Merge pull request #2226 from Porygon23/AI-Logic-Updates

Added corner case logic for AI Switching.
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ghoulslash 2022-09-15 17:56:35 -04:00 committed by GitHub
commit 354a8256e4
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4 changed files with 284 additions and 51 deletions

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@ -114,6 +114,7 @@ bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
u8 TryWeatherFormChange(u8 battlerId);
bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u16 ability, u8 special, u16 moveArg);
bool32 IsNeutralizingGasOnField(void);
u32 GetBattlerAbility(u8 battlerId);
u32 IsAbilityOnSide(u32 battlerId, u32 ability);
u32 IsAbilityOnOpposingSide(u32 battlerId, u32 ability);

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@ -56,6 +56,7 @@
#define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished
#define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished
#define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks
#define AI_FLAG_ACE_POKEMON (1 << 16) // AI has Ace Pokemon. The last Pokemon in the party will not used until last remaining.
// 'other' ai logic flags
#define AI_FLAG_ROAMING (1 << 29)

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@ -1,10 +1,13 @@
#include "global.h"
#include "battle.h"
#include "constants/battle_ai.h"
#include "battle_ai_main.h"
#include "battle_ai_util.h"
#include "battle_util.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_main.h"
#include "constants/hold_effects.h"
#include "battle_setup.h"
#include "data.h"
#include "pokemon.h"
@ -12,6 +15,7 @@
#include "util.h"
#include "constants/abilities.h"
#include "constants/item_effects.h"
#include "constants/battle_move_effects.h"
#include "constants/items.h"
#include "constants/moves.h"
@ -19,6 +23,7 @@
static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng);
static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent);
static bool8 ShouldUseItem(void);
static bool32 AiExpectsToFaintPlayer(void);
static bool32 AI_ShouldHeal(u32 healAmount);
static bool32 AI_OpponentCanFaintAiWithMod(u32 healAmount);
@ -56,21 +61,6 @@ static bool8 ShouldSwitchIfAllBadMoves(void)
}
}
static bool8 ShouldSwitchIfPerishSong(void)
{
if (gStatuses3[gActiveBattler] & STATUS3_PERISH_SONG
&& gDisableStructs[gActiveBattler].perishSongTimer == 0)
{
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
return TRUE;
}
else
{
return FALSE;
}
}
static bool8 ShouldSwitchIfWonderGuard(void)
{
u8 opposingPosition;
@ -119,6 +109,9 @@ static bool8 ShouldSwitchIfWonderGuard(void)
continue;
if (i == gBattlerPartyIndexes[gActiveBattler])
continue;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))
continue;
for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++)
{
@ -180,7 +173,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
else
return FALSE;
if (AI_GetAbility(gActiveBattler) == absorbingTypeAbility)
if (AI_DATA->abilities[gActiveBattler] == absorbingTypeAbility)
return FALSE;
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
@ -209,6 +202,10 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
continue;
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
continue;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))
continue;
species = GetMonData(&party[i], MON_DATA_SPECIES);
if (GetMonData(&party[i], MON_DATA_ABILITY_NUM) != 0)
@ -228,43 +225,226 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
return FALSE;
}
static bool8 ShouldSwitchIfNaturalCure(void)
static bool8 ShouldSwitchIfGameStatePrompt(void)
{
if (!(gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP))
return FALSE;
if (AI_GetAbility(gActiveBattler) != ABILITY_NATURAL_CURE)
return FALSE;
if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 2)
return FALSE;
bool8 switchMon = FALSE;
u16 monAbility = AI_DATA->abilities[gActiveBattler];
u16 holdEffect = AI_DATA->holdEffects[gActiveBattler];
