mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 11:44:17 +01:00
89e4f30867
* Fixed Roost clearing type3 when used by a pure Flying-type. (Gen 5+) * Created a test file for Roost. * Marked tests as TODO for now. * Added more tests for HP healed and type changing. * Created a function to handle Roost's Flying suppression when getting a battler's type. Added more tests. * Added test for not-yet-aquired Flying-type. Fixed/rewrote some other tests. * Now using GetBattlerType() in most relevant places. Fixed some tests. * Added tests for interactions between Roost and Delta Stream, type-changing effects, Grassy Terrain healing, Levitate, Air Balloon, Magnet Rise, and Telekinesis. * Added test for interaction between Roost and Reflect Type. * Gen 4 tests merged with Gen 5+ tests. * Removed errant space. Co-authored-by: LOuroboros <lunosouroboros@gmail.com> --------- Co-authored-by: LOuroboros <lunosouroboros@gmail.com>
5396 lines
222 KiB
C
5396 lines
222 KiB
C
#include "global.h"
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#include "main.h"
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#include "malloc.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "battle_ai_util.h"
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#include "battle_ai_main.h"
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#include "battle_factory.h"
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#include "battle_setup.h"
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#include "battle_z_move.h"
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#include "data.h"
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#include "debug.h"
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#include "event_data.h"
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#include "item.h"
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#include "pokemon.h"
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#include "random.h"
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#include "recorded_battle.h"
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#include "util.h"
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#include "constants/abilities.h"
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#include "constants/battle_ai.h"
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#include "constants/battle_move_effects.h"
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#include "constants/hold_effects.h"
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#include "constants/moves.h"
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#include "constants/items.h"
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#define AI_ACTION_DONE (1 << 0)
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#define AI_ACTION_FLEE (1 << 1)
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#define AI_ACTION_WATCH (1 << 2)
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#define AI_ACTION_DO_NOT_ATTACK (1 << 3)
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static u32 ChooseMoveOrAction_Singles(u32 battlerAi);
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static u32 ChooseMoveOrAction_Doubles(u32 battlerAi);
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler);
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static bool32 IsPinchBerryItemEffect(u32 holdEffect);
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// ewram
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EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests
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EWRAM_DATA u8 sBattler_AI = 0;
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// const rom data
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static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) =
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{
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[0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE
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[1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT
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[2] = AI_CheckViability, // AI_FLAG_CHECK_VIABILITY
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[3] = AI_SetupFirstTurn, // AI_FLAG_SETUP_FIRST_TURN
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[4] = AI_Risky, // AI_FLAG_RISKY
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[5] = AI_PreferStrongestMove, // AI_FLAG_PREFER_STRONGEST_MOVE
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[6] = AI_PreferBatonPass, // AI_FLAG_PREFER_BATON_PASS
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[7] = AI_DoubleBattle, // AI_FLAG_DOUBLE_BATTLE
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[8] = AI_HPAware, // AI_FLAG_HP_AWARE
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[9] = NULL, // AI_FLAG_NEGATE_UNAWARE
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[10] = NULL, // AI_FLAG_WILL_SUICIDE
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[11] = NULL, // AI_FLAG_HELP_PARTNER
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[12] = NULL, // Unused
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[13] = NULL, // Unused
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[14] = NULL, // Unused
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[15] = NULL, // Unused
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[16] = NULL, // Unused
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[17] = NULL, // Unused
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[18] = NULL, // Unused
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[19] = NULL, // Unused
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[20] = NULL, // Unused
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[21] = NULL, // Unused
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[22] = NULL, // Unused
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[23] = NULL, // Unused
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[24] = NULL, // Unused
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[25] = NULL, // Unused
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[26] = NULL, // Unused
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[27] = NULL, // Unused
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[28] = NULL, // Unused
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[29] = AI_Roaming, // AI_FLAG_ROAMING
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[30] = AI_Safari, // AI_FLAG_SAFARI
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[31] = AI_FirstBattle, // AI_FLAG_FIRST_BATTLE
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};
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// Functions
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void BattleAI_SetupItems(void)
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{
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s32 i;
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u8 *data = (u8 *)BATTLE_HISTORY;
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for (i = 0; i < sizeof(struct BattleHistory); i++)
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data[i] = 0;
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// Items are allowed to use in ONLY trainer battles.
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if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER
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| BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER
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| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK)
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)
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)
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{
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for (i = 0; i < MAX_TRAINER_ITEMS; i++)
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{
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if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0)
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{
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BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i];
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BATTLE_HISTORY->itemsNo++;
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}
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}
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}
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}
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static u32 GetWildAiFlags(void)
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{
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u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
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u32 flags;
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if (IsDoubleBattle())
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avgLevel = (GetMonData(&gEnemyParty[0], MON_DATA_LEVEL) + GetMonData(&gEnemyParty[1], MON_DATA_LEVEL)) / 2;
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flags |= AI_FLAG_CHECK_BAD_MOVE;
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if (avgLevel >= 20)
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flags |= AI_FLAG_CHECK_VIABILITY;
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if (avgLevel >= 60)
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flags |= AI_FLAG_PREFER_STRONGEST_MOVE;
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if (avgLevel >= 80)
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flags |= AI_FLAG_HP_AWARE;
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#if B_VAR_WILD_AI_FLAGS != 0
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if (VarGet(B_VAR_WILD_AI_FLAGS) != 0)
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flags |= VarGet(B_VAR_WILD_AI_FLAGS);
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#endif
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return flags;
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}
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void BattleAI_SetupFlags(void)
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{
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#if DEBUG_OVERWORLD_MENU == TRUE
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if (gIsDebugBattle)
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AI_THINKING_STRUCT->aiFlags = gDebugAIFlags;
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else
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#endif
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle();
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else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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AI_THINKING_STRUCT->aiFlags = AI_FLAG_SAFARI;
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else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
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AI_THINKING_STRUCT->aiFlags = AI_FLAG_ROAMING;
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else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
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AI_THINKING_STRUCT->aiFlags = AI_FLAG_FIRST_BATTLE;
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else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
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AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory();
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else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
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AI_THINKING_STRUCT->aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
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else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
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AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags | gTrainers[gTrainerBattleOpponent_B].aiFlags;
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else
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AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
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// check smart wild AI
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if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)) && IsWildMonSmart())
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AI_THINKING_STRUCT->aiFlags |= GetWildAiFlags();
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if (gBattleTypeFlags & (BATTLE_TYPE_DOUBLE | BATTLE_TYPE_TWO_OPPONENTS) || gTrainers[gTrainerBattleOpponent_A].doubleBattle)
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AI_THINKING_STRUCT->aiFlags |= AI_FLAG_DOUBLE_BATTLE; // Act smart in doubles and don't attack your partner.
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}
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// sBattler_AI set in ComputeBattleAiScores
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void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
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{
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s32 i, move, dmg;
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u8 moveLimitations;
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// Clear AI data but preserve the flags.
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u32 flags = AI_THINKING_STRUCT->aiFlags;
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memset(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct));
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AI_THINKING_STRUCT->aiFlags = flags;
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// Conditional score reset, unlike Ruby.
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (defaultScoreMoves & 1)
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AI_THINKING_STRUCT->score[i] = 100;
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else
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AI_THINKING_STRUCT->score[i] = 0;
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defaultScoreMoves >>= 1;
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}
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moveLimitations = AI_DATA->moveLimitations[battler];
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// Ignore moves that aren't possible to use.
