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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 19:24:16 +01:00
improve ai switching with bad moves (#3213)
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commit
766a1a27a7
@ -292,6 +292,8 @@ struct AiLogicData
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s32 simulatedDmg[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex
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u8 effectiveness[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex
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u8 moveLimitations[MAX_BATTLERS_COUNT];
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bool8 shouldSwitchMon; // Because all available moves have no/little effect. Each bit per battler.
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u8 monToSwitchId[MAX_BATTLERS_COUNT]; // ID of the mon to switch.
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};
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struct AI_ThinkingStruct
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@ -304,8 +306,7 @@ struct AI_ThinkingStruct
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u32 aiFlags;
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u8 aiAction;
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u8 aiLogicId;
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struct AI_SavedBattleMon saved[4];
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bool8 switchMon; // Because all available moves have no/little effect.
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struct AI_SavedBattleMon saved[MAX_BATTLERS_COUNT];
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};
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#define AI_MOVE_HISTORY_COUNT 3
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@ -403,6 +403,78 @@ void GetAiLogicData(void)
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}
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}
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static bool32 AI_SwitchMonIfSuitable(u32 battlerId)
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{
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u32 monToSwitchId = GetMostSuitableMonToSwitchInto();
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if (monToSwitchId != PARTY_SIZE)
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{
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AI_DATA->shouldSwitchMon |= gBitTable[battlerId];
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AI_DATA->monToSwitchId[battlerId] = monToSwitchId;
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return TRUE;
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}
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return FALSE;
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}
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static bool32 AI_ShouldSwitchIfBadMoves(u32 battlerId, bool32 doubleBattle)
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{
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u32 i, j;
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// If can switch.
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if (CountUsablePartyMons(battlerId) > 0
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&& !IsBattlerTrapped(battlerId, TRUE)
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&& !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE))
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&& AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
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{
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// Consider switching if all moves are worthless to use.
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if (GetTotalBaseStat(gBattleMons[battlerId].species) >= 310 // Mon is not weak.
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&& gBattleMons[battlerId].hp >= gBattleMons[battlerId].maxHP / 2) // Mon has more than 50% of its HP
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{
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s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93;
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if (doubleBattle)
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{
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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if (i != battlerId && IsBattlerAlive(i))
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{
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for (j = 0; j < MAX_MON_MOVES; j++)
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{
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if (gBattleStruct->aiFinalScore[battlerId][i][j] > cap)
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break;
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}
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if (j != MAX_MON_MOVES)
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break;
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}
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}
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if (i == MAX_BATTLERS_COUNT && AI_SwitchMonIfSuitable(battlerId))
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return TRUE;
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}
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else
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{
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (AI_THINKING_STRUCT->score[i] > cap)
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break;
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}
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if (i == MAX_MON_MOVES && AI_SwitchMonIfSuitable(battlerId))
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return TRUE;
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}
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}
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// Consider switching if your mon with truant is bodied by Protect spam.
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// Or is using a double turn semi invulnerable move(such as Fly) and is faster.
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if (GetBattlerAbility(battlerId) == ABILITY_TRUANT
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&& IsTruantMonVulnerable(battlerId, gBattlerTarget)
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&& gDisableStructs[battlerId].truantCounter
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&& gBattleMons[battlerId].hp >= gBattleMons[battlerId].maxHP / 2
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&& AI_SwitchMonIfSuitable(battlerId))
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{
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return TRUE;
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}
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}
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return FALSE;
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}
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static u8 ChooseMoveOrAction_Singles(void)
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{
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u8 currentMoveArray[MAX_MON_MOVES];
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@ -436,46 +508,9 @@ static u8 ChooseMoveOrAction_Singles(void)
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gActiveBattler = sBattler_AI;
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// If can switch.
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if (CountUsablePartyMons(sBattler_AI) > 0
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&& !IsAbilityPreventingEscape(sBattler_AI)
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&& !(gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
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&& !(gStatuses3[gActiveBattler] & STATUS3_ROOTED)
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&& !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE))
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&& AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
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{
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// Consider switching if all moves are worthless to use.
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if (GetTotalBaseStat(gBattleMons[sBattler_AI].species) >= 310 // Mon is not weak.
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&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2)
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{
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s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93;
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (AI_THINKING_STRUCT->score[i] > cap)
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break;
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}
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if (i == MAX_MON_MOVES && GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
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{
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AI_THINKING_STRUCT->switchMon = TRUE;
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return AI_CHOICE_SWITCH;
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}
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}
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// Consider switching if your mon with truant is bodied by Protect spam.
