try to faint script -> c

This commit is contained in:
Evan 2020-12-11 08:05:00 -07:00
parent aad3a800c3
commit 28698a982d
6 changed files with 518 additions and 430 deletions

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@ -294,6 +294,9 @@ struct BattleResources
u8 bufferB[MAX_BATTLERS_COUNT][0x200];
};
#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
struct BattleResults
{
u8 playerFaintCounter; // 0x0

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@ -24,4 +24,6 @@ void ClearBattlerAbilityHistory(u8 battlerId);
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
void ClearBattlerItemEffectHistory(u8 battlerId);
extern u8 sBattler_AI;
#endif // GUARD_BATTLE_AI_SCRIPT_COMMANDS_H

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@ -1,8 +1,30 @@
#ifndef GUARD_BATTLE_AI_UTIL_H
#define GUARD_BATTLE_AI_UTIL_H
// for IsBattlerFaster
#define AI_CHECK_FASTER 0 // if_user_faster
#define AI_CHECK_SLOWER 1 // if_target_faster
void RecordLastUsedMoveByTarget(void);
bool32 IsBattlerAIControlled(u32 battlerId);
void ClearBattlerMoveHistory(u8 battlerId);
void RecordLastUsedMoveBy(u32 battlerId, u32 move);
void RecordKnownMove(u8 battlerId, u32 move);
void RecordAbilityBattle(u8 battlerId, u16 abilityId);
void ClearBattlerAbilityHistory(u8 battlerId);
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
void ClearBattlerItemEffectHistory(u8 battlerId);
void SaveBattlerData(u8 battlerId);
void SetBattlerData(u8 battlerId);
void RestoreBattlerData(u8 battlerId);
u32 GetHealthPercentage(u8 battler);
bool32 IsBattlerTrapped(u8 battler, bool8 switching);
u8 GetMovePowerResult(u16 move);
u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef);
u8 GetMoveEffectiveness(u16 move);
bool32 IsBattlerFaster(u8 battler);
bool32 CanTargetFaintAi(void);
s32 AI_GetAbility(u32 battlerId, bool32 guess);
#endif //GUARD_BATTLE_AI_UTIL_H

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@ -590,6 +590,7 @@ SECTIONS {
src/slot_machine.o(.rodata);
src/contest_painting.o(.rodata);
src/battle_ai_script_commands.o(.rodata);
src/battle_ai_util.o(.rodata);
src/trader.o(.rodata);
src/starter_choose.o(.rodata);
src/wallclock.o(.rodata);

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@ -27,9 +27,6 @@
#define AI_ACTION_UNK7 0x0040
#define AI_ACTION_UNK8 0x0080
#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
// AI states
enum
{
@ -51,12 +48,10 @@ extern const u8 *const gBattleAI_ScriptsTable[];
static u8 ChooseMoveOrAction_Singles(void);
static u8 ChooseMoveOrAction_Doubles(void);
static void RecordLastUsedMoveByTarget(void);
static void BattleAI_DoAIProcessing(void);
static void AIStackPushVar(const u8 *);
static bool8 AIStackPop(void);
static s32 CountUsablePartyMons(u8 battlerId);
static s32 AI_GetAbility(u32 battlerId, bool32 guess);