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (gBitTable[i] & moveLimitations)
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AI_THINKING_STRUCT->score[i] = 0;
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}
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//sBattler_AI = battler;
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gBattlerTarget = SetRandomTarget(sBattler_AI);
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gBattleStruct->aiChosenTarget[sBattler_AI] = gBattlerTarget;
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}
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u32 BattleAI_ChooseMoveOrAction(void)
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{
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u32 ret;
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
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ret = ChooseMoveOrAction_Singles(sBattler_AI);
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else
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ret = ChooseMoveOrAction_Doubles(sBattler_AI);
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// Clear protect structures, some flags may be set during AI calcs
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// e.g. pranksterElevated from GetMovePriority
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memset(&gProtectStructs, 0, MAX_BATTLERS_COUNT * sizeof(struct ProtectStruct));
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return ret;
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}
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// damages/other info computed in GetAIDataAndCalcDmg
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u32 ComputeBattleAiScores(u32 battler)
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{
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sBattler_AI = battler;
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BattleAI_SetupAIData(0xF, sBattler_AI);
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return BattleAI_ChooseMoveOrAction();
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}
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static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
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{
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u32 battler = GetBattlerAtPosition(bPosition);
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struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
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struct BattlePokemon *bMon = &gBattleMons[battler];
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aiMon->species = bMon->species;
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aiMon->level = bMon->level;
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aiMon->status = bMon->status1;
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aiMon->gender = GetBattlerGender(battler);
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aiMon->isFainted = FALSE;
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aiMon->wasSentInBattle = TRUE;
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aiMon->switchInCount++;
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}
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void Ai_InitPartyStruct(void)
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{
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u32 i;
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bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT);
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struct Pokemon *mon;
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AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount;
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AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount;
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// Save first 2 or 4(in doubles) mons
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CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER);
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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CopyBattlerDataToAIParty(B_POSITION_PLAYER_RIGHT, B_SIDE_PLAYER);
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// If player's partner is AI, save opponent mons
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if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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{
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CopyBattlerDataToAIParty(B_POSITION_OPPONENT_LEFT, B_SIDE_OPPONENT);
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CopyBattlerDataToAIParty(B_POSITION_OPPONENT_RIGHT, B_SIDE_OPPONENT);
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}
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// Find fainted mons
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for (i = 0; i < AI_PARTY->count[B_SIDE_PLAYER]; i++)
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{
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if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0)
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AI_PARTY->mons[B_SIDE_PLAYER][i].isFainted = TRUE;
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if (isOmniscient)
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{
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u32 j;
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mon = &gPlayerParty[i];
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AI_PARTY->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM);
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AI_PARTY->mons[B_SIDE_PLAYER][i].heldEffect = ItemId_GetHoldEffect(AI_PARTY->mons[B_SIDE_PLAYER][i].item);
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AI_PARTY->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon);
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for (j = 0; j < MAX_MON_MOVES; j++)
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AI_PARTY->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j);
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}
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}
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}
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void Ai_UpdateSwitchInData(u32 battler)
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{
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u32 i;
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u32 side = GetBattlerSide(battler);
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struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
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// See if the switched-in mon has been already in battle
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if (aiMon->wasSentInBattle)
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{
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if (aiMon->ability)
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BATTLE_HISTORY->abilities[battler] = aiMon->ability;
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if (aiMon->heldEffect)
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BATTLE_HISTORY->itemEffects[battler] = aiMon->heldEffect;
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (aiMon->moves[i])
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BATTLE_HISTORY->usedMoves[battler][i] = aiMon->moves[i];
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}
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aiMon->switchInCount++;
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aiMon->status = gBattleMons[battler].status1; // Copy status, because it could've been changed in battle.
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}
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else // If not, copy the newly switched-in mon in battle and clear battle history.
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{
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ClearBattlerMoveHistory(battler);
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ClearBattlerAbilityHistory(battler);
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ClearBattlerItemEffectHistory(battler);
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CopyBattlerDataToAIParty(GetBattlerPosition(battler), side);
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}
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}
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void Ai_UpdateFaintData(u32 battler)
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{
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struct AiPartyMon *aiMon = &AI_PARTY->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]];
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ClearBattlerMoveHistory(battler);
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ClearBattlerAbilityHistory(battler);
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ClearBattlerItemEffectHistory(battler);
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aiMon->isFainted = TRUE;
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}
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static void SetBattlerAiData(u32 battler, struct AiLogicData *aiData)
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{
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u32 ability, holdEffect;
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ability = aiData->abilities[battler] = AI_GetAbility(battler);
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aiData->items[battler] = gBattleMons[battler].item;
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holdEffect = aiData->holdEffects[battler] = AI_GetHoldEffect(battler);
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aiData->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
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aiData->predictedMoves[battler] = gLastMoves[battler];
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aiData->hpPercents[battler] = GetHealthPercentage(battler);
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aiData->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
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aiData->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
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}
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static void SetBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlersCount)
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{
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u32 battlerDef, i, weather;
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u16 *moves;
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// Simulate dmg for both ai controlled mons and for player controlled mons.
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SaveBattlerData(battlerAtk);
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moves = GetMovesArray(battlerAtk);
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weather = AI_GetWeather(aiData);
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for (battlerDef = 0; battlerDef < battlersCount; battlerDef++)
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{
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if (battlerAtk == battlerDef)
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continue;
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SaveBattlerData(battlerDef);
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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s32 dmg = 0;
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u8 effectiveness = AI_EFFECTIVENESS_x0;
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u32 move = moves[i];
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if (move != 0
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&& move != 0xFFFF
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//&& gBattleMoves[move].power != 0 /* we want to get effectiveness of status moves */
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&& !(aiData->moveLimitations[battlerAtk] & gBitTable[i])) {
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dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE, weather);
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}
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aiData->simulatedDmg[battlerAtk][battlerDef][i] = dmg;
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aiData->effectiveness[battlerAtk][battlerDef][i] = effectiveness;
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}
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}
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SetMoveDamageResult(battlerAtk, moves);
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}
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void SetAiLogicDataForTurn(struct AiLogicData *aiData)
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{
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u32 battlerAtk, battlersCount;
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memset(aiData, 0, sizeof(struct AiLogicData));
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if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
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return;
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// Set delay timer to count how long it takes for AI to choose action/move
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gBattleStruct->aiDelayTimer = gMain.vblankCounter1;
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aiData->weatherHasEffect = WEATHER_HAS_EFFECT;
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// get/assume all battler data and simulate AI damage
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battlersCount = gBattlersCount;
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for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
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{
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if (!IsBattlerAlive(battlerAtk))
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continue;
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SetBattlerAiData(battlerAtk, aiData);
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|
SetBattlerAiMovesData(aiData, battlerAtk, battlersCount);
|
|
}
|
|
}
|
|
|
|
static bool32 AI_SwitchMonIfSuitable(u32 battler)
|
|
{
|
|
u32 monToSwitchId = GetMostSuitableMonToSwitchInto(battler);
|
|
if (monToSwitchId != PARTY_SIZE)
|
|
{
|
|
AI_DATA->shouldSwitchMon |= gBitTable[battler];
|
|
AI_DATA->monToSwitchId[battler] = monToSwitchId;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static bool32 AI_ShouldSwitchIfBadMoves(u32 battler, bool32 doubleBattle)
|
|
{
|
|
u32 i, j;
|
|
// If can switch.
|
|
if (CountUsablePartyMons(battler) > 0
|
|
&& !IsBattlerTrapped(battler, TRUE)
|
|
&& !(gBattleTypeFlags & (BATTLE_TYPE_ARENA | BATTLE_TYPE_PALACE))
|
|
&& AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY | AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_PREFER_BATON_PASS))
|
|
{
|
|
// Consider switching if all moves are worthless to use.
|
|
if (GetTotalBaseStat(gBattleMons[battler].species) >= 310 // Mon is not weak.