u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(gActiveBattler));
u8 opposingBattler = GetBattlerAtPosition(opposingPosition);
s32 moduloChance = 4; //25% Chance Default
s32 chanceReducer = 1; //No Reduce default. Increase to reduce
s32 firstId;
s32 lastId;
s32 i;
struct Pokemon *party;
if ((gLastLandedMoves[gActiveBattler] == MOVE_NONE
|| gLastLandedMoves[gActiveBattler] == MOVE_UNAVAILABLE)
&& Random() & 1)
if (AnyStatIsRaised(gActiveBattler))
chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup
//Perish Song
if (gStatuses3[gActiveBattler] & STATUS3_PERISH_SONG
&& gDisableStructs[gActiveBattler].perishSongTimer == 0
&& monAbility != ABILITY_SOUNDPROOF)
switchMon = TRUE;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING)
{
//Yawn
if (gStatuses3[gActiveBattler] & STATUS3_YAWN
&& AI_CanSleep(gActiveBattler, monAbility)
&& gBattleMons[gActiveBattler].hp > gBattleMons[gActiveBattler].maxHP / 3)
{
switchMon = TRUE;
//Double Battles
//Check if partner can prevent sleep
if (IsDoubleBattle())
{
if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler))
&& (GetAIChosenMove(BATTLE_PARTNER(gActiveBattler)) == MOVE_UPROAR)
)
switchMon = FALSE;
if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler))
&& (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MISTY_TERRAIN
|| gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_ELECTRIC_TERRAIN)
&& IsBattlerGrounded(gActiveBattler)
)
switchMon = FALSE;
if (*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) != PARTY_SIZE) //Partner is switching
{
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
party = gPlayerParty;
for (i = firstId; i < lastId; i++)
{
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))
break;
//Look for mon in party that is able to be switched into and has ability that sets terrain
if (GetMonData(&party[i], MON_DATA_HP) != 0
&& GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE
&& GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG
&& i != gBattlerPartyIndexes[gActiveBattler]
&& i != gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)]
&& IsBattlerGrounded(gActiveBattler)
&& (GetMonAbility(&party[i]) == ABILITY_MISTY_SURGE
|| GetMonAbility(&party[i]) == ABILITY_ELECTRIC_SURGE)) //Ally has Misty or Electric Surge
{
*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) = i;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
switchMon = FALSE;
break;
}
}
}
}
//Check if Active Pokemon can KO opponent instead of switching
//Will still fall asleep, but take out opposing Pokemon first
if (AiExpectsToFaintPlayer())
switchMon = FALSE;
//Checks to see if active Pokemon can do something against sleep
if (monAbility == (ABILITY_NATURAL_CURE | ABILITY_SHED_SKIN | ABILITY_EARLY_BIRD)
|| holdEffect == (HOLD_EFFECT_CURE_SLP | HOLD_EFFECT_CURE_STATUS)
|| HasMove(gActiveBattler, MOVE_SLEEP_TALK)
|| (HasMoveEffect(gActiveBattler, MOVE_SNORE) && AI_GetTypeEffectiveness(MOVE_SNORE, gActiveBattler, opposingBattler) >= UQ_4_12(1.0))
|| (IsBattlerGrounded(gActiveBattler)
&& (HasMove(gActiveBattler, MOVE_MISTY_TERRAIN) || HasMove(gActiveBattler, MOVE_ELECTRIC_TERRAIN)))
)
switchMon = FALSE;
//Check if Active Pokemon evasion boosted and might be able to dodge until awake
if (gBattleMons[gActiveBattler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3)
&& AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE
&& AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE
&& !(gBattleMons[gActiveBattler].status2 & STATUS2_FORESIGHT)
&& !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED))
switchMon = FALSE;
}
//Secondary Damage
if (monAbility != ABILITY_MAGIC_GUARD
&& !AiExpectsToFaintPlayer())
{
//Toxic
moduloChance = 2; //50%
if (((gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_COUNTER) >= STATUS1_TOXIC_TURN(2))
&& gBattleMons[gActiveBattler].hp >= (gBattleMons[gActiveBattler].maxHP / 3)
&& (Random() % (moduloChance*chanceReducer)) == 0)
