#include "global.h" #include "battle_ai_script_commands.h" #include "pokemon.h" #include "battle.h" #include "species.h" #include "constants/abilities.h" #include "rng.h" #include "item.h" #include "constants/battle_move_effects.h" #include "moves.h" #include "util.h" #define AIScriptRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24) #define AIScriptRead16(ptr) ((ptr)[0] | (ptr)[1] << 8) #define AIScriptRead8(ptr) ((ptr)[0]) #define AIScriptReadPtr(ptr) (const u8*) AIScriptRead32(ptr) #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 #define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai)) #define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory)) enum { AI_TARGET, AI_USER, AI_TARGET_PARTNER, AI_USER_PARTNER }; // AI states enum { AIState_SettingUp, AIState_Processing, AIState_FinishedProcessing, AIState_DoNotProcess }; /* gAIScriptPtr is a pointer to the next battle AI cmd command to read. when a command finishes processing, gAIScriptPtr is incremented by the number of bytes that the current command had reserved for arguments in order to read the next command correctly. refer to battle_ai_scripts.s for the AI scripts. */ extern u32 gBattleTypeFlags; extern u8 gActiveBank; extern struct BattlePokemon gBattleMons[BATTLE_BANKS_COUNT]; extern u16 gCurrentMove; extern u8 gBankTarget; extern u8 gAbsentBankFlags; extern u16 gLastMoves[BATTLE_BANKS_COUNT]; extern u16 gTrainerBattleOpponent_A; extern u16 gTrainerBattleOpponent_B; extern u32 gStatuses3[BATTLE_BANKS_COUNT]; extern u16 gSideAffecting[2]; extern u16 gBattlePartyID[BATTLE_BANKS_COUNT]; extern u16 gDynamicBasePower; extern u8 gBattleMoveFlags; extern s32 gBattleMoveDamage; extern u8 gCritMultiplier; extern u16 gBattleWeather; extern const struct BattleMove gBattleMoves[]; extern const struct BaseStats gBaseStats[]; extern const u8 * const gBattleAI_ScriptsTable[]; extern u32 GetAiScriptsInRecordedBattle(); extern u32 GetAiScriptsInBattleFactory(); static u8 BattleAI_ChooseMoveOrAction_Singles(void); static u8 BattleAI_ChooseMoveOrAction_Doubles(void); static void RecordLastUsedMoveByTarget(void); static void BattleAI_DoAIProcessing(void); static void AIStackPushVar(const u8 *); static bool8 AIStackPop(void); static void BattleAICmd_if_random_less_than(void); static void BattleAICmd_if_random_greater_than(void); static void BattleAICmd_if_random_equal(void); static void BattleAICmd_if_random_not_equal(void); static void BattleAICmd_score(void); static void BattleAICmd_if_hp_less_than(void); static void BattleAICmd_if_hp_more_than(void); static void BattleAICmd_if_hp_equal(void); static void BattleAICmd_if_hp_not_equal(void); static void BattleAICmd_if_status(void); static void BattleAICmd_if_not_status(void); static void BattleAICmd_if_status2(void); static void BattleAICmd_if_not_status2(void); static void BattleAICmd_if_status3(void); static void BattleAICmd_if_not_status3(void); static void BattleAICmd_if_side_affecting(void); static void BattleAICmd_if_not_side_affecting(void); static void BattleAICmd_if_less_than(void); static void BattleAICmd_if_more_than(void); static void BattleAICmd_if_equal(void); static void BattleAICmd_if_not_equal(void); static void BattleAICmd_if_less_than_32(void); static void BattleAICmd_if_more_than_32(void); static void BattleAICmd_if_equal_32(void); static void BattleAICmd_if_not_equal_32(void); static void BattleAICmd_if_move(void); static void BattleAICmd_if_not_move(void); static void BattleAICmd_if_in_bytes(void); static void BattleAICmd_if_not_in_bytes(void); static void BattleAICmd_if_in_hwords(void); static void BattleAICmd_if_not_in_hwords(void); static void BattleAICmd_if_user_can_damage(void); static void BattleAICmd_if_user_cant_damage(void); static void BattleAICmd_get_turn_count(void); static void BattleAICmd_get_type(void); static void BattleAICmd_get_last_used_bank_move_power(void); static void BattleAICmd_is_most_powerful_move(void); static void BattleAICmd_get_last_used_bank_move(void); static void BattleAICmd_if_arg_equal(void); static void BattleAICmd_if_arg_not_equal(void); static void BattleAICmd_if_would_go_first(void); static void BattleAICmd_if_would_not_go_first(void); static void BattleAICmd_nullsub_2A(void); static void BattleAICmd_nullsub_2B(void); static void BattleAICmd_count_alive_pokemon(void); static void BattleAICmd_get_considered_move(void); static void BattleAICmd_get_considered_move_effect(void); static void BattleAICmd_get_ability(void); static void BattleAICmd_get_highest_type_effectiveness(void); static void BattleAICmd_if_type_effectiveness(void); static void BattleAICmd_nullsub_32(void); static void BattleAICmd_nullsub_33(void); static void BattleAICmd_if_status_in_party(void); static void BattleAICmd_if_status_not_in_party(void); static void BattleAICmd_get_weather(void); static void BattleAICmd_if_effect(void); static void BattleAICmd_if_not_effect(void); static void BattleAICmd_if_stat_level_less_than(void); static void BattleAICmd_if_stat_level_more_than(void); static void BattleAICmd_if_stat_level_equal(void); static void BattleAICmd_if_stat_level_not_equal(void); static void BattleAICmd_if_can_faint(void); static void BattleAICmd_if_cant_faint(void); static void BattleAICmd_if_has_move(void); static void BattleAICmd_if_dont_have_move(void); static void BattleAICmd_if_move_effect(void); static void BattleAICmd_if_not_move_effect(void); static void BattleAICmd_if_any_move_disabled_or_encored(void); static