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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 19:24:16 +01:00
score to s32
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@ -301,7 +301,7 @@ struct AI_ThinkingStruct
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u8 aiState;
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u8 movesetIndex;
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u16 moveConsidered;
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s8 score[MAX_MON_MOVES];
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s32 score[MAX_MON_MOVES];
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u32 funcResult;
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u32 aiFlags;
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u8 aiAction;
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@ -639,7 +639,7 @@ struct BattleStruct
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u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk
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bool8 spriteIgnore0Hp;
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struct Illusion illusion[MAX_BATTLERS_COUNT];
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s8 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier
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s32 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier
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u8 aiMoveOrAction[MAX_BATTLERS_COUNT];
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u8 aiChosenTarget[MAX_BATTLERS_COUNT];
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u8 soulheartBattlerId;
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@ -109,7 +109,7 @@ bool32 IsHazardMoveEffect(u16 moveEffect);
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bool32 MoveCallsOtherMove(u16 move);
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bool32 MoveRequiresRecharging(u16 move);
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bool32 IsEncoreEncouragedEffect(u16 moveEffect);
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void ProtectChecks(u32 battlerAtk, u32 battlerDef, u16 move, u16 predictedMove, s16 *score);
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void ProtectChecks(u32 battlerAtk, u32 battlerDef, u16 move, u16 predictedMove, s32 *score);
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bool32 ShouldSetSandstorm(u8 battler, u16 ability, u16 holdEffect);
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bool32 ShouldSetHail(u8 battler, u16 ability, u16 holdEffect);
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bool32 ShouldSetSnow(u8 battler, u16 ability, u16 holdEffect);
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@ -178,12 +178,12 @@ bool32 PartyHasMoveSplit(u8 battlerId, u8 split);
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bool32 SideHasMoveSplit(u8 battlerId, u8 split);
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// score increases
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void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u8 statId, s16 *score);
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void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score);
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void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u8 statId, s32 *score);
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void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score);
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#endif //GUARD_BATTLE_AI_UTIL_H
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@ -47,6 +47,7 @@ u32 GetHighestStatId(u32 battlerId);
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bool32 ProteanTryChangeType(u32 battler, u32 ability, u32 move, u32 moveType);
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bool32 DoSwitchInAbilitiesItems(u32 battlerId);
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u8 GetFirstFaintedPartyIndex(u8 battlerId);
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bool32 IsMoveAffectedByParentalBond(u32 move, u32 battler);
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extern void (* const gBattleScriptingCommandsTable[])(void);
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extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];
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@ -172,7 +172,7 @@ u32 GetBattlerWeight(u32 battler);
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u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer);
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u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter);
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s32 CalculateMoveDamage(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
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s32 CalculateMoveDamageAndEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, uq4_12_t *typeEffectivenessModifier);
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s32 CalculateMoveDamageWithEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, uq4_12_t typeEffectivenessModifier, bool32 isCrit);
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uq4_12_t CalcTypeEffectivenessMultiplier(u32 move, u32 moveType, u32 battlerAtk, u32 battlerDef, bool32 recordAbilities);
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uq4_12_t CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef);
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uq4_12_t GetTypeModifier(u32 atkType, u32 defType);
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@ -215,7 +215,6 @@ u16 GetUsedHeldItem(u32 battler);
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bool32 IsBattlerWeatherAffected(u32 battler, u32 weatherFlags);
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u32 GetBattlerMoveTargetType(u32 battler, u32 move);
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bool32 CanTargetBattler(u32 battlerAtk, u32 battlerDef, u16 move);
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bool32 IsMoveAffectedByParentalBond(u16 move, u32 battler);
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void CopyMonLevelAndBaseStatsToBattleMon(u32 battler, struct Pokemon *mon);
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void CopyMonAbilityAndTypesToBattleMon(u32 battler, struct Pokemon *mon);
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void RecalcBattlerStats(u32 battler, struct Pokemon *mon);
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@ -39,7 +39,7 @@ enum
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static u8 ChooseMoveOrAction_Singles(void);
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static u8 ChooseMoveOrAction_Doubles(void);
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static void BattleAI_DoAIProcessing(void);
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static void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler);
