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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
merge ai move and item decisions. AI will prefer to defeat player over healing
This commit is contained in:
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@ -6,6 +6,7 @@
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#define AI_CHOICE_FLEE 4
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#define AI_CHOICE_WATCH 5
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#define AI_CHOICE_SWITCH 7
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#define AI_CHOICE_USE_ITEM 8
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#define RETURN_SCORE_PLUS(val) \
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{ \
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@ -32,7 +32,7 @@ enum {
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};
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void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId);
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void AI_TrySwitchOrUseItem(void);
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u8 AI_TrySwitchOrUseItem(u8 currAction);
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u8 GetMostSuitableMonToSwitchInto(void);
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bool32 ShouldSwitch(void);
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@ -1,9 +1,9 @@
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#ifndef GUARD_BATTLE_AI_UTIL_H
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#define GUARD_BATTLE_AI_UTIL_H
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// for IsAiFaster
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#define AI_CHECK_FASTER 0 // if_user_faster
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#define AI_CHECK_SLOWER 1 // if_target_faster
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// for AI_WhoStrikesFirst
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#define AI_IS_FASTER 0
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#define AI_IS_SLOWER 1
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#define FOE(battler) ((battler ^ BIT_SIDE) & BIT_SIDE)
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@ -21,12 +21,13 @@ void SaveBattlerData(u8 battlerId);
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void SetBattlerData(u8 battlerId);
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void RestoreBattlerData(u8 battlerId);
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bool32 WillAIStrikeFirst(void);
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u32 GetTotalBaseStat(u32 species);
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bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler);
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bool32 AtMaxHp(u8 battler);
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u32 GetHealthPercentage(u8 battler);
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bool32 IsBattlerTrapped(u8 battler, bool8 switching);
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bool32 IsAiFaster(u8 battler);
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u8 AI_WhoStrikesFirst(u8 battlerAI, u8 battler2);
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bool32 CanTargetFaintAi(u8 battlerDef, u8 battlerAtk);
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bool32 CanMoveFaintBattler(u16 move, u8 battlerDef, u8 battlerAtk, u8 nHits);
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bool32 CanTargetFaintAiWithMod(u8 battlerDef, u8 battlerAtk, s32 hpMod, s32 dmgMod);
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@ -21,6 +21,8 @@ struct UnknownPokemonStruct4
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/*0x1D*/ u8 language;
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};
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struct ChooseMoveStruct;
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#define TYPE_NAME_LENGTH 6
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#define ABILITY_NAME_LENGTH 12
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@ -70,6 +72,7 @@ void RunBattleScriptCommands(void);
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bool8 TryRunFromBattle(u8 battlerId);
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void SpecialStatusesClear(void);
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void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk);
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void FillChooseMoveStruct(struct ChooseMoveStruct *moveInfo);
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extern struct UnknownPokemonStruct4 gMultiPartnerParty[MULTI_PARTY_SIZE];
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@ -210,6 +210,9 @@ u8 BattleAI_ChooseMoveOrAction(void)
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else
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ret = ChooseMoveOrAction_Doubles();
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AI_THINKING_STRUCT->movesetIndex = ret;
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AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex];
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ret = AI_TrySwitchOrUseItem(ret);
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gCurrentMove = savedCurrentMove;
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return ret;
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}
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@ -272,47 +275,6 @@ static u8 ChooseMoveOrAction_Singles(void)
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return AI_CHOICE_WATCH;
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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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numOfBestMoves = 1;
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currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
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consideredMoveArray[0] = 0;
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@ -546,7 +508,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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// check off screen
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if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) != 1)
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if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER)
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RETURN_SCORE_MINUS(20); // if target off screen and we go first, don't use move
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// check if negates type
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@ -1207,7 +1169,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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&& (B_MENTAL_HERB >= GEN_5 && AI_DATA->defHoldEffect != HOLD_EFFECT_MENTAL_HERB)
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&& !PartnerHasSameMoveEffectWithoutTarget(AI_DATA->battlerAtkPartner, move, AI_DATA->partnerMove))
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{
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // attacker should go first
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker should go first
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{
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if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
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score -= 10; // no anticipated move to disable
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@ -1227,7 +1189,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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&& (B_MENTAL_HERB >= GEN_5 && AI_DATA->defHoldEffect != HOLD_EFFECT_MENTAL_HERB)
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&& !DoesPartnerHaveSameMoveEffect(AI_DATA->battlerAtkPartner, battlerDef, move, AI_DATA->partnerMove))
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{
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // attacker should go first
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker should go first
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{
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if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
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score -= 10; // no anticipated move to encore
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@ -1668,7 +1630,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_SPITE:
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case EFFECT_MIMIC:
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // attacker should go first
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker should go first
