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https://github.com/Ninjdai1/pokeemerald.git
synced 2025-01-13 23:23:43 +01:00
Fix battle tent again
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215604f5f7
commit
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@ -234,18 +234,8 @@ u8 BattleAI_ChooseMoveOrAction(void)
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// damages/other info computed in GetAIDataAndCalcDmg
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// damages/other info computed in GetAIDataAndCalcDmg
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u8 ComputeBattleAiScores(u8 battler)
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u8 ComputeBattleAiScores(u8 battler)
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{
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{
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sBattler_AI = battler;
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BattleAI_SetupAIData(0xF);
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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return BattleAI_ChooseMoveOrAction();
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{
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u16 retVal = ChooseMoveAndTargetInBattlePalace(); // first byte is moveId, secondId is target
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gBattleStruct->aiChosenTarget[sBattler_AI] = (retVal >> 8) & 0xFF;
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return (retVal & 0xFF);
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}
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else
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{
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BattleAI_SetupAIData(0xF);
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return BattleAI_ChooseMoveOrAction();
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}
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}
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}
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static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
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static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
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@ -1554,42 +1554,49 @@ static void OpponentHandleChooseMove(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
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if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
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|| IsWildMonSmart())
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|| IsWildMonSmart())
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{
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{
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chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
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switch (chosenMoveId)
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{
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{
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case AI_CHOICE_WATCH:
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
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BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SAFARI_WATCH_CAREFULLY, 0);
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}
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break;
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else
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case AI_CHOICE_FLEE:
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{
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BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_RUN, 0);
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chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
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break;
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gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
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case AI_CHOICE_SWITCH:
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switch (chosenMoveId)
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
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break;
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case 6:
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BtlController_EmitTwoReturnValues(BUFFER_B, 15, gBattlerTarget);
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break;
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default:
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{
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{
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u16 chosenMove = moveInfo->moves[chosenMoveId];
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case AI_CHOICE_WATCH:
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BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SAFARI_WATCH_CAREFULLY, 0);
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if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
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break;
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gBattlerTarget = gActiveBattler;
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case AI_CHOICE_FLEE:
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if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & MOVE_TARGET_BOTH)
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BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_RUN, 0);
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break;
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case AI_CHOICE_SWITCH:
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
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break;
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case 6:
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BtlController_EmitTwoReturnValues(BUFFER_B, 15, gBattlerTarget);
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break;
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default:
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{
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{
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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u16 chosenMove = moveInfo->moves[chosenMoveId];
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
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gBattlerTarget = gActiveBattler;
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if (GetBattlerMoveTargetType(gActiveBattler, chosenMove) & MOVE_TARGET_BOTH)
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{
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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}
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if (ShouldUseZMove(gActiveBattler, gBattlerTarget, chosenMove))
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QueueZMove(gActiveBattler, chosenMove);
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if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
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else
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
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}
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}
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if (ShouldUseZMove(gActiveBattler, gBattlerTarget, chosenMove))
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break;
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QueueZMove(gActiveBattler, chosenMove);
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if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
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else
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
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}
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}
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break;
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}
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}
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OpponentBufferExecCompleted();
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OpponentBufferExecCompleted();
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}
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}
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@ -2843,10 +2843,8 @@ static void PlayerChooseMoveInBattlePalace(void)
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{
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{
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if (--*(gBattleStruct->arenaMindPoints + gActiveBattler) == 0)
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if (--*(gBattleStruct->arenaMindPoints + gActiveBattler) == 0)
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{
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{
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u32 chosenMoveId = gBattleStruct->aiMoveOrAction[gActiveBattler];
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gBattlerTarget = gBattleStruct->aiChosenTarget[gActiveBattler];
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gBattlePalaceMoveSelectionRngValue = gRngValue;
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gBattlePalaceMoveSelectionRngValue = gRngValue;
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
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PlayerBufferExecCompleted();
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PlayerBufferExecCompleted();
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}
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}
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}
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}
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@ -164,6 +164,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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{
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{
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gBattleStruct->palaceFlags &= 0xF;
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gBattleStruct->palaceFlags &= 0xF;
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gBattleStruct->palaceFlags |= (selectedMoves << 4);
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gBattleStruct->palaceFlags |= (selectedMoves << 4);
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sBattler_AI = gActiveBattler;
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BattleAI_SetupAIData(selectedMoves);
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BattleAI_SetupAIData(selectedMoves);
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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}
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}
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@ -173,6 +174,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
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// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
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if (chosenMoveId == -1 || chosenMoveId >= MAX_MON_MOVES)
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if (chosenMoveId == -1 || chosenMoveId >= MAX_MON_MOVES)
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{
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{
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chosenMoveId = -1;
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if (unusableMovesBits != 0xF)
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if (unusableMovesBits != 0xF)
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{
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{
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validMoveFlags = 0, numValidMoveGroups = 0;
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validMoveFlags = 0, numValidMoveGroups = 0;
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@ -3974,7 +3974,7 @@ static void HandleTurnActionSelectionState(void)
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// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
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// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
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if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
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if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
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&& (IsBattlerAIControlled(gActiveBattler) || gBattleTypeFlags & BATTLE_TYPE_PALACE)) {
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&& (IsBattlerAIControlled(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE))) {
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gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
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gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
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}
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}
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break;
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break;
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