pokeemerald/src/battle_ai.c

2926 lines
77 KiB
C

#include "global.h"
#include "battle_ai.h"
#include "pokemon.h"
#include "battle.h"
#include "species.h"
#include "abilities.h"
#include "rng.h"
#include "item.h"
#include "battle_move_effects.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) (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[4];
extern u16 gCurrentMove;
extern u8 gBankTarget;
extern u8 gAbsentBankFlags;
extern u16 gLastUsedMovesByBanks[4];
extern u16 gTrainerBattleOpponent_A;
extern u16 gTrainerBattleOpponent_B;
extern u32 gStatuses3[4];
extern u16 gSideAffecting[2];
extern u16 gBattlePartyID[4];
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 u32 gBitTable[];
extern u8 * const gBattleAI_ScriptsTable[];
extern u8 GetBankIdentity(u8);
extern u8 b_first_side(u8, u8, u8);
extern u8 GetBankByPlayerAI(u8);
extern void TypeCalc(u16 move, u8 bankAtk, u8 bankDef);
extern void AI_CalcDmg(u8, u8);
extern u8 CheckMoveLimitations();
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(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_words(void);
static void BattleAICmd_if_not_in_words(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 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_words, // 0x1D
BattleAICmd_if_not_in_words, // 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];
}
#ifdef NONMATCHING
static u8 BattleAI_ChooseMoveOrAction_Doubles(void)
{
s32 i;
s32 j;
s32 scriptsToRun;
s16 mostMovePoints;
s16 bestMovePointsForTarget[4];
s8 mostViableTargetsArray[4];
u8 actionOrMoveIndex[4];
u8 mostViableMovesScores[4];
u8 mostViableMovesIndices[4];
s32 mostViableTargetsNo;
s32 mostViableMovesNo;
for (i = 0; i < 4; i++) //08130D14
{
if (i == sBank_AI || gBattleMons[i].hp == 0)
{
//_08130D2E
actionOrMoveIndex[i] = -1;
bestMovePointsForTarget[i] = -1;
}
//_08130D48
else
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
BattleAI_SetupAIData(gBattleStruct->field_92 >> 4);
else
BattleAI_SetupAIData(0xF);
//_08130D76
gBankTarget = i;
if ((i & 1) != (sBank_AI & 1))
RecordLastUsedMoveByTarget();
//_08130D90
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;
}
//_08130DD8
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
actionOrMoveIndex[i] = 4;
else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
actionOrMoveIndex[i] = 5;
else
{
//_08130E10
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 ^ 2) && bestMovePointsForTarget[i] < 100)
bestMovePointsForTarget[i] = -1;
}
}
//_08130EAE
}
//08130EC4
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];
}
#else
__attribute__((naked))
static u8 BattleAI_ChooseMoveOrAction_Doubles(void)
{
asm(".syntax unified\n\
push {r4-r7,lr}\n\
mov r7, r10\n\
mov r6, r9\n\
mov r5, r8\n\
push {r5-r7}\n\
sub sp, 0x24\n\
movs r0, 0\n\
mov r8, r0\n\
mov r1, sp\n\
adds r1, 0xC\n\
str r1, [sp, 0x1C]\n\
mov r2, sp\n\
adds r2, 0x8\n\
