diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index 71817646b1..5dc9ab23ae 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -943,6 +943,19 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score) && IsNonVolatileStatusMoveEffect(moveEffect)) RETURN_SCORE_MINUS(10); break; + case ABILITY_VOLT_ABSORB: + case ABILITY_LIGHTNING_ROD: + if (moveType == TYPE_ELECTRIC) + RETURN_SCORE_MINUS(20); + break; + case ABILITY_STORM_DRAIN: + if (moveType == TYPE_WATER) + RETURN_SCORE_MINUS(20); + break; + case ABILITY_FLASH_FIRE: + if (moveType == TYPE_FIRE) + RETURN_SCORE_MINUS(20); + break; } // def ability checks // target partner ability checks & not attacking partner @@ -3386,7 +3399,7 @@ static u32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move) score += AI_TryToClearStats(battlerAtk, battlerDef, isDoubleBattle); break; case EFFECT_ROAR: - if ((gMovesInfo[move].soundMove && aiData->abilities[battlerDef] == ABILITY_SOUNDPROOF) + if ((gMovesInfo[move].soundMove && aiData->abilities[battlerDef] == ABILITY_SOUNDPROOF) || aiData->abilities[battlerDef] == ABILITY_SUCTION_CUPS) break; else if (IsDynamaxed(battlerDef)) diff --git a/test/battle/ai.c b/test/battle/ai.c index f69a748bc9..e5c5a5e76d 100644 --- a/test/battle/ai.c +++ b/test/battle/ai.c @@ -1001,6 +1001,21 @@ AI_SINGLE_BATTLE_TEST("AI calculates guaranteed criticals and detects critical i } } +AI_DOUBLE_BATTLE_TEST("AI recognizes Volt Absorb received from Trace") +{ + GIVEN { + AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); + PLAYER(SPECIES_MAGNETON); + PLAYER(SPECIES_GARDEVOIR) { Ability(ABILITY_TRACE); } + OPPONENT(SPECIES_JOLTEON) { Ability(ABILITY_VOLT_ABSORB); Moves(MOVE_THUNDER_WAVE, MOVE_THUNDERSHOCK, MOVE_WATER_GUN); } + OPPONENT(SPECIES_JOLTEON) { Ability(ABILITY_VOLT_ABSORB); Moves(MOVE_THUNDER_WAVE, MOVE_THUNDERSHOCK, MOVE_WATER_GUN); } + } WHEN { + TURN { NOT_EXPECT_MOVE(opponentLeft, MOVE_THUNDERSHOCK); NOT_EXPECT_MOVE(opponentLeft, MOVE_THUNDER_WAVE); NOT_EXPECT_MOVE(opponentRight, MOVE_THUNDER_WAVE); } + } THEN { + EXPECT(gBattleResources->aiData->abilities[B_POSITION_PLAYER_RIGHT] == ABILITY_VOLT_ABSORB); + } +} + AI_SINGLE_BATTLE_TEST("AI avoids contact moves against rocky helmet") { u32 item;