improve ai switching with bad moves (#3213)

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ghoulslash 2023-08-29 12:47:16 -04:00 committed by GitHub
commit 766a1a27a7
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4 changed files with 113 additions and 61 deletions

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@ -292,6 +292,8 @@ struct AiLogicData
s32 simulatedDmg[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex
u8 effectiveness[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex
u8 moveLimitations[MAX_BATTLERS_COUNT];
bool8 shouldSwitchMon; // Because all available moves have no/little effect. Each bit per battler.
u8 monToSwitchId[MAX_BATTLERS_COUNT]; // ID of the mon to switch.
};
struct AI_ThinkingStruct
@ -304,8 +306,7 @@ struct AI_ThinkingStruct
u32 aiFlags;
u8 aiAction;
u8 aiLogicId;
struct AI_SavedBattleMon saved[4];
bool8 switchMon; // Because all available moves have no/little effect.
struct AI_SavedBattleMon saved[MAX_BATTLERS_COUNT];
};
#define AI_MOVE_HISTORY_COUNT 3

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@ -403,6 +403,78 @@ void GetAiLogicData(void)
}
}
static bool32 AI_SwitchMonIfSuitable(u32 battlerId)
{
u32 monToSwitchId = GetMostSuitableMonToSwitchInto();
if (monToSwitchId != PARTY_SIZE)
{
AI_DATA->shouldSwitchMon |= gBitTable[battlerId];
AI_DATA->monToSwitchId[battlerId] = monToSwitchId;
return TRUE;
}
return FALSE;
}
static bool32 AI_ShouldSwitchIfBadMoves(u32 battlerId, bool32 doubleBattle)
{
u32 i, j;
// If can switch.
if (CountUsablePartyMons(battlerId) > 0
&& !IsBattlerTrapped(battlerId, TRUE)
&& !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE))
&& AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
{
// Consider switching if all moves are worthless to use.
if (GetTotalBaseStat(gBattleMons[battlerId].species) >= 310 // Mon is not weak.
&& gBattleMons[battlerId].hp >= gBattleMons[battlerId].maxHP / 2) // Mon has more than 50% of its HP
{
s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93;
if (doubleBattle)
{
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (i != battlerId && IsBattlerAlive(i))
{
for (j = 0; j < MAX_MON_MOVES; j++)
{
if (gBattleStruct->aiFinalScore[battlerId][i][j] > cap)
break;
}
if (j != MAX_MON_MOVES)
break;
}
}
if (i == MAX_BATTLERS_COUNT && AI_SwitchMonIfSuitable(battlerId))
return TRUE;
}
else
{
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (AI_THINKING_STRUCT->score[i] > cap)
break;
}
if (i == MAX_MON_MOVES && AI_SwitchMonIfSuitable(battlerId))
return TRUE;
}
}
// Consider switching if your mon with truant is bodied by Protect spam.
// Or is using a double turn semi invulnerable move(such as Fly) and is faster.
if (GetBattlerAbility(battlerId) == ABILITY_TRUANT
&& IsTruantMonVulnerable(battlerId, gBattlerTarget)
&& gDisableStructs[battlerId].truantCounter
&& gBattleMons[battlerId].hp >= gBattleMons[battlerId].maxHP / 2
&& AI_SwitchMonIfSuitable(battlerId))
{
return TRUE;
}
}
return FALSE;
}
static u8 ChooseMoveOrAction_Singles(void)
{
u8 currentMoveArray[MAX_MON_MOVES];
@ -436,46 +508,9 @@ static u8 ChooseMoveOrAction_Singles(void)
gActiveBattler = sBattler_AI;
// If can switch.
if (CountUsablePartyMons(sBattler_AI) > 0
&& !IsAbilityPreventingEscape(sBattler_AI)
&& !(gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
&& !(gStatuses3[gActiveBattler] & STATUS3_ROOTED)
&& !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE))
&& AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
{
// Consider switching if all moves are worthless to use.
if (GetTotalBaseStat(gBattleMons[sBattler_AI].species) >= 310 // Mon is not weak.
&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2)
{
s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (AI_THINKING_STRUCT->score[i] > cap)
break;
}
if (i == MAX_MON_MOVES && GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
{
AI_THINKING_STRUCT->switchMon = TRUE;
return AI_CHOICE_SWITCH;
}
}
// Consider switching if your mon with truant is bodied by Protect spam.
// Or is using a double turn semi invulnerable move(such as Fly) and is faster.
if (GetBattlerAbility(sBattler_AI) == ABILITY_TRUANT
&& IsTruantMonVulnerable(sBattler_AI, gBattlerTarget)
&& gDisableStructs[sBattler_AI].truantCounter
&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2)
{
if (GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
{
AI_THINKING_STRUCT->switchMon = TRUE;
return AI_CHOICE_SWITCH;
}
}
}
// Switch mon if there are no good moves to use.
if (AI_ShouldSwitchIfBadMoves(sBattler_AI, FALSE))
return AI_CHOICE_SWITCH;
numOfBestMoves = 1;
currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
@ -590,7 +625,6 @@ static u8 ChooseMoveOrAction_Doubles(void)
if (i == BATTLE_PARTNER(sBattler_AI) && bestMovePointsForTarget[i] < 100)
{
bestMovePointsForTarget[i] = -1;
mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match.
}
}
@ -600,6 +634,10 @@ static u8 ChooseMoveOrAction_Doubles(void)
}
}
// Switch mon if all of the moves are bad to use against any of the target.
if (AI_ShouldSwitchIfBadMoves(sBattler_AI, TRUE))
return AI_CHOICE_SWITCH;
mostMovePoints = bestMovePointsForTarget[0];
mostViableTargetsArray[0] = 0;
mostViableTargetsNo = 1;

