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# include "global.h"
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# include "battle_ai_script_commands.h"
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# include "pokemon.h"
# include "battle.h"
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# include "constants/species.h"
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# include "constants/abilities.h"
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# include "random.h"
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# include "item.h"
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# include "constants/battle_move_effects.h"
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# include "constants/moves.h"
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# include "util.h"
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# define AIScriptRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24)
# define AIScriptRead16(ptr) ((ptr)[0] | (ptr)[1] << 8)
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# define AIScriptReadPtr(ptr) (const u8*) AIScriptRead32(ptr)
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# define AI_ACTION_DONE 0x0001
# define AI_ACTION_FLEE 0x0002
# define AI_ACTION_WATCH 0x0004
# define AI_ACTION_DO_NOT_ATTACK 0x0008
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# define AI_ACTION_UNK5 0x0010
# define AI_ACTION_UNK6 0x0020
# define AI_ACTION_UNK7 0x0040
# define AI_ACTION_UNK8 0x0080
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# define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
# define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
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enum
{
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AI_TARGET ,
AI_USER ,
AI_TARGET_PARTNER ,
AI_USER_PARTNER
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} ;
// AI states
enum
{
AIState_SettingUp ,
AIState_Processing ,
AIState_FinishedProcessing ,
AIState_DoNotProcess
} ;
/*
gAIScriptPtr is a pointer to the next battle AI cmd command to read .
when a command finishes processing , gAIScriptPtr is incremented by
the number of bytes that the current command had reserved for arguments
in order to read the next command correctly . refer to battle_ai_scripts . s for the
AI scripts .
*/
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extern u32 gBattleTypeFlags ;
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extern u8 gActiveBank ;
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extern struct BattlePokemon gBattleMons [ BATTLE_BANKS_COUNT ] ;
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extern u16 gCurrentMove ;
extern u8 gBankTarget ;
extern u8 gAbsentBankFlags ;
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extern u16 gLastMoves [ BATTLE_BANKS_COUNT ] ;
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extern u16 gTrainerBattleOpponent_A ;
extern u16 gTrainerBattleOpponent_B ;
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extern u32 gStatuses3 [ BATTLE_BANKS_COUNT ] ;
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extern u16 gSideAffecting [ 2 ] ;
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extern u16 gBattlePartyID [ BATTLE_BANKS_COUNT ] ;
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extern u16 gDynamicBasePower ;
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extern u8 gBattleMoveFlags ;
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extern s32 gBattleMoveDamage ;
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extern u8 gCritMultiplier ;
extern u16 gBattleWeather ;
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extern const struct BattleMove gBattleMoves [ ] ;
extern const struct BaseStats gBaseStats [ ] ;
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extern const u8 * const gBattleAI_ScriptsTable [ ] ;
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extern u32 GetAiScriptsInRecordedBattle ( ) ;
extern u32 GetAiScriptsInBattleFactory ( ) ;
static u8 BattleAI_ChooseMoveOrAction_Singles ( void ) ;
static u8 BattleAI_ChooseMoveOrAction_Doubles ( void ) ;
static void RecordLastUsedMoveByTarget ( void ) ;
static void BattleAI_DoAIProcessing ( void ) ;
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static void AIStackPushVar ( const u8 * ) ;
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static bool8 AIStackPop ( void ) ;
static void BattleAICmd_if_random_less_than ( void ) ;
static void BattleAICmd_if_random_greater_than ( void ) ;
static void BattleAICmd_if_random_equal ( void ) ;
static void BattleAICmd_if_random_not_equal ( void ) ;
static void BattleAICmd_score ( void ) ;
static void BattleAICmd_if_hp_less_than ( void ) ;
static void BattleAICmd_if_hp_more_than ( void ) ;
static void BattleAICmd_if_hp_equal ( void ) ;
static void BattleAICmd_if_hp_not_equal ( void ) ;
static void BattleAICmd_if_status ( void ) ;
static void BattleAICmd_if_not_status ( void ) ;
static void BattleAICmd_if_status2 ( void ) ;
static void BattleAICmd_if_not_status2 ( void ) ;
static void BattleAICmd_if_status3 ( void ) ;
static void BattleAICmd_if_not_status3 ( void ) ;
static void BattleAICmd_if_side_affecting ( void ) ;
static void BattleAICmd_if_not_side_affecting ( void ) ;
static void BattleAICmd_if_less_than ( void ) ;
static void BattleAICmd_if_more_than ( void ) ;
static void BattleAICmd_if_equal ( void ) ;
static void BattleAICmd_if_not_equal ( void ) ;
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static void BattleAICmd_if_less_than_ptr ( void ) ;
static void BattleAICmd_if_more_than_ptr ( void ) ;
static void BattleAICmd_if_equal_ptr ( void ) ;
static void BattleAICmd_if_not_equal_ptr ( void ) ;
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static void BattleAICmd_if_move ( void ) ;
static void BattleAICmd_if_not_move ( void ) ;
static void BattleAICmd_if_in_bytes ( void ) ;
static void BattleAICmd_if_not_in_bytes ( void ) ;
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static void BattleAICmd_if_in_hwords ( void ) ;
static void BattleAICmd_if_not_in_hwords ( void ) ;
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static void BattleAICmd_if_user_has_attacking_move ( void ) ;
static void BattleAICmd_if_user_has_no_attacking_moves ( void ) ;
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static void BattleAICmd_get_turn_count ( void ) ;
static void BattleAICmd_get_type ( void ) ;
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static void BattleAICmd_get_considered_move_power ( void ) ;
static void BattleAICmd_get_how_powerful_move_is ( void ) ;
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static void BattleAICmd_get_last_used_bank_move ( void ) ;
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static void BattleAICmd_if_equal_ ( void ) ;
static void BattleAICmd_if_not_equal_ ( void ) ;
static void BattleAICmd_if_user_goes ( void ) ;
static void BattleAICmd_if_user_doesnt_go ( void ) ;
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static void BattleAICmd_nullsub_2A ( void ) ;
static void BattleAICmd_nullsub_2B ( void ) ;
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static void BattleAICmd_count_usable_party_mons ( void ) ;
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static void BattleAICmd_get_considered_move ( void ) ;
static void BattleAICmd_get_considered_move_effect ( void ) ;
static void BattleAICmd_get_ability ( void ) ;
static void BattleAICmd_get_highest_type_effectiveness ( void ) ;
static void BattleAICmd_if_type_effectiveness ( void ) ;
static void BattleAICmd_nullsub_32 ( void ) ;
static void BattleAICmd_nullsub_33 ( void ) ;
static void BattleAICmd_if_status_in_party ( void ) ;
static void BattleAICmd_if_status_not_in_party ( void ) ;
static void BattleAICmd_get_weather ( void ) ;
static void BattleAICmd_if_effect ( void ) ;
static void BattleAICmd_if_not_effect ( void ) ;
static void BattleAICmd_if_stat_level_less_than ( void ) ;
static void BattleAICmd_if_stat_level_more_than ( void ) ;
static void BattleAICmd_if_stat_level_equal ( void ) ;
static void BattleAICmd_if_stat_level_not_equal ( void ) ;
static void BattleAICmd_if_can_faint ( void ) ;
static void BattleAICmd_if_cant_faint ( void ) ;
static void BattleAICmd_if_has_move ( void ) ;
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static void BattleAICmd_if_doesnt_have_move ( void ) ;
static void BattleAICmd_if_has_move_with_effect ( void ) ;
static void BattleAICmd_if_doesnt_have_move_with_effect ( void ) ;
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static void BattleAICmd_if_any_move_disabled_or_encored ( void ) ;
static void BattleAICmd_if_curr_move_disabled_or_encored ( void ) ;
static void BattleAICmd_flee ( void ) ;
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static void BattleAICmd_if_random_safari_flee ( void ) ;
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static void BattleAICmd_watch ( void ) ;
static void BattleAICmd_get_hold_effect ( void ) ;
static void BattleAICmd_get_gender ( void ) ;
