Fix volt switch breaking ace pokemon

This commit is contained in:
DizzyEggg 2023-02-08 12:42:38 +01:00
parent ff088752e7
commit 896b575c07
6 changed files with 92 additions and 40 deletions

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@ -3055,7 +3055,7 @@ 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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@ -643,6 +643,7 @@ 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 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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@ -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)
&& 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++)
@ -202,10 +210,9 @@ 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;
species = GetMonData(&party[i], MON_DATA_SPECIES);
if (GetMonData(&party[i], MON_DATA_ABILITY_NUM) != 0)
@ -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;
}

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@ -6844,6 +6844,7 @@ static void Cmd_switchineffects(void)
gBattlerFainted++;
}
}
gBattleStruct->forcedSwitch &= ~(gBitTable[gActiveBattler]);
gBattlescriptCurrInstr += 2;
}
}
@ -11410,6 +11411,8 @@ static void Cmd_forcerandomswitch(void)
*(gBattleStruct->battlerPartyIndexes + gBattlerTarget) = gBattlerPartyIndexes[gBattlerTarget];
gBattlescriptCurrInstr = BattleScript_RoarSuccessSwitch;
gBattleStruct->forcedSwitch |= gBitTable[gBattlerTarget];
do
{
i = Random() % monsCount;

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@ -1706,12 +1706,36 @@ static const struct TrainerMonNoItemCustomMoves sParty_Jessica5[] = {
}
};
static const struct TrainerMonItemDefaultMoves sParty_Winston1[] = {
static const struct TrainerMonItemCustomMoves sParty_Winston1[] = {
{
.iv = 0,
.lvl = 7,
.species = SPECIES_ZIGZAGOON,
.heldItem = ITEM_NUGGET
.lvl = 10,
.species = SPECIES_EMOLGA,
.heldItem = ITEM_NONE,
.moves = {MOVE_VOLT_SWITCH, MOVE_NONE, MOVE_NONE, MOVE_NONE},
},
/*
{
.iv = 0,
.lvl = 4,
.species = SPECIES_ABRA,
.heldItem = ITEM_NONE,
.moves = {MOVE_VOLT_SWITCH, MOVE_NONE, MOVE_NONE, MOVE_NONE},
},
{
.iv = 0,
.lvl = 8,
.species = SPECIES_KADABRA,
.heldItem = ITEM_NONE,
.moves = {MOVE_VOLT_SWITCH, MOVE_NONE, MOVE_NONE, MOVE_NONE},
},
*/
{
.iv = 250,
.lvl = 24,
.species = SPECIES_ZEBSTRIKA,
.heldItem = ITEM_SITRUS_BERRY,
.moves = {MOVE_VOLT_SWITCH, MOVE_VOLT_SWITCH, MOVE_VOLT_SWITCH, MOVE_VOLT_SWITCH},
}
};

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@ -1641,8 +1641,8 @@ const struct Trainer gTrainers[] = {
.trainerName = _("WINSTON"),
.items = {ITEM_FULL_RESTORE, ITEM_NONE, ITEM_NONE, ITEM_NONE},
.doubleBattle = FALSE,
.aiFlags = AI_FLAG_CHECK_BAD_MOVE,
.party = ITEM_DEFAULT_MOVES(sParty_Winston1),
.aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_ACE_POKEMON,
.party = ITEM_CUSTOM_MOVES(sParty_Winston1),
},
[TRAINER_MOLLIE] =