mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
change some more variables to u32
This commit is contained in:
parent
5d77123c50
commit
7d9555dadb
@ -24,7 +24,7 @@ void ClearBattlerItemEffectHistory(u32 battlerId);
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void SaveBattlerData(u32 battlerId);
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void SetBattlerData(u32 battlerId);
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void RestoreBattlerData(u32 battlerId);
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u16 GetAIChosenMove(u32 battlerId);
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u32 GetAIChosenMove(u32 battlerId);
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u32 GetTotalBaseStat(u32 species);
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bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler);
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bool32 AtMaxHp(u32 battler);
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@ -55,16 +55,16 @@ bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u32 move, s32 damage);
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bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent);
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bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u32 moveEffect);
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bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex);
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bool32 IsRecycleEncouragedItem(u16 item);
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bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item);
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bool32 IsStatBoostingBerry(u16 item);
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bool32 CanKnockOffItem(u32 battler, u16 item);
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bool32 IsRecycleEncouragedItem(u32 item);
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bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item);
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bool32 IsStatBoostingBerry(u32 item);
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bool32 CanKnockOffItem(u32 battler, u32 item);
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bool32 IsAbilityOfRating(u32 ability, s8 rating);
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s8 GetAbilityRating(u32 ability);
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bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability);
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bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move);
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u32 AI_GetBattlerMoveTargetType(u32 battlerId, u32 move);
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bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u16 chosenMove);
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bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove);
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// stat stage checks
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bool32 AnyStatIsRaised(u32 battlerId);
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@ -28,8 +28,8 @@
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#define AI_ACTION_WATCH (1 << 2)
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#define AI_ACTION_DO_NOT_ATTACK (1 << 3)
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static u8 ChooseMoveOrAction_Singles(u32 battlerAi);
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static u8 ChooseMoveOrAction_Doubles(u32 battlerAi);
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static u32 ChooseMoveOrAction_Singles(u32 battlerAi);
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static u32 ChooseMoveOrAction_Doubles(u32 battlerAi);
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler);
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static bool32 IsPinchBerryItemEffect(u32 holdEffect);
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@ -117,7 +117,7 @@ void BattleAI_SetupItems(void)
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static u32 GetWildAiFlags(void)
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{
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u8 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
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u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
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u32 flags;
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if (IsDoubleBattle())
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@ -469,7 +469,7 @@ static bool32 AI_ShouldSwitchIfBadMoves(u32 battler, bool32 doubleBattle)
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return FALSE;
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}
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static u8 ChooseMoveOrAction_Singles(u32 battlerAi)
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static u32 ChooseMoveOrAction_Singles(u32 battlerAi)
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{
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u8 currentMoveArray[MAX_MON_MOVES];
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u8 consideredMoveArray[MAX_MON_MOVES];
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@ -527,7 +527,7 @@ static u8 ChooseMoveOrAction_Singles(u32 battlerAi)
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return consideredMoveArray[Random() % numOfBestMoves];
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}
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static u8 ChooseMoveOrAction_Doubles(u32 battlerAi)
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static u32 ChooseMoveOrAction_Doubles(u32 battlerAi)
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{
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s32 i, j;
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u32 flags;
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@ -686,17 +686,17 @@ static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u3
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static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 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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s8 atkPriority = GetMovePriority(battlerAtk, move);
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u32 moveEffect = gBattleMoves[move].effect;
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s32 moveType;
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u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
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u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move);
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u32 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move);
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struct AiLogicData *aiData = AI_DATA;
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u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
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bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
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u32 i;
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u32 weather;
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u16 predictedMove = aiData->predictedMoves[battlerDef];
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u32 predictedMove = aiData->predictedMoves[battlerDef];
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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@ -2255,10 +2255,10 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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}
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else
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{
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u8 atkAttack = gBattleMons[battlerAtk].attack;
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u8 defAttack = gBattleMons[battlerDef].attack;
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u8 atkSpAttack = gBattleMons[battlerAtk].spAttack;
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u8 defSpAttack = gBattleMons[battlerDef].spAttack;
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u32 atkAttack = gBattleMons[battlerAtk].attack;
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u32 defAttack = gBattleMons[battlerDef].attack;
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u32 atkSpAttack = gBattleMons[battlerAtk].spAttack;
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u32 defSpAttack = gBattleMons[battlerDef].spAttack;
