Review changes

Numerous AI updates and test fixes; added a test for Aura Wheel
This commit is contained in:
Nephrite 2024-01-10 00:55:43 +09:00
parent 59d76c9321
commit 25f0179628
10 changed files with 345 additions and 317 deletions

View File

@ -758,6 +758,235 @@ static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u3
aiThink->movesetIndex = 0;
}
static s32 AI_CheckMoveEffects(u32 battlerAtk, u32 battlerDef, u32 move, s32 score, struct AiLogicData *aiData, u32 predictedMove, bool32 isDoubleBattle)
{
u8 i;
// check move additional effects that are likely to happen
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
// Only consider effects with a guaranteed chance to happen
if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &gBattleMoves[move].additionalEffects[i]))
continue;
// Consider move effects that target self
if (gBattleMoves[move].additionalEffects[i].self)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_SPD_PLUS_2:
case MOVE_EFFECT_SPD_PLUS_1:
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY && !AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_DEF_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_1:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1,
&score
);
break;
case MOVE_EFFECT_ATK_PLUS_2:
case MOVE_EFFECT_DEF_PLUS_2:
case MOVE_EFFECT_SP_ATK_PLUS_2:
case MOVE_EFFECT_SP_DEF_PLUS_2:
case MOVE_EFFECT_ACC_PLUS_2:
case MOVE_EFFECT_EVS_PLUS_2:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_2,
&score
);
break;
// Effects that lower stat(s) - only need to consider Contrary
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_V_CREATE:
case MOVE_EFFECT_DEF_SPDEF_DOWN:
case MOVE_EFFECT_ATK_DEF_DOWN:
case MOVE_EFFECT_SP_ATK_TWO_DOWN:
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_RAPIDSPIN:
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|| (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED))
{
ADJUST_SCORE(3);
break;
}
//Spin checks
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY))
ADJUST_SCORE(-6);
break;
}
}
else // consider move effects that hinder the target
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_FLINCH:
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
break;
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_2:
if (!ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
break;
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(2);
break;
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_POISON:
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
break;
case MOVE_EFFECT_CLEAR_SMOG:
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
break;
case MOVE_EFFECT_SPECTRAL_THIEF:
score += AI_ShouldCopyStatChanges(battlerAtk, battlerDef);
break;
case MOVE_EFFECT_BUG_BITE: // And pluck
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_INCINERATE:
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_SMACK_DOWN:
if (!IsBattlerGrounded(battlerDef) && HasDamagingMoveOfType(battlerAtk, TYPE_GROUND))
ADJUST_SCORE(1);
break;
case MOVE_EFFECT_KNOCK_OFF:
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerDef, EFFECT_FLING))
ADJUST_SCORE(4);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(3);
break;
}
}
break;
case MOVE_EFFECT_STEAL_ITEM:
{
bool32 canSteal = FALSE;
if (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE)
canSteal = TRUE;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
canSteal = TRUE;
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
&& aiData->items[battlerDef] != ITEM_NONE
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
&& !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS)
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_NONE:
break;
case HOLD_EFFECT_CHOICE_BAND:
case HOLD_EFFECT_CHOICE_SCARF:
case HOLD_EFFECT_CHOICE_SPECS:
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_TOXIC_ORB:
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_FLAME_ORB:
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_BLACK_SLUDGE:
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(1);
break;
}
}
break;
}
break;
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
score += AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData);
break;
case MOVE_EFFECT_FEINT:
if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_THROAT_CHOP:
if (HasSoundMove(battlerDef) && gBattleMoves[predictedMove].soundMove && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_FLAME_BURST:
if (isDoubleBattle)
{
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef))
&& aiData->hpPercents[BATTLE_PARTNER(battlerDef)] < 12
&& aiData->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD
&& !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
ADJUST_SCORE(1);
}
break;
case MOVE_EFFECT_WRAP:
if (!HasMoveWithMoveEffect(battlerDef, MOVE_EFFECT_RAPIDSPIN) && !IsBattlerTrapped(battlerDef, TRUE) && ShouldTrap(battlerAtk, battlerDef, move))
ADJUST_SCORE(5);
break;
}
}
}
return score;
}
// AI Score Functions
// AI_FLAG_CHECK_BAD_MOVE - decreases move scores
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
@ -1052,23 +1281,15 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
}
}
// check things that aren't move effects (recoil)
if (gBattleMoves[move].recoil > 0)
{
if (AI_IsDamagedByRecoil(battlerAtk))
{
u32 recoilDmg = max(1, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] * max(1, gBattleMoves[move].recoil) / 100);
if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex))
ADJUST_SCORE(-10);
}
}
// check move effects
switch (moveEffect)
{
case EFFECT_HIT: // only applies to Vital Throw
if (gBattleMoves[move].priority < 0 && AI_STRIKES_FIRST(battlerAtk, battlerDef, move) && aiData->hpPercents[battlerAtk] < 40)
ADJUST_SCORE(-1); // don't want to move last
ADJUST_SCORE(-2); // don't want to move last
// TEMPORARY - should applied to all moves regardless of effect
score = AI_CheckMoveEffects(battlerAtk, battlerDef, move, score, aiData, predictedMove, isDoubleBattle);
break;
default:
break; // check move damage
@ -1420,13 +1641,9 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
}
}
break;
//case EFFECT_BIDE:
//case EFFECT_COUNTER:
case EFFECT_PRESENT:
case EFFECT_ARG_FIXED_DAMAGE:
//case EFFECT_MIRROR_COAT:
case EFFECT_FOCUS_PUNCH:
//case EFFECT_ENDEAVOR:
// AI_CBM_HighRiskForDamage
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2)
ADJUST_SCORE(-10);
@ -3576,7 +3793,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
