#include "global.h" #include "malloc.h" #include "battle.h" #include "battle_anim.h" #include "battle_ai_util.h" #include "battle_ai_main.h" #include "battle_factory.h" #include "battle_setup.h" #include "battle_z_move.h" #include "data.h" #include "event_data.h" #include "item.h" #include "pokemon.h" #include "random.h" #include "recorded_battle.h" #include "util.h" #include "constants/abilities.h" #include "constants/battle_ai.h" #include "constants/battle_move_effects.h" #include "constants/hold_effects.h" #include "constants/moves.h" #include "constants/items.h" #define AI_ACTION_DONE 0x0001 #define AI_ACTION_FLEE 0x0002 #define AI_ACTION_WATCH 0x0004 #define AI_ACTION_DO_NOT_ATTACK 0x0008 #define AI_ACTION_UNK5 0x0010 #define AI_ACTION_UNK6 0x0020 #define AI_ACTION_UNK7 0x0040 #define AI_ACTION_UNK8 0x0080 // AI states enum { AIState_SettingUp, AIState_Processing, AIState_FinishedProcessing, AIState_DoNotProcess }; static u8 ChooseMoveOrAction_Singles(void); static u8 ChooseMoveOrAction_Doubles(void); static void BattleAI_DoAIProcessing(void); static bool32 IsPinchBerryItemEffect(u16 holdEffect); // ewram EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests EWRAM_DATA u8 sBattler_AI = 0; // const rom data static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_Risky(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_PreferStrongestMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_PreferBatonPass(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_Roaming(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_Safari(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_FirstBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score); static s16 (*const sBattleAiFuncTable[])(u8, u8, u16, s16) = { [0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE [1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT [2] = AI_CheckViability, // AI_FLAG_CHECK_VIABILITY [3] = AI_SetupFirstTurn, // AI_FLAG_SETUP_FIRST_TURN [4] = AI_Risky, // AI_FLAG_RISKY [5] = AI_PreferStrongestMove, // AI_FLAG_PREFER_STRONGEST_MOVE [6] = AI_PreferBatonPass, // AI_FLAG_PREFER_BATON_PASS [7] = AI_DoubleBattle, // AI_FLAG_DOUBLE_BATTLE [8] = AI_HPAware, // AI_FLAG_HP_AWARE [9] = NULL, // AI_FLAG_NEGATE_UNAWARE [10] = NULL, // AI_FLAG_WILL_SUICIDE [11] = NULL, // AI_FLAG_HELP_PARTNER [12] = NULL, // Unused [13] = NULL, // Unused [14] = NULL, // Unused [15] = NULL, // Unused [16] = NULL, // Unused [17] = NULL, // Unused [18] = NULL, // Unused [19] = NULL, // Unused [20] = NULL, // Unused [21] = NULL, // Unused [22] = NULL, // Unused [23] = NULL, // Unused [24] = NULL, // Unused [25] = NULL, // Unused [26] = NULL, // Unused [27] = NULL, // Unused [28] = NULL, // Unused [29] = AI_Roaming, // AI_FLAG_ROAMING [30] = AI_Safari, // AI_FLAG_SAFARI [31] = AI_FirstBattle, // AI_FLAG_FIRST_BATTLE }; // Functions void BattleAI_SetupItems(void) { s32 i; u8 *data = (u8 *)BATTLE_HISTORY; for (i = 0; i < sizeof(struct BattleHistory); i++) data[i] = 0; // Items are allowed to use in ONLY trainer battles. if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER) && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK) ) ) { for (i = 0; i < MAX_TRAINER_ITEMS; i++) { if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0) { BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i]; BATTLE_HISTORY->itemsNo++; } } } } static u32 GetWildAiFlags(void) { u8 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL); u32 flags; if (IsDoubleBattle()) avgLevel = (GetMonData(&gEnemyParty[0], MON_DATA_LEVEL) + GetMonData(&gEnemyParty[1], MON_DATA_LEVEL)) / 2; flags |= AI_FLAG_CHECK_BAD_MOVE; if (avgLevel >= 20) flags |= AI_FLAG_CHECK_VIABILITY; if (avgLevel >= 60) flags |= AI_FLAG_PREFER_STRONGEST_MOVE; if (avgLevel >= 80) flags |= AI_FLAG_HP_AWARE; #if B_VAR_WILD_AI_FLAGS != 0 if (VarGet(B_VAR_WILD_AI_FLAGS) != 0) flags |= VarGet(B_VAR_WILD_AI_FLAGS); #endif return flags; } void BattleAI_SetupFlags(void) { if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle(); else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) AI_THINKING_STRUCT->aiFlags = AI_FLAG_SAFARI; else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER) AI_THINKING_STRUCT->aiFlags = AI_FLAG_ROAMING; else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE) AI_THINKING_STRUCT->aiFlags = AI_FLAG_FIRST_BATTLE; else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory(); else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE)) AI_THINKING_STRUCT->aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT; else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags | gTrainers[gTrainerBattleOpponent_B].aiFlags; else AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags; // check smart wild AI if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)) && IsWildMonSmart()) AI_THINKING_STRUCT->aiFlags |= GetWildAiFlags(); if (gBattleTypeFlags & (BATTLE_TYPE_DOUBLE | BATTLE_TYPE_TWO_OPPONENTS) || gTrainers[gTrainerBattleOpponent_A].doubleBattle) AI_THINKING_STRUCT->aiFlags |= AI_FLAG_DOUBLE_BATTLE; // Act smart in doubles and don't attack your partner. } // sBattler_AI set in ComputeBattleAiScores void BattleAI_SetupAIData(u8 defaultScoreMoves) { s32 i, move, dmg; u8 moveLimitations; // Clear AI data but preserve the flags. u32 flags = AI_THINKING_STRUCT->aiFlags; memset(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct)); AI_THINKING_STRUCT->aiFlags = flags; // Conditional score reset, unlike Ruby. for (i = 0; i < MAX_MON_MOVES; i++) { if (defaultScoreMoves & 1) AI_THINKING_STRUCT->score[i] = 100; else AI_THINKING_STRUCT->score[i] = 0; defaultScoreMoves >>= 1; } moveLimitations = AI_DATA->moveLimitations[gActiveBattler]; // Ignore moves that aren't possible to use. for (i = 0; i < MAX_MON_MOVES; i++) { if (gBitTable[i] & moveLimitations) AI_THINKING_STRUCT->score[i] = 0; } //sBattler_AI = gActiveBattler; gBattlerTarget = SetRandomTarget(sBattler_AI); gBattleStruct->aiChosenTarget[sBattler_AI] = gBattlerTarget; } u8 BattleAI_ChooseMoveOrAction(void) { u32 savedCurrentMove = gCurrentMove; u8 ret; if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE)) ret = ChooseMoveOrAction_Singles(); else ret = ChooseMoveOrAction_Doubles(); // Clear protect structures, some flags may be set during AI calcs // e.g. pranksterElevated from GetMovePriority memset(&gProtectStructs, 0, MAX_BATTLERS_COUNT * sizeof(struct ProtectStruct)); gCurrentMove = savedCurrentMove; return ret; } // damages/other info computed in GetAIDataAndCalcDmg u8 ComputeBattleAiScores(u8 battler) { sBattler_AI = battler; BattleAI_SetupAIData(0xF); return BattleAI_ChooseMoveOrAction(); } static void CopyBattlerDataToAIParty(u32 bPosition, u32 side) { u32 battler = GetBattlerAtPosition(bPosition); struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]]; struct BattlePokemon *bMon = &gBattleMons[battler]; aiMon->species = bMon->species; aiMon->level = bMon->level; aiMon->status = bMon->status1; aiMon->gender = GetGenderFromSpeciesAndPersonality(bMon->species, bMon->personality); aiMon->isFainted = FALSE; aiMon->wasSentInBattle = TRUE; aiMon->switchInCount++; } void Ai_InitPartyStruct(void) { u32 i; bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT); struct Pokemon *mon; AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount; AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount; // Save first 2 or 4(in doubles) mons CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER); if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) CopyBattlerDataToAIParty(B_POSITION_PLAYER_RIGHT, B_SIDE_PLAYER); // If player's partner is AI, save opponent mons if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) { CopyBattlerDataToAIParty(B_POSITION_OPPONENT_LEFT, B_SIDE_OPPONENT); CopyBattlerDataToAIParty(B_POSITION_OPPONENT_RIGHT, B_SIDE_OPPONENT); } // Find fainted mons for (i = 0; i < AI_PARTY->count[B_SIDE_PLAYER]; i++) { if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0) AI_PARTY->mons[B_SIDE_PLAYER][i].isFainted = TRUE; if (isOmniscient) { u32 j; mon = &gPlayerParty[i]; AI_PARTY->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM); AI_PARTY->mons[B_SIDE_PLAYER][i].heldEffect = ItemId_GetHoldEffect(AI_PARTY->mons[B_SIDE_PLAYER][i].item); AI_PARTY->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon); for (j = 0; j < MAX_MON_MOVES; j++) AI_PARTY->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j); } } } void Ai_UpdateSwitchInData(u32 battler) { u32 i; u32 side = GetBattlerSide(battler); struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]]; // See if the switched-in mon has been already in battle if (aiMon->wasSentInBattle) { if (aiMon->ability) BATTLE_HISTORY->abilities[battler] = aiMon->ability; if (aiMon->heldEffect) BATTLE_HISTORY->itemEffects[battler] = aiMon->heldEffect; for (i = 0; i < MAX_MON_MOVES; i++) { if (aiMon->moves[i]) BATTLE_HISTORY->usedMoves[battler][i] = aiMon->moves[i]; } aiMon->switchInCount++; aiMon->status = gBattleMons[battler].status1; // Copy status, because it could've been changed in battle. } else // If not, copy the newly switched-in mon in battle and clear battle history. { ClearBattlerMoveHistory(battler); ClearBattlerAbilityHistory(battler); ClearBattlerItemEffectHistory(battler); CopyBattlerDataToAIParty(GetBattlerPosition(battler), side); } } void Ai_UpdateFaintData(u32 battler) { struct AiPartyMon *aiMon = &AI_PARTY->mons[GET_BATTLER_SIDE(battler)][gBattlerPartyIndexes[battler]]; ClearBattlerMoveHistory(battler); ClearBattlerAbilityHistory(battler); ClearBattlerItemEffectHistory(battler); aiMon->isFainted = TRUE; } static void SetBattlerAiData(u8 battlerId) { AI_DATA->abilities[battlerId] = AI_GetAbility(battlerId); AI_DATA->items[battlerId] = gBattleMons[battlerId].item; AI_DATA->holdEffects[battlerId] = AI_GetHoldEffect(battlerId); AI_DATA->holdEffectParams[battlerId] = GetBattlerHoldEffectParam(battlerId); AI_DATA->predictedMoves[battlerId] = gLastMoves[battlerId]; AI_DATA->hpPercents[battlerId] = GetHealthPercentage(battlerId); AI_DATA->moveLimitations[battlerId] = CheckMoveLimitations(battlerId, 0, MOVE_LIMITATIONS_ALL); } void GetAiLogicData(void) { u32 battlerAtk, battlerDef, i, move; u8 effectiveness; s32 dmg; memset(AI_DATA, 0, sizeof(struct AiLogicData)); if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart()) return; // get/assume all battler data for (i = 0; i < gBattlersCount; i++) { if (IsBattlerAlive(i)) { SetBattlerAiData(i); } } // simulate AI damage for (battlerAtk = 0; battlerAtk < gBattlersCount; battlerAtk++) { if (!IsBattlerAlive(battlerAtk) || !IsBattlerAIControlled(battlerAtk)) { continue; } for (battlerDef = 0; battlerDef < gBattlersCount; battlerDef++) { if (battlerAtk == battlerDef) continue; RecordKnownMove(battlerDef, gLastMoves[battlerDef]); for (i = 0; i < MAX_MON_MOVES; i++) { dmg = 0; effectiveness = AI_EFFECTIVENESS_x0; move = gBattleMons[battlerAtk].moves[i]; if (move != 0 && move != 0xFFFF //&& gBattleMoves[move].power != 0 /* we want to get effectiveness of status moves */ && !(AI_DATA->moveLimitations[battlerAtk] & gBitTable[i])) { dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE); } AI_DATA->simulatedDmg[battlerAtk][battlerDef][i] = dmg; AI_DATA->effectiveness[battlerAtk][battlerDef][i] = effectiveness; } } } } static u8 ChooseMoveOrAction_Singles(void) { u8 currentMoveArray[MAX_MON_MOVES]; u8 consideredMoveArray[MAX_MON_MOVES]; u32 numOfBestMoves; s32 i, id; u32 flags = AI_THINKING_STRUCT->aiFlags; AI_DATA->partnerMove = 0; // no ally while (flags != 0) { if (flags & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } flags >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } for (i = 0; i < MAX_MON_MOVES; i++) { gBattleStruct->aiFinalScore[sBattler_AI][gBattlerTarget][i] = AI_THINKING_STRUCT->score[i]; } // Check special AI actions. if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) return AI_CHOICE_FLEE; if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) return AI_CHOICE_WATCH; gActiveBattler = sBattler_AI; // If can switch. if (CountUsablePartyMons(sBattler_AI) > 0 && !IsAbilityPreventingEscape(sBattler_AI) && !(gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION)) && !(gStatuses3[gActiveBattler] & STATUS3_ROOTED) && !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE)) && AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS)) { // Consider switching if all moves are worthless to use. if (GetTotalBaseStat(gBattleMons[sBattler_AI].species) >= 310 // Mon is not weak. && gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2) { s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93; for (i = 0; i < MAX_MON_MOVES; i++) { if (AI_THINKING_STRUCT->score[i] > cap) break; } if (i == MAX_MON_MOVES && GetMostSuitableMonToSwitchInto() != PARTY_SIZE) { AI_THINKING_STRUCT->switchMon = TRUE; return AI_CHOICE_SWITCH; } } // Consider switching if your mon with truant is bodied by Protect spam. // Or is using a double turn semi invulnerable move(such as Fly) and is faster. if (GetBattlerAbility(sBattler_AI) == ABILITY_TRUANT && IsTruantMonVulnerable(sBattler_AI, gBattlerTarget) && gDisableStructs[sBattler_AI].truantCounter && gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2) { if (GetMostSuitableMonToSwitchInto() != PARTY_SIZE) { AI_THINKING_STRUCT->switchMon = TRUE; return AI_CHOICE_SWITCH; } } } numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[0]; consideredMoveArray[0] = 0; for (i = 1; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] != MOVE_NONE) { // In ruby, the order of these if statements is reversed. if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i]) { currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[numOfBestMoves++] = i; } if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i]) { numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[0] = i; } } } return consideredMoveArray[Random() % numOfBestMoves]; } static u8 ChooseMoveOrAction_Doubles(void) { s32 i, j; u32 flags; s16 bestMovePointsForTarget[MAX_BATTLERS_COUNT]; s8 mostViableTargetsArray[MAX_BATTLERS_COUNT]; u8 actionOrMoveIndex[MAX_BATTLERS_COUNT]; u8 mostViableMovesScores[MAX_MON_MOVES]; u8 mostViableMovesIndices[MAX_MON_MOVES]; s32 mostViableTargetsNo; s32 mostViableMovesNo; s16 mostMovePoints; for (i = 0; i < MAX_BATTLERS_COUNT; i++) { if (i == sBattler_AI || gBattleMons[i].hp == 0) { actionOrMoveIndex[i] = 0xFF; bestMovePointsForTarget[i] = -1; } else { if (gBattleTypeFlags & BATTLE_TYPE_PALACE) BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4); else BattleAI_SetupAIData(0xF); gBattlerTarget = i; if ((i & BIT_SIDE) != (sBattler_AI & BIT_SIDE)) RecordLastUsedMoveByTarget(); AI_DATA->partnerMove = GetAllyChosenMove(i); AI_THINKING_STRUCT->aiLogicId = 0; AI_THINKING_STRUCT->movesetIndex = 0; flags = AI_THINKING_STRUCT->aiFlags; while (flags != 0) { if (flags & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } flags >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) { actionOrMoveIndex[i] = AI_CHOICE_FLEE; } else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) { actionOrMoveIndex[i] = AI_CHOICE_WATCH; } else { mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0]; mostViableMovesIndices[0] = 0; mostViableMovesNo = 1; for (j = 1; j < MAX_MON_MOVES; j++) { if (gBattleMons[sBattler_AI].moves[j] != 0) { if (!CanTargetBattler(sBattler_AI, i, gBattleMons[sBattler_AI].moves[j])) continue; if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j]) { mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j]; mostViableMovesIndices[mostViableMovesNo] = j; mostViableMovesNo++; } if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j]) { mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j]; mostViableMovesIndices[0] = j; mostViableMovesNo = 1; } } } actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo]; bestMovePointsForTarget[i] = mostViableMovesScores[0]; // Don't use a move against ally if it has less than 100 points. if (i == BATTLE_PARTNER(sBattler_AI) && bestMovePointsForTarget[i] < 100) { bestMovePointsForTarget[i] = -1; mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match. } } for (j = 0; j < MAX_MON_MOVES; j++) { gBattleStruct->aiFinalScore[sBattler_AI][gBattlerTarget][j] = AI_THINKING_STRUCT->score[j]; } } } mostMovePoints = bestMovePointsForTarget[0]; mostViableTargetsArray[0] = 0; mostViableTargetsNo = 1; for (i = 1; i < MAX_BATTLERS_COUNT; i++) { if (mostMovePoints == bestMovePointsForTarget[i]) { mostViableTargetsArray[mostViableTargetsNo] = i; mostViableTargetsNo++; } if (mostMovePoints < bestMovePointsForTarget[i]) { mostMovePoints = bestMovePointsForTarget[i]; mostViableTargetsArray[0] = i; mostViableTargetsNo = 1; } } gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo]; gBattleStruct->aiChosenTarget[sBattler_AI] = gBattlerTarget; return actionOrMoveIndex[gBattlerTarget]; } static void BattleAI_DoAIProcessing(void) { while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing) { switch (AI_THINKING_STRUCT->aiState) { case AIState_DoNotProcess: // Needed to match. break; case AIState_SettingUp: if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0) { AI_THINKING_STRUCT->moveConsidered = 0; } else { AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex]; } AI_THINKING_STRUCT->aiState++; break; case AIState_Processing: if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE && AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] > 0) { if (AI_THINKING_STRUCT->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable) && sBattleAiFuncTable[AI_THINKING_STRUCT->aiLogicId] != NULL) { // Call AI function AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = sBattleAiFuncTable[AI_THINKING_STRUCT->aiLogicId](sBattler_AI, gBattlerTarget, AI_THINKING_STRUCT->moveConsidered, AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex]); } } else { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; } AI_THINKING_STRUCT->movesetIndex++; if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK)) AI_THINKING_STRUCT->aiState = AIState_SettingUp; else AI_THINKING_STRUCT->aiState++; break; } } } // AI Score Functions // AI_FLAG_CHECK_BAD_MOVE - decreases move scores static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { // move data u8 atkPriority = GetMovePriority(battlerAtk, move); u16 moveEffect = gBattleMoves[move].effect; s32 moveType; u16 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move); u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move); u32 effectiveness = AI_DATA->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]; bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); u32 i; u16 predictedMove = AI_DATA->predictedMoves[battlerDef]; SetTypeBeforeUsingMove(move, battlerAtk); GET_MOVE_TYPE(move, moveType); if (IsTargetingPartner(battlerAtk, battlerDef)) return score; GET_MOVE_TYPE(move, moveType); // check non-user target if (!