str r2, [sp, 0x18]\n\
str r1, [sp, 0x20]\n\
mov r10, sp\n\
_08130D14:\n\
ldr r0, =sBank_AI\n\
ldrb r0, [r0]\n\
cmp r8, r0\n\
beq _08130D2E\n\
movs r0, 0x58\n\
mov r7, r8\n\
muls r7, r0\n\
adds r0, r7, 0\n\
ldr r1, =gBattleMons\n\
adds r0, r1\n\
ldrh r0, [r0, 0x28]\n\
cmp r0, 0\n\
bne _08130D48\n\
_08130D2E:\n\
movs r0, 0xFF\n\
ldr r2, [sp, 0x20]\n\
strb r0, [r2]\n\
ldr r0, =0x0000ffff\n\
mov r7, r10\n\
strh r0, [r7]\n\
b _08130EAE\n\
.pool\n\
_08130D48:\n\
ldr r0, =gBattleTypeFlags\n\
ldr r0, [r0]\n\
movs r1, 0x80\n\
lsls r1, 10\n\
ands r0, r1\n\
cmp r0, 0\n\
beq _08130D70\n\
ldr r0, =gBattleStruct\n\
ldr r0, [r0]\n\
adds r0, 0x92\n\
ldrb r0, [r0]\n\
lsrs r0, 4\n\
bl BattleAI_SetupAIData\n\
b _08130D76\n\
.pool\n\
_08130D70:\n\
movs r0, 0xF\n\
bl BattleAI_SetupAIData\n\
_08130D76:\n\
ldr r0, =gBankTarget\n\
mov r1, r8\n\
strb r1, [r0]\n\
movs r1, 0x1\n\
mov r2, r8\n\
ands r2, r1\n\
ldr r0, =sBank_AI\n\
ldrb r0, [r0]\n\
ands r1, r0\n\
cmp r2, r1\n\
beq _08130D90\n\
bl RecordLastUsedMoveByTarget\n\
_08130D90:\n\
ldr r2, =gBattleResources\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
movs r1, 0\n\
strb r1, [r0, 0x11]\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
strb r1, [r0, 0x1]\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
ldr r4, [r0, 0xC]\n\
mov r9, r2\n\
cmp r4, 0\n\
beq _08130DD8\n\
mov r5, r9\n\
movs r6, 0\n\
_08130DB0:\n\
movs r0, 0x1\n\
ands r0, r4\n\
cmp r0, 0\n\
beq _08130DC2\n\
ldr r0, [r5]\n\
ldr r0, [r0, 0x14]\n\
strb r6, [r0]\n\
bl BattleAI_DoAIProcessing\n\
_08130DC2:\n\
asrs r4, 1\n\
ldr r0, [r5]\n\
ldr r1, [r0, 0x14]\n\
ldrb r0, [r1, 0x11]\n\
adds r0, 0x1\n\
strb r0, [r1, 0x11]\n\
ldr r0, [r5]\n\
ldr r0, [r0, 0x14]\n\
strb r6, [r0, 0x1]\n\
cmp r4, 0\n\
bne _08130DB0\n\
_08130DD8:\n\
mov r2, r9\n\
ldr r0, [r2]\n\
ldr r3, [r0, 0x14]\n\
ldrb r1, [r3, 0x10]\n\
movs r0, 0x2\n\
ands r0, r1\n\
cmp r0, 0\n\
beq _08130DFC\n\
movs r0, 0x4\n\
ldr r7, [sp, 0x20]\n\
strb r0, [r7]\n\
b _08130EAE\n\
.pool\n\
_08130DFC:\n\
movs r0, 0x4\n\
ands r0, r1\n\
lsls r0, 24\n\
lsrs r2, r0, 24\n\
cmp r2, 0\n\
beq _08130E10\n\
movs r0, 0x5\n\
ldr r1, [sp, 0x20]\n\
strb r0, [r1]\n\
b _08130EAE\n\
_08130E10:\n\
add r1, sp, 0x10\n\
ldrb r0, [r3, 0x4]\n\
strb r0, [r1]\n\
add r0, sp, 0x14\n\
strb r2, [r0]\n\
movs r5, 0x1\n\
movs r3, 0x1\n\
adds r6, r1, 0\n\
ldr r0, =sBank_AI\n\
ldrb r1, [r0]\n\
movs r0, 0x58\n\
muls r0, r1\n\
ldr r2, =gBattleMons + 0xC\n\
adds r0, r2\n\
adds r4, r0, 0x2\n\
add r7, sp, 0x14\n\
_08130E30:\n\
ldrh r0, [r4]\n\
cmp r0, 0\n\
beq _08130E72\n\
ldrb r1, [r6]\n\
mov r2, r9\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
adds r0, 0x4\n\
adds r2, r0, r3\n\
movs r0, 0\n\
ldrsb r0, [r2, r0]\n\
cmp r1, r0\n\
bne _08130E56\n\
adds r0, r6, r5\n\
ldrb r1, [r2]\n\
strb r1, [r0]\n\
adds r0, r7, r5\n\
strb r3, [r0]\n\
adds r5, 0x1\n\
_08130E56:\n\
ldrb r1, [r6]\n\