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{
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if (gLastMoves[battlerDef] == MOVE_NONE
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|| gLastMoves[battlerDef] == 0xFFFF)
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@ -1825,7 +1787,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (isDoubleBattle)
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{
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if (IsHazardMoveEffect(gBattleMoves[AI_DATA->partnerMove].effect) // partner is going to set up hazards
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&& GetWhoStrikesFirst(AI_DATA->battlerAtkPartner, battlerAtk, FALSE)) // partner is going to set up before the potential Defog
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&& AI_WhoStrikesFirst(AI_DATA->battlerAtkPartner, battlerAtk) == AI_IS_FASTER) // partner is going to set up before the potential Defog
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{
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score -= 10;
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break; // Don't use Defog if partner is going to set up hazards
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@ -1863,7 +1825,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_SEMI_INVULNERABLE:
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if (predictedMove != MOVE_NONE
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&& GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1
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&& AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER
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&& gBattleMoves[predictedMove].effect == EFFECT_SEMI_INVULNERABLE)
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score -= 10; // Don't Fly/dig/etc if opponent is going to fly/dig/etc after you
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@ -2044,7 +2006,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_ME_FIRST:
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if (predictedMove != MOVE_NONE)
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{
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1)
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER)
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score -= 10; // Target is predicted to go first, Me First will fail
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else
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return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score);
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@ -2231,7 +2193,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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break;
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case EFFECT_ELECTRIFY:
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER
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//|| GetMoveTypeSpecial(battlerDef, predictedMove) == TYPE_ELECTRIC // Move will already be electric type
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|| PartnerMoveIsSameAsAttacker(AI_DATA->battlerAtkPartner, battlerDef, move, AI_DATA->partnerMove))
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score -= 10;
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@ -2260,7 +2222,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_INSTRUCT:
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{
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u16 instructedMove;
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1)
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER)
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instructedMove = predictedMove;
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else
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instructedMove = gLastMoves[battlerDef];
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@ -2300,21 +2262,21 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_QUASH:
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if (!isDoubleBattle
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|| GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1
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|| AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER
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|| PartnerMoveIsSameAsAttacker(AI_DATA->battlerAtkPartner, battlerDef, move, AI_DATA->partnerMove))
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score -= 10;
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break;
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case EFFECT_AFTER_YOU:
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if (!IsTargetingPartner(battlerAtk, battlerDef)
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|| !isDoubleBattle
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|| GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1
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|| AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER
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|| PartnerMoveIsSameAsAttacker(AI_DATA->battlerAtkPartner, battlerDef, move, AI_DATA->partnerMove))
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score -= 10;
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break;
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case EFFECT_SUCKER_PUNCH:
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if (predictedMove != MOVE_NONE)
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{
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if (IS_MOVE_STATUS(predictedMove) || GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1) // opponent going first
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if (IS_MOVE_STATUS(predictedMove) || AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER) // Opponent going first
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score -= 10;
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}
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break;
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@ -2362,11 +2324,11 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score--;
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break;
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case EFFECT_VITAL_THROW:
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if (IsAiFaster(AI_CHECK_FASTER) && GetHealthPercentage(battlerAtk) < 40)
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if (WillAIStrikeFirst() && GetHealthPercentage(battlerAtk) < 40)
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score--; // don't want to move last
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break;
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case EFFECT_FLAIL:
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if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1 // opponent should go first
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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER // Opponent should go first
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|| GetHealthPercentage(battlerAtk) > 50)
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score -= 4;
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break;
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@ -2417,7 +2379,7 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (CanAttackerFaintTarget(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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if (!WillAIStrikeFirst() || GetMovePriority(battlerAtk, move) > 0)
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score += 4; // we go first or we're using priority move
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else
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score += 2;
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@ -2446,7 +2408,7 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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//AI_TryToFaint_CheckIfDanger
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if (!IsAiFaster(AI_CHECK_FASTER) && CanTargetFaintAi(battlerDef, battlerAtk))
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if (!WillAIStrikeFirst() && CanTargetFaintAi(battlerDef, battlerAtk))
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{ // AI_TryToFaint_Danger
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if (GetMoveDamageResult(move) != MOVE_POWER_BEST)
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score--;
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@ -2493,7 +2455,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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// Ally decided to use Frost Breath on us. we must have Anger Point as our ability