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if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats
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score -= 10;
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@ -2272,10 +2272,10 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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}
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else
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{
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u8 atkDefense = gBattleMons[battlerAtk].defense;
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u8 defDefense = gBattleMons[battlerDef].defense;
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u8 atkSpDefense = gBattleMons[battlerAtk].spDefense;
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u8 defSpDefense = gBattleMons[battlerDef].spDefense;
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u32 atkDefense = gBattleMons[battlerAtk].defense;
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u32 defDefense = gBattleMons[battlerDef].defense;
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u32 atkSpDefense = gBattleMons[battlerAtk].spDefense;
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u32 defSpDefense = gBattleMons[battlerDef].spDefense;
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if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats
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score -= 10;
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@ -2475,8 +2475,8 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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case EFFECT_TOPSY_TURVY:
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if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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{
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u8 targetPositiveStages = CountPositiveStatStages(battlerDef);
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u8 targetNegativeStages = CountNegativeStatStages(battlerDef);
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u32 targetPositiveStages = CountPositiveStatStages(battlerDef);
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u32 targetNegativeStages = CountNegativeStatStages(battlerDef);
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if (targetPositiveStages == 0 //No good stat changes to make bad
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|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
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@ -2728,18 +2728,18 @@ static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 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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u16 effect = gBattleMoves[move].effect;
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u32 moveType = gBattleMoves[move].type;
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u32 effect = gBattleMoves[move].effect;
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u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
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// ally data
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u32 battlerAtkPartner = BATTLE_PARTNER(battlerAtk);
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struct AiLogicData *aiData = AI_DATA;
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u16 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
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u16 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)];
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u32 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
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u32 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)];
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bool32 partnerProtecting = (gBattleMoves[aiData->partnerMove].effect == EFFECT_PROTECT);
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bool32 attackerHasBadAbility = (GetAbilityRating(aiData->abilities[battlerAtk]) < 0);
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bool32 partnerHasBadAbility = (GetAbilityRating(atkPartnerAbility) < 0);
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u16 predictedMove = aiData->predictedMoves[battlerDef];
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u32 predictedMove = aiData->predictedMoves[battlerDef];
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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@ -3142,8 +3142,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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u32 moveEffect = gBattleMoves[move].effect;
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struct AiLogicData *aiData = AI_DATA;
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u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
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u8 atkPriority = GetMovePriority(battlerAtk, move);
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u16 predictedMove = aiData->predictedMoves[battlerDef];
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s8 atkPriority = GetMovePriority(battlerAtk, move);
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u32 predictedMove = aiData->predictedMoves[battlerDef];
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u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
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bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
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u32 i;
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@ -3780,8 +3780,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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break;
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case EFFECT_PAIN_SPLIT:
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{
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u16 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2;
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u16 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10;
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u32 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2;
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u32 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10;
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if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]))
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score += 2;
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}
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@ -4268,7 +4268,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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&& (move != MOVE_RAGE_POWDER || IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities
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&& IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
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{
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u16 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)];
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u32 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)];
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if (predictedMoveOnPartner != MOVE_NONE && !IS_MOVE_STATUS(predictedMoveOnPartner))
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score += 3;
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}
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@ -4409,8 +4409,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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score++;
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if (aiData->abilities[battlerAtk] == ABILITY_RIPEN)
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{
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u16 item = GetUsedHeldItem(battlerAtk);
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u16 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item);
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u32 item = GetUsedHeldItem(battlerAtk);
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u32 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item);
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if (IsStatBoostingBerry(item) && aiData->hpPercents[battlerAtk] > 60)
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score++;
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@ -4602,8 +4602,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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case EFFECT_GUARD_SPLIT:
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{
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// TODO also kind of cheating...