static void Cmd_if_random_less_than(void);
static void Cmd_if_random_greater_than(void);
@ -183,7 +178,7 @@ static void Cmd_if_has_move_with_accuracy_lt(void);
// ewram
EWRAM_DATA const u8 *gAIScriptPtr = NULL;
EWRAM_DATA static u8 sBattler_AI = 0;
EWRAM_DATA u8 sBattler_AI = 0;
// const rom data
typedef void (*BattleAICmdFunc)(void);
@ -363,22 +358,6 @@ static const BattleAICmdFunc sBattleAICmdTable[] =
Cmd_if_has_move_with_accuracy_lt, // 0x79
};
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,
EFFECT_MIND_BLOWN,
0xFFFF
};
// code
void BattleAI_SetupItems(void)
{
@ -794,139 +773,6 @@ static void BattleAI_DoAIProcessing(void)
}
}
static void RecordLastUsedMoveByTarget(void)
{
RecordKnownMove(gBattlerTarget, gLastMoves[gBattlerTarget]);
}
bool32 IsBattlerAIControlled(u32 battlerId)
{
switch (GetBattlerPosition(battlerId))
{
case B_POSITION_PLAYER_LEFT:
default:
return FALSE;
case B_POSITION_OPPONENT_LEFT:
return TRUE;
case B_POSITION_PLAYER_RIGHT:
return ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) != 0);
case B_POSITION_OPPONENT_RIGHT:
return TRUE;
}
}
void ClearBattlerMoveHistory(u8 battlerId)
{
memset(BATTLE_HISTORY->usedMoves[battlerId], 0, sizeof(BATTLE_HISTORY->usedMoves[battlerId]));
memset(BATTLE_HISTORY->moveHistory[battlerId], 0, sizeof(BATTLE_HISTORY->moveHistory[battlerId]));
BATTLE_HISTORY->moveHistoryIndex[battlerId] = 0;
}
void RecordLastUsedMoveBy(u32 battlerId, u32 move)
{
u8 *index = &BATTLE_HISTORY->moveHistoryIndex[battlerId];
if (++(*index) >= AI_MOVE_HISTORY_COUNT)
*index = 0;
BATTLE_HISTORY->moveHistory[battlerId][*index] = move;
}
void RecordKnownMove(u8 battlerId, u32 move)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (BATTLE_HISTORY->usedMoves[battlerId][i] == move)
break;
if (BATTLE_HISTORY->usedMoves[battlerId][i] == MOVE_NONE)
{
BATTLE_HISTORY->usedMoves[battlerId][i] = move;
break;
}
}
}
void RecordAbilityBattle(u8 battlerId, u16 abilityId)
{
BATTLE_HISTORY->abilities[battlerId] = abilityId;
}
void ClearBattlerAbilityHistory(u8 battlerId)
{
BATTLE_HISTORY->abilities[battlerId] = ABILITY_NONE;
}
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect)
{
BATTLE_HISTORY->itemEffects[battlerId] = itemEffect;
}
void ClearBattlerItemEffectHistory(u8 battlerId)
{
BATTLE_HISTORY->itemEffects[battlerId] = 0;
}
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))
{
struct Pokemon *illusionMon;
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.
else if (gBaseStats[gBattleMons[battlerId].species].abilities[1] == ABILITY_NONE
|| gBaseStats[gBattleMons[battlerId].species].abilities[1] == gBaseStats[gBattleMons[battlerId].species].abilities[0])
gBattleMons[battlerId].ability = gBaseStats[gBattleMons[battlerId].species].abilities[0];
// The ability is unknown.