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if (AI_DATA->atkAbility == ABILITY_ANGER_POINT)
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{
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if (GetWhoStrikesFirst(battlerAtk, battlerAtkPartner, TRUE) == 1) // partner moving first
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if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner) == AI_IS_SLOWER) // Partner moving first
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{
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// discourage raising our attack since it's about to be maxed out
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if (IsAttackBoostMoveEffect(effect))
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@ -2760,7 +2722,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_INSTRUCT:
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{
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u16 instructedMove;
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if (GetWhoStrikesFirst(battlerAtk, battlerAtkPartner, TRUE) == 0)
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if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner) == AI_IS_FASTER)
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instructedMove = AI_DATA->partnerMove;
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else
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instructedMove = gLastMoves[battlerAtkPartner];
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@ -2774,8 +2736,8 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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break;
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case EFFECT_AFTER_YOU:
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if (GetWhoStrikesFirst(battlerAtkPartner, FOE(battlerAtkPartner), TRUE) == 1 // opponent mon 1 goes before partner
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|| GetWhoStrikesFirst(battlerAtkPartner, BATTLE_PARTNER(FOE(battlerAtkPartner)), TRUE) == 1) // opponent mon 2 goes before partner
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if (AI_WhoStrikesFirst(battlerAtkPartner, FOE(battlerAtkPartner) == AI_IS_SLOWER) // Opponent mon 1 goes before partner
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|| AI_WhoStrikesFirst(battlerAtkPartner, BATTLE_PARTNER(FOE(battlerAtkPartner)) == AI_IS_SLOWER)) // Opponent mon 2 goes before partner
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{
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if (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_COUNTER || gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MIRROR_COAT)
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break; // These moves need to go last
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@ -2801,7 +2763,9 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_EARTHQUAKE:
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case EFFECT_MAGNITUDE:
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if (!IsBattlerGrounded(battlerAtkPartner)
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|| (GetWhoStrikesFirst(battlerAtk, battlerAtkPartner, TRUE) == 1 && IsUngroundingEffect(gBattleMoves[AI_DATA->partnerMove].effect)))
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|| (IsBattlerGrounded(battlerAtkPartner)
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&& AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner) == AI_IS_SLOWER
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&& IsUngroundingEffect(gBattleMoves[AI_DATA->partnerMove].effect)))
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score += 2;
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else if (IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_FIRE)
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|| IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ELECTRIC)
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@ -2852,7 +2816,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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// check already dead
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if (!IsBattlerIncapacitated(battlerDef, AI_DATA->defAbility)
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&& CanTargetFaintAi(battlerAtk, battlerDef)
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&& GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1) // opponent should go first
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&& AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER) // Opponent should go first
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{
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if (atkPriority > 0)
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score++;
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@ -2896,7 +2860,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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{
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case ABILITY_MOXIE:
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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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if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // 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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score += 8; // prioritize killing target for stat boost
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@ -2984,7 +2948,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_SPEED_UP:
|
||||
case EFFECT_SPEED_UP_2:
|
||||
if (IsAiFaster(AI_CHECK_SLOWER))
|
||||
if (!WillAIStrikeFirst())
|
||||
{
|
||||
if (!AI_RandLessThan(70))
|
||||
score += 3;
|
||||
@ -3082,7 +3046,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
break;
|
||||
case EFFECT_SPEED_DOWN:
|
||||
case EFFECT_SPEED_DOWN_2:
|
||||
if (IsAiFaster(AI_CHECK_FASTER))
|
||||
if (WillAIStrikeFirst())
|
||||
score -= 3;
|
||||
else if (!AI_RandLessThan(70))
|
||||
score += 2;
|
||||
@ -3319,7 +3283,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score += 2;
|
||||
break;
|
||||
case EFFECT_SPEED_DOWN_HIT:
|
||||
if (IsAiFaster(AI_CHECK_FASTER))
|
||||
if (WillAIStrikeFirst())
|
||||
score -= 2;
|
||||
else if (!AI_RandLessThan(70))
|
||||
score++;
|
||||
@ -3351,7 +3315,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score++;
|
||||
break;
|
||||
case EFFECT_MIMIC:
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0)
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER)
|
||||
{
|
||||
if (gLastMoves[battlerDef] != MOVE_NONE && gLastMoves[battlerDef] != 0xFFFF)
|
||||
return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score);
|
||||
@ -3410,7 +3374,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
if (gDisableStructs[battlerDef].disableTimer == 0
|
||||
&& (B_MENTAL_HERB >= GEN_5 && AI_DATA->defHoldEffect != HOLD_EFFECT_MENTAL_HERB)) // mental herb
|
||||
{
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // AI goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // AI goes first
|
||||
{
|
||||
if (gLastMoves[battlerDef] != MOVE_NONE
|
||||
&& gLastMoves[battlerDef] != 0xFFFF)
|
||||
@ -3460,11 +3424,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score++;
|
||||
break;
|
||||
case EFFECT_SPEED_UP_HIT:
|
||||
if (AI_DATA->atkAbility == ABILITY_SERENE_GRACE && AI_DATA->defAbility != ABILITY_CONTRARY && IsAiFaster(AI_CHECK_SLOWER))
|
||||
if (AI_DATA->atkAbility == ABILITY_SERENE_GRACE && AI_DATA->defAbility != ABILITY_CONTRARY && !WillAIStrikeFirst())
|
||||
score += 3;
|
||||
break;
|
||||
case EFFECT_DESTINY_BOND:
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0 && CanTargetFaintAi(battlerDef, battlerAtk))
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER && CanTargetFaintAi(battlerDef, battlerAtk))
|
||||
score += 3;
|
||||
break;
|
||||
case EFFECT_SPITE:
|
||||
@ -3712,7 +3676,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
&& AI_DATA->atkAbility != ABILITY_CONTRARY
|
||||
&& CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
{
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker goes first
|
||||
score += 9;
|
||||
else
|
||||
score += 3;
|
||||
@ -3757,7 +3721,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score++;
|
||||
if (predictedMove != MOVE_NONE && !isDoubleBattle)
|
||||
{
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker goes first
|
||||
{
|
||||
if (gBattleMoves[predictedMove].effect == EFFECT_EXPLOSION
|
||||
|| gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
|
||||
@ -3824,7 +3788,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
break;
|
||||
case EFFECT_ATTRACT:
|
||||
if (!isDoubleBattle && BattlerWillFaintFromSecondaryDamage(battlerDef, AI_DATA->defAbility)
|
||||
&& GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1) // Target goes first
|
||||
&& AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER) // Target goes first
|
||||
break; // Don't use if the attract won't have a change to activate
|
||||
|
||||
if (gBattleMons[battlerDef].status1 & STATUS1_ANY
|
||||
@ -3869,7 +3833,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
if (isDoubleBattle)
|
||||
{
|
||||
if (IsHazardMoveEffect(gBattleMoves[AI_DATA->partnerMove].effect) // Partner is going to set up hazards
|
||||
&& GetWhoStrikesFirst(battlerAtk, AI_DATA->battlerAtkPartner, TRUE) == 1) // Partner going first
|
||||
&& AI_WhoStrikesFirst(battlerAtk, AI_DATA->battlerAtkPartner) == AI_IS_SLOWER) // Partner going first
|
||||
break; // Don't use Defog if partner is going to set up hazards
|
||||
}
|
||||
|
||||
@ -4346,13 +4310,13 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score++;
|
||||
break;
|
||||
case EFFECT_THROAT_CHOP:
|
||||
if (predictedMove != MOVE_NONE && TestMoveFlags(predictedMove, FLAG_SOUND) && GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0)
|
||||
if (predictedMove != MOVE_NONE && TestMoveFlags(predictedMove, FLAG_SOUND) && AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER)
|
||||
score += 3; // Ai goes first and predicts the target will use a sound move
|
||||
else if (TestMoveFlagsInMoveset(battlerDef, FLAG_SOUND))
|
||||
score += 3;
|
||||
break;
|
||||
case EFFECT_HEAL_BLOCK:
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0 && predictedMove != MOVE_NONE && IsHealingMoveEffect(gBattleMoves[predictedMove].effect))
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER && predictedMove != MOVE_NONE && IsHealingMoveEffect(gBattleMoves[predictedMove].effect))
|
||||
score += 3; // Try to cancel healing move
|
||||
else if (HasHealingEffect(battlerDef) || AI_DATA->defHoldEffect == HOLD_EFFECT_LEFTOVERS
|
||||
|| (AI_DATA->defHoldEffect == HOLD_EFFECT_BLACK_SLUDGE && IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON)))
|
||||
@ -4388,7 +4352,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
break;
|
||||
case EFFECT_QUASH:
|
||||
if (isDoubleBattle
|
||||
&& GetWhoStrikesFirst(AI_DATA->battlerAtkPartner, battlerDef, TRUE) == 1) // Attacker partner wouldn't go before target
|
||||
&& AI_WhoStrikesFirst(AI_DATA->battlerAtkPartner, battlerDef) == AI_IS_SLOWER) // Attacker partner wouldn't go before target
|
||||
score++;
|
||||
break;
|
||||
case EFFECT_TAILWIND:
|
||||
@ -4410,7 +4374,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
if (IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_ELECTRIC)
|
||||
&& !(AI_GetTypeEffectiveness(MOVE_EARTHQUAKE, battlerDef, battlerAtk) == AI_EFFECTIVENESS_x0)) // Doesn't resist ground move
|
||||
{
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker goes first
|
||||
{
|
||||
if (gBattleMoves[predictedMove].type == TYPE_GROUND)
|
||||
score += 3; // Cause the enemy's move to fail
|
||||
@ -4425,7 +4389,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
}
|
||||
break;
|
||||
case EFFECT_CAMOUFLAGE:
|
||||
if (predictedMove != MOVE_NONE && GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0 // Attacker goes first
|
||||
if (predictedMove != MOVE_NONE && AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER // Attacker goes first
|
||||
&& !IS_MOVE_STATUS(move) && AI_GetTypeEffectiveness(predictedMove, battlerDef, battlerAtk) != AI_EFFECTIVENESS_x0)
|
||||
score++;
|
||||
break;
|
||||
@ -4468,7 +4432,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
}
|
||||
break;
|
||||
case EFFECT_FLAIL:
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Ai goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Ai goes first
|
||||
{
|
||||
if (GetHealthPercentage(battlerAtk) < 20)
|
||||
score++;
|
||||
@ -4510,7 +4474,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
score += 2;
|
||||
break;
|
||||
case EFFECT_ENDEAVOR:
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1) // Opponent faster
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER) // Opponent faster
|
||||
{
|
||||
if (GetHealthPercentage(battlerAtk) < 40)
|
||||
score++;
|
||||
@ -4541,7 +4505,7 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
||||
return score;
|
||||
|
||||
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING
|
||||
&& GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1
|
||||
&& AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER
|
||||
&& CanTargetFaintAi(battlerDef, battlerAtk)
|
||||
&& GetMovePriority(battlerAtk, move) == 0)
|
||||
{
|
||||
|
@ -12,11 +12,82 @@
|
||||
#include "constants/item_effects.h"
|
||||
#include "constants/items.h"
|
||||
#include "constants/moves.h"
|
||||
#include "constants/battle_ai.h"
|
||||
|
||||
// this file's functions
|
||||
static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng);
|
||||
static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent);
|
||||
static bool8 ShouldUseItem(void);
|
||||
static bool32 AI_ShouldHeal(u8 healAmount);
|
||||
|
||||
// Functions
|
||||
u8 AI_TrySwitchOrUseItem(u8 currAction)
|
||||
{
|
||||
struct Pokemon *party;
|
||||
u8 battlerIn1, battlerIn2;
|
||||
s32 firstId;
|
||||
s32 lastId; // + 1
|
||||
u8 battlerIdentity = GetBattlerPosition(gActiveBattler);
|
||||
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER))
|
||||
return currAction;
|
||||
|
||||
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
|
||||
party = gPlayerParty; // Player's partner
|
||||
else
|
||||
party = gEnemyParty; // Enemy trainer
|
||||
|
||||
// Switching logic
|
||||
if (ShouldSwitch())
|
||||
{
|
||||
if (*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) == PARTY_SIZE)
|
||||
{
|
||||
s32 monToSwitchId = GetMostSuitableMonToSwitchInto();
|
||||
if (monToSwitchId == PARTY_SIZE)
|
||||
{
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
|
||||
{
|
||||
battlerIn1 = GetBattlerAtPosition(battlerIdentity);
|
||||
battlerIn2 = battlerIn1;
|
||||
}
|
||||
else
|
||||
{
|
||||
battlerIn1 = GetBattlerAtPosition(battlerIdentity);
|
||||
battlerIn2 = GetBattlerAtPosition(battlerIdentity ^ BIT_FLANK);
|
||||
}
|
||||
|
||||
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
|
||||
|
||||
for (monToSwitchId = firstId; monToSwitchId < lastId; monToSwitchId++)
|
||||
{
|
||||
if (GetMonData(&party[monToSwitchId], MON_DATA_HP) == 0)
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn1])
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn2])
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
|
||||
continue;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = monToSwitchId;
|
||||
}
|
||||
|
||||
*(gBattleStruct->monToSwitchIntoId + gActiveBattler) = *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler);
|
||||
return AI_CHOICE_SWITCH;
|
||||
}
|
||||
|
||||
// Item Logic
|
||||
if (ShouldUseItem())
|
||||
return AI_CHOICE_USE_ITEM;
|
||||
|
||||
return currAction;
|
||||
}
|
||||
|
||||
void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId)
|
||||
{
|
||||
@ -39,11 +110,52 @@ void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId)
|
||||
|
||||
static bool8 ShouldSwitchIfAllBadMoves(void)
|
||||
{
|
||||
if (gBattleResources->ai->switchMon)
|
||||
u32 i;
|
||||
|
||||
if (AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
|
||||
{
|
||||
gBattleResources->ai->switchMon = 0;
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
||||
{
|
||||
// TODO double battle bad move switching logic
|
||||
}
|
||||
else
|
||||
{
|
||||
// Single battle. gActiveBattler is the enemy's battler id
|
||||
if (GetTotalBaseStat(gBattleMons[gActiveBattler].species) >= 310 // Mon is not weak.
|
||||
&& gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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(gActiveBattler) == ABILITY_TRUANT
|
||||
&& IsTruantMonVulnerable(gActiveBattler, gBattlerTarget)
|
||||
&& gDisableStructs[gActiveBattler].truantCounter
|
||||
&& gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].maxHP / 2)
|
||||
{
|
||||
if (GetMostSuitableMonToSwitchInto() != PARTY_SIZE)
|
||||
{
|
||||
AI_THINKING_STRUCT->switchMon = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (AI_THINKING_STRUCT->switchMon)
|
||||
{
|
||||
AI_THINKING_STRUCT->switchMon = FALSE;
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
@ -58,7 +170,6 @@ static bool8 ShouldSwitchIfPerishSong(void)
|
||||
&& gDisableStructs[gActiveBattler].perishSongTimer == 0)
|
||||
{
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
@ -125,7 +236,6 @@ static bool8 ShouldSwitchIfWonderGuard(void)
|
||||
{
|
||||
// We found a mon.
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = i;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
@ -216,7 +326,6 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
|
||||
{
|
||||
// we found a mon.