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static void BattleAICmd_is_first_turn_for ( void ) ;
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static void BattleAICmd_get_stockpile_count ( void ) ;
static void BattleAICmd_is_double_battle ( void ) ;
static void BattleAICmd_get_used_held_item ( void ) ;
static void BattleAICmd_get_move_type_from_result ( void ) ;
static void BattleAICmd_get_move_power_from_result ( void ) ;
static void BattleAICmd_get_move_effect_from_result ( void ) ;
static void BattleAICmd_get_protect_count ( void ) ;
static void BattleAICmd_nullsub_52 ( void ) ;
static void BattleAICmd_nullsub_53 ( void ) ;
static void BattleAICmd_nullsub_54 ( void ) ;
static void BattleAICmd_nullsub_55 ( void ) ;
static void BattleAICmd_nullsub_56 ( void ) ;
static void BattleAICmd_nullsub_57 ( void ) ;
static void BattleAICmd_call ( void ) ;
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static void BattleAICmd_goto ( void ) ;
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static void BattleAICmd_end ( void ) ;
static void BattleAICmd_if_level_cond ( void ) ;
static void BattleAICmd_if_target_taunted ( void ) ;
static void BattleAICmd_if_target_not_taunted ( void ) ;
static void BattleAICmd_check_ability ( void ) ;
static void BattleAICmd_is_of_type ( void ) ;
static void BattleAICmd_if_target_is_ally ( void ) ;
static void BattleAICmd_if_flash_fired ( void ) ;
static void BattleAICmd_if_holds_item ( void ) ;
// ewram
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EWRAM_DATA const u8 * gAIScriptPtr = NULL ;
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EWRAM_DATA static u8 sBank_AI = 0 ;
// const rom data
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typedef void ( * BattleAICmdFunc ) ( void ) ;
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static const BattleAICmdFunc sBattleAICmdTable [ ] =
{
BattleAICmd_if_random_less_than , // 0x0
BattleAICmd_if_random_greater_than , // 0x1
BattleAICmd_if_random_equal , // 0x2
BattleAICmd_if_random_not_equal , // 0x3
BattleAICmd_score , // 0x4
BattleAICmd_if_hp_less_than , // 0x5
BattleAICmd_if_hp_more_than , // 0x6
BattleAICmd_if_hp_equal , // 0x7
BattleAICmd_if_hp_not_equal , // 0x8
BattleAICmd_if_status , // 0x9
BattleAICmd_if_not_status , // 0xA
BattleAICmd_if_status2 , // 0xB
BattleAICmd_if_not_status2 , // 0xC
BattleAICmd_if_status3 , // 0xD
BattleAICmd_if_not_status3 , // 0xE
BattleAICmd_if_side_affecting , // 0xF
BattleAICmd_if_not_side_affecting , // 0x10
BattleAICmd_if_less_than , // 0x11
BattleAICmd_if_more_than , // 0x12
BattleAICmd_if_equal , // 0x13
BattleAICmd_if_not_equal , // 0x14
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BattleAICmd_if_less_than_ptr , // 0x15
BattleAICmd_if_more_than_ptr , // 0x16
BattleAICmd_if_equal_ptr , // 0x17
BattleAICmd_if_not_equal_ptr , // 0x18
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BattleAICmd_if_move , // 0x19
BattleAICmd_if_not_move , // 0x1A
BattleAICmd_if_in_bytes , // 0x1B
BattleAICmd_if_not_in_bytes , // 0x1C
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BattleAICmd_if_in_hwords , // 0x1D
BattleAICmd_if_not_in_hwords , // 0x1E
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BattleAICmd_if_user_has_attacking_move , // 0x1F
BattleAICmd_if_user_has_no_attacking_moves , // 0x20
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BattleAICmd_get_turn_count , // 0x21
BattleAICmd_get_type , // 0x22
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BattleAICmd_get_considered_move_power , // 0x23
BattleAICmd_get_how_powerful_move_is , // 0x24
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BattleAICmd_get_last_used_bank_move , // 0x25
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BattleAICmd_if_equal_ , // 0x26
BattleAICmd_if_not_equal_ , // 0x27
BattleAICmd_if_user_goes , // 0x28
BattleAICmd_if_user_doesnt_go , // 0x29
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BattleAICmd_nullsub_2A , // 0x2A
BattleAICmd_nullsub_2B , // 0x2B
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BattleAICmd_count_usable_party_mons , // 0x2C
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BattleAICmd_get_considered_move , // 0x2D
BattleAICmd_get_considered_move_effect , // 0x2E
BattleAICmd_get_ability , // 0x2F
BattleAICmd_get_highest_type_effectiveness , // 0x30
BattleAICmd_if_type_effectiveness , // 0x31
BattleAICmd_nullsub_32 , // 0x32
BattleAICmd_nullsub_33 , // 0x33
BattleAICmd_if_status_in_party , // 0x34
BattleAICmd_if_status_not_in_party , // 0x35
BattleAICmd_get_weather , // 0x36
BattleAICmd_if_effect , // 0x37
BattleAICmd_if_not_effect , // 0x38
BattleAICmd_if_stat_level_less_than , // 0x39
BattleAICmd_if_stat_level_more_than , // 0x3A
BattleAICmd_if_stat_level_equal , // 0x3B
BattleAICmd_if_stat_level_not_equal , // 0x3C
BattleAICmd_if_can_faint , // 0x3D
BattleAICmd_if_cant_faint , // 0x3E
BattleAICmd_if_has_move , // 0x3F
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BattleAICmd_if_doesnt_have_move , // 0x40
BattleAICmd_if_has_move_with_effect , // 0x41
BattleAICmd_if_doesnt_have_move_with_effect , // 0x42
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BattleAICmd_if_any_move_disabled_or_encored , // 0x43
BattleAICmd_if_curr_move_disabled_or_encored , // 0x44
BattleAICmd_flee , // 0x45
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BattleAICmd_if_random_safari_flee , // 0x46
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BattleAICmd_watch , // 0x47
BattleAICmd_get_hold_effect , // 0x48
BattleAICmd_get_gender , // 0x49
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BattleAICmd_is_first_turn_for , // 0x4A
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BattleAICmd_get_stockpile_count , // 0x4B
BattleAICmd_is_double_battle , // 0x4C
BattleAICmd_get_used_held_item , // 0x4D
BattleAICmd_get_move_type_from_result , // 0x4E
BattleAICmd_get_move_power_from_result , // 0x4F
BattleAICmd_get_move_effect_from_result , // 0x50
BattleAICmd_get_protect_count , // 0x51
BattleAICmd_nullsub_52 , // 0x52
BattleAICmd_nullsub_53 , // 0x53
BattleAICmd_nullsub_54 , // 0x54
BattleAICmd_nullsub_55 , // 0x55
BattleAICmd_nullsub_56 , // 0x56
BattleAICmd_nullsub_57 , // 0x57
BattleAICmd_call , // 0x58
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BattleAICmd_goto , // 0x59
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BattleAICmd_end , // 0x5A
BattleAICmd_if_level_cond , // 0x5B
BattleAICmd_if_target_taunted , // 0x5C
BattleAICmd_if_target_not_taunted , // 0x5D
BattleAICmd_if_target_is_ally , // 0x5E
BattleAICmd_is_of_type , // 0x5F
BattleAICmd_check_ability , // 0x60
BattleAICmd_if_flash_fired , // 0x61
BattleAICmd_if_holds_item , // 0x62
} ;
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static const u16 sDiscouragedPowerfulMoveEffects [ ] =
{
EFFECT_EXPLOSION ,
EFFECT_DREAM_EATER ,
EFFECT_RAZOR_WIND ,
EFFECT_SKY_ATTACK ,
EFFECT_RECHARGE ,
EFFECT_SKULL_BASH ,
EFFECT_SOLARBEAM ,
EFFECT_SPIT_UP ,
EFFECT_FOCUS_PUNCH ,
EFFECT_SUPERPOWER ,
EFFECT_ERUPTION ,
EFFECT_OVERHEAT ,
0xFFFF
} ;
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void BattleAI_HandleItemUseBeforeAISetup ( u8 defaultScoreMoves )
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{
s32 i ;
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u8 * data = ( u8 * ) gBattleResources - > battleHistory ;
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for ( i = 0 ; i < sizeof ( struct BattleHistory ) ; i + + )
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data [ i ] = 0 ;
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// items are allowed to use in ONLY trainer battles
if ( ( gBattleTypeFlags &
( BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER |
BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_x2000000 | BATTLE_TYPE_SECRET_BASE ) )
= = BATTLE_TYPE_TRAINER )
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{
for ( i = 0 ; i < 4 ; i + + )
{
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if ( gTrainers [ gTrainerBattleOpponent_A ] . items [ i ] ! = 0 )
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{
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gBattleResources - > battleHistory - > trainerItems [ gBattleResources - > battleHistory - > itemsNo ] = gTrainers [ gTrainerBattleOpponent_A ] . items [ i ] ;
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gBattleResources - > battleHistory - > itemsNo + + ;
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}
}
}
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BattleAI_SetupAIData ( defaultScoreMoves ) ;
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}
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void BattleAI_SetupAIData ( u8 defaultScoreMoves )
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{
s32 i ;
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u8 * data = ( u8 * ) AI_THINKING_STRUCT ;
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u8 moveLimitations ;
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// clear AI data.
