diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index ed81c19659..96cb7e30df 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -1994,7 +1994,10 @@ static s32 GetMaxDamagePlayerCouldDealToSwitchin(u32 battler, u32 opposingBattle { damageTaken = AI_CalcPartyMonDamage(playerMove, opposingBattler, battler, battleMon, AI_DEFENDING); if (playerMove == gBattleStruct->choicedMove[opposingBattler]) // If player is choiced, only care about the choice locked move + { + *bestPlayerMove = playerMove; return damageTaken; + } if (damageTaken > maxDamageTaken) { maxDamageTaken = damageTaken; @@ -2014,13 +2017,19 @@ static s32 GetMaxPriorityDamagePlayerCouldDealToSwitchin(u32 battler, u32 opposi for (i = 0; i < MAX_MON_MOVES; i++) { + // If player is choiced into a non-priority move, AI understands that it can't deal priority damage + if (gBattleStruct->choicedMove[opposingBattler] !=MOVE_NONE && GetMovePriority(gBattleStruct->choicedMove[opposingBattler]) < 1) + break; playerMove = SMART_SWITCHING_OMNISCIENT ? gBattleMons[opposingBattler].moves[i] : playerMoves[i]; if (GetBattleMovePriority(opposingBattler, gAiLogicData->abilities[opposingBattler], playerMove) > 0 && playerMove != MOVE_NONE && !IsBattleMoveStatus(playerMove) && GetMoveEffect(playerMove) != EFFECT_FOCUS_PUNCH && gBattleMons[opposingBattler].pp[i] > 0) { damageTaken = AI_CalcPartyMonDamage(playerMove, opposingBattler, battler, battleMon, AI_DEFENDING); if (playerMove == gBattleStruct->choicedMove[opposingBattler]) // If player is choiced, only care about the choice locked move + { + *bestPlayerPriorityMove = playerMove; return damageTaken; + } if (damageTaken > maxDamageTaken) { maxDamageTaken = damageTaken; diff --git a/test/battle/ai/ai_switching.c b/test/battle/ai/ai_switching.c index b1aad9afb2..22245e762a 100644 --- a/test/battle/ai/ai_switching.c +++ b/test/battle/ai/ai_switching.c @@ -1399,3 +1399,20 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: Fake Out style moves won't confu TURN { MOVE(player, MOVE_SCRATCH); EXPECT_MOVE(opponent, MOVE_CLOSE_COMBAT); } } } + +AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will consider choice-locked player priority when determining which mon to send out") +{ + u32 item; + PARAMETRIZE { item = ITEM_NONE; } + PARAMETRIZE { item = ITEM_CHOICE_BAND; } + GIVEN { + ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND); + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT); + PLAYER(SPECIES_LYCANROC) { Speed(5); Moves(MOVE_ACCELEROCK, MOVE_MIGHTY_CLEAVE); Item(item); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(4); HP(1); Moves(MOVE_TACKLE); } + OPPONENT(SPECIES_DECIDUEYE_HISUI) { Speed(4); Moves(MOVE_LEAF_BLADE); } + OPPONENT(SPECIES_PHEROMOSA) { Speed(6); HP(1); Moves(MOVE_EARTHQUAKE); } + } WHEN { + TURN { MOVE(player, MOVE_MIGHTY_CLEAVE); EXPECT_MOVE(opponent, MOVE_TACKLE); item == ITEM_NONE ? EXPECT_SEND_OUT(opponent, 1) : EXPECT_SEND_OUT(opponent, 2); } + } +}