#ifndef GUARD_BATTLE_AI_UTIL_H #define GUARD_BATTLE_AI_UTIL_H // for AI_WhoStrikesFirst #define AI_IS_FASTER 0 #define AI_IS_SLOWER 1 #define FOE(battler) ((BATTLE_OPPOSITE(battler)) & BIT_SIDE) #define AI_STRIKES_FIRST(battlerAi, battlerDef, move)((AI_WhoStrikesFirst(battlerAi, battlerDef, move) == AI_IS_FASTER)) bool32 AI_RandLessThan(u32 val); bool32 IsAiVsAiBattle(void); bool32 BattlerHasAi(u32 battlerId); bool32 IsAiBattlerAware(u32 battlerId); void ClearBattlerMoveHistory(u32 battlerId); void RecordLastUsedMoveBy(u32 battlerId, u32 move); void RecordKnownMove(u32 battlerId, u32 move); void RecordAbilityBattle(u32 battlerId, u32 abilityId); void ClearBattlerAbilityHistory(u32 battlerId); void RecordItemEffectBattle(u32 battlerId, u32 itemEffect); void ClearBattlerItemEffectHistory(u32 battlerId); void SaveBattlerData(u32 battlerId); void SetBattlerData(u32 battlerId); void RestoreBattlerData(u32 battlerId); u16 GetAIChosenMove(u32 battlerId); u32 GetTotalBaseStat(u32 species); bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler); bool32 AtMaxHp(u32 battler); u32 GetHealthPercentage(u32 battler); bool32 IsBattlerTrapped(u32 battler, bool32 switching); u32 AI_WhoStrikesFirst(u32 battlerAI, u32 battler2, u32 moveConsidered); bool32 CanTargetFaintAi(u32 battlerDef, u32 battlerAtk); bool32 CanTargetMoveFaintAi(u32 move, u32 battlerDef, u32 battlerAtk, u32 nHits); bool32 CanTargetFaintAiWithMod(u32 battlerDef, u32 battlerAtk, s32 hpMod, s32 dmgMod); s32 AI_GetAbility(u32 battlerId); u32 AI_GetHoldEffect(u32 battlerId); u32 AI_GetMoveAccuracy(u32 battlerAtk, u32 battlerDef, u32 move); bool32 DoesBattlerIgnoreAbilityChecks(u32 atkAbility, u32 move); u32 AI_GetWeather(struct AiLogicData *aiData); bool32 CanAIFaintTarget(u32 battlerAtk, u32 battlerDef, u32 numHits); bool32 CanIndexMoveFaintTarget(u32 battlerAtk, u32 battlerDef, u32 index, u32 numHits); bool32 AI_IsTerrainAffected(u32 battlerId, u32 flags); bool32 AI_IsBattlerGrounded(u32 battlerId); bool32 HasDamagingMove(u32 battlerId); bool32 HasDamagingMoveOfType(u32 battlerId, u32 type); u32 GetBattlerSecondaryDamage(u32 battlerId); bool32 BattlerWillFaintFromWeather(u32 battler, u32 ability); bool32 BattlerWillFaintFromSecondaryDamage(u32 battler, u32 ability); bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move); bool32 ShouldUseRecoilMove(u32 battlerAtk, u32 battlerDef, u32 recoilDmg, u32 moveIndex); u32 GetBattlerSideSpeedAverage(u32 battler); bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u32 move, s32 damage); bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent); bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u32 moveEffect); bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex); bool32 IsRecycleEncouragedItem(u16 item); bool32 ShouldRestoreHpBerry(u32 battlerAtk, u16 item); bool32 IsStatBoostingBerry(u16 item); bool32 CanKnockOffItem(u32 battler, u16 item); bool32 IsAbilityOfRating(u32 ability, s8 rating); s8 GetAbilityRating(u32 ability); bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability); bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move); u32 AI_GetBattlerMoveTargetType(u32 battlerId, u32 move); bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u16 chosenMove); // stat stage checks bool32 AnyStatIsRaised(u32 battlerId); bool32 ShouldLowerStat(u32 battler, u32 battlerAbility, u32 stat); bool32 BattlerStatCanRise(u32 battler, u32 battlerAbility, u32 stat); bool32 AreBattlersStatsMaxed(u32 battler); bool32 BattlerHasAnyStatRaised(u32 battlerId); u32 CountPositiveStatStages(u32 battlerId); u32 CountNegativeStatStages(u32 battlerId); bool32 ShouldLowerAttack(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerDefense(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpeed(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpAtk(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpDef(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerAccuracy(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerEvasion(u32 battlerAtk, u32 battlerDef, u32 defAbility); // move checks bool32 IsAffectedByPowder(u32 battler, u32 ability, u32 holdEffect); bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split); s32 AI_CalcDamageSaveBattlers(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower); s32 AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower, u32 weather); u32 GetNoOfHitsToKO(u32 dmg, s32 hp); void SetMoveDamageResult(u32 battlerAtk, u16 *moves); u32 GetMoveDamageResult(u32 battlerAtk, u32 battlerDef, u32 moveIndex); u32 GetCurrDamageHpPercent(u32 battlerAtk, u32 battlerDef); uq4_12_t AI_GetTypeEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef); u32 AI_GetMoveEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef); u16 *GetMovesArray(u32 battler); bool32 IsConfusionMoveEffect(u32 moveEffect); bool32 HasMove(u32 battlerId, u32 move); bool32 