|
|
&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2) // Mon has more than 50% of its HP
|
|
{
|
|
s32 cap = AI_THINKING_STRUCT->aiFlags & (AI_FLAG_CHECK_VIABILITY) ? 95 : 93;
|
|
if (doubleBattle)
|
|
{
|
|
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (i != battler && IsBattlerAlive(i))
|
|
{
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
if (gBattleStruct->aiFinalScore[battler][i][j] > cap)
|
|
break;
|
|
}
|
|
if (j != MAX_MON_MOVES)
|
|
break;
|
|
}
|
|
}
|
|
if (i == MAX_BATTLERS_COUNT && AI_SwitchMonIfSuitable(battler))
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (AI_THINKING_STRUCT->score[i] > cap)
|
|
break;
|
|
}
|
|
|
|
if (i == MAX_MON_MOVES && AI_SwitchMonIfSuitable(battler))
|
|
return TRUE;
|
|
}
|
|
|
|
}
|
|
|
|
// Consider switching if your mon with truant is bodied by Protect spam.
|
|
// Or is using a double turn semi invulnerable move(such as Fly) and is faster.
|
|
if (GetBattlerAbility(battler) == ABILITY_TRUANT
|
|
&& IsTruantMonVulnerable(battler, gBattlerTarget)
|
|
&& gDisableStructs[battler].truantCounter
|
|
&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2
|
|
&& AI_SwitchMonIfSuitable(battler))
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static u32 ChooseMoveOrAction_Singles(u32 battlerAi)
|
|
{
|
|
u8 currentMoveArray[MAX_MON_MOVES];
|
|
u8 consideredMoveArray[MAX_MON_MOVES];
|
|
u32 numOfBestMoves;
|
|
s32 i, id;
|
|
u32 flags = AI_THINKING_STRUCT->aiFlags;
|
|
|
|
AI_DATA->partnerMove = 0; // no ally
|
|
while (flags != 0)
|
|
{
|
|
if (flags & 1)
|
|
{
|
|
BattleAI_DoAIProcessing(AI_THINKING_STRUCT, battlerAi);
|
|
}
|
|
flags >>= 1;
|
|
AI_THINKING_STRUCT->aiLogicId++;
|
|
}
|
|
|
|
for (i = 0; i < MAX_MON_MOVES; i++) {
|
|
gBattleStruct->aiFinalScore[battlerAi][gBattlerTarget][i] = AI_THINKING_STRUCT->score[i];
|
|
}
|
|
|
|
// Check special AI actions.
|
|
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
|
|
return AI_CHOICE_FLEE;
|
|
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
|
|
return AI_CHOICE_WATCH;
|
|
|
|
// Switch mon if there are no good moves to use.
|
|
if (AI_ShouldSwitchIfBadMoves(battlerAi, FALSE))
|
|
return AI_CHOICE_SWITCH;
|
|
|
|
numOfBestMoves = 1;
|
|
currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
|
|
consideredMoveArray[0] = 0;
|
|
|
|
for (i = 1; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (gBattleMons[battlerAi].moves[i] != MOVE_NONE)
|
|
{
|
|
// In ruby, the order of these if statements is reversed.
|
|
if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
|
|
{
|
|
currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
|
|
consideredMoveArray[numOfBestMoves++] = i;
|
|
}
|
|
if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
|
|
{
|
|
numOfBestMoves = 1;
|
|
currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
|
|
consideredMoveArray[0] = i;
|
|
}
|
|
}
|
|
}
|
|
return consideredMoveArray[Random() % numOfBestMoves];
|
|
}
|
|
|
|
static u32 ChooseMoveOrAction_Doubles(u32 battlerAi)
|
|
{
|
|
s32 i, j;
|
|
u32 flags;
|
|
s32 bestMovePointsForTarget[MAX_BATTLERS_COUNT];
|
|
u8 mostViableTargetsArray[MAX_BATTLERS_COUNT];
|
|
u8 actionOrMoveIndex[MAX_BATTLERS_COUNT];
|
|
s32 mostViableMovesScores[MAX_MON_MOVES];
|
|
u8 mostViableMovesIndices[MAX_MON_MOVES];
|
|
u32 mostViableTargetsNo;
|
|
u32 mostViableMovesNo;
|
|
s32 mostMovePoints;
|
|
|
|
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (i == battlerAi || gBattleMons[i].hp == 0)
|
|
{
|
|
actionOrMoveIndex[i] = 0xFF;
|
|
bestMovePointsForTarget[i] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
|
|
BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4, battlerAi);
|
|
else
|
|
BattleAI_SetupAIData(0xF, battlerAi);
|
|
|
|
gBattlerTarget = i;
|
|
|
|
AI_DATA->partnerMove = GetAllyChosenMove(i);
|
|
AI_THINKING_STRUCT->aiLogicId = 0;
|
|
AI_THINKING_STRUCT->movesetIndex = 0;
|
|
flags = AI_THINKING_STRUCT->aiFlags;
|
|
while (flags != 0)
|
|
{
|
|
if (flags & 1)
|
|
{
|
|
BattleAI_DoAIProcessing(AI_THINKING_STRUCT, battlerAi);
|
|
}
|
|
flags >>= 1;
|
|
AI_THINKING_STRUCT->aiLogicId++;
|
|
}
|
|
|
|
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
|
|
{
|
|
actionOrMoveIndex[i] = AI_CHOICE_FLEE;
|
|
}
|
|
else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
|
|
{
|
|
actionOrMoveIndex[i] = AI_CHOICE_WATCH;
|
|
}
|
|
else
|
|
{
|
|
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0];
|
|
mostViableMovesIndices[0] = 0;
|
|
mostViableMovesNo = 1;
|
|
for (j = 1; j < MAX_MON_MOVES; j++)
|
|
{
|
|
if (gBattleMons[battlerAi].moves[j] != 0)
|
|
{
|
|
if (!CanTargetBattler(battlerAi, i, gBattleMons[battlerAi].moves[j]))
|
|
continue;
|
|
|
|
if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j])
|
|
{
|
|
mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j];
|
|
mostViableMovesIndices[mostViableMovesNo] = j;
|
|
mostViableMovesNo++;
|
|
}
|
|
if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j])
|
|
{
|
|
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j];
|
|
mostViableMovesIndices[0] = j;
|
|
mostViableMovesNo = 1;
|
|
}
|
|
}
|
|
}
|
|
actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo];
|
|
bestMovePointsForTarget[i] = mostViableMovesScores[0];
|
|
|
|
// Don't use a move against ally if it has less than 100 points.
|
|
if (i == BATTLE_PARTNER(battlerAi) && bestMovePointsForTarget[i] < 100)
|
|
{
|
|
bestMovePointsForTarget[i] = -1;
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < MAX_MON_MOVES; j++) {
|
|
gBattleStruct->aiFinalScore[battlerAi][gBattlerTarget][j] = AI_THINKING_STRUCT->score[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Switch mon if all of the moves are bad to use against any of the target.
