more ai stuff, baton pass perish song strats

This commit is contained in:
DizzyEggg 2019-08-30 17:57:19 +02:00
parent 7647941ec4
commit a41ecf7101
4 changed files with 299 additions and 139 deletions

View File

@ -640,6 +640,30 @@
.4byte \ptr
.endm
.macro if_battler_absent battler:req, ptr:req
.byte 0x70
.byte \battler
.4byte \ptr
.endm
.macro if_grounded battler:req, ptr:req
.byte 0x71
.byte \battler
.4byte \ptr
.endm
.macro get_best_dmg_hp_percent
.byte 0x72
.endm
.macro get_curr_dmg_hp_percent
.byte 0x73
.endm
.macro get_move_split_from_result
.byte 0x74
.endm
@ useful script macros
.macro if_has_physical_move battler:req, ptr:req
if_has_move_with_split \battler, SPLIT_PHYSICAL, \ptr

View File

@ -163,6 +163,7 @@ AI_CheckBadMove_CheckEffect: @ 82DC045
if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm
if_effect EFFECT_SWAGGER, AI_CBM_Confuse
if_effect EFFECT_ATTRACT, AI_CBM_Attract
if_effect EFFECT_CAPTIVATE, AI_CBM_Captivate
if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage
if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage
if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage
@ -254,6 +255,12 @@ AI_CheckBadMove_CheckEffect: @ 82DC045
if_effect EFFECT_PROTECT, AI_CBM_Protect
if_effect EFFECT_TAUNT, AI_CBM_Taunt
if_effect EFFECT_HEAL_BELL, AI_CBM_HealBell
if_effect EFFECT_FOLLOW_ME, AI_CBM_FollowMe
end
AI_CBM_FollowMe:
if_not_double_battle Score_Minus10
if_battler_absent AI_USER_PARTNER, Score_Minus10
end
AI_CBM_HealBell:
@ -724,26 +731,33 @@ AI_CBM_Sandstorm: @ 82DC5ED
get_weather
if_equal AI_WEATHER_SANDSTORM, Score_Minus8
end
AI_CBM_Attract: @ 82DC5F5
if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10
AI_IsOppositeGender:
get_ability AI_TARGET
if_equal ABILITY_OBLIVIOUS, Score_Minus10
get_gender AI_USER
if_equal 0, AI_CBM_Attract_CheckIfTargetIsFemale
if_equal 254, AI_CBM_Attract_CheckIfTargetIsMale
if_equal 0, AI_IsOppositeGenderFemale
if_equal 254, AI_IsOppositeGenderMale
goto Score_Minus10
AI_CBM_Attract_CheckIfTargetIsFemale: @ 82DC61A
AI_IsOppositeGenderFemale: @ 82DC61A
get_gender AI_TARGET
if_equal 254, AI_CBM_Attract_End
goto Score_Minus10
AI_CBM_Attract_CheckIfTargetIsMale: @ 82DC627
AI_IsOppositeGenderMale: @ 82DC627
get_gender AI_TARGET
if_equal 0, AI_CBM_Attract_End
goto Score_Minus10
end
AI_CBM_Captivate:
call AI_IsOppositeGender
goto AI_CBM_SpAtkDown
AI_CBM_Attract: @ 82DC5F5
if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10
call AI_IsOppositeGender
end
AI_CBM_Attract_End: @ 82DC634
end
@ -942,6 +956,19 @@ AI_CV_DmgMove:
get_how_powerful_move_is
if_equal MOVE_POWER_WEAK, Score_Minus1
end
@ If move deals shit damage, and there are other mons to switch in, use support moves instead
AI_WeakDmg:
get_considered_move_power
if_equal 0, AI_Ret
if_has_no_move_with_split AI_USER, SPLIT_STATUS, AI_Ret
get_curr_dmg_hp_percent
if_more_than 30, AI_Ret
if_more_than 20, Score_Minus1
get_how_powerful_move_is
if_equal MOVE_POWER_BEST, Score_Minus2
score -3
end
AI_CheckViability:
if_target_is_ally AI_Ret
@ -949,6 +976,7 @@ AI_CheckViability:
call_if_move_flag FLAG_HIGH_CRIT, AI_CV_HighCrit
call AI_CheckIfAlreadyDead
call AI_CV_DmgMove
call AI_WeakDmg
if_effect EFFECT_HIT, AI_CV_Hit
if_effect EFFECT_SLEEP, AI_CV_Sleep
