Merge pull request #2712 from DizzyEggg/fix_abilities_empty_field

Fix switch-in abilities activating on an empty field
This commit is contained in:
Jaizu
2023-02-22 09:49:13 +01:00
committed by GitHub
10 changed files with 205 additions and 37 deletions

View File

@@ -6908,6 +6908,35 @@ static void SetDmgHazardsBattlescript(u8 battlerId, u8 multistringId)
gBattlescriptCurrInstr = BattleScript_DmgHazardsOnFaintedBattler;
}
bool32 DoSwitchInAbilitiesItems(u32 battlerId)
{
return (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, battlerId, 0, 0, 0)
|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, battlerId, 0, 0, 0))
|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, battlerId, 0, 0, 0))
|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, battlerId, FALSE)
|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0));
}
bool32 ShouldPostponeSwitchInAbilities(u32 battlerId)
{
bool32 aliveOpposing1 = IsBattlerAlive(BATTLE_OPPOSITE(battlerId));
bool32 aliveOpposing2 = IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)));
// No pokemon on opposing side - postpone.
if (!aliveOpposing1 && !aliveOpposing2)
return TRUE;
// Checks for double battle, so abilities like Intimidate wait until all battlers are switched-in before activating.
if (IsDoubleBattle())
{
if (aliveOpposing1 && !aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_OPPOSITE(battlerId), PARTY_SIZE, PARTY_SIZE))
return TRUE;
if (!aliveOpposing1 && aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)), PARTY_SIZE, PARTY_SIZE))
return TRUE;
}
return FALSE;
}
static void Cmd_switchineffects(void)
{
CMD_ARGS(u8 battler);
@@ -7042,12 +7071,17 @@ static void Cmd_switchineffects(void)
gDisableStructs[gActiveBattler].truantSwitchInHack = 0;
if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0)
|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0))
|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0))
|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0))
return;
// Don't activate switch-in abilities if the opposing field is empty.
// This could happen when a mon uses explosion and causes everyone to faint.
if (ShouldPostponeSwitchInAbilities(gActiveBattler) || gBattleStruct->switchInAbilityPostponed)
{
gBattleStruct->switchInAbilityPostponed |= gBitTable[gActiveBattler];
}
else
{
if (DoSwitchInAbilitiesItems(gActiveBattler))
return;
}
gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED | SIDE_STATUS_TOXIC_SPIKES_DAMAGED | SIDE_STATUS_STEALTH_ROCK_DAMAGED | SIDE_STATUS_STICKY_WEB_DAMAGED);
@@ -11041,22 +11075,6 @@ static void Cmd_various(void)
AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0);
return;
}
case VARIOUS_JUMP_IF_NO_VALID_TARGETS:
{
VARIOUS_ARGS(const u8 *jumpInstr);
u32 count = 0;
for (i = 0; i < gBattlersCount; i++)
{
if (GetBattlerSide(i) != GetBattlerSide(gBattlerAttacker) && IsBattlerAlive(i))
count++;
}
if (count == 0)
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
return;
}
case VARIOUS_JUMP_IF_EMERGENCY_EXITED:
{
VARIOUS_ARGS(const u8 *jumpInstr);

View File

@@ -3301,7 +3301,7 @@ bool8 HandleWishPerishSongOnTurnEnd(void)
return FALSE;
}
#define FAINTED_ACTIONS_MAX_CASE 7
#define FAINTED_ACTIONS_MAX_CASE 8
bool8 HandleFaintedMonActions(void)
{
@@ -3386,7 +3386,19 @@ bool8 HandleFaintedMonActions(void)
else
gBattleStruct->faintedActionsState = 4;
break;
case 6:
case 6: // All battlers switch-in abilities happen here to prevent them happening against an empty field.
for (i = 0; i < gBattlersCount; i++)
{
if (gBattleStruct->switchInAbilityPostponed & gBitTable[i])
{
if (DoSwitchInAbilitiesItems(i))
return TRUE;
gBattleStruct->switchInAbilityPostponed &= ~(gBitTable[i]);
}
}
gBattleStruct->faintedActionsState++;
break;
case 7:
if (ItemBattleEffects(ITEMEFFECT_NORMAL, 0, TRUE))
return TRUE;
gBattleStruct->faintedActionsState++;
@@ -4749,6 +4761,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
case ABILITY_INTIMIDATE:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattlerAttacker = battler;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SET_STATCHANGER(STAT_ATK, 1, TRUE);
BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivates);