pokeemerald/src/battle_ai_script_commands.c

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#include "global.h"
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#include "alloc.h"
#include "battle.h"
#include "battle_anim.h"
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#include "battle_ai_script_commands.h"
#include "battle_factory.h"
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#include "battle_setup.h"
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#include "data.h"
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#include "item.h"
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#include "pokemon.h"
#include "random.h"
#include "recorded_battle.h"
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#include "util.h"
#include "constants/abilities.h"
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#include "constants/battle_ai.h"
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#include "constants/battle_move_effects.h"
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#include "constants/hold_effects.h"
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#include "constants/moves.h"
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#include "constants/species.h"
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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
#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))
// 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 const u8 *const gBattleAI_ScriptsTable[];
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static u8 ChooseMoveOrAction_Singles(void);
static u8 ChooseMoveOrAction_Doubles(void);
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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 s32 CountUsablePartyMons(u8 battlerId);
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static s32 AI_GetAbility(u32 battlerId, bool32 guess);
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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_battler_move(void);
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static void BattleAICmd_if_equal_u32(void);
static void BattleAICmd_if_not_equal_u32(void);
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static void BattleAICmd_if_user_goes(void);
static void BattleAICmd_if_cant_use_belch(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);
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static void BattleAICmd_if_move_flag(void);
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static void BattleAICmd_if_field_status(void);
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static void BattleAICmd_get_move_accuracy(void);
static void BattleAICmd_call_if_eq(void);
static void BattleAICmd_call_if_move_flag(void);
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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);
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static void BattleAICmd_get_ally_chosen_move(void);
static void BattleAICmd_if_has_no_attacking_moves(void);
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static void BattleAICmd_get_hazards_count(void);
static void BattleAICmd_if_doesnt_hold_berry(void);
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static void BattleAICmd_if_share_type(void);
static void BattleAICmd_if_cant_use_last_resort(void);
static void BattleAICmd_if_has_move_with_split(void);
static void BattleAICmd_if_has_no_move_with_split(void);
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static void BattleAICmd_if_physical_moves_unusable(void);
static void BattleAICmd_if_ai_can_go_down(void);
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static void BattleAICmd_if_has_move_with_type(void);
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static void BattleAICmd_if_no_move_used(void);
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static void BattleAICmd_if_has_move_with_flag(void);
static void BattleAICmd_if_battler_absent(void);
static void BattleAICmd_is_grounded(void);
static void BattleAICmd_get_best_dmg_hp_percent(void);
static void BattleAICmd_get_curr_dmg_hp_percent(void);
static void BattleAICmd_get_move_split_from_result(void);
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// ewram
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EWRAM_DATA const u8 *gAIScriptPtr = NULL;
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EWRAM_DATA static u8 sBattler_AI = 0;
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// const rom data
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typedef void (*BattleAICmdFunc)(void);
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static const BattleAICmdFunc sBattleAICmdTable[] =
{
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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
BattleAICmd_if_less_than_ptr, // 0x15
BattleAICmd_if_more_than_ptr, // 0x16
BattleAICmd_if_equal_ptr, // 0x17
BattleAICmd_if_not_equal_ptr, // 0x18
BattleAICmd_if_move, // 0x19
BattleAICmd_if_not_move, // 0x1A
BattleAICmd_if_in_bytes, // 0x1B
BattleAICmd_if_not_in_bytes, // 0x1C
BattleAICmd_if_in_hwords, // 0x1D
BattleAICmd_if_not_in_hwords, // 0x1E
BattleAICmd_if_user_has_attacking_move, // 0x1F
BattleAICmd_if_user_has_no_attacking_moves, // 0x20
BattleAICmd_get_turn_count, // 0x21
BattleAICmd_get_type, // 0x22
BattleAICmd_get_considered_move_power, // 0x23
BattleAICmd_get_how_powerful_move_is, // 0x24
BattleAICmd_get_last_used_battler_move, // 0x25
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BattleAICmd_if_equal_u32, // 0x26
BattleAICmd_if_not_equal_u32, // 0x27
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BattleAICmd_if_user_goes, // 0x28
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BattleAICmd_if_cant_use_belch, // 0x29
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BattleAICmd_nullsub_2A, // 0x2A
BattleAICmd_nullsub_2B, // 0x2B
BattleAICmd_count_usable_party_mons, // 0x2C
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
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
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BattleAICmd_flee, // 0x45
BattleAICmd_if_random_safari_flee, // 0x46
BattleAICmd_watch, // 0x47
BattleAICmd_get_hold_effect, // 0x48
BattleAICmd_get_gender, // 0x49
BattleAICmd_is_first_turn_for, // 0x4A
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
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BattleAICmd_if_move_flag, // 0x52
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BattleAICmd_if_field_status, // 0x53
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BattleAICmd_get_move_accuracy, // 0x54
BattleAICmd_call_if_eq, // 0x55
BattleAICmd_call_if_move_flag, // 0x56
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BattleAICmd_nullsub_57, // 0x57
BattleAICmd_call, // 0x58
BattleAICmd_goto, // 0x59
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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BattleAICmd_get_ally_chosen_move, // 0x63
BattleAICmd_if_has_no_attacking_moves, // 0x64
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BattleAICmd_get_hazards_count, // 0x65
BattleAICmd_if_doesnt_hold_berry, // 0x66
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BattleAICmd_if_share_type, // 0x67
BattleAICmd_if_cant_use_last_resort, // 0x68
BattleAICmd_if_has_move_with_split, // 0x69
BattleAICmd_if_has_no_move_with_split, // 0x6A
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BattleAICmd_if_physical_moves_unusable, // 0x6B
BattleAICmd_if_ai_can_go_down, // 0x6C
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BattleAICmd_if_has_move_with_type, // 0x6D
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BattleAICmd_if_no_move_used, // 0x6E
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BattleAICmd_if_has_move_with_flag, // 0x6F
BattleAICmd_if_battler_absent, // 0x70
BattleAICmd_is_grounded, // 0x71
BattleAICmd_get_best_dmg_hp_percent, // 0x72
BattleAICmd_get_curr_dmg_hp_percent, // 0x73
BattleAICmd_get_move_split_from_result, // 0x74
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};
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static const u16 sDiscouragedPowerfulMoveEffects[] =
{
EFFECT_EXPLOSION,
EFFECT_DREAM_EATER,
EFFECT_RECHARGE,
EFFECT_SKULL_BASH,
EFFECT_SOLARBEAM,
EFFECT_SPIT_UP,
EFFECT_FOCUS_PUNCH,
EFFECT_SUPERPOWER,
EFFECT_ERUPTION,
EFFECT_OVERHEAT,
0xFFFF
};
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// code
void BattleAI_SetupItems(void)
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{
s32 i;
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u8 *data = (u8 *)BATTLE_HISTORY;
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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_TRAINER)
&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER
| BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_x2000000)
)
)
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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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BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i];
BATTLE_HISTORY->itemsNo++;
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}
}
}
}
void BattleAI_SetupFlags(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle();
else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_SAFARI;
else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_ROAMING;
else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_FIRST_BATTLE;
else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory();
else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_CHECK_VIABILITY | AI_SCRIPT_TRY_TO_FAINT;
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;
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if (gBattleTypeFlags & (BATTLE_TYPE_DOUBLE | BATTLE_TYPE_TWO_OPPONENTS) || gTrainers[gTrainerBattleOpponent_A].doubleBattle)
AI_THINKING_STRUCT->aiFlags |= AI_SCRIPT_DOUBLE_BATTLE; // Act smart in doubles and don't attack your partner.