if_effect EFFECT_ABSORB, AI_CV_Absorb
@ -1081,8 +1109,31 @@ AI_CheckViability:
if_effect EFFECT_SPIKES, AI_CV_Hazards
if_effect EFFECT_STICKY_WEB, AI_CV_Hazards
if_effect EFFECT_TOXIC_SPIKES, AI_CV_Hazards
if_effect EFFECT_PERISH_SONG, AI_CV_PerishSong
end
AI_CV_PerishSong:
get_ability AI_USER
if_equal ABILITY_ARENA_TRAP, AI_CV_PerishSong_ArenaTrap
if_equal ABILITY_MAGNET_PULL, AI_CV_PerishSong_MagnetPull
if_equal ABILITY_SHADOW_TAG, AI_CV_PerishSong_ShadowTag
AI_CV_PerishSongCheckTrap:
if_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, Score_Plus3
@ If has a move that can trap, use it first, then use Perish Song
if_double_battle AI_Ret
if_has_move_with_effect AI_USER, EFFECT_TRAP, Score_Minus5
if_has_move_with_effect AI_USER, EFFECT_MEAN_LOOK, Score_Minus5
end
AI_CV_PerishSong_ArenaTrap:
if_grounded AI_TARGET, Score_Plus2
goto AI_CV_PerishSongCheckTrap
AI_CV_PerishSong_MagnetPull:
if_type AI_TARGET, TYPE_STEEL, Score_Plus2
goto AI_CV_PerishSongCheckTrap
AI_CV_PerishSong_ShadowTag:
if_no_ability AI_TARGET, ABILITY_SHADOW_TAG, Score_Plus2
goto AI_CV_PerishSongCheckTrap
AI_CV_Hazards:
if_ability AI_TARGET, ABILITY_MAGIC_BOUNCE, AI_CV_StealthRockEnd
is_first_turn_for AI_USER
@ -1315,8 +1366,8 @@ AI_CV_DefenseUp4: @ 82DCC28
get_move_power_from_result
if_equal 0, AI_CV_DefenseUp5
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_not_in_bytes AI_CV_DefenseUp_PhysicalTypes, AI_CV_DefenseUp_ScoreDown2
get_move_split_from_result
if_not_equal SPLIT_PHYSICAL, AI_CV_DefenseUp_ScoreDown2
if_random_less_than 60, AI_CV_DefenseUp_End
AI_CV_DefenseUp5: @ 82DCC4A
@ -1328,18 +1379,6 @@ AI_CV_DefenseUp_ScoreDown2: @ 82DCC50
AI_CV_DefenseUp_End: @ 82DCC52
end
AI_CV_DefenseUp_PhysicalTypes: @ 82DCC53
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_SpeedUp: @ 82DCC5D
if_target_faster AI_CV_SpeedUp2
score -3
@ -1395,8 +1434,8 @@ AI_CV_SpDefUp4: @ 82DCCDF
get_move_power_from_result
if_equal 0, AI_CV_SpDefUp5
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_in_bytes AI_CV_SpDefUp_PhysicalTypes, AI_CV_SpDefUp_ScoreDown2
get_move_split_from_result
if_not_equal SPLIT_SPECIAL, AI_CV_SpDefUp_ScoreDown2
if_random_less_than 60, AI_CV_SpDefUp_End
AI_CV_SpDefUp5: @ 82DCD01
@ -1408,18 +1447,6 @@ AI_CV_SpDefUp_ScoreDown2: @ 82DCD07
AI_CV_SpDefUp_End: @ 82DCD09
end
AI_CV_SpDefUp_PhysicalTypes: @ 82DCD0A
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_AccuracyUp:
if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2
if_random_less_than 50, AI_CV_AccuracyUp2
@ -1895,11 +1922,15 @@ AI_CV_SuperFang:
AI_CV_SuperFang_End:
end
AI_CV_Trap:
if_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, AI_CV_TrapEnd
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap5
if_doesnt_have_move_with_effect AI_USER, EFFECT_PERISH_SONG, AI_CV_Trap1
score +3
AI_CV_Trap1:
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2
if_status2 AI_TARGET, STATUS2_CURSED | STATUS2_INFATUATION, AI_CV_Trap2
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap5
goto AI_CV_TrapItem
AI_CV_Trap5:
score +2
@ -2069,20 +2100,27 @@ AI_CV_VitalThrow_End:
end
AI_CV_Substitute:
if_not_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, AI_CV_Substitute1
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_SubstitutePlus3Continue