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u16 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2;
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u16 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2;
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u32 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2;
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u32 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2;
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if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense)
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|| (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense))
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@ -4612,8 +4612,8 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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break;
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case EFFECT_POWER_SPLIT:
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{
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u16 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2;
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u16 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2;
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u32 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2;
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u32 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2;
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if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack)
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|| (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack))
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@ -5162,8 +5162,8 @@ static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 scor
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static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 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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u32 effect = gBattleMoves[move].effect;
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u32 moveType = gBattleMoves[move].type;
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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@ -5375,7 +5375,7 @@ static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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// Safari pokemon logic
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static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 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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u32 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
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if ((Random() % 100) < safariFleeRate)
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AI_Flee();
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@ -419,7 +419,7 @@ static const u16 sOtherMoveCallingMoves[] =
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};
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// Functions
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u16 GetAIChosenMove(u32 battlerId)
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u32 GetAIChosenMove(u32 battlerId)
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{
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return (gBattleMons[battlerId].moves[gBattleStruct->aiMoveOrAction[battlerId]]);
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}
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@ -1543,7 +1543,7 @@ bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbil
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}
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else // test the odds
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{
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u16 odds = accuracy + (gBattleMons[battlerAtk].level - gBattleMons[battlerDef].level);
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u32 odds = accuracy + (gBattleMons[battlerAtk].level - gBattleMons[battlerDef].level);
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#if B_SHEER_COLD_ACC >= GEN_7
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if (move == MOVE_SHEER_COLD && !IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_ICE))
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odds -= 10;
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@ -2508,7 +2508,7 @@ static bool32 PartyBattlerShouldAvoidHazards(u32 currBattler, u32 switchBattler)
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struct Pokemon *mon = GetPartyBattlerPartyData(currBattler, switchBattler);
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u32 ability = GetMonAbility(mon); // we know our own party data
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u32 holdEffect;
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u16 species = GetMonData(mon, MON_DATA_SPECIES);
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u32 species = GetMonData(mon, MON_DATA_SPECIES);
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u32 flags = gSideStatuses[GetBattlerSide(currBattler)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES);
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s32 hazardDamage = 0;
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u32 type1 = gSpeciesInfo[species].types[0];
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@ -2726,7 +2726,7 @@ bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32
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return DONT_PIVOT;
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}
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bool32 CanKnockOffItem(u32 battler, u16 item)
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bool32 CanKnockOffItem(u32 battler, u32 item)
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{
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if (item == ITEM_NONE)
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return FALSE;
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@ -3312,8 +3312,8 @@ bool32 ShouldUseWishAromatherapy(u32 battlerAtk, u32 battlerDef, u32 move)
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for (i = 0; i < PARTY_SIZE; i++)
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{
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u16 currHp = GetMonData(&party[i], MON_DATA_HP);
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u16 maxHp = GetMonData(&party[i], MON_DATA_MAX_HP);
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u32 currHp = GetMonData(&party[i], MON_DATA_HP);
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u32 maxHp = GetMonData(&party[i], MON_DATA_MAX_HP);
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if (!GetMonData(&party[i], MON_DATA_IS_EGG, NULL) && currHp > 0)
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{
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@ -3477,7 +3477,7 @@ bool32 PartyHasMoveSplit(u32 battlerId, u32 split)
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for (j = 0; j < MAX_MON_MOVES; j++)
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{
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u32 move = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL);
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u16 pp = GetMonData(&party[i], MON_DATA_PP1 + j, NULL);
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u32 pp = GetMonData(&party[i], MON_DATA_PP1 + j, NULL);
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if (pp > 0 && move != MOVE_NONE)
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{
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@ -3532,7 +3532,7 @@ static const u16 sRecycleEncouragedItems[] =
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};
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// Its assumed that the berry is strategically given, so no need to check benefits of the berry
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bool32 IsStatBoostingBerry(u16 item)
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bool32 IsStatBoostingBerry(u32 item)
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{
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switch (item)
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{
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@ -3550,7 +3550,7 @@ bool32 IsStatBoostingBerry(u16 item)
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}
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}
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bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item)
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bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item)
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{
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switch (item)
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{
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@ -3570,7 +3570,7 @@ bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item)
|
||||
}
|
||||
}
|
||||
|
||||
bool32 IsRecycleEncouragedItem(u16 item)
|
||||
bool32 IsRecycleEncouragedItem(u32 item)
|
||||
{
|
||||
u32 i;
|
||||
for (i = 0; i < ARRAY_COUNT(sRecycleEncouragedItems); i++)
|
||||
@ -3797,7 +3797,7 @@ bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move)
|
||||
}
|
||||
|
||||
//TODO - this could use some more sophisticated logic
|
||||
bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u16 chosenMove)
|
||||
bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove)
|
||||
{
|
||||
// simple logic. just upgrades chosen move to z move if possible, unless regular move would kill opponent
|
||||
if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE) && battlerDef == BATTLE_PARTNER(battlerAtk))
|
||||
|
Loading…
Reference in New Issue
Block a user