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}
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void BattleAI_SetupAIData(u8 defaultScoreMoves)
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{
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s32 i, move, dmg;
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u8 moveLimitations;
// Clear AI data but preserve the flags.
u32 flags = AI_THINKING_STRUCT->aiFlags;
memset(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct));
AI_THINKING_STRUCT->aiFlags = flags;
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// Conditional score reset, unlike Ruby.
for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (defaultScoreMoves & 1)
AI_THINKING_STRUCT->score[i] = 100;
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else
AI_THINKING_STRUCT->score[i] = 0;
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defaultScoreMoves >>= 1;
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}
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moveLimitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);
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// Ignore moves that aren't possible to use.
for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (gBitTable[i] & moveLimitations)
AI_THINKING_STRUCT->score[i] = 0;
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}
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gBattleResources->AI_ScriptsStack->size = 0;
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sBattler_AI = gActiveBattler;
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// Simulate dmg for all AI moves against all opposing targets
for (gBattlerTarget = 0; gBattlerTarget < gBattlersCount; gBattlerTarget++)
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{
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if (GET_BATTLER_SIDE2(sBattler_AI) == GET_BATTLER_SIDE2(gBattlerTarget))
continue;
for (i = 0; i < MAX_MON_MOVES; i++)
{
dmg = 0;
move = gBattleMons[sBattler_AI].moves[i];
if (gBattleMoves[move].power != 0 && !(moveLimitations & gBitTable[i]))
{
dmg = AI_CalcDamage(move, sBattler_AI, gBattlerTarget) * (100 - (Random() % 10)) / 100;
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if (dmg == 0)
dmg = 1;
}
AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][i] = dmg;
}
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}
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gBattlerTarget = SetRandomTarget(sBattler_AI);
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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))
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ret = ChooseMoveOrAction_Singles();
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else
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ret = ChooseMoveOrAction_Doubles();
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gCurrentMove = savedCurrentMove;
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return ret;
}
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static u32 GetTotalBaseStat(u32 species)
{
return gBaseStats[species].baseHP
+ gBaseStats[species].baseAttack
+ gBaseStats[species].baseDefense
+ gBaseStats[species].baseSpeed
+ gBaseStats[species].baseSpAttack
+ gBaseStats[species].baseSpDefense;
}
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static u8 ChooseMoveOrAction_Singles(void)
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{
u8 currentMoveArray[4];
u8 consideredMoveArray[4];
u8 numOfBestMoves;
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s32 i;
u32 flags = AI_THINKING_STRUCT->aiFlags;
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RecordLastUsedMoveByTarget();
while (flags != 0)
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{
if (flags & 1)
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{
AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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BattleAI_DoAIProcessing();
}
flags >>= 1;
AI_THINKING_STRUCT->aiLogicId++;
AI_THINKING_STRUCT->movesetIndex = 0;
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}
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// Check special AI actions.
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
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return AI_CHOICE_FLEE;
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
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return AI_CHOICE_WATCH;
// Consider switching if all moves are worthless to use.
if (AI_THINKING_STRUCT->aiFlags & (AI_SCRIPT_CHECK_VIABILITY | AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_PREFER_BATON_PASS)
&& CountUsablePartyMons(sBattler_AI) >= 1
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&& GetTotalBaseStat(gBattleMons[sBattler_AI].species) >= 310 // Mon is not weak.
&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2
&& !(gBattleTypeFlags & BATTLE_TYPE_PALACE))
{
s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_SCRIPT_CHECK_VIABILITY) ? 95 : 93;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (AI_THINKING_STRUCT->score[i] > cap)
break;
}
gActiveBattler = sBattler_AI;
if (i == MAX_MON_MOVES && GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
{
AI_THINKING_STRUCT->switchMon = TRUE;
return AI_CHOICE_SWITCH;
}
}
numOfBestMoves = 1;
currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
consideredMoveArray[0] = 0;
for (i = 1; i < MAX_MON_MOVES; i++)
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{
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if (gBattleMons[sBattler_AI].moves[i] != MOVE_NONE)
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{
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// In ruby, the order of these if statements is reversed.
if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
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{
currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
consideredMoveArray[numOfBestMoves++] = i;
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}
if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
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{
numOfBestMoves = 1;
currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
consideredMoveArray[0] = i;
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}
}
}
return consideredMoveArray[Random() % numOfBestMoves];
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}
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static u8 ChooseMoveOrAction_Doubles(void)
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{
s32 i;
s32 j;
u32 flags;
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;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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if (i == sBattler_AI || gBattleMons[i].hp == 0)
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{
actionOrMoveIndex[i] = 0xFF;
bestMovePointsForTarget[i] = -1;
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}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
BattleAI_SetupAIData(gBattleStruct->field_92 >> 4);
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else
BattleAI_SetupAIData(0xF);
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gBattlerTarget = i;
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if ((i & BIT_SIDE) != (sBattler_AI & BIT_SIDE))
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RecordLastUsedMoveByTarget();
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AI_THINKING_STRUCT->aiLogicId = 0;
AI_THINKING_STRUCT->movesetIndex = 0;
flags = AI_THINKING_STRUCT->aiFlags;
while (flags != 0)
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{
if (flags & 1)
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{
AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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BattleAI_DoAIProcessing();
}
flags >>= 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)
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{
actionOrMoveIndex[i] = AI_CHOICE_FLEE;
}
else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
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{
actionOrMoveIndex[i] = AI_CHOICE_WATCH;
}
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else
{
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0];
mostViableMovesIndices[0] = 0;
mostViableMovesNo = 1;
for (j = 1; j < MAX_MON_MOVES; j++)
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{
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if (gBattleMons[sBattler_AI].moves[j] != 0)
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{
if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j])
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{
mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j];
mostViableMovesIndices[mostViableMovesNo] = j;
mostViableMovesNo++;
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}
if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j])
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{
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j];
mostViableMovesIndices[0] = j;
mostViableMovesNo = 1;
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}
}
}
actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo];
bestMovePointsForTarget[i] = mostViableMovesScores[0];
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// Don't use a move against ally if it has less than 100 points.
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if (i == (sBattler_AI ^ BIT_FLANK) && 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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}
}
}
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mostMovePoints = bestMovePointsForTarget[0];
mostViableTargetsArray[0] = 0;
mostViableTargetsNo = 1;
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for (i = 1; i < MAX_MON_MOVES; i++)
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{
if (mostMovePoints == bestMovePointsForTarget[i])
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{
mostViableTargetsArray[mostViableTargetsNo] = i;
mostViableTargetsNo++;
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}
if (mostMovePoints < bestMovePointsForTarget[i])
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{
mostMovePoints = bestMovePointsForTarget[i];
mostViableTargetsArray[0] = i;
mostViableTargetsNo = 1;
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}
}
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gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo];
return actionOrMoveIndex[gBattlerTarget];
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}
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static void BattleAI_DoAIProcessing(void)
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{
while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing)
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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;
case AIState_SettingUp:
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gAIScriptPtr = gBattleAI_ScriptsTable[AI_THINKING_STRUCT->aiLogicId]; // set AI ptr to logic ID.