void BattleAICmd_if_curr_move_disabled_or_encored(void); static void BattleAICmd_flee(void); static void BattleAICmd_if_random_100(void); static void BattleAICmd_watch(void); static void BattleAICmd_get_hold_effect(void); static void BattleAICmd_get_gender(void); static void BattleAICmd_is_first_turn(void); static void BattleAICmd_get_stockpile_count(void); static void BattleAICmd_is_double_battle(void); static void BattleAICmd_get_used_held_item(void); static void BattleAICmd_get_move_type_from_result(void); static void BattleAICmd_get_move_power_from_result(void); static void BattleAICmd_get_move_effect_from_result(void); static void BattleAICmd_get_protect_count(void); static void BattleAICmd_nullsub_52(void); static void BattleAICmd_nullsub_53(void); static void BattleAICmd_nullsub_54(void); static void BattleAICmd_nullsub_55(void); static void BattleAICmd_nullsub_56(void); static void BattleAICmd_nullsub_57(void); static void BattleAICmd_call(void); static void BattleAICmd_jump(void); static void BattleAICmd_end(void); static void BattleAICmd_if_level_cond(void); static void BattleAICmd_if_target_taunted(void); static void BattleAICmd_if_target_not_taunted(void); static void BattleAICmd_check_ability(void); static void BattleAICmd_is_of_type(void); static void BattleAICmd_if_target_is_ally(void); static void BattleAICmd_if_flash_fired(void); static void BattleAICmd_if_holds_item(void); // ewram EWRAM_DATA const u8 *gAIScriptPtr = NULL; EWRAM_DATA static u8 sBank_AI = 0; // const rom data typedef void (*BattleAICmdFunc)(void); static const BattleAICmdFunc sBattleAICmdTable[] = { BattleAICmd_if_random_less_than, // 0x0 BattleAICmd_if_random_greater_than, // 0x1 BattleAICmd_if_random_equal, // 0x2 BattleAICmd_if_random_not_equal, // 0x3 BattleAICmd_score, // 0x4 BattleAICmd_if_hp_less_than, // 0x5 BattleAICmd_if_hp_more_than, // 0x6 BattleAICmd_if_hp_equal, // 0x7 BattleAICmd_if_hp_not_equal, // 0x8 BattleAICmd_if_status, // 0x9 BattleAICmd_if_not_status, // 0xA BattleAICmd_if_status2, // 0xB BattleAICmd_if_not_status2, // 0xC BattleAICmd_if_status3, // 0xD BattleAICmd_if_not_status3, // 0xE BattleAICmd_if_side_affecting, // 0xF BattleAICmd_if_not_side_affecting, // 0x10 BattleAICmd_if_less_than, // 0x11 BattleAICmd_if_more_than, // 0x12 BattleAICmd_if_equal, // 0x13 BattleAICmd_if_not_equal, // 0x14 BattleAICmd_if_less_than_32, // 0x15 BattleAICmd_if_more_than_32, // 0x16 BattleAICmd_if_equal_32, // 0x17 BattleAICmd_if_not_equal_32, // 0x18 BattleAICmd_if_move, // 0x19 BattleAICmd_if_not_move, // 0x1A BattleAICmd_if_in_bytes, // 0x1B BattleAICmd_if_not_in_bytes, // 0x1C BattleAICmd_if_in_hwords, // 0x1D BattleAICmd_if_not_in_hwords, // 0x1E BattleAICmd_if_user_can_damage, // 0x1F BattleAICmd_if_user_cant_damage, // 0x20 BattleAICmd_get_turn_count, // 0x21 BattleAICmd_get_type, // 0x22 BattleAICmd_get_last_used_bank_move_power, // 0x23 BattleAICmd_is_most_powerful_move, // 0x24 BattleAICmd_get_last_used_bank_move, // 0x25 BattleAICmd_if_arg_equal, // 0x26 BattleAICmd_if_arg_not_equal, // 0x27 BattleAICmd_if_would_go_first, // 0x28 BattleAICmd_if_would_not_go_first, // 0x29 BattleAICmd_nullsub_2A, // 0x2A BattleAICmd_nullsub_2B, // 0x2B BattleAICmd_count_alive_pokemon, // 0x2C BattleAICmd_get_considered_move, // 0x2D BattleAICmd_get_considered_move_effect, // 0x2E BattleAICmd_get_ability, // 0x2F BattleAICmd_get_highest_type_effectiveness, // 0x30 BattleAICmd_if_type_effectiveness, // 0x31 BattleAICmd_nullsub_32, // 0x32 BattleAICmd_nullsub_33, // 0x33 BattleAICmd_if_status_in_party, // 0x34 BattleAICmd_if_status_not_in_party, // 0x35 BattleAICmd_get_weather, // 0x36 BattleAICmd_if_effect, // 0x37 BattleAICmd_if_not_effect, // 0x38 BattleAICmd_if_stat_level_less_than, // 0x39 BattleAICmd_if_stat_level_more_than, // 0x3A BattleAICmd_if_stat_level_equal, // 0x3B BattleAICmd_if_stat_level_not_equal, // 0x3C BattleAICmd_if_can_faint, // 0x3D BattleAICmd_if_cant_faint, // 0x3E BattleAICmd_if_has_move, // 0x3F BattleAICmd_if_dont_have_move, // 0x40 BattleAICmd_if_move_effect, // 0x41 BattleAICmd_if_not_move_effect, // 0x42 BattleAICmd_if_any_move_disabled_or_encored, // 0x43 BattleAICmd_if_curr_move_disabled_or_encored, // 0x44 BattleAICmd_flee, // 0x45 BattleAICmd_if_random_100, // 0x46 BattleAICmd_watch, // 0x47 BattleAICmd_get_hold_effect, // 0x48 BattleAICmd_get_gender, // 0x49 BattleAICmd_is_first_turn, // 0x4A BattleAICmd_get_stockpile_count, // 0x4B BattleAICmd_is_double_battle, // 0x4C BattleAICmd_get_used_held_item, // 0x4D BattleAICmd_get_move_type_from_result, // 0x4E BattleAICmd_get_move_power_from_result, // 0x4F BattleAICmd_get_move_effect_from_result, // 0x50 BattleAICmd_get_protect_count, // 0x51 BattleAICmd_nullsub_52, // 0x52 BattleAICmd_nullsub_53, // 0x53 BattleAICmd_nullsub_54, // 0x54 BattleAICmd_nullsub_55, // 0x55 BattleAICmd_nullsub_56, // 0x56 BattleAICmd_nullsub_57, // 0x57 BattleAICmd_call, // 0x58 BattleAICmd_jump, // 0x59 BattleAICmd_end, // 0x5A BattleAICmd_if_level_cond, // 0x5B BattleAICmd_if_target_taunted, // 0x5C BattleAICmd_if_target_not_taunted, // 0x5D BattleAICmd_if_target_is_ally, // 0x5E BattleAICmd_is_of_type, // 0x5F BattleAICmd_check_ability, // 0x60 BattleAICmd_if_flash_fired, // 0x61 BattleAICmd_if_holds_item, // 0x62 }; static const u16 sDiscouragedPowerfulMoveEffects[] = { EFFECT_EXPLOSION, EFFECT_DREAM_EATER, EFFECT_RAZOR_WIND, EFFECT_SKY_ATTACK, EFFECT_RECHARGE, EFFECT_SKULL_BASH, EFFECT_SOLARBEAM, EFFECT_SPIT_UP, EFFECT_FOCUS_PUNCH, EFFECT_SUPERPOWER, EFFECT_ERUPTION, EFFECT_OVERHEAT, 