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = i;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
@ -236,13 +345,11 @@ static bool8 ShouldSwitchIfNaturalCure(void)
|
||||
if ((gLastLandedMoves[gActiveBattler] == 0 || gLastLandedMoves[gActiveBattler] == 0xFFFF) && Random() & 1)
|
||||
{
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
else if (gBattleMoves[gLastLandedMoves[gActiveBattler]].power == 0 && Random() & 1)
|
||||
{
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
@ -254,7 +361,6 @@ static bool8 ShouldSwitchIfNaturalCure(void)
|
||||
if (Random() & 1)
|
||||
{
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
@ -407,7 +513,6 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent)
|
||||
if (AI_GetTypeEffectiveness(move, gActiveBattler, battlerIn1) >= UQ_4_12(2.0) && Random() % moduloPercent == 0)
|
||||
{
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = i;
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
@ -436,6 +541,11 @@ bool32 ShouldSwitch(void)
|
||||
return FALSE;
|
||||
|
||||
availableToSwitch = 0;
|
||||
AI_THINKING_STRUCT->switchMon = FALSE;
|
||||
|
||||
if (CountUsablePartyMons(gActiveBattler) == 0) // No pokemon to switch to
|
||||
return FALSE;
|
||||
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
||||
{
|
||||
battlerIn1 = gActiveBattler;
|
||||
@ -500,73 +610,6 @@ bool32 ShouldSwitch(void)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void AI_TrySwitchOrUseItem(void)
|
||||
{
|
||||
struct Pokemon *party;
|
||||
u8 battlerIn1, battlerIn2;
|
||||
s32 firstId;
|
||||
s32 lastId; // + 1
|
||||
u8 battlerIdentity = GetBattlerPosition(gActiveBattler);
|
||||
|
||||
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
|
||||
party = gPlayerParty;
|
||||
else
|
||||
party = gEnemyParty;
|
||||
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
|
||||
{
|
||||
if (ShouldSwitch())
|
||||
{
|
||||
if (*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) == PARTY_SIZE)
|
||||
{
|
||||
s32 monToSwitchId = GetMostSuitableMonToSwitchInto();
|
||||
if (monToSwitchId == PARTY_SIZE)
|
||||
{
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
|
||||
{
|
||||
battlerIn1 = GetBattlerAtPosition(battlerIdentity);
|
||||
battlerIn2 = battlerIn1;
|
||||
}
|
||||
else
|
||||
{
|
||||
battlerIn1 = GetBattlerAtPosition(battlerIdentity);
|
||||
battlerIn2 = GetBattlerAtPosition(battlerIdentity ^ BIT_FLANK);
|
||||
}
|
||||
|
||||
GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
|
||||
|
||||
for (monToSwitchId = firstId; monToSwitchId < lastId; monToSwitchId++)
|
||||
{
|
||||
if (GetMonData(&party[monToSwitchId], MON_DATA_HP) == 0)
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn1])
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn2])
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
|
||||
continue;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = monToSwitchId;
|
||||
}
|
||||
|
||||
*(gBattleStruct->monToSwitchIntoId + gActiveBattler) = *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler);
|
||||
return;
|
||||
}
|
||||
else if (ShouldUseItem())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (gActiveBattler ^ BIT_SIDE) << 8);
|
||||
}
|
||||
|
||||
// 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.
|
||||
static u32 GetBestMonBatonPass(struct Pokemon *party, int firstId, int lastId, u8 invalidMons, int aliveCount)
|
||||
@ -839,20 +882,10 @@ static bool8 ShouldUseItem(void)
|
||||
switch (*(gBattleStruct->AI_itemType + gActiveBattler / 2))
|
||||
{
|
||||
case AI_ITEM_FULL_RESTORE:
|
||||
if (gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].maxHP / 4)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp == 0)
|
||||
break;
|
||||
shouldUse = TRUE;
|
||||
shouldUse = AI_ShouldHeal(0);
|
||||
break;
|
||||
case AI_ITEM_HEAL_HP:
|
||||
paramOffset = GetItemEffectParamOffset(item, 4, 4);
|
||||
if (paramOffset == 0)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp == 0)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 4 || gBattleMons[gActiveBattler].maxHP - gBattleMons[gActiveBattler].hp > itemEffects[paramOffset])
|
||||
shouldUse = TRUE;
|
||||
shouldUse = AI_ShouldHeal(itemEffects[GetItemEffectParamOffset(item, 4, 4)]);
|
||||
break;
|
||||
case AI_ITEM_CURE_CONDITION:
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) = 0;
|
||||
@ -934,7 +967,6 @@ static bool8 ShouldUseItem(void)
|
||||
|
||||
if (shouldUse)
|
||||
{
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_ITEM, 0);
|
||||
*(gBattleStruct->chosenItem + (gActiveBattler / 2) * 2) = item;
|
||||
gBattleResources->battleHistory->trainerItems[i] = 0;
|
||||
return shouldUse;
|
||||
@ -943,3 +975,41 @@ static bool8 ShouldUseItem(void)
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
static bool32 AI_ShouldHeal(u8 healAmount)
|
||||
{
|
||||
bool32 shouldHeal = FALSE;
|
||||
u32 i;
|
||||
|
||||
if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 4
|
||||
|| gBattleMons[gActiveBattler].hp == 0
|
||||
|| (healAmount != 0 && gBattleMons[gActiveBattler].maxHP - gBattleMons[gActiveBattler].hp > healAmount))
|
||||
{
|
||||
// We have low enough HP to consider healing
|
||||
shouldHeal = TRUE;
|
||||
|
||||
// Check special cases to NOT heal
|
||||
for (i = 0; i < gBattlersCount; i++)
|
||||
{
|
||||
if (GetBattlerSide(i) == B_SIDE_PLAYER)
|
||||
{
|
||||
if (CanTargetFaintAiWithMod(i, gActiveBattler, healAmount, 0))
|
||||
{
|
||||
// Target is expected to faint us even after we heal. So why bother.