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if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
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{
AI_THINKING_STRUCT->moveConsidered = 0;
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}
else
{
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AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex];
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}
AI_THINKING_STRUCT->aiState++;
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break;
case AIState_Processing:
if (AI_THINKING_STRUCT->moveConsidered != 0)
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{
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sBattleAICmdTable[*gAIScriptPtr](); // Run AI command.
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}
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else
{
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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{
AI_THINKING_STRUCT->movesetIndex++;
if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK))
AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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else
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 < MAX_MON_MOVES; i++)
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{
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if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == gLastMoves[gBattlerTarget])
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break;
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if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] != gLastMoves[gBattlerTarget] // HACK: This redundant condition is a hack to make the asm match.
&& BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == MOVE_NONE)
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{
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BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] = gLastMoves[gBattlerTarget];
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break;
}
}
}
static bool32 IsBattlerAIControlled(u32 battlerId)
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{
switch (GetBattlerPosition(battlerId))
{
case B_POSITION_PLAYER_LEFT:
default:
return FALSE;
case B_POSITION_OPPONENT_LEFT:
return TRUE;
case B_POSITION_PLAYER_RIGHT:
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
return FALSE;
else
return TRUE;
case B_POSITION_OPPONENT_RIGHT:
return TRUE;
}
}
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void ClearBattlerMoveHistory(u8 battlerId)
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{
s32 i;
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for (i = 0; i < MAX_MON_MOVES; i++)
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BATTLE_HISTORY->usedMoves[battlerId].moves[i] = MOVE_NONE;
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}
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void RecordAbilityBattle(u8 battlerId, u8 abilityId)
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{
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BATTLE_HISTORY->abilities[battlerId] = abilityId;
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}
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void ClearBattlerAbilityHistory(u8 battlerId)
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{
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BATTLE_HISTORY->abilities[battlerId] = ABILITY_NONE;
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}
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void RecordItemEffectBattle(u8 battlerId, u8 itemEffect)
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{
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BATTLE_HISTORY->itemEffects[battlerId] = itemEffect;
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}
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void ClearBattlerItemEffectHistory(u8 battlerId)
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{
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BATTLE_HISTORY->itemEffects[battlerId] = 0;
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}
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static void SaveBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
{
u32 i;
AI_THINKING_STRUCT->saved[battlerId].ability = gBattleMons[battlerId].ability;
AI_THINKING_STRUCT->saved[battlerId].heldItem = gBattleMons[battlerId].item;
AI_THINKING_STRUCT->saved[battlerId].species = gBattleMons[battlerId].species;
for (i = 0; i < 4; i++)
AI_THINKING_STRUCT->saved[battlerId].moves[i] = gBattleMons[battlerId].moves[i];
}
}
static void SetBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
{
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struct Pokemon *illusionMon;
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u32 i;
// Use the known battler's ability.
if (BATTLE_HISTORY->abilities[battlerId] != ABILITY_NONE)
gBattleMons[battlerId].ability = BATTLE_HISTORY->abilities[battlerId];
// Check if mon can only have one ability.
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else if (gBaseStats[gBattleMons[battlerId].species].abilities[1] == ABILITY_NONE
|| gBaseStats[gBattleMons[battlerId].species].abilities[1] == gBaseStats[gBattleMons[battlerId].species].abilities[0])
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gBattleMons[battlerId].ability = gBaseStats[gBattleMons[battlerId].species].abilities[0];
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// The ability is unknown.
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else
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gBattleMons[battlerId].ability = ABILITY_NONE;
if (BATTLE_HISTORY->itemEffects[battlerId] == 0)
gBattleMons[battlerId].item = 0;
for (i = 0; i < 4; i++)
{
if (BATTLE_HISTORY->usedMoves[battlerId].moves[i] == 0)
gBattleMons[battlerId].moves[i] = 0;
}
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// Simulate Illusion
if ((illusionMon = GetIllusionMonPtr(battlerId)) != NULL)
gBattleMons[battlerId].species = GetMonData(illusionMon, MON_DATA_SPECIES2);
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}
}
static void RestoreBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
{
u32 i;
gBattleMons[battlerId].ability = AI_THINKING_STRUCT->saved[battlerId].ability;
gBattleMons[battlerId].item = AI_THINKING_STRUCT->saved[battlerId].heldItem;
gBattleMons[battlerId].species = AI_THINKING_STRUCT->saved[battlerId].species;
for (i = 0; i < 4; i++)
gBattleMons[battlerId].moves[i] = AI_THINKING_STRUCT->saved[battlerId].moves[i];
}
}
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static bool32 AI_GetIfCrit(u32 move, u8 battlerAtk, u8 battlerDef)
{
bool32 isCrit;
switch (CalcCritChanceStage(battlerAtk, battlerDef, move, FALSE))
{
case -1:
case 0:
default:
isCrit = FALSE;
break;
case 1:
if (gBattleMoves[move].flags & FLAG_HIGH_CRIT && (Random() % 5 == 0))
isCrit = TRUE;
else
isCrit = FALSE;
break;
case 2:
if (gBattleMoves[move].flags & FLAG_HIGH_CRIT && (Random() % 2 == 0))
isCrit = TRUE;
else if (!(gBattleMoves[move].flags & FLAG_HIGH_CRIT) && (Random() % 4) == 0)
isCrit = TRUE;
else
isCrit = FALSE;
break;
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case -2:
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case 3:
case 4:
isCrit = TRUE;
break;
}
return isCrit;
}
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s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
{
s32 dmg, moveType;
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SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
gBattleStruct->dynamicMoveType = 0;
SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType);
dmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, AI_GetIfCrit(move, battlerAtk, battlerDef), FALSE, FALSE);
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RestoreBattlerData(battlerAtk);
RestoreBattlerData(battlerDef);
return dmg;
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}
s32 AI_CalcPartyMonDamage(u16 move, u8 battlerAtk, u8 battlerDef, struct Pokemon *mon)
{
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s32 dmg;
u32 i;
struct BattlePokemon *battleMons = Alloc(sizeof(struct BattlePokemon) * MAX_BATTLERS_COUNT);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
battleMons[i] = gBattleMons[i];
PokemonToBattleMon(mon, &gBattleMons[battlerAtk]);
dmg = AI_CalcDamage(move, battlerAtk, battlerDef);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
gBattleMons[i] = battleMons[i];
Free(battleMons);
return dmg;
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}
u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef)
{
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u16 typeEffectiveness;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
typeEffectiveness = CalcTypeEffectivenessMultiplier(move, gBattleMoves[move].type, battlerAtk, battlerDef, FALSE);
RestoreBattlerData(battlerAtk);
RestoreBattlerData(battlerDef);
return typeEffectiveness;
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}
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static void BattleAICmd_if_random_less_than(void)
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{
u16 random = Random();
if (random % 256 < gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_random_greater_than(void)
{
u16 random = Random();
if (random % 256 > gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_random_equal(void)
{
u16 random = Random();
if (random % 256 == gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_random_not_equal(void)
{
u16 random = Random();
if (random % 256 != gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(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.