(moveTarget & MOVE_TARGET_USER)) { // handle negative checks on non-user target // check powder moves if (TestMoveFlags(move, FLAG_POWDER) && !IsAffectedByPowder(battlerDef, AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerDef])) { RETURN_SCORE_MINUS(20); } // check ground immunities if (moveType == TYPE_GROUND && !IsBattlerGrounded(battlerDef) && ((AI_DATA->abilities[battlerDef] == ABILITY_LEVITATE && DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move)) || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_AIR_BALLOON || (gStatuses3[battlerDef] & (STATUS3_MAGNET_RISE | STATUS3_TELEKINESIS))) && move != MOVE_THOUSAND_ARROWS) { RETURN_SCORE_MINUS(20); } // check off screen if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) RETURN_SCORE_MINUS(20); // if target off screen and we go first, don't use move // check if negates type switch (effectiveness) { case AI_EFFECTIVENESS_x0: RETURN_SCORE_MINUS(20); break; case AI_EFFECTIVENESS_x0_125: case AI_EFFECTIVENESS_x0_25: RETURN_SCORE_MINUS(10); break; } // target ability checks if (!DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move)) { switch (AI_DATA->abilities[battlerDef]) { case ABILITY_MAGIC_GUARD: switch (moveEffect) { case EFFECT_POISON: case EFFECT_WILL_O_WISP: case EFFECT_TOXIC: case EFFECT_LEECH_SEED: score -= 5; break; case EFFECT_CURSE: if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) // Don't use Curse if you're a ghost type vs a Magic Guard user, they'll take no damage. score -= 5; break; } break; case ABILITY_VOLT_ABSORB: case ABILITY_MOTOR_DRIVE: case ABILITY_LIGHTNING_ROD: if (moveType == TYPE_ELECTRIC) RETURN_SCORE_MINUS(20); break; case ABILITY_WATER_ABSORB: case ABILITY_DRY_SKIN: case ABILITY_STORM_DRAIN: if (moveType == TYPE_WATER) RETURN_SCORE_MINUS(20); break; case ABILITY_FLASH_FIRE: if (moveType == TYPE_FIRE) RETURN_SCORE_MINUS(20); break; case ABILITY_WONDER_GUARD: if (effectiveness < AI_EFFECTIVENESS_x2) return 0; break; case ABILITY_SAP_SIPPER: if (moveType == TYPE_GRASS) RETURN_SCORE_MINUS(20); break; case ABILITY_JUSTIFIED: if (moveType == TYPE_DARK && !IS_MOVE_STATUS(move)) RETURN_SCORE_MINUS(10); break; case ABILITY_RATTLED: if (!IS_MOVE_STATUS(move) && (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG)) RETURN_SCORE_MINUS(10); break; case ABILITY_SOUNDPROOF: if (TestMoveFlags(move, FLAG_SOUND)) RETURN_SCORE_MINUS(10); break; case ABILITY_BULLETPROOF: if (TestMoveFlags(move, FLAG_BALLISTIC)) RETURN_SCORE_MINUS(10); break; case ABILITY_DAZZLING: case ABILITY_QUEENLY_MAJESTY: if (atkPriority > 0) RETURN_SCORE_MINUS(10); break; case ABILITY_AROMA_VEIL: if (IsAromaVeilProtectedMove(move)) RETURN_SCORE_MINUS(10); break; case ABILITY_SWEET_VEIL: if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN) RETURN_SCORE_MINUS(10); break; case ABILITY_FLOWER_VEIL: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) && (IsNonVolatileStatusMoveEffect(moveEffect) || IsStatLoweringMoveEffect(moveEffect))) RETURN_SCORE_MINUS(10); break; case ABILITY_MAGIC_BOUNCE: if (TestMoveFlags(move, FLAG_MAGIC_COAT_AFFECTED)) RETURN_SCORE_MINUS(20); break; case ABILITY_CONTRARY: if (IsStatLoweringMoveEffect(moveEffect)) RETURN_SCORE_MINUS(20); break; case ABILITY_CLEAR_BODY: case ABILITY_FULL_METAL_BODY: case ABILITY_WHITE_SMOKE: if (IsStatLoweringMoveEffect(moveEffect)) RETURN_SCORE_MINUS(10); break; case ABILITY_HYPER_CUTTER: if ((moveEffect == EFFECT_ATTACK_DOWN || moveEffect == EFFECT_ATTACK_DOWN_2) && move != MOVE_PLAY_NICE && move != MOVE_NOBLE_ROAR && move != MOVE_TEARFUL_LOOK && move != MOVE_VENOM_DRENCH) RETURN_SCORE_MINUS(10); break; case ABILITY_KEEN_EYE: if (moveEffect == EFFECT_ACCURACY_DOWN || moveEffect == EFFECT_ACCURACY_DOWN_2) RETURN_SCORE_MINUS(10); break; case ABILITY_BIG_PECKS: if (moveEffect == EFFECT_DEFENSE_DOWN || moveEffect == EFFECT_DEFENSE_DOWN_2) RETURN_SCORE_MINUS(10); break; case ABILITY_DEFIANT: case ABILITY_COMPETITIVE: if (IsStatLoweringMoveEffect(moveEffect) && !IsTargetingPartner(battlerAtk, battlerDef)) RETURN_SCORE_MINUS(8); break; case ABILITY_COMATOSE: if (IsNonVolatileStatusMoveEffect(moveEffect)) RETURN_SCORE_MINUS(10); break; case ABILITY_SHIELDS_DOWN: if (IsShieldsDownProtected(battlerAtk) && IsNonVolatileStatusMoveEffect(moveEffect)) RETURN_SCORE_MINUS(10); break; case ABILITY_LEAF_GUARD: if (AI_WeatherHasEffect() && (gBattleWeather & B_WEATHER_SUN) && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_UTILITY_UMBRELLA && IsNonVolatileStatusMoveEffect(moveEffect)) RETURN_SCORE_MINUS(10); break; } // def ability checks // target partner ability checks & not attacking partner if (isDoubleBattle) { switch (AI_DATA->abilities[BATTLE_PARTNER(battlerDef)]) { case ABILITY_LIGHTNING_ROD: if (moveType == TYPE_ELECTRIC && !IsMoveRedirectionPrevented(move, AI_DATA->abilities[battlerAtk])) RETURN_SCORE_MINUS(20); break; case ABILITY_STORM_DRAIN: if (moveType == TYPE_WATER && !IsMoveRedirectionPrevented(move, AI_DATA->abilities[battlerAtk])) RETURN_SCORE_MINUS(20); break; case ABILITY_MAGIC_BOUNCE: if (TestMoveFlags(move, FLAG_MAGIC_COAT_AFFECTED) && moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_OPPONENTS_FIELD)) RETURN_SCORE_MINUS(20); break; case ABILITY_SWEET_VEIL: if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN) RETURN_SCORE_MINUS(20); break; case ABILITY_FLOWER_VEIL: if ((IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)) && (IsNonVolatileStatusMoveEffect(moveEffect) || IsStatLoweringMoveEffect(moveEffect))) RETURN_SCORE_MINUS(10); break; case ABILITY_AROMA_VEIL: if (IsAromaVeilProtectedMove(move)) RETURN_SCORE_MINUS(10); break; case ABILITY_DAZZLING: case ABILITY_QUEENLY_MAJESTY: if (atkPriority > 0) RETURN_SCORE_MINUS(10); break; } } // def partner ability checks } // ignore def ability check // gen7+ dark type mons immune to priority->elevated moves from prankster #if B_PRANKSTER_DARK_TYPES >= GEN_7 if (AI_DATA->abilities[battlerAtk] == ABILITY_PRANKSTER && IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK) && IS_MOVE_STATUS(move) && !(moveTarget & (MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_USER))) RETURN_SCORE_MINUS(10); #endif // terrain & effect checks if (AI_IsTerrainAffected(battlerDef, STATUS_FIELD_ELECTRIC_TERRAIN)) { if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN) RETURN_SCORE_MINUS(20); } if (AI_IsTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN)) { if (IsNonVolatileStatusMoveEffect(moveEffect) || IsConfusionMoveEffect(moveEffect)) RETURN_SCORE_MINUS(20); } if (AI_IsTerrainAffected(battlerAtk, STATUS_FIELD_PSYCHIC_TERRAIN) && atkPriority > 0) { RETURN_SCORE_MINUS(20); } } // end check MOVE_TARGET_USER // the following checks apply to any target (including user) // throat chop check if (gDisableStructs[battlerAtk].throatChopTimer && TestMoveFlags(move, FLAG_SOUND)) return 0; // Can't even select move at all // heal block check if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK && IsHealBlockPreventingMove(battlerAtk, move)) return 0; // Can't even select heal blocked move // primal weather check if (WEATHER_HAS_EFFECT) { if (gBattleWeather & B_WEATHER_PRIMAL_ANY) { switch (move) { case MOVE_SUNNY_DAY: case MOVE_RAIN_DANCE: case MOVE_HAIL: case MOVE_SANDSTORM: RETURN_SCORE_MINUS(30); } } if (!IS_MOVE_STATUS(move)) { if (gBattleWeather & B_WEATHER_SUN_PRIMAL) { if (moveType == TYPE_WATER) RETURN_SCORE_MINUS(30); } else if (gBattleWeather & B_WEATHER_RAIN_PRIMAL) { if (moveType == TYPE_FIRE) RETURN_SCORE_MINUS(30); } } } // check move effects switch (moveEffect) { case EFFECT_HIT: default: break; // check move damage case EFFECT_SLEEP: if (!AI_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_EXPLOSION: if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_WILL_SUICIDE)) score -= 2; if (effectiveness == AI_EFFECTIVENESS_x0) { score -= 10; } else if (IsAbilityOnField(ABILITY_DAMP) && !DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move)) { score -= 10; } else if (CountUsablePartyMons(battlerAtk) == 0) { if (CountUsablePartyMons(battlerDef) != 0) score -= 10; else score--; } break; case EFFECT_DREAM_EATER: if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP) || AI_DATA->abilities[battlerDef] == ABILITY_COMATOSE) score -= 8; else if (effectiveness == AI_EFFECTIVENESS_x0) score -= 10; break; // stat raising effects case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_2: case EFFECT_ATTACK_UP_USER_ALLY: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; break; case EFFECT_STUFF_CHEEKS: if (ItemId_GetPocket(gBattleMons[battlerAtk].item) != POCKET_BERRIES) return 0; // cannot even select //fallthrough case EFFECT_DEFENSE_UP: case EFFECT_DEFENSE_UP_2: case EFFECT_DEFENSE_UP_3: case EFFECT_DEFENSE_CURL: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 10; break; case EFFECT_SPECIAL_ATTACK_UP: case EFFECT_SPECIAL_ATTACK_UP_2: case EFFECT_SPECIAL_ATTACK_UP_3: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score -= 10; break; case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_SPECIAL_DEFENSE_UP_2: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 10; break; case EFFECT_ACCURACY_UP: case EFFECT_ACCURACY_UP_2: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ACC)) score -= 10; break; case EFFECT_EVASION_UP: case EFFECT_EVASION_UP_2: case EFFECT_MINIMIZE: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_EVASION)) score -= 10; break; case EFFECT_COSMIC_POWER: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 8; break; case EFFECT_BULK_UP: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 8; break; case EFFECT_CALM_MIND: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 8; break; case EFFECT_DRAGON_DANCE: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED)) score -= 8; break; case EFFECT_COIL: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ACC)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 8; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 6; break; case EFFECT_ATTACK_ACCURACY_UP: //hone claws if (AI_DATA->abilities[battlerAtk] != ABILITY_CONTRARY) { if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE && (gBattleMons[battlerAtk].statStages[STAT_ACC] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))) score -= 10; break; } else { score -= 10; } break; case EFFECT_CHARGE: if (gStatuses3[battlerAtk] & STATUS3_CHARGED_UP) score -= 20; else if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC)) score -= 10; #if B_CHARGE_SPDEF_RAISE >= GEN_5 else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 5; #endif break; case EFFECT_QUIVER_DANCE: case EFFECT_GEOMANCY: if (gBattleMons[battlerAtk].statStages[STAT_SPATK] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED)) score -= 8; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 6; break; case EFFECT_VICTORY_DANCE: if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED)) score -= 8; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 6; break; case EFFECT_SHIFT_GEAR: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED)) score -= 8; break; case EFFECT_SHELL_SMASH: if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) { if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 8; } else { if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score -= 8; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED)) score -= 6; } break; case EFFECT_GROWTH: case EFFECT_ATTACK_SPATK_UP: // work up if ((!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) && !BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK)) || (!HasDamagingMove(battlerAtk))) score -= 10; break; case EFFECT_ROTOTILLER: if (isDoubleBattle) { if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS) && AI_IsBattlerGrounded(battlerAtk) && (BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK))) && !(IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS) && AI_IsBattlerGrounded(BATTLE_PARTNER(battlerAtk)) && AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_CONTRARY && (BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK) || BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK)))) { score -= 10; } } else if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS) && AI_IsBattlerGrounded(battlerAtk) && (BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK)))) { score -= 10; } break; case EFFECT_GEAR_UP: if (AI_DATA->abilities[battlerAtk] == ABILITY_PLUS || AI_DATA->abilities[battlerAtk] == ABILITY_MINUS) { // same as growth, work up if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score -= 8; break; } else if (!isDoubleBattle) { score -= 10; // no partner and our stats wont rise, so don't use } if (isDoubleBattle) { if (AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS) { if ((!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) && (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))) score -= 10; } else if (AI_DATA->abilities[battlerAtk] != ABILITY_PLUS && AI_DATA->abilities[battlerAtk] != ABILITY_MINUS) { score -= 10; // nor our or our partner's ability is plus/minus } } break; case EFFECT_ACUPRESSURE: if (DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || AreBattlersStatsMaxed(battlerDef)) score -= 10; break; case EFFECT_MAGNETIC_FLUX: if (AI_DATA->abilities[battlerAtk] == ABILITY_PLUS || AI_DATA->abilities[battlerAtk] == ABILITY_MINUS) { if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 8; } else if (!isDoubleBattle) { score -= 10; // our stats wont rise from this move } if (isDoubleBattle) { if (AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS) { if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_DEF)) score -= 10; else if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF)) score -= 8; } else if (AI_DATA->abilities[battlerAtk] != ABILITY_PLUS && AI_DATA->abilities[battlerAtk] != ABILITY_MINUS) { score -= 10; // nor our or our partner's ability is plus/minus } } break; // stat lowering effects case EFFECT_ATTACK_DOWN: case EFFECT_ATTACK_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ATK)) //|| !HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL)) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_HYPER_CUTTER) score -= 10; break; case EFFECT_DEFENSE_DOWN: case EFFECT_DEFENSE_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_DEF)) score -= 10; break; case EFFECT_SPEED_DOWN: case EFFECT_SPEED_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPEED)) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_SPEED_BOOST) score -= 10; break; case EFFECT_SPECIAL_ATTACK_DOWN: case EFFECT_SPECIAL_ATTACK_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPATK)) //|| !HasMoveWithSplit(battlerDef, SPLIT_SPECIAL)) score -= 10; break; case EFFECT_SPECIAL_DEFENSE_DOWN: case EFFECT_SPECIAL_DEFENSE_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPDEF)) score -= 10; break; case EFFECT_ACCURACY_DOWN: case EFFECT_ACCURACY_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ACC)) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_KEEN_EYE) score -= 8; break; case EFFECT_EVASION_DOWN: case EFFECT_EVASION_DOWN_2: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_EVASION)) score -= 10; break; case EFFECT_TICKLE: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ATK)) score -= 10; else if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_DEF)) score -= 8; break; case EFFECT_VENOM_DRENCH: if (!(gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)) { score -= 10; } else { if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPEED)) score -= 10; else if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPATK)) score -= 8; else if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ATK)) score -= 6; } break; case EFFECT_NOBLE_ROAR: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPATK)) score -= 10; else if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ATK)) score -= 8; break; case EFFECT_CAPTIVATE: { u8 atkGender = GetGenderFromSpeciesAndPersonality(gBattleMons[battlerAtk].species, gBattleMons[battlerAtk].personality); u8 defGender = GetGenderFromSpeciesAndPersonality(gBattleMons[battlerDef].species, gBattleMons[battlerDef].personality); if (atkGender == MON_GENDERLESS || defGender == MON_GENDERLESS || atkGender == defGender) score -= 10; } break; // other case EFFECT_HAZE: if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) { score -= 10; // partner already using haze } else { for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE) score -= 10; // Don't want to reset our boosted stats } for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE) score -= 10; //Don't want to reset enemy lowered stats } } break; //case EFFECT_BIDE: //case EFFECT_SUPER_FANG: //case EFFECT_RECHARGE: case EFFECT_LEVEL_DAMAGE: case EFFECT_PSYWAVE: //case EFFECT_COUNTER: //case EFFECT_FLAIL: case EFFECT_RETURN: case EFFECT_PRESENT: case EFFECT_FRUSTRATION: case EFFECT_SONICBOOM: //case EFFECT_MIRROR_COAT: case EFFECT_SKULL_BASH: case EFFECT_FOCUS_PUNCH: case EFFECT_SUPERPOWER: //case EFFECT_ENDEAVOR: case EFFECT_LOW_KICK: // AI_CBM_HighRiskForDamage if (AI_DATA->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2) score -= 10; break; case EFFECT_COUNTER: case EFFECT_MIRROR_COAT: if (IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) || gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)) score--; if (predictedMove == MOVE_NONE || GetBattleMoveSplit(predictedMove) == SPLIT_STATUS || DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), predictedMove)) score -= 10; break; case EFFECT_ROAR: if (CountUsablePartyMons(battlerDef) == 0) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_SUCTION_CUPS) score -= 10; break; case EFFECT_TOXIC_THREAD: if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_SPEED)) score--; // may still want to just poison //fallthrough case EFFECT_POISON: case EFFECT_TOXIC: if (!AI_CanPoison(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_LIGHT_SCREEN: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_LIGHTSCREEN || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_REFLECT: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_REFLECT || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_AURORA_VEIL: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_AURORA_VEIL || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) || !