Document ChooseMoveAndTargetInBattlePalace

This commit is contained in:
GriffinR 2023-08-16 16:41:29 -04:00
parent aca7998b93
commit 057928438a
3 changed files with 63 additions and 35 deletions

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@ -392,7 +392,7 @@ struct BattleStruct
u8 expGetterBattlerId;
u8 unused_5;
u8 absentBattlerFlags;
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
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
u8 field_93; // related to choosing pokemon?
u8 wallyBattleState;
u8 wallyMovesState;
@ -440,6 +440,11 @@ struct BattleStruct
u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
};
// The palaceFlags member of struct BattleStruct contains 1 flag per move to indicate which moves the AI should consider,
// and 1 flag per battler to indicate whether the battler is awake and at <= 50% HP (which affects move choice).
// The assert below is to ensure palaceFlags is large enough to store these flags without overlap.
STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLERS_COUNT + MAX_MON_MOVES, PalaceFlagsTooSmall)
#define F_DYNAMIC_TYPE_1 (1 << 6)
#define F_DYNAMIC_TYPE_2 (1 << 7)
#define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1)

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@ -121,9 +121,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
#define selectedGroup percent
#define selectedMoves var2
#define moveTarget var1
#define validMoveFlags var1
#define numValidMoveGroups var2
#define validMoveGroup var2
#define numMovesPerGroup var1
#define numMultipleMoveGroups var2
#define randSelectGroup var2
// If battler is < 50% HP and not asleep, use second set of move group likelihoods
// otherwise use first set
@ -172,32 +172,45 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
{
if (unusableMovesBits != ALL_MOVES_MASK)
{
validMoveFlags = 0, numValidMoveGroups = 0;
numMovesPerGroup = 0, numMultipleMoveGroups = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
// validMoveFlags is used here as a bitfield for which moves can be used for each move group type
// first 4 bits are for attack (1 for each move), then 4 bits for defense, and 4 for support
// Count the number of usable moves the battler has in each move group.
// The totals will be stored separately in 3 groups of 4 bits each in numMovesPerGroup.
if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
validMoveFlags += (1 << 0);
numMovesPerGroup += (1 << 0);
if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
validMoveFlags += (1 << 4);
numMovesPerGroup += (1 << 4);
if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
validMoveFlags += (1 << 8);
numMovesPerGroup += (1 << 8);
}
// Count the move groups the pokemon has
if ((validMoveFlags & 0xF) > 1)
numValidMoveGroups++;
if ((validMoveFlags & 0xF0) > 0x1F)
numValidMoveGroups++;
if ((validMoveFlags & 0xF0) > 0x1FF)
numValidMoveGroups++;
// Count the number of move groups for which the battler has at least 2 usable moves.
// This is a roundabout way to determine if there is a move group that should be
// preferred, because it has multiple move options and the others do not.
// The condition intended to check the total for the Support group is accidentally
// checking the Defense total, and is never true. As a result the preferences for
// random move selection here will skew away from the Support move group.
if ((numMovesPerGroup & 0xF) >= 2)
numMultipleMoveGroups++;
if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
numMultipleMoveGroups++;
#ifdef BUGFIX
if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
#else
if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
#endif
numMultipleMoveGroups++;
// If more than 1 possible move group, or no possible move groups
// then choose move randomly
if (numValidMoveGroups > 1 || numValidMoveGroups == 0)
// By this point we already know the battler only has usable moves from at most 2 of the 3 move groups,
// because they had no usable moves from the move group that was selected based on Nature.
//
// The below condition is effectively 'numMultipleMoveGroups != 1'.
// There is no stand-out group with multiple moves to choose from, so we pick randomly.
// Note that because of the bug above the battler may actually have any number of Support moves.
if (numMultipleMoveGroups > 1 || numMultipleMoveGroups == 0)
{
do
{
@ -206,27 +219,36 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
chosenMoveId = i;
} while (chosenMoveId == -1);
}
// Otherwise randomly choose move of only available move group
else
{
if ((validMoveFlags & 0xF) > 1)
validMoveGroup = PALACE_MOVE_GROUP_ATTACK;
if ((validMoveFlags & 0xF0) > 0x1F)
validMoveGroup = PALACE_MOVE_GROUP_DEFENSE;
if ((validMoveFlags & 0xF0) > 0x1FF)
validMoveGroup = PALACE_MOVE_GROUP_SUPPORT;
// The battler has just 1 move group with multiple move options to choose from.
// Choose a move randomly from this group.
// Same bug as the previous set of conditions (the condition for Support is never true).
// This bug won't cause a softlock below, because if Support is the only group with multiple
// moves then it won't have been counted, and the 'numMultipleMoveGroups == 0' above will be true.
if ((numMovesPerGroup & 0xF) >= 2)
randSelectGroup = PALACE_MOVE_GROUP_ATTACK;
if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
randSelectGroup = PALACE_MOVE_GROUP_DEFENSE;
#ifdef BUGFIX
if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
#else
if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
#endif
randSelectGroup = PALACE_MOVE_GROUP_SUPPORT;
do
{
i = Random() % MAX_MON_MOVES;
if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
if (!(gBitTable[i] & unusableMovesBits) && randSelectGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
chosenMoveId = i;
} while (chosenMoveId == -1);
}
// If a move was selected (and in this case was not from the Nature-chosen group)
// then there's a 50% chance it won't be used anyway
if (Random() % 100 > 49)
// Because the selected move was not from the Nature-chosen move group there's a 50% chance
// that it will be unable to use it. This could have been checked earlier to avoid the above work.
if (Random() % 100 >= 50)
{
gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
return 0;
@ -234,6 +256,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
}
else
{
// All the battler's moves were flagged as unusable.
gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
return 0;
}
@ -266,9 +289,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
#undef selectedGroup
#undef selectedMoves
#undef moveTarget
#undef validMoveFlags
#undef numValidMoveGroups
#undef validMoveGroup
#undef numMovesPerGroup
#undef numMultipleMoveGroups
#undef randSelectGroup
static u8 GetBattlePalaceMoveGroup(u16 move)
{

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@ -849,7 +849,7 @@ static const u8 sBallCatchBonuses[] =
// In Battle Palace, moves are chosen based on the pokemons nature rather than by the player
// Moves are grouped into "Attack", "Defense", or "Support" (see PALACE_MOVE_GROUP_*)
// Each nature has a certain percent chance of selecting a move from a particular group
// and a separate percent chance for each group when below 50% HP
// and a separate percent chance for each group when at or below 50% HP
// The table below doesn't list percentages for Support because you can subtract the other two
// Support percentages are listed in comments off to the side instead
#define PALACE_STYLE(atk, def, atkLow, defLow) {atk, atk + def, atkLow, atkLow + defLow}