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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 u8 BattleAI_GetWantedBattler(u8 wantedBattler)
{
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switch (wantedBattler)
{
case AI_USER:
return sBattler_AI;
case AI_TARGET:
default:
return gBattlerTarget;
case AI_USER_PARTNER:
return sBattler_AI ^ BIT_FLANK;
case AI_TARGET_PARTNER:
return gBattlerTarget ^ BIT_FLANK;
}
}
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static void BattleAICmd_if_hp_less_than(void)
{
u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) < gAIScriptPtr[2])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_hp_more_than(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) > gAIScriptPtr[2])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_hp_equal(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) == gAIScriptPtr[2])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_hp_not_equal(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) != gAIScriptPtr[2])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_status(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if (gBattleMons[battlerId].status1 & status)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_not_status(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if (!(gBattleMons[battlerId].status1 & status))
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_status2(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if ((gBattleMons[battlerId].status2 & status))
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_not_status2(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if (!(gBattleMons[battlerId].status2 & status))
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_status3(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if (gStatuses3[battlerId] & status)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_not_status3(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
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if (!(gStatuses3[battlerId] & status))
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_side_affecting(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
u32 side = GET_BATTLER_SIDE(battlerId);
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if (gSideStatuses[side] & status)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_not_side_affecting(void)
{
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u16 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u32 status = T1_READ_32(gAIScriptPtr + 2);
u32 side = GET_BATTLER_SIDE(battlerId);
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if (!(gSideStatuses[side] & status))
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
else
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_less_than(void)
{
if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_more_than(void)
{
if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_equal(void)
{
if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_not_equal(void)
{
if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
}
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static void BattleAICmd_if_less_than_ptr(void)
{
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const u8 *value = T1_READ_PTR(gAIScriptPtr + 1);
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if (AI_THINKING_STRUCT->funcResult < *value)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_more_than_ptr(void)
{
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const u8 *value = T1_READ_PTR(gAIScriptPtr + 1);
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if (AI_THINKING_STRUCT->funcResult > *value)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_equal_ptr(void)
{
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const u8 *value = T1_READ_PTR(gAIScriptPtr + 1);
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if (AI_THINKING_STRUCT->funcResult == *value)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_not_equal_ptr(void)
{
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const u8 *value = T1_READ_PTR(gAIScriptPtr + 1);
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if (AI_THINKING_STRUCT->funcResult != *value)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_move(void)
{
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u16 move = T1_READ_16(gAIScriptPtr + 1);
if (AI_THINKING_STRUCT->moveConsidered == move)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_not_move(void)
{
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u16 move = T1_READ_16(gAIScriptPtr + 1);
if (AI_THINKING_STRUCT->moveConsidered != move)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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static void BattleAICmd_if_in_bytes(void)
{
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const u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
while (*ptr != 0xFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
return;
}
ptr++;
}
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_not_in_bytes(void)
{
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const u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
while (*ptr != 0xFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
gAIScriptPtr += 9;
return;
}
ptr++;
}
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
}
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static void BattleAICmd_if_in_hwords(void)
{
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const u16 *ptr = (const u16 *)T1_READ_PTR(gAIScriptPtr + 1);
while (*ptr != 0xFFFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
return;
}
ptr++;
}
gAIScriptPtr += 9;
}
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static void BattleAICmd_if_not_in_hwords(void)
{
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const u16 *ptr = (const u16 *)T1_READ_PTR(gAIScriptPtr + 1);
while (*ptr != 0xFFFF)
{
if (AI_THINKING_STRUCT->funcResult == *ptr)
{
gAIScriptPtr += 9;
return;
}
ptr++;
}
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
}
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static void BattleAICmd_if_user_has_attacking_move(void)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (gBattleMons[sBattler_AI].moves[i] != 0
&& gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
break;
}
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if (i == MAX_MON_MOVES)
gAIScriptPtr += 5;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}
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static void BattleAICmd_if_user_has_no_attacking_moves(void)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (gBattleMons[sBattler_AI].moves[i] != 0
&& gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0)
break;
}
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if (i != MAX_MON_MOVES)
gAIScriptPtr += 5;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}
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static void BattleAICmd_get_turn_count(void)
{
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AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
gAIScriptPtr += 1;
}
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static void BattleAICmd_get_type(void)
{
u8 typeVar = gAIScriptPtr[1];
switch (typeVar)
{
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case AI_TYPE1_USER: // AI user primary type
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AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type1;
break;
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case AI_TYPE1_TARGET: // target primary type
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AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type1;
break;
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case AI_TYPE2_USER: // AI user secondary type
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AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type2;
break;
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case AI_TYPE2_TARGET: // target secondary type
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AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type2;
break;
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case AI_TYPE_MOVE: // type of move being pointed to
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type;
break;
}
gAIScriptPtr += 2;
}
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static void BattleAICmd_is_of_type(void)
{
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if (IS_BATTLER_OF_TYPE(battlerId, gAIScriptPtr[2]))
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AI_THINKING_STRUCT->funcResult = TRUE;
else
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AI_THINKING_STRUCT->funcResult = FALSE;
gAIScriptPtr += 3;
}
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static void BattleAICmd_get_considered_move_power(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
gAIScriptPtr += 1;
}
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// Checks if the move dealing less damage does not have worse effects.
static bool32 CompareTwoMoves(u32 bestMove, u32 goodMove)
{
s32 defAbility = AI_GetAbility(gBattlerTarget, FALSE);
// Check if physical moves hurt.
if (GetBattlerHoldEffect(sBattler_AI, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
&& (BATTLE_HISTORY->itemEffects[gBattlerTarget] == HOLD_EFFECT_ROCKY_HELMET
|| defAbility == ABILITY_IRON_BARBS || defAbility == ABILITY_ROUGH_SKIN))
{
if (IS_MOVE_PHYSICAL(goodMove) && !IS_MOVE_PHYSICAL(bestMove))
return FALSE;
}
// Check recoil
if (GetBattlerAbility(sBattler_AI) != ABILITY_ROCK_HEAD)
{
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if (((gBattleMoves[goodMove].effect == EFFECT_RECOIL
|| gBattleMoves[goodMove].effect == EFFECT_RECOIL_IF_MISS
|| gBattleMoves[goodMove].effect == EFFECT_RECOIL_50
|| gBattleMoves[goodMove].effect == EFFECT_RECOIL_33_STATUS)
&& (gBattleMoves[bestMove].effect != EFFECT_RECOIL
&& gBattleMoves[bestMove].effect != EFFECT_RECOIL_IF_MISS
&& gBattleMoves[bestMove].effect != EFFECT_RECOIL_50
&& gBattleMoves[bestMove].effect != EFFECT_RECOIL_33_STATUS
&& gBattleMoves[bestMove].effect != EFFECT_RECHARGE)))
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return FALSE;
}
// Check recharge
if (gBattleMoves[goodMove].effect == EFFECT_RECHARGE && gBattleMoves[bestMove].effect != EFFECT_RECHARGE)
return FALSE;
// Check additional effect.
