Fix battle tent again

This commit is contained in:
DizzyEggg 2022-10-31 13:16:48 +01:00
parent 215604f5f7
commit ea43b7732c
5 changed files with 44 additions and 47 deletions

View File

@ -234,18 +234,8 @@ u8 BattleAI_ChooseMoveOrAction(void)
// damages/other info computed in GetAIDataAndCalcDmg
u8 ComputeBattleAiScores(u8 battler)
{
sBattler_AI = battler;
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();
}
BattleAI_SetupAIData(0xF);
return BattleAI_ChooseMoveOrAction();
}
static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)

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@ -1554,42 +1554,49 @@ static void OpponentHandleChooseMove(void)
if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
|| IsWildMonSmart())
{
chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
switch (chosenMoveId)
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
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:
BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
}
else
{
chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
switch (chosenMoveId)
{
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)
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:
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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));
}
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;
}
break;
}
OpponentBufferExecCompleted();
}

View File

@ -2843,10 +2843,8 @@ 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, (chosenMoveId) | (gBattlerTarget << 8));
BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
PlayerBufferExecCompleted();
}
}

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@ -164,6 +164,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
{
gBattleStruct->palaceFlags &= 0xF;
gBattleStruct->palaceFlags |= (selectedMoves << 4);
sBattler_AI = gActiveBattler;
BattleAI_SetupAIData(selectedMoves);
chosenMoveId = BattleAI_ChooseMoveOrAction();
}
@ -173,6 +174,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
if (chosenMoveId == -1 || chosenMoveId >= MAX_MON_MOVES)
{
chosenMoveId = -1;
if (unusableMovesBits != 0xF)
{
validMoveFlags = 0, numValidMoveGroups = 0;

View File

@ -3974,7 +3974,7 @@ static void HandleTurnActionSelectionState(void)
// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
&& (IsBattlerAIControlled(gActiveBattler) || gBattleTypeFlags & BATTLE_TYPE_PALACE)) {
&& (IsBattlerAIControlled(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE))) {
gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
}
break;