Fix infinite loop caused by leftovers with AI_FLAG_SMART_CHOICES (#4453)
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2 changed files with 19 additions and 1 deletions
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@ -1535,7 +1535,7 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler)
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s32 currentHP = startingHP;
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s32 currentHP = startingHP;
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// No damage being dealt
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// No damage being dealt
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if ((damageTaken + statusDamage + recurringDamage < recurringHealing) || damageTaken + statusDamage + recurringDamage == 0)
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if ((damageTaken + statusDamage + recurringDamage <= recurringHealing) || damageTaken + statusDamage + recurringDamage == 0)
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return startingHP;
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return startingHP;
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// Mon fainted to hazards
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// Mon fainted to hazards
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@ -548,6 +548,7 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculati
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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")
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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")
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{
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{
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GIVEN {
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GIVEN {
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ASSUME(gItemsInfo[ITEM_LEFTOVERS].holdEffect == HOLD_EFFECT_LEFTOVERS);
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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);
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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);
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PLAYER(SPECIES_BULBASAUR) { Level(5); Moves(MOVE_SWORDS_DANCE, MOVE_WHIRLWIND, MOVE_SAND_ATTACK, MOVE_TAIL_WHIP); }
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PLAYER(SPECIES_BULBASAUR) { Level(5); Moves(MOVE_SWORDS_DANCE, MOVE_WHIRLWIND, MOVE_SAND_ATTACK, MOVE_TAIL_WHIP); }
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// Scenario courtesy of Duke, who triggered the bug in the first place
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// Scenario courtesy of Duke, who triggered the bug in the first place
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@ -561,6 +562,23 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Number of hits to KO calculati
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}
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}
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}
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}
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AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: Avoid infinite loop if damage taken is equal to recurring healing")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_LEFTOVERS].holdEffect == HOLD_EFFECT_LEFTOVERS);
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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);
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PLAYER(SPECIES_MEOWTH_GALARIAN) { Level(100); Moves(MOVE_GROWL, MOVE_FAKE_OUT, MOVE_HONE_CLAWS); }
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// Scenario courtesy of Duke, who triggered the bug in the first place
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OPPONENT(SPECIES_MEOWTH_GALARIAN) { Level(5); Moves(MOVE_GROWL, MOVE_FAKE_OUT, MOVE_HONE_CLAWS); }
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OPPONENT(SPECIES_GEODUDE) { Level(5); Moves(MOVE_DOUBLE_EDGE); }
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OPPONENT(SPECIES_GEODUDE) { Level(5); Moves(MOVE_DOUBLE_EDGE); }
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OPPONENT(SPECIES_NOSEPASS) { Level(5); Moves(MOVE_DOUBLE_EDGE); }
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OPPONENT(SPECIES_HOUNDSTONE) { Level(5); Moves(MOVE_NIGHT_SHADE, MOVE_BODY_PRESS, MOVE_WILL_O_WISP, MOVE_PROTECT); Item(ITEM_LEFTOVERS); }
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} WHEN {
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TURN { MOVE(player, MOVE_FAKE_OUT); EXPECT_MOVES(opponent, MOVE_FAKE_OUT); }
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}
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}
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AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will not switch in a Pokemon which is slower and gets 1HKOed after fainting")
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AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will not switch in a Pokemon which is slower and gets 1HKOed after fainting")
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{
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{
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bool32 alakazamFirst;
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bool32 alakazamFirst;
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