Fix bug involved infinite loop when player mon has only status moves (#4403)

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Alex 2024-04-18 10:34:33 +02:00 committed by GitHub
parent d08fb8e824
commit 4d5a745e31
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2 changed files with 17 additions and 1 deletions

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@ -1535,7 +1535,7 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler)
s32 currentHP = startingHP;
// No damage being dealt
if (damageTaken + statusDamage + recurringDamage < recurringHealing)
if ((damageTaken + statusDamage + recurringDamage < recurringHealing) || damageTaken + statusDamage + recurringDamage == 0)
return startingHP;
// Mon fainted to hazards

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@ -545,6 +545,22 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculati
}
}
AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculation checks whether incoming damage is zero 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_BULBASAUR) { Level(5); Moves(MOVE_SWORDS_DANCE, MOVE_WHIRLWIND, MOVE_SAND_ATTACK, MOVE_TAIL_WHIP); }
// Scenario courtesy of Duke, who triggered the bug in the first place
OPPONENT(SPECIES_GEODUDE) { Level(100); Moves(MOVE_TACKLE); }
OPPONENT(SPECIES_GEODUDE) { Level(100); Moves(MOVE_TACKLE); }
OPPONENT(SPECIES_NOSEPASS) { Level(100); Moves(MOVE_TACKLE); }
} WHEN {
TURN { MOVE(player, MOVE_SWORDS_DANCE); EXPECT_MOVES(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Bulbasaur 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;