if_status AI_TARGET, STATUS1_BURN | STATUS1_PSN_ANY, AI_CV_SubstitutePlus1Continue
goto AI_CV_Substitute1
AI_CV_SubstitutePlus1Continue:
score +1
goto AI_CV_Substitute1
AI_CV_SubstitutePlus3Continue:
score +3
AI_CV_Substitute1:
if_hp_more_than AI_USER, 90, AI_CV_Substitute4
if_hp_more_than AI_USER, 70, AI_CV_Substitute3
if_hp_more_than AI_USER, 50, AI_CV_Substitute2
if_random_less_than 100, AI_CV_Substitute2
score -1
AI_CV_Substitute2:
if_random_less_than 100, AI_CV_Substitute3
score -1
AI_CV_Substitute3:
if_random_less_than 100, AI_CV_Substitute4
score -1
AI_CV_Substitute4:
if_target_faster AI_CV_Substitute_End
get_last_used_bank_move AI_TARGET
@ -2095,22 +2133,17 @@ AI_CV_Substitute4:
if_equal EFFECT_CONFUSE, AI_CV_Substitute6
if_equal EFFECT_LEECH_SEED, AI_CV_Substitute7
goto AI_CV_Substitute_End
AI_CV_Substitute5:
if_not_status AI_TARGET, STATUS1_ANY, AI_CV_Substitute8
goto AI_CV_Substitute_End
AI_CV_Substitute6:
if_not_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Substitute8
goto AI_CV_Substitute_End
AI_CV_Substitute7:
if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Substitute_End
AI_CV_Substitute8:
if_random_less_than 100, AI_CV_Substitute_End
score +1
AI_CV_Substitute_End:
end
@ -2525,20 +2558,16 @@ AI_CV_BatonPass:
if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2
goto AI_CV_BatonPass5
AI_CV_BatonPass2:
if_target_faster AI_CV_BatonPass3
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_End
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_Last
goto AI_CV_BatonPass4
AI_CV_BatonPass3:
if_hp_more_than AI_USER, 70, AI_CV_BatonPass_End
if_hp_more_than AI_USER, 70, AI_CV_BatonPass_Last
AI_CV_BatonPass4:
if_random_less_than 80, AI_CV_BatonPass_End
if_random_less_than 80, AI_CV_BatonPass_Last
score +2
goto AI_CV_BatonPass_End
goto AI_CV_BatonPass_Last
AI_CV_BatonPass5:
if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7
@ -2546,18 +2575,38 @@ AI_CV_BatonPass5:
if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7
goto AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass7:
if_target_faster AI_CV_BatonPass8
if_ai_can_go_down AI_CV_BatonPass4
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2
goto AI_CV_BatonPass_End
goto AI_CV_BatonPass_Last
AI_CV_BatonPass8:
if_hp_less_than AI_USER, 70, AI_CV_BatonPass_End
if_ai_can_go_down AI_CV_BatonPass_ScoreDown2
if_hp_less_than AI_USER, 70, AI_CV_BatonPass_Last
goto AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass9:
if_stat_level_more_than AI_USER, STAT_ATK, 6, AI_CV_BatonPass10
if_stat_level_more_than AI_USER, STAT_DEF, 6, AI_CV_BatonPass10
if_stat_level_more_than AI_USER, STAT_SPATK, 6, AI_CV_BatonPass10
if_stat_level_more_than AI_USER, STAT_SPDEF, 6, AI_CV_BatonPass10
if_stat_level_more_than AI_USER, STAT_EVASION, 6, AI_CV_BatonPass10
goto AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass10:
if_target_faster AI_CV_BatonPass11
if_ai_can_go_down AI_CV_BatonPass4
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2
goto AI_CV_BatonPass_Last
AI_CV_BatonPass11:
if_ai_can_go_down AI_CV_BatonPass_ScoreDown2
if_hp_less_than AI_USER, 70, AI_CV_BatonPass_Last
goto AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass_ScoreDown2:
score -2
end
