Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fixes switch in AI bug #4338

Merged
merged 3 commits into from
Apr 4, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions src/battle_ai_switch_items.c
Original file line number Diff line number Diff line change
Expand Up @@ -1530,7 +1530,7 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler)
s32 currentHP = startingHP;

// No damage being dealt
if (damageTaken + statusDamage + recurringDamage == 0)
if (damageTaken + statusDamage + recurringDamage < recurringHealing)
return startingHP;

// Mon fainted to hazards
Expand Down Expand Up @@ -1589,7 +1589,7 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler)
}

// Healing from items occurs before status so we can do the rest in one line
if (currentHP != 0)
if (currentHP >= 0)
currentHP = currentHP + recurringHealing - recurringDamage - statusDamage;

// Recalculate toxic damage if needed
Expand Down
19 changes: 19 additions & 0 deletions test/battle/ai.c
Original file line number Diff line number Diff line change
Expand Up @@ -526,6 +526,25 @@ AI_SINGLE_BATTLE_TEST("AI will choose either Rock Tomb or Bulldoze if Stat drop
}
}

AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculation checks whether incoming damage is less than recurring healing to avoid an infinite loop")
{
GIVEN {
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);
PLAYER(SPECIES_VENUSAUR) { Level(30); Moves(MOVE_TACKLE); }
// Opponent party courtesy of Skolgrahd, who triggered the bug in the first place
OPPONENT(SPECIES_PIKACHU) { Level(100); Moves(MOVE_ZIPPY_ZAP, MOVE_EXTREME_SPEED, MOVE_IRON_TAIL, MOVE_KNOCK_OFF); }
OPPONENT(SPECIES_NINETALES_ALOLAN) { Level(100); Moves(MOVE_AURORA_VEIL, MOVE_BLIZZARD, MOVE_MOONBLAST, MOVE_DISABLE); }
OPPONENT(SPECIES_WEAVILE) { Level(100); Moves(MOVE_NIGHT_SLASH, MOVE_TRIPLE_AXEL, MOVE_ICE_SHARD, MOVE_FAKE_OUT); }
OPPONENT(SPECIES_DITTO) { Level(100); Moves(MOVE_TRANSFORM); }
OPPONENT(SPECIES_TYPHLOSION) { Level(100); Moves(MOVE_ERUPTION, MOVE_HEAT_WAVE, MOVE_FOCUS_BLAST, MOVE_EXTRASENSORY); }
OPPONENT(SPECIES_UMBREON) { Level(100); Item(ITEM_LEFTOVERS); Moves(MOVE_FOUL_PLAY, MOVE_SNARL, MOVE_HELPING_HAND, MOVE_THUNDER_WAVE); }
} WHEN {
TURN { MOVE(player, MOVE_TACKLE); EXPECT_MOVES(opponent, MOVE_ZIPPY_ZAP, MOVE_EXTREME_SPEED, MOVE_IRON_TAIL, MOVE_KNOCK_OFF); }
} SCENE {
MESSAGE("Venusaur fainted!");
}
}

AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will not switch in a Pokemon which is slower and gets 1HKOed after fainting")
{
bool32 alakazamFirst;
Expand Down
Loading