|
||||
shouldHeal = FALSE;
|
||||
break;
|
||||
}
|
||||
|
||||
// AI_THINKING_STRUCT->movesetIndex is the array index of the AI's chosen move
|
||||
if (CanAttackerFaintTarget(gActiveBattler, i, AI_THINKING_STRUCT->movesetIndex, 0) && AI_WhoStrikesFirst(gActiveBattler, i) == AI_IS_FASTER)
|
||||
{
|
||||
// We can faint the target and move first -> don't heal
|
||||
shouldHeal = FALSE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return shouldHeal;
|
||||
}
|
||||
|
@ -439,6 +439,11 @@ static const u16 sOtherMoveCallingMoves[] =
|
||||
};
|
||||
|
||||
// Functions
|
||||
bool32 WillAIStrikeFirst(void)
|
||||
{
|
||||
return (AI_WhoStrikesFirst(sBattler_AI, gBattlerTarget) == AI_IS_FASTER);
|
||||
}
|
||||
|
||||
bool32 AI_RandLessThan(u8 val)
|
||||
{
|
||||
if ((Random() % 0xFF) < val)
|
||||
@ -632,7 +637,7 @@ bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler)
|
||||
u32 move = gBattleResources->battleHistory->usedMoves[opposingBattler][i];
|
||||
if (gBattleMoves[move].effect == EFFECT_PROTECT && move != MOVE_ENDURE)
|
||||
return TRUE;
|
||||
if (gBattleMoves[move].effect == EFFECT_SEMI_INVULNERABLE && GetWhoStrikesFirst(battlerAI, opposingBattler, TRUE) == 1)
|
||||
if (gBattleMoves[move].effect == EFFECT_SEMI_INVULNERABLE && AI_WhoStrikesFirst(battlerAI, opposingBattler) == AI_IS_SLOWER)
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
@ -964,48 +969,43 @@ u8 AI_GetMoveEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef)
|
||||
return damageVar;
|
||||
}
|
||||
|
||||
// AI_CHECK_FASTER: is user(ai) faster
|
||||
// AI_CHECK_SLOWER: is target faster
|
||||
bool32 IsAiFaster(u8 battler)
|
||||
/* Checks to see if AI will move ahead of another battler
|
||||
* Output:
|
||||
* AI_IS_FASTER: is user(ai) faster
|
||||
* AI_IS_SLOWER: is target faster
|
||||
*/
|
||||
u8 AI_WhoStrikesFirst(u8 battlerAI, u8 battler2)
|
||||
{
|
||||
u32 fasterAI = 0, fasterPlayer = 0, i;
|
||||
s8 prioAI, prioPlayer;
|
||||
s8 prioAI = 0;
|
||||
s8 prioPlayer = 0;
|
||||
|
||||
// Check move priorities first.
|
||||
prioAI = GetMovePriority(sBattler_AI, AI_THINKING_STRUCT->moveConsidered);
|
||||
SaveBattlerData(gBattlerTarget);
|
||||
SetBattlerData(gBattlerTarget);
|
||||
prioAI = GetMovePriority(battlerAI, AI_THINKING_STRUCT->moveConsidered);
|
||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||
{
|
||||
if (gBattleMons[gBattlerTarget].moves[i] == 0 || gBattleMons[gBattlerTarget].moves[i] == 0xFFFF)
|
||||
if (gBattleMons[battler2].moves[i] == 0 || gBattleMons[battler2].moves[i] == 0xFFFF)
|
||||
continue;
|
||||
|
||||
prioPlayer = GetMovePriority(gBattlerTarget, gBattleMons[gBattlerTarget].moves[i]);
|
||||
prioPlayer = GetMovePriority(battler2, gBattleMons[battler2].moves[i]);
|
||||
if (prioAI > prioPlayer)
|
||||
fasterAI++;
|
||||
else if (prioPlayer > prioAI)
|
||||
fasterPlayer++;
|
||||
}
|
||||
RestoreBattlerData(gBattlerTarget);
|
||||
|
||||
if (fasterAI > fasterPlayer)
|
||||
{
|
||||
if (battler == 0) // is user (ai) faster
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
return AI_IS_FASTER;
|
||||
}
|
||||
else if (fasterAI < fasterPlayer)
|
||||
{
|
||||
if (battler == 1) // is target (player) faster
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
return AI_IS_SLOWER;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Priorities are the same(at least comparing to moves the AI is aware of), decide by speed.
|
||||
if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == battler)
|
||||
if (GetWhoStrikesFirst(battlerAI, battler2, TRUE) == 0)
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
@ -1045,14 +1045,17 @@ bool32 CanMoveFaintBattler(u16 move, u8 battlerDef, u8 battlerAtk, u8 nHits)
|
||||
// Check if target has means to faint ai mon after modding hp/dmg
|
||||
bool32 CanTargetFaintAiWithMod(u8 battlerDef, u8 battlerAtk, s32 hpMod, s32 dmgMod)
|
||||
{
|
||||
u32 i;
|
||||
u32 i, dmg;
|
||||
u32 unusable = CheckMoveLimitations(battlerDef, 0, 0xFF & ~MOVE_LIMITATION_PP);
|
||||
u16 *moves = gBattleResources->battleHistory->usedMoves[battlerDef];
|
||||
u32 hpCheck = gBattleMons[battlerAtk].hp + hpMod;
|
||||
|
||||
if (hpCheck > gBattleMons[battlerAtk].maxHP)
|
||||
hpCheck = gBattleMons[battlerAtk].maxHP;
|
||||
|
||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||
{
|
||||
u32 dmg = AI_CalcDamage(moves[i], battlerDef, battlerAtk);
|
||||
u32 hpCheck = gBattleMons[battlerAtk].hp + hpMod;
|
||||
dmg = AI_THINKING_STRUCT->simulatedDmg[battlerAtk][battlerDef][i];
|
||||
if (dmgMod)
|
||||
dmg *= dmgMod;
|
||||
|
||||
@ -1650,7 +1653,7 @@ u32 CountNegativeStatStages(u8 battlerId)
|
||||
|
||||
bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (gBattleMons[battlerDef].statStages[STAT_ATK] > 4
|
||||
@ -1666,7 +1669,7 @@ bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerDefense(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4
|
||||
@ -1682,10 +1685,10 @@ bool32 ShouldLowerDefense(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerSpeed(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (IsAiFaster(AI_CHECK_SLOWER)
|
||||
if (!WillAIStrikeFirst()
|
||||
&& defAbility != ABILITY_CONTRARY
|
||||
&& defAbility != ABILITY_CLEAR_BODY
|
||||
//&& defAbility != ABILITY_FULL_METAL_BODY
|
||||
@ -1696,7 +1699,7 @@ bool32 ShouldLowerSpeed(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerSpAtk(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 4
|
||||
@ -1711,7 +1714,7 @@ bool32 ShouldLowerSpAtk(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerSpDef(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > 4
|
||||
@ -1726,7 +1729,7 @@ bool32 ShouldLowerSpDef(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerAccuracy(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (defAbility != ABILITY_CONTRARY
|
||||
@ -1740,7 +1743,7 @@ bool32 ShouldLowerAccuracy(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
|
||||
bool32 ShouldLowerEvasion(u8 battlerAtk, u8 battlerDef, u16 defAbility)
|
||||
{
|
||||
if (IsAiFaster(AI_CHECK_FASTER) && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
if (WillAIStrikeFirst() && CanAttackerFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
||||
return FALSE; // Don't bother lowering stats if can kill enemy.