else
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][i] == 0)
gBattleMons[battlerId].moves[i] = 0;
}
// Simulate Illusion
if ((illusionMon = GetIllusionMonPtr(battlerId)) != NULL)
gBattleMons[battlerId].species = GetMonData(illusionMon, MON_DATA_SPECIES2);
}
}
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];
}
}
static bool32 AI_GetIfCrit(u32 move, u8 battlerAtk, u8 battlerDef)
{
bool32 isCrit;
@ -1003,27 +849,6 @@ s32 AI_CalcPartyMonDamage(u16 move, u8 battlerAtk, u8 battlerDef, struct Pokemon
return dmg;
}
u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef)
{
u16 typeEffectiveness, moveType;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
gBattleStruct->dynamicMoveType = 0;
SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType);
typeEffectiveness = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
RestoreBattlerData(battlerAtk);
RestoreBattlerData(battlerDef);
return typeEffectiveness;
}
static void Cmd_if_random_less_than(void)
{
u16 random = Random();
@ -1459,141 +1284,11 @@ static void Cmd_get_considered_move_power(void)
gAIScriptPtr += 1;
}
// Checks if one of the moves has side effects or perks
static u32 WhichMoveBetter(u32 move1, u32 move2)
{
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(move1) && !IS_MOVE_PHYSICAL(move2))
return 1;
if (IS_MOVE_PHYSICAL(move2) && !IS_MOVE_PHYSICAL(move1))
return 0;
}
// Check recoil
if (GetBattlerAbility(sBattler_AI) != ABILITY_ROCK_HEAD)
{
if (((gBattleMoves[move1].effect == EFFECT_RECOIL_25
|| gBattleMoves[move1].effect == EFFECT_RECOIL_IF_MISS
|| gBattleMoves[move1].effect == EFFECT_RECOIL_50
|| gBattleMoves[move1].effect == EFFECT_RECOIL_33
|| gBattleMoves[move1].effect == EFFECT_RECOIL_33_STATUS)
&& (gBattleMoves[move2].effect != EFFECT_RECOIL_25
&& gBattleMoves[move2].effect != EFFECT_RECOIL_IF_MISS
&& gBattleMoves[move2].effect != EFFECT_RECOIL_50
&& gBattleMoves[move2].effect != EFFECT_RECOIL_33
&& gBattleMoves[move2].effect != EFFECT_RECOIL_33_STATUS
&& gBattleMoves[move2].effect != EFFECT_RECHARGE)))
return 1;
if (((gBattleMoves[move2].effect == EFFECT_RECOIL_25
|| gBattleMoves[move2].effect == EFFECT_RECOIL_IF_MISS
|| gBattleMoves[move2].effect == EFFECT_RECOIL_50
|| gBattleMoves[move2].effect == EFFECT_RECOIL_33
|| gBattleMoves[move2].effect == EFFECT_RECOIL_33_STATUS)
&& (gBattleMoves[move1].effect != EFFECT_RECOIL_25
&& gBattleMoves[move1].effect != EFFECT_RECOIL_IF_MISS
&& gBattleMoves[move1].effect != EFFECT_RECOIL_50
&& gBattleMoves[move1].effect != EFFECT_RECOIL_33
&& gBattleMoves[move1].effect != EFFECT_RECOIL_33_STATUS
&& gBattleMoves[move1].effect != EFFECT_RECHARGE)))
return 0;
}
// Check recharge
if (gBattleMoves[move1].effect == EFFECT_RECHARGE && gBattleMoves[move2].effect != EFFECT_RECHARGE)
return 1;
if (gBattleMoves[move2].effect == EFFECT_RECHARGE && gBattleMoves[move1].effect != EFFECT_RECHARGE)
return 0;
// Check additional effect.
if (gBattleMoves[move1].effect == 0 && gBattleMoves[move2].effect != 0)
return 1;
if (gBattleMoves[move2].effect == 0 && gBattleMoves[move1].effect != 0)
return 0;
return 2;
}
static void Cmd_get_how_powerful_move_is(void)
{
s32 i, checkedMove, bestId, currId, hp;
s32 moveDmgs[MAX_MON_MOVES];
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power != 0
&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
{
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
if (gBattleMons[sBattler_AI].moves[checkedMove] != MOVE_NONE
&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF
&& gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].power != 0)
{
moveDmgs[checkedMove] = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][checkedMove];
}
else
{
moveDmgs[checkedMove] = 0;
}
}
hp = gBattleMons[gBattlerTarget].hp + (20 * gBattleMons[gBattlerTarget].hp / 100); // 20 % add to make sure the battler is always fainted
// If a move can faint battler, it doesn't matter how much damage it does
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moveDmgs[i] > hp)
moveDmgs[i] = hp;
}
for (bestId = 0, i = 1; i < MAX_MON_MOVES; i++)
{
if (moveDmgs[i] > moveDmgs[bestId])
bestId = i;
if (moveDmgs[i] == moveDmgs[bestId])
{
switch (WhichMoveBetter(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[i]))
{
case 2:
if (Random() & 1)
break;
case 1:
bestId = i;
break;
}
}
}
currId = AI_THINKING_STRUCT->movesetIndex;
if (currId == bestId)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_BEST;
// Compare percentage difference.