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for ( i = 0 ; i < sizeof ( struct AI_ThinkingStruct ) ; i + + )
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data [ i ] = 0 ;
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// conditional score reset, unlike Ruby.
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( defaultScoreMoves & 1 )
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AI_THINKING_STRUCT - > score [ i ] = 100 ;
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else
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AI_THINKING_STRUCT - > score [ i ] = 0 ;
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defaultScoreMoves > > = 1 ;
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}
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moveLimitations = CheckMoveLimitations ( gActiveBank , 0 , 0xFF ) ;
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// ignore moves that aren't possible to use
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBitTable [ i ] & moveLimitations )
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AI_THINKING_STRUCT - > score [ i ] = 0 ;
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AI_THINKING_STRUCT - > simulatedRNG [ i ] = 100 - ( Random ( ) % 16 ) ;
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}
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gBattleResources - > AI_ScriptsStack - > size = 0 ;
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sBank_AI = gActiveBank ;
// decide a random target bank in doubles
if ( gBattleTypeFlags & BATTLE_TYPE_DOUBLE )
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{
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gBankTarget = ( Random ( ) & 2 ) + ( GetBankSide ( gActiveBank ) ^ 1 ) ;
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if ( gAbsentBankFlags & gBitTable [ gBankTarget ] )
gBankTarget ^ = 2 ;
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}
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// in singles there's only one choice
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else
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gBankTarget = sBank_AI ^ 1 ;
if ( gBattleTypeFlags & BATTLE_TYPE_RECORDED )
AI_THINKING_STRUCT - > aiFlags = GetAiScriptsInRecordedBattle ( ) ;
else if ( gBattleTypeFlags & BATTLE_TYPE_SAFARI )
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AI_THINKING_STRUCT - > aiFlags = 0x40000000 ;
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else if ( gBattleTypeFlags & BATTLE_TYPE_ROAMER )
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AI_THINKING_STRUCT - > aiFlags = 0x20000000 ;
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else if ( gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE )
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AI_THINKING_STRUCT - > aiFlags = 0x80000000 ;
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else if ( gBattleTypeFlags & BATTLE_TYPE_FACTORY )
AI_THINKING_STRUCT - > aiFlags = GetAiScriptsInBattleFactory ( ) ;
else if ( gBattleTypeFlags & ( BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_x4000000 | BATTLE_TYPE_SECRET_BASE ) )
AI_THINKING_STRUCT - > aiFlags = 7 ; // the smartest possible set
else if ( gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS )
AI_THINKING_STRUCT - > aiFlags = gTrainers [ gTrainerBattleOpponent_A ] . aiFlags | gTrainers [ gTrainerBattleOpponent_B ] . aiFlags ;
else
AI_THINKING_STRUCT - > aiFlags = gTrainers [ gTrainerBattleOpponent_A ] . aiFlags ;
if ( gBattleTypeFlags & BATTLE_TYPE_DOUBLE )
AI_THINKING_STRUCT - > aiFlags | = 0x80 ; // act smart in doubles and don't attack your partner
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}
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u8 BattleAI_ChooseMoveOrAction ( void )
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{
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u16 savedCurrentMove = gCurrentMove ;
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u8 ret ;
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if ( ! ( gBattleTypeFlags & BATTLE_TYPE_DOUBLE ) )
ret = BattleAI_ChooseMoveOrAction_Singles ( ) ;
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else
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ret = BattleAI_ChooseMoveOrAction_Doubles ( ) ;
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gCurrentMove = savedCurrentMove ;
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return ret ;
}
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static u8 BattleAI_ChooseMoveOrAction_Singles ( void )
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{
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u8 currentMoveArray [ 4 ] ;
u8 consideredMoveArray [ 4 ] ;
u8 numOfBestMoves ;
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s32 i ;
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RecordLastUsedMoveByTarget ( ) ;
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while ( AI_THINKING_STRUCT - > aiFlags ! = 0 )
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{
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if ( AI_THINKING_STRUCT - > aiFlags & 1 )
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{
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AI_THINKING_STRUCT - > aiState = AIState_SettingUp ;
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BattleAI_DoAIProcessing ( ) ;
}
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AI_THINKING_STRUCT - > aiFlags > > = 1 ;
AI_THINKING_STRUCT - > aiLogicId + + ;
AI_THINKING_STRUCT - > movesetIndex = 0 ;
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}
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// special flags for safari
if ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_FLEE )
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return 4 ;
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if ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_WATCH )
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return 5 ;
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numOfBestMoves = 1 ;
currentMoveArray [ 0 ] = AI_THINKING_STRUCT - > score [ 0 ] ;
consideredMoveArray [ 0 ] = 0 ;
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for ( i = 1 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0 ) // emerald adds an extra move ID check for some reason.
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{
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// in ruby, the order of these if statements are reversed.
if ( currentMoveArray [ 0 ] = = AI_THINKING_STRUCT - > score [ i ] )
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{
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currentMoveArray [ numOfBestMoves ] = AI_THINKING_STRUCT - > score [ i ] ;
consideredMoveArray [ numOfBestMoves + + ] = i ;
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}
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if ( currentMoveArray [ 0 ] < AI_THINKING_STRUCT - > score [ i ] )
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{
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numOfBestMoves = 1 ;
currentMoveArray [ 0 ] = AI_THINKING_STRUCT - > score [ i ] ;
consideredMoveArray [ 0 ] = i ;
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}
}
}
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return consideredMoveArray [ Random ( ) % numOfBestMoves ] ;
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}
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static u8 BattleAI_ChooseMoveOrAction_Doubles ( void )
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{
s32 i ;
s32 j ;
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s32 scriptsToRun ;
s16 bestMovePointsForTarget [ 4 ] ;
s8 mostViableTargetsArray [ 4 ] ;
u8 actionOrMoveIndex [ 4 ] ;
u8 mostViableMovesScores [ 4 ] ;
u8 mostViableMovesIndices [ 4 ] ;
s32 mostViableTargetsNo ;
s32 mostViableMovesNo ;
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s16 mostMovePoints ;
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for ( i = 0 ; i < 4 ; i + + )
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{
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if ( i = = sBank_AI | | gBattleMons [ i ] . hp = = 0 )
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{
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actionOrMoveIndex [ i ] = - 1 ;
bestMovePointsForTarget [ i ] = - 1 ;
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}
else
{
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if ( gBattleTypeFlags & BATTLE_TYPE_PALACE )
BattleAI_SetupAIData ( gBattleStruct - > field_92 > > 4 ) ;
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else
BattleAI_SetupAIData ( 0xF ) ;
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gBankTarget = i ;
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if ( ( i & BIT_SIDE ) ! = ( sBank_AI & BIT_SIDE ) )
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RecordLastUsedMoveByTarget ( ) ;
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AI_THINKING_STRUCT - > aiLogicId = 0 ;
AI_THINKING_STRUCT - > movesetIndex = 0 ;
scriptsToRun = AI_THINKING_STRUCT - > aiFlags ;
while ( scriptsToRun ! = 0 )
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{
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if ( scriptsToRun & 1 )
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{
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AI_THINKING_STRUCT - > aiState = AIState_SettingUp ;
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BattleAI_DoAIProcessing ( ) ;
}
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scriptsToRun > > = 1 ;
AI_THINKING_STRUCT - > aiLogicId + + ;
AI_THINKING_STRUCT - > movesetIndex = 0 ;
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}
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if ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_FLEE )
actionOrMoveIndex [ i ] = 4 ;
else if ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_WATCH )
actionOrMoveIndex [ i ] = 5 ;
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else
{
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mostViableMovesScores [ 0 ] = AI_THINKING_STRUCT - > score [ 0 ] ;
mostViableMovesIndices [ 0 ] = 0 ;
mostViableMovesNo = 1 ;
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for ( j = 1 ; j < 4 ; j + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ j ] ! = 0 )
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{
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if ( mostViableMovesScores [ 0 ] = = AI_THINKING_STRUCT - > score [ j ] )
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{
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mostViableMovesScores [ mostViableMovesNo ] = AI_THINKING_STRUCT - > score [ j ] ;
mostViableMovesIndices [ mostViableMovesNo ] = j ;
mostViableMovesNo + + ;
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}
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if ( mostViableMovesScores [ 0 ] < AI_THINKING_STRUCT - > score [ j ] )
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{
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mostViableMovesScores [ 0 ] = AI_THINKING_STRUCT - > score [ j ] ;
mostViableMovesIndices [ 0 ] = j ;
mostViableMovesNo = 1 ;
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}
}
//_08130E72
}
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actionOrMoveIndex [ i ] = mostViableMovesIndices [ Random ( ) % mostViableMovesNo ] ;
bestMovePointsForTarget [ i ] = mostViableMovesScores [ 0 ] ;
// don't use a move against ally if it has less than 100 pts
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if ( i = = ( sBank_AI ^ BIT_MON ) & & bestMovePointsForTarget [ i ] < 100 )
{
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bestMovePointsForTarget [ i ] = - 1 ;
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mostViableMovesScores [ 0 ] = mostViableMovesScores [ 0 ] ; // needed to match
}
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}
}
}
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mostMovePoints = bestMovePointsForTarget [ 0 ] ;
mostViableTargetsArray [ 0 ] = 0 ;
mostViableTargetsNo = 1 ;
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for ( i = 1 ; i < 4 ; i + + )
{
//_08130EDA
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if ( mostMovePoints = = bestMovePointsForTarget [ i ] )
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{
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mostViableTargetsArray [ mostViableTargetsNo ] = i ;
mostViableTargetsNo + + ;
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}
//_08130EEE
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if ( mostMovePoints < bestMovePointsForTarget [ i ] )
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{
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mostMovePoints = bestMovePointsForTarget [ i ] ;
mostViableTargetsArray [ 0 ] = i ;
mostViableTargetsNo = 1 ;
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}
}
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gBankTarget = mostViableTargetsArray [ Random ( ) % mostViableTargetsNo ] ;
return actionOrMoveIndex [ gBankTarget ] ;
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}
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static void BattleAI_DoAIProcessing ( void )
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{
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while ( AI_THINKING_STRUCT - > aiState ! = AIState_FinishedProcessing )
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{
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switch ( AI_THINKING_STRUCT - > aiState )
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{
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case AIState_DoNotProcess : // Needed to match.
