mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2025-01-26 21:33:53 +01:00
Fix CanAIFaintTarget
Rename CanAIFaintTarget to CanIndexMoveFaintTarget and create a new function, CanAIFaintTarget, that checks if any known move can KO the target.
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3a113e33b2
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d3a845d511
@ -35,7 +35,8 @@ u16 AI_GetHoldEffect(u32 battlerId);
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u32 AI_GetMoveAccuracy(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u8 atkHoldEffect, u8 defHoldEffect, u16 move);
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bool32 DoesBattlerIgnoreAbilityChecks(u16 atkAbility, u16 move);
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bool32 AI_WeatherHasEffect(void);
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bool32 CanAttackerFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHits);
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bool32 CanAIFaintTarget(u8 battlerAtk, u8 battlerDef, u8 numHits);
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bool32 CanIndexMoveFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHits);
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bool32 AI_IsTerrainAffected(u8 battlerId, u32 flags);
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bool32 AI_IsBattlerGrounded(u8 battlerId);
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bool32 HasDamagingMove(u8 battlerId);
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@ -1473,7 +1473,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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else if (move == MOVE_FAKE_OUT) // filter out first impression
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{
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if ((AI_DATA->atkHoldEffect == HOLD_EFFECT_CHOICE_BAND || AI_DATA->atkAbility == ABILITY_GORILLA_TACTICS)
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&& (CountUsablePartyMons(battlerDef) > 0 || !CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)))
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&& (CountUsablePartyMons(battlerDef) > 0 || !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)))
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{
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if (CountUsablePartyMons(battlerAtk) == 0)
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score -= 10; // Don't lock the attacker into Fake Out if they can't switch out afterwards.
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@ -1714,7 +1714,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (AI_DATA->defAbility == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2)
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score -= 10;
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else if (AI_DATA->atkAbility != ABILITY_TRUANT
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&& !CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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&& !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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score -= 2;
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break;
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case EFFECT_SPITE:
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@ -2465,7 +2465,7 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (gBattleMoves[move].power == 0)
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return score; // can't make anything faint with no power
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0) && gBattleMoves[move].effect != EFFECT_EXPLOSION)
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if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0) && gBattleMoves[move].effect != EFFECT_EXPLOSION)
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{
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// this move can faint the target
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0 || GetMovePriority(battlerAtk, move) > 0)
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@ -2707,7 +2707,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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&& !IS_MOVE_STATUS(move)
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&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
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&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
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&& !CanAttackerFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
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&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
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{
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RETURN_SCORE_PLUS(1);
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}
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@ -2716,7 +2716,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (!IS_MOVE_STATUS(move)
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&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG)
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&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPEED)
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&& !CanAttackerFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
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&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
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{
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RETURN_SCORE_PLUS(1);
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}
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@ -2782,7 +2782,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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&& !IS_MOVE_STATUS(move)
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&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
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&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
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&& !CanAttackerFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 0))
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&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 0))
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{
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RETURN_SCORE_PLUS(1);
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}
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@ -2971,7 +2971,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case ABILITY_BEAST_BOOST:
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // attacker should go first
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{
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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score += 8; // prioritize killing target for stat boost
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}
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break;
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@ -3772,7 +3772,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_FELL_STINGER:
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if (gBattleMons[battlerAtk].statStages[STAT_ATK] < MAX_STAT_STAGE
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&& AI_DATA->atkAbility != ABILITY_CONTRARY
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&& CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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&& CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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{
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
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score += 9;
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@ -4923,7 +4923,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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// consider target HP
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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{
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score += 2;
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}
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@ -1048,6 +1048,32 @@ bool32 CanTargetFaintAi(u8 battlerDef, u8 battlerAtk)
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return FALSE;
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}
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// Check if AI mon has the means to faint the target with any of its moves.