mov r2, r9\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
adds r0, 0x4\n\
adds r2, r0, r3\n\
movs r0, 0\n\
ldrsb r0, [r2, r0]\n\
cmp r1, r0\n\
bge _08130E72\n\
ldrb r0, [r2]\n\
strb r0, [r6]\n\
strb r3, [r7]\n\
movs r5, 0x1\n\
_08130E72:\n\
adds r4, 0x2\n\
adds r3, 0x1\n\
cmp r3, 0x3\n\
ble _08130E30\n\
bl Random\n\
lsls r0, 16\n\
lsrs r0, 16\n\
adds r1, r5, 0\n\
bl __modsi3\n\
add r0, sp\n\
adds r0, 0x14\n\
ldrb r0, [r0]\n\
ldr r7, [sp, 0x20]\n\
strb r0, [r7]\n\
ldrb r2, [r6]\n\
mov r0, r10\n\
strh r2, [r0]\n\
ldr r0, =sBank_AI\n\
ldrb r1, [r0]\n\
movs r0, 0x2\n\
eors r0, r1\n\
cmp r8, r0\n\
bne _08130EAE\n\
cmp r2, 0x63\n\
bgt _08130EAE\n\
ldr r0, =0x0000ffff\n\
mov r1, r10\n\
strh r0, [r1]\n\
_08130EAE:\n\
ldr r2, [sp, 0x20]\n\
adds r2, 0x1\n\
str r2, [sp, 0x20]\n\
movs r7, 0x2\n\
add r10, r7\n\
movs r0, 0x1\n\
add r8, r0\n\
mov r1, r8\n\
cmp r1, 0x3\n\
bgt _08130EC4\n\
b _08130D14\n\
_08130EC4:\n\
mov r0, sp\n\
ldrh r5, [r0]\n\
movs r0, 0\n\
ldr r2, [sp, 0x18]\n\
strb r0, [r2]\n\
movs r4, 0x1\n\
mov r8, r4\n\
ldr r6, =gBankTarget\n\
ldr r3, [sp, 0x18]\n\
mov r1, sp\n\
adds r1, 0x2\n\
_08130EDA:\n\
lsls r0, r5, 16\n\
asrs r2, r0, 16\n\
movs r7, 0\n\
ldrsh r0, [r1, r7]\n\
cmp r2, r0\n\
bne _08130EEE\n\
adds r0, r3, r4\n\
mov r7, r8\n\
strb r7, [r0]\n\
adds r4, 0x1\n\
_08130EEE:\n\
movs r7, 0\n\
ldrsh r0, [r1, r7]\n\
cmp r2, r0\n\
bge _08130EFE\n\
ldrh r5, [r1]\n\
mov r0, r8\n\
strb r0, [r3]\n\
movs r4, 0x1\n\
_08130EFE:\n\
adds r1, 0x2\n\
movs r2, 0x1\n\
add r8, r2\n\
mov r7, r8\n\
cmp r7, 0x3\n\
ble _08130EDA\n\
bl Random\n\
lsls r0, 16\n\
lsrs r0, 16\n\
adds r1, r4, 0\n\
bl __modsi3\n\
ldr r1, [sp, 0x18]\n\
adds r0, r1, r0\n\
ldrb r0, [r0]\n\
strb r0, [r6]\n\
ldrb r0, [r6]\n\
ldr r2, [sp, 0x1C]\n\
adds r0, r2, r0\n\
ldrb r0, [r0]\n\
add sp, 0x24\n\
pop {r3-r5}\n\
mov r8, r3\n\
mov r9, r4\n\
mov r10, r5\n\
pop {r4-r7}\n\
pop {r1}\n\
bx r1\n\
.pool\n\
.syntax divided\n");
}
#endif
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] == gLastUsedMovesByBanks[gBankTarget])
break;
if (gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] != gLastUsedMovesByBanks[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] = gLastUsedMovesByBanks[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)
{
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)
{
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)
{
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)
{
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)
{
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)
{
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_words(void)
{
u16 *ptr = (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_words(void)
{
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 ^ 2;
case AI_TARGET_PARTNER:
return gBankTarget ^ 2;
}
}
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;