AI_CV_BatonPass_Last:
get_best_dmg_hp_percent
if_less_than 10, Score_Plus2
if_less_than 20, Score_Plus1
AI_CV_BatonPass_End:
end
@ -3386,36 +3435,7 @@ AI_Risky_EffectsToEncourage:
.byte EFFECT_REVENGE
.byte EFFECT_TEETER_DANCE
.byte -1
AI_PreferBatonPass:
if_target_is_ally AI_Ret
count_usable_party_mons AI_USER
if_equal 0, AI_PreferBatonPassEnd
get_how_powerful_move_is
if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferBatonPassEnd
if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass
if_random_less_than 80, AI_Risky_End
AI_PreferBatonPass_GoForBatonPass:
get_considered_move_effect
if_in_hwords sEffectsStatRaise, AI_PreferBatonPass2
if_effect EFFECT_PROTECT, AI_PreferBatonPass_End
if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats
if_random_less_than 20, AI_Risky_End
score +3
AI_PreferBatonPass2:
get_turn_count
if_equal 0, Score_Plus5
if_hp_less_than AI_USER, 60, Score_Minus10
goto Score_Plus1
AI_PreferBatonPass_End:
get_last_used_bank_move AI_USER
if_in_hwords sMovesTable_ProtectMoves, Score_Minus2
score +2
end
.align 1
sMovesTable_ProtectMoves:
.2byte MOVE_PROTECT
@ -3423,10 +3443,15 @@ sMovesTable_ProtectMoves:
.2byte -1
sEffectsStatRaise:
.2byte EFFECT_ATTACK_UP
.2byte EFFECT_ATTACK_UP_2
.2byte EFFECT_DEFENSE_UP
.2byte EFFECT_DEFENSE_UP_2
.2byte EFFECT_SPEED_UP
.2byte EFFECT_SPEED_UP_2
.2byte EFFECT_SPECIAL_ATTACK_UP
.2byte EFFECT_SPECIAL_ATTACK_UP_2
.2byte EFFECT_SPECIAL_DEFENSE_UP
.2byte EFFECT_SPECIAL_DEFENSE_UP_2
.2byte EFFECT_CALM_MIND
.2byte EFFECT_DRAGON_DANCE
@ -3440,6 +3465,28 @@ sEffectsStatRaise:
.2byte EFFECT_QUIVER_DANCE
.2byte -1
AI_PreferBatonPass:
if_target_is_ally AI_Ret
count_usable_party_mons AI_USER
if_equal 0, AI_PreferBatonPassEnd
get_how_powerful_move_is
if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferBatonPassEnd
if_doesnt_have_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPassEnd
get_considered_move_effect
if_in_hwords sEffectsStatRaise, AI_PreferBatonPass2
if_effect EFFECT_PROTECT, AI_PreferBatonPass3
if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats
end
AI_PreferBatonPass2:
get_turn_count
if_equal 0, Score_Plus5
if_hp_less_than AI_USER, 60, Score_Minus10
goto Score_Plus1
AI_PreferBatonPass3:
get_last_used_bank_move AI_USER
if_in_hwords sMovesTable_ProtectMoves, Score_Minus2
score +2
end
AI_PreferBatonPass_EncourageIfHighStats:
get_turn_count
if_equal 0, Score_Minus2
@ -3450,7 +3497,6 @@ AI_PreferBatonPass_EncourageIfHighStats:
if_stat_level_more_than AI_USER, STAT_SPATK, 7, Score_Plus2
if_stat_level_more_than AI_USER, STAT_SPATK, 6, Score_Plus1
end
AI_PreferBatonPassEnd:
end
@ -3459,6 +3505,7 @@ AI_ConsiderAllyChosenMove:
if_equal 0, AI_ConsiderAllyChosenMoveRet
get_move_effect_from_result
if_equal EFFECT_HELPING_HAND, AI_PartnerChoseHelpingHand
if_equal EFFECT_PERISH_SONG, AI_PartnerChosePerishSong
AI_ConsiderAllyChosenMoveRet:
end
@ -3468,17 +3515,30 @@ AI_PartnerChoseHelpingHand:
if_equal 0, Score_Minus5
end
AI_PartnerChosePerishSong:
if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED, AI_Ret
get_considered_move_effect
if_equal EFFECT_MEAN_LOOK, Score_Plus1
if_equal EFFECT_TRAP, Score_Plus1
end
AI_ConsiderAllyKnownMoves:
@ If ally already chose a move, there is nothing to do here.