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@ -60,10 +60,10 @@ void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId)
static bool8 ShouldSwitchIfAllBadMoves(void)
{
if (gBattleResources->ai->switchMon)
if (AI_DATA->shouldSwitchMon & gBitTable[gActiveBattler])
{
gBattleResources->ai->switchMon = 0;
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
AI_DATA->shouldSwitchMon &= ~(gBitTable[gActiveBattler]);
gBattleStruct->AI_monToSwitchIntoId[gActiveBattler] = AI_DATA->monToSwitchId[gActiveBattler];
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0);
return TRUE;
}

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@ -352,23 +352,30 @@ static void PlayerPartnerHandleChooseMove(u32 battler)
chosenMoveId = gBattleStruct->aiMoveOrAction[battler];
gBattlerTarget = gBattleStruct->aiChosenTarget[battler];
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
gBattlerTarget = battler;
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
if (chosenMoveId == AI_CHOICE_SWITCH)
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
BtlController_EmitTwoReturnValues(BUFFER_B, 10, 0xFFFF);
}
if (ShouldUseZMove(battler, gBattlerTarget, moveInfo->moves[chosenMoveId]))
QueueZMove(battler, moveInfo->moves[chosenMoveId]);
// If partner can mega evolve, do it.
if (CanMegaEvolve(battler))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
{
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
gBattlerTarget = battler;
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
}
if (ShouldUseZMove(battler, gBattlerTarget, moveInfo->moves[chosenMoveId]))
QueueZMove(battler, moveInfo->moves[chosenMoveId]);
// If partner can mega evolve, do it.
if (CanMegaEvolve(battler))
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(BUFFER_B, 10, (chosenMoveId) | (gBattlerTarget << 8));
}
PlayerPartnerBufferExecCompleted(battler);
}
@ -382,7 +389,7 @@ static void PlayerPartnerHandleChoosePokemon(u32 battler)
chosenMonId = gSelectedMonPartyId = GetFirstFaintedPartyIndex(battler);
}
// Switching out
else
else if (gBattleStruct->monToSwitchIntoId[battler] == PARTY_SIZE)
{
chosenMonId = GetMostSuitableMonToSwitchInto();
if (chosenMonId == PARTY_SIZE) // just switch to the next mon
@ -402,6 +409,12 @@ static void PlayerPartnerHandleChoosePokemon(u32 battler)
}
*(gBattleStruct->monToSwitchIntoId + battler) = chosenMonId;
}
else // Mon to switch out has been already chosen.
{
chosenMonId = gBattleStruct->monToSwitchIntoId[battler];
*(gBattleStruct->AI_monToSwitchIntoId + battler) = PARTY_SIZE;
*(gBattleStruct->monToSwitchIntoId + battler) = chosenMonId;
}
BtlController_EmitChosenMonReturnValue(BUFFER_B, chosenMonId, NULL);
PlayerPartnerBufferExecCompleted(battler);
}