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// Or is using a double turn semi invulnerable move(such as Fly) and is faster.
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if (GetBattlerAbility(sBattler_AI) == ABILITY_TRUANT
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&& IsTruantMonVulnerable(sBattler_AI, gBattlerTarget)
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&& gDisableStructs[sBattler_AI].truantCounter
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&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2)
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{
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if (GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
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{
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AI_THINKING_STRUCT->switchMon = TRUE;
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return AI_CHOICE_SWITCH;
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}
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}
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}
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// Switch mon if there are no good moves to use.
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if (AI_ShouldSwitchIfBadMoves(sBattler_AI, FALSE))
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return AI_CHOICE_SWITCH;
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numOfBestMoves = 1;
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currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
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@ -590,7 +625,6 @@ static u8 ChooseMoveOrAction_Doubles(void)
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if (i == BATTLE_PARTNER(sBattler_AI) && bestMovePointsForTarget[i] < 100)
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{
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bestMovePointsForTarget[i] = -1;
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mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match.
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}
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}
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@ -600,6 +634,10 @@ static u8 ChooseMoveOrAction_Doubles(void)
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}
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}
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// Switch mon if all of the moves are bad to use against any of the target.
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if (AI_ShouldSwitchIfBadMoves(sBattler_AI, TRUE))
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return AI_CHOICE_SWITCH;
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mostMovePoints = bestMovePointsForTarget[0];
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mostViableTargetsArray[0] = 0;
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mostViableTargetsNo = 1;
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@ -60,10 +60,10 @@ void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId)
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static bool8 ShouldSwitchIfAllBadMoves(void)
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{
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if (gBattleResources->ai->switchMon)
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if (AI_DATA->shouldSwitchMon & gBitTable[gActiveBattler])
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{
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gBattleResources->ai->switchMon = 0;
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*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
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AI_DATA->shouldSwitchMon &= ~(gBitTable[gActiveBattler]);
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gBattleStruct->AI_monToSwitchIntoId[gActiveBattler] = AI_DATA->monToSwitchId[gActiveBattler];
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BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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@ -352,23 +352,30 @@ static void PlayerPartnerHandleChooseMove(u32 battler)
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chosenMoveId = gBattleStruct->aiMoveOrAction[battler];
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gBattlerTarget = gBattleStruct->aiChosenTarget[battler];
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
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gBattlerTarget = battler;
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
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if (chosenMoveId == AI_CHOICE_SWITCH)
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{
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
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}
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if (ShouldUseZMove(battler, gBattlerTarget, moveInfo->moves[chosenMoveId]))
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QueueZMove(battler, moveInfo->moves[chosenMoveId]);
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// If partner can mega evolve, do it.
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if (CanMegaEvolve(battler))
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
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else
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
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{
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
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gBattlerTarget = battler;
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
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{
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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}
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if (ShouldUseZMove(battler, gBattlerTarget, moveInfo->moves[chosenMoveId]))
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QueueZMove(battler, moveInfo->moves[chosenMoveId]);
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// If partner can mega evolve, do it.
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if (CanMegaEvolve(battler))
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
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else
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BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
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}
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PlayerPartnerBufferExecCompleted(battler);
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}
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@ -382,7 +389,7 @@ static void PlayerPartnerHandleChoosePokemon(u32 battler)
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chosenMonId = gSelectedMonPartyId = GetFirstFaintedPartyIndex(battler);
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}
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// Switching out
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else
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else if (gBattleStruct->monToSwitchIntoId[battler] == PARTY_SIZE)
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{
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chosenMonId = GetMostSuitableMonToSwitchInto();
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if (chosenMonId == PARTY_SIZE) // just switch to the next mon
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@ -402,6 +409,12 @@ static void PlayerPartnerHandleChoosePokemon(u32 battler)
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}
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*(gBattleStruct->monToSwitchIntoId + battler) = chosenMonId;
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}
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else // Mon to switch out has been already chosen.
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{
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chosenMonId = gBattleStruct->monToSwitchIntoId[battler];
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*(gBattleStruct->AI_monToSwitchIntoId + battler) = PARTY_SIZE;
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*(gBattleStruct->monToSwitchIntoId + battler) = chosenMonId;
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}
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BtlController_EmitChosenMonReturnValue(BUFFER_B, chosenMonId, NULL);
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PlayerPartnerBufferExecCompleted(battler);
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}
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