ATTACK!");
}
}

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@ -7,7 +7,7 @@
#include "test.h"
#include "test_runner.h"
#define TIMEOUT_SECONDS 30
#define TIMEOUT_SECONDS 49
void CB2_TestRunner(void);