From bb978764f373bc90c7bbf3d9155393e98cfcf191 Mon Sep 17 00:00:00 2001 From: Ct11217 Date: Sat, 13 Aug 2022 00:39:44 -0600 Subject: [PATCH] Fixed recommended changes Added additional double battle logic for yawn --- src/battle_ai_switch_items.c | 54 +++++++++++++++++++++++++++++++++--- 1 file changed, 50 insertions(+), 4 deletions(-) diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index 5b4b1a30b4..3b00340d27 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -1,5 +1,6 @@ #include "global.h" #include "battle.h" +#include "constants/battle_ai.h" #include "battle_ai_main.h" #include "battle_ai_util.h" #include "battle_util.h" @@ -14,6 +15,7 @@ #include "util.h" #include "constants/abilities.h" #include "constants/item_effects.h" +#include "constants/battle_move_effects.h" #include "constants/items.h" #include "constants/moves.h" @@ -168,7 +170,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void) else return FALSE; - if (AI_DATA->abilities[gActiveBattler]) == absorbingTypeAbility) + if (AI_DATA->abilities[gActiveBattler] == absorbingTypeAbility) return FALSE; GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); @@ -225,6 +227,10 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) u8 opposingBattler = GetBattlerAtPosition(opposingPosition); s32 moduloChance = 4; //25% Chance Default s32 chanceReducer = 1; //No Reduce default. Increase to reduce + s32 firstId; + s32 lastId; + s32 i; + struct Pokemon *party; if (AnyStatIsRaised(gActiveBattler)) @@ -245,10 +251,50 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) { switchMon = TRUE; - //ToDo: - //Double Battles - //Add logic checking to see if effected by yawn & ally wants to switch out to a pokemon that will set Misty or Electric Terrain + //Double Battles + //Check if partner can prevent sleep + if (IsDoubleBattle()) + { + if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) + && (GetAIChosenMove(BATTLE_PARTNER(gActiveBattler)) & MOVE_UPROAR) + ) + switchMon = FALSE; + if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) + && (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MISTY_TERRAIN + || gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_ELECTRIC_TERRAIN) + && IsBattlerGrounded(gActiveBattler) + ) + switchMon = FALSE; + + if (*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) != PARTY_SIZE) //Partner is switching + { + GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); + + if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) + party = gPlayerParty; + + for (i = firstId; i < lastId; i++) + { + //Look for mon in party that is able to be switched into and has ability that sets terrain + if (GetMonData(&party[i], MON_DATA_HP) != 0 + && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE + && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG + && i != gBattlerPartyIndexes[gActiveBattler] + && i != gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)] + && IsBattlerGrounded(gActiveBattler) + && (GetMonData(&party[i], MON_DATA_ABILITY_NUM) == 226 + || GetMonData(&party[i], MON_DATA_ABILITY_NUM) == 228)) //Ally has Misty or Electric Surge + { + *(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) = i; + BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); + switchMon = FALSE; + break; + } + } + } + } + //Check if Active Pokemon can KO opponent instead of switching //Will still fall asleep, but take out opposing Pokemon first if (AiExpectsToFaintPlayer())