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break ;
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case AIState_SettingUp :
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gAIScriptPtr = gBattleAI_ScriptsTable [ AI_THINKING_STRUCT - > aiLogicId ] ; // set AI ptr to logic ID.
if ( gBattleMons [ sBank_AI ] . pp [ AI_THINKING_STRUCT - > movesetIndex ] = = 0 )
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{
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AI_THINKING_STRUCT - > moveConsidered = 0 ;
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}
else
{
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AI_THINKING_STRUCT - > moveConsidered = gBattleMons [ sBank_AI ] . moves [ AI_THINKING_STRUCT - > movesetIndex ] ;
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}
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AI_THINKING_STRUCT - > aiState + + ;
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break ;
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case AIState_Processing :
if ( AI_THINKING_STRUCT - > moveConsidered ! = 0 )
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sBattleAICmdTable [ * gAIScriptPtr ] ( ) ; // Run AI command.
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else
{
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AI_THINKING_STRUCT - > score [ AI_THINKING_STRUCT - > movesetIndex ] = 0 ;
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AI_THINKING_STRUCT - > aiAction | = AI_ACTION_DONE ;
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}
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if ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_DONE )
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{
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AI_THINKING_STRUCT - > movesetIndex + + ;
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if ( AI_THINKING_STRUCT - > movesetIndex < 4 & & ! ( AI_THINKING_STRUCT - > aiAction & AI_ACTION_DO_NOT_ATTACK ) )
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AI_THINKING_STRUCT - > aiState = AIState_SettingUp ;
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else
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AI_THINKING_STRUCT - > aiState + + ;
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AI_THINKING_STRUCT - > aiAction & = ~ ( AI_ACTION_DONE ) ;
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}
break ;
}
}
}
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static void RecordLastUsedMoveByTarget ( void )
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{
s32 i ;
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleResources - > battleHistory - > usedMoves [ gBankTarget ] . moves [ i ] = = gLastMoves [ gBankTarget ] )
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break ;
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if ( gBattleResources - > battleHistory - > usedMoves [ gBankTarget ] . moves [ i ] ! = gLastMoves [ gBankTarget ] // HACK: This redundant condition is a hack to make the asm match.
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& & gBattleResources - > battleHistory - > usedMoves [ gBankTarget ] . moves [ i ] = = 0 )
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{
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gBattleResources - > battleHistory - > usedMoves [ gBankTarget ] . moves [ i ] = gLastMoves [ gBankTarget ] ;
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break ;
}
}
}
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void ClearBankMoveHistory ( u8 bank )
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{
s32 i ;
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for ( i = 0 ; i < 4 ; i + + )
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gBattleResources - > battleHistory - > usedMoves [ bank ] . moves [ i ] = 0 ;
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}
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void RecordAbilityBattle ( u8 bank , u8 abilityId )
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{
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gBattleResources - > battleHistory - > abilities [ bank ] = abilityId ;
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}
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void ClearBankAbilityHistory ( u8 bank )
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{
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gBattleResources - > battleHistory - > abilities [ bank ] = 0 ;
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}
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void RecordItemEffectBattle ( u8 bank , u8 itemEffect )
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{
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gBattleResources - > battleHistory - > itemEffects [ bank ] = itemEffect ;
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}
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void ClearBankItemEffectHistory ( u8 bank )
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{
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gBattleResources - > battleHistory - > itemEffects [ bank ] = 0 ;
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}
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static void BattleAICmd_if_random_less_than ( void )
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{
u16 random = Random ( ) ;
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if ( random % 256 < gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_random_greater_than ( void )
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{
u16 random = Random ( ) ;
if ( random % 256 > gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_random_equal ( void )
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{
u16 random = Random ( ) ;
if ( random % 256 = = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_random_not_equal ( void )
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{
u16 random = Random ( ) ;
if ( random % 256 ! = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_score ( void )
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{
AI_THINKING_STRUCT - > score [ AI_THINKING_STRUCT - > movesetIndex ] + = gAIScriptPtr [ 1 ] ; // add the result to the array of the move consider's score.
if ( AI_THINKING_STRUCT - > score [ AI_THINKING_STRUCT - > movesetIndex ] < 0 ) // if the score is negative, flatten it to 0.
AI_THINKING_STRUCT - > score [ AI_THINKING_STRUCT - > movesetIndex ] = 0 ;
gAIScriptPtr + = 2 ; // AI return.
