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

View File

@ -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++)
@ -202,8 +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)
{
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);
@ -958,13 +970,20 @@ 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);
if (bestMonId != PARTY_SIZE)
@ -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] =