|
||||
|
||||
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
|
||||
@ -2404,7 +2407,7 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
|
||||
/*if (IsPredictedToSwitch(battlerDef, battlerAtk) && !hasStatBoost)
|
||||
return PIVOT; // Try pivoting so you can switch to a better matchup to counter your new opponent*/
|
||||
|
||||
if (GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0) // Attacker goes first
|
||||
if (AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER) // Attacker goes first
|
||||
{
|
||||
if (!CanAttackerFaintTarget(battlerAtk, battlerDef, moveIndex, 0)) // Can't KO foe otherwise
|
||||
{
|
||||
@ -2753,7 +2756,7 @@ u32 ShouldTryToFlinch(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbili
|
||||
{
|
||||
if (defAbility == ABILITY_INNER_FOCUS
|
||||
|| DoesSubstituteBlockMove(battlerAtk, battlerDef, move)
|
||||
|| GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 1) // opponent goes first
|
||||
|| AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_SLOWER) // Opponent goes first
|
||||
{
|
||||
return 0; // don't try to flinch
|
||||
}
|
||||
@ -2877,7 +2880,7 @@ bool32 ShouldUseRecoilMove(u8 battlerAtk, u8 battlerDef, u32 recoilDmg, u8 moveI
|
||||
|
||||
bool32 ShouldAbsorb(u8 battlerAtk, u8 battlerDef, u16 move, s32 damage)
|
||||
{
|
||||
if (move == 0xFFFF || GetWhoStrikesFirst(battlerAtk, gBattlerTarget, TRUE) == 0)
|
||||
if (move == 0xFFFF || AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER)
|
||||
{
|
||||
// using item or user goes first
|
||||
u8 healPercent = (gBattleMoves[move].argument == 0) ? 50 : gBattleMoves[move].argument;
|
||||
@ -2904,7 +2907,7 @@ bool32 ShouldAbsorb(u8 battlerAtk, u8 battlerDef, u16 move, s32 damage)
|
||||
|
||||
bool32 ShouldRecover(u8 battlerAtk, u8 battlerDef, u16 move, u8 healPercent)
|
||||
{
|
||||
if (move == 0xFFFF || GetWhoStrikesFirst(battlerAtk, gBattlerTarget, TRUE) == 0)
|
||||
if (move == 0xFFFF || AI_WhoStrikesFirst(battlerAtk, battlerDef) == AI_IS_FASTER)
|
||||
{
|
||||
// using item or user going first
|
||||
s32 damage = AI_THINKING_STRUCT->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
|
||||
@ -3350,7 +3353,7 @@ void IncreaseStatUpScore(u8 battlerAtk, u8 battlerDef, u8 statId, s16 *score)
|
||||
}
|
||||
break;
|
||||
case STAT_SPEED:
|
||||
if (IsAiFaster(AI_CHECK_SLOWER))
|
||||
if (!WillAIStrikeFirst())
|
||||
{
|
||||
if (gBattleMons[battlerAtk].statStages[STAT_SPEED] < STAT_UP_2_STAGE)
|
||||
*score += 2;
|
||||
|
@ -1544,22 +1544,10 @@ static void OpponentHandlePrintSelectionString(void)
|
||||
}
|
||||
|
||||
static void OpponentHandleChooseAction(void)
|
||||
{
|
||||
AI_TrySwitchOrUseItem();
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void OpponentHandleYesNoBox(void)
|
||||
{
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void OpponentHandleChooseMove(void)
|
||||
{
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
|
||||
{
|
||||
BtlController_EmitTwoReturnValues(1, 10, ChooseMoveAndTargetInBattlePalace());
|
||||
OpponentBufferExecCompleted();
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, ChooseMoveAndTargetInBattlePalace());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1570,21 +1558,20 @@ static void OpponentHandleChooseMove(void)
|
||||
{
|
||||
BattleAI_SetupAIData(0xF);
|
||||
chosenMoveId = BattleAI_ChooseMoveOrAction();
|
||||
|
||||
switch (chosenMoveId)
|
||||
{
|
||||
case AI_CHOICE_USE_ITEM:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_ITEM, 0);
|
||||
break;
|
||||
case AI_CHOICE_SWITCH:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
break;
|
||||
case AI_CHOICE_WATCH:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SAFARI_WATCH_CAREFULLY, 0);
|
||||
break;
|
||||
case AI_CHOICE_FLEE:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_RUN, 0);
|
||||
break;
|
||||
case AI_CHOICE_SWITCH:
|
||||
BtlController_EmitTwoReturnValues(1, 10, 0xFFFF);
|
||||
break;
|
||||
case 6:
|
||||
BtlController_EmitTwoReturnValues(1, 15, gBattlerTarget);
|
||||
break;
|
||||
default:
|
||||
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
|
||||
gBattlerTarget = gActiveBattler;
|
||||
@ -1594,15 +1581,16 @@ static void OpponentHandleChooseMove(void)
|
||||
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
|
||||
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
|
||||
}
|
||||
if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
|
||||
else
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (gBattlerTarget << 8));
|
||||
|
||||
if (CanMegaEvolve(gActiveBattler)) { // If opponent can mega evolve, do it.