}
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static void BattleAICmd_if_hp_less_than ( void )
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{
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u16 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( ( u32 ) ( 100 * gBattleMons [ bank ] . hp / gBattleMons [ bank ] . maxHP ) < gAIScriptPtr [ 2 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_hp_more_than ( void )
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{
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u16 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( ( u32 ) ( 100 * gBattleMons [ bank ] . hp / gBattleMons [ bank ] . maxHP ) > gAIScriptPtr [ 2 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_hp_equal ( void )
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{
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u16 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( ( u32 ) ( 100 * gBattleMons [ bank ] . hp / gBattleMons [ bank ] . maxHP ) = = gAIScriptPtr [ 2 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_hp_not_equal ( void )
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{
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u16 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( ( u32 ) ( 100 * gBattleMons [ bank ] . hp / gBattleMons [ bank ] . maxHP ) ! = gAIScriptPtr [ 2 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_status ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gBattleMons [ bank ] . status1 & status ) ! = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_not_status ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gBattleMons [ bank ] . status1 & status ) = = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_status2 ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gBattleMons [ bank ] . status2 & status ) ! = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_not_status2 ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gBattleMons [ bank ] . status2 & status ) = = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_status3 ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gStatuses3 [ bank ] & status ) ! = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_not_status3 ( void )
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{
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u16 bank ;
u32 status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gStatuses3 [ bank ] & status ) = = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_side_affecting ( void )
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{
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u16 bank ;
u32 side , status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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side = GET_BANK_SIDE ( bank ) ;
status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gSideAffecting [ side ] & status ) ! = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_not_side_affecting ( void )
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{
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u16 bank ;
u32 side , status ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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side = GET_BANK_SIDE ( bank ) ;
status = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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if ( ( gSideAffecting [ side ] & status ) = = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
else
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_less_than ( void )
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{
if ( AI_THINKING_STRUCT - > funcResult < gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_more_than ( void )
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{
if ( AI_THINKING_STRUCT - > funcResult > gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_equal ( void )
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{
if ( AI_THINKING_STRUCT - > funcResult = = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_not_equal ( void )
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{
if ( AI_THINKING_STRUCT - > funcResult ! = gAIScriptPtr [ 1 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_less_than_ptr ( void )
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{
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const u8 * value = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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if ( AI_THINKING_STRUCT - > funcResult < * value )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
else
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_more_than_ptr ( void )
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{
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const u8 * value = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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if ( AI_THINKING_STRUCT - > funcResult > * value )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
else
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_equal_ptr ( void )
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{
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const u8 * value = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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if ( AI_THINKING_STRUCT - > funcResult = = * value )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
else
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_not_equal_ptr ( void )
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{
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const u8 * value = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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if ( AI_THINKING_STRUCT - > funcResult ! = * value )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
else
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_move ( void )
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{
u16 move = AIScriptRead16 ( gAIScriptPtr + 1 ) ;
if ( AI_THINKING_STRUCT - > moveConsidered = = move )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_not_move ( void )
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{
u16 move = AIScriptRead16 ( gAIScriptPtr + 1 ) ;
if ( AI_THINKING_STRUCT - > moveConsidered ! = move )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
else
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_in_bytes ( void )
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{
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const u8 * ptr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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while ( * ptr ! = 0xFF )
{
if ( AI_THINKING_STRUCT - > funcResult = = * ptr )
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
return ;
}
ptr + + ;
}
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_not_in_bytes ( void )
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{
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const u8 * ptr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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while ( * ptr ! = 0xFF )
{
if ( AI_THINKING_STRUCT - > funcResult = = * ptr )
{
gAIScriptPtr + = 9 ;
return ;
}
ptr + + ;
}
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
}
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static void BattleAICmd_if_in_hwords ( void )
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{
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const u16 * ptr = ( const u16 * ) AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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while ( * ptr ! = 0xFFFF )
{
if ( AI_THINKING_STRUCT - > funcResult = = * ptr )
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
return ;
}
ptr + + ;
}
gAIScriptPtr + = 9 ;
}
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static void BattleAICmd_if_not_in_hwords ( void )
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{
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const u16 * ptr = ( u16 * ) AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
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while ( * ptr ! = 0xFFFF )
{
if ( AI_THINKING_STRUCT - > funcResult = = * ptr )
{
gAIScriptPtr + = 9 ;
return ;
}
ptr + + ;
}
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 5 ) ;
}
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static void BattleAICmd_if_user_has_attacking_move ( void )
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{
s32 i ;
for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0
& & gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ i ] ] . power ! = 0 )
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break ;
}
if ( i = = 4 )
gAIScriptPtr + = 5 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
}
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static void BattleAICmd_if_user_has_no_attacking_moves ( void )
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{
s32 i ;
for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0
& & gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ i ] ] . power ! = 0 )
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break ;
}
if ( i ! = 4 )
gAIScriptPtr + = 5 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
}
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static void BattleAICmd_get_turn_count ( void )
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{
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AI_THINKING_STRUCT - > funcResult = gBattleResults . battleTurnCounter ;
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gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_type ( void )
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{
u8 typeVar = gAIScriptPtr [ 1 ] ;
switch ( typeVar )
{
case 1 : // player primary type
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ sBank_AI ] . type1 ;
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break ;
case 0 : // enemy primary type
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ gBankTarget ] . type1 ;
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break ;
case 3 : // player secondary type
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ sBank_AI ] . type2 ;
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break ;
case 2 : // enemy secondary type
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ gBankTarget ] . type2 ;
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break ;
case 4 : // type of move being pointed to
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . type ;
break ;
}
gAIScriptPtr + = 2 ;
}
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static u8 BattleAI_GetWantedBank ( u8 bank )
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{
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switch ( bank )
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{
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case AI_USER :
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return sBank_AI ;
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case AI_TARGET :
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default :
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return gBankTarget ;
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case AI_USER_PARTNER :
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return sBank_AI ^ BIT_MON ;
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case AI_TARGET_PARTNER :
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return gBankTarget ^ BIT_MON ;
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}
}
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static void BattleAICmd_is_of_type ( void )
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{
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u8 bank = BattleAI_GetWantedBank ( gAIScriptPtr [ 1 ] ) ;
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if ( gBattleMons [ bank ] . type1 = = gAIScriptPtr [ 2 ] | | gBattleMons [ bank ] . type2 = = gAIScriptPtr [ 2 ] )
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{
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AI_THINKING_STRUCT - > funcResult = TRUE ;
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}
else
{
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AI_THINKING_STRUCT - > funcResult = FALSE ;
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}
gAIScriptPtr + = 3 ;
}
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static void BattleAICmd_get_considered_move_power ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . power ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_how_powerful_move_is ( void )
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{
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s32 i , checkedMove ;
s32 moveDmgs [ 4 ] ;
for ( i = 0 ; sDiscouragedPowerfulMoveEffects [ i ] ! = 0xFFFF ; i + + )
{
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . effect = = sDiscouragedPowerfulMoveEffects [ i ] )
break ;
}
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . power > 1
& & sDiscouragedPowerfulMoveEffects [ i ] = = 0xFFFF )
{
gDynamicBasePower = 0 ;
* ( & gBattleStruct - > dynamicMoveType ) = 0 ;
gBattleScripting . dmgMultiplier = 1 ;
gBattleMoveFlags = 0 ;
gCritMultiplier = 1 ;
for ( checkedMove = 0 ; checkedMove < 4 ; checkedMove + + )
{
for ( i = 0 ; sDiscouragedPowerfulMoveEffects [ i ] ! = 0xFFFF ; i + + )
{
if ( gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ checkedMove ] ] . effect = = sDiscouragedPowerfulMoveEffects [ i ] )
break ;
}
if ( gBattleMons [ sBank_AI ] . moves [ checkedMove ] ! = MOVE_NONE
& & sDiscouragedPowerfulMoveEffects [ i ] = = 0xFFFF
& & gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ checkedMove ] ] . power > 1 )
{
gCurrentMove = gBattleMons [ sBank_AI ] . moves [ checkedMove ] ;
AI_CalcDmg ( sBank_AI , gBankTarget ) ;
TypeCalc ( gCurrentMove , sBank_AI , gBankTarget ) ;
moveDmgs [ checkedMove ] = gBattleMoveDamage * AI_THINKING_STRUCT - > simulatedRNG [ checkedMove ] / 100 ;
if ( moveDmgs [ checkedMove ] = = 0 )
moveDmgs [ checkedMove ] = 1 ;
}
else
{
moveDmgs [ checkedMove ] = 0 ;
}
}
for ( checkedMove = 0 ; checkedMove < 4 ; checkedMove + + )
{
if ( moveDmgs [ checkedMove ] > moveDmgs [ AI_THINKING_STRUCT - > movesetIndex ] )
break ;
}
if ( checkedMove = = 4 )
AI_THINKING_STRUCT - > funcResult = 2 ; // is the most powerful
else
AI_THINKING_STRUCT - > funcResult = 1 ; // not most powerful
}
else
{
AI_THINKING_STRUCT - > funcResult = 0 ; // highly discouraged in terms of power
}
gAIScriptPtr + + ;
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}
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static void BattleAICmd_get_last_used_bank_move ( void )
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{
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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AI_THINKING_STRUCT - > funcResult = gLastMoves [ sBank_AI ] ;
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else
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AI_THINKING_STRUCT - > funcResult = gLastMoves [ gBankTarget ] ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_if_equal_ ( void ) // same as if_equal
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{
if ( gAIScriptPtr [ 1 ] = = AI_THINKING_STRUCT - > funcResult )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_not_equal_ ( void ) // same as if_not_equal
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{
if ( gAIScriptPtr [ 1 ] ! = AI_THINKING_STRUCT - > funcResult )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_user_goes ( void )
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{
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if ( GetWhoStrikesFirst ( sBank_AI , gBankTarget , TRUE ) = = gAIScriptPtr [ 1 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_user_doesnt_go ( void )
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{
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if ( GetWhoStrikesFirst ( sBank_AI , gBankTarget , TRUE ) ! = gAIScriptPtr [ 1 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_nullsub_2A ( void )
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{
}
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static void BattleAICmd_nullsub_2B ( void )
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{
}
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static void BattleAICmd_count_usable_party_mons ( void )
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{
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u8 bank ;
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u8 bankOnField1 , bankOnField2 ;
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struct Pokemon * party ;
int i ;
AI_THINKING_STRUCT - > funcResult = 0 ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( GetBankSide ( bank ) = = SIDE_PLAYER )
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party = gPlayerParty ;
else
party = gEnemyParty ;
if ( gBattleTypeFlags & BATTLE_TYPE_DOUBLE )
{
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u32 identity ;
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bankOnField1 = gBattlePartyID [ bank ] ;
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identity = GetBankIdentity ( bank ) ^ BIT_MON ;
bankOnField2 = gBattlePartyID [ GetBankByIdentity ( identity ) ] ;
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}
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else // in singles there's only one bank by side
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{
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bankOnField1 = gBattlePartyID [ bank ] ;
bankOnField2 = gBattlePartyID [ bank ] ;
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}
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for ( i = 0 ; i < PARTY_SIZE ; i + + )
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{
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if ( i ! = bankOnField1 & & i ! = bankOnField2
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& & GetMonData ( & party [ i ] , MON_DATA_HP ) ! = 0
& & GetMonData ( & party [ i ] , MON_DATA_SPECIES2 ) ! = SPECIES_NONE
& & GetMonData ( & party [ i ] , MON_DATA_SPECIES2 ) ! = SPECIES_EGG )
{
AI_THINKING_STRUCT - > funcResult + + ;
}
}
gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_get_considered_move ( void )
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{
AI_THINKING_STRUCT - > funcResult = AI_THINKING_STRUCT - > moveConsidered ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_considered_move_effect ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . effect ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_ability ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gActiveBank ! = bank )
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{
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if ( BATTLE_HISTORY - > abilities [ bank ] ! = 0 )
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{
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AI_THINKING_STRUCT - > funcResult = BATTLE_HISTORY - > abilities [ bank ] ;
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gAIScriptPtr + = 2 ;
return ;
}
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// abilities that prevent fleeing.