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static bool32 IsPinchBerryItemEffect(u16 holdEffect);
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// ewram
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@ -47,20 +47,20 @@ EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests
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EWRAM_DATA u8 sBattler_AI = 0;
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// const rom data
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static s16 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_HPAware(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_Roaming(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_Safari(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s16 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u16 move, s16 score);
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static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u16 move, s32 score);
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static s16 (*const sBattleAiFuncTable[])(u32, u32, u16, s16) =
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static s32 (*const sBattleAiFuncTable[])(u32, u32, u16, s32) =
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{
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[0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE
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[1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT
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@ -482,7 +482,7 @@ static u8 ChooseMoveOrAction_Singles(void)
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if (flags & 1)
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{
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AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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BattleAI_DoAIProcessing();
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BattleAI_DoAIProcessing(AI_THINKING_STRUCT, sBattler_AI);
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}
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flags >>= 1;
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AI_THINKING_STRUCT->aiLogicId++;
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@ -566,7 +566,7 @@ static u8 ChooseMoveOrAction_Doubles(void)
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if (flags & 1)
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{
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AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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BattleAI_DoAIProcessing();
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BattleAI_DoAIProcessing(AI_THINKING_STRUCT, sBattler_AI);
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}
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flags >>= 1;
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AI_THINKING_STRUCT->aiLogicId++;
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@ -651,50 +651,50 @@ static u8 ChooseMoveOrAction_Doubles(void)
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return actionOrMoveIndex[gBattlerTarget];
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}
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static void BattleAI_DoAIProcessing(void)
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static void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler)
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{
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while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing)
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while (aiThink->aiState != AIState_FinishedProcessing)
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{
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switch (AI_THINKING_STRUCT->aiState)
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switch (aiThink->aiState)
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{
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case AIState_DoNotProcess: // Needed to match.
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break;
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case AIState_SettingUp:
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if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
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if (gBattleMons[battler].pp[aiThink->movesetIndex] == 0)
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{
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AI_THINKING_STRUCT->moveConsidered = 0;
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aiThink->moveConsidered = 0;
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}
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else
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{
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AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex];
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aiThink->moveConsidered = gBattleMons[battler].moves[aiThink->movesetIndex];
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}
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AI_THINKING_STRUCT->aiState++;
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aiThink->aiState++;
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break;
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case AIState_Processing:
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if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE
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&& AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] > 0)
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if (aiThink->moveConsidered != MOVE_NONE
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&& aiThink->score[aiThink->movesetIndex] > 0)
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{
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if (AI_THINKING_STRUCT->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
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&& sBattleAiFuncTable[AI_THINKING_STRUCT->aiLogicId] != NULL)
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if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
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&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
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{
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// Call AI function
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AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] =
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sBattleAiFuncTable[AI_THINKING_STRUCT->aiLogicId](sBattler_AI,
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aiThink->score[aiThink->movesetIndex] =
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sBattleAiFuncTable[aiThink->aiLogicId](battler,
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gBattlerTarget,