0xFFFF }; void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves) { s32 i; u8 *data = (u8 *)gBattleResources->battleHistory; for (i = 0; i < sizeof(struct BattleHistory); i++) data[i] = 0; // items are allowed to use in ONLY trainer battles if ((gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_x2000000 | BATTLE_TYPE_SECRET_BASE)) == BATTLE_TYPE_TRAINER) { for (i = 0; i < 4; i++) { if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0) { gBattleResources->battleHistory->trainerItems[gBattleResources->battleHistory->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i]; gBattleResources->battleHistory->itemsNo++; } } } BattleAI_SetupAIData(defaultScoreMoves); } void BattleAI_SetupAIData(u8 defaultScoreMoves) { s32 i; u8 *data = (u8 *)AI_THINKING_STRUCT; u8 moveLimitations; // clear AI data. for (i = 0; i < sizeof(struct AI_ThinkingStruct); i++) data[i] = 0; // conditional score reset, unlike Ruby. for (i = 0; i < 4; i++) { if (defaultScoreMoves & 1) AI_THINKING_STRUCT->score[i] = 100; else AI_THINKING_STRUCT->score[i] = 0; defaultScoreMoves >>= 1; } moveLimitations = CheckMoveLimitations(gActiveBank, 0, 0xFF); // ignore moves that aren't possible to use for (i = 0; i < 4; i++) { if (gBitTable[i] & moveLimitations) AI_THINKING_STRUCT->score[i] = 0; AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16); } gBattleResources->AI_ScriptsStack->size = 0; sBank_AI = gActiveBank; // decide a random target bank in doubles if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { gBankTarget = (Random() & 2) + (GetBankSide(gActiveBank) ^ 1); if (gAbsentBankFlags & gBitTable[gBankTarget]) gBankTarget ^= 2; } // in singles there's only one choice else gBankTarget = sBank_AI ^ 1; if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle(); else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) AI_THINKING_STRUCT->aiFlags = 0x40000000; else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER) AI_THINKING_STRUCT->aiFlags = 0x20000000; else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE) AI_THINKING_STRUCT->aiFlags = 0x80000000; else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory(); else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_x4000000 | BATTLE_TYPE_SECRET_BASE)) AI_THINKING_STRUCT->aiFlags = 7; // the smartest possible set 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; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) AI_THINKING_STRUCT->aiFlags |= 0x80; // act smart in doubles and don't attack your partner } u8 BattleAI_ChooseMoveOrAction(void) { u16 savedCurrentMove = gCurrentMove; u8 ret; if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE)) ret = BattleAI_ChooseMoveOrAction_Singles(); else ret = BattleAI_ChooseMoveOrAction_Doubles(); gCurrentMove = savedCurrentMove; return ret; } static u8 BattleAI_ChooseMoveOrAction_Singles(void) { u8 currentMoveArray[4]; u8 consideredMoveArray[4]; u8 numOfBestMoves; s32 i; RecordLastUsedMoveByTarget(); while (AI_THINKING_STRUCT->aiFlags != 0) { if (AI_THINKING_STRUCT->aiFlags & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } AI_THINKING_STRUCT->aiFlags >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } // special flags for safari if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) return 4; if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) return 5; numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[0]; consideredMoveArray[0] = 0; for (i = 1; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] != 0) // emerald adds an extra move ID check for some reason. { // in ruby, the order of these if statements are 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 BattleAI_ChooseMoveOrAction_Doubles(void) { s32 i; s32 j; s32 scriptsToRun; s16 bestMovePointsForTarget[4]; s8 mostViableTargetsArray[4]; u8 actionOrMoveIndex[4]; u8 mostViableMovesScores[4]; u8 mostViableMovesIndices[4]; s32 mostViableTargetsNo; s32 mostViableMovesNo; s16 mostMovePoints; for (i = 0; i < 4; i++) { if (i == sBank_AI || gBattleMons[i].hp == 0) { actionOrMoveIndex[i] = -1; bestMovePointsForTarget[i] = -1; } else { if (gBattleTypeFlags & BATTLE_TYPE_PALACE) BattleAI_SetupAIData(gBattleStruct->field_92 >> 4); else BattleAI_SetupAIData(0xF); gBankTarget = i; if ((i & BIT_SIDE) != (sBank_AI & BIT_SIDE)) RecordLastUsedMoveByTarget(); AI_THINKING_STRUCT->aiLogicId = 0; AI_THINKING_STRUCT->movesetIndex = 0; scriptsToRun = AI_THINKING_STRUCT->aiFlags; while (scriptsToRun != 0) { if (scriptsToRun & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } scriptsToRun >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) actionOrMoveIndex[i] = 4; else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) actionOrMoveIndex[i] = 5; else { mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0]; mostViableMovesIndices[0] = 0; mostViableMovesNo = 1; for (j = 1; j < 4; j++) { if (gBattleMons[sBank_AI].moves[j] != 0) { 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; } } //_08130E72 } actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo]; bestMovePointsForTarget[i] = mostViableMovesScores[0]; // don't use a move against ally if it has less than 100 pts if (i == (sBank_AI ^ BIT_MON) && bestMovePointsForTarget[i] < 100) { bestMovePointsForTarget[i] = -1; mostViableMovesScores[0] = mostViableMovesScores[0]; // needed to match } } } } mostMovePoints = bestMovePointsForTarget[0]; mostViableTargetsArray[0] = 