From 00d695ac2b313c5a887d20aad4618f350725713c Mon Sep 17 00:00:00 2001 From: ghoulslash Date: Tue, 28 Mar 2023 10:38:48 -0400 Subject: [PATCH] add AI_FLAG_OMNISCIENT --- include/battle.h | 4 ++-- include/battle_ai_util.h | 1 + include/constants/battle_ai.h | 1 + src/battle_ai_main.c | 13 +++++++++++++ src/battle_ai_util.c | 19 ++++++++++++++----- src/battle_debug.c | 4 ++-- src/battle_main.c | 4 ++-- 7 files changed, 35 insertions(+), 11 deletions(-) diff --git a/include/battle.h b/include/battle.h index 491273b80..19f9df13d 100644 --- a/include/battle.h +++ b/include/battle.h @@ -272,8 +272,8 @@ struct AiPartyMon struct AIPartyData // Opposing battlers - party mons. { - struct AiPartyMon mons[2][PARTY_SIZE]; // 2 parties(player, opponent). Used to save information on opposing party. - u8 count[2]; + struct AiPartyMon mons[NUM_BATTLE_SIDES][PARTY_SIZE]; // 2 parties(player, opponent). Used to save information on opposing party. + u8 count[NUM_BATTLE_SIDES]; }; struct AiLogicData diff --git a/include/battle_ai_util.h b/include/battle_ai_util.h index 11eba7b66..95f6619c5 100644 --- a/include/battle_ai_util.h +++ b/include/battle_ai_util.h @@ -9,6 +9,7 @@ bool32 AI_RandLessThan(u8 val); void RecordLastUsedMoveByTarget(void); +bool32 BattlerHasAi(u32 battlerId); bool32 IsBattlerAIControlled(u32 battlerId); void ClearBattlerMoveHistory(u8 battlerId); void RecordLastUsedMoveBy(u32 battlerId, u32 move); diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index 1cfb9cd4d..1316054cd 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -57,6 +57,7 @@ #define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished #define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks #define AI_FLAG_ACE_POKEMON (1 << 16) // AI has an Ace Pokemon. The last Pokemon in the party will not be used until it's the last one remaining. +#define AI_FLAG_OMNISCIENT (1 << 17) // AI has full knowledge of player moves, abilities, hold items // 'other' ai logic flags #define AI_FLAG_ROAMING (1 << 29) diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index 19eedb41c..6e308003a 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -257,6 +257,8 @@ static void CopyBattlerDataToAIParty(u32 bPosition, u32 side) void Ai_InitPartyStruct(void) { u32 i; + bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT); + struct Pokemon *mon; AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount; AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount; @@ -278,6 +280,17 @@ void Ai_InitPartyStruct(void) { if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0) AI_PARTY->mons[B_SIDE_PLAYER][i].isFainted = TRUE; + + if (isOmniscient) + { + u32 j; + mon = &gPlayerParty[i]; + AI_PARTY->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM); + AI_PARTY->mons[B_SIDE_PLAYER][i].heldEffect = ItemId_GetHoldEffect(AI_PARTY->mons[B_SIDE_PLAYER][i].item); + AI_PARTY->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon); + for (j = 0; j < MAX_MON_MOVES; j++) + AI_PARTY->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j); + } } } diff --git a/src/battle_ai_util.c b/src/battle_ai_util.c index a9e3ed3e0..93586626e 100644 --- a/src/battle_ai_util.c +++ b/src/battle_ai_util.c @@ -457,7 +457,7 @@ void RecordLastUsedMoveByTarget(void) RecordKnownMove(gBattlerTarget, gLastMoves[gBattlerTarget]); } -bool32 IsBattlerAIControlled(u32 battlerId) +bool32 BattlerHasAi(u32 battlerId) { switch (GetBattlerPosition(battlerId)) { @@ -473,6 +473,14 @@ bool32 IsBattlerAIControlled(u32 battlerId) } } +bool32 IsBattlerAIControlled(u32 battlerId) +{ + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT) + return TRUE; + + return BattlerHasAi(battlerId); +} + void ClearBattlerMoveHistory(u8 battlerId) { memset(BATTLE_HISTORY->usedMoves[battlerId], 0, sizeof(BATTLE_HISTORY->usedMoves[battlerId])); @@ -1230,8 +1238,9 @@ s32 AI_GetAbility(u32 battlerId) if (knownAbility == ABILITY_NONE) return knownAbility; - if (BATTLE_HISTORY->abilities[battlerId] != ABILITY_NONE) - return BATTLE_HISTORY->abilities[battlerId]; + if (AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE) { + return AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability; + } // Abilities that prevent fleeing - treat as always known if (knownAbility == ABILITY_SHADOW_TAG || knownAbility == ABILITY_MAGNET_PULL || knownAbility == ABILITY_ARENA_TRAP) @@ -1257,10 +1266,10 @@ u16 AI_GetHoldEffect(u32 battlerId) u32 holdEffect; if (!IsBattlerAIControlled(battlerId)) - holdEffect = BATTLE_HISTORY->itemEffects[battlerId]; + holdEffect = AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect; else holdEffect = GetBattlerHoldEffect(battlerId, FALSE); - + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_NEGATE_UNAWARE) return holdEffect; diff --git a/src/battle_debug.c b/src/battle_debug.c index 027be03a4..1d690caaa 100644 --- a/src/battle_debug.c +++ b/src/battle_debug.c @@ -774,7 +774,7 @@ static void Task_ShowAiPoints(u8 taskId) // Swap battler if it's player mon data->aiBattlerId = data->battlerId; - while (!IsBattlerAIControlled(data->aiBattlerId)) + while (!BattlerHasAi(data->aiBattlerId)) { if (++data->aiBattlerId >= gBattlersCount) data->aiBattlerId = 0; @@ -931,7 +931,7 @@ static void Task_ShowAiKnowledge(u8 taskId) // Swap battler if it's player mon data->aiBattlerId = data->battlerId; - while (!IsBattlerAIControlled(data->aiBattlerId)) + while (!BattlerHasAi(data->aiBattlerId)) { if (++data->aiBattlerId >= gBattlersCount) data->aiBattlerId = 0; diff --git a/src/battle_main.c b/src/battle_main.c index efbf1b819..8e0dc6d87 100644 --- a/src/battle_main.c +++ b/src/battle_main.c @@ -3859,7 +3859,7 @@ static void TryDoEventsBeforeFirstTurn(void) gChosenActionByBattler[i] = B_ACTION_NONE; gChosenMoveByBattler[i] = MOVE_NONE; // Record party slots of player's mons that appeared in battle - if (!IsBattlerAIControlled(i)) + if (!BattlerHasAi(i)) gBattleStruct->appearedInBattle |= gBitTable[gBattlerPartyIndexes[i]]; } TurnValuesCleanUp(FALSE); @@ -4096,7 +4096,7 @@ static void HandleTurnActionSelectionState(void) // Do AI score computations here so we can use them in AI_TrySwitchOrUseItem if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart()) - && (IsBattlerAIControlled(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE))) { + && (BattlerHasAi(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE))) { gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler); } break;