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if ( gBattleMons [ bank ] . ability = = ABILITY_SHADOW_TAG
| | gBattleMons [ bank ] . ability = = ABILITY_MAGNET_PULL
| | gBattleMons [ bank ] . ability = = ABILITY_ARENA_TRAP )
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{
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ bank ] . ability ;
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gAIScriptPtr + = 2 ;
return ;
}
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if ( gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ! = ABILITY_NONE )
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{
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if ( gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ! = ABILITY_NONE )
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{
// AI has no knowledge of opponent, so it guesses which ability.
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if ( Random ( ) & 1 )
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{
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AI_THINKING_STRUCT - > funcResult = gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ;
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}
else
{
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AI_THINKING_STRUCT - > funcResult = gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ;
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}
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}
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else
{
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AI_THINKING_STRUCT - > funcResult = gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ; // it's definitely ability 1.
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}
}
else
{
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AI_THINKING_STRUCT - > funcResult = gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ; // AI cant actually reach this part since every mon has at least 1 ability.
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}
}
else
{
// The AI knows its own ability.
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AI_THINKING_STRUCT - > funcResult = gBattleMons [ bank ] . ability ;
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}
gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_check_ability ( void )
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{
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u32 bank = BattleAI_GetWantedBank ( gAIScriptPtr [ 1 ] ) ;
u32 ability = gAIScriptPtr [ 2 ] ;
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if ( gAIScriptPtr [ 1 ] = = AI_TARGET | | gAIScriptPtr [ 1 ] = = AI_TARGET_PARTNER )
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{
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if ( BATTLE_HISTORY - > abilities [ bank ] ! = 0 )
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{
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ability = BATTLE_HISTORY - > abilities [ bank ] ;
AI_THINKING_STRUCT - > funcResult = ability ;
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}
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// abilities that prevent fleeing.
else if ( gBattleMons [ bank ] . ability = = ABILITY_SHADOW_TAG
| | gBattleMons [ bank ] . ability = = ABILITY_MAGNET_PULL
| | gBattleMons [ bank ] . ability = = ABILITY_ARENA_TRAP )
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{
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ability = gBattleMons [ bank ] . ability ;
}
else if ( gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ! = ABILITY_NONE )
{
if ( gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ! = ABILITY_NONE )
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{
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u8 abilityDummyVariable = ability ; // needed to match
if ( gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ! = abilityDummyVariable
& & gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ! = abilityDummyVariable )
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{
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ability = gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ;
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}
else
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ability = 0 ;
}
else
{
ability = gBaseStats [ gBattleMons [ bank ] . species ] . ability1 ;
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}
}
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else
{
ability = gBaseStats [ gBattleMons [ bank ] . species ] . ability2 ; // AI cant actually reach this part since every mon has at least 1 ability.
}
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}
else
{
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// The AI knows its own or partner's ability.
ability = gBattleMons [ bank ] . ability ;
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}
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if ( ability = = 0 )
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{
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AI_THINKING_STRUCT - > funcResult = 2 ; // unable to answer
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}
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else if ( ability = = gAIScriptPtr [ 2 ] )
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{
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AI_THINKING_STRUCT - > funcResult = 1 ; // pokemon has the ability we wanted to check
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}
else
{
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AI_THINKING_STRUCT - > funcResult = 0 ; // pokemon doesn't have the ability we wanted to check
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}
gAIScriptPtr + = 3 ;
}
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static void BattleAICmd_get_highest_type_effectiveness ( void )
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{
s32 i ;
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u8 * dynamicMoveType ;
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gDynamicBasePower = 0 ;
dynamicMoveType = & gBattleStruct - > dynamicMoveType ;
* dynamicMoveType = 0 ;
gBattleScripting . dmgMultiplier = 1 ;
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gBattleMoveFlags = 0 ;
gCritMultiplier = 1 ;
AI_THINKING_STRUCT - > funcResult = 0 ;
for ( i = 0 ; i < 4 ; i + + )
{
gBattleMoveDamage = 40 ;
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gCurrentMove = gBattleMons [ sBank_AI ] . moves [ i ] ;
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if ( gCurrentMove )
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{
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TypeCalc ( gCurrentMove , sBank_AI , gBankTarget ) ;
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// reduce by 1/3.
if ( gBattleMoveDamage = = 120 )
gBattleMoveDamage = 80 ;
if ( gBattleMoveDamage = = 240 )
gBattleMoveDamage = 160 ;
if ( gBattleMoveDamage = = 30 )
gBattleMoveDamage = 20 ;
if ( gBattleMoveDamage = = 15 )
gBattleMoveDamage = 10 ;
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if ( gBattleMoveFlags & MOVESTATUS_NOTAFFECTED )
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gBattleMoveDamage = 0 ;
if ( AI_THINKING_STRUCT - > funcResult < gBattleMoveDamage )
AI_THINKING_STRUCT - > funcResult = gBattleMoveDamage ;
}
}
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_if_type_effectiveness ( void )
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{
u8 damageVar ;
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gDynamicBasePower = 0 ;
gBattleStruct - > dynamicMoveType = 0 ;
gBattleScripting . dmgMultiplier = 1 ;
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gBattleMoveFlags = 0 ;
gCritMultiplier = 1 ;
gBattleMoveDamage = 40 ;
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gCurrentMove = AI_THINKING_STRUCT - > moveConsidered ;
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TypeCalc ( gCurrentMove , sBank_AI , gBankTarget ) ;
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if ( gBattleMoveDamage = = 120 )
gBattleMoveDamage = 80 ;
if ( gBattleMoveDamage = = 240 )
gBattleMoveDamage = 160 ;
if ( gBattleMoveDamage = = 30 )
gBattleMoveDamage = 20 ;
if ( gBattleMoveDamage = = 15 )
gBattleMoveDamage = 10 ;
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if ( gBattleMoveFlags & MOVESTATUS_NOTAFFECTED )
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gBattleMoveDamage = 0 ;
// store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8.