0; mostViableTargetsNo = 1; for (i = 1; i < 4; i++) { //_08130EDA if (mostMovePoints == bestMovePointsForTarget[i]) { mostViableTargetsArray[mostViableTargetsNo] = i; mostViableTargetsNo++; } //_08130EEE if (mostMovePoints < bestMovePointsForTarget[i]) { mostMovePoints = bestMovePointsForTarget[i]; mostViableTargetsArray[0] = i; mostViableTargetsNo = 1; } } gBankTarget = mostViableTargetsArray[Random() % mostViableTargetsNo]; return actionOrMoveIndex[gBankTarget]; } 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: gAIScriptPtr = gBattleAI_ScriptsTable[AI_THINKING_STRUCT->aiLogicId]; // set AI ptr to logic ID. if (gBattleMons[sBank_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0) { AI_THINKING_STRUCT->moveConsidered = 0; } else { AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBank_AI].moves[AI_THINKING_STRUCT->movesetIndex]; } AI_THINKING_STRUCT->aiState++; break; case AIState_Processing: if (AI_THINKING_STRUCT->moveConsidered != 0) sBattleAICmdTable[*gAIScriptPtr](); // Run AI command. else { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE; } if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE) { AI_THINKING_STRUCT->movesetIndex++; if (AI_THINKING_STRUCT->movesetIndex < 4 && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK)) AI_THINKING_STRUCT->aiState = AIState_SettingUp; else AI_THINKING_STRUCT->aiState++; AI_THINKING_STRUCT->aiAction &= ~(AI_ACTION_DONE); } break; } } } static void RecordLastUsedMoveByTarget(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] == gLastMoves[gBankTarget]) break; if (gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] != gLastMoves[gBankTarget] // HACK: This redundant condition is a hack to make the asm match. && gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] == 0) { gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] = gLastMoves[gBankTarget]; break; } } } void ClearBankMoveHistory(u8 bank) { s32 i; for (i = 0; i < 4; i++) gBattleResources->battleHistory->usedMoves[bank].moves[i] = 0; } void RecordAbilityBattle(u8 bank, u8 abilityId) { gBattleResources->battleHistory->abilities[bank] = abilityId; } void ClearBankAbilityHistory(u8 bank) { gBattleResources->battleHistory->abilities[bank] = 0; } void RecordItemEffectBattle(u8 bank, u8 itemEffect) { gBattleResources->battleHistory->itemEffects[bank] = itemEffect; } void ClearBankItemEffectHistory(u8 bank) { gBattleResources->battleHistory->itemEffects[bank] = 0; } static void BattleAICmd_if_random_less_than(void) { u16 random = Random(); if (random % 256 < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_greater_than(void) { u16 random = Random(); if (random % 256 > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_equal(void) { u16 random = Random(); if (random % 256 == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_not_equal(void) { u16 random = Random(); if (random % 256 != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_score(void) { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += gAIScriptPtr[1]; // add the result to the array of the move consider's score. if (AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] < 0) // if the score is negative, flatten it to 0. AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; gAIScriptPtr += 2; // AI return. } static void BattleAICmd_if_hp_less_than(void) { u16 index; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_hp_more_than(void) { u16 index; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_hp_equal(void) { u16 index; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_hp_not_equal(void) { u16 index; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_status(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status1 & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_not_status(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status1 & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_status2(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status2 & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_not_status2(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gBattleMons[index].status2 & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_status3(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gStatuses3[index] & arg) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_not_status3(void) { u16 index; u32 arg; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gStatuses3[index] & arg) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_side_affecting(void) { u16 index; u32 arg1, arg2; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg1 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gSideAffecting[arg1] & arg2) != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_not_side_affecting(void) { u16 index; u32 arg1, arg2; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; arg1 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gSideAffecting[arg1] & arg2) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_less_than(void) { if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_more_than(void) { if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_equal(void) { if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_not_equal(void) { if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_less_than_32(void) { const u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult < *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_more_than_32(void) { const u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult > *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_equal_32(void) { const u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult == *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_not_equal_32(void) { const u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult != *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered == move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_not_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered != move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_in_bytes(void) { const u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void BattleAICmd_if_not_in_bytes(void) { const u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } static void BattleAICmd_if_in_hwords(void) { const u16 *ptr = (const u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void BattleAICmd_if_not_in_hwords(void) { const u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } static void BattleAICmd_if_user_can_damage(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].power != 0) break; } if (i == 4) gAIScriptPtr += 5; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } static void BattleAICmd_if_user_cant_damage(void) { s32 i; for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].power != 0) break; } if (i != 4) gAIScriptPtr += 5; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } static void BattleAICmd_get_turn_count(void) { AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter; gAIScriptPtr += 1; } static void BattleAICmd_get_type(void) { u8 typeVar = gAIScriptPtr[1]; switch (typeVar) { case 1: // player primary type AI_THINKING_STRUCT->funcResult = gBattleMons[sBank_AI].type1; break; case 0: // enemy primary type AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].type1; break; case 3: // player secondary type AI_THINKING_STRUCT->funcResult = gBattleMons[sBank_AI].type2; break; case 2: // enemy secondary type AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].type2; break; case 4: // type of move being pointed to AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type; break; } gAIScriptPtr += 2; } static u8 BattleAI_GetWantedBank(u8 index) { switch (index) { case AI_USER: return sBank_AI; case AI_TARGET: default: return gBankTarget; case AI_USER_PARTNER: return sBank_AI ^ BIT_MON; case AI_TARGET_PARTNER: return gBankTarget ^ BIT_MON; } } static void BattleAICmd_is_of_type(void) { u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]); if(gBattleMons[bank].type1 == gAIScriptPtr[2] || gBattleMons[bank].type2 == gAIScriptPtr[2]) { AI_THINKING_STRUCT->funcResult = 1; } else { AI_THINKING_STRUCT->funcResult = 0; } gAIScriptPtr += 3; } static void BattleAICmd_get_last_used_bank_move_power(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power; gAIScriptPtr += 1; } static void BattleAICmd_is_most_powerful_move(void) { s32 i, checkedMove; s32 moveDmgs[4]; for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i]) break; } if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1 && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF) { gDynamicBasePower = 0; *(&gBattleStruct->dynamicMoveType) = 0; gBattleScripting.dmgMultiplier = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; for (checkedMove = 0; checkedMove < 4; checkedMove++) { for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++) { if (gBattleMoves[gBattleMons[sBank_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i]) break; } if (gBattleMons[sBank_AI].moves[checkedMove] != MOVE_NONE && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF && gBattleMoves[gBattleMons[sBank_AI].moves[checkedMove]].power > 1) { gCurrentMove = gBattleMons[sBank_AI].moves[checkedMove]; AI_CalcDmg(sBank_AI, gBankTarget); TypeCalc(gCurrentMove, sBank_AI, gBankTarget); moveDmgs[checkedMove] = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[checkedMove] / 100; if (moveDmgs[checkedMove] == 0) moveDmgs[checkedMove] = 1; } else { moveDmgs[checkedMove] = 0; } } for (checkedMove = 0; checkedMove < 4; checkedMove++) { if (moveDmgs[checkedMove] > moveDmgs[AI_THINKING_STRUCT->movesetIndex]) break; } if (checkedMove == 4) AI_THINKING_STRUCT->funcResult = 2; // is the most powerful else AI_THINKING_STRUCT->funcResult = 1; // not most powerful } else { AI_THINKING_STRUCT->funcResult = 0; // highly discouraged in terms of power } gAIScriptPtr++; } static void BattleAICmd_get_last_used_bank_move(void) { if (gAIScriptPtr[1] == AI_USER) AI_THINKING_STRUCT->funcResult = gLastMoves[sBank_AI]; else AI_THINKING_STRUCT->funcResult = gLastMoves[gBankTarget]; gAIScriptPtr += 2; } static void BattleAICmd_if_arg_equal(void) { if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_arg_not_equal(void) { if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_would_go_first(void) { if (GetWhoStrikesFirst(sBank_AI, gBankTarget, TRUE) == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_would_not_go_first(void) { if (GetWhoStrikesFirst(sBank_AI, gBankTarget, TRUE) != