fix battle palace bug

This commit is contained in:
DizzyEggg 2022-10-27 20:44:43 +02:00
parent 93dd8786ee
commit 215604f5f7
5 changed files with 103 additions and 99 deletions

View File

@ -235,8 +235,17 @@ u8 BattleAI_ChooseMoveOrAction(void)
u8 ComputeBattleAiScores(u8 battler)
{
sBattler_AI = battler;
BattleAI_SetupAIData(0xF);
return BattleAI_ChooseMoveOrAction();
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
u16 retVal = ChooseMoveAndTargetInBattlePalace(); // first byte is moveId, secondId is target
gBattleStruct->aiChosenTarget[sBattler_AI] = (retVal >> 8) & 0xFF;
return (retVal & 0xFF);
}
else
{
BattleAI_SetupAIData(0xF);
return BattleAI_ChooseMoveOrAction();
}
}
static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)

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@ -1548,116 +1548,108 @@ static void OpponentHandleYesNoBox(void)
static void OpponentHandleChooseMove(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
u8 chosenMoveId;
struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleResources->bufferA[gActiveBattler][4]);
if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
|| IsWildMonSmart())
{
BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
switch (chosenMoveId)
{
case AI_CHOICE_WATCH:
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SAFARI_WATCH_CAREFULLY, 0);
break;
case AI_CHOICE_FLEE:
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_RUN, 0);
break;
case AI_CHOICE_SWITCH:
BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
break;
case 6:
BtlController_EmitTwoReturnValues(BUFFER_B, 15, gBattlerTarget);
break;
default:
{
u16 chosenMove = moveInfo->moves[chosenMoveId];
if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
gBattlerTarget = gActiveBattler;
if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & MOVE_TARGET_BOTH)
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
}
if (ShouldUseZMove(gActiveBattler, gBattlerTarget, chosenMove))
QueueZMove(gActiveBattler, chosenMove);
if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
}
break;
}
OpponentBufferExecCompleted();
}
else
else // Wild pokemon - use random move
{
u8 chosenMoveId;
struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleResources->bufferA[gActiveBattler][4]);
if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
|| IsWildMonSmart())
u16 move;
u8 target;
do
{
chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
switch (chosenMoveId)
{
case AI_CHOICE_WATCH:
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SAFARI_WATCH_CAREFULLY, 0);
break;
case AI_CHOICE_FLEE:
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_RUN, 0);
break;
case AI_CHOICE_SWITCH:
BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
break;
case 6:
BtlController_EmitTwoReturnValues(BUFFER_B, 15, gBattlerTarget);
break;
default:
{
u16 chosenMove = moveInfo->moves[chosenMoveId];
chosenMoveId = Random() & 3;
move = moveInfo->moves[chosenMoveId];
} while (move == MOVE_NONE);
if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
gBattlerTarget = gActiveBattler;
if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & MOVE_TARGET_BOTH)
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
}
if (ShouldUseZMove(gActiveBattler, gBattlerTarget, chosenMove))
QueueZMove(gActiveBattler, chosenMove);
if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
}
break;
}
OpponentBufferExecCompleted();
}
else // Wild pokemon - use random move
if (GetBattlerMoveTargetType(gActiveBattler, move) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gActiveBattler << 8));
else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u16 move;
u8 target;
do
{
chosenMoveId = Random() & 3;
move = moveInfo->moves[chosenMoveId];
} while (move == MOVE_NONE);
do {
target = GetBattlerAtPosition(Random() & 2);
} while (!CanTargetBattler(gActiveBattler, target, move));
if (GetBattlerMoveTargetType(gActiveBattler, move) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gActiveBattler << 8));
else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
#if B_WILD_NATURAL_ENEMIES == TRUE
// Don't bother to loop through table if the move can't attack ally
if (!(gBattleMoves[move].target & MOVE_TARGET_BOTH))
{
do {
target = GetBattlerAtPosition(Random() & 2);
} while (!CanTargetBattler(gActiveBattler, target, move));
#if B_WILD_NATURAL_ENEMIES == TRUE
// Don't bother to loop through table if the move can't attack ally
if (!(gBattleMoves[move].target & MOVE_TARGET_BOTH))
u16 i, speciesAttacker, speciesTarget, isPartnerEnemy = FALSE;
static const u16 naturalEnemies[][2] =
{
u16 i, speciesAttacker, speciesTarget, isPartnerEnemy = FALSE;
static const u16 naturalEnemies[][2] =
{
// Attacker Target
{SPECIES_ZANGOOSE, SPECIES_SEVIPER},
{SPECIES_SEVIPER, SPECIES_ZANGOOSE},
{SPECIES_HEATMOR, SPECIES_DURANT},
{SPECIES_DURANT, SPECIES_HEATMOR},
{SPECIES_SABLEYE, SPECIES_CARBINK},
{SPECIES_MAREANIE, SPECIES_CORSOLA},
};
speciesAttacker = gBattleMons[gActiveBattler].species;
speciesTarget = gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(gActiveBattler))].species;
// Attacker Target
{SPECIES_ZANGOOSE, SPECIES_SEVIPER},
{SPECIES_SEVIPER, SPECIES_ZANGOOSE},
{SPECIES_HEATMOR, SPECIES_DURANT},
{SPECIES_DURANT, SPECIES_HEATMOR},
{SPECIES_SABLEYE, SPECIES_CARBINK},
{SPECIES_MAREANIE, SPECIES_CORSOLA},
};
speciesAttacker = gBattleMons[gActiveBattler].species;
speciesTarget = gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(gActiveBattler))].species;
for (i = 0; i < ARRAY_COUNT(naturalEnemies); i++)
for (i = 0; i < ARRAY_COUNT(naturalEnemies); i++)
{
if (speciesAttacker == naturalEnemies[i][0] && speciesTarget == naturalEnemies[i][1])
{
if (speciesAttacker == naturalEnemies[i][0] && speciesTarget == naturalEnemies[i][1])
{
isPartnerEnemy = TRUE;
break;
}
isPartnerEnemy = TRUE;
break;
}
if (isPartnerEnemy && CanTargetBattler(gActiveBattler, target, move))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (GetBattlerAtPosition(BATTLE_PARTNER(gActiveBattler)) << 8));
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (target << 8));
}
if (isPartnerEnemy && CanTargetBattler(gActiveBattler, target, move))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (GetBattlerAtPosition(BATTLE_PARTNER(gActiveBattler)) << 8));
else
#endif
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (target << 8));
}
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (GetBattlerAtPosition(B_POSITION_PLAYER_LEFT) << 8));
OpponentBufferExecCompleted();
#endif
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (target << 8));
}
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (GetBattlerAtPosition(B_POSITION_PLAYER_LEFT) << 8));
OpponentBufferExecCompleted();
}
}