HasOnlyMovesWithSplit(u32 battlerId, u32 split, bool32 onlyOffensive); bool32 HasMoveWithSplit(u32 battler, u32 split); bool32 HasMoveWithType(u32 battler, u32 type); bool32 HasMoveWithTypeAndSplit(u32 battler, u32 type, u32 split); bool32 HasMoveEffect(u32 battlerId, u32 moveEffect); bool32 HasMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef, u32 accCheck, bool32 ignoreStatus, u32 atkAbility, u32 defAbility, u32 atkHoldEffect, u32 defHoldEffect); bool32 IsAromaVeilProtectedMove(u32 move); bool32 IsNonVolatileStatusMoveEffect(u32 moveEffect); bool32 IsStatLoweringMoveEffect(u32 moveEffect); bool32 IsMoveRedirectionPrevented(u32 move, u32 atkAbility); bool32 IsMoveEncouragedToHit(u32 battlerAtk, u32 battlerDef, u32 move); bool32 IsHazardMoveEffect(u32 moveEffect); bool32 MoveCallsOtherMove(u32 move); bool32 MoveRequiresRecharging(u32 move); bool32 IsEncoreEncouragedEffect(u32 moveEffect); void ProtectChecks(u32 battlerAtk, u32 battlerDef, u32 move, u32 predictedMove, s32 *score); bool32 ShouldSetSandstorm(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetHail(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetSnow(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetRain(u32 battlerAtk, u32 ability, u32 holdEffect); bool32 ShouldSetSun(u32 battlerAtk, u32 atkAbility, u32 holdEffect); bool32 HasSleepMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef); bool32 IsHealingMoveEffect(u32 effect); bool32 HasHealingEffect(u32 battler); bool32 IsTrappingMoveEffect(u32 effect); bool32 HasTrappingMoveEffect(u32 battler); bool32 ShouldFakeOut(u32 battlerAtk, u32 battlerDef, u32 move); bool32 HasThawingMove(u32 battler); bool32 IsStatRaisingEffect(u32 effect); bool32 IsStatLoweringEffect(u32 effect); bool32 IsStatRaisingEffect(u32 effect); bool32 IsAttackBoostMoveEffect(u32 effect); bool32 IsUngroundingEffect(u32 effect); bool32 IsSemiInvulnerable(u32 battlerDef, u32 move); bool32 HasSoundMove(u32 battler); bool32 HasHighCritRatioMove(u32 battler); bool32 HasMagicCoatAffectedMove(u32 battler); bool32 HasSnatchAffectedMove(u32 battler); // status checks bool32 AI_CanBeBurned(u32 battler, u32 ability); bool32 AI_CanGetFrostbite(u32 battler, u32 ability); bool32 AI_CanBeConfused(u32 battler, u32 ability); bool32 AI_CanSleep(u32 battler, u32 ability); bool32 IsBattlerIncapacitated(u32 battler, u32 ability); bool32 AI_CanPutToSleep(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 ShouldPoisonSelf(u32 battler, u32 ability); bool32 AI_CanPoison(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 AI_CanParalyze(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 AI_CanConfuse(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 ShouldBurnSelf(u32 battler, u32 ability); bool32 AI_CanBurn(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 AI_CanGiveFrostbite(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 AI_CanBeInfatuated(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 AnyPartyMemberStatused(u32 battlerId, bool32 checkSoundproof); u32 ShouldTryToFlinch(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move); bool32 ShouldTrap(u32 battlerAtk, u32 battlerDef, u32 move); bool32 IsWakeupTurn(u32 battler); bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId); // partner logic #define IS_TARGETING_PARTNER(battlerAtk, battlerDef)((battlerAtk) == (battlerDef ^ BIT_FLANK)) u32 GetAllyChosenMove(u32 battlerId); bool32 IsValidDoubleBattle(u32 battlerAtk); bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef); bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove); bool32 PartnerHasSameMoveEffectWithoutTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 PartnerMoveEffectIsStatusSameTarget(u32 battlerAtkPartner, u32 battlerDef, u32 partnerMove); bool32 PartnerMoveEffectIsWeather(u32 battlerAtkPartner, u32 partnerMove); bool32 PartnerMoveEffectIsTerrain(u32 battlerAtkPartner, u32 partnerMove); bool32 PartnerMoveIs(u32 battlerAtkPartner, u32 partnerMove, u32 moveCheck); bool32 PartnerMoveIsSameAsAttacker(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove); bool32 PartnerMoveIsSameNoTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 ShouldUseWishAromatherapy(u32 battlerAtk, u32 battlerDef, u32 move); // party logic struct BattlePokemon *AllocSaveBattleMons(void); void FreeRestoreBattleMons(struct BattlePokemon *savedBattleMons); s32 AI_CalcPartyMonBestMoveDamage(u32 battlerAtk, u32 battlerDef, struct Pokemon *attackerMon, struct Pokemon *targetMon); s32 CountUsablePartyMons(u32 battlerId); bool32 IsPartyFullyHealedExceptBattler(u32 battler); bool32 PartyHasMoveSplit(u32 battlerId, u32 split); bool32 SideHasMoveSplit(u32 battlerId, u32 split); // score increases void IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u32 statId, s32 *score); void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); #endif //GUARD_BATTLE_AI_UTIL_H