damageVar = gBattleMoveDamage ;
if ( damageVar = = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_nullsub_32 ( void )
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{
}
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static void BattleAICmd_nullsub_33 ( void )
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{
}
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static void BattleAICmd_if_status_in_party ( void )
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{
struct Pokemon * party ;
int i ;
u32 statusToCompareTo ;
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u8 bank ;
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switch ( gAIScriptPtr [ 1 ] )
{
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case AI_USER :
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bank = sBank_AI ;
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break ;
default :
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bank = gBankTarget ;
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break ;
}
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party = ( GetBankSide ( bank ) = = SIDE_PLAYER ) ? gPlayerParty : gEnemyParty ;
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statusToCompareTo = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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for ( i = 0 ; i < PARTY_SIZE ; i + + )
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{
u16 species = GetMonData ( & party [ i ] , MON_DATA_SPECIES ) ;
u16 hp = GetMonData ( & party [ i ] , MON_DATA_HP ) ;
u32 status = GetMonData ( & party [ i ] , MON_DATA_STATUS ) ;
if ( species ! = SPECIES_NONE & & species ! = SPECIES_EGG & & hp ! = 0 & & status = = statusToCompareTo )
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
return ;
}
}
gAIScriptPtr + = 10 ;
}
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static void BattleAICmd_if_status_not_in_party ( void )
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{
struct Pokemon * party ;
int i ;
u32 statusToCompareTo ;
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u8 bank ;
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switch ( gAIScriptPtr [ 1 ] )
{
case 1 :
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bank = sBank_AI ;
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break ;
default :
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bank = gBankTarget ;
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break ;
}
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party = ( GetBankSide ( bank ) = = 0 ) ? gPlayerParty : gEnemyParty ;
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statusToCompareTo = AIScriptRead32 ( gAIScriptPtr + 2 ) ;
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for ( i = 0 ; i < PARTY_SIZE ; i + + )
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{
u16 species = GetMonData ( & party [ i ] , MON_DATA_SPECIES ) ;
u16 hp = GetMonData ( & party [ i ] , MON_DATA_HP ) ;
u32 status = GetMonData ( & party [ i ] , MON_DATA_STATUS ) ;
if ( species ! = SPECIES_NONE & & species ! = SPECIES_EGG & & hp ! = 0 & & status = = statusToCompareTo )
{
gAIScriptPtr + = 10 ; // still bugged in Emerald
}
}
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 6 ) ;
}
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static void BattleAICmd_get_weather ( void )
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{
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if ( gBattleWeather & WEATHER_RAIN_ANY )
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AI_THINKING_STRUCT - > funcResult = 1 ;
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if ( gBattleWeather & WEATHER_SANDSTORM_ANY )
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AI_THINKING_STRUCT - > funcResult = 2 ;
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if ( gBattleWeather & WEATHER_SUN_ANY )
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AI_THINKING_STRUCT - > funcResult = 0 ;
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if ( gBattleWeather & WEATHER_HAIL_ANY )
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AI_THINKING_STRUCT - > funcResult = 3 ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_if_effect ( void )
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{
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . effect = = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_not_effect ( void )
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{
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . effect ! = gAIScriptPtr [ 1 ] )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void BattleAICmd_if_stat_level_less_than ( void )
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{
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u32 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gBattleMons [ bank ] . statStages [ gAIScriptPtr [ 2 ] ] < gAIScriptPtr [ 3 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
else
gAIScriptPtr + = 8 ;
}
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static void BattleAICmd_if_stat_level_more_than ( void )
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{
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u32 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gBattleMons [ bank ] . statStages [ gAIScriptPtr [ 2 ] ] > gAIScriptPtr [ 3 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
else
gAIScriptPtr + = 8 ;
}
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static void BattleAICmd_if_stat_level_equal ( void )
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{
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u32 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gBattleMons [ bank ] . statStages [ gAIScriptPtr [ 2 ] ] = = gAIScriptPtr [ 3 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
else
gAIScriptPtr + = 8 ;
}
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static void BattleAICmd_if_stat_level_not_equal ( void )
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{
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u32 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gBattleMons [ bank ] . statStages [ gAIScriptPtr [ 2 ] ] ! = gAIScriptPtr [ 3 ] )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
else
gAIScriptPtr + = 8 ;
}
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static void BattleAICmd_if_can_faint ( void )
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{
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . power < 2 )
{
gAIScriptPtr + = 5 ;
return ;
}
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gDynamicBasePower = 0 ;
gBattleStruct - > dynamicMoveType = 0 ;
gBattleScripting . dmgMultiplier = 1 ;
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gBattleMoveFlags = 0 ;
gCritMultiplier = 1 ;
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gCurrentMove = AI_THINKING_STRUCT - > moveConsidered ;
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AI_CalcDmg ( sBank_AI , gBankTarget ) ;
TypeCalc ( gCurrentMove , sBank_AI , gBankTarget ) ;
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gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT - > simulatedRNG [ AI_THINKING_STRUCT - > movesetIndex ] / 100 ;
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// moves always do at least 1 damage.
if ( gBattleMoveDamage = = 0 )
gBattleMoveDamage = 1 ;
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if ( gBattleMons [ gBankTarget ] . hp < = gBattleMoveDamage )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_if_cant_faint ( void )
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{
if ( gBattleMoves [ AI_THINKING_STRUCT - > moveConsidered ] . power < 2 )
{
gAIScriptPtr + = 5 ;
return ;
}
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gDynamicBasePower = 0 ;
gBattleStruct - > dynamicMoveType = 0 ;
gBattleScripting . dmgMultiplier = 1 ;
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gBattleMoveFlags = 0 ;
gCritMultiplier = 1 ;
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gCurrentMove = AI_THINKING_STRUCT - > moveConsidered ;
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AI_CalcDmg ( sBank_AI , gBankTarget ) ;
TypeCalc ( gCurrentMove , sBank_AI , gBankTarget ) ;
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gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT - > simulatedRNG [ AI_THINKING_STRUCT - > movesetIndex ] / 100 ;
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// this macro is missing the damage 0 = 1 assumption.
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if ( gBattleMons [ gBankTarget ] . hp > gBattleMoveDamage )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_if_has_move ( void )
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{
int i ;
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const u16 * movePtr = ( u16 * ) ( gAIScriptPtr + 2 ) ;
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switch ( gAIScriptPtr [ 1 ] )
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{
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case AI_USER :
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] = = * movePtr )
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break ;
}
if ( i = = 4 )
{
gAIScriptPtr + = 8 ;
return ;
}
else
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
return ;
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}
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case AI_USER_PARTNER :
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if ( gBattleMons [ sBank_AI ^ BIT_MON ] . hp = = 0 )
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{
gAIScriptPtr + = 8 ;
return ;
}
else
{
for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ^ BIT_MON ] . moves [ i ] = = * movePtr )
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break ;
}
}
if ( i = = 4 )
{
gAIScriptPtr + = 8 ;
return ;
}
else
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
return ;
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}
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case AI_TARGET :
case AI_TARGET_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( BATTLE_HISTORY - > usedMoves [ gBankTarget ] . moves [ i ] = = * movePtr )
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break ;
}
if ( i = = 4 )
{
gAIScriptPtr + = 8 ;
return ;
}
else
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
return ;
}
}
}
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static void BattleAICmd_if_doesnt_have_move ( void )
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{
int i ;
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const u16 * movePtr = ( u16 * ) ( gAIScriptPtr + 2 ) ;
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switch ( gAIScriptPtr [ 1 ] )
{
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case AI_USER :
case AI_USER_PARTNER : // UB: no separate check for user partner
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] = = * movePtr )
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break ;
}
if ( i ! = 4 )
{
gAIScriptPtr + = 8 ;
return ;
}
else
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
return ;
}
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case AI_TARGET :
case AI_TARGET_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( BATTLE_HISTORY - > usedMoves [ gBankTarget ] . moves [ i ] = = * movePtr )
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break ;
}
if ( i ! = 4 )
{
gAIScriptPtr + = 8 ;
return ;
}
else
{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
return ;
}
}
}
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static void BattleAICmd_if_has_move_with_effect ( void )
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{
int i ;
switch ( gAIScriptPtr [ 1 ] )
{
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case AI_USER :
case AI_USER_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
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{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0 & & gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ i ] ] . effect = = gAIScriptPtr [ 2 ] )
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break ;
}
if ( i = = 4 )
gAIScriptPtr + = 7 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
break ;
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case AI_TARGET :
case AI_TARGET_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0 & & gBattleMoves [ BATTLE_HISTORY - > usedMoves [ gBankTarget ] . moves [ i ] ] . effect = = gAIScriptPtr [ 2 ] )
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break ;
}
if ( i = = 4 )
gAIScriptPtr + = 7 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
break ;
}
}
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static void BattleAICmd_if_doesnt_have_move_with_effect ( void )
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{
int i ;
switch ( gAIScriptPtr [ 1 ] )
{
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case AI_USER :
case AI_USER_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
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{
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if ( gBattleMons [ sBank_AI ] . moves [ i ] ! = 0 & & gBattleMoves [ gBattleMons [ sBank_AI ] . moves [ i ] ] . effect = = gAIScriptPtr [ 2 ] )
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break ;
}
if ( i ! = 4 )
gAIScriptPtr + = 7 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
break ;
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case AI_TARGET :
case AI_TARGET_PARTNER :
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for ( i = 0 ; i < 4 ; i + + )
{
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if ( BATTLE_HISTORY - > usedMoves [ gBankTarget ] . moves [ i ] & & gBattleMoves [ BATTLE_HISTORY - > usedMoves [ gBankTarget ] . moves [ i ] ] . effect = = gAIScriptPtr [ 2 ] )
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break ;
}
if ( i ! = 4 )
gAIScriptPtr + = 7 ;
else
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
break ;
}
}
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static void BattleAICmd_if_any_move_disabled_or_encored ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gAIScriptPtr [ 2 ] = = 0 )
{
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if ( gDisableStructs [ bank ] . disabledMove = = 0 )
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{
gAIScriptPtr + = 7 ;
return ;
}
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
return ;
}
else if ( gAIScriptPtr [ 2 ] ! = 1 ) // ignore the macro if its not 0 or 1.