if (gBattleMoves[bestMove].effect != 0 && gBattleMoves[goodMove].effect == 0)
return FALSE;
return TRUE;
}
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static void BattleAICmd_get_how_powerful_move_is(void)
{
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s32 i, checkedMove, bestId, currId, hp;
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s32 moveDmgs[4];
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power != 0
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&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
{
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
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{
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
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if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i])
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break;
}
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if (gBattleMons[sBattler_AI].moves[checkedMove] != MOVE_NONE
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&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF
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&& gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].power != 0)
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{
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moveDmgs[checkedMove] = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][checkedMove];
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}
else
{
moveDmgs[checkedMove] = 0;
}
}
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for (bestId = 0, i = 0; i < MAX_MON_MOVES; i++)
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{
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if (moveDmgs[i] > moveDmgs[bestId])
bestId = i;
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}
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currId = AI_THINKING_STRUCT->movesetIndex;
hp = gBattleMons[gBattlerTarget].hp;
if (currId == bestId)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_BEST;
// Compare percentage difference.
else if ((moveDmgs[bestId] * 100 / hp) - (moveDmgs[currId] * 100 / hp) <= 10
&& CompareTwoMoves(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[currId]))
AI_THINKING_STRUCT->funcResult = MOVE_POWER_GOOD;
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else
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AI_THINKING_STRUCT->funcResult = MOVE_POWER_WEAK;
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}
else
{
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AI_THINKING_STRUCT->funcResult = MOVE_POWER_DISCOURAGED; // Highly discouraged in terms of power.
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}
gAIScriptPtr++;
}
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static void BattleAICmd_get_last_used_battler_move(void)
{
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if (gAIScriptPtr[1] == AI_USER)
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AI_THINKING_STRUCT->funcResult = gLastMoves[sBattler_AI];
else
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AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerTarget];
gAIScriptPtr += 2;
}
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static void BattleAICmd_if_equal_u32(void)
{
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if (T1_READ_32(&gAIScriptPtr[1]) == AI_THINKING_STRUCT->funcResult)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
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gAIScriptPtr += 9;
}
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static void BattleAICmd_if_not_equal_u32(void)
{
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if (T1_READ_32(&gAIScriptPtr[1]) != AI_THINKING_STRUCT->funcResult)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
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gAIScriptPtr += 9;
}
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static void BattleAICmd_if_user_goes(void)
{
u32 fasterAI = 0, fasterPlayer = 0, i;
s8 prioAI, prioPlayer;
// Check move priorities first.
prioAI = GetMovePriority(sBattler_AI, AI_THINKING_STRUCT->moveConsidered);
SaveBattlerData(gBattlerTarget);
SetBattlerData(gBattlerTarget);
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[gBattlerTarget].moves[i] == 0 || gBattleMons[gBattlerTarget].moves[i] == 0xFFFF)
continue;
prioPlayer = GetMovePriority(gBattlerTarget, gBattleMons[gBattlerTarget].moves[i]);
if (prioAI > prioPlayer)
fasterAI++;
else if (prioPlayer > prioAI)
fasterPlayer++;
}
RestoreBattlerData(gBattlerTarget);
if (fasterAI > fasterPlayer)
{
if (gAIScriptPtr[1] == 0)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
else if (fasterAI < fasterPlayer)
{
if (gAIScriptPtr[1] == 1)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
else
{
// Priorities are the same(at least comparing to moves the AI is aware of), decide by speed.
if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == gAIScriptPtr[1])
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
}
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static void BattleAICmd_nullsub_2A(void)
{
}
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static void BattleAICmd_nullsub_2B(void)
{
}
static s32 CountUsablePartyMons(u8 battlerId)
{
s32 battlerOnField1, battlerOnField2, i, ret;
struct Pokemon *party;
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if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
party = gPlayerParty;
else
party = gEnemyParty;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
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battlerOnField1 = gBattlerPartyIndexes[battlerId];
battlerOnField2 = gBattlerPartyIndexes[GetBattlerAtPosition(GetBattlerPosition(battlerId) ^ BIT_FLANK)];
}
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else // In singles there's only one battlerId by side.
{
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battlerOnField1 = gBattlerPartyIndexes[battlerId];
battlerOnField2 = gBattlerPartyIndexes[battlerId];
}
ret = 0;
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for (i = 0; i < PARTY_SIZE; i++)
{
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if (i != battlerOnField1 && i != battlerOnField2
&& GetMonData(&party[i], MON_DATA_HP) != 0
&& GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE
&& GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG)
{
ret++;
}
}
return ret;
}
static void BattleAICmd_count_usable_party_mons(void)
{
AI_THINKING_STRUCT->funcResult = CountUsablePartyMons(BattleAI_GetWantedBattler(gAIScriptPtr[1]));
gAIScriptPtr += 2;
}
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static void BattleAICmd_get_considered_move(void)
{
AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered;
gAIScriptPtr += 1;
}
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static void BattleAICmd_get_considered_move_effect(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect;
gAIScriptPtr += 1;
}
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static s32 AI_GetAbility(u32 battlerId, bool32 guess)
{
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// The AI knows its own ability.
if (IsBattlerAIControlled)
return gBattleMons[battlerId].ability;
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if (BATTLE_HISTORY->abilities[battlerId] != 0)
return BATTLE_HISTORY->abilities[battlerId];
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// Abilities that prevent fleeing.
if (gBattleMons[battlerId].ability == ABILITY_SHADOW_TAG
|| gBattleMons[battlerId].ability == ABILITY_MAGNET_PULL
|| gBattleMons[battlerId].ability == ABILITY_ARENA_TRAP)
return gBattleMons[battlerId].ability;
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if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE)
{
if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE)
{
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// AI has no knowledge of opponent, so it guesses which ability.
if (guess)
return gBaseStats[gBattleMons[battlerId].species].abilities[Random() & 1];
}
else
{
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return gBaseStats[gBattleMons[battlerId].species].abilities[0]; // It's definitely ability 1.
}
}
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return -1; // Unknown.
}
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static void BattleAICmd_get_ability(void)
{
AI_THINKING_STRUCT->funcResult = AI_GetAbility(BattleAI_GetWantedBattler(gAIScriptPtr[1]), TRUE);
gAIScriptPtr += 2;
}
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static void BattleAICmd_check_ability(void)
{
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u32 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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u32 ability = AI_GetAbility(battlerId, FALSE);
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if (ability == -1)
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AI_THINKING_STRUCT->funcResult = 2; // Unable to answer.
