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Document ChooseMoveAndTargetInBattlePalace
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@ -392,7 +392,7 @@ struct BattleStruct
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u8 expGetterBattlerId;
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u8 unused_5;
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u8 absentBattlerFlags;
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u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 palaceFlags; // First 4 bits are "is <= 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 field_93; // related to choosing pokemon?
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u8 wallyBattleState;
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u8 wallyMovesState;
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@ -440,6 +440,11 @@ struct BattleStruct
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u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
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};
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// The palaceFlags member of struct BattleStruct contains 1 flag per move to indicate which moves the AI should consider,
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// and 1 flag per battler to indicate whether the battler is awake and at <= 50% HP (which affects move choice).
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// The assert below is to ensure palaceFlags is large enough to store these flags without overlap.
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STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLERS_COUNT + MAX_MON_MOVES, PalaceFlagsTooSmall)
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#define F_DYNAMIC_TYPE_1 (1 << 6)
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#define F_DYNAMIC_TYPE_2 (1 << 7)
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#define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1)
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@ -121,9 +121,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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#define selectedGroup percent
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#define selectedMoves var2
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#define moveTarget var1
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#define validMoveFlags var1
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#define numValidMoveGroups var2
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#define validMoveGroup var2
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#define numMovesPerGroup var1
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#define numMultipleMoveGroups var2
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#define randSelectGroup var2
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// If battler is < 50% HP and not asleep, use second set of move group likelihoods
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// otherwise use first set
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@ -172,32 +172,45 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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{
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if (unusableMovesBits != ALL_MOVES_MASK)
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{
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validMoveFlags = 0, numValidMoveGroups = 0;
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numMovesPerGroup = 0, numMultipleMoveGroups = 0;
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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// validMoveFlags is used here as a bitfield for which moves can be used for each move group type
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// first 4 bits are for attack (1 for each move), then 4 bits for defense, and 4 for support
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// Count the number of usable moves the battler has in each move group.
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// The totals will be stored separately in 3 groups of 4 bits each in numMovesPerGroup.
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 0);
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numMovesPerGroup += (1 << 0);
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 4);
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numMovesPerGroup += (1 << 4);
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 8);
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numMovesPerGroup += (1 << 8);
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}
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// Count the move groups the pokemon has
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if ((validMoveFlags & 0xF) > 1)
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numValidMoveGroups++;
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if ((validMoveFlags & 0xF0) > 0x1F)
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numValidMoveGroups++;
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if ((validMoveFlags & 0xF0) > 0x1FF)
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numValidMoveGroups++;
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// Count the number of move groups for which the battler has at least 2 usable moves.
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// This is a roundabout way to determine if there is a move group that should be
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// preferred, because it has multiple move options and the others do not.
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// The condition intended to check the total for the Support group is accidentally
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// checking the Defense total, and is never true. As a result the preferences for
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// random move selection here will skew away from the Support move group.
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if ((numMovesPerGroup & 0xF) >= 2)
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numMultipleMoveGroups++;
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
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numMultipleMoveGroups++;
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#ifdef BUGFIX
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if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
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#else
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
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#endif
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numMultipleMoveGroups++;
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// If more than 1 possible move group, or no possible move groups
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// then choose move randomly
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if (numValidMoveGroups > 1 || numValidMoveGroups == 0)
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// By this point we already know the battler only has usable moves from at most 2 of the 3 move groups,
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// because they had no usable moves from the move group that was selected based on Nature.
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//
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// The below condition is effectively 'numMultipleMoveGroups != 1'.
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// There is no stand-out group with multiple moves to choose from, so we pick randomly.
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// Note that because of the bug above the battler may actually have any number of Support moves.
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if (numMultipleMoveGroups > 1 || numMultipleMoveGroups == 0)
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{
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do
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{
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@ -206,27 +219,36 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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chosenMoveId = i;
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} while (chosenMoveId == -1);
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}
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// Otherwise randomly choose move of only available move group
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else
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{
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if ((validMoveFlags & 0xF) > 1)
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validMoveGroup = PALACE_MOVE_GROUP_ATTACK;
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if ((validMoveFlags & 0xF0) > 0x1F)
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validMoveGroup = PALACE_MOVE_GROUP_DEFENSE;
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if ((validMoveFlags & 0xF0) > 0x1FF)
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validMoveGroup = PALACE_MOVE_GROUP_SUPPORT;
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// The battler has just 1 move group with multiple move options to choose from.
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// Choose a move randomly from this group.
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// Same bug as the previous set of conditions (the condition for Support is never true).
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// This bug won't cause a softlock below, because if Support is the only group with multiple
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// moves then it won't have been counted, and the 'numMultipleMoveGroups == 0' above will be true.
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if ((numMovesPerGroup & 0xF) >= 2)
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randSelectGroup = PALACE_MOVE_GROUP_ATTACK;
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
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randSelectGroup = PALACE_MOVE_GROUP_DEFENSE;
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#ifdef BUGFIX
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if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
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#else
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
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#endif
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randSelectGroup = PALACE_MOVE_GROUP_SUPPORT;
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do
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{
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i = Random() % MAX_MON_MOVES;
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if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
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if (!(gBitTable[i] & unusableMovesBits) && randSelectGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
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chosenMoveId = i;
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} while (chosenMoveId == -1);
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}
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// If a move was selected (and in this case was not from the Nature-chosen group)
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// then there's a 50% chance it won't be used anyway
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if (Random() % 100 > 49)
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// Because the selected move was not from the Nature-chosen move group there's a 50% chance
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// that it will be unable to use it. This could have been checked earlier to avoid the above work.
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if (Random() % 100 >= 50)
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{
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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return 0;
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@ -234,6 +256,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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}
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else
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{
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// All the battler's moves were flagged as unusable.
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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return 0;
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}
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@ -266,9 +289,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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#undef selectedGroup
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#undef selectedMoves
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#undef moveTarget
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#undef validMoveFlags
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#undef numValidMoveGroups
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#undef validMoveGroup
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#undef numMovesPerGroup
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#undef numMultipleMoveGroups
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#undef randSelectGroup
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static u8 GetBattlePalaceMoveGroup(u16 move)
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{
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@ -849,7 +849,7 @@ static const u8 sBallCatchBonuses[] =
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// In Battle Palace, moves are chosen based on the pokemons nature rather than by the player
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// Moves are grouped into "Attack", "Defense", or "Support" (see PALACE_MOVE_GROUP_*)
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// Each nature has a certain percent chance of selecting a move from a particular group
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// and a separate percent chance for each group when below 50% HP
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// and a separate percent chance for each group when at or below 50% HP
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// The table below doesn't list percentages for Support because you can subtract the other two
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// Support percentages are listed in comments off to the side instead
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#define PALACE_STYLE(atk, def, atkLow, defLow) {atk, atk + def, atkLow, atkLow + defLow}
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