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
|
||||
} else {
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (gBattlerTarget << 8));
|
||||
}
|
||||
break;
|
||||
}
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
else
|
||||
else // Wild pokemon - use random move
|
||||
{
|
||||
u16 move;
|
||||
do
|
||||
@ -1612,15 +1600,27 @@ static void OpponentHandleChooseMove(void)
|
||||
} while (move == MOVE_NONE);
|
||||
|
||||
if (gBattleMoves[move].target & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (gActiveBattler << 8));
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (gActiveBattler << 8));
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (GetBattlerAtPosition(Random() & 2) << 8));
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (GetBattlerAtPosition(Random() & 2) << 8));
|
||||
else
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (GetBattlerAtPosition(B_POSITION_PLAYER_LEFT) << 8));
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (GetBattlerAtPosition(B_POSITION_PLAYER_LEFT) << 8));
|
||||
}
|
||||
}
|
||||
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void OpponentHandleYesNoBox(void)
|
||||
{
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void OpponentHandleChooseMove(void)
|
||||
{
|
||||
u8 *bufferB = gBattleResources->bufferB[gActiveBattler];
|
||||
BtlController_EmitTwoReturnValues(1, 10, bufferB[2] | (bufferB[3] << 8));
|
||||
OpponentBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void OpponentHandleChooseItem(void)
|
||||
|
@ -1508,17 +1508,6 @@ static void PlayerPartnerHandlePrintSelectionString(void)
|
||||
}
|
||||
|
||||
static void PlayerPartnerHandleChooseAction(void)
|
||||
{
|
||||
AI_TrySwitchOrUseItem();
|
||||
PlayerPartnerBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void PlayerPartnerHandleYesNoBox(void)
|
||||
{
|
||||
PlayerPartnerBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void PlayerPartnerHandleChooseMove(void)
|
||||
{
|
||||
u8 chosenMoveId;
|
||||
struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct*)(&gBattleResources->bufferA[gActiveBattler][4]);
|
||||
@ -1526,6 +1515,15 @@ static void PlayerPartnerHandleChooseMove(void)
|
||||
BattleAI_SetupAIData(0xF);
|
||||
chosenMoveId = BattleAI_ChooseMoveOrAction();
|
||||
|
||||
switch (chosenMoveId)
|
||||
{
|
||||
case AI_CHOICE_USE_ITEM:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_ITEM, 0);
|
||||
break;
|
||||
case AI_CHOICE_SWITCH:
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
|
||||
break;
|
||||
default:
|
||||
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
|
||||
gBattlerTarget = gActiveBattler;
|
||||
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
|
||||
@ -1536,9 +1534,22 @@ static void PlayerPartnerHandleChooseMove(void)
|
||||
}
|
||||
|
||||
if (CanMegaEvolve(gActiveBattler)) // If partner can mega evolve, do it.
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
|
||||
else
|
||||
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (gBattlerTarget << 8));
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (chosenMoveId) | (gBattlerTarget << 8));
|
||||
break;
|
||||
}
|
||||
|
||||
PlayerPartnerBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void PlayerPartnerHandleYesNoBox(void)
|
||||
{
|
||||
PlayerPartnerBufferExecCompleted();
|
||||
}
|
||||
|
||||
static void PlayerPartnerHandleChooseMove(void)
|
||||
{
|
||||
PlayerPartnerBufferExecCompleted();
|
||||
}
|
||||
|
||||
|
@ -3828,22 +3828,7 @@ static void HandleTurnActionSelectionState(void)
|
||||
{
|
||||
struct ChooseMoveStruct moveInfo;
|
||||
|
||||
moveInfo.mega = gBattleStruct->mega;
|
||||
moveInfo.species = gBattleMons[gActiveBattler].species;
|
||||
moveInfo.monType1 = gBattleMons[gActiveBattler].type1;
|
||||
moveInfo.monType2 = gBattleMons[gActiveBattler].type2;
|
||||
moveInfo.monType3 = gBattleMons[gActiveBattler].type3;
|
||||
|
||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||
{
|
||||
moveInfo.moves[i] = gBattleMons[gActiveBattler].moves[i];
|
||||
moveInfo.currentPp[i] = gBattleMons[gActiveBattler].pp[i];
|
||||
moveInfo.maxPp[i] = CalculatePPWithBonus(
|
||||
gBattleMons[gActiveBattler].moves[i],
|
||||
gBattleMons[gActiveBattler].ppBonuses,
|
||||
i);
|
||||
}
|
||||
|
||||
FillChooseMoveStruct(&moveInfo);
|
||||
BtlController_EmitChooseMove(0, (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) != 0, FALSE, &moveInfo);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
}
|
||||
@ -3945,6 +3930,9 @@ static void HandleTurnActionSelectionState(void)
|
||||
return;
|
||||
case B_ACTION_DEBUG:
|
||||
BtlController_EmitDebugMenu(0);
|
||||
// fallthrough
|
||||
case B_ACTION_SAFARI_WATCH_CAREFULLY:
|
||||
case B_ACTION_RUN:
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
break;
|
||||
}
|
||||
@ -5158,3 +5146,24 @@ void SetTotemBoost(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FillChooseMoveStruct(struct ChooseMoveStruct * moveInfo)
|
||||
{
|
||||
int i;
|
||||
|
||||
moveInfo->mega = gBattleStruct->mega;
|
||||
moveInfo->species = gBattleMons[gActiveBattler].species;
|
||||
moveInfo->monType1 = gBattleMons[gActiveBattler].type1;
|
||||
moveInfo->monType2 = gBattleMons[gActiveBattler].type2;
|
||||
moveInfo->monType3 = gBattleMons[gActiveBattler].type3;
|
||||
|
||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||
{
|
||||
moveInfo->moves[i] = gBattleMons[gActiveBattler].moves[i];
|
||||
moveInfo->currentPp[i] = gBattleMons[gActiveBattler].pp[i];
|
||||
moveInfo->maxPp[i] = CalculatePPWithBonus(
|
||||
gBattleMons[gActiveBattler].moves[i],
|
||||
gBattleMons[gActiveBattler].ppBonuses,
|
||||
i);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user