Fixes switch in AI bug (#4338)

* Fixes switch in AI bug

* fixes fix

* test
This commit is contained in:
Alex 2024-04-04 19:52:45 +02:00 committed by GitHub
parent 2baa3525e1
commit d1c2a10af6
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GPG key ID: B5690EEEBB952194
2 changed files with 21 additions and 2 deletions

View file

@ -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
@ -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

View file

@ -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;