else if ((moveDmgs[currId] >= hp || moveDmgs[bestId] < hp) // If current move can faint as well, or if neither can
&& (moveDmgs[bestId] * 100 / hp) - (moveDmgs[currId] * 100 / hp) <= 30
&& WhichMoveBetter(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[currId]) != 0)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_GOOD;
else
AI_THINKING_STRUCT->funcResult = MOVE_POWER_WEAK;
}
else
{
AI_THINKING_STRUCT->funcResult = MOVE_POWER_DISCOURAGED; // Highly discouraged in terms of power.
}
gAIScriptPtr++;
// GetMovePowerResult
}
static void Cmd_get_last_used_battler_move(void)
@ -1620,48 +1315,7 @@ static void Cmd_if_not_equal_u32(void)
static void Cmd_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;
}
// IsBattlerFaster
}
static void Cmd_nullsub_2A(void)
@ -1726,37 +1380,6 @@ static void Cmd_get_considered_move_effect(void)
gAIScriptPtr += 1;
}
static s32 AI_GetAbility(u32 battlerId, bool32 guess)
{
// The AI knows its own ability.
if (IsBattlerAIControlled(battlerId))
return gBattleMons[battlerId].ability;
if (BATTLE_HISTORY->abilities[battlerId] != 0)
return BATTLE_HISTORY->abilities[battlerId];
// 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;
if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE)
{
if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE)
{
// AI has no knowledge of opponent, so it guesses which ability.
if (guess)
return gBaseStats[gBattleMons[battlerId].species].abilities[Random() & 1];
}
else
{
return gBaseStats[gBattleMons[battlerId].species].abilities[0]; // It's definitely ability 1.
}
}
return -1; // Unknown.
}
static void Cmd_get_ability(void)
{
AI_THINKING_STRUCT->funcResult = AI_GetAbility(BattleAI_GetWantedBattler(gAIScriptPtr[1]), TRUE);
@ -1824,39 +1447,7 @@ static void Cmd_get_highest_type_effectiveness(void)
static void Cmd_if_type_effectiveness(void)
{
u8 damageVar;
u32 effectivenessMultiplier;
gMoveResultFlags = 0;
gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
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])
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
// GetMoveEffectiveness
}
static void Cmd_nullsub_32(void)
@ -2725,21 +2316,7 @@ static void Cmd_if_physical_moves_unusable(void)
// Check if target has means to faint ai mon.