ADJUST_SCORE(-3);
break;
}
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
score += AI_TryToClearStats(battlerAtk, battlerDef, isDoubleBattle);
break;
case EFFECT_MULTI_HIT:
case EFFECT_TRIPLE_KICK:
@ -4139,13 +4356,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
// check defog lowering evasion
if (ShouldLowerEvasion(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
{
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > 7
|| HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
ADJUST_SCORE(2); // encourage lowering evasion if they are evasive or we have a move with low accuracy
else
ADJUST_SCORE(1);
}
ADJUST_SCORE(2);
}
break;
case EFFECT_TORMENT:
@ -4735,231 +4946,6 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break;
} // move effect checks
// check move additional effects that are likely to happen
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
// Only consider effects with a guaranteed chance to happen
if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &gBattleMoves[move].additionalEffects[i]))
continue;
// Consider move effects that target self
if (gBattleMoves[move].additionalEffects[i].self)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_SPD_PLUS_2:
case MOVE_EFFECT_SPD_PLUS_1:
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY && !AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_DEF_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_1:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1,
&score
);
break;
case MOVE_EFFECT_ATK_PLUS_2:
case MOVE_EFFECT_DEF_PLUS_2:
case MOVE_EFFECT_SP_ATK_PLUS_2:
case MOVE_EFFECT_SP_DEF_PLUS_2:
case MOVE_EFFECT_ACC_PLUS_2:
case MOVE_EFFECT_EVS_PLUS_2:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_2,
&score
);
break;
// Effects that lower stat(s) - only need to consider Contrary
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_V_CREATE:
case MOVE_EFFECT_DEF_SPDEF_DOWN:
case MOVE_EFFECT_ATK_DEF_DOWN:
case MOVE_EFFECT_SP_ATK_TWO_DOWN:
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_RAPIDSPIN:
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|| (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED))
{
ADJUST_SCORE(3);
break;
}
//Spin checks
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY))
ADJUST_SCORE(-6);
break;
}
}
else // consider move effects that hinder the target
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_FLINCH:
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
break;
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_2:
if (!ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
break;
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(2);
break;
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_POISON:
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
break;
case MOVE_EFFECT_CLEAR_SMOG:
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
break;
case MOVE_EFFECT_SPECTRAL_THIEF:
score += AI_ShouldCopyStatChanges(battlerAtk, battlerDef);
break;
case MOVE_EFFECT_BUG_BITE: // And pluck
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_INCINERATE:
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_SMACK_DOWN:
if (!IsBattlerGrounded(battlerDef))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_KNOCK_OFF:
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerDef, EFFECT_FLING))
ADJUST_SCORE(4);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(3);
break;
}
}
break;
case MOVE_EFFECT_STEAL_ITEM:
{
bool32 canSteal = FALSE;
if (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE)
canSteal = TRUE;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
canSteal = TRUE;
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
&& aiData->items[battlerDef] != ITEM_NONE
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
&& !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS)
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_NONE:
break;
case HOLD_EFFECT_CHOICE_BAND:
case HOLD_EFFECT_CHOICE_SCARF:
case HOLD_EFFECT_CHOICE_SPECS:
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_TOXIC_ORB:
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_FLAME_ORB:
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_BLACK_SLUDGE:
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(1);
break;
}
}
break;
}
break;
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
score += AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData);
break;
case MOVE_EFFECT_FEINT:
if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_THROAT_CHOP:
if (predictedMove != MOVE_NONE && gBattleMoves[predictedMove].soundMove && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
ADJUST_SCORE(3); // Ai goes first and predicts the target will use a sound move
else if (HasSoundMove(battlerDef))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_FLAME_BURST:
if (isDoubleBattle)
{
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef))
&& aiData->hpPercents[BATTLE_PARTNER(battlerDef)] < 12
&& aiData->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD
&& !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
ADJUST_SCORE(1);
}
break;
case MOVE_EFFECT_WRAP:
if (!HasMoveWithMoveEffect(battlerDef, MOVE_EFFECT_RAPIDSPIN) && !IsBattlerTrapped(battlerDef, TRUE) && ShouldTrap(battlerAtk, battlerDef, move))
ADJUST_SCORE(5);
break;
}
}
}
return score;
}
@ -5067,24 +5053,25 @@ static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
case EFFECT_VICTORY_DANCE:
ADJUST_SCORE(2);
break;
case EFFECT_HIT:
// TEMPORARY - should applied to all moves regardless of EFFECT
// Consider move effects
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
ADJUST_SCORE(2);
break;
default:
break;
}
}
default:
break;
}
// Consider move effects
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
ADJUST_SCORE(2);
break;
default:
break;
}
}
return score;
}
@ -5121,24 +5108,25 @@ static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
if (Random() & 1)
ADJUST_SCORE(2);
break;
case EFFECT_HIT:
// TEMPORARY - should applied to all moves regardless of EFFECT
// Consider move effects
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_ALL_STATS_UP:
if (Random() & 1)
ADJUST_SCORE(2);
break;
default:
break;
}
}
default:
break;
}
// Consider move effects
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_ALL_STATS_UP:
if (Random() & 1)
ADJUST_SCORE(2);
break;
default:
break;
}
}
return score;
}