(gBattleWeather & B_WEATHER_HAIL)) score -= 10; break; case EFFECT_OHKO: #if B_SHEER_COLD_IMMUNITY >= GEN_7 if (move == MOVE_SHEER_COLD && IS_BATTLER_OF_TYPE(battlerDef, TYPE_ICE)) return 0; #endif if (!ShouldTryOHKO(battlerAtk, battlerDef, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], move)) score -= 10; break; case EFFECT_MIST: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_MIST || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_FOCUS_ENERGY: if (gBattleMons[battlerAtk].status2 & STATUS2_FOCUS_ENERGY) score -= 10; break; case EFFECT_CONFUSE: case EFFECT_SWAGGER: case EFFECT_FLATTER: if (!AI_CanConfuse(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_PARALYZE: if (!AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_SUBSTITUTE: if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || AI_DATA->abilities[battlerDef] == ABILITY_INFILTRATOR) score -= 8; else if (AI_DATA->hpPercents[battlerAtk] <= 25) score -= 10; #if B_SOUND_SUBSTITUTE >= GEN_6 else if (TestMoveFlagsInMoveset(battlerDef, FLAG_SOUND)) score -= 8; #endif break; case EFFECT_LEECH_SEED: if (gStatuses3[battlerDef] & STATUS3_LEECHSEED || IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_LIQUID_OOZE) score -= 3; break; case EFFECT_DISABLE: if (gDisableStructs[battlerDef].disableTimer == 0 #if B_MENTAL_HERB >= GEN_5 && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB #endif && !PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first { if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF) score -= 10; // no anticipated move to disable } else if (predictedMove == MOVE_NONE) { score -= 10; } } else { score -= 10; } break; case EFFECT_ENCORE: if (gDisableStructs[battlerDef].encoreTimer == 0 #if B_MENTAL_HERB >= GEN_5 && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB #endif && !DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first { if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF) score -= 10; // no anticipated move to encore } else if (predictedMove == MOVE_NONE) { score -= 10; } } else { score -= 10; } break; case EFFECT_SNORE: case EFFECT_SLEEP_TALK: if (IsWakeupTurn(battlerAtk) || (!(gBattleMons[battlerAtk].status1 & STATUS1_SLEEP) || AI_DATA->abilities[battlerAtk] != ABILITY_COMATOSE)) score -= 10; // if mon will wake up, is not asleep, or is not comatose break; case EFFECT_MEAN_LOOK: if (IsBattlerTrapped(battlerDef, TRUE) || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_NIGHTMARE: if (gBattleMons[battlerDef].status2 & STATUS2_NIGHTMARE) score -= 10; else if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP) || AI_DATA->abilities[battlerDef] == ABILITY_COMATOSE) score -= 8; else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_CURSE: if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) { if (gBattleMons[battlerDef].status2 & STATUS2_CURSED || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] <= 50) score -= 6; } else // regular curse { if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF)) score -= 8; } break; case EFFECT_SPIKES: if (gSideTimers[GetBattlerSide(battlerDef)].spikesAmount >= 3) score -= 10; else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].spikesAmount == 2) score -= 10; // only one mon needs to set up the last layer of Spikes break; case EFFECT_STEALTH_ROCK: if (gSideTimers[GetBattlerSide(battlerDef)].stealthRockAmount > 0 || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) //Only one mon needs to set up Stealth Rocks score -= 10; break; case EFFECT_TOXIC_SPIKES: if (gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount >= 2) score -= 10; else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount == 1) score -= 10; // only one mon needs to set up the last layer of Toxic Spikes break; case EFFECT_STICKY_WEB: if (gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount) score -= 10; else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount) score -= 10; // only one mon needs to set up Sticky Web break; case EFFECT_FORESIGHT: if (gBattleMons[battlerDef].status2 & STATUS2_FORESIGHT) score -= 10; else if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4 || !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST)) || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 9; break; case EFFECT_PERISH_SONG: if (isDoubleBattle) { if (CountUsablePartyMons(battlerAtk) == 0 && AI_DATA->abilities[battlerAtk] != ABILITY_SOUNDPROOF && AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_SOUNDPROOF && CountUsablePartyMons(FOE(battlerAtk)) >= 1) { score -= 10; //Don't wipe your team if you're going to lose } else if ((!IsBattlerAlive(FOE(battlerAtk)) || AI_DATA->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF || gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG) && (!IsBattlerAlive(BATTLE_PARTNER(FOE(battlerAtk))) || AI_DATA->abilities[BATTLE_PARTNER(FOE(battlerAtk))] == ABILITY_SOUNDPROOF || gStatuses3[BATTLE_PARTNER(FOE(battlerAtk))] & STATUS3_PERISH_SONG)) { score -= 10; //Both enemies are perish songed } else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) { score -= 10; } } else { if (CountUsablePartyMons(battlerAtk) == 0 && AI_DATA->abilities[battlerAtk] != ABILITY_SOUNDPROOF && CountUsablePartyMons(battlerDef) >= 1) score -= 10; if (gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG || AI_DATA->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF) score -= 10; } break; case EFFECT_SANDSTORM: if (gBattleWeather & (B_WEATHER_SANDSTORM | B_WEATHER_PRIMAL_ANY) || PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove)) score -= 8; break; case EFFECT_SUNNY_DAY: if (gBattleWeather & (B_WEATHER_SUN | B_WEATHER_PRIMAL_ANY) || PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove)) score -= 8; break; case EFFECT_RAIN_DANCE: if (gBattleWeather & (B_WEATHER_RAIN | B_WEATHER_PRIMAL_ANY) || PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove)) score -= 8; break; case EFFECT_HAIL: if (gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_PRIMAL_ANY) || PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove)) score -= 8; break; case EFFECT_ATTRACT: if (!AI_CanBeInfatuated(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], GetGenderFromSpeciesAndPersonality(gBattleMons[battlerAtk].species, gBattleMons[battlerAtk].personality), GetGenderFromSpeciesAndPersonality(gBattleMons[battlerDef].species, gBattleMons[battlerDef].personality))) score -= 10; break; case EFFECT_SAFEGUARD: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_SAFEGUARD || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_MAGNITUDE: if (AI_DATA->abilities[battlerDef] == ABILITY_LEVITATE) score -= 10; break; case EFFECT_PARTING_SHOT: if (CountUsablePartyMons(battlerAtk) == 0) score -= 10; break; case EFFECT_BATON_PASS: if (CountUsablePartyMons(battlerAtk) == 0) score -= 10; else if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK)) || AnyStatIsRaised(battlerAtk)) break; else score -= 6; break; case EFFECT_HIT_ESCAPE: break; case EFFECT_RAPID_SPIN: if ((gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED) || (gStatuses3[battlerAtk] & STATUS3_LEECHSEED)) break; // check damage/accuracy //Spin checks if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY)) score -= 6; break; case EFFECT_BELLY_DRUM: if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] <= 60) score -= 10; break; case EFFECT_FUTURE_SIGHT: if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_FUTUREATTACK || gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_FUTUREATTACK) score -= 12; else score += 5; break; case EFFECT_TELEPORT: score -= 10; break; case EFFECT_FAKE_OUT: if (!gDisableStructs[battlerAtk].isFirstTurn) { score -= 10; } else if (move == MOVE_FAKE_OUT) // filter out first impression { if ((AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND || AI_DATA->abilities[battlerAtk] == ABILITY_GORILLA_TACTICS) && (CountUsablePartyMons(battlerDef) > 0 || !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))) { if (CountUsablePartyMons(battlerAtk) == 0) score -= 10; // Don't lock the attacker into Fake Out if they can't switch out afterwards. } } break; case EFFECT_STOCKPILE: if (gDisableStructs[battlerAtk].stockpileCounter >= 3) score -= 10; break; case EFFECT_SPIT_UP: if (gDisableStructs[battlerAtk].stockpileCounter <= 1) score -= 10; break; case EFFECT_SWALLOW: if (gDisableStructs[battlerAtk].stockpileCounter == 0) { score -= 10; } else { if (AtMaxHp(battlerAtk)) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] >= 80) score -= 5; // do it if nothing better } break; case EFFECT_TORMENT: if (gBattleMons[battlerDef].status2 & STATUS2_TORMENT || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) { score -= 10; break; } #if B_MENTAL_HERB >= GEN_5 if (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_MENTAL_HERB) score -= 6; #endif break; case EFFECT_WILL_O_WISP: if (!AI_CanBurn(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_MEMENTO: if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; else if (gBattleMons[battlerDef].statStages[STAT_ATK] == MIN_STAT_STAGE && gBattleMons[battlerDef].statStages[STAT_SPATK] == MIN_STAT_STAGE) score -= 10; break; case EFFECT_FOLLOW_ME: case EFFECT_HELPING_HAND: if (!isDoubleBattle || !IsBattlerAlive(BATTLE_PARTNER(battlerAtk)) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) || (AI_DATA->partnerMove != MOVE_NONE && IS_MOVE_STATUS(AI_DATA->partnerMove)) || *(gBattleStruct->monToSwitchIntoId + BATTLE_PARTNER(battlerAtk)) != PARTY_SIZE) //Partner is switching out. score -= 10; break; case EFFECT_TRICK: case EFFECT_KNOCK_OFF: if (AI_DATA->abilities[battlerDef] == ABILITY_STICKY_HOLD) score -= 10; break; case EFFECT_INGRAIN: if (gStatuses3[battlerAtk] & STATUS3_ROOTED) score -= 10; break; case EFFECT_AQUA_RING: if (gStatuses3[battlerAtk] & STATUS3_AQUA_RING) score -= 10; break; case EFFECT_RECYCLE: if (GetUsedHeldItem(battlerAtk) == 0 || gBattleMons[battlerAtk].item != 0) score -= 10; break; case EFFECT_IMPRISON: if (gStatuses3[battlerAtk] & STATUS3_IMPRISONED_OTHERS) score -= 10; break; case EFFECT_REFRESH: if (!(gBattleMons[battlerDef].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_PARALYSIS))) score -= 10; break; case EFFECT_PSYCHO_SHIFT: if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY && !AI_CanPoison(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN && !AI_CanBurn(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS && !AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP && !AI_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; else score -= 10; // attacker has no status to transmit break; case EFFECT_MUD_SPORT: if (gFieldStatuses & STATUS_FIELD_MUDSPORT || gStatuses4[battlerAtk] & STATUS4_MUD_SPORT || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_WATER_SPORT: if (gFieldStatuses & STATUS_FIELD_WATERSPORT || gStatuses4[battlerAtk] & STATUS4_WATER_SPORT || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_ABSORB: if (AI_DATA->abilities[battlerDef] == ABILITY_LIQUID_OOZE) score -= 6; break; case EFFECT_STRENGTH_SAP: if (AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) score -= 10; else if (!ShouldLowerStat(battlerDef, AI_DATA->abilities[battlerDef], STAT_ATK)) score -= 10; break; case EFFECT_COPYCAT: case EFFECT_MIRROR_MOVE: return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score); case EFFECT_FLOWER_SHIELD: if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS) && !(isDoubleBattle && IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS))) score -= 10; break; case EFFECT_AROMATIC_MIST: if (!isDoubleBattle || gBattleMons[BATTLE_PARTNER(battlerAtk)].hp == 0 || !BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF)) score -= 10; break; case EFFECT_BIDE: if (!HasDamagingMove(battlerDef) || AI_DATA->hpPercents[battlerAtk] < 30 //Close to death || gBattleMons[battlerDef].status1 & (STATUS1_SLEEP | STATUS1_FREEZE)) //No point in biding if can't take damage score -= 10; break; case EFFECT_HIT_SWITCH_TARGET: if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; // don't scare away pokemon twice else if (AI_DATA->hpPercents[battlerDef] < 10 && GetBattlerSecondaryDamage(battlerDef)) score -= 10; // don't blow away mon that will faint soon else if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG) score -= 10; break; case EFFECT_CONVERSION: //Check first move type if (IS_BATTLER_OF_TYPE(battlerAtk, gBattleMoves[gBattleMons[battlerAtk].moves[0]].type)) score -= 10; break; case EFFECT_REST: if (!AI_CanSleep(battlerAtk, AI_DATA->abilities[battlerAtk])) score -= 10; //fallthrough case EFFECT_RESTORE_HP: case EFFECT_SOFTBOILED: case EFFECT_ROOST: if (AtMaxHp(battlerAtk)) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] >= 90) score -= 9; //No point in healing, but should at least do it if nothing better break; case EFFECT_MORNING_SUN: case EFFECT_SYNTHESIS: case EFFECT_MOONLIGHT: if (AI_WeatherHasEffect() && (gBattleWeather & (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_HAIL))) score -= 3; else if (AtMaxHp(battlerAtk)) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] >= 90) score -= 9; //No point in healing, but should at least do it if nothing better break; case EFFECT_PURIFY: if (!(gBattleMons[battlerDef].status1 & STATUS1_ANY)) score -= 10; else if (battlerDef == BATTLE_PARTNER(battlerAtk)) break; //Always heal your ally else if (AtMaxHp(battlerAtk)) score -= 10; else if (AI_DATA->hpPercents[battlerAtk] >= 90) score -= 8; //No point in healing, but should at least do it if nothing better break; case EFFECT_SUPER_FANG: if (AI_DATA->hpPercents[battlerDef] < 50) score -= 4; break; case EFFECT_RECOIL_IF_MISS: if (AI_DATA->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_GetMoveAccuracy(battlerAtk, battlerDef, move) < 75) score -= 6; break; case EFFECT_RECOIL_25: if (AI_DATA->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_DATA->abilities[battlerAtk] != ABILITY_ROCK_HEAD) { u32 recoilDmg = max(1, AI_DATA->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 4); if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex)) score -= 10; break; } break; case EFFECT_RECOIL_33: case EFFECT_RECOIL_33_STATUS: if (AI_DATA->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_DATA->abilities[battlerAtk] != ABILITY_ROCK_HEAD) { u32 recoilDmg = max(1, AI_DATA->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 3); if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex)) score -= 10; break; } break; case EFFECT_RECOIL_50: if (AI_DATA->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_DATA->abilities[battlerAtk] != ABILITY_ROCK_HEAD) { u32 recoilDmg = max(1, AI_DATA->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 2); if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex)) score -= 10; break; } break; case EFFECT_TEETER_DANCE: if (((gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) || (!DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move) && AI_DATA->abilities[battlerDef] == ABILITY_OWN_TEMPO) || (IsBattlerGrounded(battlerDef) && AI_IsTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN)) || (DoesSubstituteBlockMove(battlerAtk, battlerDef, move))) && ((gBattleMons[BATTLE_PARTNER(battlerDef)].status2 & STATUS2_CONFUSION) || (!DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move) && AI_DATA->abilities[BATTLE_PARTNER(battlerDef)] == ABILITY_OWN_TEMPO) || (IsBattlerGrounded(BATTLE_PARTNER(battlerDef)) && AI_IsTerrainAffected(BATTLE_PARTNER(battlerDef), STATUS_FIELD_MISTY_TERRAIN)) || (DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), move)))) { score -= 10; } break; case EFFECT_TRANSFORM: if (gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED || (gBattleMons[battlerDef].status2 & (STATUS2_TRANSFORMED | STATUS2_SUBSTITUTE))) //Leave out Illusion b/c AI is supposed to be fooled score -= 10; break; case EFFECT_TWO_TURNS_ATTACK: if (AI_DATA->holdEffects[battlerAtk] != HOLD_EFFECT_POWER_HERB && CanTargetFaintAi(battlerDef, battlerAtk)) score -= 6; break; case EFFECT_RECHARGE: if (AI_DATA->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2) score -= 10; else if (AI_DATA->abilities[battlerAtk] != ABILITY_TRUANT && !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)) score -= 2; break; case EFFECT_SPITE: case EFFECT_MIMIC: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first { if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF) score -= 10; } else if (predictedMove == MOVE_NONE) { // TODO predicted move separate from gLastMoves score -= 10; } break; case EFFECT_METRONOME: break; case EFFECT_ENDEAVOR: case EFFECT_PAIN_SPLIT: if (gBattleMons[battlerAtk].hp > (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2) score -= 10; break; case EFFECT_CONVERSION_2: //TODO break; case EFFECT_LOCK_ON: if (gStatuses3[battlerDef] & STATUS3_ALWAYS_HITS || AI_DATA->abilities[battlerAtk] == ABILITY_NO_GUARD || AI_DATA->abilities[battlerDef] == ABILITY_NO_GUARD || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_LASER_FOCUS: if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS) score -= 10; else if (AI_DATA->abilities[battlerDef] == ABILITY_SHELL_ARMOR || AI_DATA->abilities[battlerDef] == ABILITY_BATTLE_ARMOR) score -= 8; break; case EFFECT_SKETCH: if (gLastMoves[battlerDef] == MOVE_NONE) score -= 10; break; case EFFECT_DESTINY_BOND: if (gBattleMons[battlerDef].status2 & STATUS2_DESTINY_BOND) score -= 10; break; case EFFECT_FALSE_SWIPE: // TODO break; case EFFECT_HEAL_BELL: if (!AnyPartyMemberStatused(battlerAtk, TestMoveFlags(move, FLAG_SOUND)) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_HIT_PREVENT_ESCAPE: break; case EFFECT_ENDURE: if (gBattleMons[battlerAtk].hp == 1 || GetBattlerSecondaryDamage(battlerAtk)) //Don't use Endure if you'll die after using it score -= 10; break; case EFFECT_PROTECT: { bool32 decreased = FALSE; switch (move) { case MOVE_QUICK_GUARD: case MOVE_WIDE_GUARD: case MOVE_CRAFTY_SHIELD: if (!isDoubleBattle) { score -= 10; decreased = TRUE; } break; case MOVE_MAT_BLOCK: if (!gDisableStructs[battlerAtk].isFirstTurn) { score -= 10; decreased = TRUE; } break; } // move check if (decreased) break; if (IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef])) { score -= 10; break; } if (move != MOVE_QUICK_GUARD && move != MOVE_WIDE_GUARD && move != MOVE_CRAFTY_SHIELD) //These moves have infinite usage { if (GetBattlerSecondaryDamage(battlerAtk) >= gBattleMons[battlerAtk].hp && AI_DATA->abilities[battlerDef] != ABILITY_MOXIE && AI_DATA->abilities[battlerDef] != ABILITY_BEAST_BOOST) { score -= 10; //Don't protect if you're going to faint after protecting } else if (gDisableStructs[battlerAtk].protectUses == 1 && Random() % 100 < 50) { if (!isDoubleBattle) score -= 6; else score -= 10; //Don't try double protecting in doubles } else if (gDisableStructs[battlerAtk].protectUses >= 2) { score -= 10; } } /*if (AI_THINKING_STRUCT->aiFlags == AI_SCRIPT_CHECK_BAD_MOVE //Only basic AI && IS_DOUBLE_BATTLE) //Make the regular AI know how to use Protect minimally in Doubles { u8 shouldProtect = ShouldProtect(battlerAtk, battlerDef, move); if (shouldProtect == USE_PROTECT || shouldProtect == PROTECT_FROM_FOES) IncreaseFoeProtectionViability(&viability, 0xFF, battlerAtk, battlerDef); else if (shouldProtect == PROTECT_FROM_ALLIES) IncreaseAllyProtectionViability(&viability, 0xFF); }*/ } break; case EFFECT_MIRACLE_EYE: if (gStatuses3[battlerDef] & STATUS3_MIRACLE_EYED) score -= 10; if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4 || !