}
__attribute__((naked)) // not even going to try. if it doesnt match in ruby, it wont match in emerald (yet).
static void BattleAICmd_is_most_powerful_move(void)
{
asm(".syntax unified\n\
push {r4-r7,lr}\n\
mov r7, r10\n\
mov r6, r9\n\
mov r5, r8\n\
push {r5-r7}\n\
sub sp, 0x14\n\
movs r3, 0\n\
ldr r0, =sDiscouragedPowerfulMoveEffects\n\
ldrh r1, [r0]\n\
ldr r5, =0x0000ffff\n\
ldr r6, =gBattleMoves\n\
ldr r2, =gBattleResources\n\
cmp r1, r5\n\
beq _08131F86\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
ldrh r1, [r0, 0x2]\n\
lsls r0, r1, 1\n\
adds r0, r1\n\
lsls r0, 2\n\
adds r0, r6\n\
ldrb r4, [r0]\n\
ldr r1, =sDiscouragedPowerfulMoveEffects\n\
_08131F76:\n\
ldrh r0, [r1]\n\
cmp r4, r0\n\
beq _08131F86\n\
adds r1, 0x2\n\
adds r3, 0x1\n\
ldrh r0, [r1]\n\
cmp r0, r5\n\
bne _08131F76\n\
_08131F86:\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
ldrh r1, [r0, 0x2]\n\
lsls r0, r1, 1\n\
adds r0, r1\n\
lsls r0, 2\n\
adds r0, r6\n\
ldrb r0, [r0, 0x1]\n\
cmp r0, 0x1\n\
bhi _08131F9C\n\
b _08132126\n\
_08131F9C:\n\
lsls r0, r3, 1\n\
ldr r1, =sDiscouragedPowerfulMoveEffects\n\
adds r0, r1\n\
ldrh r3, [r0]\n\
ldr r0, =0x0000ffff\n\
cmp r3, r0\n\
beq _08131FAC\n\
b _08132126\n\
_08131FAC:\n\
ldr r0, =gDynamicBasePower\n\
movs r1, 0\n\
strh r1, [r0]\n\
ldr r0, =gBattleStruct\n\
ldr r0, [r0]\n\
strb r1, [r0, 0x13]\n\
ldr r0, =gBattleScripting\n\
movs r2, 0x1\n\
strb r2, [r0, 0xE]\n\
ldr r0, =gBattleMoveFlags\n\
strb r1, [r0]\n\
ldr r0, =gCritMultiplier\n\
strb r2, [r0]\n\
movs r6, 0\n\
mov r9, r3\n\
ldr r2, =sDiscouragedPowerfulMoveEffects\n\
ldrh r2, [r2]\n\
str r2, [sp, 0x10]\n\
_08131FD0:\n\
movs r3, 0\n\
ldr r5, =gBattleMons\n\
lsls r4, r6, 1\n\
ldr r7, =sBank_AI\n\
lsls r0, r6, 2\n\
mov r8, r0\n\
adds r1, r6, 0x1\n\
mov r10, r1\n\
ldr r2, [sp, 0x10]\n\
cmp r2, r9\n\
beq _08132014\n\
ldr r2, =gBattleMoves\n\
ldrb r1, [r7]\n\
movs r0, 0x58\n\
muls r0, r1\n\
adds r0, r4, r0\n\
adds r1, r5, 0\n\
adds r1, 0xC\n\
adds r0, r1\n\
ldrh r1, [r0]\n\
lsls r0, r1, 1\n\
adds r0, r1\n\
lsls r0, 2\n\
adds r0, r2\n\
ldrb r2, [r0]\n\
ldr r1, =sDiscouragedPowerfulMoveEffects\n\
_08132004:\n\
ldrh r0, [r1]\n\
cmp r2, r0\n\
beq _08132014\n\
adds r1, 0x2\n\
adds r3, 0x1\n\
ldrh r0, [r1]\n\
cmp r0, r9\n\
bne _08132004\n\
_08132014:\n\
ldrb r1, [r7]\n\
movs r0, 0x58\n\
muls r0, r1\n\
adds r0, r4, r0\n\
adds r1, r5, 0\n\
adds r1, 0xC\n\
adds r1, r0, r1\n\
ldrh r0, [r1]\n\
cmp r0, 0\n\
beq _081320C0\n\
lsls r0, r3, 1\n\
ldr r2, =sDiscouragedPowerfulMoveEffects\n\
adds r0, r2\n\
ldrh r0, [r0]\n\
cmp r0, r9\n\
bne _081320C0\n\
ldr r0, =gBattleMoves\n\
ldrh r2, [r1]\n\
lsls r1, r2, 1\n\
adds r1, r2\n\
lsls r1, 2\n\
adds r1, r0\n\
ldrb r0, [r1, 0x1]\n\
cmp r0, 0x1\n\
bls _081320C0\n\
ldr r5, =gCurrentMove\n\
strh r2, [r5]\n\
ldrb r0, [r7]\n\
ldr r4, =gBankTarget\n\
ldrb r1, [r4]\n\
bl AI_CalcDmg\n\
ldrh r0, [r5]\n\
ldrb r1, [r7]\n\
ldrb r2, [r4]\n\