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AI_THINKING_STRUCT->moveConsidered,
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AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex]);
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aiThink->moveConsidered,
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aiThink->score[aiThink->movesetIndex]);
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}
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}
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else
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{
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AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;
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aiThink->score[aiThink->movesetIndex] = 0;
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}
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AI_THINKING_STRUCT->movesetIndex++;
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if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK))
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AI_THINKING_STRUCT->aiState = AIState_SettingUp;
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aiThink->movesetIndex++;
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if (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK))
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aiThink->aiState = AIState_SettingUp;
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else
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AI_THINKING_STRUCT->aiState++;
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aiThink->aiState++;
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break;
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}
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}
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@ -702,7 +702,7 @@ static void BattleAI_DoAIProcessing(void)
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// AI Score Functions
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// AI_FLAG_CHECK_BAD_MOVE - decreases move scores
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static s16 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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// move data
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u8 atkPriority = GetMovePriority(battlerAtk, move);
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@ -2686,7 +2686,7 @@ static s16 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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return score;
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}
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static s16 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef))
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return score;
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@ -2741,7 +2741,7 @@ static s16 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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}
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// double battle logic
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static s16 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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// move data
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u8 moveType = gBattleMoves[move].type;
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@ -3154,7 +3154,7 @@ static u32 GetAIMostDamagingMoveId(u32 battlerAtk, u32 battlerDef)
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}
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// AI_FLAG_CHECK_VIABILITY - a weird mix of increasing and decreasing scores
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static s16 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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// move data
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u16 moveEffect = gBattleMoves[move].effect;
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@ -4956,7 +4956,7 @@ static s16 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u16 move, s16 score
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}
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// Effects that are encouraged on the first turn of battle
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static s16 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef)
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|| gBattleResults.battleTurnCounter != 0)
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@ -5067,7 +5067,7 @@ static s16 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u16 move, s16 score
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}
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// Adds score bonus to 'riskier' move effects and high crit moves
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static s16 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef))
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return score;
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@ -5106,7 +5106,7 @@ static s16 AI_Risky(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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}
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// Adds score bonus to best powered move
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static s16 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsTargetingPartner(battlerAtk, battlerDef))
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return score;
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@ -5118,7 +5118,7 @@ static s16 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u16 move, s16
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}
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// Prefers moves that are good for baton pass
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static s16 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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u32 i;
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@ -5173,7 +5173,7 @@ static s16 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u16 move, s16 scor
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return score;
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}
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static s16 AI_HPAware(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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u16 effect = gBattleMoves[move].effect;
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u8 moveType = gBattleMoves[move].type;
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@ -5376,7 +5376,7 @@ static void AI_Watch(void)
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}
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// Roaming pokemon logic
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static s16 AI_Roaming(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (IsBattlerTrapped(battlerAtk, FALSE))