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_nullsub_2A(void) { } static void BattleAICmd_nullsub_2B(void) { } static void BattleAICmd_count_alive_pokemon(void) { u8 index; u8 bankOnField1, bankOnField2; struct Pokemon *party; int i; AI_THINKING_STRUCT->funcResult = 0; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if (GetBankSide(index) == SIDE_PLAYER) party = gPlayerParty; else party = gEnemyParty; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { u32 status; bankOnField1 = gBattlePartyID[index]; status = GetBankIdentity(index) ^ 2; bankOnField2 = gBattlePartyID[GetBankByIdentity(status)]; } else // in singles there's only one bank by side { bankOnField1 = gBattlePartyID[index]; bankOnField2 = gBattlePartyID[index]; } for (i = 0; i < 6; i++) { if (i != bankOnField1 && i != bankOnField2 && GetMonData(&party[i], MON_DATA_HP) != 0 && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG) { AI_THINKING_STRUCT->funcResult++; } } gAIScriptPtr += 2; } static void BattleAICmd_get_considered_move(void) { AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered; gAIScriptPtr += 1; } static void BattleAICmd_get_considered_move_effect(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect; gAIScriptPtr += 1; } static void BattleAICmd_get_ability(void) { u8 index; if (gAIScriptPtr[1] == AI_USER) index = sBank_AI; else index = gBankTarget; if(gActiveBank != index) { if(BATTLE_HISTORY->abilities[index] != 0) { AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[index]; gAIScriptPtr += 2; return; } // abilities that prevent fleeing. if (gBattleMons[index].ability == ABILITY_SHADOW_TAG || gBattleMons[index].ability == ABILITY_MAGNET_PULL || gBattleMons[index].ability == ABILITY_ARENA_TRAP) { AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability; gAIScriptPtr += 2; return; } if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE) { if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE) { // AI has no knowledge of opponent, so it guesses which ability. if (Random() & 1) { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; } else { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; } } else { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; // it's definitely ability 1. } } else { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability. } } else { // The AI knows its own ability. AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability; } gAIScriptPtr += 2; } static void BattleAICmd_check_ability(void) { u32 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]); u32 ability = gAIScriptPtr[2]; if (gAIScriptPtr[1] == AI_TARGET || gAIScriptPtr[1] == AI_TARGET_PARTNER) { if (BATTLE_HISTORY->abilities[bank] != 0) { ability = BATTLE_HISTORY->abilities[bank]; AI_THINKING_STRUCT->funcResult = ability; } // abilities that prevent fleeing. else if (gBattleMons[bank].ability == ABILITY_SHADOW_TAG || gBattleMons[bank].ability == ABILITY_MAGNET_PULL || gBattleMons[bank].ability == ABILITY_ARENA_TRAP) { ability = gBattleMons[bank].ability; } else if (gBaseStats[gBattleMons[bank].species].ability1 != ABILITY_NONE) { if (gBaseStats[gBattleMons[bank].species].ability2 != ABILITY_NONE) { u8 abilityDummyVariable = ability; // needed to match if (gBaseStats[gBattleMons[bank].species].ability1 != abilityDummyVariable && gBaseStats[gBattleMons[bank].species].ability2 != abilityDummyVariable) { ability = gBaseStats[gBattleMons[bank].species].ability1; } else ability = 0; } else { ability = gBaseStats[gBattleMons[bank].species].ability1; } } else { ability = gBaseStats[gBattleMons[bank].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability. } } else { // The AI knows its own or partner's ability. ability = gBattleMons[bank].ability; } if (ability == 0) { AI_THINKING_STRUCT->funcResult = 2; // unable to answer } else if (ability == gAIScriptPtr[2]) { AI_THINKING_STRUCT->funcResult = 1; // pokemon has the ability we wanted to check } else { AI_THINKING_STRUCT->funcResult = 0; // pokemon doesn't have the ability we wanted to check } gAIScriptPtr += 3; } static void BattleAICmd_get_highest_type_effectiveness(void) { s32 i; u8* dynamicMoveType; gDynamicBasePower = 0; dynamicMoveType = &gBattleStruct->dynamicMoveType; *dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; AI_THINKING_STRUCT->funcResult = 0; for (i = 0; i < 4; i++) { gBattleMoveDamage = 40; gCurrentMove = gBattleMons[sBank_AI].moves[i]; if (gCurrentMove) { TypeCalc(gCurrentMove, sBank_AI, gBankTarget); // reduce by 1/3. if (gBattleMoveDamage == 120) gBattleMoveDamage = 80; if (gBattleMoveDamage == 240) gBattleMoveDamage = 160; if (gBattleMoveDamage == 30) gBattleMoveDamage = 20; if (gBattleMoveDamage == 15) gBattleMoveDamage = 10; if (gBattleMoveFlags & MOVESTATUS_NOTAFFECTED) gBattleMoveDamage = 0; if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage) AI_THINKING_STRUCT->funcResult = gBattleMoveDamage; } } gAIScriptPtr += 1; } static void BattleAICmd_if_type_effectiveness(void) { u8 damageVar; gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gBattleMoveDamage = 40; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; TypeCalc(gCurrentMove, sBank_AI, gBankTarget); if (gBattleMoveDamage == 120) gBattleMoveDamage = 80; if (gBattleMoveDamage == 240) gBattleMoveDamage = 160; if (gBattleMoveDamage == 30) gBattleMoveDamage = 20; if (gBattleMoveDamage == 15) gBattleMoveDamage = 10; if (gBattleMoveFlags & MOVESTATUS_NOTAFFECTED) gBattleMoveDamage = 0; // store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8. damageVar = gBattleMoveDamage; if (damageVar == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_nullsub_32(void) { } static void BattleAICmd_nullsub_33(void) { } static void BattleAICmd_if_status_in_party(void) { struct Pokemon *party; int i; u32 statusToCompareTo; u8 index; switch(gAIScriptPtr[1]) { case AI_USER: index = sBank_AI; break; default: index = gBankTarget; break; } party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty; statusToCompareTo = AIScriptRead32(gAIScriptPtr + 2); for (i = 0; i < 6; i++) { u16 species = GetMonData(&party[i], MON_DATA_SPECIES); u16 hp = GetMonData(&party[i], MON_DATA_HP); u32 status = GetMonData(&party[i], MON_DATA_STATUS); if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); return; } } gAIScriptPtr += 10; } static void BattleAICmd_if_status_not_in_party(void) { struct Pokemon *party; int i; u32 statusToCompareTo; u8 index; switch(gAIScriptPtr[1]) { case 1: index = sBank_AI; break; default: index = gBankTarget; break; } party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty; statusToCompareTo = AIScriptRead32(gAIScriptPtr + 2); for (i = 0; i < 6; i++) { u16 species = GetMonData(&party[i], MON_DATA_SPECIES); u16 hp = GetMonData(&party[i], MON_DATA_HP); u32 status = GetMonData(&party[i], MON_DATA_STATUS); if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo) { gAIScriptPtr += 10; // still bugged in Emerald } } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); } static void BattleAICmd_get_weather(void) { if (gBattleWeather & WEATHER_RAIN_ANY) AI_THINKING_STRUCT->funcResult = 1; if (gBattleWeather & WEATHER_SANDSTORM_ANY) AI_THINKING_STRUCT->funcResult = 2; if (gBattleWeather & WEATHER_SUN_ANY) AI_THINKING_STRUCT->funcResult = 0; if (gBattleWeather & WEATHER_HAIL_ANY) AI_THINKING_STRUCT->funcResult = 3; gAIScriptPtr += 1; } static void BattleAICmd_if_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_not_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_stat_level_less_than(void) { u32 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gBattleMons[bank].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void BattleAICmd_if_stat_level_more_than(void) { u32 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gBattleMons[bank].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void BattleAICmd_if_stat_level_equal(void) { u32 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gBattleMons[bank].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void BattleAICmd_if_stat_level_not_equal(void) { u32 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gBattleMons[bank].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void BattleAICmd_if_can_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; AI_CalcDmg(sBank_AI, gBankTarget); TypeCalc(gCurrentMove, sBank_AI, gBankTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100; // moves always do at least 1 damage. if (gBattleMoveDamage == 0) gBattleMoveDamage = 1; if (gBattleMons[gBankTarget].hp <= gBattleMoveDamage) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_cant_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gBattleMoveFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; AI_CalcDmg(sBank_AI, gBankTarget); TypeCalc(gCurrentMove, sBank_AI, gBankTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100; // this macro is missing the damage 0 = 1 assumption. if (gBattleMons[gBankTarget].hp > gBattleMoveDamage) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_has_move(void) { int i; const u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2); switch(gAIScriptPtr[1]) { case AI_USER: for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] == *temp_ptr) break; } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case AI_USER_PARTNER: if (gBattleMons[sBank_AI ^ 2].hp == 0) { gAIScriptPtr += 8; return; } else { for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI ^ 2].moves[i] == *temp_ptr) break; } } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < 4; i++) { if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] == *temp_ptr) break; } if (i == 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } } } static void BattleAICmd_if_dont_have_move(void) { int i; const u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2); switch(gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: // UB: no separate check for user partner for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] == *temp_ptr) break; } if (i != 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < 4; i++) { if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] == *temp_ptr) break; } if (i != 4) { gAIScriptPtr += 8; return; } else { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); return; } } } static void BattleAICmd_if_move_effect(void) { int i; switch (gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: for (i = 0; i < 4; i++) { if(gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].effect == gAIScriptPtr[2]) break; } if (i == 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < 4; i++) { if (gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBankTarget].moves[i]].effect == gAIScriptPtr[2]) break; } if (i == 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; } } static void BattleAICmd_if_not_move_effect(void) { int i; switch (gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: for (i = 0; i < 4; i++) { if(gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].effect == gAIScriptPtr[2]) break; } if (i != 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < 4; i++) { if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] && gBattleMoves[BATTLE_HISTORY->usedMoves[gBankTarget].moves[i]].effect == gAIScriptPtr[2]) break; } if (i != 4) gAIScriptPtr += 7; else gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); break; } } static void BattleAICmd_if_any_move_disabled_or_encored(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gAIScriptPtr[2] == 