bl TypeCalc\n\
mov r4, sp\n\
add r4, r8\n\
ldr r2, =gBattleMoveDamage\n\
ldr r0, =gBattleResources\n\
ldr r0, [r0]\n\
ldr r0, [r0, 0x14]\n\
adds r0, 0x18\n\
adds r0, r6\n\
ldrb r1, [r0]\n\
ldr r0, [r2]\n\
muls r0, r1\n\
movs r1, 0x64\n\
bl __divsi3\n\
str r0, [r4]\n\
cmp r0, 0\n\
bne _081320C8\n\
movs r0, 0x1\n\
str r0, [r4]\n\
b _081320C8\n\
.pool\n\
_081320C0:\n\
mov r1, sp\n\
add r1, r8\n\
movs r0, 0\n\
str r0, [r1]\n\
_081320C8:\n\
mov r6, r10\n\
cmp r6, 0x3\n\
bgt _081320D0\n\
b _08131FD0\n\
_081320D0:\n\
movs r6, 0\n\
ldr r2, =gBattleResources\n\
ldr r0, [r2]\n\
ldr r0, [r0, 0x14]\n\
ldrb r0, [r0, 0x1]\n\
lsls r0, 2\n\
add r0, sp\n\
ldr r1, [sp]\n\
ldr r0, [r0]\n\
ldr r5, =gAIScriptPtr\n\
cmp r1, r0\n\
bgt _08132106\n\
adds r4, r2, 0\n\
mov r3, sp\n\
_081320EC:\n\
adds r3, 0x4\n\
adds r6, 0x1\n\
cmp r6, 0x3\n\
bgt _08132106\n\
ldr r0, [r4]\n\
ldr r0, [r0, 0x14]\n\
ldrb r0, [r0, 0x1]\n\
lsls r0, 2\n\
add r0, sp\n\
ldr r1, [r3]\n\
ldr r0, [r0]\n\
cmp r1, r0\n\
ble _081320EC\n\
_08132106:\n\
cmp r6, 0x4\n\
bne _0813211C\n\
ldr r0, [r2]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0x2\n\
str r0, [r1, 0x8]\n\
b _08132130\n\
.pool\n\
_0813211C:\n\
ldr r0, [r2]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0x1\n\
str r0, [r1, 0x8]\n\
b _08132130\n\
_08132126:\n\
ldr r0, [r2]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0\n\
str r0, [r1, 0x8]\n\
ldr r5, =gAIScriptPtr\n\
_08132130:\n\
ldr r0, [r5]\n\
adds r0, 0x1\n\
str r0, [r5]\n\
add sp, 0x14\n\
pop {r3-r5}\n\
mov r8, r3\n\
mov r9, r4\n\
mov r10, r5\n\
pop {r4-r7}\n\
pop {r0}\n\
bx r0\n\
.pool\n\
.syntax divided");
}
static void BattleAICmd_get_last_used_bank_move(void)
{
if (gAIScriptPtr[1] == AI_USER)
AI_THINKING_STRUCT->funcResult = gLastUsedMovesByBanks[sBank_AI];
else
AI_THINKING_STRUCT->funcResult = gLastUsedMovesByBanks[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 (b_first_side(sBank_AI, gBankTarget, 1) == gAIScriptPtr[1])
gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
else
gAIScriptPtr += 6;
}
static void BattleAICmd_if_would_not_go_first(void)
{
if (b_first_side(sBank_AI, gBankTarget, 1) != 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) == 0)
party = gPlayerParty;
else
party = gEnemyParty;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u32 status;
bankOnField1 = gBattlePartyID[index];
status = GetBankIdentity(index) ^ 2;
bankOnField2 = gBattlePartyID[GetBankByPlayerAI(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;
}
#ifdef NONMATCHING
static void BattleAICmd_check_ability(void)
{
u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]);
u8 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)
{
if (gBaseStats[gBattleMons[bank].species].ability1 != ability
&& gBaseStats[gBattleMons[bank].species].ability2 != ability)
{
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;
}
#else