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@ -2843,8 +2843,10 @@ static void PlayerChooseMoveInBattlePalace(void)
{
if (--*(gBattleStruct->arenaMindPoints + gActiveBattler) == 0)
{
u32 chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
gBattlePalaceMoveSelectionRngValue = gRngValue;
BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
PlayerBufferExecCompleted();
}
}

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@ -171,7 +171,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
// If no moves matched the selected group, pick a new move from groups the pokemon has
// In this case the AI is not checked again, so the choice may be worse
// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
if (chosenMoveId == -1)
if (chosenMoveId == -1 || chosenMoveId >= MAX_MON_MOVES)
{
if (unusableMovesBits != 0xF)
{

View File

@ -3159,7 +3159,7 @@ void SwitchInClearSetData(void)
// Reset damage to prevent things like red card activating if the switched-in mon is holding it
gSpecialStatuses[gActiveBattler].physicalDmg = 0;
gSpecialStatuses[gActiveBattler].specialDmg = 0;
gBattleStruct->overwrittenAbilities[gActiveBattler] = ABILITY_NONE;
Ai_UpdateSwitchInData(gActiveBattler);
@ -3264,7 +3264,7 @@ void FaintClearSetData(void)
UndoMegaEvolution(gBattlerPartyIndexes[gActiveBattler]);
gBattleStruct->overwrittenAbilities[gActiveBattler] = ABILITY_NONE;
// If the fainted mon was involved in a Sky Drop
if (gBattleStruct->skyDropTargets[gActiveBattler] != 0xFF)
{
@ -3303,7 +3303,7 @@ void FaintClearSetData(void)
}
}
}
// Clear Z-Move data
gBattleStruct->zmove.active = FALSE;
gBattleStruct->zmove.toBeUsed[gActiveBattler] = MOVE_NONE;
@ -3973,7 +3973,8 @@ static void HandleTurnActionSelectionState(void)
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart()) && IsBattlerAIControlled(gActiveBattler)) {
if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
&& (IsBattlerAIControlled(gActiveBattler) || gBattleTypeFlags & BATTLE_TYPE_PALACE)) {
gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
}
break;