Smarter Choice AI for Status Moves (#4872)

* Smarter choice item usage

* Clarify test name / line ending

* Review feedback

* Review feedback pt. 2
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Pawkkie 2024-06-28 03:04:24 -04:00 committed by GitHub
parent 55c13a80bc
commit d1ca1f667f
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3 changed files with 221 additions and 2 deletions

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@ -2654,6 +2654,22 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
return 0; // cannot even select
} // move effect checks
// Choice items
if (HOLD_EFFECT_CHOICE(aiData->holdEffects[battlerAtk]) && gBattleMons[battlerAtk].ability != ABILITY_KLUTZ)
{
// Don't use user-target moves ie. Swords Dance, with exceptions
if ((moveTarget & MOVE_TARGET_USER)
&& moveEffect != EFFECT_DESTINY_BOND && moveEffect != EFFECT_WISH && moveEffect != EFFECT_HEALING_WISH
&& !(moveEffect == EFFECT_AURORA_VEIL && (AI_GetWeather(aiData) & (B_WEATHER_SNOW | B_WEATHER_HAIL))))
ADJUST_SCORE(-30);
// Don't use a status move if the mon is the last one in the party, has no good switchin, or is trapped
else if (GetBattleMoveCategory(move) == DAMAGE_CATEGORY_STATUS
&& (CountUsablePartyMons(battlerAtk) < 1
|| AI_DATA->mostSuitableMonId[battlerAtk] == PARTY_SIZE
|| IsBattlerTrapped(battlerAtk, TRUE)))
ADJUST_SCORE(-30);
}
if (score < 0)
score = 0;

View file

@ -919,6 +919,24 @@ static bool32 ShouldSwitchIfEncored(u32 battler, bool32 emitResult)
return FALSE;
}
static bool32 ShouldSwitchIfBadChoiceLock(u32 battler, bool32 emitResult)
{
u32 holdEffect = GetBattlerHoldEffect(battler, FALSE);
if (HOLD_EFFECT_CHOICE(holdEffect) && gBattleMons[battler].ability != ABILITY_KLUTZ)
{
if (gMovesInfo[gLastUsedMove].category == DAMAGE_CATEGORY_STATUS)
{
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
if (emitResult)
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
return TRUE;
}
}
return FALSE;
}
// AI should switch if it's become setup fodder and has something better to switch to
static bool32 AreAttackingStatsLowered(u32 battler, bool32 emitResult)
{
@ -941,7 +959,8 @@ static bool32 AreAttackingStatsLowered(u32 battler, bool32 emitResult)
if (AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE && (Random() & 1))
{
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
if (emitResult)
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
return TRUE;
}
}
@ -949,7 +968,8 @@ static bool32 AreAttackingStatsLowered(u32 battler, bool32 emitResult)
else if (attackingStage < DEFAULT_STAT_STAGE - 2)
{
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
if (emitResult)
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
return TRUE;
}
}
@ -1076,6 +1096,8 @@ bool32 ShouldSwitch(u32 battler, bool32 emitResult)
return TRUE;
if (ShouldSwitchIfEncored(battler, emitResult))
return TRUE;
if (ShouldSwitchIfBadChoiceLock(battler, emitResult))
return TRUE;
if (AreAttackingStatsLowered(battler, emitResult))
return TRUE;

181
test/battle/ai_choice.c Normal file
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@ -0,0 +1,181 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gItemsInfo[ITEM_CHOICE_SPECS].holdEffect == HOLD_EFFECT_CHOICE_SPECS);
ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND);
ASSUME(gItemsInfo[ITEM_CHOICE_SCARF].holdEffect == HOLD_EFFECT_CHOICE_SCARF);
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon switch out after using a status move once")
{
u32 j, ability = ABILITY_NONE, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
if (ability == ABILITY_KLUTZ) { // Klutz ignores item
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
}
else {
TURN { EXPECT_SWITCH(opponent, 1); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use stat boosting moves")
{
// Moves defined by MOVE_TARGET_USER (with exceptions?)
u32 j, ability = ABILITY_NONE, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_SWORDS_DANCE].target == MOVE_TARGET_USER);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_SWORDS_DANCE, MOVE_TACKLE); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
if (ability == ABILITY_KLUTZ) { // Klutz ignores item
TURN { EXPECT_MOVE(opponent, MOVE_SWORDS_DANCE); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are the only party member")
{
u32 j, ability = ABILITY_NONE, isAlive = 0, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 0; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 0; }
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 1; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 1; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
OPPONENT(SPECIES_SWAMPERT) { HP(isAlive); Moves(MOVE_WATERFALL); }
} WHEN {
if (isAlive == 1 || ability == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they don't have a good switchin")
{
u32 j, ability = ABILITY_NONE, move = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
PARAMETRIZE{ ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
PARAMETRIZE{ ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(SPECIES_RHYDON)
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
OPPONENT(species) { Moves(move); }
} WHEN {
if (species == SPECIES_SWAMPERT || ability == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
}
}
}
AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are trapped")
{
u32 j, aiAbility = ABILITY_NONE, playerAbility = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
static const u32 choiceItems[] = {
ITEM_CHOICE_SPECS,
ITEM_CHOICE_BAND,
ITEM_CHOICE_SCARF,
};
for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
{
PARAMETRIZE{ aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE{ aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE{ aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
PARAMETRIZE{ aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
}
GIVEN {
ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
PLAYER(species) { Ability(playerAbility); }
OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(aiAbility); }
OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
} WHEN {
if (playerAbility != ABILITY_ARENA_TRAP || aiAbility == ABILITY_KLUTZ) {
TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
}
else {
TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
}
}
}