diff --git a/data/battle_scripts_1.s b/data/battle_scripts_1.s index 04b709f82..0d8f80f77 100644 --- a/data/battle_scripts_1.s +++ b/data/battle_scripts_1.s @@ -3127,7 +3127,7 @@ BattleScript_EffectHitEscape: jumpifbyte CMP_NOT_EQUAL gBattleOutcome 0, BattleScript_HitEscapeEnd jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_HitEscapeEnd jumpifcantswitch SWITCH_IGNORE_ESCAPE_PREVENTION | BS_ATTACKER, BattleScript_HitEscapeEnd - jumpifemergencyexited BS_TARGET, BattleScript_HitEscapeEnd + jumpifemergencyexited BS_TARGET, BattleScript_HitEscapeEnd openpartyscreen BS_ATTACKER, BattleScript_HitEscapeEnd switchoutabilities BS_ATTACKER waitstate diff --git a/include/battle.h b/include/battle.h index 48c283ab4..611041366 100644 --- a/include/battle.h +++ b/include/battle.h @@ -645,6 +645,7 @@ 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 forcedSwitch:4; // For each battler u8 switchInAbilityPostponed:4; // To not activate against an empty field, each bit for battler u8 ballSpriteIds[2]; // item gfx, window gfx u8 stickyWebUser; diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index 0ae1c8a9a..b43927819 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -27,6 +27,15 @@ static bool32 AiExpectsToFaintPlayer(void); static bool32 AI_ShouldHeal(u32 healAmount); static bool32 AI_OpponentCanFaintAiWithMod(u32 healAmount); +static bool32 IsAceMon(u32 battlerId, u32 monPartyId) +{ + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && !(gBattleStruct->forcedSwitch & gBitTable[battlerId]) + && monPartyId == CalculateEnemyPartyCount()-1) + return TRUE; + return FALSE; +} + void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId) { if (BATTLE_TWO_VS_ONE_OPPONENT && (battlerId & BIT_SIDE) == B_SIDE_OPPONENT) @@ -109,8 +118,7 @@ static bool8 ShouldSwitchIfWonderGuard(void) continue; if (i == gBattlerPartyIndexes[gActiveBattler]) continue; - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && i == (CalculateEnemyPartyCount()-1)) + if (IsAceMon(gActiveBattler, i)) continue; for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++) @@ -202,8 +210,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && i == (CalculateEnemyPartyCount()-1)) + if (IsAceMon(gActiveBattler, i)) continue; @@ -267,7 +274,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) ) switchMon = FALSE; - if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) + if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) && (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MISTY_TERRAIN || gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_ELECTRIC_TERRAIN) && IsBattlerGrounded(gActiveBattler) @@ -277,15 +284,14 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) if (*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) != PARTY_SIZE) //Partner is switching { GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); - + if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) party = gPlayerParty; - + for (i = firstId; i < lastId; i++) { - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && i == (CalculateEnemyPartyCount()-1)) - break; + if (IsAceMon(gActiveBattler, i)) + continue; //Look for mon in party that is able to be switched into and has ability that sets terrain if (GetMonData(&party[i], MON_DATA_HP) != 0 @@ -305,7 +311,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) } } } - + //Check if Active Pokemon can KO opponent instead of switching //Will still fall asleep, but take out opposing Pokemon first if (AiExpectsToFaintPlayer()) @@ -328,7 +334,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) && AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE && AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE && !(gBattleMons[gActiveBattler].status2 & STATUS2_FORESIGHT) - && !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED)) + && !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED)) switchMon = FALSE; } @@ -343,7 +349,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) && gBattleMons[gActiveBattler].hp >= (gBattleMons[gActiveBattler].maxHP / 3) && (Random() % (moduloChance*chanceReducer)) == 0) switchMon = TRUE; - + //Cursed moduloChance = 2; //50% if (gBattleMons[gActiveBattler].status2 & STATUS2_CURSED @@ -370,7 +376,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) //Todo //Pass Wish Heal - + //Semi-Invulnerable if (gStatuses3[opposingBattler] & STATUS3_SEMI_INVULNERABLE) { @@ -416,7 +422,7 @@ static bool8 ShouldSwitchIfAbilityBenefit(void) switch(AI_DATA->abilities[gActiveBattler]) { case ABILITY_NATURAL_CURE: moduloChance = 4; //25% - //Attempt to cure bad ailment + //Attempt to cure bad ailment if (gBattleMons[gActiveBattler].status1 & (STATUS1_SLEEP | STATUS1_FREEZE | STATUS1_TOXIC_POISON) && GetMostSuitableMonToSwitchInto() != PARTY_SIZE) break; @@ -432,17 +438,17 @@ static bool8 ShouldSwitchIfAbilityBenefit(void) case ABILITY_REGENERATOR: moduloChance = 2; //50% //Don't switch if ailment - if (gBattleMons[gActiveBattler].status1 & STATUS1_ANY) - return FALSE; + if (gBattleMons[gActiveBattler].status1 & STATUS1_ANY) + return FALSE; if ((gBattleMons[gActiveBattler].hp <= ((gBattleMons[gActiveBattler].maxHP * 2) / 3)) && GetMostSuitableMonToSwitchInto() != PARTY_SIZE && Random() % (moduloChance*chanceReducer) == 0) break; - + return FALSE; default: - return FALSE; + return FALSE; } *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; @@ -576,8 +582,7 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && i == (CalculateEnemyPartyCount()-1)) + if (IsAceMon(gActiveBattler, i)) continue; @@ -619,6 +624,7 @@ bool32 ShouldSwitch(void) struct Pokemon *party; s32 i; s32 availableToSwitch; + bool32 hasAceMon = FALSE; if (gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION)) return FALSE; @@ -668,15 +674,22 @@ bool32 ShouldSwitch(void) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && i == (CalculateEnemyPartyCount()-1)) + if (IsAceMon(gActiveBattler, i)) + { + hasAceMon = TRUE; continue; + } availableToSwitch++; } if (availableToSwitch == 0) - return FALSE; + { + if (hasAceMon) // If the ace mon is the only available mon, use it + availableToSwitch++; + else + return FALSE; + } //NOTE: The sequence of the below functions matter! Do not change unless you have carefully considered the outcome. //Since the order is sequencial, and some of these functions prompt switch to specific party members. @@ -694,14 +707,14 @@ bool32 ShouldSwitch(void) return TRUE; if (ShouldSwitchIfAbilityBenefit()) return TRUE; - + //Removing switch capabilites under specific conditions //These Functions prevent the "FindMonWithFlagsAndSuperEffective" from getting out of hand. if (HasSuperEffectiveMoveAgainstOpponents(FALSE)) return FALSE; if (AreStatsRaised()) return FALSE; - + //Default Function //Can prompt switch if AI has a pokemon in party that resists current opponent & has super effective move if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 2) @@ -758,8 +771,7 @@ void AI_TrySwitchOrUseItem(void) continue; if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON - && monToSwitchId == (CalculateEnemyPartyCount()-1)) + if (IsAceMon(gActiveBattler, monToSwitchId)) continue; break; @@ -916,7 +928,7 @@ u8 GetMostSuitableMonToSwitchInto(void) s32 lastId = 0; // + 1 struct Pokemon *party; s32 i, j, aliveCount = 0; - u8 invalidMons = 0; + u32 invalidMons = 0, aceMonId = PARTY_SIZE; if (*(gBattleStruct->monToSwitchIntoId + gActiveBattler) != PARTY_SIZE) return *(gBattleStruct->monToSwitchIntoId + gActiveBattler); @@ -958,12 +970,19 @@ u8 GetMostSuitableMonToSwitchInto(void) || gBattlerPartyIndexes[battlerIn2] == i || i == *(gBattleStruct->monToSwitchIntoId + battlerIn1) || i == *(gBattleStruct->monToSwitchIntoId + battlerIn2) - || (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler)) // While not really invalid per say, not really wise to switch into this mon. - || ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON) - && i == (CalculateEnemyPartyCount() - 1))) //Save Ace Pokemon for last + || (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler))) // While not really invalid per say, not really wise to switch into this mon.) + { invalidMons |= gBitTable[i]; + } + else if (IsAceMon(gActiveBattler, i))// Save Ace Pokemon for last. + { + aceMonId = i; + invalidMons |= gBitTable[i]; + } else + { aliveCount++; + } } bestMonId = GetBestMonBatonPass(party, firstId, lastId, invalidMons, aliveCount); @@ -978,6 +997,11 @@ u8 GetMostSuitableMonToSwitchInto(void) if (bestMonId != PARTY_SIZE) return bestMonId; + // If ace mon is the last available Pokemon and U-Turn/Volt Switch was used - switch to the mon. + if (aceMonId != PARTY_SIZE + && (gBattleMoves[gLastUsedMove].effect == EFFECT_HIT_ESCAPE || gBattleMoves[gLastUsedMove].effect == EFFECT_PARTING_SHOT)) + return aceMonId; + return PARTY_SIZE; } diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index 3826a4751..86db3c994 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -7125,6 +7125,7 @@ static void Cmd_switchineffects(void) gBattlerFainted++; } } + gBattleStruct->forcedSwitch &= ~(gBitTable[gActiveBattler]); gBattlescriptCurrInstr = cmd->nextInstr; } } @@ -12312,6 +12313,7 @@ static void Cmd_forcerandomswitch(void) { *(gBattleStruct->battlerPartyIndexes + gBattlerTarget) = gBattlerPartyIndexes[gBattlerTarget]; gBattlescriptCurrInstr = BattleScript_RoarSuccessSwitch; + gBattleStruct->forcedSwitch |= gBitTable[gBattlerTarget]; *(gBattleStruct->monToSwitchIntoId + gBattlerTarget) = validMons[Random() % validMonsCount]; if (!IsMultiBattle())