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else if (ability == gAIScriptPtr[2])
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AI_THINKING_STRUCT->funcResult = 1; // Pokemon has the ability we wanted to check.
else
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AI_THINKING_STRUCT->funcResult = 0; // Pokemon doesn't have the ability we wanted to check.
gAIScriptPtr += 3;
}
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static void BattleAICmd_get_highest_type_effectiveness(void)
{
s32 i;
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u8 *dynamicMoveType;
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gBattleStruct->dynamicMoveType = 0;
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gMoveResultFlags = 0;
AI_THINKING_STRUCT->funcResult = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
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gCurrentMove = gBattleMons[sBattler_AI].moves[i];
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if (gCurrentMove != MOVE_NONE)
{
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u32 effectivenessMultiplier = AI_GetTypeEffectiveness(gCurrentMove, sBattler_AI, gBattlerTarget);
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switch (effectivenessMultiplier)
{
case UQ_4_12(0.0):
default:
gBattleMoveDamage = AI_EFFECTIVENESS_x0;
break;
case UQ_4_12(0.25):
gBattleMoveDamage = AI_EFFECTIVENESS_x0_25;
break;
case UQ_4_12(0.5):
gBattleMoveDamage = AI_EFFECTIVENESS_x0_5;
break;
case UQ_4_12(1.0):
gBattleMoveDamage = AI_EFFECTIVENESS_x1;
break;
case UQ_4_12(2.0):
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gBattleMoveDamage = AI_EFFECTIVENESS_x2;
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break;
case UQ_4_12(4.0):
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gBattleMoveDamage = AI_EFFECTIVENESS_x4;
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break;
}
if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage)
AI_THINKING_STRUCT->funcResult = gBattleMoveDamage;
}
}
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gAIScriptPtr += 1;
}
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static void BattleAICmd_if_type_effectiveness(void)
{
u8 damageVar;
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u32 effectivenessMultiplier;
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gBattleStruct->dynamicMoveType = 0;
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gMoveResultFlags = 0;
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gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
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effectivenessMultiplier = AI_GetTypeEffectiveness(gCurrentMove, sBattler_AI, gBattlerTarget);
switch (effectivenessMultiplier)
{
case UQ_4_12(0.0):
default:
damageVar = AI_EFFECTIVENESS_x0;
break;
case UQ_4_12(0.25):
damageVar = AI_EFFECTIVENESS_x0_25;
break;
case UQ_4_12(0.5):
damageVar = AI_EFFECTIVENESS_x0_5;
break;
case UQ_4_12(1.0):
damageVar = AI_EFFECTIVENESS_x1;
break;
case UQ_4_12(2.0):
damageVar = AI_EFFECTIVENESS_x2;
break;
case UQ_4_12(4.0):
damageVar = AI_EFFECTIVENESS_x4;
break;
}
if (damageVar == gAIScriptPtr[1])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
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static void BattleAICmd_nullsub_32(void)
{
}
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static void BattleAICmd_nullsub_33(void)
{
}
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static void BattleAICmd_if_status_in_party(void)
{
struct Pokemon *party;
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s32 i;
u32 statusToCompareTo;
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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party = (GetBattlerSide(battlerId) == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty;
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statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);
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for (i = 0; i < PARTY_SIZE; i++)
{
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)
{
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
return;
}
}
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_status_not_in_party(void)
{
struct Pokemon *party;
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s32 i;
u32 statusToCompareTo;
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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party = (GetBattlerSide(battlerId) == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty;
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statusToCompareTo = T1_READ_32(gAIScriptPtr + 2);
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for (i = 0; i < PARTY_SIZE; i++)
{
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)
{
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gAIScriptPtr += 10;
return;
}
}
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
}
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static void BattleAICmd_get_weather(void)
{
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if (gBattleWeather & WEATHER_RAIN_ANY)
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AI_THINKING_STRUCT->funcResult = AI_WEATHER_RAIN;
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else if (gBattleWeather & WEATHER_SANDSTORM_ANY)
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AI_THINKING_STRUCT->funcResult = AI_WEATHER_SANDSTORM;
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else if (gBattleWeather & WEATHER_SUN_ANY)
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AI_THINKING_STRUCT->funcResult = AI_WEATHER_SUN;
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else if (gBattleWeather & WEATHER_HAIL_ANY)
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AI_THINKING_STRUCT->funcResult = AI_WEATHER_HAIL;
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else
AI_THINKING_STRUCT->funcResult = AI_WEATHER_NONE;
gAIScriptPtr += 1;
}
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static void BattleAICmd_if_effect(void)
{
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == T1_READ_16(gAIScriptPtr + 1))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
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gAIScriptPtr += 7;
}
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static void BattleAICmd_if_not_effect(void)
{
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != T1_READ_16(gAIScriptPtr + 1))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
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gAIScriptPtr += 7;
}
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static void BattleAICmd_if_stat_level_less_than(void)
{
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u32 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;
}
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static void BattleAICmd_if_stat_level_more_than(void)
{
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u32 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;
}
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static void BattleAICmd_if_stat_level_equal(void)
{
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u32 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;
}
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static void BattleAICmd_if_stat_level_not_equal(void)
{
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u32 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3])
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;
}
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static void BattleAICmd_if_can_faint(void)
{
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s32 dmg;
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power == 0)
{
gAIScriptPtr += 5;
return;
}
2019-08-27 18:29:34 +02:00
dmg = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][AI_THINKING_STRUCT->movesetIndex];
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if (gBattleMons[gBattlerTarget].hp <= dmg)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_cant_faint(void)
{
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s32 dmg;
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
{
gAIScriptPtr += 5;
return;
}
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dmg = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][AI_THINKING_STRUCT->movesetIndex];
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if (gBattleMons[gBattlerTarget].hp > dmg)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_has_move(void)
{
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s32 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:
for (i = 0; i < MAX_MON_MOVES; i++)
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{
if (gBattleMons[sBattler_AI].moves[i] == *movePtr)
break;
}
if (i == MAX_MON_MOVES)
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gAIScriptPtr += 8;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
break;
case AI_USER_PARTNER:
if (gBattleMons[sBattler_AI ^ BIT_FLANK].hp == 0)
{
gAIScriptPtr += 8;
break;
}
else
{
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (gBattleMons[sBattler_AI ^ BIT_FLANK].moves[i] == *movePtr)
break;
}
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}
if (i == MAX_MON_MOVES)
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gAIScriptPtr += 8;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
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{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == *movePtr)
break;
}
if (i == MAX_MON_MOVES)
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gAIScriptPtr += 8;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
break;
}
}
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static void BattleAICmd_if_doesnt_have_move(void)
{
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s32 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.