get_ally_chosen_move
if_not_equal 0, AI_Ret
if_move MOVE_HELPING_HAND, AI_HelpingHandInDoubles
if_move MOVE_PERISH_SONG, AI_PerishSongInDoubles
end
AI_HelpingHandInDoubles:
if_has_no_attacking_moves AI_USER_PARTNER, Score_Minus5
end
AI_PerishSongInDoubles:
if_has_move_with_effect AI_USER_PARTNER, EFFECT_MEAN_LOOK, Score_Plus1
if_has_move_with_effect AI_USER_PARTNER, EFFECT_TRAP, Score_Plus1
end
AI_DoubleBattle:
call AI_ConsiderAllyChosenMove
call AI_ConsiderAllyKnownMoves

View File

@ -170,6 +170,11 @@ static void BattleAICmd_if_ai_can_go_down(void);
static void BattleAICmd_if_has_move_with_type(void);
static void BattleAICmd_if_no_move_used(void);
static void BattleAICmd_if_has_move_with_flag(void);
static void BattleAICmd_if_battler_absent(void);
static void BattleAICmd_is_grounded(void);
static void BattleAICmd_get_best_dmg_hp_percent(void);
static void BattleAICmd_get_curr_dmg_hp_percent(void);
static void BattleAICmd_get_move_split_from_result(void);
// ewram
EWRAM_DATA const u8 *gAIScriptPtr = NULL;
@ -292,6 +297,11 @@ static const BattleAICmdFunc sBattleAICmdTable[] =
BattleAICmd_if_has_move_with_type, // 0x6D
BattleAICmd_if_no_move_used, // 0x6E
BattleAICmd_if_has_move_with_flag, // 0x6F
BattleAICmd_if_battler_absent, // 0x70
BattleAICmd_is_grounded, // 0x71
BattleAICmd_get_best_dmg_hp_percent, // 0x72
BattleAICmd_get_curr_dmg_hp_percent, // 0x73
BattleAICmd_get_move_split_from_result, // 0x74
};
static const u16 sDiscouragedPowerfulMoveEffects[] =
@ -404,7 +414,7 @@ void BattleAI_SetupAIData(u8 defaultScoreMoves)
move = gBattleMons[sBattler_AI].moves[i];
if (gBattleMoves[move].power != 0 && !(moveLimitations & gBitTable[i]))
{
dmg = AI_CalcDamage(move, sBattler_AI, gBattlerTarget) * (100 - (Random() % 16)) / 100;
dmg = AI_CalcDamage(move, sBattler_AI, gBattlerTarget) * (100 - (Random() % 10)) / 100;
if (dmg == 0)
dmg = 1;
}
@ -2665,3 +2675,53 @@ static void BattleAICmd_if_no_move_used(void)
gAIScriptPtr += 6;
}
}
static void BattleAICmd_if_battler_absent(void)
{
u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (!IsBattlerAlive(battler))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_is_grounded(void)
{
u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
if (IsBattlerGrounded(battler))
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_get_best_dmg_hp_percent(void)
{
int i, bestDmg;
bestDmg = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][i] > bestDmg)
bestDmg = gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][i];
}
gBattleResources->ai->funcResult = (bestDmg * 100) / gBattleMons[gBattlerTarget].maxHP;
gAIScriptPtr++;
}
static void BattleAICmd_get_curr_dmg_hp_percent(void)
{
int bestDmg = gBattleResources->ai->simulatedDmg[sBattler_AI][gBattlerTarget][AI_THINKING_STRUCT->movesetIndex];
gBattleResources->ai->funcResult = (bestDmg * 100) / gBattleMons[gBattlerTarget].maxHP;
gAIScriptPtr++;
}
static void BattleAICmd_get_move_split_from_result(void)
{
AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;
gAIScriptPtr += 1;
}

View File

@ -579,15 +579,15 @@ void AI_TrySwitchOrUseItem(void)
u8 GetMostSuitableMonToSwitchInto(void)
{
u8 opposingBattler;
u32 bestDmg;
u8 bestMonId;
u8 battlerIn1, battlerIn2;
s32 firstId;
s32 lastId; // + 1
u8 opposingBattler = 0;
u32 bestDmg = 0;
u8 bestMonId = 0;
u8 battlerIn1 = 0, battlerIn2 = 0;
s32 firstId = 0;
s32 lastId = 0; // + 1
struct Pokemon *party;
s32 i, j;
u8 invalidMons;
s32 i, j, aliveCount = 0;
u8 invalidMons = 0, bits = 0;
u16 move;
if (*(gBattleStruct->monToSwitchIntoId + gActiveBattler) != PARTY_SIZE)
@ -603,8 +603,7 @@ u8 GetMostSuitableMonToSwitchInto(void)
else
battlerIn2 = GetBattlerAtPosition(GetBattlerPosition(gActiveBattler) ^ BIT_FLANK);
// UB: It considers the opponent only player's side even though it can battle alongside player.