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// If numHits > 1, check if the target will be KO'ed by that number of hits (ignoring healing effects)
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bool32 CanAIFaintTarget(u8 battlerAtk, u8 battlerDef, u8 numHits)
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{
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s32 i, dmg;
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u32 unusable = CheckMoveLimitations(battlerAtk, 0, 0xFF & ~MOVE_LIMITATION_PP);
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u16 *moves = gBattleMons[battlerAtk].moves;
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (moves[i] != MOVE_NONE && moves[i] != 0xFFFF && !(unusable & gBitTable[i]))
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{
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continue;
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}
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// Use the pre-calculated value in simulatedDmg instead of re-calculating it
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dmg = AI_THINKING_STRUCT->simulatedDmg[battlerAtk][battlerDef][i];
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if (numHits)
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dmg *= numHits;
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if (gBattleMons[battlerDef].hp <= dmg)
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return TRUE;
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}
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return FALSE;
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}
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bool32 CanMoveFaintBattler(u16 move, u8 battlerDef, u8 battlerAtk, u8 nHits)
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{
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s32 i, dmg;
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@ -1677,7 +1703,7 @@ u32 CountNegativeStatStages(u8 battlerId)
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bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (gBattleMons[battlerDef].statStages[STAT_ATK] > 4
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@ -1693,7 +1719,7 @@ bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerDefense(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4
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@ -1709,7 +1735,7 @@ bool32 ShouldLowerDefense(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerSpeed(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (IsAiFaster(AI_CHECK_SLOWER)
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@ -1723,7 +1749,7 @@ bool32 ShouldLowerSpeed(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerSpAtk(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 4
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@ -1738,7 +1764,7 @@ bool32 ShouldLowerSpAtk(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerSpDef(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > 4
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@ -1753,7 +1779,7 @@ bool32 ShouldLowerSpDef(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerAccuracy(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (defAbility != ABILITY_CONTRARY
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@ -1767,7 +1793,7 @@ bool32 ShouldLowerAccuracy(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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bool32 ShouldLowerEvasion(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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{
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if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
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if (IsAiFaster(AI_CHECK_FASTER) && CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return FALSE; // Don't bother lowering stats if can kill enemy.
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if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
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@ -1779,7 +1805,7 @@ bool32 ShouldLowerEvasion(u8 battlerAtk, u8 battlerDef, u16 defAbility)
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return FALSE;
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}
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bool32 CanAttackerFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHits)
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bool32 CanIndexMoveFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHits)
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{
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s32 dmg = AI_THINKING_STRUCT->simulatedDmg[battlerAtk][battlerDef][index];
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@ -2433,9 +2459,9 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
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{
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if (!CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 0)) // Can't KO foe otherwise
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if (!CanAIFaintTarget(battlerAtk, battlerDef, 0)) // Can't KO foe otherwise
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{
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 2))
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if (CanAIFaintTarget(battlerAtk, battlerDef, 2))
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{
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// attacker can kill target in two hits (theoretically)
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if (CanTargetFaintAi(battlerDef, battlerAtk))
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@ -2500,7 +2526,7 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
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}
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else if (CanTargetFaintAiWithMod(battlerDef, battlerAtk, 0, 2)) // Foe can 2HKO AI
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{
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 0))
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if (CanAIFaintTarget(battlerAtk, battlerDef, 0))
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{
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if (!BattlerWillFaintFromSecondaryDamage(battlerAtk, AI_DATA->atkAbility))
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return CAN_TRY_PIVOT; // Use this move to KO if you must
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@ -2512,7 +2538,7 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
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}
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else // Foe can 3HKO+ AI
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{
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if (CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 0))
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if (CanAIFaintTarget(battlerAtk, battlerDef, 0))
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{
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if (!BattlerWillFaintFromSecondaryDamage(battlerAtk, AI_DATA->atkAbility) // This is the only move that can KO
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&& !hasStatBoost) //You're not wasting a valuable stat boost
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@ -2520,7 +2546,7 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
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return CAN_TRY_PIVOT;
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}
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}
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else if (CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 2))
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else if (CanAIFaintTarget(battlerAtk, battlerDef, 2))
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{
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// can knock out foe in 2 hits
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if (IS_MOVE_STATUS(move) && (shouldSwitch //Damaging move
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@ -2904,7 +2930,7 @@ bool32 ShouldUseRecoilMove(u8 battlerAtk, u8 battlerDef, u32 recoilDmg, u8 moveI
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if (recoilDmg >= gBattleMons[battlerAtk].hp //Recoil kills attacker
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&& CountUsablePartyMons(battlerDef) != 0) //Foe has more than 1 target left
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{
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if (recoilDmg >= gBattleMons[battlerDef].hp && !CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 0))
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if (recoilDmg >= gBattleMons[battlerDef].hp && !CanAIFaintTarget(battlerAtk, battlerDef, 0))
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return TRUE; //If it's the only KO move then just use it
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else
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return FALSE; //Not as good to use move if you'll faint and not win
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