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return score;
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@ -5386,7 +5386,7 @@ static s16 AI_Roaming(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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}
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// Safari pokemon logic
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static s16 AI_Safari(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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u8 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
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@ -5399,7 +5399,7 @@ static s16 AI_Safari(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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}
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// First battle logic
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static s16 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u16 move, s16 score)
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static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u16 move, s32 score)
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{
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if (AI_DATA->hpPercents[battlerDef] <= 20)
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AI_Flee();
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@ -803,6 +803,7 @@ s32 AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectivenes
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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effectivenessMultiplier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
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if (gBattleMoves[move].power)
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||||
{
|
||||
ProteanTryChangeType(battlerAtk, AI_DATA->abilities[battlerAtk], move, moveType);
|
||||
@ -821,8 +822,8 @@ s32 AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectivenes
|
||||
fixedBasePower = 0;
|
||||
break;
|
||||
}
|
||||
normalDmg = CalculateMoveDamageAndEffectiveness(move, battlerAtk, battlerDef, moveType, fixedBasePower, &effectivenessMultiplier);
|
||||
critDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, fixedBasePower, TRUE, FALSE, FALSE);
|
||||
normalDmg = CalculateMoveDamageWithEffectiveness(move, battlerAtk, battlerDef, moveType, fixedBasePower, effectivenessMultiplier, FALSE);
|
||||
critDmg = CalculateMoveDamageWithEffectiveness(move, battlerAtk, battlerDef, moveType, fixedBasePower, effectivenessMultiplier, TRUE);
|
||||
|
||||
if (critChance == -1)
|
||||
dmg = normalDmg;
|
||||
@ -887,7 +888,6 @@ s32 AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectivenes
|
||||
}
|
||||
else
|
||||
{
|
||||
effectivenessMultiplier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
|
||||
dmg = 0;
|
||||
}
|
||||
|
||||
@ -1679,7 +1679,7 @@ bool32 ShouldSetSnow(u8 battler, u16 ability, u16 holdEffect)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void ProtectChecks(u32 battlerAtk, u32 battlerDef, u16 move, u16 predictedMove, s16 *score)
|
||||
void ProtectChecks(u32 battlerAtk, u32 battlerDef, u16 move, u16 predictedMove, s32 *score)
|
||||
{
|
||||
// TODO more sophisticated logic
|
||||
u16 predictedEffect = gBattleMoves[predictedMove].effect;
|
||||
@ -3602,7 +3602,7 @@ bool32 IsRecycleEncouragedItem(u16 item)
|
||||
// score increases
|
||||
#define STAT_UP_2_STAGE 8
|
||||
#define STAT_UP_STAGE 10
|
||||
void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u8 statId, s16 *score)
|
||||
void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u8 statId, s32 *score)
|
||||
{
|
||||
if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY)
|
||||
return;
|
||||
@ -3682,7 +3682,7 @@ void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u8 statId, s16 *score)
|
||||
}
|
||||
}
|
||||
|
||||
void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PSN || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS)
|
||||
@ -3706,7 +3706,7 @@ void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
}
|
||||
}
|
||||
|
||||
void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_BRN || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS)
|
||||
@ -3726,7 +3726,7 @@ void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
}
|
||||
}
|
||||
|
||||
void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PAR || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS)
|
||||
@ -3748,7 +3748,7 @@ void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
}
|
||||
}
|
||||
|
||||
void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_SLP || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS)
|
||||
@ -3767,7 +3767,7 @@ void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
(*score)++;
|
||||
}
|
||||
|
||||
void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if (((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_CONFUSION || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS)
|
||||
@ -3786,7 +3786,7 @@ void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score
|
||||
}
|
||||
}
|
||||
|
||||
void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u16 move, s16 *score)
|
||||
void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u16 move, s32 *score)
|
||||
{
|
||||
if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
||||
return;
|
||||
|
@ -15839,7 +15839,7 @@ static const u16 sParentalBondBannedEffects[] =
|
||||
EFFECT_UPROAR,
|
||||
};
|
||||
|
||||
bool8 IsMoveAffectedByParentalBond(u16 move, u8 battler)
|
||||
bool32 IsMoveAffectedByParentalBond(u32 move, u32 battler)
|
||||
{
|
||||
if (move != MOVE_NONE && move != MOVE_STRUGGLE
|
||||
&& gBattleMoves[move].split != SPLIT_STATUS
|
||||
|
@ -9818,11 +9818,10 @@ s32 CalculateMoveDamage(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType,
|
||||
updateFlags, CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, updateFlags));
|
||||
}
|
||||
|
||||
// for AI - get move damage and effectiveness with one function call
|
||||
s32 CalculateMoveDamageAndEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, uq4_12_t *typeEffectivenessModifier)
|
||||
// for AI so that typeEffectivenessModifier is calculated only once
|
||||
s32 CalculateMoveDamageWithEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, uq4_12_t typeEffectivenessModifier, bool32 isCrit)
|
||||
{
|
||||
*typeEffectivenessModifier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, FALSE);
|
||||
return DoMoveDamageCalc(move, battlerAtk, battlerDef, moveType, fixedBasePower, FALSE, FALSE, FALSE, *typeEffectivenessModifier);
|
||||
return DoMoveDamageCalc(move, battlerAtk, battlerDef, moveType, fixedBasePower, isCrit, FALSE, FALSE, typeEffectivenessModifier);
|
||||
}
|
||||
|
||||
static inline void MulByTypeEffectiveness(uq4_12_t *modifier, u32 move, u32 moveType, u32 battlerDef, u32 defType, u32 battlerAtk, bool32 recordAbilities)
|
||||
|
Loading…
Reference in New Issue
Block a user