|
|
if (AI_ShouldSwitchIfBadMoves(battlerAi, TRUE))
|
|
return AI_CHOICE_SWITCH;
|
|
|
|
mostMovePoints = bestMovePointsForTarget[0];
|
|
mostViableTargetsArray[0] = 0;
|
|
mostViableTargetsNo = 1;
|
|
|
|
for (i = 1; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (mostMovePoints == bestMovePointsForTarget[i])
|
|
{
|
|
mostViableTargetsArray[mostViableTargetsNo] = i;
|
|
mostViableTargetsNo++;
|
|
}
|
|
if (mostMovePoints < bestMovePointsForTarget[i])
|
|
{
|
|
mostMovePoints = bestMovePointsForTarget[i];
|
|
mostViableTargetsArray[0] = i;
|
|
mostViableTargetsNo = 1;
|
|
}
|
|
}
|
|
|
|
gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo];
|
|
gBattleStruct->aiChosenTarget[battlerAi] = gBattlerTarget;
|
|
return actionOrMoveIndex[gBattlerTarget];
|
|
}
|
|
|
|
static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler)
|
|
{
|
|
do
|
|
{
|
|
if (gBattleMons[battler].pp[aiThink->movesetIndex] == 0)
|
|
aiThink->moveConsidered = MOVE_NONE;
|
|
else
|
|
aiThink->moveConsidered = gBattleMons[battler].moves[aiThink->movesetIndex];
|
|
|
|
if (aiThink->moveConsidered != MOVE_NONE
|
|
&& aiThink->score[aiThink->movesetIndex] > 0)
|
|
{
|
|
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
|
|
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
|
|
{
|
|
// Call AI function
|
|
aiThink->score[aiThink->movesetIndex] =
|
|
sBattleAiFuncTable[aiThink->aiLogicId](battler,
|
|
gBattlerTarget,
|
|
aiThink->moveConsidered,
|
|
aiThink->score[aiThink->movesetIndex]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
aiThink->score[aiThink->movesetIndex] = 0;
|
|
}
|
|
aiThink->movesetIndex++;
|
|
} while (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK));
|
|
|
|
aiThink->movesetIndex = 0;
|
|
}
|
|
|
|
// AI Score Functions
|
|
// AI_FLAG_CHECK_BAD_MOVE - decreases move scores
|
|
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// move data
|
|
s8 atkPriority = GetMovePriority(battlerAtk, move);
|
|
u32 moveEffect = gBattleMoves[move].effect;
|
|
s32 moveType;
|
|
u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
|
|
u32 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, move);
|
|
struct AiLogicData *aiData = AI_DATA;
|
|
u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
|
|
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
|
|
u32 i;
|
|
u32 weather;
|
|
u32 predictedMove = aiData->predictedMoves[battlerDef];
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
GET_MOVE_TYPE(move, moveType);
|
|
|
|
// check non-user target
|
|
if (!(moveTarget & MOVE_TARGET_USER))
|
|
{
|
|
// handle negative checks on non-user target
|
|
// check powder moves
|
|
if (gBattleMoves[move].powderMove && !IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef]))
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
// check ground immunities
|
|
if (moveType == TYPE_GROUND
|
|
&& !IsBattlerGrounded(battlerDef)
|
|
&& ((aiData->abilities[battlerDef] == ABILITY_LEVITATE
|
|
&& DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move))
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_AIR_BALLOON
|
|
|| (gStatuses3[battlerDef] & (STATUS3_MAGNET_RISE | STATUS3_TELEKINESIS)))
|
|
&& move != MOVE_THOUSAND_ARROWS)
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
// check off screen
|
|
if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
|
|
RETURN_SCORE_MINUS(20); // if target off screen and we go first, don't use move
|
|
|
|
// check if negates type
|
|
switch (effectiveness)
|
|
{
|
|
case AI_EFFECTIVENESS_x0:
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case AI_EFFECTIVENESS_x0_125:
|
|
case AI_EFFECTIVENESS_x0_25:
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
}
|
|
|
|
// target ability checks
|
|
if (!DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move))
|
|
{
|
|
switch (aiData->abilities[battlerDef])
|
|
{
|
|
case ABILITY_MAGIC_GUARD:
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_POISON:
|
|
case EFFECT_WILL_O_WISP:
|
|
case EFFECT_TOXIC:
|
|
case EFFECT_LEECH_SEED:
|
|
score -= 5;
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) // Don't use Curse if you're a ghost type vs a Magic Guard user, they'll take no damage.
|
|
score -= 5;
|
|
break;
|
|
}
|
|
break;
|
|
case ABILITY_VOLT_ABSORB:
|
|
case ABILITY_MOTOR_DRIVE:
|
|
case ABILITY_LIGHTNING_ROD:
|
|
if (moveType == TYPE_ELECTRIC)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_WATER_ABSORB:
|
|
case ABILITY_DRY_SKIN:
|
|
case ABILITY_STORM_DRAIN:
|
|
if (moveType == TYPE_WATER)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_FLASH_FIRE:
|
|
if (moveType == TYPE_FIRE)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_WONDER_GUARD:
|
|
if (effectiveness < AI_EFFECTIVENESS_x2)
|
|
return 0;
|
|
break;
|
|
case ABILITY_SAP_SIPPER:
|
|
if (moveType == TYPE_GRASS)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_JUSTIFIED:
|
|
if (moveType == TYPE_DARK && !IS_MOVE_STATUS(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_RATTLED:
|
|
if (!IS_MOVE_STATUS(move)
|
|
&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_SOUNDPROOF:
|
|
if (gBattleMoves[move].soundMove)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_BULLETPROOF:
|
|
if (gBattleMoves[move].ballisticMove)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_DAZZLING:
|
|
case ABILITY_QUEENLY_MAJESTY:
|
|
if (atkPriority > 0)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_AROMA_VEIL:
|
|
if (IsAromaVeilProtectedMove(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_SWEET_VEIL:
|
|
if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_FLOWER_VEIL:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) && (IsNonVolatileStatusMoveEffect(moveEffect) || IsStatLoweringMoveEffect(moveEffect)))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_MAGIC_BOUNCE:
|
|
if (gBattleMoves[move].magicCoatAffected)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_CONTRARY:
|
|
if (IsStatLoweringMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_CLEAR_BODY:
|
|
case ABILITY_FULL_METAL_BODY:
|
|
case ABILITY_WHITE_SMOKE:
|
|
if (IsStatLoweringMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_HYPER_CUTTER:
|
|
if ((moveEffect == EFFECT_ATTACK_DOWN || moveEffect == EFFECT_ATTACK_DOWN_2)
|
|
&& move != MOVE_PLAY_NICE && move != MOVE_NOBLE_ROAR && move != MOVE_TEARFUL_LOOK && move != MOVE_VENOM_DRENCH)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_KEEN_EYE:
|
|
if (moveEffect == EFFECT_ACCURACY_DOWN || moveEffect == EFFECT_ACCURACY_DOWN_2)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_BIG_PECKS:
|
|
if (moveEffect == EFFECT_DEFENSE_DOWN || moveEffect == EFFECT_DEFENSE_DOWN_2)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_DEFIANT:
|
|
case ABILITY_COMPETITIVE:
|
|
if (IsStatLoweringMoveEffect(moveEffect) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
RETURN_SCORE_MINUS(8);
|
|
break;
|
|
case ABILITY_COMATOSE:
|
|
if (IsNonVolatileStatusMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_SHIELDS_DOWN:
|
|
if (IsShieldsDownProtected(battlerAtk) && IsNonVolatileStatusMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_LEAF_GUARD:
|
|
if ((AI_GetWeather(aiData) & B_WEATHER_SUN)
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_UTILITY_UMBRELLA
|
|
&& IsNonVolatileStatusMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
} // def ability checks
|
|
|
|
// target partner ability checks & not attacking partner
|
|
if (isDoubleBattle)
|
|
{
|
|
switch (aiData->abilities[BATTLE_PARTNER(battlerDef)])
|
|
{
|
|
case ABILITY_LIGHTNING_ROD:
|
|
if (moveType == TYPE_ELECTRIC && !IsMoveRedirectionPrevented(move, aiData->abilities[battlerAtk]))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_STORM_DRAIN:
|
|
if (moveType == TYPE_WATER && !IsMoveRedirectionPrevented(move, aiData->abilities[battlerAtk]))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_MAGIC_BOUNCE:
|
|
if (gBattleMoves[move].magicCoatAffected && moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_OPPONENTS_FIELD))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_SWEET_VEIL:
|
|
if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_FLOWER_VEIL:
|
|
if ((IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)) && (IsNonVolatileStatusMoveEffect(moveEffect) || IsStatLoweringMoveEffect(moveEffect)))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_AROMA_VEIL:
|
|
if (IsAromaVeilProtectedMove(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_DAZZLING:
|
|
case ABILITY_QUEENLY_MAJESTY:
|
|
if (atkPriority > 0)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
}
|
|
} // def partner ability checks
|
|
} // ignore def ability check
|
|
|
|
// gen7+ dark type mons immune to priority->elevated moves from prankster
|
|
#if B_PRANKSTER_DARK_TYPES >= GEN_7
|
|
if (aiData->abilities[battlerAtk] == ABILITY_PRANKSTER && IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK) && IS_MOVE_STATUS(move)
|
|
&& !(moveTarget & (MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_USER)))
|
|
RETURN_SCORE_MINUS(10);
|
|
#endif
|
|
|
|
// terrain & effect checks
|
|
if (AI_IsTerrainAffected(battlerDef, STATUS_FIELD_ELECTRIC_TERRAIN))
|
|
{
|
|
if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN)
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
if (AI_IsTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN))
|
|
{
|
|
if (IsNonVolatileStatusMoveEffect(moveEffect) || IsConfusionMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
if (AI_IsTerrainAffected(battlerAtk, STATUS_FIELD_PSYCHIC_TERRAIN) && atkPriority > 0)
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
} // end check MOVE_TARGET_USER
|
|
|
|
// the following checks apply to any target (including user)
|
|
|
|
// throat chop check
|
|
if (gDisableStructs[battlerAtk].throatChopTimer && gBattleMoves[move].soundMove)
|
|
return 0; // Can't even select move at all
|
|
// heal block check
|
|
if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK && IsHealBlockPreventingMove(battlerAtk, move))
|
|
return 0; // Can't even select heal blocked move
|
|
|
|
// primal weather check
|
|
weather = AI_GetWeather(aiData);
|
|
if (weather & B_WEATHER_PRIMAL_ANY)
|
|
{
|
|
switch (move)
|
|
{
|
|
case MOVE_SUNNY_DAY:
|
|
case MOVE_RAIN_DANCE:
|
|
case MOVE_HAIL:
|
|
case MOVE_SANDSTORM:
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
|
|
if (!IS_MOVE_STATUS(move))
|
|
{
|
|
if (weather & B_WEATHER_SUN_PRIMAL)
|
|
{
|
|
if (moveType == TYPE_WATER)
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
else if (weather & B_WEATHER_RAIN_PRIMAL)
|
|
{
|
|
if (moveType == TYPE_FIRE)
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
}
|
|
}
|
|
|
|
// check move effects
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_HIT:
|
|
default:
|
|
break; // check move damage
|
|
case EFFECT_SLEEP:
|
|
if (!AI_CanPutToSleep(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_EXPLOSION:
|
|
if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_WILL_SUICIDE))
|
|
score -= 2;
|
|
|
|
if (effectiveness == AI_EFFECTIVENESS_x0)
|
|
{
|
|
score -= 10;
|
|
}
|
|
else if (IsAbilityOnField(ABILITY_DAMP) && !DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else if (CountUsablePartyMons(battlerAtk) == 0)
|
|
{
|
|
if (CountUsablePartyMons(battlerDef) != 0)
|
|
score -= 10;
|
|
else
|
|
score--;
|
|
}
|
|
break;
|
|
case EFFECT_DREAM_EATER:
|
|
if (!AI_IsBattlerAsleepOrComatose(battlerDef))
|
|
score -= 8;
|
|
else if (effectiveness == AI_EFFECTIVENESS_x0)
|
|
score -= 10;
|
|
break;
|
|
// stat raising effects
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_STUFF_CHEEKS:
|
|
if (ItemId_GetPocket(gBattleMons[battlerAtk].item) != POCKET_BERRIES)
|
|
return 0; // cannot even select
|
|
//fallthrough
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_DEFENSE_CURL:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ACC))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_EVASION_UP_2:
|
|
case EFFECT_MINIMIZE:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_EVASION))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_COSMIC_POWER:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_BULK_UP:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_CALM_MIND:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_DRAGON_DANCE:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_COIL:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ACC))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 8;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_ATTACK_ACCURACY_UP: //hone claws
|
|
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE
|
|
&& (gBattleMons[battlerAtk].statStages[STAT_ACC] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)))
|
|
score -= 10;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_CHARGE:
|
|
if (gStatuses3[battlerAtk] & STATUS3_CHARGED_UP)
|
|
score -= 20;
|
|
else if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC))
|
|
score -= 10;
|
|
#if B_CHARGE_SPDEF_RAISE >= GEN_5
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 5;
|
|
#endif
|
|
break;
|
|
case EFFECT_QUIVER_DANCE:
|
|
case EFFECT_GEOMANCY:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_SPATK] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
score -= 8;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_VICTORY_DANCE:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
score -= 8;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_SHIFT_GEAR:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_SHELL_SMASH:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 8;
|
|
}
|
|
else
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
score -= 8;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
score -= 6;
|
|
}
|
|
break;
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_ATTACK_SPATK_UP: // work up
|
|
if ((!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) && !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))
|
|
|| (!HasDamagingMove(battlerAtk)))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ROTOTILLER:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& AI_IsBattlerGrounded(battlerAtk)
|
|
&& (BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)))
|
|
&& !(IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS)
|
|
&& AI_IsBattlerGrounded(BATTLE_PARTNER(battlerAtk))
|
|
&& aiData->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_CONTRARY
|
|
&& (BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK)
|
|
|| BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK))))
|
|
{
|
|
score -= 10;
|
|
}
|
|
}
|
|
else if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& AI_IsBattlerGrounded(battlerAtk)
|
|
&& (BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))))
|
|
{
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_GEAR_UP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_PLUS || aiData->abilities[battlerAtk] == ABILITY_MINUS)
|
|
{
|
|
// same as growth, work up
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
score -= 8;
|
|
break;
|
|
}
|
|
else if (!isDoubleBattle)
|
|
{
|
|
score -= 10; // no partner and our stats wont rise, so don't use
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS)
|
|
{
|
|
if ((!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
&& (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)))
|
|
score -= 10;
|
|
}
|
|
else if (aiData->abilities[battlerAtk] != ABILITY_PLUS && aiData->abilities[battlerAtk] != ABILITY_MINUS)
|
|
{
|
|
score -= 10; // nor our or our partner's ability is plus/minus
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ACUPRESSURE:
|
|
if (DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || AreBattlersStatsMaxed(battlerDef))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MAGNETIC_FLUX:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_PLUS || aiData->abilities[battlerAtk] == ABILITY_MINUS)
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 8;
|
|
}
|
|
else if (!isDoubleBattle)
|
|
{
|
|
score -= 10; // our stats wont rise from this move
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS)
|
|
{
|
|
if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_DEF))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF))
|
|
score -= 8;
|
|
}
|
|
else if (aiData->abilities[battlerAtk] != ABILITY_PLUS && aiData->abilities[battlerAtk] != ABILITY_MINUS)
|
|
{
|
|
score -= 10; // nor our or our partner's ability is plus/minus
|
|
}
|
|
}
|
|
break;
|
|
// stat lowering effects
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ATK)) //|| !HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_HYPER_CUTTER)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_DEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPEED))
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_SPEED_BOOST)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPATK)) //|| !HasMoveWithSplit(battlerDef, SPLIT_SPECIAL))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPDEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ACC))
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_KEEN_EYE)