switchMon = TRUE;
//Cursed
moduloChance = 2; //50%
if (gBattleMons[gActiveBattler].status2 & STATUS2_CURSED
&& (Random() % (moduloChance*chanceReducer)) == 0)
switchMon = TRUE;
//Nightmare
moduloChance = 3; //33.3%
if (gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE
&& (Random() % (moduloChance*chanceReducer)) == 0)
switchMon = TRUE;
//Leech Seed
moduloChance = 4; //25%
if (gStatuses3[gActiveBattler] & STATUS3_LEECHSEED
&& (Random() % (moduloChance*chanceReducer)) == 0)
switchMon = TRUE;
}
//Infatuation
if (gBattleMons[gActiveBattler].status2 & STATUS2_INFATUATION
&& !AiExpectsToFaintPlayer())
switchMon = TRUE;
//Todo
//Pass Wish Heal
//Semi-Invulnerable
if (gStatuses3[opposingBattler] & STATUS3_SEMI_INVULNERABLE)
if (FindMonThatAbsorbsOpponentsMove()) //If find absorber default to switch
switchMon = TRUE;
if (!AI_OpponentCanFaintAiWithMod(0)
&& AnyStatIsRaised(gActiveBattler))
switchMon = FALSE;
if (AiExpectsToFaintPlayer()
&& !WillAIStrikeFirst()
&& !AI_OpponentCanFaintAiWithMod(0))
switchMon = FALSE;
}
if (switchMon)
{
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
return TRUE;
}
else if (IS_MOVE_STATUS(gLastLandedMoves[gActiveBattler]) && Random() & 1)
else
{
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
return TRUE;
return FALSE;
}
}
static bool8 ShouldSwitchIfAbilityBenefit(void)
{
s32 monToSwitchId;
s32 moduloChance = 4; //25% Chance Default
s32 chanceReducer = 1; //No Reduce default. Increase to reduce
u8 battlerId = GetBattlerPosition(gActiveBattler);
if (AnyStatIsRaised(battlerId))
chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup
//Check if ability is blocked
if (gStatuses3[gActiveBattler] & STATUS3_GASTRO_ACID
||IsNeutralizingGasOnField())
return FALSE;
switch(AI_DATA->abilities[gActiveBattler]) {
case ABILITY_NATURAL_CURE:
moduloChance = 4; //25%
//Attempt to cure bad ailment
if (gBattleMons[gActiveBattler].status1 & (STATUS1_SLEEP | STATUS1_FREEZE | STATUS1_TOXIC_POISON)
&& GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
break;
//Attempt to cure lesser ailment
if ((gBattleMons[gActiveBattler].status1 & STATUS1_ANY)
&& (gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].maxHP / 2)
&& GetMostSuitableMonToSwitchInto() != PARTY_SIZE
&& Random() % (moduloChance*chanceReducer) == 0)
break;
return FALSE;
case ABILITY_REGENERATOR:
moduloChance = 2; //50%
//Don't switch if ailment
if (gBattleMons[gActiveBattler].status1 & STATUS1_ANY)
return FALSE;
if ((gBattleMons[gActiveBattler].hp <= ((gBattleMons[gActiveBattler].maxHP * 2) / 3))
&& GetMostSuitableMonToSwitchInto() != PARTY_SIZE
&& Random() % (moduloChance*chanceReducer) == 0)
break;
return FALSE;
default:
return FALSE;
}
if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 1))
return TRUE;
if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 1))
return TRUE;
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
if (Random() & 1)
{
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
return TRUE;
}
return FALSE;
return TRUE;
}
static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng)
@ -392,6 +572,10 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent)
continue;
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
continue;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))
continue;
species = GetMonData(&party[i], MON_DATA_SPECIES);
if (GetMonData(&party[i], MON_DATA_ABILITY_NUM) != 0)
@ -480,26 +664,42 @@ bool32 ShouldSwitch(void)
continue;
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
continue;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))
continue;
availableToSwitch++;
}
if (availableToSwitch == 0)
return FALSE;
if (ShouldSwitchIfAllBadMoves())
return TRUE;
if (ShouldSwitchIfPerishSong())
return TRUE;
//NOTE: The sequence of the below functions matter! Do not change unless you have carefully considered the outcome.
//Since the order is sequencial, and some of these functions prompt switch to specific party members.