__attribute__((naked))
static void BattleAICmd_check_ability(void)
{
asm(".syntax unified\n\
push {r4-r6,lr}\n\
ldr r4, =gAIScriptPtr\n\
ldr r0, [r4]\n\
ldrb r0, [r0, 0x1]\n\
bl BattleAI_GetWantedBank\n\
lsls r0, 24\n\
lsrs r5, r0, 24\n\
ldr r0, [r4]\n\
ldrb r3, [r0, 0x2]\n\
ldrb r0, [r0, 0x1]\n\
cmp r0, 0\n\
beq _0813253A\n\
cmp r0, 0x2\n\
bne _081325BC\n\
_0813253A:\n\
ldr r0, =gBattleResources\n\
ldr r4, [r0]\n\
ldr r1, [r4, 0x18]\n\
adds r1, 0x40\n\
adds r2, r1, r5\n\
ldrb r1, [r2]\n\
adds r6, r0, 0\n\
cmp r1, 0\n\
beq _0813255C\n\
adds r3, r1, 0\n\
ldr r0, [r4, 0x14]\n\
str r3, [r0, 0x8]\n\
b _081325CA\n\
.pool\n\
_0813255C:\n\
ldr r1, =gBattleMons\n\
movs r0, 0x58\n\
muls r0, r5\n\
adds r4, r0, r1\n\
adds r0, r4, 0\n\
adds r0, 0x20\n\
ldrb r0, [r0]\n\
cmp r0, 0x17\n\
beq _08132576\n\
cmp r0, 0x2A\n\
beq _08132576\n\
cmp r0, 0x47\n\
bne _08132588\n\
_08132576:\n\
movs r0, 0x58\n\
muls r0, r5\n\
adds r0, r1\n\
adds r0, 0x20\n\
ldrb r3, [r0]\n\
b _081325CA\n\
.pool\n\
_08132588:\n\
ldr r2, =gBaseStats\n\
ldrh r1, [r4]\n\
lsls r0, r1, 3\n\
subs r0, r1\n\
lsls r0, 2\n\
adds r1, r0, r2\n\
ldrb r4, [r1, 0x16]\n\
cmp r4, 0\n\
beq _081325B8\n\
ldrb r2, [r1, 0x17]\n\
cmp r2, 0\n\
beq _081325B4\n\
adds r0, r3, 0\n\
cmp r4, r0\n\
beq _081325CE\n\
cmp r2, r0\n\
beq _081325CE\n\
adds r3, r4, 0\n\
b _081325CA\n\
.pool\n\
_081325B4:\n\
ldrb r3, [r1, 0x16]\n\
b _081325CA\n\
_081325B8:\n\
ldrb r3, [r1, 0x17]\n\
b _081325CA\n\
_081325BC:\n\
ldr r1, =gBattleMons\n\
movs r0, 0x58\n\
muls r0, r5\n\
adds r0, r1\n\
adds r0, 0x20\n\
ldrb r3, [r0]\n\
ldr r6, =gBattleResources\n\
_081325CA:\n\
cmp r3, 0\n\
bne _081325E8\n\
_081325CE:\n\
ldr r0, [r6]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0x2\n\
str r0, [r1, 0x8]\n\
ldr r2, =gAIScriptPtr\n\
b _08132608\n\
.pool\n\
_081325E8:\n\
ldr r0, =gAIScriptPtr\n\
ldr r1, [r0]\n\
adds r2, r0, 0\n\
ldrb r1, [r1, 0x2]\n\
cmp r3, r1\n\
bne _08132600\n\
ldr r0, [r6]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0x1\n\
b _08132606\n\
.pool\n\
_08132600:\n\
ldr r0, [r6]\n\
ldr r1, [r0, 0x14]\n\
movs r0, 0\n\
_08132606:\n\
str r0, [r1, 0x8]\n\
_08132608:\n\
ldr r0, [r2]\n\
adds r0, 0x3\n\
str r0, [r2]\n\
pop {r4-r6}\n\
pop {r0}\n\
bx r0\n\
.pool\n\
.syntax divided");
}
#endif
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 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 = 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;
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;
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); // what matters is UNK2 being enabled.
}
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); // what matters is UNK3 being enabled.
}
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 & 1) == (sBank_AI & 1))
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) + 0xB8 + (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(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;
}