Fix party data assignment (#6712)

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Pawkkie 2025-04-28 02:48:21 -04:00 committed by GitHub
parent 7a3cf5d3a3
commit 96a8035dec
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3 changed files with 5 additions and 6 deletions

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@ -304,8 +304,8 @@ void Ai_InitPartyStruct(void)
bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_OMNISCIENT) || (AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_OMNISCIENT);
struct Pokemon *mon;
AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount;
AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount;
AI_PARTY->count[B_SIDE_PLAYER] = CalculatePlayerPartyCount();
AI_PARTY->count[B_SIDE_OPPONENT] = CalculateEnemyPartyCount();
// Save first 2 or 4(in doubles) mons
CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER);

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@ -181,11 +181,10 @@ static bool32 ShouldSwitchIfHasBadOdds(u32 battler)
//Variable initialization
u8 opposingPosition, atkType1, atkType2, defType1, defType2;
s32 i, damageDealt = 0, maxDamageDealt = 0, damageTaken = 0, maxDamageTaken = 0;
u32 aiMove, playerMove, aiBestMove = MOVE_NONE, aiAbility = AI_DATA->abilities[battler], opposingBattler, weather = AI_GetWeather();
u32 aiMove, playerMove, aiBestMove = MOVE_NONE, aiAbility = AI_DATA->abilities[battler], opposingBattler;
bool32 getsOneShot = FALSE, hasStatusMove = FALSE, hasSuperEffectiveMove = FALSE;
u16 typeEffectiveness = UQ_4_12(1.0); //baseline typing damage
enum BattleMoveEffects aiMoveEffect;
uq4_12_t effectiveness;
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
@ -256,7 +255,7 @@ static bool32 ShouldSwitchIfHasBadOdds(u32 battler)
playerMove = gBattleMons[opposingBattler].moves[i];
if (playerMove != MOVE_NONE && !IsBattleMoveStatus(playerMove) && GetMoveEffect(playerMove) != EFFECT_FOCUS_PUNCH)
{
damageTaken = AI_CalcDamage(playerMove, opposingBattler, battler, &effectiveness, FALSE, weather).median;
damageTaken = AI_GetDamage(opposingBattler, battler, i, AI_DEFENDING, AI_DATA);
if (playerMove == gBattleStruct->choicedMove[opposingBattler]) // If player is choiced, only care about the choice locked move
{
return maxDamageTaken = damageTaken;

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@ -556,7 +556,7 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if mon would
ASSUME(GetMoveType(MOVE_THUNDERBOLT) == TYPE_ELECTRIC);
ASSUME(GetMoveType(MOVE_EARTHQUAKE) == TYPE_GROUND);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING | AI_FLAG_SMART_MON_CHOICES | AI_FLAG_OMNISCIENT);
PLAYER(SPECIES_ELECTRODE) { Moves(MOVE_THUNDERBOLT, MOVE_THUNDER_WAVE, MOVE_THUNDER_SHOCK); }
OPPONENT(SPECIES_PELIPPER) { Moves(MOVE_EARTHQUAKE); };
OPPONENT(SPECIES_RHYDON) { Moves(MOVE_EARTHQUAKE); Ability(ABILITY_ROCK_HEAD); }