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Fix Seed Sower changing move targets when triggered in double battles (
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…#3341)

Fix Seed Sower changing move targets when triggered in double battles
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ghoulslash authored Sep 25, 2023
2 parents 35e76e9 + 1f1308f commit a264083
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Showing 3 changed files with 140 additions and 2 deletions.
11 changes: 11 additions & 0 deletions data/battle_scripts_1.s
Original file line number Diff line number Diff line change
Expand Up @@ -8774,6 +8774,17 @@ BattleScript_ActivateSwitchInAbilities_Increment:
copybyte gBattlerAttacker, sBATTLER
return

BattleScript_ActivateTerrainAbilities:
savetarget
setbyte gBattlerTarget, 0
BattleScript_ActivateTerrainAbilities_Loop:
activateterrainchangeabilities BS_ATTACKER
BattleScript_ActivateTerrainAbilities_Increment:
addbyte gBattlerTarget, 1
jumpifbytenotequal gBattlerTarget, gBattlersCount, BattleScript_ActivateTerrainAbilities_Loop
restoretarget
return

BattleScript_ElectricSurgeActivates::
pause B_WAIT_TIME_SHORT
call BattleScript_AbilityPopUp
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5 changes: 3 additions & 2 deletions src/battle_util.c
Original file line number Diff line number Diff line change
Expand Up @@ -4088,7 +4088,7 @@ static bool32 TryChangeBattleTerrain(u32 battler, u32 statusFlag, u8 *timer)
else
*timer = 5;

gBattlerAttacker = gBattleScripting.battler = battler;
gBattleScripting.battler = battler;
return TRUE;
}

Expand Down Expand Up @@ -6066,7 +6066,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
}
break;
case ABILITYEFFECT_ON_TERRAIN: // For ability effects that activate when the field terrain changes.
battler = gBattlerAbility = gBattleScripting.battler;
gLastUsedAbility = GetBattlerAbility(battler);
switch (gLastUsedAbility)
{
Expand All @@ -6075,6 +6074,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
{
gSpecialStatuses[battler].terrainAbilityDone = TRUE;
ChangeTypeBasedOnTerrain(battler);
gBattlerAbility = gBattleScripting.battler = battler;
BattleScriptPushCursorAndCallback(BattleScript_MimicryActivates_End3);
effect++;
}
Expand All @@ -6083,6 +6083,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
if (!gSpecialStatuses[battler].terrainAbilityDone && IsBattlerTerrainAffected(battler, STATUS_FIELD_ELECTRIC_TERRAIN))
{
gSpecialStatuses[battler].terrainAbilityDone = TRUE;
gBattlerAbility = gBattleScripting.battler = battler;
PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
BattleScriptPushCursorAndCallback(BattleScript_QuarkDriveActivates);
effect++;
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126 changes: 126 additions & 0 deletions test/battle/ability/seed_sower.c
Original file line number Diff line number Diff line change
@@ -0,0 +1,126 @@
#include "global.h"
#include "test/battle.h"

SINGLE_BATTLE_TEST("Seed Sower sets up Grassy Terrain when hit by an attack")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SEED_SOWER); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Foe Wobbuffet used Tackle!");
HP_BAR(player);
ABILITY_POPUP(player);
MESSAGE("Grass grew to cover the battlefield!");
}
}

#define ABILITY_PARAM(n)(abilities[n] = (k == n) ? ABILITY_SEED_SOWER : ABILITY_SHADOW_TAG)
#define MOVE_HIT(target, position) \
{ \
HP_BAR(target); \
if (abilities[position] == ABILITY_SEED_SOWER) { \
ABILITY_POPUP(target); \
MESSAGE("Grass grew to cover the battlefield!");\
} \
}

DOUBLE_BATTLE_TEST("Multi-target moves hit correct battlers after Seed Sower is triggered") // #2796
{
u32 j, k, l;
u16 usedMove;
static const u16 moves[] = {MOVE_HYPER_VOICE, MOVE_SURF};
u16 abilities[MAX_BATTLERS_COUNT];
u8 attacker;

for (j = 0; j < ARRAY_COUNT(moves); j++)
{
for (k = 0; k < MAX_BATTLERS_COUNT; k++)
{
for (l = 0; l < MAX_BATTLERS_COUNT; l++)
{
if (k == l)
continue; // No tests needed when attacker has Seed Sower
if ((k & BIT_SIDE) == (l & BIT_SIDE) && moves[j] == MOVE_HYPER_VOICE)
continue; // No tests needed when partners has Seed Sower and Hyper Voice is used.
PARAMETRIZE { attacker = l; usedMove = moves[j]; ABILITY_PARAM(0); ABILITY_PARAM(1); ABILITY_PARAM(2); ABILITY_PARAM(3); }
}
}
}

GIVEN {
ASSUME(gBattleMoves[MOVE_HYPER_VOICE].target == MOVE_TARGET_BOTH);
ASSUME(gBattleMoves[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
PLAYER(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_PLAYER_LEFT]); }
PLAYER(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_PLAYER_RIGHT]); }
OPPONENT(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_OPPONENT_LEFT]); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_OPPONENT_RIGHT]); }
} WHEN {
TURN {
MOVE(opponentLeft, (attacker == B_POSITION_OPPONENT_LEFT) ? usedMove : MOVE_CELEBRATE);
MOVE(opponentRight, (attacker == B_POSITION_OPPONENT_RIGHT) ? usedMove : MOVE_CELEBRATE);
MOVE(playerLeft, (attacker == B_POSITION_PLAYER_LEFT) ? usedMove : MOVE_CELEBRATE);
MOVE(playerRight, (attacker == B_POSITION_PLAYER_RIGHT) ? usedMove : MOVE_CELEBRATE);
}
} SCENE {
// ANIMATION(ANIM_TYPE_MOVE, usedMove);
if (usedMove == MOVE_HYPER_VOICE) {
if ((attacker & BIT_SIDE) == B_SIDE_OPPONENT) {
if (attacker == B_POSITION_OPPONENT_LEFT) {
MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
} else {
MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
}
NONE_OF {
HP_BAR(opponentLeft);
HP_BAR(opponentRight);
}
} else {
if (attacker == B_POSITION_PLAYER_LEFT) {
MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
} else {
MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
}
NONE_OF {
HP_BAR(playerLeft);
HP_BAR(playerRight);
}
}
} else { // SURF
switch (attacker) {
case B_POSITION_PLAYER_LEFT:
MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
NOT HP_BAR(playerLeft);
break;
case B_POSITION_OPPONENT_LEFT:
MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
NOT HP_BAR(opponentLeft);
break;
case B_POSITION_PLAYER_RIGHT:
MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT);
NOT HP_BAR(playerRight);
break;
case B_POSITION_OPPONENT_RIGHT:
MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT);
MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT);
MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT);
NOT HP_BAR(opponentRight);
break;
}
}
}
}

#undef ABILITY_PARAM
#undef MOVE_HIT

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