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_EVASION))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TICKLE:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ATK))
|
|
score -= 10;
|
|
else if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_DEF))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_VENOM_DRENCH:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPEED))
|
|
score -= 10;
|
|
else if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPATK))
|
|
score -= 8;
|
|
else if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ATK))
|
|
score -= 6;
|
|
}
|
|
break;
|
|
case EFFECT_NOBLE_ROAR:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPATK))
|
|
score -= 10;
|
|
else if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ATK))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_CAPTIVATE:
|
|
if (!AreBattlersOfOppositeGender(battlerAtk, battlerDef))
|
|
score -= 10;
|
|
break;
|
|
// other
|
|
case EFFECT_HAZE:
|
|
if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
score -= 10; // partner already using haze
|
|
}
|
|
else
|
|
{
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE)
|
|
score -= 10; // Don't want to reset our boosted stats
|
|
}
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE)
|
|
score -= 10; //Don't want to reset enemy lowered stats
|
|
}
|
|
}
|
|
break;
|
|
//case EFFECT_BIDE:
|
|
//case EFFECT_SUPER_FANG:
|
|
//case EFFECT_RECHARGE:
|
|
case EFFECT_LEVEL_DAMAGE:
|
|
case EFFECT_PSYWAVE:
|
|
//case EFFECT_COUNTER:
|
|
//case EFFECT_FLAIL:
|
|
case EFFECT_RETURN:
|
|
case EFFECT_PRESENT:
|
|
case EFFECT_FRUSTRATION:
|
|
case EFFECT_SONICBOOM:
|
|
//case EFFECT_MIRROR_COAT:
|
|
case EFFECT_SKULL_BASH:
|
|
case EFFECT_FOCUS_PUNCH:
|
|
case EFFECT_SUPERPOWER:
|
|
//case EFFECT_ENDEAVOR:
|
|
case EFFECT_LOW_KICK:
|
|
// AI_CBM_HighRiskForDamage
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_COUNTER:
|
|
case EFFECT_MIRROR_COAT:
|
|
if (IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) || gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION))
|
|
score--;
|
|
if (predictedMove == MOVE_NONE || GetBattleMoveSplit(predictedMove) == SPLIT_STATUS
|
|
|| DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), predictedMove))
|
|
score -= 10;
|
|
break;
|
|
|
|
case EFFECT_ROAR:
|
|
if (CountUsablePartyMons(battlerDef) == 0)
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_SUCTION_CUPS)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TOXIC_THREAD:
|
|
if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_SPEED))
|
|
score--; // may still want to just poison
|
|
//fallthrough
|
|
case EFFECT_POISON:
|
|
case EFFECT_TOXIC:
|
|
if (!AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_LIGHT_SCREEN:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_LIGHTSCREEN
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_REFLECT:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_REFLECT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_AURORA_VEIL:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_AURORA_VEIL
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
|| !(weather & (B_WEATHER_HAIL | B_WEATHER_SNOW)))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_OHKO:
|
|
#if B_SHEER_COLD_IMMUNITY >= GEN_7
|
|
if (move == MOVE_SHEER_COLD && IS_BATTLER_OF_TYPE(battlerDef, TYPE_ICE))
|
|
return 0;
|
|
#endif
|
|
if (!ShouldTryOHKO(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MIST:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_MIST
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FOCUS_ENERGY:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_FOCUS_ENERGY)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CONFUSE:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_FLATTER:
|
|
if (!AI_CanConfuse(battlerAtk, battlerDef, aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PARALYZE:
|
|
if (!AI_CanParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SUBSTITUTE:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_INFILTRATOR)
|
|
score -= 8;
|
|
else if (aiData->hpPercents[battlerAtk] <= 25)
|
|
score -= 10;
|
|
#if B_SOUND_SUBSTITUTE >= GEN_6
|
|
else if (HasSoundMove(battlerDef))
|
|
score -= 8;
|
|
#endif
|
|
break;
|
|
case EFFECT_LEECH_SEED:
|
|
if (gStatuses3[battlerDef] & STATUS3_LEECHSEED
|
|
|| IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE)
|
|
score -= 3;
|
|
break;
|
|
case EFFECT_DISABLE:
|
|
if (gDisableStructs[battlerDef].disableTimer == 0
|
|
#if B_MENTAL_HERB >= GEN_5
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB
|
|
#endif
|
|
&& !PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
|
|
score -= 10; // no anticipated move to disable
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
score -= 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_ENCORE:
|
|
if (gDisableStructs[battlerDef].encoreTimer == 0
|
|
#if B_MENTAL_HERB >= GEN_5
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB
|
|
#endif
|
|
&& !DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
|
|
score -= 10; // no anticipated move to encore
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
score -= 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_SNORE:
|
|
case EFFECT_SLEEP_TALK:
|
|
if (IsWakeupTurn(battlerAtk) || !AI_IsBattlerAsleepOrComatose(battlerAtk))
|
|
score -= 10; // if mon will wake up, is not asleep, or is not comatose
|
|
break;
|
|
case EFFECT_MEAN_LOOK:
|
|
if (IsBattlerTrapped(battlerDef, TRUE) || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_NIGHTMARE:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_NIGHTMARE)
|
|
score -= 10;
|
|
else if (!AI_IsBattlerAsleepOrComatose(battlerDef))
|
|
score -= 8;
|
|
else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST))
|
|
{
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_CURSED
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] <= 50)
|
|
score -= 6;
|
|
}
|
|
else // regular curse
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
score -= 8;
|
|
}
|
|
break;
|
|
case EFFECT_SPIKES:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].spikesAmount >= 3)
|
|
score -= 10;
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
&& gSideTimers[GetBattlerSide(battlerDef)].spikesAmount == 2)
|
|
score -= 10; // only one mon needs to set up the last layer of Spikes
|
|
break;
|
|
case EFFECT_STEALTH_ROCK:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].stealthRockAmount > 0
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)) //Only one mon needs to set up Stealth Rocks
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TOXIC_SPIKES:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount >= 2)
|
|
score -= 10;
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount == 1)
|
|
score -= 10; // only one mon needs to set up the last layer of Toxic Spikes
|
|
break;
|
|
case EFFECT_STICKY_WEB:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount)
|
|
score -= 10;
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount)
|
|
score -= 10; // only one mon needs to set up Sticky Web
|
|
break;
|
|
case EFFECT_FORESIGHT:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_FORESIGHT)
|
|
score -= 10;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4
|
|
|| !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST))
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 9;
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0
|
|
&& aiData->abilities[battlerAtk] != ABILITY_SOUNDPROOF
|
|
&& aiData->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_SOUNDPROOF
|
|
&& CountUsablePartyMons(FOE(battlerAtk)) >= 1)
|
|
{
|
|
score -= 10; //Don't wipe your team if you're going to lose
|
|
}
|
|
else if ((!IsBattlerAlive(FOE(battlerAtk)) || aiData->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF
|
|
|| gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG)
|
|
&& (!IsBattlerAlive(BATTLE_PARTNER(FOE(battlerAtk))) || aiData->abilities[BATTLE_PARTNER(FOE(battlerAtk))] == ABILITY_SOUNDPROOF
|
|
|| gStatuses3[BATTLE_PARTNER(FOE(battlerAtk))] & STATUS3_PERISH_SONG))
|
|
{
|
|
score -= 10; //Both enemies are perish songed
|
|
}
|
|
else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
score -= 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0 && aiData->abilities[battlerAtk] != ABILITY_SOUNDPROOF
|
|
&& CountUsablePartyMons(battlerDef) >= 1)
|
|
score -= 10;
|
|
|
|
if (gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG || aiData->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF)