for (i = 0; i < MAX_MON_MOVES; i++)
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{
if (gBattleMons[sBattler_AI].moves[i] == *movePtr)
break;
}
if (i != MAX_MON_MOVES)
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gAIScriptPtr += 8;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
break;
case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
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{
if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == *movePtr)
break;
}
if (i != MAX_MON_MOVES)
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gAIScriptPtr += 8;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
break;
}
}
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static void BattleAICmd_if_has_move_with_effect(void)
{
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s32 i;
switch (gAIScriptPtr[1])
{
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case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
break;
}
if (i == MAX_MON_MOVES)
gAIScriptPtr += 7;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
break;
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case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (gBattleMons[gBattlerTarget].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2])
break;
}
if (i == MAX_MON_MOVES)
gAIScriptPtr += 7;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
break;
}
}
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static void BattleAICmd_if_doesnt_have_move_with_effect(void)
{
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s32 i;
switch (gAIScriptPtr[1])
{
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case AI_USER:
case AI_USER_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if(gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2])
break;
}
if (i != MAX_MON_MOVES)
gAIScriptPtr += 7;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
break;
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case AI_TARGET:
case AI_TARGET_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
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if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2])
break;
}
if (i != MAX_MON_MOVES)
gAIScriptPtr += 7;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
break;
}
}
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static void BattleAICmd_if_any_move_disabled_or_encored(void)
{
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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
if (gAIScriptPtr[2] == 0)
{
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if (gDisableStructs[battlerId].disabledMove == MOVE_NONE)
gAIScriptPtr += 7;
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else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
}
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else if (gAIScriptPtr[2] != 1)
{
gAIScriptPtr += 7;
}
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else
{
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if (gDisableStructs[battlerId].encoredMove != MOVE_NONE)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
}
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static void BattleAICmd_if_curr_move_disabled_or_encored(void)
{
switch (gAIScriptPtr[1])
{
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case 0:
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if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
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break;
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case 1:
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if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
break;
default:
gAIScriptPtr += 6;
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break;
}
}
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static void BattleAICmd_flee(void)
{
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AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK);
}
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static void BattleAICmd_if_random_safari_flee(void)
{
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u8 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
if ((u8)(Random() % 100) < safariFleeRate)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_watch(void)
{
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AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK);
}
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static void BattleAICmd_get_hold_effect(void)
{
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u32 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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if (!IsBattlerAIControlled(battlerId))
AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->itemEffects[battlerId];
else
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AI_THINKING_STRUCT->funcResult = GetBattlerHoldEffect(battlerId, FALSE);
gAIScriptPtr += 2;
}
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static void BattleAICmd_if_holds_item(void)
{
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u16 item;
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if ((battlerId & BIT_SIDE) == (sBattler_AI & BIT_SIDE))
item = gBattleMons[battlerId].item;
else
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item = BATTLE_HISTORY->itemEffects[battlerId];
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if (T1_READ_16(gAIScriptPtr + 2) == item)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;
}
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static void BattleAICmd_get_gender(void)
{
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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[battlerId].species, gBattleMons[battlerId].personality);
gAIScriptPtr += 2;
}
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static void BattleAICmd_is_first_turn_for(void)
{
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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].isFirstTurn;
gAIScriptPtr += 2;
}
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static void BattleAICmd_get_stockpile_count(void)
{
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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].stockpileCounter;
gAIScriptPtr += 2;
}
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static void BattleAICmd_is_double_battle(void)
{
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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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
2018-08-11 12:16:00 +02:00
AI_THINKING_STRUCT->funcResult = gBattleStruct->usedHeldItems[battlerId];
gAIScriptPtr += 2;
}
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static void BattleAICmd_get_move_type_from_result(void)
{
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)
{
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)
{
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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u8 battlerId;
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if (gAIScriptPtr[1] == AI_USER)
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battlerId = sBattler_AI;
else
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battlerId = gBattlerTarget;
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AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].protectUses;
gAIScriptPtr += 2;
}
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static void BattleAICmd_if_move_flag(void)
{
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u32 flag = T1_READ_32(gAIScriptPtr + 1);
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].flags & flag)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
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else
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gAIScriptPtr += 9;
}
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static void BattleAICmd_if_field_status(void)
{
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u32 fieldFlags = T1_READ_32(gAIScriptPtr + 1);
if (gFieldStatuses & fieldFlags)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
else
gAIScriptPtr += 9;
}
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static void BattleAICmd_get_move_accuracy(void)
{
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AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].accuracy;
gAIScriptPtr++;
}
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static void BattleAICmd_call_if_eq(void)
{
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if (AI_THINKING_STRUCT->funcResult == T1_READ_16(gAIScriptPtr + 1))
{
AIStackPushVar(gAIScriptPtr + 7);
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
}
else
{
gAIScriptPtr += 7;
}
}
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static void BattleAICmd_call_if_move_flag(void)
{
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u32 flag = T1_READ_32(gAIScriptPtr + 1);
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if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].flags & flag)
{
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AIStackPushVar(gAIScriptPtr + 9);
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
2018-08-11 12:16:00 +02:00
}
else
{
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gAIScriptPtr += 9;
2018-08-11 12:16:00 +02:00
}
}
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static void BattleAICmd_nullsub_57(void)
{
}
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static void BattleAICmd_call(void)
{
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AIStackPushVar(gAIScriptPtr + 5);
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}
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static void BattleAICmd_goto(void)
{
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
}
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static void BattleAICmd_end(void)
{
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if (AIStackPop() == 0)
AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
}
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static void BattleAICmd_if_level_cond(void)
{
switch (gAIScriptPtr[1])
{
case 0: // greater than
2018-02-06 23:09:39 +01:00
if (gBattleMons[sBattler_AI].level > gBattleMons[gBattlerTarget].level)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
break;
case 1: // less than
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if (gBattleMons[sBattler_AI].level < gBattleMons[gBattlerTarget].level)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
break;
case 2: // equal
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if (gBattleMons[sBattler_AI].level == gBattleMons[gBattlerTarget].level)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
gAIScriptPtr += 6;
break;
}
}
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static void BattleAICmd_if_target_taunted(void)
{
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if (gDisableStructs[gBattlerTarget].tauntTimer != 0)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_target_not_taunted(void)
{
2018-10-14 18:10:54 +02:00
if (gDisableStructs[gBattlerTarget].tauntTimer == 0)
2018-03-01 00:59:52 +01:00
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_target_is_ally(void)
{
2018-02-06 23:09:39 +01:00
if ((sBattler_AI & BIT_SIDE) == (gBattlerTarget & BIT_SIDE))
2018-03-01 00:59:52 +01:00
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
else
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_flash_fired(void)
{
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
2017-09-04 21:43:13 +02:00
2018-07-19 21:18:20 +02:00
if (gBattleResources->flags->flags[battlerId] & RESOURCE_FLAG_FLASH_FIRE)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
2017-09-17 14:10:32 +02:00
static void AIStackPushVar(const u8 *var)
{
2017-09-04 21:43:13 +02:00
gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var;
}
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static void AIStackPushVar_cursor(void)
{
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gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr;
}
2017-09-05 09:41:48 +02:00
static bool8 AIStackPop(void)
{
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if (gBattleResources->AI_ScriptsStack->size != 0)
{
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--gBattleResources->AI_ScriptsStack->size;
gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size];
return TRUE;
}
else
2018-06-17 16:48:58 +02:00
{
return FALSE;
2018-06-17 16:48:58 +02:00
}
}
2018-09-01 17:36:09 +02:00
static void BattleAICmd_get_ally_chosen_move(void)
{
u8 partnerBattler = BATTLE_PARTNER(sBattler_AI);
if (!IsBattlerAlive(partnerBattler) || !IsBattlerAIControlled(partnerBattler))
AI_THINKING_STRUCT->funcResult = 0;
else if (partnerBattler > sBattler_AI) // Battler with the lower id chooses the move first.