static void Cmd_if_ai_can_go_down(void)
{
s32 i, dmg;
u32 unusable = CheckMoveLimitations(gBattlerTarget, 0, 0xFF & ~MOVE_LIMITATION_PP);
u16 *moves = gBattleResources->battleHistory->usedMoves[gBattlerTarget];
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;
// CanTargetFaintAi
}
static void Cmd_if_cant_use_belch(void)
@ -2940,6 +2517,48 @@ static u8 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, u8 originalSco
static u8 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, u8 originalScore)
{
s32 dmg;
u8 result;
u8 score = originalScore;
if (GetBattlerSide(battlerAtk) == GetBattlerSide(battlerDef))
return originalScore; // don't try to faint your ally
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power == 0)
return originalScore; // can't make anything faint with no power
dmg = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][AI_THINKING_STRUCT->movesetIndex];
if (gBattleMons[gBattlerTarget].hp <= dmg && gBattleMoves[move].effect != EFFECT_EXPLOSION)
{
// AI_TryToFaint_Can
if (IsBattlerFaster(AI_CHECK_FASTER) || gBattleMoves[move].flags & FLAG_HIGH_CRIT)
score += 4;
else
score += 2;
}
else
{
if (GetMovePowerResult(move) == MOVE_POWER_DISCOURAGED)
return (score - 1);
if (GetMoveEffectiveness(move) == AI_EFFECTIVENESS_x4)
{
// AI_TryToFaint_DoubleSuperEffective
if ((Random() % 256) >= 80)
score += 2;
}
}
//AI_TryToFaint_CheckIfDanger
if (!IsBattlerFaster(AI_CHECK_FASTER) && CanTargetFaintAi())
{ // AI_TryToFaint_Danger
if (GetMovePowerResult(move) != MOVE_POWER_BEST)
score--;
else
score++;
}
return score;
}
static u8 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, u8 originalScore)

View File

@ -18,7 +18,157 @@
#include "constants/hold_effects.h"
#include "constants/moves.h"
// Const Data
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,
EFFECT_MIND_BLOWN,
0xFFFF
};
// Functions
void RecordLastUsedMoveByTarget(void)
{
RecordKnownMove(gBattlerTarget, gLastMoves[gBattlerTarget]);
}
bool32 IsBattlerAIControlled(u32 battlerId)
{
switch (GetBattlerPosition(battlerId))
{
case B_POSITION_PLAYER_LEFT:
default:
return FALSE;
case B_POSITION_OPPONENT_LEFT:
return TRUE;
case B_POSITION_PLAYER_RIGHT:
return ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) != 0);
case B_POSITION_OPPONENT_RIGHT:
return TRUE;
}
}
void ClearBattlerMoveHistory(u8 battlerId)
{
memset(BATTLE_HISTORY->usedMoves[battlerId], 0, sizeof(BATTLE_HISTORY->usedMoves[battlerId]));
memset(BATTLE_HISTORY->moveHistory[battlerId], 0, sizeof(BATTLE_HISTORY->moveHistory[battlerId]));
BATTLE_HISTORY->moveHistoryIndex[battlerId] = 0;
}
void RecordLastUsedMoveBy(u32 battlerId, u32 move)
{
u8 *index = &BATTLE_HISTORY->moveHistoryIndex[battlerId];
if (++(*index) >= AI_MOVE_HISTORY_COUNT)
*index = 0;
BATTLE_HISTORY->moveHistory[battlerId][*index] = move;
}
void RecordKnownMove(u8 battlerId, u32 move)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (BATTLE_HISTORY->usedMoves[battlerId][i] == move)
break;
if (BATTLE_HISTORY->usedMoves[battlerId][i] == MOVE_NONE)
{
BATTLE_HISTORY->usedMoves[battlerId][i] = move;
break;
}
}
}
void RecordAbilityBattle(u8 battlerId, u16 abilityId)
{
BATTLE_HISTORY->abilities[battlerId] = abilityId;
}
void ClearBattlerAbilityHistory(u8 battlerId)
{
BATTLE_HISTORY->abilities[battlerId] = ABILITY_NONE;
}
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect)
{
BATTLE_HISTORY->itemEffects[battlerId] = itemEffect;
}
void ClearBattlerItemEffectHistory(u8 battlerId)
{
BATTLE_HISTORY->itemEffects[battlerId] = 0;
}
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];
}
}
void SetBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
{
struct Pokemon *illusionMon;
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.
else if (gBaseStats[gBattleMons[battlerId].species].abilities[1] == ABILITY_NONE
|| gBaseStats[gBattleMons[battlerId].species].abilities[1] == gBaseStats[gBattleMons[battlerId].species].abilities[0])
gBattleMons[battlerId].ability = gBaseStats[gBattleMons[battlerId].species].abilities[0];
// The ability is unknown.
