mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 04:04:17 +01:00
try to faint script -> c
This commit is contained in:
parent
aad3a800c3
commit
28698a982d
@ -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
|
||||
|
@ -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
|
||||
|
@ -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
|
@ -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);
|
||||
|
@ -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)
|
||||
|
@ -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.
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user