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK)) || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 9; break; case EFFECT_BURN_UP: if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FIRE)) score -= 10; break; case EFFECT_DOUBLE_SHOCK: if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_ELECTRIC)) score -= 10; break; case EFFECT_DEFOG: if (gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST) || gSideTimers[GetBattlerSide(battlerDef)].auroraVeilTimer != 0 || gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY) { if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) { score -= 10; //Only need one hazards removal break; } } if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_HAZARDS_ANY) { score -= 10; //Don't blow away opposing hazards break; } if (isDoubleBattle) { if (IsHazardMoveEffect(gBattleMoves[AI_DATA->partnerMove].effect) // partner is going to set up hazards && AI_WhoStrikesFirst(BATTLE_PARTNER(battlerAtk), battlerAtk, AI_DATA->partnerMove) == AI_IS_FASTER) // partner is going to set up before the potential Defog { score -= 10; break; // Don't use Defog if partner is going to set up hazards } } // evasion check if (gBattleMons[battlerDef].statStages[STAT_EVASION] == MIN_STAT_STAGE || ((AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) && !IsTargetingPartner(battlerAtk, battlerDef))) // don't want to raise target stats unless its your partner score -= 10; break; case EFFECT_PSYCH_UP: // haze stats check { for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE) score -= 10; // Don't want to reset our boosted stats } for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE) score -= 10; //Don't want to copy enemy lowered stats } } break; case EFFECT_SPECTRAL_THIEF: break; case EFFECT_SOLAR_BEAM: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB || (AI_WeatherHasEffect() && gBattleWeather & B_WEATHER_SUN && AI_DATA->holdEffects[battlerAtk] != HOLD_EFFECT_UTILITY_UMBRELLA)) break; if (CanTargetFaintAi(battlerDef, battlerAtk)) //Attacker can be knocked out score -= 4; break; case EFFECT_SEMI_INVULNERABLE: if (predictedMove != MOVE_NONE && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER && gBattleMoves[predictedMove].effect == EFFECT_SEMI_INVULNERABLE) score -= 10; // Don't Fly/dig/etc if opponent is going to fly/dig/etc after you if (BattlerWillFaintFromWeather(battlerAtk, AI_DATA->abilities[battlerAtk]) && (move == MOVE_FLY || move == MOVE_BOUNCE)) score -= 10; // Attacker will faint while in the air break; case EFFECT_HEALING_WISH: //healing wish, lunar dance if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; else if (IsPartyFullyHealedExceptBattler(battlerAtk)) score -= 10; break; case EFFECT_FINAL_GAMBIT: if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_NATURE_POWER: return AI_CheckBadMove(battlerAtk, battlerDef, GetNaturePowerMove(), score); case EFFECT_TAUNT: if (gDisableStructs[battlerDef].tauntTimer > 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score--; break; case EFFECT_BESTOW: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_NONE || !CanBattlerGetOrLoseItem(battlerAtk, gBattleMons[battlerAtk].item)) // AI knows its own item score -= 10; break; case EFFECT_ROLE_PLAY: if (AI_DATA->abilities[battlerAtk] == AI_DATA->abilities[battlerDef] || AI_DATA->abilities[battlerDef] == ABILITY_NONE || IsRolePlayBannedAbilityAtk(AI_DATA->abilities[battlerAtk]) || IsRolePlayBannedAbility(AI_DATA->abilities[battlerDef])) score -= 10; else if (IsAbilityOfRating(AI_DATA->abilities[battlerAtk], 5)) score -= 4; break; case EFFECT_WISH: if (gWishFutureKnock.wishCounter[battlerAtk] != 0) score -= 10; break; case EFFECT_ASSIST: if (CountUsablePartyMons(battlerAtk) == 0) score -= 10; // no teammates to assist from break; case EFFECT_MAGIC_COAT: if (!TestMoveFlagsInMoveset(battlerDef, FLAG_MAGIC_COAT_AFFECTED)) score -= 10; break; case EFFECT_BELCH: if (ItemId_GetPocket(GetUsedHeldItem(battlerAtk)) != POCKET_BERRIES) score -= 10; // attacker has not consumed a berry break; case EFFECT_YAWN: if (gStatuses3[battlerDef] & STATUS3_YAWN) score -= 10; else if (!AI_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_SKILL_SWAP: if (AI_DATA->abilities[battlerAtk] == ABILITY_NONE || AI_DATA->abilities[battlerDef] == ABILITY_NONE || IsSkillSwapBannedAbility(AI_DATA->abilities[battlerAtk]) || IsSkillSwapBannedAbility(AI_DATA->abilities[battlerDef]) || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD) score -= 10; break; case EFFECT_WORRY_SEED: if (AI_DATA->abilities[battlerDef] == ABILITY_INSOMNIA || IsWorrySeedBannedAbility(AI_DATA->abilities[battlerDef]) || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD) score -= 10; break; case EFFECT_GASTRO_ACID: if (gStatuses3[battlerDef] & STATUS3_GASTRO_ACID || IsGastroAcidBannedAbility(AI_DATA->abilities[battlerDef])) score -= 10; break; case EFFECT_ENTRAINMENT: if (AI_DATA->abilities[battlerAtk] == ABILITY_NONE || IsEntrainmentBannedAbilityAttacker(AI_DATA->abilities[battlerAtk]) || IsEntrainmentTargetOrSimpleBeamBannedAbility(AI_DATA->abilities[battlerDef]) || AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_ABILITY_SHIELD) score -= 10; break; case EFFECT_CORE_ENFORCER: break; case EFFECT_SIMPLE_BEAM: if (AI_DATA->abilities[battlerDef] == ABILITY_SIMPLE || IsEntrainmentTargetOrSimpleBeamBannedAbility(AI_DATA->abilities[battlerDef]) || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD) score -= 10; break; case EFFECT_SNATCH: if (!TestMoveFlagsInMoveset(battlerDef, FLAG_SNATCH_AFFECTED) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_POWER_TRICK: if (IsTargetingPartner(battlerAtk, battlerDef)) score -= 10; else if (gBattleMons[battlerAtk].defense >= gBattleMons[battlerAtk].attack && !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score -= 10; break; case EFFECT_POWER_SWAP: // Don't use if attacker's stat stages are higher than opponents if (IsTargetingPartner(battlerAtk, battlerDef)) score -= 10; else if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= gBattleMons[battlerDef].statStages[STAT_ATK] && gBattleMons[battlerAtk].statStages[STAT_SPATK] >= gBattleMons[battlerDef].statStages[STAT_SPATK]) score -= 10; break; case EFFECT_GUARD_SWAP: // Don't use if attacker's stat stages are higher than opponents if (IsTargetingPartner(battlerAtk, battlerDef)) score -= 10; else if (gBattleMons[battlerAtk].statStages[STAT_DEF] >= gBattleMons[battlerDef].statStages[STAT_DEF] && gBattleMons[battlerAtk].statStages[STAT_SPDEF] >= gBattleMons[battlerDef].statStages[STAT_SPDEF]) score -= 10; break; case EFFECT_SPEED_SWAP: if (IsTargetingPartner(battlerAtk, battlerDef)) { score -= 10; } else { if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && (gBattleMons[battlerAtk].speed <= gBattleMons[battlerDef].speed)) score -= 10; else if (gBattleMons[battlerAtk].speed >= gBattleMons[battlerDef].speed) score -= 10; } break; case EFFECT_HEART_SWAP: if (IsTargetingPartner(battlerAtk, battlerDef)) { score -= 10; } else { u32 atkPositiveStages = CountPositiveStatStages(battlerAtk); u32 atkNegativeStages = CountNegativeStatStages(battlerAtk); u32 defPositiveStages = CountPositiveStatStages(battlerDef); u32 defNegativeStages = CountNegativeStatStages(battlerDef); if (atkPositiveStages >= defPositiveStages && atkNegativeStages <= defNegativeStages) score -= 10; break; } break; case EFFECT_POWER_SPLIT: if (IsTargetingPartner(battlerAtk, battlerDef)) { score -= 10; } else { u8 atkAttack = gBattleMons[battlerAtk].attack; u8 defAttack = gBattleMons[battlerDef].attack; u8 atkSpAttack = gBattleMons[battlerAtk].spAttack; u8 defSpAttack = gBattleMons[battlerDef].spAttack; if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats score -= 10; break; } break; case EFFECT_GUARD_SPLIT: if (IsTargetingPartner(battlerAtk, battlerDef)) { score -= 10; } else { u8 atkDefense = gBattleMons[battlerAtk].defense; u8 defDefense = gBattleMons[battlerDef].defense; u8 atkSpDefense = gBattleMons[battlerAtk].spDefense; u8 defSpDefense = gBattleMons[battlerDef].spDefense; if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats score -= 10; break; } break; case EFFECT_ME_FIRST: if (predictedMove != MOVE_NONE) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) score -= 10; // Target is predicted to go first, Me First will fail else return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score); } else { score -= 10; //Target is predicted to switch most likely } break; case EFFECT_NATURAL_GIFT: if (AI_DATA->abilities[battlerAtk] == ABILITY_KLUTZ || gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || GetPocketByItemId(gBattleMons[battlerAtk].item) != POCKET_BERRIES) score -= 10; break; case EFFECT_GRASSY_TERRAIN: if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove) || gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN) score -= 10; break; case EFFECT_ELECTRIC_TERRAIN: if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove) || gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN) score -= 10; break; case EFFECT_PSYCHIC_TERRAIN: if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove) || gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN) score -= 10; break; case EFFECT_MISTY_TERRAIN: if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove) || gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN) score -= 10; break; case EFFECT_PLEDGE: if (isDoubleBattle && gBattleMons[BATTLE_PARTNER(battlerAtk)].hp > 0) { if (AI_DATA->partnerMove != MOVE_NONE && gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_PLEDGE && move != AI_DATA->partnerMove) // Different pledge moves { if (gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & (STATUS1_SLEEP | STATUS1_FREEZE)) // && gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 != 1) // Will wake up this turn - how would AI know score -= 10; // Don't use combo move if your partner will cause failure } } break; case EFFECT_TRICK_ROOM: if (PartnerMoveIs(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove, MOVE_TRICK_ROOM)) { score -= 10; } else if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM) // Trick Room Up { if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef)) // Attacker side slower than target side score -= 10; // Keep the Trick Room up } else { if (GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef)) // Attacker side faster than target side score -= 10; // Keep the Trick Room down } break; case EFFECT_MAGIC_ROOM: if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_WONDER_ROOM: if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_GRAVITY: if ((gFieldStatuses & STATUS_FIELD_GRAVITY && !IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FLYING) && AI_DATA->holdEffects[battlerAtk] != HOLD_EFFECT_AIR_BALLOON) // Should revert Gravity in this case || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_ION_DELUGE: if (gFieldStatuses & STATUS_FIELD_ION_DELUGE || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_FLING: if (!CanFling(battlerAtk)) { score -= 10; } else { /* TODO Fling u8 effect = gFlingTable[gBattleMons[battlerAtk].item].effect; switch (effect) { case MOVE_EFFECT_BURN: if (!AI_CanBurn(battlerAtk, battlerDef, BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case MOVE_EFFECT_PARALYSIS: if (!AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case MOVE_EFFECT_POISON: if (!AI_CanPoison(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case MOVE_EFFECT_TOXIC: if (!AI_CanPoison(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; break; case MOVE_EFFECT_FREEZE: if (!CanBeFrozen(battlerDef, TRUE) || MoveBlockedBySubstitute(move, battlerAtk, battlerDef)) score -= 10; break; }*/ } break; case EFFECT_EMBARGO: if (AI_DATA->abilities[battlerDef] == ABILITY_KLUTZ || gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || gDisableStructs[battlerDef].embargoTimer != 0 || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_POWDER: if (!HasMoveWithType(battlerDef, TYPE_FIRE) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_TELEKINESIS: if (gStatuses3[battlerDef] & (STATUS3_TELEKINESIS | STATUS3_ROOTED | STATUS3_SMACKED_DOWN) || gFieldStatuses & STATUS_FIELD_GRAVITY || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_IRON_BALL || IsTelekinesisBannedSpecies(gBattleMons[battlerDef].species) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_THROAT_CHOP: break; case EFFECT_HEAL_BLOCK: if (gDisableStructs[battlerDef].healBlockTimer != 0 || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_SOAK: if (PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove) || (gBattleMons[battlerDef].type1 == TYPE_WATER && gBattleMons[battlerDef].type2 == TYPE_WATER && gBattleMons[battlerDef].type3 == TYPE_MYSTERY)) score -= 10; // target is already water-only break; case EFFECT_THIRD_TYPE: switch (move) { case MOVE_TRICK_OR_TREAT: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case MOVE_FORESTS_CURSE: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; } break; case EFFECT_HEAL_PULSE: // and floral healing if (!IsTargetingPartner(battlerAtk, battlerDef)) // Don't heal enemies { score -= 10; break; } // fallthrough case EFFECT_HIT_ENEMY_HEAL_ALLY: // pollen puff if (IsTargetingPartner(battlerAtk, battlerDef)) { if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK) return 0; if (AtMaxHp(battlerDef)) score -= 10; else if (gBattleMons[battlerDef].hp > gBattleMons[battlerDef].maxHP / 2) score -= 5; } break; case EFFECT_ELECTRIFY: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER //|| GetMoveTypeSpecial(battlerDef, predictedMove) == TYPE_ELECTRIC // Move will already be electric type || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_TOPSY_TURVY: if (!IsTargetingPartner(battlerAtk, battlerDef)) { u8 targetPositiveStages = CountPositiveStatStages(battlerDef); u8 targetNegativeStages = CountNegativeStatStages(battlerDef); if (targetPositiveStages == 0 //No good stat changes to make bad || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; else if (targetNegativeStages < targetPositiveStages) score -= 5; //More stages would be made positive than negative } break; case EFFECT_FAIRY_LOCK: if ((gFieldStatuses & STATUS_FIELD_FAIRY_LOCK) || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_DO_NOTHING: score -= 10; break; case EFFECT_INSTRUCT: { u16 instructedMove; if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) instructedMove = predictedMove; else instructedMove = gLastMoves[battlerDef]; if (instructedMove == MOVE_NONE || IsInstructBannedMove(instructedMove) || MoveRequiresRecharging(instructedMove) || MoveCallsOtherMove(instructedMove) || IsZMove(instructedMove) || (gLockedMoves[battlerDef] != 0 && gLockedMoves[battlerDef] != 0xFFFF) || gBattleMons[battlerDef].status2 & STATUS2_MULTIPLETURNS || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) { score -= 10; } else if (isDoubleBattle) { if (!IsTargetingPartner(battlerAtk, battlerDef)) score -= 10; } else { if (AI_GetBattlerMoveTargetType(battlerDef, instructedMove) & (MOVE_TARGET_SELECTED | MOVE_TARGET_DEPENDS | MOVE_TARGET_RANDOM | MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_OPPONENTS_FIELD) && instructedMove != MOVE_MIND_BLOWN && instructedMove != MOVE_STEEL_BEAM) score -= 10; //Don't force the enemy to attack you again unless it can kill itself with Mind Blown else if (instructedMove != MOVE_MIND_BLOWN) score -= 5; //Do something better } } break; case EFFECT_QUASH: if (!isDoubleBattle || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_AFTER_YOU: if (!IsTargetingPartner(battlerAtk, battlerDef) || !isDoubleBattle || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_SUCKER_PUNCH: if (predictedMove != MOVE_NONE) { if (IS_MOVE_STATUS(predictedMove) || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent going first score -= 10; } break; case EFFECT_TAILWIND: if (gSideTimers[GetBattlerSide(battlerAtk)].tailwindTimer != 0 || PartnerMoveIs(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove, MOVE_TAILWIND) || (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && gFieldTimers.trickRoomTimer > 1)) // Trick Room active and not ending this turn score -= 10; break; case EFFECT_LUCKY_CHANT: if (gSideTimers[GET_BATTLER_SIDE(battlerAtk)].luckyChantTimer != 0 || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; break; case EFFECT_MAGNET_RISE: if (gFieldStatuses & STATUS_FIELD_GRAVITY || gDisableStructs[battlerAtk].magnetRiseTimer != 0 || AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_IRON_BALL || gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_MAGNET_RISE | STATUS3_SMACKED_DOWN) || !IsBattlerGrounded(battlerAtk)) score -= 10; break; case EFFECT_CAMOUFLAGE: if (!CanCamouflage(battlerAtk)) score -= 10; break; case EFFECT_LAST_RESORT: if (!CanUseLastResort(battlerAtk)) score -= 10; break; case EFFECT_SYNCHRONOISE: //Check holding ring target or is of same type if (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_RING_TARGET || IS_BATTLER_OF_TYPE(battlerDef, gBattleMons[battlerAtk].type1) || IS_BATTLER_OF_TYPE(battlerDef, gBattleMons[battlerAtk].type2) || IS_BATTLER_OF_TYPE(battlerDef, gBattleMons[battlerAtk].type3)) break; else score -= 10; break; case EFFECT_ERUPTION: if (effectiveness <= AI_EFFECTIVENESS_x0_5) score--; if (AI_DATA->hpPercents[battlerDef] < 50) score--; break; case EFFECT_VITAL_THROW: if (WillAIStrikeFirst() && AI_DATA->hpPercents[battlerAtk] < 40) score--; // don't want to move last break; case EFFECT_FLAIL: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER // Opponent should go first || AI_DATA->hpPercents[battlerAtk] > 50) score -= 4; break; //TODO //case EFFECT_PLASMA_FISTS: //break; //case EFFECT_SHELL_TRAP: //break; //case EFFECT_BEAK_BLAST: //break; case EFFECT_SKY_DROP: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_FLYING)) score -= 10; if (BattlerWillFaintFromWeather(battlerAtk, AI_DATA->abilities[battlerAtk]) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || GetBattlerWeight(battlerDef) >= 2000) //200.0 kg score -= 10; break; /*case EFFECT_NO_RETREAT: if (TrappedByNoRetreat(battlerAtk)) score -= 10; break; case EFFECT_EXTREME_EVOBOOST: if (MainStatsMaxed(battlerAtk)) score -= 10; break; case EFFECT_CLANGOROUS_SOUL: if (gBattleMons[battlerAtk].hp <= gBattleMons[battlerAtk].maxHP / 3) score -= 10; break;*/ case EFFECT_PLACEHOLDER: return 0; // cannot even select } // move effect checks if (score < 0) score = 0; return score; } static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsTargetingPartner(battlerAtk, battlerDef)) return score; if (gBattleMoves[move].power == 0) return score; // can't make anything faint with no power if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0) && gBattleMoves[move].effect != EFFECT_EXPLOSION) { // this move can faint the target if (WillAIStrikeFirst() || GetMovePriority(battlerAtk, move) > 0) score += 4; // we go first or we're using priority move else score += 2; } else { // this move isn't expected to faint the target if (TestMoveFlags(move, FLAG_HIGH_CRIT)) score += 2; // crit makes it more likely to make them faint if (GetMoveDamageResult(move) == MOVE_POWER_OTHER) score--; switch (AI_DATA->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]) { case AI_EFFECTIVENESS_x8: score += 8; break; case AI_EFFECTIVENESS_x4: score += 4; break; case AI_EFFECTIVENESS_x2: if (AI_RandLessThan(176)) score += 2; else score++; break; } } //AI_TryToFaint_CheckIfDanger if (!WillAIStrikeFirst() && CanTargetFaintAi(battlerDef, battlerAtk)) { // AI_TryToFaint_Danger if (GetMoveDamageResult(move) != MOVE_POWER_BEST) score--; else score++; } return score; } // double battle logic static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { // move data u8 moveType = gBattleMoves[move].type; u16 effect = gBattleMoves[move].effect; u16 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move); // ally data u8 battlerAtkPartner = BATTLE_PARTNER(battlerAtk); u16 atkPartnerAbility = AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)]; u16 atkPartnerHoldEffect = AI_DATA->holdEffects[BATTLE_PARTNER(battlerAtk)]; bool32 partnerProtecting = (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_PROTECT); bool32 attackerHasBadAbility = (GetAbilityRating(AI_DATA->abilities[battlerAtk]) < 0); bool32 partnerHasBadAbility = (GetAbilityRating(atkPartnerAbility) < 0); u16 predictedMove = AI_DATA->predictedMoves[battlerDef]; SetTypeBeforeUsingMove(move, battlerAtk); GET_MOVE_TYPE(move, moveType); // check what effect partner is using if (AI_DATA->partnerMove != 0) { switch (gBattleMoves[AI_DATA->partnerMove].effect) { case EFFECT_HELPING_HAND: if (!IS_MOVE_STATUS(move)) score += 5; break; case EFFECT_PERISH_SONG: if (!