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https://github.com/Ninjdai1/pokeemerald.git
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94 lines
4.6 KiB
C
94 lines
4.6 KiB
C
#ifndef GUARD_BATTLE_AI_UTIL_H
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#define GUARD_BATTLE_AI_UTIL_H
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// for IsBattlerFaster
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#define AI_CHECK_FASTER 0 // if_user_faster
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#define AI_CHECK_SLOWER 1 // if_target_faster
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#define FOE(battler) ((battler ^ BIT_SIDE) & BIT_SIDE)
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void RecordLastUsedMoveByTarget(void);
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bool32 IsBattlerAIControlled(u32 battlerId);
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void ClearBattlerMoveHistory(u8 battlerId);
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void RecordLastUsedMoveBy(u32 battlerId, u32 move);
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void RecordKnownMove(u8 battlerId, u32 move);
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void RecordAbilityBattle(u8 battlerId, u16 abilityId);
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void ClearBattlerAbilityHistory(u8 battlerId);
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void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
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void ClearBattlerItemEffectHistory(u8 battlerId);
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void SaveBattlerData(u8 battlerId);
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void SetBattlerData(u8 battlerId);
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void RestoreBattlerData(u8 battlerId);
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u32 GetHealthPercentage(u8 battler);
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bool32 IsBattlerTrapped(u8 battler, bool8 switching);
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bool32 IsBattlerFaster(u8 battler);
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bool32 CanTargetFaintAi(u8 battlerDef, u8 battlerAtk);
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s32 AI_GetAbility(u32 battlerId);
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u16 AI_GetHoldEffect(u32 battlerId);
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u32 AI_GetMoveAccuracy(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u8 atkHoldEffect, u8 defHoldEffect, u16 move);
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bool32 DoesBattlerIgnoreAbilityChecks(u16 atkAbility, u16 move);
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bool32 AI_WeatherHasEffect(void);
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bool32 CanAttackerFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index);
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s32 CountUsablePartyMons(u8 battlerId);
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bool32 IsPartyFullyHealedExceptBattler(u8 battler);
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bool32 AI_IsBattlerGrounded(u8 battlerId);
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bool32 BattlerHasDamagingMove(u8 battlerId);
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bool32 BattlerHasSecondaryDamage(u8 battlerId);
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bool32 BattlerWillFaintFromWeather(u8 battler, u16 ability);
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bool32 ShouldTryOHKO(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u32 accuracy, u16 move);
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bool32 ShouldUseRecoilMove(u8 battlerAtk, u8 battlerDef, u32 recoilDmg, u8 moveIndex);
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u16 GetBattlerSideSpeedAverage(u8 battler);
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// stat stage checks
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bool32 AnyStatIsRaised(u8 battlerId);
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bool32 BattlerStatCanFall(u8 battler, u16 battlerAbility, u8 stat);
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bool32 BattlerStatCanRise(u8 battler, u16 battlerAbility, u8 stat);
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bool32 AreBattlersStatsMaxed(u8 battler);
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bool32 BattlerHasAnyStatRaised(u8 battlerId);
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u32 CountPositiveStatStages(u8 battlerId);
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u32 CountNegativeStatStages(u8 battlerId);
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bool32 BattlerShouldRaiseAttacks(u8 battlerId, u16 ability);
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// move checks
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u8 GetMovePowerResult(u16 move);
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u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef);
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u8 AI_GetMoveEffectiveness(u16 move);
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u16 *GetMovesArray(u32 battler);
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bool32 IsConfusionMoveEffect(u16 moveEffect);
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bool32 HasMoveWithSplit(u32 battler, u32 split);
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bool32 HasMoveWithType(u32 battler, u8 type);
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bool32 TestMoveFlagsInMoveset(u8 battler, u32 flags);
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bool32 IsAromaVeilProtectedMove(u16 move);
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bool32 IsNonVolatileStatusMoveEffect(u16 moveEffect);
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bool32 IsStatLoweringMoveEffect(u16 moveEffect);
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bool32 IsMoveRedirectionPrevented(u16 move, u16 atkAbility);
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bool32 IsMoveEncouragedToHit(u8 battlerAtk, u8 battlerDef, u16 move);
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bool32 IsHazardMoveEffect(u16 moveEffect);
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bool32 MoveCallsOtherMove(u16 move);
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bool32 MoveRequiresRecharging(u16 move);
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bool32 IsInstructBannedMove(u16 move);
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// status checks
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bool32 AI_ShouldPutToSleep(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_ShouldPoison(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanParalyze(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AnyPartyMemberStatused(u8 battlerId, bool32 checkSoundproof);
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bool32 AI_CanConfuse(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 AI_CanBurn(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 atkGender, u8 defGender);
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// partner logic
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u16 GetAllyChosenMove(void);
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bool32 IsValidDoubleBattle(u8 battlerAtk);
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bool32 IsTargetingPartner(u8 battlerAtk, u8 battlerDef);
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bool32 DoesPartnerHaveSameMoveEffect(u8 battlerAtkPartner, u8 battlerDef, u16 move, u16 partnerMove);
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bool32 PartnerHasSameMoveEffectWithoutTarget(u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 PartnerMoveEffectIsStatusSameTarget(u8 battlerAtkPartner, u8 battlerDef, u16 partnerMove);
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bool32 PartnerMoveEffectIsWeather(u8 battlerAtkPartner, u16 partnerMove);
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bool32 PartnerMoveEffectIsTerrain(u8 battlerAtkPartner, u16 partnerMove);
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bool32 PartnerMoveIs(u8 battlerAtkPartner, u16 partnerMove, u16 moveCheck);
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bool32 PartnerMoveIsSameAsAttacker(u8 battlerAtkPartner, u8 battlerDef, u16 move, u16 partnerMove);
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bool32 PartnerMoveIsSameNoTarget(u8 battlerAtkPartner, u16 move, u16 partnerMove);
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#endif //GUARD_BATTLE_AI_UTIL_H
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