else
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][i] == 0)
gBattleMons[battlerId].moves[i] = 0;
}
// Simulate Illusion
if ((illusionMon = GetIllusionMonPtr(battlerId)) != NULL)
gBattleMons[battlerId].species = GetMonData(illusionMon, MON_DATA_SPECIES2);
}
}
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];
}
}
u32 GetHealthPercentage(u8 battlerId)
{
return (u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP);
@ -44,4 +194,295 @@ bool32 IsBattlerTrapped(u8 battler, bool8 switching)
}
return FALSE;
}
}
// Checks if one of the moves has side effects or perks
static u32 WhichMoveBetter(u32 move1, u32 move2)
{
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(move1) && !IS_MOVE_PHYSICAL(move2))
return 1;
if (IS_MOVE_PHYSICAL(move2) && !IS_MOVE_PHYSICAL(move1))
return 0;
}
// Check recoil
if (GetBattlerAbility(sBattler_AI) != ABILITY_ROCK_HEAD)
{
if (((gBattleMoves[move1].effect == EFFECT_RECOIL_25
|| gBattleMoves[move1].effect == EFFECT_RECOIL_IF_MISS
|| gBattleMoves[move1].effect == EFFECT_RECOIL_50
|| gBattleMoves[move1].effect == EFFECT_RECOIL_33
|| gBattleMoves[move1].effect == EFFECT_RECOIL_33_STATUS)
&& (gBattleMoves[move2].effect != EFFECT_RECOIL_25
&& gBattleMoves[move2].effect != EFFECT_RECOIL_IF_MISS
&& gBattleMoves[move2].effect != EFFECT_RECOIL_50
&& gBattleMoves[move2].effect != EFFECT_RECOIL_33
&& gBattleMoves[move2].effect != EFFECT_RECOIL_33_STATUS
&& gBattleMoves[move2].effect != EFFECT_RECHARGE)))
return 1;
if (((gBattleMoves[move2].effect == EFFECT_RECOIL_25
|| gBattleMoves[move2].effect == EFFECT_RECOIL_IF_MISS
|| gBattleMoves[move2].effect == EFFECT_RECOIL_50
|| gBattleMoves[move2].effect == EFFECT_RECOIL_33
|| gBattleMoves[move2].effect == EFFECT_RECOIL_33_STATUS)
&& (gBattleMoves[move1].effect != EFFECT_RECOIL_25
&& gBattleMoves[move1].effect != EFFECT_RECOIL_IF_MISS
&& gBattleMoves[move1].effect != EFFECT_RECOIL_50
&& gBattleMoves[move1].effect != EFFECT_RECOIL_33
&& gBattleMoves[move1].effect != EFFECT_RECOIL_33_STATUS
&& gBattleMoves[move1].effect != EFFECT_RECHARGE)))
return 0;
}
// Check recharge
if (gBattleMoves[move1].effect == EFFECT_RECHARGE && gBattleMoves[move2].effect != EFFECT_RECHARGE)
return 1;
if (gBattleMoves[move2].effect == EFFECT_RECHARGE && gBattleMoves[move1].effect != EFFECT_RECHARGE)
return 0;
// Check additional effect.