(gBattleMons[battlerDef].status2 & (STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED))) { if (IsTrappingMoveEffect(effect) || predictedMove == MOVE_INGRAIN) score++; } break; case EFFECT_ALWAYS_CRIT: // Ally decided to use Frost Breath on us. we must have Anger Point as our ability if (AI_DATA->abilities[battlerAtk] == ABILITY_ANGER_POINT) { if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_SLOWER) // Partner moving first { // discourage raising our attack since it's about to be maxed out if (IsAttackBoostMoveEffect(effect)) score -= 3; // encourage moves hitting multiple opponents if (!IS_MOVE_STATUS(move) && (moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY))) score += 3; } } break; } } // check partner move effect // consider our move effect relative to partner state switch (effect) { case EFFECT_HELPING_HAND: if (AI_DATA->partnerMove != 0 && !HasDamagingMove(battlerAtkPartner)) score -= 5; break; case EFFECT_PERISH_SONG: if (AI_DATA->partnerMove != 0 && HasTrappingMoveEffect(battlerAtkPartner)) score++; break; case EFFECT_MAGNET_RISE: if (IsBattlerGrounded(battlerAtk) && (HasMove(battlerAtkPartner, MOVE_EARTHQUAKE) || HasMove(battlerAtkPartner, MOVE_MAGNITUDE)) && (AI_GetMoveEffectiveness(MOVE_EARTHQUAKE, battlerAtk, battlerAtkPartner) != AI_EFFECTIVENESS_x0)) // Doesn't resist ground move { RETURN_SCORE_PLUS(2); // partner has earthquake or magnitude -> good idea to use magnet rise } break; } // our effect relative to partner // consider global move effects switch (effect) { case EFFECT_SANDSTORM: if (ShouldSetSandstorm(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect)) { RETURN_SCORE_PLUS(1); // our partner benefits from sandstorm } break; case EFFECT_RAIN_DANCE: if (ShouldSetRain(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect)) { RETURN_SCORE_PLUS(1); // our partner benefits from rain } break; case EFFECT_SUNNY_DAY: if (ShouldSetSun(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect)) { RETURN_SCORE_PLUS(1); // our partner benefits from sun } break; case EFFECT_HAIL: if (IsBattlerAlive(battlerAtkPartner) && ShouldSetHail(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect)) { RETURN_SCORE_PLUS(2); // our partner benefits from hail } break; } // global move effect check // check specific target if (IsTargetingPartner(battlerAtk, battlerDef)) { if (GetMoveDamageResult(move) == MOVE_POWER_OTHER) { // partner ability checks if (!partnerProtecting && moveTarget != MOVE_TARGET_BOTH && !DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move)) { switch (atkPartnerAbility) { case ABILITY_VOLT_ABSORB: if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_HP_AWARE)) { RETURN_SCORE_MINUS(10); } break; // handled in AI_HPAware case ABILITY_MOTOR_DRIVE: if (moveType == TYPE_ELECTRIC && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPEED)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_LIGHTNING_ROD: if (moveType == TYPE_ELECTRIC && HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_WATER_ABSORB: case ABILITY_DRY_SKIN: if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_HP_AWARE)) { RETURN_SCORE_MINUS(10); } break; // handled in AI_HPAware case ABILITY_STORM_DRAIN: if (moveType == TYPE_WATER && HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_WATER_COMPACTION: if (moveType == TYPE_WATER && GetMoveDamageResult(move) == MOVE_POWER_WEAK) { RETURN_SCORE_PLUS(1); // only mon with this ability is weak to water so only make it okay if we do very little damage } RETURN_SCORE_MINUS(10); break; case ABILITY_FLASH_FIRE: if (moveType == TYPE_FIRE && HasMoveWithType(battlerAtkPartner, TYPE_FIRE) && !(gBattleResources->flags->flags[battlerAtkPartner] & RESOURCE_FLAG_FLASH_FIRE)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_SAP_SIPPER: if (moveType == TYPE_GRASS && HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_JUSTIFIED: if (moveType == TYPE_DARK && !IS_MOVE_STATUS(move) && HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK) && !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_RATTLED: if (!IS_MOVE_STATUS(move) && (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPEED) && !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_CONTRARY: if (IsStatLoweringEffect(effect)) { RETURN_SCORE_PLUS(2); } break; case ABILITY_DEFIANT: if (IsStatLoweringEffect(effect) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)) { RETURN_SCORE_PLUS(1); } break; case ABILITY_COMPETITIVE: if (IsStatLoweringEffect(effect) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK)) { RETURN_SCORE_PLUS(1); } break; } } // ability checks } // move power check // attacker move effects specifically targeting partner if (!partnerProtecting) { switch (effect) { case EFFECT_PURIFY: if (gBattleMons[battlerAtkPartner].status1 & STATUS1_ANY) { RETURN_SCORE_PLUS(1); } break; case EFFECT_SWAGGER: if (gBattleMons[battlerAtkPartner].statStages[STAT_ATK] < MAX_STAT_STAGE && HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL) && (!AI_CanBeConfused(battlerAtkPartner, TRUE) || atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION || atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS)) { RETURN_SCORE_PLUS(1); } break; case EFFECT_FLATTER: if (gBattleMons[battlerAtkPartner].statStages[STAT_SPATK] < MAX_STAT_STAGE && HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL) && (!AI_CanBeConfused(battlerAtkPartner, TRUE) || atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION || atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS)) { RETURN_SCORE_PLUS(1); } break; case EFFECT_BEAT_UP: if (atkPartnerAbility == ABILITY_JUSTIFIED && moveType == TYPE_DARK && !IS_MOVE_STATUS(move) && HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL) && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK) && !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 0)) { RETURN_SCORE_PLUS(1); } break; case EFFECT_SKILL_SWAP: if (AI_DATA->abilities[battlerAtk] != AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] && !attackerHasBadAbility) { if (AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_TRUANT) { RETURN_SCORE_PLUS(10); } else if (AI_DATA->abilities[battlerAtk] == ABILITY_COMPOUND_EYES && HasMoveWithLowAccuracy(battlerAtkPartner, FOE(battlerAtkPartner), 90, TRUE, atkPartnerAbility, AI_DATA->abilities[FOE(battlerAtkPartner)], atkPartnerHoldEffect, AI_DATA->holdEffects[FOE(battlerAtkPartner)])) { RETURN_SCORE_PLUS(3); } } break; case EFFECT_ROLE_PLAY: if (attackerHasBadAbility && !partnerHasBadAbility) { RETURN_SCORE_PLUS(1); } break; case EFFECT_WORRY_SEED: case EFFECT_GASTRO_ACID: case EFFECT_SIMPLE_BEAM: if (partnerHasBadAbility) { RETURN_SCORE_PLUS(2); } break; case EFFECT_ENTRAINMENT: if (partnerHasBadAbility && IsAbilityOfRating(AI_DATA->abilities[battlerAtk], 0)) { RETURN_SCORE_PLUS(1); } break; case EFFECT_SOAK: if (atkPartnerAbility == ABILITY_WONDER_GUARD && (gBattleMons[battlerAtkPartner].type1 != TYPE_WATER || gBattleMons[battlerAtkPartner].type2 != TYPE_WATER || gBattleMons[battlerAtkPartner].type3 != TYPE_WATER)) { RETURN_SCORE_PLUS(1); } break; case EFFECT_INSTRUCT: { u16 instructedMove; if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_FASTER) instructedMove = AI_DATA->partnerMove; else instructedMove = gLastMoves[battlerAtkPartner]; if (instructedMove != MOVE_NONE && !IS_MOVE_STATUS(instructedMove) && (AI_GetBattlerMoveTargetType(battlerAtkPartner, instructedMove) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY))) // Use instruct on multi-target moves { RETURN_SCORE_PLUS(1); } } break; case EFFECT_AFTER_YOU: if (AI_WhoStrikesFirst(battlerAtkPartner, FOE(battlerAtkPartner), AI_DATA->partnerMove) == AI_IS_SLOWER // Opponent mon 1 goes before partner || AI_WhoStrikesFirst(battlerAtkPartner, BATTLE_PARTNER(FOE(battlerAtkPartner)), AI_DATA->partnerMove) == AI_IS_SLOWER) // Opponent mon 2 goes before partner { if (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_COUNTER || gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MIRROR_COAT) break; // These moves need to go last RETURN_SCORE_PLUS(1); } break; case EFFECT_HEAL_PULSE: case EFFECT_HIT_ENEMY_HEAL_ALLY: if (AI_WhoStrikesFirst(battlerAtk, FOE(battlerAtk), move) == AI_IS_FASTER && AI_WhoStrikesFirst(battlerAtk, BATTLE_PARTNER(FOE(battlerAtk)), move) == AI_IS_FASTER && gBattleMons[battlerAtkPartner].hp < gBattleMons[battlerAtkPartner].maxHP / 2) RETURN_SCORE_PLUS(1); break; } // attacker move effects } // check partner protecting score -= 30; // otherwise, don't target partner } else // checking opponent { // these checks mostly handled in AI_CheckBadMove and AI_CheckViability switch (effect) { case EFFECT_SKILL_SWAP: if (AI_DATA->abilities[battlerAtk] == ABILITY_TRUANT) score += 5; else if (IsAbilityOfRating(AI_DATA->abilities[battlerAtk], 0) || IsAbilityOfRating(AI_DATA->abilities[battlerDef], 10)) score += 2; // we want to transfer our bad ability or take their awesome ability break; case EFFECT_EARTHQUAKE: case EFFECT_MAGNITUDE: if (!IsBattlerGrounded(battlerAtkPartner) || (IsBattlerGrounded(battlerAtkPartner) && AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_SLOWER && IsUngroundingEffect(gBattleMoves[AI_DATA->partnerMove].effect))) score += 2; else if (IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_FIRE) || IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ELECTRIC) || IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_POISON) || IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ROCK)) score -= 10; // partner will be hit by earthquake and is weak to it else score -= 3; break; } // lightning rod, flash fire against enemy handled in AI_CheckBadMove } return score; } static bool32 IsPinchBerryItemEffect(u16 holdEffect) { switch (holdEffect) { case HOLD_EFFECT_ATTACK_UP: case HOLD_EFFECT_DEFENSE_UP: case HOLD_EFFECT_SPEED_UP: case HOLD_EFFECT_SP_ATTACK_UP: case HOLD_EFFECT_SP_DEFENSE_UP: case HOLD_EFFECT_CRITICAL_UP: case HOLD_EFFECT_RANDOM_STAT_UP: #ifdef HOLD_EFFECT_CUSTAP_BERRY case HOLD_EFFECT_CUSTAP_BERRY: #endif #ifdef HOLD_EFFECT_MICLE_BERRY case HOLD_EFFECT_MICLE_BERRY: #endif return TRUE; } return FALSE; } // AI_FLAG_CHECK_VIABILITY - a weird mix of increasing and decreasing scores static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { // move data u16 moveEffect = gBattleMoves[move].effect; u32 effectiveness = AI_DATA->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]; u8 atkPriority = GetMovePriority(battlerAtk, move); u16 predictedMove = AI_DATA->predictedMoves[battlerDef]; bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); u32 i; // We only check for moves that have a 20% chance or more for their secondary effect to happen because moves with a smaller chance are rather worthless. We don't want the AI to use those. bool32 sereneGraceBoost = (AI_DATA->abilities[battlerAtk] == ABILITY_SERENE_GRACE && (gBattleMoves[move].secondaryEffectChance >= 20 && gBattleMoves[move].secondaryEffectChance < 100)); // Targeting partner, check benefits of doing that instead if (IsTargetingPartner(battlerAtk, battlerDef)) return score; // check always hits if (!IS_MOVE_STATUS(move) && gBattleMoves[move].accuracy == 0) { if (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 10 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 2) score++; if (AI_RandLessThan(100) && (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 8 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 4)) score++; } // check high crit if (TestMoveFlags(move, FLAG_HIGH_CRIT) && effectiveness >= AI_EFFECTIVENESS_x2 && AI_RandLessThan(128)) score++; // check already dead if (!IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) && CanTargetFaintAi(battlerAtk, battlerDef) && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent should go first { if (atkPriority > 0) score++; else score--; } // check damage if (gBattleMoves[move].power != 0 && GetMoveDamageResult(move) == MOVE_POWER_WEAK) score--; // check status move preference if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_PREFER_STATUS_MOVES && IS_MOVE_STATUS(move) && effectiveness != AI_EFFECTIVENESS_x0) score++; // check thawing moves if ((gBattleMons[battlerAtk].status1 & STATUS1_FREEZE) && TestMoveFlags(move, FLAG_THAW_USER)) score += (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) ? 20 : 10; // check burn if (gBattleMons[battlerAtk].status1 & STATUS1_BURN) { switch (AI_DATA->abilities[battlerAtk]) { case ABILITY_GUTS: break; case ABILITY_NATURAL_CURE: if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING && HasOnlyMovesWithSplit(battlerAtk, SPLIT_PHYSICAL, TRUE)) score = 90; // Force switch if all your attacking moves are physical and you have Natural Cure. break; default: if (IS_MOVE_PHYSICAL(move) && gBattleMoves[move].effect != EFFECT_FACADE) score -= 2; break; } } // attacker ability checks switch (AI_DATA->abilities[battlerAtk]) { case ABILITY_MOXIE: case ABILITY_BEAST_BOOST: case ABILITY_CHILLING_NEIGH: case ABILITY_GRIM_NEIGH: case ABILITY_AS_ONE_ICE_RIDER: case ABILITY_AS_ONE_SHADOW_RIDER: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first { if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)) score += 8; // prioritize killing target for stat boost } break; } // ability checks // move effect checks switch (moveEffect) { case EFFECT_HIT: break; case EFFECT_SLEEP: case EFFECT_YAWN: if (AI_RandLessThan(128)) IncreaseSleepScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_ABSORB: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT) score++; if (effectiveness <= AI_EFFECTIVENESS_x0_5 && AI_RandLessThan(50)) score -= 3; break; case EFFECT_EXPLOSION: case EFFECT_MEMENTO: if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_WILL_SUICIDE && gBattleMons[battlerDef].statStages[STAT_EVASION] < 7) { if (AI_DATA->hpPercents[battlerAtk] < 50 && AI_RandLessThan(128)) score++; } break; case EFFECT_MIRROR_MOVE: if (predictedMove != MOVE_NONE) return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score); break; // stat raising effects case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_2: case EFFECT_ATTACK_UP_USER_ALLY: if (MovesWithSplitUnusable(battlerAtk, battlerDef, SPLIT_PHYSICAL)) { score -= 8; break; } else if (gBattleMons[battlerAtk].statStages[STAT_ATK] < 9) { if (AI_DATA->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128)) { score += 2; break; } } if (!AI_RandLessThan(100)) { score--; } break; case EFFECT_DEFENSE_UP: case EFFECT_DEFENSE_UP_2: case EFFECT_DEFENSE_UP_3: if (!HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL)) score -= 2; if (AI_DATA->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128)) score += 2; else if (AI_DATA->hpPercents[battlerAtk] > 70 && AI_RandLessThan(200)) break; else if (AI_DATA->hpPercents[battlerAtk] < 40) score -= 2; break; case EFFECT_SPEED_UP: case EFFECT_SPEED_UP_2: if (!WillAIStrikeFirst()) { if (!AI_RandLessThan(70)) score += 3; } else { score -= 3; } break; case EFFECT_SPECIAL_ATTACK_UP: case EFFECT_SPECIAL_ATTACK_UP_2: case EFFECT_SPECIAL_ATTACK_UP_3: if (MovesWithSplitUnusable(battlerAtk, battlerDef, SPLIT_SPECIAL)) { score -= 8; break; } else if (gBattleMons[battlerAtk].statStages[STAT_SPATK] < 9) { if (AI_DATA->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128)) { score += 2; break; } } if (!AI_RandLessThan(100)) { score--; } break; case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_SPECIAL_DEFENSE_UP_2: if (!HasMoveWithSplit(battlerDef, SPLIT_SPECIAL)) score -= 2; if (AI_DATA->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128)) score += 2; else if (AI_DATA->hpPercents[battlerAtk] > 70 && AI_RandLessThan(200)) break; else if (AI_DATA->hpPercents[battlerAtk] < 40) score -= 2; break; case EFFECT_ACCURACY_UP: case EFFECT_ACCURACY_UP_2: if (gBattleMons[battlerAtk].statStages[STAT_ACC] >= 9 && !AI_RandLessThan(50)) score -= 2; else if (AI_DATA->hpPercents[battlerAtk] <= 70) score -= 2; else score++; break; case EFFECT_EVASION_UP: case EFFECT_EVASION_UP_2: if (AI_DATA->hpPercents[battlerAtk] > 90 && !AI_RandLessThan(100)) score += 3; if (gBattleMons[battlerAtk].statStages[STAT_EVASION] > 9 && AI_RandLessThan(128)) score--; if ((gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY) && AI_DATA->hpPercents[battlerAtk] >= 50 && !AI_RandLessThan(80)) score += 3; if (gStatuses3[battlerDef] & STATUS3_LEECHSEED && !AI_RandLessThan(70)) score += 3; if (gStatuses3[battlerAtk] & STATUS3_ROOTED && AI_RandLessThan(128)) score += 2; if (gBattleMons[battlerDef].status2 & STATUS2_CURSED && !AI_RandLessThan(70)) score += 3; if (AI_DATA->hpPercents[battlerAtk] < 70 || gBattleMons[battlerAtk].statStages[STAT_EVASION] == DEFAULT_STAT_STAGE) break; else if (AI_DATA->hpPercents[battlerAtk] < 40 || AI_DATA->hpPercents[battlerDef] < 40) score -= 2; else if (!AI_RandLessThan(70)) score -= 2; break; // stat