0) { if (gDisableStructs[bank].disabledMove == 0) { gAIScriptPtr += 7; return; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); return; } else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1. { gAIScriptPtr += 7; return; } else if (gDisableStructs[bank].encoredMove != 0) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); return; } gAIScriptPtr += 7; } static void BattleAICmd_if_curr_move_disabled_or_encored(void) { switch (gAIScriptPtr[1]) { case 0: if (gDisableStructs[gActiveBank].disabledMove == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: if (gDisableStructs[gActiveBank].encoredMove == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; default: gAIScriptPtr += 6; return; } } static void BattleAICmd_flee(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); } static void BattleAICmd_if_random_100(void) { u8 safariFleeRate = gBattleStruct->field_7B * 5; // safari flee rate, from 0-20 if ((u8)(Random() % 100) < safariFleeRate) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_watch(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); } static void BattleAICmd_get_hold_effect(void) { u8 bank; u16 status; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; if (gActiveBank != bank) { AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(BATTLE_HISTORY->itemEffects[bank]); } else AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[bank].item); gAIScriptPtr += 2; } static void BattleAICmd_if_holds_item(void) { u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]); u16 item; u8 var1, var2; if ((bank & BIT_SIDE) == (sBank_AI & BIT_SIDE)) item = gBattleMons[bank].item; else item = BATTLE_HISTORY->itemEffects[bank]; // UB: doesn't properly read an unaligned u16 var2 = gAIScriptPtr[2]; var1 = gAIScriptPtr[3]; if ((var1 | var2) == item) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void BattleAICmd_get_gender(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[bank].species, gBattleMons[bank].personality); gAIScriptPtr += 2; } static void BattleAICmd_is_first_turn(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].isFirstTurn; gAIScriptPtr += 2; } static void BattleAICmd_get_stockpile_count(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].stockpileCounter; gAIScriptPtr += 2; } static void BattleAICmd_is_double_battle(void) { AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE; gAIScriptPtr += 1; } static void BattleAICmd_get_used_held_item(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; // This is likely a leftover from Ruby's code and its ugly ewram access #ifdef NONMATCHING AI_THINKING_STRUCT->funcResult = gBattleStruct->usedHeldItems[bank]; #else AI_THINKING_STRUCT->funcResult = *(u8*)((u8*)(gBattleStruct) + offsetof(struct BattleStruct, usedHeldItems) + (bank * 2)); #endif // NONMATCHING gAIScriptPtr += 2; } static void BattleAICmd_get_move_type_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type; gAIScriptPtr += 1; } static void BattleAICmd_get_move_power_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power; gAIScriptPtr += 1; } static void BattleAICmd_get_move_effect_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect; gAIScriptPtr += 1; } static void BattleAICmd_get_protect_count(void) { u8 bank; if (gAIScriptPtr[1] == AI_USER) bank = sBank_AI; else bank = gBankTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].protectUses; gAIScriptPtr += 2; } static void BattleAICmd_nullsub_52(void) { } static void BattleAICmd_nullsub_53(void) { } static void BattleAICmd_nullsub_54(void) { } static void BattleAICmd_nullsub_55(void) { } static void BattleAICmd_nullsub_56(void) { } static void BattleAICmd_nullsub_57(void) { } static void BattleAICmd_call(void) { AIStackPushVar(gAIScriptPtr + 5); gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } static void BattleAICmd_jump(void) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); } static void BattleAICmd_end(void) { if (AIStackPop() == 0) AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE; } static void BattleAICmd_if_level_cond(void) { switch (gAIScriptPtr[1]) { case 0: // greater than if (gBattleMons[sBank_AI].level > gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: // less than if (gBattleMons[sBank_AI].level < gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 2: // equal if (gBattleMons[sBank_AI].level == gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; } } static void BattleAICmd_if_target_taunted(void) { if (gDisableStructs[gBankTarget].tauntTimer1 != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_target_not_taunted(void) { if (gDisableStructs[gBankTarget].tauntTimer1 == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_target_is_ally(void) { if((sBank_AI & 1) == (gBankTarget & 1)) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_flash_fired(void) { u8 index = BattleAI_GetWantedBank(gAIScriptPtr[1]); if(gBattleResources->flags->flags[index] & UNKNOWN_FLAG_FLASH_FIRE) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void AIStackPushVar(const u8 *var) { gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var; } static void AIStackPushVar_cursor(void) { gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr; } static bool8 AIStackPop(void) { if (gBattleResources->AI_ScriptsStack->size != 0) { --gBattleResources->AI_ScriptsStack->size; gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size]; return TRUE; } else return FALSE; }