Merge pull request #2660 from DizzyEggg/ace_voltswitch

Fix Volt Switch / Roar with ace pokemon
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ghoulslash 2023-02-23 09:20:18 -05:00 committed by GitHub
commit 827bf11307
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 60 additions and 33 deletions

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@ -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

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@ -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;

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@ -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;
@ -283,9 +290,8 @@ static bool8 ShouldSwitchIfGameStatePrompt(void)
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
@ -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.
@ -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;
}

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@ -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())