{
gAIScriptPtr + = 7 ;
return ;
}
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else if ( gDisableStructs [ bank ] . encoredMove ! = 0 )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 3 ) ;
return ;
}
gAIScriptPtr + = 7 ;
}
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static void BattleAICmd_if_curr_move_disabled_or_encored ( void )
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{
switch ( gAIScriptPtr [ 1 ] )
{
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case 0 :
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if ( gDisableStructs [ gActiveBank ] . disabledMove = = AI_THINKING_STRUCT - > moveConsidered )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
return ;
}
gAIScriptPtr + = 6 ;
return ;
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case 1 :
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if ( gDisableStructs [ gActiveBank ] . encoredMove = = AI_THINKING_STRUCT - > moveConsidered )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
return ;
}
gAIScriptPtr + = 6 ;
return ;
default :
gAIScriptPtr + = 6 ;
return ;
}
}
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static void BattleAICmd_flee ( void )
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{
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AI_THINKING_STRUCT - > aiAction | = ( AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK ) ;
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}
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static void BattleAICmd_if_random_safari_flee ( void )
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{
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u8 safariFleeRate = gBattleStruct - > field_7B * 5 ; // safari flee rate, from 0-20
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if ( ( u8 ) ( Random ( ) % 100 ) < safariFleeRate )
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_watch ( void )
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{
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AI_THINKING_STRUCT - > aiAction | = ( AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK ) ;
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}
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static void BattleAICmd_get_hold_effect ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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if ( gActiveBank ! = bank )
AI_THINKING_STRUCT - > funcResult = ItemId_GetHoldEffect ( BATTLE_HISTORY - > itemEffects [ bank ] ) ;
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else
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AI_THINKING_STRUCT - > funcResult = ItemId_GetHoldEffect ( gBattleMons [ bank ] . item ) ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_if_holds_item ( void )
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{
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u8 bank = BattleAI_GetWantedBank ( gAIScriptPtr [ 1 ] ) ;
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u16 item ;
u8 var1 , var2 ;
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if ( ( bank & BIT_SIDE ) = = ( sBank_AI & BIT_SIDE ) )
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item = gBattleMons [ bank ] . item ;
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else
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item = BATTLE_HISTORY - > itemEffects [ bank ] ;
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// UB: doesn't properly read an unaligned u16
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var2 = gAIScriptPtr [ 2 ] ;
var1 = gAIScriptPtr [ 3 ] ;
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if ( ( var1 | var2 ) = = item )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 4 ) ;
else
gAIScriptPtr + = 8 ;
}
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static void BattleAICmd_get_gender ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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AI_THINKING_STRUCT - > funcResult = GetGenderFromSpeciesAndPersonality ( gBattleMons [ bank ] . species , gBattleMons [ bank ] . personality ) ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_is_first_turn_for ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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AI_THINKING_STRUCT - > funcResult = gDisableStructs [ bank ] . isFirstTurn ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_get_stockpile_count ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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AI_THINKING_STRUCT - > funcResult = gDisableStructs [ bank ] . stockpileCounter ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_is_double_battle ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_used_held_item ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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// This is likely a leftover from Ruby's code and its ugly ewram access
# ifdef NONMATCHING
AI_THINKING_STRUCT - > funcResult = gBattleStruct - > usedHeldItems [ bank ] ;
# else
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AI_THINKING_STRUCT - > funcResult = * ( u8 * ) ( ( u8 * ) ( gBattleStruct ) + offsetof ( struct BattleStruct , usedHeldItems ) + ( bank * 2 ) ) ;
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# endif // NONMATCHING
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_get_move_type_from_result ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > funcResult ] . type ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_move_power_from_result ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > funcResult ] . power ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_move_effect_from_result ( void )
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{
AI_THINKING_STRUCT - > funcResult = gBattleMoves [ AI_THINKING_STRUCT - > funcResult ] . effect ;
gAIScriptPtr + = 1 ;
}
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static void BattleAICmd_get_protect_count ( void )
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{
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u8 bank ;
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if ( gAIScriptPtr [ 1 ] = = AI_USER )
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bank = sBank_AI ;
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else
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bank = gBankTarget ;
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AI_THINKING_STRUCT - > funcResult = gDisableStructs [ bank ] . protectUses ;
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gAIScriptPtr + = 2 ;
}
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static void BattleAICmd_nullsub_52 ( void )
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{
}
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static void BattleAICmd_nullsub_53 ( void )
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{
}
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static void BattleAICmd_nullsub_54 ( void )
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{
}
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static void BattleAICmd_nullsub_55 ( void )
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{
}
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static void BattleAICmd_nullsub_56 ( void )
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{
}
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static void BattleAICmd_nullsub_57 ( void )
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{
}
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static void BattleAICmd_call ( void )
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{
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AIStackPushVar ( gAIScriptPtr + 5 ) ;
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
}
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static void BattleAICmd_goto ( void )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
}
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static void BattleAICmd_end ( void )
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{
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if ( AIStackPop ( ) = = 0 )
AI_THINKING_STRUCT - > aiAction | = AI_ACTION_DONE ;
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}
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static void BattleAICmd_if_level_cond ( void )
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{
switch ( gAIScriptPtr [ 1 ] )
{
case 0 : // greater than
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if ( gBattleMons [ sBank_AI ] . level > gBattleMons [ gBankTarget ] . level )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
return ;
}
gAIScriptPtr + = 6 ;
return ;
case 1 : // less than
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if ( gBattleMons [ sBank_AI ] . level < gBattleMons [ gBankTarget ] . level )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
return ;
}
gAIScriptPtr + = 6 ;
return ;
case 2 : // equal
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if ( gBattleMons [ sBank_AI ] . level = = gBattleMons [ gBankTarget ] . level )
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{
gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
return ;
}
gAIScriptPtr + = 6 ;
return ;
}
}
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static void BattleAICmd_if_target_taunted ( void )
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{
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if ( gDisableStructs [ gBankTarget ] . tauntTimer1 ! = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_if_target_not_taunted ( void )
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{
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if ( gDisableStructs [ gBankTarget ] . tauntTimer1 = = 0 )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_if_target_is_ally ( void )
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{
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if ( ( sBank_AI & BIT_SIDE ) = = ( gBankTarget & BIT_SIDE ) )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 1 ) ;
else
gAIScriptPtr + = 5 ;
}
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static void BattleAICmd_if_flash_fired ( void )
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{
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u8 bank = BattleAI_GetWantedBank ( gAIScriptPtr [ 1 ] ) ;
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if ( gBattleResources - > flags - > flags [ bank ] & UNKNOWN_FLAG_FLASH_FIRE )
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gAIScriptPtr = AIScriptReadPtr ( gAIScriptPtr + 2 ) ;
else
gAIScriptPtr + = 6 ;
}
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static void AIStackPushVar ( const u8 * var )
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{
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gBattleResources - > AI_ScriptsStack - > ptr [ gBattleResources - > AI_ScriptsStack - > size + + ] = var ;
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}
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static void AIStackPushVar_cursor ( void )
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{
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gBattleResources - > AI_ScriptsStack - > ptr [ gBattleResources - > AI_ScriptsStack - > size + + ] = gAIScriptPtr ;
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}
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static bool8 AIStackPop ( void )
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{
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if ( gBattleResources - > AI_ScriptsStack - > size ! = 0 )
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{
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- - gBattleResources - > AI_ScriptsStack - > size ;
gAIScriptPtr = gBattleResources - > AI_ScriptsStack - > ptr [ gBattleResources - > AI_ScriptsStack - > size ] ;
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return TRUE ;
}
else
return FALSE ;
}