lowering effects case EFFECT_ATTACK_DOWN: case EFFECT_ATTACK_DOWN_2: if (!ShouldLowerAttack(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if (gBattleMons[battlerDef].statStages[STAT_ATK] < DEFAULT_STAT_STAGE) score--; else if (AI_DATA->hpPercents[battlerAtk] <= 90) score--; if (gBattleMons[battlerDef].statStages[STAT_ATK] > 3 && !AI_RandLessThan(50)) score -= 2; else if (AI_DATA->hpPercents[battlerDef] < 70) score -= 2; break; case EFFECT_DEFENSE_DOWN: case EFFECT_DEFENSE_DOWN_2: if (!ShouldLowerDefense(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if ((AI_DATA->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50)) || (gBattleMons[battlerDef].statStages[STAT_DEF] <= 3 && !AI_RandLessThan(50))) score -= 2; if (AI_DATA->hpPercents[battlerDef] <= 70) score -= 2; break; case EFFECT_SPEED_DOWN: case EFFECT_SPEED_DOWN_2: if (WillAIStrikeFirst()) score -= 3; else if (!AI_RandLessThan(70)) score += 2; break; case EFFECT_SPECIAL_ATTACK_DOWN: case EFFECT_SPECIAL_ATTACK_DOWN_2: if (!ShouldLowerSpAtk(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if (gBattleMons[battlerDef].statStages[STAT_SPATK] < DEFAULT_STAT_STAGE) score--; else if (AI_DATA->hpPercents[battlerAtk] <= 90) score--; if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 3 && !AI_RandLessThan(50)) score -= 2; else if (AI_DATA->hpPercents[battlerDef] < 70) score -= 2; break; case EFFECT_SPECIAL_DEFENSE_DOWN: case EFFECT_SPECIAL_DEFENSE_DOWN_2: if (!ShouldLowerSpDef(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if ((AI_DATA->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50)) || (gBattleMons[battlerDef].statStages[STAT_SPDEF] <= 3 && !AI_RandLessThan(50))) score -= 2; if (AI_DATA->hpPercents[battlerDef] <= 70) score -= 2; break; case EFFECT_ACCURACY_DOWN: case EFFECT_ACCURACY_DOWN_2: if (ShouldLowerAccuracy(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if ((AI_DATA->hpPercents[battlerAtk] < 70 || AI_DATA->hpPercents[battlerDef] < 70) && AI_RandLessThan(100)) score--; if (gBattleMons[battlerDef].statStages[STAT_ACC] <= 4 && !AI_RandLessThan(80)) score -= 2; if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY && !AI_RandLessThan(70)) score += 2; if (gStatuses3[battlerDef] & STATUS3_LEECHSEED && !AI_RandLessThan(70)) score += 2; if (gStatuses3[battlerDef] & STATUS3_ROOTED && AI_RandLessThan(128)) score++; if (gBattleMons[battlerDef].status2 & STATUS2_CURSED && !AI_RandLessThan(70)) score += 2; if (AI_DATA->hpPercents[battlerAtk] > 70 || gBattleMons[battlerDef].statStages[STAT_ACC] < DEFAULT_STAT_STAGE) break; else if (AI_DATA->hpPercents[battlerAtk] < 40 || AI_DATA->hpPercents[battlerDef] < 40 || !AI_RandLessThan(70)) score -= 2; break; case EFFECT_EVASION_DOWN: case EFFECT_EVASION_DOWN_2: if (!ShouldLowerEvasion(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) score -= 2; if ((AI_DATA->hpPercents[battlerAtk] < 70 || gBattleMons[battlerDef].statStages[STAT_EVASION] <= 3) && !AI_RandLessThan(50)) score -= 2; if (AI_DATA->hpPercents[battlerDef] <= 70) score -= 2; if (gBattleMons[battlerAtk].statStages[STAT_ACC] < DEFAULT_STAT_STAGE) score++; if (gBattleMons[battlerDef].statStages[STAT_EVASION] < 7 || AI_DATA->abilities[battlerAtk] == ABILITY_NO_GUARD) score -= 2; break; case EFFECT_BIDE: if (AI_DATA->hpPercents[battlerAtk] < 90) score -= 2; break; case EFFECT_DREAM_EATER: if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP)) break; score++; // if target is asleep, dream eater is a pretty good move even without draining // fallthrough case EFFECT_ACUPRESSURE: break; case EFFECT_ATTACK_ACCURACY_UP: // hone claws IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ACC, &score); break; case EFFECT_GROWTH: case EFFECT_ATTACK_SPATK_UP: // work up if (AI_DATA->hpPercents[battlerAtk] <= 40 || AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) break; if (HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); else if (HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score); break; case EFFECT_HAZE: if (AnyStatIsRaised(BATTLE_PARTNER(battlerAtk)) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 3; break; // fallthrough case EFFECT_ROAR: case EFFECT_CLEAR_SMOG: if (isDoubleBattle) score += min(CountPositiveStatStages(battlerDef) + CountPositiveStatStages(BATTLE_PARTNER(battlerDef)), 7); else score += min(CountPositiveStatStages(battlerDef), 4); break; case EFFECT_MULTI_HIT: case EFFECT_TRIPLE_KICK: if (AI_MoveMakesContact(AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk], move) && AI_DATA->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_ROCKY_HELMET) score -= 2; break; case EFFECT_CONVERSION: if (!IS_BATTLER_OF_TYPE(battlerAtk, gBattleMoves[gBattleMons[battlerAtk].moves[0]].type)) score++; break; case EFFECT_FLINCH_HIT: score += ShouldTryToFlinch(battlerAtk, battlerDef, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], move); break; case EFFECT_SWALLOW: if (gDisableStructs[battlerAtk].stockpileCounter == 0) { break; } else { u32 healPercent = 0; switch (gDisableStructs[battlerAtk].stockpileCounter) { case 1: healPercent = 25; break; case 2: healPercent = 50; break; case 3: healPercent = 100; break; default: break; } if (ShouldRecover(battlerAtk, battlerDef, move, healPercent)) score += 2; } break; case EFFECT_RESTORE_HP: case EFFECT_SOFTBOILED: case EFFECT_ROOST: case EFFECT_MORNING_SUN: case EFFECT_SYNTHESIS: case EFFECT_MOONLIGHT: if (ShouldRecover(battlerAtk, battlerDef, move, 50)) score += 3; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT) score++; break; case EFFECT_TOXIC: case EFFECT_POISON: case EFFECT_BARB_BARRAGE: IncreasePoisonScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_LIGHT_SCREEN: case EFFECT_REFLECT: case EFFECT_AURORA_VEIL: if (ShouldSetScreen(battlerAtk, battlerDef, moveEffect)) { score += 5; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_LIGHT_CLAY) score += 2; if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SCREENER) score += 2; } break; case EFFECT_REST: if (!(AI_CanSleep(battlerAtk, AI_DATA->abilities[battlerAtk]))) { break; } else if (ShouldRecover(battlerAtk, battlerDef, move, 100)) { if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_SLP || AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_STATUS || HasMoveEffect(EFFECT_SLEEP_TALK, battlerAtk) || HasMoveEffect(EFFECT_SNORE, battlerAtk) || AI_DATA->abilities[battlerAtk] == ABILITY_SHED_SKIN || AI_DATA->abilities[battlerAtk] == ABILITY_EARLY_BIRD || (gBattleWeather & B_WEATHER_RAIN && gWishFutureKnock.weatherDuration != 1 && AI_DATA->abilities[battlerAtk] == ABILITY_HYDRATION && AI_DATA->holdEffects[battlerAtk] != HOLD_EFFECT_UTILITY_UMBRELLA)) { score += 2; } else { score++; } } break; case EFFECT_OHKO: if (gStatuses3[battlerAtk] & STATUS3_ALWAYS_HITS) score += 5; break; case EFFECT_TRAP: if (HasMoveEffect(battlerDef, EFFECT_RAPID_SPIN)) break; //fallthrough case EFFECT_MEAN_LOOK: if (IsBattlerTrapped(battlerDef, TRUE)) break; // in this case its a bad attacking move else if (ShouldTrap(battlerAtk, battlerDef, move)) score += 5; break; case EFFECT_MIST: if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SCREENER) score += 2; break; case EFFECT_FOCUS_ENERGY: case EFFECT_LASER_FOCUS: if (AI_DATA->abilities[battlerAtk] == ABILITY_SUPER_LUCK || AI_DATA->abilities[battlerAtk] == ABILITY_SNIPER || AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_SCOPE_LENS || TestMoveFlagsInMoveset(battlerAtk, FLAG_HIGH_CRIT)) score += 2; break; case EFFECT_CONFUSE_HIT: if (sereneGraceBoost) score++; //fallthrough case EFFECT_CONFUSE: IncreaseConfusionScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_PARALYZE: IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_GRAV_APPLE: if (gFieldStatuses & STATUS_FIELD_GRAVITY) score += 2; // fall through case EFFECT_ATTACK_DOWN_HIT: case EFFECT_DEFENSE_DOWN_HIT: case EFFECT_SPECIAL_ATTACK_DOWN_HIT: case EFFECT_SPECIAL_DEFENSE_DOWN_HIT: case EFFECT_ACCURACY_DOWN_HIT: case EFFECT_EVASION_DOWN_HIT: if (sereneGraceBoost && AI_DATA->abilities[battlerDef] != ABILITY_CONTRARY) score += 2; break; case EFFECT_SPEED_DOWN_HIT: if (WillAIStrikeFirst()) score -= 2; else if (!AI_RandLessThan(70)) score++; if (ShouldLowerSpeed(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) { if (sereneGraceBoost && AI_DATA->abilities[battlerDef] != ABILITY_CONTRARY) score += 5; else score += 2; } break; case EFFECT_SUBSTITUTE: if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG) score += 3; if (gBattleMons[battlerDef].status1 & (STATUS1_BURN | STATUS1_PSN_ANY)) score++; if (HasMoveEffect(battlerDef, EFFECT_SLEEP) || HasMoveEffect(battlerDef, EFFECT_TOXIC) || HasMoveEffect(battlerDef, EFFECT_POISON) || HasMoveEffect(battlerDef, EFFECT_PARALYZE) || HasMoveEffect(battlerDef, EFFECT_WILL_O_WISP) || HasMoveEffect(battlerDef, EFFECT_CONFUSE) || HasMoveEffect(battlerDef, EFFECT_LEECH_SEED)) score += 2; if (!gBattleMons[battlerDef].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION && AI_DATA->hpPercents[battlerAtk] > 70)) score++; break; case EFFECT_MIMIC: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) { if (gLastMoves[battlerDef] != MOVE_NONE && gLastMoves[battlerDef] != 0xFFFF) return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score); } break; case EFFECT_LEECH_SEED: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) || gStatuses3[battlerDef] & STATUS3_LEECHSEED || HasMoveEffect(battlerDef, EFFECT_RAPID_SPIN) || AI_DATA->abilities[battlerDef] == ABILITY_LIQUID_OOZE || AI_DATA->abilities[battlerDef] == ABILITY_MAGIC_GUARD) break; score += 3; if (!HasDamagingMove(battlerDef) || IsBattlerTrapped(battlerDef, FALSE)) score += 2; break; case EFFECT_DO_NOTHING: //todo - check z splash, z celebrate, z happy hour (lol) break; case EFFECT_TELEPORT: if (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER) || GetBattlerSide(battlerAtk) != B_SIDE_PLAYER) break; //fallthrough case EFFECT_HIT_ESCAPE: case EFFECT_PARTING_SHOT: if (!IsDoubleBattle()) { switch (ShouldPivot(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_THINKING_STRUCT->movesetIndex)) { case 0: // no score -= 10; // technically should go in CheckBadMove, but this is easier/less computationally demanding break; case 1: // maybe break; case 2: // yes score += 7; break; } } else //Double Battle { if (CountUsablePartyMons(battlerAtk) == 0) break; // Can't switch //if (switchAbility == ABILITY_INTIMIDATE && PartyHasMoveSplit(battlerDef, SPLIT_PHYSICAL)) //score += 7; } break; case EFFECT_BATON_PASS: if (ShouldSwitch() && (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK)) || AnyStatIsRaised(battlerAtk))) score += 5; break; case EFFECT_DISABLE: if (gDisableStructs[battlerDef].disableTimer == 0 #if B_MENTAL_HERB >= GEN_5 && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB // mental herb #endif ) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // AI goes first { if (gLastMoves[battlerDef] != MOVE_NONE && gLastMoves[battlerDef] != 0xFFFF) { /* TODO predicted moves if (gLastMoves[battlerDef] == predictedMove) score += 3; else */if (CanMoveFaintBattler(gLastMoves[battlerDef], battlerDef, battlerAtk, 1)) score += 2; //Disable move that can kill attacker } } else if (predictedMove != MOVE_NONE && IS_MOVE_STATUS(predictedMove)) { score++; // Disable annoying status moves } } break; case EFFECT_ENCORE: if (gDisableStructs[battlerDef].encoreTimer == 0 #if B_MENTAL_HERB >= GEN_5 && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB // mental herb #endif ) { if (IsEncoreEncouragedEffect(gBattleMoves[gLastMoves[battlerDef]].effect)) score += 3; } break; case EFFECT_PAIN_SPLIT: { u16 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2; u16 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10; if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, AI_DATA->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex])) score += 2; } break; case EFFECT_SLEEP_TALK: case EFFECT_SNORE: if (!IsWakeupTurn(battlerAtk) && gBattleMons[battlerAtk].status1 & STATUS1_SLEEP) score += 10; break; case EFFECT_LOCK_ON: if (HasMoveEffect(battlerAtk, EFFECT_OHKO)) score += 3; else if (AI_DATA->abilities[battlerAtk] == ABILITY_COMPOUND_EYES && HasMoveWithLowAccuracy(battlerAtk, battlerDef, 80, TRUE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef])) score += 3; else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 85, TRUE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef])) score += 3; else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, TRUE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef])) score++; break; case EFFECT_SPEED_UP_HIT: if (sereneGraceBoost && AI_DATA->abilities[battlerDef] != ABILITY_CONTRARY && !WillAIStrikeFirst()) score += 3; break; case EFFECT_DESTINY_BOND: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER && CanTargetFaintAi(battlerDef, battlerAtk)) score += 3; break; case EFFECT_SPITE: //TODO - predicted move break; case EFFECT_WISH: case EFFECT_HEAL_BELL: if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move)) score += 7; break; case EFFECT_THIEF: { bool32 canSteal = FALSE; #if B_TRAINERS_KNOCK_OFF_ITEMS == TRUE canSteal = TRUE; #endif if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER) canSteal = TRUE; if (canSteal && AI_DATA->items[battlerAtk] == ITEM_NONE && AI_DATA->items[battlerDef] != ITEM_NONE && CanBattlerGetOrLoseItem(battlerDef, AI_DATA->items[battlerDef]) && CanBattlerGetOrLoseItem(battlerAtk, AI_DATA->items[battlerDef]) && !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS) && AI_DATA->abilities[battlerDef] != ABILITY_STICKY_HOLD) { switch (AI_DATA->holdEffects[battlerDef]) { case HOLD_EFFECT_NONE: break; case HOLD_EFFECT_CHOICE_BAND: case HOLD_EFFECT_CHOICE_SCARF: case HOLD_EFFECT_CHOICE_SPECS: score += 2; break; case HOLD_EFFECT_TOXIC_ORB: if (ShouldPoisonSelf(battlerAtk, AI_DATA->abilities[battlerAtk])) score += 2; break; case HOLD_EFFECT_FLAME_ORB: if (ShouldBurnSelf(battlerAtk, AI_DATA->abilities[battlerAtk])) score += 2; break; case HOLD_EFFECT_BLACK_SLUDGE: if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON)) score += 2; break; case HOLD_EFFECT_IRON_BALL: if (HasMoveEffect(battlerAtk, EFFECT_FLING)) score += 2; break; case HOLD_EFFECT_LAGGING_TAIL: case HOLD_EFFECT_STICKY_BARB: break; default: score++; break; } } break; } break; case EFFECT_NIGHTMARE: if (AI_DATA->abilities[battlerDef] != ABILITY_MAGIC_GUARD && !(gBattleMons[battlerDef].status2 & STATUS2_NIGHTMARE) && (AI_DATA->abilities[battlerDef] == ABILITY_COMATOSE || gBattleMons[battlerDef].status1 & STATUS1_SLEEP)) { score += 5; if (IsBattlerTrapped(battlerDef, TRUE)) score += 3; } break; case EFFECT_CURSE: if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) { if (IsBattlerTrapped(battlerDef, TRUE)) score += 3; else score++; break; } else { if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY || AI_DATA->abilities[battlerDef] == ABILITY_MAGIC_GUARD) break; else if (gBattleMons[battlerAtk].statStages[STAT_ATK] < 8) score += (8 - gBattleMons[battlerAtk].statStages[STAT_ATK]); else if (gBattleMons[battlerAtk].statStages[STAT_SPEED] < 3) break; else if (gBattleMons[battlerAtk].statStages[STAT_DEF] < 8) score += (8 - gBattleMons[battlerAtk].statStages[STAT_DEF]); } break; case EFFECT_PROTECT: if (predictedMove == 0xFFFF) predictedMove = MOVE_NONE; switch (move) { case MOVE_QUICK_GUARD: if (predictedMove != MOVE_NONE && gBattleMoves[predictedMove].priority > 0) ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); break; case MOVE_WIDE_GUARD: if (predictedMove != MOVE_NONE && AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_BOTH)) { ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); } else if (isDoubleBattle && AI_GetBattlerMoveTargetType(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove) & MOVE_TARGET_FOES_AND_ALLY) { if (AI_DATA->abilities[battlerAtk] != ABILITY_TELEPATHY) ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); } break; case MOVE_CRAFTY_SHIELD: if (predictedMove != MOVE_NONE && IS_MOVE_STATUS(predictedMove) && !(AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER)) ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); break; case MOVE_MAT_BLOCK: if (gDisableStructs[battlerAtk].isFirstTurn && predictedMove != MOVE_NONE && !IS_MOVE_STATUS(predictedMove) && !(AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER)) ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); break; case MOVE_KINGS_SHIELD: #if (defined SPECIES_AEGISLASH && defined SPECIES_AEGISLASH_BLADE) if (AI_DATA->abilities[battlerAtk] == ABILITY_STANCE_CHANGE //Special logic for Aegislash && gBattleMons[battlerAtk].species == SPECIES_AEGISLASH_BLADE && !IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef])) { score += 3; break; } #endif //fallthrough default: // protect ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score); break; } break; case EFFECT_ENDURE: if (CanTargetFaintAi(battlerDef, battlerAtk)) { if (gBattleMons[battlerAtk].hp > gBattleMons[battlerAtk].maxHP / 4 // Pinch berry couldn't have activated yet && IsPinchBerryItemEffect(AI_DATA->holdEffects[battlerAtk])) { score += 3; } else if (gBattleMons[battlerAtk].hp > 1) // Only spam endure for Flail/Reversal if you're not at Min Health { if (HasMoveEffect(battlerAtk, EFFECT_FLAIL) || HasMoveEffect(battlerAtk, EFFECT_ENDEAVOR)) score += 3; } } break; case EFFECT_SPIKES: case EFFECT_HIT_SET_ENTRY_HAZARD: case EFFECT_STEALTH_ROCK: case EFFECT_STICKY_WEB: case EFFECT_TOXIC_SPIKES: if (AI_DATA->abilities[battlerDef] == ABILITY_MAGIC_BOUNCE || CountUsablePartyMons(battlerDef) == 0) break; if (gDisableStructs[battlerAtk].isFirstTurn) score += 2; //TODO - track entire opponent party data to determine hazard effectiveness break; case EFFECT_FORESIGHT: if (AI_DATA->abilities[battlerAtk] == ABILITY_SCRAPPY) break; else if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE || (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST) && (HasMoveWithType(battlerAtk, TYPE_NORMAL) || HasMoveWithType(battlerAtk, TYPE_FIGHTING)))) score += 2; break; case EFFECT_MIRACLE_EYE: if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE || (IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK) && (HasMoveWithType(battlerAtk, TYPE_PSYCHIC)))) score += 2; break; case EFFECT_PERISH_SONG: if (IsBattlerTrapped(battlerDef, TRUE)) score += 3; break; case EFFECT_SANDSTORM: if (ShouldSetSandstorm(battlerAtk, AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerAtk])) { score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_SMOOTH_ROCK) score++; if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN) || HasMoveEffect(battlerDef, EFFECT_SYNTHESIS) || HasMoveEffect(battlerDef, EFFECT_MOONLIGHT)) score += 2; } break; case EFFECT_HAIL: if (ShouldSetHail(battlerAtk, AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk])) { if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL)) && ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL)) score += 3; score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK) score++; if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN) || HasMoveEffect(battlerDef, EFFECT_SYNTHESIS) || HasMoveEffect(battlerDef, EFFECT_MOONLIGHT)) score += 2; } break; case EFFECT_RAIN_DANCE: if (ShouldSetRain(battlerAtk, AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk])) { score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_DAMP_ROCK) score++; if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN) || HasMoveEffect(battlerDef, EFFECT_SYNTHESIS) || HasMoveEffect(battlerDef, EFFECT_MOONLIGHT)) score += 2; if (HasMoveWithType(battlerDef, TYPE_FIRE) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_FIRE)) score++; } break; case EFFECT_SUNNY_DAY: if (ShouldSetSun(battlerAtk, AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk])) { score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_HEAT_ROCK) score++; if (HasMoveWithType(battlerDef, TYPE_WATER) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_WATER)) score++; if (HasMoveEffect(battlerDef, EFFECT_THUNDER) || HasMoveEffect(BATTLE_PARTNER(battlerDef), EFFECT_THUNDER)) score++; } break; case EFFECT_ATTACK_UP_HIT: if (sereneGraceBoost) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); break; case EFFECT_SPECIAL_ATTACK_UP_HIT: if (sereneGraceBoost) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score); break; case EFFECT_FELL_STINGER: if (gBattleMons[battlerAtk].statStages[STAT_ATK] < MAX_STAT_STAGE && AI_DATA->abilities[battlerAtk] != ABILITY_CONTRARY && CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first score += 9; else score += 3; } break; case EFFECT_BELLY_DRUM: if (!CanTargetFaintAi(battlerDef, battlerAtk) && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL) && AI_DATA->abilities[battlerAtk] != ABILITY_CONTRARY) score += (MAX_STAT_STAGE - gBattleMons[battlerAtk].statStages[STAT_ATK]); break; case EFFECT_PSYCH_UP: case EFFECT_SPECTRAL_THIEF: // Want to copy positive stat changes for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i]) { switch (i) { case STAT_ATK: if (HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score++; break; case STAT_SPATK: if (HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score++; break; case STAT_ACC: case STAT_EVASION: case STAT_SPEED: score++; break; case STAT_DEF: case STAT_SPDEF: if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_STALL) score++; break; } } } break; case EFFECT_SEMI_INVULNERABLE: score++; if (predictedMove != MOVE_NONE && !isDoubleBattle) { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first { if (gBattleMoves[predictedMove].effect == EFFECT_EXPLOSION || gBattleMoves[predictedMove].effect == EFFECT_PROTECT) score += 3; } else if (gBattleMoves[predictedMove].effect == EFFECT_SEMI_INVULNERABLE && !(gStatuses3[battlerDef] & STATUS3_SEMI_INVULNERABLE)) { score += 3; } } break; case EFFECT_DEFENSE_CURL: if (HasMoveEffect(battlerAtk, EFFECT_ROLLOUT) && !(gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL)) score++; IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); break; case EFFECT_FAKE_OUT: if (move == MOVE_FAKE_OUT // filter out first impression && ShouldFakeOut(battlerAtk, battlerDef, move)) score += 8; break; case EFFECT_STOCKPILE: if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) break; if (HasMoveEffect(battlerAtk, EFFECT_SWALLOW) || HasMoveEffect(battlerAtk, EFFECT_SPIT_UP)) score += 2; IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score); break; case EFFECT_SPIT_UP: if (gDisableStructs[battlerAtk].stockpileCounter >= 2) score++; break; case EFFECT_ROLLOUT: if (gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL) score += 8; break; case EFFECT_SWAGGER: if (HasMoveEffect(battlerAtk, EFFECT_FOUL_PLAY) || HasMoveEffect(battlerAtk, EFFECT_PSYCH_UP) || HasMoveEffect(battlerAtk, EFFECT_SPECTRAL_THIEF)) score++; if (AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) score += 2; IncreaseConfusionScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_FLATTER: if (HasMoveEffect(battlerAtk, EFFECT_PSYCH_UP) || HasMoveEffect(battlerAtk, EFFECT_SPECTRAL_THIEF)) score += 2; if (AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) score += 2; IncreaseConfusionScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_FURY_CUTTER: if (!isDoubleBattle && AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_METRONOME) score += 3; break; case EFFECT_ATTRACT: if (!isDoubleBattle && BattlerWillFaintFromSecondaryDamage(battlerDef, AI_DATA->abilities[battlerDef]) && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == 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 || (gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) || IsBattlerTrapped(battlerDef, TRUE)) score += 2; else score++; break; case EFFECT_SAFEGUARD: if (!AI_IsTerrainAffected(battlerAtk, STATUS_FIELD_MISTY_TERRAIN) || !IsBattlerGrounded(battlerAtk)) score++; //if (CountUsablePartyMons(battlerDef) != 0) //score += 8; break; case EFFECT_PURSUIT: /*TODO if (IsPredictedToSwitch(battlerDef, battlerAtk)) score += 3; else if (IsPredictedToUsePursuitableMove(battlerDef, battlerAtk) && !MoveWouldHitFirst(move, battlerAtk, battlerDef)) //Pursuit against fast U-Turn score += 3;*/ break; case EFFECT_RAPID_SPIN: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); // Gen 8 increases speed //fallthrough case EFFECT_DEFOG: if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0) { score += 3; break; } switch (move) { case MOVE_DEFOG: if (gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)) { score += 3; } else if (!(gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SPIKES)) //Don't blow away hazards if you set them up { if (isDoubleBattle) { if (IsHazardMoveEffect(gBattleMoves[AI_DATA->partnerMove].effect) // Partner is going to set up hazards && AI_WhoStrikesFirst(battlerAtk, BATTLE_PARTNER(battlerAtk), move) == AI_IS_SLOWER) // Partner going first break; // Don't use Defog if partner is going to set up hazards } // check defog lowering evasion if (ShouldLowerEvasion(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) { if (gBattleMons[battlerDef].statStages[STAT_EVASION] > 7 || HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, TRUE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef])) score += 2; // encourage lowering evasion if they are evasive or we have a move with low accuracy else score++; } } break; case MOVE_RAPID_SPIN: if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED) score += 3; break; } break; case EFFECT_TORMENT: break; case EFFECT_WILL_O_WISP: IncreaseBurnScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_FOLLOW_ME: if (isDoubleBattle && move != MOVE_SPOTLIGHT && !IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) && (move != MOVE_RAGE_POWDER || IsAffectedByPowder(battlerDef, AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities && IsBattlerAlive(BATTLE_PARTNER(battlerAtk))) { u16 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)]; if (predictedMoveOnPartner != MOVE_NONE && !IS_MOVE_STATUS(predictedMoveOnPartner)) score += 3; } break; case EFFECT_NATURE_POWER: return AI_CheckViability(battlerAtk, battlerDef, GetNaturePowerMove(), score); case EFFECT_CHARGE: if (HasDamagingMoveOfType(battlerAtk, TYPE_ELECTRIC)) score += 2; #if B_CHARGE_SPDEF_RAISE >= GEN_5 IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score); #endif break; case EFFECT_TAUNT: if (IS_MOVE_STATUS(predictedMove)) score += 3; else if (HasMoveWithSplit(battlerDef, SPLIT_STATUS)) score += 2; break; case EFFECT_TRICK: case EFFECT_BESTOW: switch (AI_DATA->holdEffects[battlerAtk]) { case HOLD_EFFECT_CHOICE_SCARF: score += 2; // assume its beneficial break; case HOLD_EFFECT_CHOICE_BAND: if (!HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL)) score += 2; break; case HOLD_EFFECT_CHOICE_SPECS: if (!HasMoveWithSplit(battlerDef, SPLIT_SPECIAL)) score += 2; break; case HOLD_EFFECT_TOXIC_ORB: if (!ShouldPoisonSelf(battlerAtk, AI_DATA->abilities[battlerAtk])) score += 2; break; case HOLD_EFFECT_FLAME_ORB: if (!ShouldBurnSelf(battlerAtk, AI_DATA->abilities[battlerAtk]) && AI_CanBeBurned(battlerAtk, AI_DATA->abilities[battlerDef])) score += 2; break; case HOLD_EFFECT_BLACK_SLUDGE: if (!IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON) && AI_DATA->abilities[battlerDef] != ABILITY_MAGIC_GUARD) score += 3; break; case HOLD_EFFECT_IRON_BALL: if (!HasMoveEffect(battlerDef, EFFECT_FLING) || !IsBattlerGrounded(battlerDef)) score += 2; break; case HOLD_EFFECT_LAGGING_TAIL: case HOLD_EFFECT_STICKY_BARB: score += 3; break; case HOLD_EFFECT_UTILITY_UMBRELLA: if (AI_DATA->abilities[battlerAtk] != ABILITY_SOLAR_POWER && AI_DATA->abilities[battlerAtk] != ABILITY_DRY_SKIN && AI_WeatherHasEffect()) { switch (AI_DATA->abilities[battlerDef]) { case ABILITY_SWIFT_SWIM: if (gBattleWeather & B_WEATHER_RAIN) score += 3; // Slow 'em down break; case ABILITY_CHLOROPHYLL: case ABILITY_FLOWER_GIFT: if (gBattleWeather & B_WEATHER_SUN) score += 3; // Slow 'em down break; } } break; case HOLD_EFFECT_EJECT_BUTTON: //if (!IsRaidBattle() && IsDynamaxed(battlerDef) && gNewBS->dynamaxData.timer[battlerDef] > 1 && if (HasDamagingMove(battlerAtk) || (isDoubleBattle && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)) && HasDamagingMove(BATTLE_PARTNER(battlerAtk)))) score += 2; // Force 'em out next turn break; default: if (move != MOVE_BESTOW && AI_DATA->items[battlerAtk] == ITEM_NONE) { switch (AI_DATA->holdEffects[battlerDef]) { case HOLD_EFFECT_CHOICE_BAND: break; case HOLD_EFFECT_TOXIC_ORB: if (ShouldPoisonSelf(battlerAtk, AI_DATA->abilities[battlerAtk])) score += 2; break; case HOLD_EFFECT_FLAME_ORB: if (ShouldBurnSelf(battlerAtk, AI_DATA->abilities[battlerAtk])) score += 2; break; case HOLD_EFFECT_BLACK_SLUDGE: if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON) || AI_DATA->abilities[battlerAtk] == ABILITY_MAGIC_GUARD) score += 3; break; case HOLD_EFFECT_IRON_BALL: if (HasMoveEffect(battlerAtk, EFFECT_FLING)) score += 2; break; case HOLD_EFFECT_LAGGING_TAIL: case HOLD_EFFECT_STICKY_BARB: break; default: score++; //other hold effects generally universally good break; } } } break; case EFFECT_ROLE_PLAY: if (!IsRolePlayBannedAbilityAtk(AI_DATA->abilities[battlerAtk]) && !IsRolePlayBannedAbility(AI_DATA->abilities[battlerDef]) && !IsAbilityOfRating(AI_DATA->abilities[battlerAtk], 5) && IsAbilityOfRating(AI_DATA->abilities[battlerDef], 5)) score += 2; break; case EFFECT_INGRAIN: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT) score += 3; else score++; break; case EFFECT_SUPERPOWER: case EFFECT_OVERHEAT: if (AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) score += 10; break; case EFFECT_MAGIC_COAT: if (IS_MOVE_STATUS(predictedMove) && AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_SELECTED | MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_BOTH)) score += 3; break; case EFFECT_RECYCLE: if (GetUsedHeldItem(battlerAtk) != ITEM_NONE) score++; if (IsRecycleEncouragedItem(GetUsedHeldItem(battlerAtk))) score++; if (AI_DATA->abilities[battlerAtk] == ABILITY_RIPEN) { u16 item = GetUsedHeldItem(battlerAtk); u16 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item); if (IsStatBoostingBerry(item) && AI_DATA->hpPercents[battlerAtk] > 60) score++; else if (ShouldRestoreHpBerry(battlerAtk, item) && !CanAIFaintTarget(battlerAtk, battlerDef, 0) && ((GetWhoStrikesFirst(battlerAtk, battlerDef, TRUE) == 0 && CanTargetFaintAiWithMod(battlerDef, battlerAtk, 0, 0)) || !CanTargetFaintAiWithMod(battlerDef, battlerAtk, toHeal, 0))) score++; // Recycle healing berry if we can't otherwise faint the target and the target wont kill us after we activate the berry } break; case EFFECT_BRICK_BREAK: if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_REFLECT) score++; if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_LIGHTSCREEN) score++; if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_AURORA_VEIL) score++; break; case EFFECT_KNOCK_OFF: if (CanKnockOffItem(battlerDef, AI_DATA->items[battlerDef])) { switch (AI_DATA->holdEffects[battlerDef]) { case HOLD_EFFECT_IRON_BALL: if (HasMoveEffect(battlerDef, EFFECT_FLING)) score += 4; break; case HOLD_EFFECT_LAGGING_TAIL: case HOLD_EFFECT_STICKY_BARB: break; default: score += 3; break; } } break; case EFFECT_SKILL_SWAP: if (GetAbilityRating(AI_DATA->abilities[battlerDef]) > GetAbilityRating(AI_DATA->abilities[battlerAtk])) score++; break; case EFFECT_WORRY_SEED: case EFFECT_GASTRO_ACID: case EFFECT_SIMPLE_BEAM: if (IsAbilityOfRating(AI_DATA->abilities[battlerDef], 5)) score += 2; break; case EFFECT_ENTRAINMENT: if (IsAbilityOfRating(AI_DATA->abilities[battlerDef], 5) || GetAbilityRating(AI_DATA->abilities[battlerAtk]) <= 0) { if (AI_DATA->abilities[battlerDef] != AI_DATA->abilities[battlerAtk] && !(gStatuses3[battlerDef] & STATUS3_GASTRO_ACID)) score += 2; } break; case EFFECT_IMPRISON: if (predictedMove != MOVE_NONE && HasMove(battlerAtk, predictedMove)) score += 3; else if (gDisableStructs[battlerAtk].isFirstTurn == 0) score++; break; case EFFECT_REFRESH: if (gBattleMons[battlerAtk].status1 & STATUS1_ANY) score += 2; break; case EFFECT_PSYCHO_SHIFT: if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY) IncreasePoisonScore(battlerAtk, battlerDef, move, &score); else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN) IncreaseBurnScore(battlerAtk, battlerDef, move, &score); else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS) IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score); else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP) IncreaseSleepScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_GRUDGE: break; case EFFECT_SNATCH: if (predictedMove != MOVE_NONE && TestMoveFlags(predictedMove, FLAG_SNATCH_AFFECTED)) score += 3; // Steal move break; case EFFECT_MUD_SPORT: if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC) && HasMoveWithType(battlerDef, TYPE_ELECTRIC)) score++; break; case EFFECT_WATER_SPORT: if (!HasMoveWithType(battlerAtk, TYPE_FIRE) && (HasMoveWithType(battlerDef, TYPE_FIRE))) score++; break; case EFFECT_TICKLE: if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4 && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL) && AI_DATA->abilities[battlerDef] != ABILITY_CONTRARY && ShouldLowerDefense(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) { score += 2; } else if (ShouldLowerAttack(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef])) { score += 2; } break; case EFFECT_COSMIC_POWER: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score); break; case EFFECT_BULK_UP: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); break; case EFFECT_CALM_MIND: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score); break; case EFFECT_GEOMANCY: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB) score += 3; //fallthrough case EFFECT_QUIVER_DANCE: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score); break; case EFFECT_VICTORY_DANCE: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score); break; case EFFECT_SHELL_SMASH: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_RESTORE_STATS) score += 1; IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); break; case EFFECT_DRAGON_DANCE: case EFFECT_SHIFT_GEAR: IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); break; case EFFECT_GUARD_SWAP: if (gBattleMons[battlerDef].statStages[STAT_DEF] > gBattleMons[battlerAtk].statStages[STAT_DEF] && gBattleMons[battlerDef].statStages[STAT_SPDEF] >= gBattleMons[battlerAtk].statStages[STAT_SPDEF]) score++; else if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > gBattleMons[battlerAtk].statStages[STAT_SPDEF] && gBattleMons[battlerDef].statStages[STAT_DEF] >= gBattleMons[battlerAtk].statStages[STAT_DEF]) score++; break; case EFFECT_POWER_SWAP: if (gBattleMons[battlerDef].statStages[STAT_ATK] > gBattleMons[battlerAtk].statStages[STAT_ATK] && gBattleMons[battlerDef].statStages[STAT_SPATK] >= gBattleMons[battlerAtk].statStages[STAT_SPATK]) score++; else if (gBattleMons[battlerDef].statStages[STAT_SPATK] > gBattleMons[battlerAtk].statStages[STAT_SPATK] && gBattleMons[battlerDef].statStages[STAT_ATK] >= gBattleMons[battlerAtk].statStages[STAT_ATK]) score++; break; case EFFECT_POWER_TRICK: if (!(gStatuses3[battlerAtk] & STATUS3_POWER_TRICK)) { if (gBattleMons[battlerAtk].defense > gBattleMons[battlerAtk].attack && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) score += 2; break; } break; case EFFECT_HEART_SWAP: { bool32 hasHigherStat = FALSE; //Only use if all target stats are >= attacker stats to prevent infinite loop for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerDef].statStages[i] < gBattleMons[battlerAtk].statStages[i]) break; if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i]) hasHigherStat = TRUE; } if (hasHigherStat && i == NUM_BATTLE_STATS) score++; } break; case EFFECT_SPEED_SWAP: // TODO this is cheating a bit... if (gBattleMons[battlerDef].speed > gBattleMons[battlerAtk].speed) score += 3; break; case EFFECT_GUARD_SPLIT: { // TODO also kind of cheating... u16 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2; u16 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2; if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense) || (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense)) score++; } break; case EFFECT_POWER_SPLIT: { u16 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2; u16 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2; if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack) || (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack)) score++; } break; case EFFECT_BUG_BITE: // And pluck if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || AI_DATA->abilities[battlerDef] == ABILITY_STICKY_HOLD) break; else if (ItemId_GetPocket(AI_DATA->items[battlerDef]) == POCKET_BERRIES) score += 3; break; case EFFECT_INCINERATE: if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || AI_DATA->abilities[battlerDef] == ABILITY_STICKY_HOLD) break; else if (ItemId_GetPocket(AI_DATA->items[battlerDef]) == POCKET_BERRIES || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_GEMS) score += 3; break; case EFFECT_SMACK_DOWN: if (!IsBattlerGrounded(battlerDef)) score += 3; break; case EFFECT_RELIC_SONG: #if (defined SPECIES_MELOETTA && defined SPECIES_MELOETTA_PIROUETTE) if (!(gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED)) // Don't try to change form if it's transformed. { if (gBattleMons[battlerAtk].species == SPECIES_MELOETTA && gBattleMons[battlerDef].defense < gBattleMons[battlerDef].spDefense) score += 3; // Change to Pirouette if can do more damage else if (gBattleMons[battlerAtk].species == SPECIES_MELOETTA_PIROUETTE && gBattleMons[battlerDef].spDefense < gBattleMons[battlerDef].defense) score += 3; // Change to Aria if can do more damage } #endif break; case EFFECT_ELECTRIC_TERRAIN: case EFFECT_MISTY_TERRAIN: if (gStatuses3[battlerAtk] & STATUS3_YAWN && IsBattlerGrounded(battlerAtk)) score += 10; //fallthrough case EFFECT_GRASSY_TERRAIN: case EFFECT_PSYCHIC_TERRAIN: score += 2; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_TERRAIN_EXTENDER) score += 2; break; case EFFECT_PLEDGE: if (isDoubleBattle) { if (HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_PLEDGE)) score += 3; // Partner might use pledge move } break; case EFFECT_TRICK_ROOM: if (!(gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef)) score += 3; else if ((gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef)) score += 3; break; case EFFECT_MAGIC_ROOM: score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_NONE && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_NONE) score++; if (isDoubleBattle && AI_DATA->holdEffects[BATTLE_PARTNER(battlerAtk)] == HOLD_EFFECT_NONE && AI_DATA->holdEffects[BATTLE_PARTNER(battlerDef)] != HOLD_EFFECT_NONE) score++; break; case EFFECT_WONDER_ROOM: if ((HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL) && gBattleMons[battlerAtk].defense < gBattleMons[battlerAtk].spDefense) || (HasMoveWithSplit(battlerDef, SPLIT_SPECIAL) && gBattleMons[battlerAtk].spDefense < gBattleMons[battlerAtk].defense)) score += 2; break; case EFFECT_GRAVITY: if (!(gFieldStatuses & STATUS_FIELD_GRAVITY)) { if (HasSleepMoveWithLowAccuracy(battlerAtk, battlerDef)) // Has Gravity for a move like Hypnosis IncreaseSleepScore(battlerAtk, battlerDef, move, &score); else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef])) score += 2; else score++; } break; case EFFECT_ION_DELUGE: if ((AI_DATA->abilities[battlerAtk] == ABILITY_VOLT_ABSORB || AI_DATA->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE || AI_DATA->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD) && gBattleMoves[predictedMove].type == TYPE_NORMAL) score += 2; break; case EFFECT_FLING: /* TODO switch (gFlingTable[AI_DATA->items[battlerAtk]].effect) { case MOVE_EFFECT_BURN: IncreaseBurnScore(battlerAtk, battlerDef, move, &score); break; case MOVE_EFFECT_FLINCH: score += ShouldTryToFlinch(battlerAtk, battlerDef, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], move); break; case MOVE_EFFECT_PARALYSIS: IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score); break; case MOVE_EFFECT_POISON: case MOVE_EFFECT_TOXIC: IncreasePoisonScore(battlerAtk, battlerDef, move, &score); break; case MOVE_EFFECT_FREEZE: if (AI_CanFreeze(battlerAtk, battlerDef)) score += 3; break; }*/ break; case EFFECT_FEINT: if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT) score += 3; break; case EFFECT_EMBARGO: if (AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_NONE) score++; break; case EFFECT_POWDER: if (predictedMove != MOVE_NONE && !IS_MOVE_STATUS(predictedMove) && gBattleMoves[predictedMove].type == TYPE_FIRE) score += 3; break; case EFFECT_TELEKINESIS: if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, AI_DATA->abilities[battlerAtk], AI_DATA->abilities[battlerDef], AI_DATA->holdEffects[battlerAtk], AI_DATA->holdEffects[battlerDef]) || !IsBattlerGrounded(battlerDef)) score++; break; case EFFECT_THROAT_CHOP: if (predictedMove != MOVE_NONE && TestMoveFlags(predictedMove, FLAG_SOUND) && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == 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 (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER && predictedMove != MOVE_NONE && IsHealingMoveEffect(gBattleMoves[predictedMove].effect)) score += 3; // Try to cancel healing move else if (HasHealingEffect(battlerDef) || AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_LEFTOVERS || (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_BLACK_SLUDGE && IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON))) score += 2; break; case EFFECT_SOAK: if (HasMoveWithType(battlerAtk, TYPE_ELECTRIC) || HasMoveWithType(battlerAtk, TYPE_GRASS) || HasMoveEffect(battlerAtk, EFFECT_FREEZE_DRY)) score += 2; // Get some super effective moves break; case EFFECT_THIRD_TYPE: if (AI_DATA->abilities[battlerDef] == ABILITY_WONDER_GUARD) score += 2; // Give target more weaknesses break; case EFFECT_ELECTRIFY: if (predictedMove != MOVE_NONE && (AI_DATA->abilities[battlerAtk] == ABILITY_VOLT_ABSORB || AI_DATA->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE || AI_DATA->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD)) { score += 3; } break; case EFFECT_TOPSY_TURVY: if (CountPositiveStatStages(battlerDef) > CountNegativeStatStages(battlerDef)) score++; break; case EFFECT_FAIRY_LOCK: if (!IsBattlerTrapped(battlerDef, TRUE)) { if (ShouldTrap(battlerAtk, battlerDef, move)) score += 8; } break; case EFFECT_QUASH: if (isDoubleBattle && AI_WhoStrikesFirst(BATTLE_PARTNER(battlerAtk), battlerDef, AI_DATA->partnerMove) == AI_IS_SLOWER) // Attacker partner wouldn't go before target score++; break; case EFFECT_TAILWIND: if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef)) score += 2; break; case EFFECT_LUCKY_CHANT: if (!isDoubleBattle) { score++; } else { if (CountUsablePartyMons(battlerDef) > 0) score += 8; } break; case EFFECT_MAGNET_RISE: if (IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_ELECTRIC) && !(AI_GetTypeEffectiveness(MOVE_EARTHQUAKE, battlerDef, battlerAtk) == AI_EFFECTIVENESS_x0)) // Doesn't resist ground move { if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first { if (gBattleMoves[predictedMove].type == TYPE_GROUND) score += 3; // Cause the enemy's move to fail break; } else // Opponent Goes First { if (HasDamagingMoveOfType(battlerDef, TYPE_GROUND)) score += 2; break; } } break; case EFFECT_CAMOUFLAGE: if (predictedMove != MOVE_NONE && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER // Attacker goes first && !IS_MOVE_STATUS(move) && AI_GetTypeEffectiveness(predictedMove, battlerDef, battlerAtk) != AI_EFFECTIVENESS_x0) score++; break; case EFFECT_FLAME_BURST: if (isDoubleBattle) { if (IsBattlerAlive(BATTLE_PARTNER(battlerDef)) && AI_DATA->hpPercents[BATTLE_PARTNER(battlerDef)] < 12 && AI_DATA->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD && !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE)) score++; } break; case EFFECT_TOXIC_THREAD: IncreasePoisonScore(battlerAtk, battlerDef, move, &score); IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); break; case EFFECT_TWO_TURNS_ATTACK: case EFFECT_SKULL_BASH: case EFFECT_SOLAR_BEAM: if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB) score += 2; break; case EFFECT_COUNTER: if (!IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) && predictedMove != MOVE_NONE) { if (gDisableStructs[battlerDef].tauntTimer != 0) score++; // target must use damaging move if (GetMoveDamageResult(predictedMove) >= MOVE_POWER_GOOD && GetBattleMoveSplit(predictedMove) == SPLIT_PHYSICAL) score += 3; } break; case EFFECT_MIRROR_COAT: if (!IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) && predictedMove != MOVE_NONE) { if (gDisableStructs[battlerDef].tauntTimer != 0) score++; // target must use damaging move if (GetMoveDamageResult(predictedMove) >= MOVE_POWER_GOOD && GetBattleMoveSplit(predictedMove) == SPLIT_SPECIAL) score += 3; } break; case EFFECT_FLAIL: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Ai goes first { if (AI_DATA->hpPercents[battlerAtk] < 20) score++; else if (AI_DATA->hpPercents[battlerAtk] < 8) score += 2; } break; case EFFECT_SHORE_UP: if (AI_WeatherHasEffect() && (gBattleWeather & B_WEATHER_SANDSTORM) && ShouldRecover(battlerAtk, battlerDef, move, 67)) score += 3; else if (ShouldRecover(battlerAtk, battlerDef, move, 50)) score += 2; break; case EFFECT_FACADE: if (gBattleMons[battlerAtk].status1 & (STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)) score++; break; case EFFECT_FOCUS_PUNCH: if (!isDoubleBattle && effectiveness > AI_EFFECTIVENESS_x0_5) { if (IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef])) score += 2; else if (gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)) score++; } break; case EFFECT_SMELLINGSALT: if (gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS) score += 2; break; case EFFECT_WAKE_UP_SLAP: if (gBattleMons[battlerDef].status1 & STATUS1_SLEEP) score += 2; break; case EFFECT_REVENGE: if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP) && !(gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION))) score += 2; break; case EFFECT_ENDEAVOR: if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent faster { if (AI_DATA->hpPercents[battlerAtk] < 40) score++; } else if (AI_DATA->hpPercents[battlerAtk] < 50) { score++; } break; //case EFFECT_EXTREME_EVOBOOST: // TODO //break; //case EFFECT_CLANGOROUS_SOUL: // TODO //break; //case EFFECT_NO_RETREAT: // TODO //break; //case EFFECT_SKY_DROP //break; } // move effect checks return score; } // Effects that are encouraged on the first turn of battle static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsTargetingPartner(battlerAtk, battlerDef) || gBattleResults.battleTurnCounter != 0) return score; if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER && CanTargetFaintAi(battlerDef, battlerAtk) && GetMovePriority(battlerAtk, move) == 0) { RETURN_SCORE_MINUS(20); // No point in setting up if you will faint. Should just switch if possible.. } // check effects to prioritize first turn switch (gBattleMoves[move].effect) { case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_USER_ALLY: case EFFECT_DEFENSE_UP: case EFFECT_SPEED_UP: case EFFECT_SPECIAL_ATTACK_UP: case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_ACCURACY_UP: case EFFECT_EVASION_UP: case EFFECT_ATTACK_DOWN: case EFFECT_DEFENSE_DOWN: case EFFECT_SPEED_DOWN: case EFFECT_SPECIAL_ATTACK_DOWN: case EFFECT_SPECIAL_DEFENSE_DOWN: case EFFECT_ACCURACY_DOWN: case EFFECT_EVASION_DOWN: case EFFECT_CONVERSION: case EFFECT_LIGHT_SCREEN: case EFFECT_FOCUS_ENERGY: case EFFECT_CONFUSE: case EFFECT_ATTACK_UP_2: case EFFECT_DEFENSE_UP_2: case EFFECT_DEFENSE_UP_3: case EFFECT_SPEED_UP_2: case EFFECT_SPECIAL_ATTACK_UP_2: case EFFECT_SPECIAL_ATTACK_UP_3: case EFFECT_SPECIAL_DEFENSE_UP_2: case EFFECT_ACCURACY_UP_2: case EFFECT_EVASION_UP_2: case EFFECT_ATTACK_DOWN_2: case EFFECT_DEFENSE_DOWN_2: case EFFECT_SPEED_DOWN_2: case EFFECT_SPECIAL_ATTACK_DOWN_2: case EFFECT_SPECIAL_DEFENSE_DOWN_2: case EFFECT_ACCURACY_DOWN_2: case EFFECT_EVASION_DOWN_2: case EFFECT_REFLECT: case EFFECT_POISON: case EFFECT_PARALYZE: case EFFECT_SUBSTITUTE: case EFFECT_LEECH_SEED: case EFFECT_MINIMIZE: case EFFECT_CURSE: case EFFECT_SWAGGER: case EFFECT_CAMOUFLAGE: case EFFECT_YAWN: case EFFECT_DEFENSE_CURL: case EFFECT_TORMENT: case EFFECT_FLATTER: case EFFECT_WILL_O_WISP: case EFFECT_INGRAIN: case EFFECT_IMPRISON: case EFFECT_TEETER_DANCE: case EFFECT_TICKLE: case EFFECT_COSMIC_POWER: case EFFECT_BULK_UP: case EFFECT_CALM_MIND: case EFFECT_ACUPRESSURE: case EFFECT_AUTOTOMIZE: case EFFECT_SHIFT_GEAR: case EFFECT_SHELL_SMASH: case EFFECT_GROWTH: case EFFECT_QUIVER_DANCE: case EFFECT_ATTACK_SPATK_UP: case EFFECT_ATTACK_ACCURACY_UP: case EFFECT_PSYCHIC_TERRAIN: case EFFECT_GRASSY_TERRAIN: case EFFECT_ELECTRIC_TERRAIN: case EFFECT_MISTY_TERRAIN: case EFFECT_STEALTH_ROCK: case EFFECT_TOXIC_SPIKES: case EFFECT_TRICK_ROOM: case EFFECT_WONDER_ROOM: case EFFECT_MAGIC_ROOM: case EFFECT_TAILWIND: case EFFECT_DRAGON_DANCE: case EFFECT_STICKY_WEB: case EFFECT_RAIN_DANCE: case EFFECT_SUNNY_DAY: case EFFECT_SANDSTORM: case EFFECT_HAIL: case EFFECT_GEOMANCY: case EFFECT_VICTORY_DANCE: case EFFECT_HIT_SET_ENTRY_HAZARD: score += 2; break; default: break; } return score; } // Adds score bonus to 'riskier' move effects and high crit moves static s16 AI_Risky(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsTargetingPartner(battlerAtk, battlerDef)) return score; if (TestMoveFlags(move, FLAG_HIGH_CRIT)) score += 2; switch (gBattleMoves[move].effect) { case EFFECT_SLEEP: case EFFECT_EXPLOSION: case EFFECT_MIRROR_MOVE: case EFFECT_OHKO: case EFFECT_CONFUSE: case EFFECT_METRONOME: case EFFECT_PSYWAVE: case EFFECT_COUNTER: case EFFECT_DESTINY_BOND: case EFFECT_SWAGGER: case EFFECT_ATTRACT: case EFFECT_PRESENT: case EFFECT_ALL_STATS_UP_HIT: case EFFECT_BELLY_DRUM: case EFFECT_MIRROR_COAT: case EFFECT_FOCUS_PUNCH: case EFFECT_REVENGE: case EFFECT_TEETER_DANCE: if (Random() & 1) score += 2; break; default: break; } return score; } // Adds score bonus to best powered move static s16 AI_PreferStrongestMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsTargetingPartner(battlerAtk, battlerDef)) return score; if (GetMoveDamageResult(move) == MOVE_POWER_BEST) score += 2; return score; } // Prefers moves that are good for baton pass static s16 AI_PreferBatonPass(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { u32 i; if (IsTargetingPartner(battlerAtk, battlerDef) || CountUsablePartyMons(battlerAtk) == 0 || GetMoveDamageResult(move) != MOVE_POWER_OTHER || !HasMoveEffect(battlerAtk, EFFECT_BATON_PASS) || IsBattlerTrapped(battlerAtk, TRUE)) return score; if (IsStatRaisingEffect(gBattleMoves[move].effect)) { if (gBattleResults.battleTurnCounter == 0) score += 5; else if (AI_DATA->hpPercents[battlerAtk] < 60) score -= 10; else score++; } // other specific checks switch (gBattleMoves[move].effect) { case EFFECT_INGRAIN: if (!(gStatuses3[battlerAtk] & STATUS3_ROOTED)) score += 2; break; case EFFECT_AQUA_RING: if (!(gStatuses3[battlerAtk] & STATUS3_AQUA_RING)) score += 2; break; case EFFECT_PROTECT: if (gLastMoves[battlerAtk] == MOVE_PROTECT || gLastMoves[battlerAtk] == MOVE_DETECT) score -= 2; else score += 2; break; case EFFECT_BATON_PASS: for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { IncreaseStatUpScore(battlerAtk, battlerDef, i, &score); } if (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING)) score += 2; if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED) score -= 3; break; default: break; } return score; } static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { u16 effect = gBattleMoves[move].effect; u8 moveType = gBattleMoves[move].type; SetTypeBeforeUsingMove(move, battlerAtk); GET_MOVE_TYPE(move, moveType); if (IsTargetingPartner(battlerAtk, battlerDef)) { if ((effect == EFFECT_HEAL_PULSE || effect == EFFECT_HIT_ENEMY_HEAL_ALLY) || (moveType == TYPE_ELECTRIC && AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_VOLT_ABSORB) || (moveType == TYPE_WATER && (AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_DRY_SKIN || AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_WATER_ABSORB))) { if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK) return 0; if (CanTargetFaintAi(FOE(battlerAtk), BATTLE_PARTNER(battlerAtk)) || (CanTargetFaintAi(BATTLE_PARTNER(FOE(battlerAtk)), BATTLE_PARTNER(battlerAtk)))) score--; if (AI_DATA->hpPercents[battlerDef] <= 50) score++; } } else { // Consider AI HP if (AI_DATA->hpPercents[battlerAtk] > 70) { // high hp switch (effect) { case EFFECT_EXPLOSION: case EFFECT_RESTORE_HP: case EFFECT_REST: case EFFECT_DESTINY_BOND: case EFFECT_FLAIL: case EFFECT_ENDURE: case EFFECT_MORNING_SUN: case EFFECT_SYNTHESIS: case EFFECT_MOONLIGHT: case EFFECT_SHORE_UP: case EFFECT_SOFTBOILED: case EFFECT_ROOST: case EFFECT_MEMENTO: case EFFECT_GRUDGE: case EFFECT_OVERHEAT: score -= 2; break; default: break; } } else if (AI_DATA->hpPercents[battlerAtk] > 30) { // med hp if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect)) score -= 2; switch (effect) { case EFFECT_EXPLOSION: case EFFECT_BIDE: case EFFECT_CONVERSION: case EFFECT_LIGHT_SCREEN: case EFFECT_MIST: case EFFECT_FOCUS_ENERGY: case EFFECT_CONVERSION_2: case EFFECT_SAFEGUARD: case EFFECT_BELLY_DRUM: score -= 2; break; default: break; } } else { // low hp if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect)) score -= 2; // check other discouraged low hp effects switch (effect) { case EFFECT_BIDE: case EFFECT_CONVERSION: case EFFECT_REFLECT: case EFFECT_LIGHT_SCREEN: case EFFECT_AURORA_VEIL: case EFFECT_MIST: case EFFECT_FOCUS_ENERGY: case EFFECT_RAGE: case EFFECT_CONVERSION_2: case EFFECT_LOCK_ON: case EFFECT_SAFEGUARD: case EFFECT_BELLY_DRUM: case EFFECT_PSYCH_UP: case EFFECT_MIRROR_COAT: case EFFECT_SOLAR_BEAM: case EFFECT_TWO_TURNS_ATTACK: case EFFECT_ERUPTION: case EFFECT_TICKLE: case EFFECT_SUNNY_DAY: case EFFECT_SANDSTORM: case EFFECT_HAIL: case EFFECT_RAIN_DANCE: score -= 2; break; default: break; } } } // consider target HP if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)) { score += 2; } else { if (AI_DATA->hpPercents[battlerDef] > 70) { // high HP ; // nothing yet } else if (AI_DATA->hpPercents[battlerDef] > 30) { // med HP - check discouraged effects switch (effect) { case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_USER_ALLY: case EFFECT_DEFENSE_UP: case EFFECT_SPEED_UP: case EFFECT_SPECIAL_ATTACK_UP: case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_ACCURACY_UP: case EFFECT_EVASION_UP: case EFFECT_ATTACK_DOWN: case EFFECT_DEFENSE_DOWN: case EFFECT_SPEED_DOWN: case EFFECT_SPECIAL_ATTACK_DOWN: case EFFECT_SPECIAL_DEFENSE_DOWN: case EFFECT_ACCURACY_DOWN: case EFFECT_EVASION_DOWN: case EFFECT_MIST: case EFFECT_FOCUS_ENERGY: case EFFECT_ATTACK_UP_2: case EFFECT_DEFENSE_UP_2: case EFFECT_SPEED_UP_2: case EFFECT_SPECIAL_ATTACK_UP_2: case EFFECT_SPECIAL_DEFENSE_UP_2: case EFFECT_ACCURACY_UP_2: case EFFECT_EVASION_UP_2: case EFFECT_ATTACK_DOWN_2: case EFFECT_DEFENSE_DOWN_2: case EFFECT_SPEED_DOWN_2: case EFFECT_SPECIAL_ATTACK_DOWN_2: case EFFECT_SPECIAL_DEFENSE_DOWN_2: case EFFECT_ACCURACY_DOWN_2: case EFFECT_EVASION_DOWN_2: case EFFECT_POISON: case EFFECT_PAIN_SPLIT: case EFFECT_PERISH_SONG: case EFFECT_SAFEGUARD: case EFFECT_TICKLE: case EFFECT_COSMIC_POWER: case EFFECT_BULK_UP: case EFFECT_CALM_MIND: case EFFECT_DRAGON_DANCE: case EFFECT_DEFENSE_UP_3: case EFFECT_SPECIAL_ATTACK_UP_3: score -= 2; break; default: break; } } else { // low HP if (IS_MOVE_STATUS(move)) score -= 2; // don't use status moves if target is at low health } } return score; } static void AI_Flee(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); } static void AI_Watch(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); } // Roaming pokemon logic static s16 AI_Roaming(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsBattlerTrapped(battlerAtk, FALSE)) return score; AI_Flee(); return score; } // Safari pokemon logic static s16 AI_Safari(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { u8 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20. if ((Random() % 100) < safariFleeRate) AI_Flee(); else AI_Watch(); return score; } // First battle logic static s16 AI_FirstBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (AI_DATA->hpPercents[battlerDef] <= 20) AI_Flee(); return score; }