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_SANDSTORM:
|
|
if (weather & (B_WEATHER_SANDSTORM | B_WEATHER_PRIMAL_ANY)
|
|
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), aiData->partnerMove))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (weather & (B_WEATHER_SUN | B_WEATHER_PRIMAL_ANY)
|
|
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), aiData->partnerMove))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (weather & (B_WEATHER_RAIN | B_WEATHER_PRIMAL_ANY)
|
|
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), aiData->partnerMove))
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (weather & (B_WEATHER_HAIL | B_WEATHER_PRIMAL_ANY)
|
|
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), aiData->partnerMove))
|
|
score -= 8;
|
|
else if (weather & B_WEATHER_SNOW)
|
|
score -= 2; // mainly to prevent looping between hail and snow
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (weather & (B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY)
|
|
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), aiData->partnerMove))
|
|
score -= 8;
|
|
else if (weather & B_WEATHER_HAIL)
|
|
score -= 2; // mainly to prevent looping between hail and snow
|
|
break;
|
|
case EFFECT_ATTRACT:
|
|
if (!AI_CanBeInfatuated(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SAFEGUARD:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_SAFEGUARD
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MAGNITUDE:
|
|
if (aiData->abilities[battlerDef] == ABILITY_LEVITATE)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PARTING_SHOT:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE
|
|
|| (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK))
|
|
|| AnyStatIsRaised(battlerAtk))
|
|
break;
|
|
else
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_HIT_ESCAPE:
|
|
break;
|
|
case EFFECT_RAPID_SPIN:
|
|
if ((gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED) || (gStatuses3[battlerAtk] & STATUS3_LEECHSEED))
|
|
break; // check damage/accuracy
|
|
//Spin checks
|
|
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY))
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_BELLY_DRUM:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] <= 60)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FUTURE_SIGHT:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_FUTUREATTACK
|
|
|| gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_FUTUREATTACK)
|
|
score -= 12;
|
|
else
|
|
score += 5;
|
|
break;
|
|
case EFFECT_TELEPORT:
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FAKE_OUT:
|
|
if (!gDisableStructs[battlerAtk].isFirstTurn)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_STOCKPILE:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter >= 3)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPIT_UP:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter <= 1)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SWALLOW:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter == 0)
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
if (AtMaxHp(battlerAtk))
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] >= 80)
|
|
score -= 5; // do it if nothing better
|
|
}
|
|
break;
|
|
case EFFECT_TORMENT:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_TORMENT
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
score -= 10;
|
|
break;
|
|
}
|
|
#if B_MENTAL_HERB >= GEN_5
|
|
if (aiData->holdEffects[battlerDef] == HOLD_EFFECT_MENTAL_HERB)
|
|
score -= 6;
|
|
#endif
|
|
break;
|
|
case EFFECT_WILL_O_WISP:
|
|
if (!AI_CanBurn(battlerAtk, battlerDef, aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MEMENTO:
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_ATK] == MIN_STAT_STAGE && gBattleMons[battlerDef].statStages[STAT_SPATK] == MIN_STAT_STAGE)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FOLLOW_ME:
|
|
case EFFECT_HELPING_HAND:
|
|
if (!isDoubleBattle
|
|
|| !IsBattlerAlive(BATTLE_PARTNER(battlerAtk))
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
|| (aiData->partnerMove != MOVE_NONE && IS_MOVE_STATUS(aiData->partnerMove))
|
|
|| *(gBattleStruct->monToSwitchIntoId + BATTLE_PARTNER(battlerAtk)) != PARTY_SIZE) //Partner is switching out.
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TRICK:
|
|
case EFFECT_KNOCK_OFF:
|
|
if (aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_INGRAIN:
|
|
if (gStatuses3[battlerAtk] & STATUS3_ROOTED)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_AQUA_RING:
|
|
if (gStatuses3[battlerAtk] & STATUS3_AQUA_RING)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_RECYCLE:
|
|
if (GetUsedHeldItem(battlerAtk) == 0 || gBattleMons[battlerAtk].item != 0)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_IMPRISON:
|
|
if (gStatuses3[battlerAtk] & STATUS3_IMPRISONED_OTHERS)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_REFRESH:
|
|
if (!(gBattleMons[battlerDef].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_FROSTBITE)))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PSYCHO_SHIFT:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY && !AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN && !AI_CanBurn(battlerAtk, battlerDef,
|
|
aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE && !AI_CanGiveFrostbite(battlerAtk, battlerDef,
|
|
aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS && !AI_CanParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP && !AI_CanPutToSleep(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
else
|
|
score -= 10; // attacker has no status to transmit
|
|
break;
|
|
case EFFECT_MUD_SPORT:
|
|
if (gFieldStatuses & STATUS_FIELD_MUDSPORT
|
|
|| gStatuses4[battlerAtk] & STATUS4_MUD_SPORT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_WATER_SPORT:
|
|
if (gFieldStatuses & STATUS_FIELD_WATERSPORT
|
|
|| gStatuses4[battlerAtk] & STATUS4_WATER_SPORT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ABSORB:
|
|
if (aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE)
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_STRENGTH_SAP:
|
|
if (aiData->abilities[battlerDef] == ABILITY_CONTRARY)
|
|
score -= 10;
|
|
else if (!ShouldLowerStat(battlerDef, aiData->abilities[battlerDef], STAT_ATK))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_COPYCAT:
|
|
case EFFECT_MIRROR_MOVE:
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score);
|
|
case EFFECT_FLOWER_SHIELD:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& !(isDoubleBattle && IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS)))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_AROMATIC_MIST:
|
|
if (!isDoubleBattle || gBattleMons[BATTLE_PARTNER(battlerAtk)].hp == 0 || !BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_BIDE:
|
|
if (!HasDamagingMove(battlerDef)
|
|
|| aiData->hpPercents[battlerAtk] < 30 //Close to death
|
|
|| gBattleMons[battlerDef].status1 & (STATUS1_SLEEP | STATUS1_FREEZE)) //No point in biding if can't take damage
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_HIT_SWITCH_TARGET:
|
|
if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10; // don't scare away pokemon twice
|
|
else if (aiData->hpPercents[battlerDef] < 10 && GetBattlerSecondaryDamage(battlerDef))
|
|
score -= 10; // don't blow away mon that will faint soon
|
|
else if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CONVERSION:
|
|
//Check first move type
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, gBattleMoves[gBattleMons[battlerAtk].moves[0]].type))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_REST:
|
|
if (!AI_CanSleep(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score -= 10;
|
|
//fallthrough
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
if (AtMaxHp(battlerAtk))
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
score -= 9; //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
if ((AI_GetWeather(aiData) & (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_HAIL)))
|
|
score -= 3;
|
|
else if (AtMaxHp(battlerAtk))
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
score -= 9; //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_PURIFY:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_ANY))
|
|
score -= 10;
|
|
else if (battlerDef == BATTLE_PARTNER(battlerAtk))
|
|
break; //Always heal your ally
|
|
else if (AtMaxHp(battlerAtk))
|
|
score -= 10;
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
score -= 8; //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_SUPER_FANG:
|
|
if (aiData->hpPercents[battlerDef] < 50)
