Fix Choice'd AI not switching if player immune to move (#6464)

This commit is contained in:
Alex 2025-03-29 19:23:00 +01:00 committed by GitHub
commit 4c7ac8066e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 54 additions and 5 deletions

View File

@ -164,6 +164,14 @@ static inline bool32 SetSwitchinAndSwitch(u32 battler, u32 switchinId)
return TRUE;
}
static bool32 AI_DoesChoiceItemBlockMove(u32 battler, u32 move)
{
// Choice locked into something else
if (AI_DATA->lastUsedMove[battler] != MOVE_NONE && AI_DATA->lastUsedMove[battler] != move && HOLD_EFFECT_CHOICE(GetBattlerHoldEffect(battler, FALSE)) && IsBattlerItemEnabled(battler))
return TRUE;
return FALSE;
}
// Note that as many return statements as possible are INTENTIONALLY put after all of the loops;
// the function can take a max of about 0.06s to run, and this prevents the player from identifying
// whether the mon will switch or not by seeing how long the delay is before they select a move
@ -194,7 +202,6 @@ static bool32 ShouldSwitchIfHasBadOdds(u32 battler)
defType1 = gBattleMons[battler].types[0];
defType2 = gBattleMons[battler].types[1];
// Check AI moves for damage dealt
for (i = 0; i < MAX_MON_MOVES; i++)
{
aiMove = gBattleMons[battler].moves[i];
@ -216,17 +223,16 @@ static bool32 ShouldSwitchIfHasBadOdds(u32 battler)
if (!IsBattleMoveStatus(aiMove))
{
// Check if mon has a super effective move
if (AI_GetMoveEffectiveness(aiMove, battler, opposingBattler) >= UQ_4_12(2.0))
if (AI_GetMoveEffectiveness(aiMove, battler, opposingBattler) >= UQ_4_12(2.0) && !AI_DoesChoiceItemBlockMove(battler, aiMove))
hasSuperEffectiveMove = TRUE;
// Get maximum damage mon can deal
damageDealt = AI_GetDamage(battler, opposingBattler, i, AI_ATTACKING, AI_DATA);
if(damageDealt > maxDamageDealt)
if(damageDealt > maxDamageDealt && !AI_DoesChoiceItemBlockMove(battler, aiMove))
{
maxDamageDealt = damageDealt;
aiBestMove = aiMove;
}
}
}
}
@ -987,10 +993,18 @@ static bool32 ShouldSwitchIfEncored(u32 battler)
static bool32 ShouldSwitchIfBadChoiceLock(u32 battler)
{
u32 holdEffect = GetBattlerHoldEffect(battler, FALSE);
u32 lastUsedMove = AI_DATA->lastUsedMove[battler];
u32 opposingBattler = GetOppositeBattler(battler);
bool32 moveAffectsTarget = TRUE;
if (lastUsedMove != MOVE_NONE && (AI_GetMoveEffectiveness(lastUsedMove, battler, opposingBattler) == UQ_4_12(0.0)
|| CanAbilityAbsorbMove(battler, opposingBattler, AI_DATA->abilities[opposingBattler], lastUsedMove, GetMoveType(lastUsedMove), ABILITY_CHECK_TRIGGER)
|| CanAbilityBlockMove(battler, opposingBattler, lastUsedMove, AI_DATA->abilities[opposingBattler], ABILITY_CHECK_TRIGGER)))
moveAffectsTarget = FALSE;
if (HOLD_EFFECT_CHOICE(holdEffect) && IsBattlerItemEnabled(battler))
{
if (GetMoveCategory(AI_DATA->lastUsedMove[battler]) == DAMAGE_CATEGORY_STATUS && RandomPercentage(RNG_AI_SWITCH_CHOICE_LOCKED, GetSwitchChance(SHOULD_SWITCH_CHOICE_LOCKED)))
if ((GetMoveCategory(lastUsedMove) == DAMAGE_CATEGORY_STATUS || !moveAffectsTarget) && RandomPercentage(RNG_AI_SWITCH_CHOICE_LOCKED, GetSwitchChance(SHOULD_SWITCH_CHOICE_LOCKED)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}

View File

@ -195,3 +195,38 @@ AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are trappe
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon will switch if locked into a move the player is immune to")
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_GASTLY].types[0] == TYPE_GHOST);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
ASSUME(GetMoveType(MOVE_BODY_SLAM) == TYPE_NORMAL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_GASTLY) { Level(1); Moves(MOVE_CELEBRATE); }
PLAYER(SPECIES_VAPOREON) { Ability(ABILITY_WATER_ABSORB); Moves(MOVE_SURF); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_BODY_SLAM); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_BODY_SLAM); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, MOVE_SURF); SEND_OUT(player, 1); }
TURN { MOVE(player, MOVE_SURF); EXPECT_SWITCH(opponent, 1); }
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon will only see choiced moves when considering switching with ShouldSwitchIfHasBadOdds")
{
PASSES_RANDOMLY(SHOULD_SWITCH_HASBADODDS_PERCENTAGE, 100, RNG_AI_SWITCH_HASBADODDS);
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_GASTLY].types[0] == TYPE_GHOST);
ASSUME(GetMoveType(MOVE_SURF) == TYPE_WATER);
ASSUME(GetMoveType(MOVE_BODY_SLAM) == TYPE_NORMAL);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_OMNISCIENT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES);
PLAYER(SPECIES_GASTLY) { Level(1); Moves(MOVE_CELEBRATE); }
PLAYER(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_CLOSE_COMBAT); }
OPPONENT(SPECIES_ZIGZAGOON) { Item(ITEM_CHOICE_BAND); Moves(MOVE_SURF, MOVE_CLOSE_COMBAT); }
OPPONENT(SPECIES_BRONZONG) { Moves(MOVE_CLOSE_COMBAT); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, MOVE_SURF); SEND_OUT(player, 1); }
TURN { MOVE(player, MOVE_CLOSE_COMBAT); EXPECT_SWITCH(opponent, 1); }
}
}