View File

@ -3585,4 +3585,4 @@ bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove)
bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId)
{
return (gBattleMons[battlerId].status1 & STATUS1_SLEEP) || AI_DATA->abilities[battlerId] == ABILITY_COMATOSE;
}
}

View File

@ -3224,7 +3224,7 @@ void SetMoveEffect(bool32 primary, bool32 certain)
static const u8 sTriAttackEffects[] =
{
MOVE_EFFECT_BURN,
B_USE_FROSTBITE == TRUE ? MOVE_EFFECT_FROSTBITE : MOVE_EFFECT_FREEZE,
MOVE_EFFECT_FREEZE_OR_FROSTBITE,
MOVE_EFFECT_PARALYSIS
};
gBattleScripting.moveEffect = RandomElement(RNG_TRI_ATTACK, sTriAttackEffects);
@ -3768,7 +3768,7 @@ void SetMoveEffect(bool32 primary, bool32 certain)
break;
case BATTLE_TERRAIN_SNOW:
case BATTLE_TERRAIN_ICE:
gBattleScripting.moveEffect = (B_USE_FROSTBITE == TRUE ? MOVE_EFFECT_FROSTBITE : MOVE_EFFECT_FREEZE);
gBattleScripting.moveEffect = MOVE_EFFECT_FREEZE_OR_FROSTBITE;
break;
case BATTLE_TERRAIN_VOLCANO:
gBattleScripting.moveEffect = MOVE_EFFECT_BURN;

View File

@ -2420,6 +2420,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
.effect = EFFECT_TWO_TURNS_ATTACK,
.power = 140,
.type = TYPE_FLYING,
.criticalHitStage = 1,
.accuracy = 90,
.pp = 5,
.target = MOVE_TARGET_SELECTED,
@ -14097,9 +14098,6 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
.makesContact = TRUE,
.ignoresProtect = TRUE,
.slicingMove = TRUE,
.additionalEffects = ADDITIONAL_EFFECTS({
.moveEffect = MOVE_EFFECT_FEINT,
}),
},
[MOVE_TACHYON_CUTTER] =

View File

@ -72,23 +72,22 @@ AI_SINGLE_BATTLE_TEST("AI sees increased base power of Wake Up Slap")
}
}
// Underlying AI calcs are broken and need fixing
// AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
// {
// u32 movePlayer;
// u16 expectedMove;
// PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_TROP_KICK; }
// PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_POWER_WHIP; }
// PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
// GIVEN {
// ASSUME(gBattleMoves[MOVE_GRAV_APPLE].effect == EFFECT_GRAV_APPLE);
// ASSUME(MoveHasMoveEffect(MOVE_TROP_KICK, MOVE_EFFECT_ATK_MINUS_1) == TRUE);
// ASSUME(MoveHasMoveEffect(MOVE_GRAV_APPLE, MOVE_EFFECT_DEF_MINUS_1) == TRUE);
// AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
// PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
// OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_TROP_KICK, MOVE_GRAV_APPLE); }
// OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_POWER_WHIP, MOVE_GRAV_APPLE); }
// } WHEN {
// TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_TROP_KICK); }
// TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_POWER_WHIP); }
// TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
// } SCENE {
// if (expectedMove == MOVE_GRAV_APPLE)