AI_THINKING_STRUCT->funcResult = 0;
else
AI_THINKING_STRUCT->funcResult = gBattleMons[partnerBattler].moves[gBattleStruct->chosenMovePositions[partnerBattler]];
gAIScriptPtr++;
}
static void BattleAICmd_if_has_no_attacking_moves(void)
{
s32 i;
u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (IsBattlerAIControlled(battlerId))
{
for (i = 0; i < 4; i++)
{
if (gBattleMons[battlerId].moves[i] != 0 && gBattleMoves[gBattleMons[battlerId].moves[i]].power != 0)
break;
}
}
else
{
for (i = 0; i < 4; i++)
{
if (BATTLE_HISTORY->usedMoves[battlerId].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[battlerId].moves[i]].power != 0)
break;
}
}
if (i == 4)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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else
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gAIScriptPtr += 6;
}
static void BattleAICmd_get_hazards_count(void)
{
u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u8 side = GetBattlerSide(battlerId);
switch (T1_READ_16(gAIScriptPtr + 2))
{
case EFFECT_SPIKES:
AI_THINKING_STRUCT->funcResult = gSideTimers[side].spikesAmount;
break;
case EFFECT_TOXIC_SPIKES:
AI_THINKING_STRUCT->funcResult = gSideTimers[side].toxicSpikesAmount;
break;
}
gAIScriptPtr += 4;
}
static void BattleAICmd_if_doesnt_hold_berry(void)
{
u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u16 item;
if (IsBattlerAIControlled(battlerId))
item = gBattleMons[battlerId].item;
else
item = BATTLE_HISTORY->itemEffects[battlerId];
if (ItemId_GetPocket(item) == POCKET_BERRIES)
gAIScriptPtr += 6;
else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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}
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static void BattleAICmd_if_share_type(void)
{
u8 battler1 = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u8 battler2 = BattleAI_GetWantedBattler(gAIScriptPtr[2]);
if (DoBattlersShareType(battler1, battler2))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
static void BattleAICmd_if_cant_use_last_resort(void)
{
u8 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (CanUseLastResort(battler))
gAIScriptPtr += 6;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
}
static bool32 HasMoveWithSplit(u32 battler, u32 split)
{
s32 i;
u16 *moves;
if (IsBattlerAIControlled(battler) || IsBattlerAIControlled(BATTLE_PARTNER(battler)))
moves = gBattleMons[battler].moves;
else
moves = gBattleResources->battleHistory->usedMoves[battler].moves;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] != MOVE_NONE && moves[i] != 0xFFFF && gBattleMoves[moves[i]].split == split)
return TRUE;
}
return FALSE;
}
static void BattleAICmd_if_has_move_with_split(void)
{
if (HasMoveWithSplit(BattleAI_GetWantedBattler(gAIScriptPtr[1]), gAIScriptPtr[2]))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
static void BattleAICmd_if_has_no_move_with_split(void)
{
if (!HasMoveWithSplit(BattleAI_GetWantedBattler(gAIScriptPtr[1]), gAIScriptPtr[2]))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
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// This function checks if all physical/special moves are either unusable or unreasonable to use.
// Consider a pokemon boosting their attack against a ghost pokemon having only normal-type physical attacks.
static bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split)
{
s32 i, moveType;
u16 *moves;
u32 usable = 0;
u32 unusable = CheckMoveLimitations(attacker, 0, 0xFF);
if (IsBattlerAIControlled(attacker))
moves = gBattleMons[attacker].moves;
else
moves = gBattleResources->battleHistory->usedMoves[attacker].moves;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] != MOVE_NONE
&& moves[i] != 0xFFFF
&& gBattleMoves[moves[i]].split == split
&& !(unusable & gBitTable[i]))
{
SetTypeBeforeUsingMove(moves[i], attacker);
GET_MOVE_TYPE(moves[i], moveType);
if (CalcTypeEffectivenessMultiplier(moves[i], moveType, attacker, target, FALSE) != 0)
usable |= gBitTable[i];
}
}
return (usable == 0);
}
static void BattleAICmd_if_physical_moves_unusable(void)
{
if (MovesWithSplitUnusable(BattleAI_GetWantedBattler(gAIScriptPtr[1]), BattleAI_GetWantedBattler(gAIScriptPtr[2]), SPLIT_PHYSICAL))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
else
gAIScriptPtr += 7;
}
// Check if target has means to faint ai mon.
static void BattleAICmd_if_ai_can_go_down(void)
{
s32 i, dmg;
u32 unusable = CheckMoveLimitations(gBattlerTarget, 0, 0xFF & ~MOVE_LIMITATION_PP);
u16 *moves = gBattleResources->battleHistory->usedMoves[gBattlerTarget].moves;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] != MOVE_NONE && moves[i] != 0xFFFF && !(unusable & gBitTable[i])
&& AI_CalcDamage(moves[i], gBattlerTarget, sBattler_AI) >= gBattleMons[sBattler_AI].hp)
{
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
return;
}
}
gAIScriptPtr += 5;
}
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static void BattleAICmd_if_cant_use_belch(void)
{
u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (gBattleStruct->ateBerry[battler & BIT_SIDE] & gBitTable[gBattlerPartyIndexes[battler]])
gAIScriptPtr += 6;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
}
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static void BattleAICmd_if_has_move_with_type(void)
{
u32 i, moveType, battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u16 *moves;
if (IsBattlerAIControlled(battler))
moves = gBattleMons[battler].moves;
else
moves = BATTLE_HISTORY->usedMoves[battler].moves;
for (i = 0; i < 4; i++)
{
if (moves[i] == MOVE_NONE)
continue;
SetTypeBeforeUsingMove(moves[i], battler);
GET_MOVE_TYPE(moves[i], moveType);
if (moveType == gAIScriptPtr[2])
break;
}
if (i == 4)
gAIScriptPtr += 7;
else
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
}
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static void BattleAICmd_if_has_move_with_flag(void)
{
u32 i, flag, battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u16 *moves;
if (IsBattlerAIControlled(battler))
moves = gBattleMons[battler].moves;
else
moves = BATTLE_HISTORY->usedMoves[battler].moves;
flag = T1_READ_32(gAIScriptPtr + 2);
for (i = 0; i < 4; i++)
{
if (moves[i] != MOVE_NONE && gBattleMoves[moves[i]].flags & flag)
{
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
return;
}
}
gAIScriptPtr += 10;
}
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static void BattleAICmd_if_no_move_used(void)
{
u32 i, battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (!IsBattlerAIControlled(battler))
{
for (i = 0; i < 4; i++)
{
if (BATTLE_HISTORY->usedMoves[battler].moves[i] != 0 && BATTLE_HISTORY->usedMoves[battler].moves[i] != 0xFFFF)
{
gAIScriptPtr += 6;
return;
}
}
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
}
else
{
gAIScriptPtr += 6;
}
}
static void BattleAICmd_if_battler_absent(void)
{
u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (!IsBattlerAlive(battler))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_is_grounded(void)
{
u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (IsBattlerGrounded(battler))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_get_best_dmg_hp_percent(void)
{
int i, bestDmg;
bestDmg = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][i] > bestDmg)
bestDmg = gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][i];
}
gBattleResources->ai->funcResult = (bestDmg * 100) / gBattleMons[gBattlerTarget].maxHP;
gAIScriptPtr++;
}
static void BattleAICmd_get_curr_dmg_hp_percent(void)
{
int bestDmg = gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][AI_THINKING_STRUCT->movesetIndex];
gBattleResources->ai->funcResult = (bestDmg * 100) / gBattleMons[gBattlerTarget].maxHP;
gAIScriptPtr++;
}
static void BattleAICmd_get_move_split_from_result(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;
gAIScriptPtr += 1;
}