opposingBattler = Random() & BIT_FLANK;
opposingBattler = BATTLE_OPPOSITE(battlerIn1);
if (gAbsentBattlerFlags & gBitTable[opposingBattler])
opposingBattler ^= BIT_FLANK;
}
@ -622,24 +621,56 @@ u8 GetMostSuitableMonToSwitchInto(void)
else
party = gEnemyParty;
invalidMons = 0;
// Get invalid slots ids.
for (i = firstId; i < lastId; i++)
{
if (GetMonData(&party[i], MON_DATA_SPECIES) == SPECIES_NONE
|| GetMonData(&party[i], MON_DATA_HP) == 0
|| gBattlerPartyIndexes[battlerIn1] == i
|| gBattlerPartyIndexes[battlerIn2] == i
|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn1)
|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
invalidMons |= gBitTable[i];
else
aliveCount++;
}
while (invalidMons != 0x3F) // All mons are invalid.
// If there are two(or more) mons to choose from, always choose one that has baton pass
// as most often it can't do much on its own.
for (i = firstId; i < lastId; i++)
{
if (invalidMons & gBitTable[i])
continue;
for (j = 0; j < MAX_MON_MOVES; j++)
{
if (GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL) == MOVE_BATON_PASS)
{
bits |= gBitTable[i];
break;
}
}
}
if ((aliveCount == 2 || (aliveCount > 2 && Random() % 3 == 0)) && bits)
{
do
{
bestMonId = (Random() % (lastId - firstId)) + firstId;
} while (!(bits & gBitTable[bestMonId]));
return bestMonId;
}
bits = 0;
while (bits != 0x3F) // All mons are invalid.
{
bestDmg = 0;
bestMonId = 6;
bestMonId = PARTY_SIZE;
// Find the mon whose type is the most suitable offensively.
for (i = firstId; i < lastId; i++)
{
u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
if (species != SPECIES_NONE
&& GetMonData(&party[i], MON_DATA_HP) != 0
&& !(gBitTable[i] & invalidMons)
&& gBattlerPartyIndexes[battlerIn1] != i
&& gBattlerPartyIndexes[battlerIn2] != i
&& i != *(gBattleStruct->monToSwitchIntoId + battlerIn1)
&& i != *(gBattleStruct->monToSwitchIntoId + battlerIn2))
if (!(gBitTable[i] & invalidMons) && !(gBitTable[i] & bits))
{
u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
u32 typeDmg = UQ_4_12(1.0);
u8 atkType1 = gBaseStats[species].type1;
@ -662,10 +693,6 @@ u8 GetMostSuitableMonToSwitchInto(void)
bestMonId = i;
}
}
else
{
invalidMons |= gBitTable[i];
}
}
// Ok, we know the mon has the right typing but does it have at least one super effective move?
@ -681,11 +708,11 @@ u8 GetMostSuitableMonToSwitchInto(void)
if (i != MAX_MON_MOVES)
return bestMonId; // Has both the typing and at least one super effective move.
invalidMons |= gBitTable[bestMonId]; // Sorry buddy, we want something better.
bits |= gBitTable[bestMonId]; // Sorry buddy, we want something better.
}
else
{
invalidMons = 0x3F; // No viable mon to switch.
bits = 0x3F; // No viable mon to switch.
}
}
@ -697,31 +724,20 @@ u8 GetMostSuitableMonToSwitchInto(void)
// If we couldn't find the best mon in terms of typing, find the one that deals most damage.
for (i = firstId; i < lastId; i++)
{
if ((u16)(GetMonData(&party[i], MON_DATA_SPECIES)) == SPECIES_NONE)
continue;
if (GetMonData(&party[i], MON_DATA_HP) == 0)
continue;
if (gBattlerPartyIndexes[battlerIn1] == i)
continue;
if (gBattlerPartyIndexes[battlerIn2] == i)
continue;
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
continue;
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
if (gBitTable[i] & invalidMons)
continue;
for (j = 0; j < MAX_MON_MOVES; j++)
{
s32 dmg = 0;
move = GetMonData(&party[i], MON_DATA_MOVE1 + j);
if (move != MOVE_NONE && gBattleMoves[move].power != 1)
if (move != MOVE_NONE && gBattleMoves[move].power != 0)
{
dmg = AI_CalcPartyMonDamage(move, gActiveBattler, opposingBattler, &party[i]);
}
if (bestDmg < dmg)
{
bestDmg = dmg;
bestMonId = i;
s32 dmg = AI_CalcPartyMonDamage(move, gActiveBattler, opposingBattler, &party[i]);
if (bestDmg < dmg)
{
bestDmg = dmg;
bestMonId = i;
}
}
}
}