View File

@ -0,0 +1,51 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasMoveEffectSelf(MOVE_AURA_WHEEL, MOVE_EFFECT_SPD_PLUS_1) == TRUE);
ASSUME(gBattleMoves[MOVE_AURA_WHEEL].effect == EFFECT_AURA_WHEEL);
}
SINGLE_BATTLE_TEST("Aura Wheel raises Speed; fails if the user is not Morpeko")
{
u16 species;
PARAMETRIZE{ species = SPECIES_WOBBUFFET; }
PARAMETRIZE{ species = SPECIES_MORPEKO; }
GIVEN {
PLAYER(species);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_AURA_WHEEL); }
} SCENE {
if (species != SPECIES_MORPEKO)
{
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_AURA_WHEEL, player);
MESSAGE("But Wobbuffet can't use the move!");
}
else {
ANIMATION(ANIM_TYPE_MOVE, MOVE_AURA_WHEEL, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Morpeko's Speed rose!");
}
}
}
SINGLE_BATTLE_TEST("Aura Wheel changes type depending on Morpeko's form")
{
GIVEN {
PLAYER(SPECIES_MORPEKO) { Ability(ABILITY_HUNGER_SWITCH); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_AURA_WHEEL); }
TURN { MOVE(player, MOVE_AURA_WHEEL); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_AURA_WHEEL, player);
HP_BAR(opponent);
NOT MESSAGE("It's super effective!");
// Turn 2 (Hangry)
ANIMATION(ANIM_TYPE_MOVE, MOVE_AURA_WHEEL, player);
HP_BAR(opponent);
MESSAGE("It's super effective!");
}
}

View File

@ -1,27 +0,0 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasMoveEffectSelf(MOVE_MORTAL_SPIN, MOVE_EFFECT_RAPIDSPIN) == TRUE);
ASSUME(MoveHasMoveEffect(MOVE_MORTAL_SPIN, MOVE_EFFECT_POISON) == TRUE);
}
SINGLE_BATTLE_TEST("Mortal Spin blows away Wrap, hazards and poisons foe")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_WRAP); }
TURN { MOVE(opponent, MOVE_STEALTH_ROCK); MOVE(player, MOVE_MORTAL_SPIN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEALTH_ROCK, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_MORTAL_SPIN, player);
MESSAGE("Wobbuffet got free of Foe Wobbuffet's Wrap!");
MESSAGE("Wobbuffet blew away Stealth Rock!");
MESSAGE("Foe Wobbuffet was poisoned!");
STATUS_ICON(opponent, poison: TRUE);
}
}

View File

@ -7,6 +7,8 @@ ASSUMPTIONS
#if B_SPEED_BUFFING_RAPID_SPIN >= GEN_8
ASSUME(MoveHasMoveEffectSelf(MOVE_RAPID_SPIN, MOVE_EFFECT_SPD_PLUS_1) == TRUE);
#endif
ASSUME(MoveHasMoveEffectSelf(MOVE_MORTAL_SPIN, MOVE_EFFECT_RAPIDSPIN) == TRUE);
ASSUME(MoveHasMoveEffect(MOVE_MORTAL_SPIN, MOVE_EFFECT_POISON) == TRUE);
}
SINGLE_BATTLE_TEST("Rapin Spin blows away Wrap, hazards and raises Speed (Gen 8+)")
@ -29,3 +31,21 @@ SINGLE_BATTLE_TEST("Rapin Spin blows away Wrap, hazards and raises Speed (Gen 8+
}
}
SINGLE_BATTLE_TEST("Mortal Spin blows away Wrap, hazards and poisons foe")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_WRAP); }
TURN { MOVE(opponent, MOVE_STEALTH_ROCK); MOVE(player, MOVE_MORTAL_SPIN); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEALTH_ROCK, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_MORTAL_SPIN, player);
MESSAGE("Wobbuffet got free of Foe Wobbuffet's Wrap!");
MESSAGE("Wobbuffet blew away Stealth Rock!");
MESSAGE("Foe Wobbuffet was poisoned!");
STATUS_ICON(opponent, poison: TRUE);
}
}

View File

@ -5,7 +5,6 @@ ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_RELIC_SONG].effect == EFFECT_RELIC_SONG);
ASSUME(MoveHasMoveEffect(MOVE_RELIC_SONG, MOVE_EFFECT_SLEEP) == TRUE);
ASSUME(P_GEN_5_POKEMON == TRUE);
}
SINGLE_BATTLE_TEST("Relic Song has a 10% chance to put the target to sleep")

View File

@ -42,4 +42,4 @@ SINGLE_BATTLE_TEST("Throat Chop won't work through a substitute")
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_HYPER_VOICE, opponent);
}
}
}