if (gBattleMoves[move1].effect == 0 && gBattleMoves[move2].effect != 0)
return 1;
if (gBattleMoves[move2].effect == 0 && gBattleMoves[move1].effect != 0)
return 0;
return 2;
}
u8 GetMovePowerResult(u16 move)
{
s32 i, checkedMove, bestId, currId, hp;
s32 moveDmgs[MAX_MON_MOVES];
u8 result;
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[move].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
if (gBattleMoves[move].power != 0 && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
{
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
{
if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i])
break;
}
if (gBattleMons[sBattler_AI].moves[checkedMove] != MOVE_NONE
&& sDiscouragedPowerfulMoveEffects[i] == 0xFFFF
&& gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].power != 0)
{
moveDmgs[checkedMove] = AI_THINKING_STRUCT->simulatedDmg[sBattler_AI][gBattlerTarget][checkedMove];
}
else
{
moveDmgs[checkedMove] = 0;
}
}
hp = gBattleMons[gBattlerTarget].hp + (20 * gBattleMons[gBattlerTarget].hp / 100); // 20 % add to make sure the battler is always fainted
// If a move can faint battler, it doesn't matter how much damage it does
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moveDmgs[i] > hp)
moveDmgs[i] = hp;
}
for (bestId = 0, i = 1; i < MAX_MON_MOVES; i++)
{
if (moveDmgs[i] > moveDmgs[bestId])
bestId = i;
if (moveDmgs[i] == moveDmgs[bestId])
{
switch (WhichMoveBetter(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[i]))
{
case 2:
if (Random() & 1)
break;
case 1:
bestId = i;
break;
}
}
}
currId = AI_THINKING_STRUCT->movesetIndex;
if (currId == bestId)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_BEST;
// Compare percentage difference.
else if ((moveDmgs[currId] >= hp || moveDmgs[bestId] < hp) // If current move can faint as well, or if neither can
&& (moveDmgs[bestId] * 100 / hp) - (moveDmgs[currId] * 100 / hp) <= 30
&& WhichMoveBetter(gBattleMons[sBattler_AI].moves[bestId], gBattleMons[sBattler_AI].moves[currId]) != 0)
AI_THINKING_STRUCT->funcResult = MOVE_POWER_GOOD;
else
AI_THINKING_STRUCT->funcResult = MOVE_POWER_WEAK;
}
else
{
AI_THINKING_STRUCT->funcResult = MOVE_POWER_DISCOURAGED; // Highly discouraged in terms of power.
}
return AI_THINKING_STRUCT->funcResult;
}
u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef)
{
u16 typeEffectiveness, moveType;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
gBattleStruct->dynamicMoveType = 0;
SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType);
typeEffectiveness = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
RestoreBattlerData(battlerAtk);
RestoreBattlerData(battlerDef);
return typeEffectiveness;
}
u8 GetMoveEffectiveness(u16 move)
{
u8 damageVar;
u32 effectivenessMultiplier;
gMoveResultFlags = 0;
gCurrentMove = move;
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;
}
return damageVar;
}
// 0: is user(ai) faster
// 1: is target faster
bool32 IsBattlerFaster(u8 battler)
{
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 (battler == 0) // is user (ai) faster
return TRUE;
else
return FALSE;
}
else if (fasterAI < fasterPlayer)
{
if (battler == 1) // is target (player) faster
return TRUE;
else
return FALSE;
}
else
{
// Priorities are the same(at least comparing to moves the AI is aware of), decide by speed.
if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == battler)
return TRUE;
else
return FALSE;
}
}
// Check if target has means to faint ai mon.
bool32 CanTargetFaintAi(void)
{
s32 i, dmg;
u32 unusable = CheckMoveLimitations(gBattlerTarget, 0, 0xFF & ~MOVE_LIMITATION_PP);
u16 *moves = gBattleResources->battleHistory->usedMoves[gBattlerTarget];
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)
{
return TRUE;
}
}
return FALSE;
}
s32 AI_GetAbility(u32 battlerId, bool32 guess)
{
// The AI knows its own ability.
if (IsBattlerAIControlled(battlerId))
return gBattleMons[battlerId].ability;
if (BATTLE_HISTORY->abilities[battlerId] != 0)
return BATTLE_HISTORY->abilities[battlerId];
// 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;
if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE)
{
if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE)
{
// AI has no knowledge of opponent, so it guesses which ability.
if (guess)
return gBaseStats[gBattleMons[battlerId].species].abilities[Random() & 1];
}
else
{
return gBaseStats[gBattleMons[battlerId].species].abilities[0]; // It's definitely ability 1.
}
}
return -1; // Unknown.
}