//These Functions can prompt switch to specific party members
if (ShouldSwitchIfWonderGuard())
return TRUE;
if (ShouldSwitchIfGameStatePrompt())
return TRUE;
if (FindMonThatAbsorbsOpponentsMove())
return TRUE;
if (ShouldSwitchIfNaturalCure())
//These Functions can prompt switch to generic pary members
if (ShouldSwitchIfAllBadMoves())
return TRUE;
if (ShouldSwitchIfAbilityBenefit())
return TRUE;
//Removing switch capabilites under specific conditions
//These Functions prevent the "FindMonWithFlagsAndSuperEffective" from getting out of hand.
if (HasSuperEffectiveMoveAgainstOpponents(FALSE))
return FALSE;
if (AreStatsRaised())
return FALSE;
//Default Function
//Can prompt switch if AI has a pokemon in party that resists current opponent & has super effective move
if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 2)
|| FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 3))
return TRUE;
@ -542,7 +742,7 @@ void AI_TrySwitchOrUseItem(void)
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
for (monToSwitchId = firstId; monToSwitchId < lastId; monToSwitchId++)
for (monToSwitchId = (lastId-1); monToSwitchId >= firstId; monToSwitchId--)
{
if (GetMonData(&party[monToSwitchId], MON_DATA_HP) == 0)
continue;
@ -554,6 +754,9 @@ void AI_TrySwitchOrUseItem(void)
continue;
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
continue;
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& monToSwitchId == (CalculateEnemyPartyCount()-1))
continue;
break;
}
@ -751,7 +954,9 @@ u8 GetMostSuitableMonToSwitchInto(void)
|| gBattlerPartyIndexes[battlerIn2] == i
|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn1)
|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)
|| (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler))) // While not really invalid per say, not really wise to switch into this mon.
|| (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler)) // While not really invalid per say, not really wise to switch into this mon.
|| (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& i == (CalculateEnemyPartyCount()-1))) //Save Ace Pokemon for last
invalidMons |= gBitTable[i];
else
aliveCount++;

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@ -2,6 +2,7 @@
#include "battle.h"
#include "battle_ai_main.h"
#include "battle_ai_util.h"
#include "constants/battle_ai.h"
#include "battle_anim.h"
#include "battle_arena.h"
#include "battle_controllers.h"
@ -94,6 +95,7 @@ static void OpponentHandleResetActionMoveSelection(void);
static void OpponentHandleEndLinkBattle(void);
static void OpponentHandleDebugMenu(void);
static void OpponentCmdEnd(void);
static u8 CountAIAliveNonEggMonsExcept(u8 slotToIgnore);
static void OpponentBufferRunCommand(void);
static void OpponentBufferExecCompleted(void);
@ -1670,6 +1672,7 @@ static void OpponentHandleChooseItem(void)
static void OpponentHandleChoosePokemon(void)
{
s32 chosenMonId;
s32 pokemonInBattle = 1;
if (*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) == PARTY_SIZE)
{
@ -1687,15 +1690,20 @@ static void OpponentHandleChoosePokemon(void)
{
battler1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
battler2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
pokemonInBattle = 2;
}
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
for (chosenMonId = firstId; chosenMonId < lastId; chosenMonId++)
for (chosenMonId = (lastId-1); chosenMonId >= firstId; chosenMonId--)
{
if (GetMonData(&gEnemyParty[chosenMonId], MON_DATA_HP) != 0
&& chosenMonId != gBattlerPartyIndexes[battler1]
&& chosenMonId != gBattlerPartyIndexes[battler2])
&& chosenMonId != gBattlerPartyIndexes[battler2]
&& (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
&& (!(chosenMonId == (CalculateEnemyPartyCount()-1))
|| CountAIAliveNonEggMonsExcept(PARTY_SIZE) == pokemonInBattle)))
{
break;
}
@ -1714,6 +1722,24 @@ static void OpponentHandleChoosePokemon(void)
OpponentBufferExecCompleted();
}
static u8 CountAIAliveNonEggMonsExcept(u8 slotToIgnore)
{
u16 i, count;
for (i = 0, count = 0; i < PARTY_SIZE; i++)
{
if (i != slotToIgnore
&& GetMonData(&gEnemyParty[i], MON_DATA_SPECIES) != SPECIES_NONE
&& !GetMonData(&gEnemyParty[i], MON_DATA_IS_EGG)
&& GetMonData(&gEnemyParty[i], MON_DATA_HP) != 0)
{
count++;
}
}
return count;
}
static void OpponentHandleCmd23(void)
{
OpponentBufferExecCompleted();