diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index a7a3e54183..5dbbccf489 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -56,7 +56,7 @@ #define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished #define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished #define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks -#define AI_FLAG_ACE_POKEMON (1 << 16) // AI has Ace Pokemon -- Saves until last +#define AI_FLAG_ACE_POKEMON (1 << 16) // AI has Ace Pokemon. The last Pokemon in the party will not used until last remaining. // 'other' ai logic flags #define AI_FLAG_ROAMING (1 << 29) diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index 329d3ebf35..04aa8d23bd 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -109,6 +109,9 @@ static bool8 ShouldSwitchIfWonderGuard(void) continue; if (i == gBattlerPartyIndexes[gActiveBattler]) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + continue; for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++) { @@ -260,7 +263,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) if (IsDoubleBattle()) { if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) - && (GetAIChosenMove(BATTLE_PARTNER(gActiveBattler)) & MOVE_UPROAR) + && (GetAIChosenMove(BATTLE_PARTNER(gActiveBattler)) == MOVE_UPROAR) ) switchMon = FALSE; @@ -291,8 +294,8 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) && 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 + && (GetMonAbility(&party[i]) == ABILITY_MISTY_SURGE + || GetMonAbility(&party[i]) == ABILITY_ELECTRIC_SURGE)) //Ally has Misty or Electric Surge { *(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) = i; BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); @@ -347,7 +350,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) //Nightmare moduloChance = 3; //33.3% - if (gBattleMons[gActiveBattler].status1 & (STATUS1_SLEEP > 1) && gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE + if (gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE && (Random() % (moduloChance*chanceReducer)) == 0) switchMon = TRUE; @@ -374,7 +377,7 @@ static bool8 ShouldSwitchIfGameStatePrompt(void) && AnyStatIsRaised(gActiveBattler)) switchMon = FALSE; if (AiExpectsToFaintPlayer() - && GetAIChosenMove(gActiveBattler) == AI_IS_SLOWER + && !WillAIStrikeFirst() && !AI_OpponentCanFaintAiWithMod(0)) switchMon = FALSE; } @@ -671,20 +674,33 @@ bool32 ShouldSwitch(void) if (availableToSwitch == 0) return FALSE; - if (ShouldSwitchIfAllBadMoves()) + + //NOTE: The sequence of the below functions matter! Do not change unless you have carefully considered the outcome. + //Since the order is sequencial, and some of these functions prompt switch to specific party members. + + //These Functions can prompt switch to specific party members + if (ShouldSwitchIfWonderGuard()) return TRUE; if (ShouldSwitchIfGameStatePrompt()) return TRUE; - if (ShouldSwitchIfWonderGuard()) - return TRUE; if (FindMonThatAbsorbsOpponentsMove()) return TRUE; + + //These Functions can prompt switch to generic pary members + if (ShouldSwitchIfAllBadMoves()) + return TRUE; if (ShouldSwitchIfAbilityBenefit()) return TRUE; + + //Removing switch capabilites under specific conditions + //These Functions prevent the "FindMonWithFlagsAndSuperEffective" from getting out of hand. if (HasSuperEffectiveMoveAgainstOpponents(FALSE)) return FALSE; if (AreStatsRaised()) return FALSE; + + //Default Function + //Can prompt switch if AI has a pokemon in party that resists current opponent & has super effective move if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 2) || FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 3)) return TRUE;