|
|
score -= 4;
|
|
break;
|
|
case EFFECT_RECOIL_IF_MISS:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && AI_GetMoveAccuracy(battlerAtk, battlerDef, move) < 75)
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_RECOIL_25:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && aiData->abilities[battlerAtk] != ABILITY_ROCK_HEAD)
|
|
{
|
|
u32 recoilDmg = max(1, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 4);
|
|
if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex))
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_RECOIL_33:
|
|
case EFFECT_RECOIL_33_STATUS:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && aiData->abilities[battlerAtk] != ABILITY_ROCK_HEAD)
|
|
{
|
|
u32 recoilDmg = max(1, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 3);
|
|
if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex))
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_RECOIL_50:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && aiData->abilities[battlerAtk] != ABILITY_ROCK_HEAD)
|
|
{
|
|
u32 recoilDmg = max(1, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex] / 2);
|
|
if (!ShouldUseRecoilMove(battlerAtk, battlerDef, recoilDmg, AI_THINKING_STRUCT->movesetIndex))
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_TEETER_DANCE:
|
|
if (((gBattleMons[battlerDef].status2 & STATUS2_CONFUSION)
|
|
|| (!DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move) && aiData->abilities[battlerDef] == ABILITY_OWN_TEMPO)
|
|
|| (IsBattlerGrounded(battlerDef) && AI_IsTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN))
|
|
|| (DoesSubstituteBlockMove(battlerAtk, battlerDef, move)))
|
|
&& ((gBattleMons[BATTLE_PARTNER(battlerDef)].status2 & STATUS2_CONFUSION)
|
|
|| (!DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move) && aiData->abilities[BATTLE_PARTNER(battlerDef)] == ABILITY_OWN_TEMPO)
|
|
|| (IsBattlerGrounded(BATTLE_PARTNER(battlerDef)) && AI_IsTerrainAffected(BATTLE_PARTNER(battlerDef), STATUS_FIELD_MISTY_TERRAIN))
|
|
|| (DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), move))))
|
|
{
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_TRANSFORM:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED
|
|
|| (gBattleMons[battlerDef].status2 & (STATUS2_TRANSFORMED | STATUS2_SUBSTITUTE))) //Leave out Illusion b/c AI is supposed to be fooled
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TWO_TURNS_ATTACK:
|
|
if (aiData->holdEffects[battlerAtk] != HOLD_EFFECT_POWER_HERB && CanTargetFaintAi(battlerDef, battlerAtk))
|
|
score -= 6;
|
|
break;
|
|
case EFFECT_RECHARGE:
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2)
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerAtk] != ABILITY_TRUANT
|
|
&& !CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_SPITE:
|
|
case EFFECT_MIMIC:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE
|
|
|| gLastMoves[battlerDef] == 0xFFFF)
|
|
score -= 10;
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
// TODO predicted move separate from gLastMoves
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_METRONOME:
|
|
break;
|
|
case EFFECT_ENDEAVOR:
|
|
case EFFECT_PAIN_SPLIT:
|
|
if (gBattleMons[battlerAtk].hp > (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2)
|
|
score -= 10;
|
|
break;
|
|
|
|
case EFFECT_CONVERSION_2:
|
|
//TODO
|
|
break;
|
|
case EFFECT_LOCK_ON:
|
|
if (gStatuses3[battlerDef] & STATUS3_ALWAYS_HITS
|
|
|| aiData->abilities[battlerAtk] == ABILITY_NO_GUARD
|
|
|| aiData->abilities[battlerDef] == ABILITY_NO_GUARD
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_LASER_FOCUS:
|
|
if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS)
|
|
score -= 10;
|
|
else if (aiData->abilities[battlerDef] == ABILITY_SHELL_ARMOR || aiData->abilities[battlerDef] == ABILITY_BATTLE_ARMOR)
|
|
score -= 8;
|
|
break;
|
|
case EFFECT_SKETCH:
|
|
if (gLastMoves[battlerDef] == MOVE_NONE)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_DESTINY_BOND:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_DESTINY_BOND)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FALSE_SWIPE:
|
|
// TODO
|
|
break;
|
|
case EFFECT_HEAL_BELL:
|
|
if (!AnyPartyMemberStatused(battlerAtk, gBattleMoves[move].soundMove) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_HIT_PREVENT_ESCAPE:
|
|
break;
|
|
case EFFECT_ENDURE:
|
|
if (gBattleMons[battlerAtk].hp == 1 || GetBattlerSecondaryDamage(battlerAtk)) //Don't use Endure if you'll die after using it
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
{
|
|
bool32 decreased = FALSE;
|
|
switch (move)
|
|
{
|
|
case MOVE_QUICK_GUARD:
|
|
case MOVE_WIDE_GUARD:
|
|
case MOVE_CRAFTY_SHIELD:
|
|
if (!isDoubleBattle)
|
|
{
|
|
score -= 10;
|
|
decreased = TRUE;
|
|
}
|
|
break;
|
|
case MOVE_MAT_BLOCK:
|
|
if (!gDisableStructs[battlerAtk].isFirstTurn)
|
|
{
|
|
score -= 10;
|
|
decreased = TRUE;
|
|
}
|
|
break;
|
|
} // move check
|
|
|
|
if (decreased)
|
|
break;
|
|
if (IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
score -= 10;
|
|
break;
|
|
}
|
|
|
|
if (move != MOVE_QUICK_GUARD
|
|
&& move != MOVE_WIDE_GUARD
|
|
&& move != MOVE_CRAFTY_SHIELD) //These moves have infinite usage
|
|
{
|
|
if (GetBattlerSecondaryDamage(battlerAtk) >= gBattleMons[battlerAtk].hp
|
|
&& aiData->abilities[battlerDef] != ABILITY_MOXIE
|
|
&& aiData->abilities[battlerDef] != ABILITY_BEAST_BOOST)
|
|
{
|
|
score -= 10; //Don't protect if you're going to faint after protecting
|
|
}
|
|
else if (gDisableStructs[battlerAtk].protectUses == 1 && Random() % 100 < 50)
|
|
{
|
|
if (!isDoubleBattle)
|
|
score -= 6;
|
|
else
|
|
score -= 10; //Don't try double protecting in doubles
|
|
}
|
|
else if (gDisableStructs[battlerAtk].protectUses >= 2)
|
|
{
|
|
score -= 10;
|
|
}
|
|
}
|
|
|
|
/*if (AI_THINKING_STRUCT->aiFlags == AI_SCRIPT_CHECK_BAD_MOVE //Only basic AI
|
|
&& IS_DOUBLE_BATTLE) //Make the regular AI know how to use Protect minimally in Doubles
|
|
{
|
|
u8 shouldProtect = ShouldProtect(battlerAtk, battlerDef, move);
|
|
if (shouldProtect == USE_PROTECT || shouldProtect == PROTECT_FROM_FOES)
|
|
IncreaseFoeProtectionViability(&viability, 0xFF, battlerAtk, battlerDef);
|
|
else if (shouldProtect == PROTECT_FROM_ALLIES)
|
|
IncreaseAllyProtectionViability(&viability, 0xFF);
|
|
}*/
|
|
}
|
|
break;
|
|
case EFFECT_MIRACLE_EYE:
|
|
if (gStatuses3[battlerDef] & STATUS3_MIRACLE_EYED)
|
|
score -= 10;
|
|
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4
|
|
|| !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK))
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 9;
|
|
break;
|
|
case EFFECT_BURN_UP:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FIRE))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_DOUBLE_SHOCK:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_ELECTRIC))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_DEFOG:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)]
|
|
& (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)
|
|
|| gSideTimers[GetBattlerSide(battlerDef)].auroraVeilTimer != 0
|
|
|| gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY)
|
|
{
|
|
if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
score -= 10; //Only need one hazards removal
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_HAZARDS_ANY)
|
|
{
|
|
score -= 10; //Don't blow away opposing hazards
|
|
break;
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (IsHazardMoveEffect(gBattleMoves[aiData->partnerMove].effect) // partner is going to set up hazards
|
|
&& AI_WhoStrikesFirst(BATTLE_PARTNER(battlerAtk), battlerAtk, aiData->partnerMove) == AI_IS_FASTER) // partner is going to set up before the potential Defog
|
|
{
|
|
score -= 10;
|
|
break; // Don't use Defog if partner is going to set up hazards
|
|
}
|
|
}
|
|
|
|
// evasion check
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] == MIN_STAT_STAGE
|
|
|| ((aiData->abilities[battlerDef] == ABILITY_CONTRARY) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))) // don't want to raise target stats unless its your partner
|
|
score -= 10;
|
|
break;
|
|
|
|
case EFFECT_PSYCH_UP: // haze stats check
|
|
{
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE)
|
|
score -= 10; // Don't want to reset our boosted stats
|
|
}
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE)
|
|
score -= 10; //Don't want to copy enemy lowered stats
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_SPECTRAL_THIEF:
|
|
break;
|
|
case EFFECT_SOLAR_BEAM:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB
|
|
|| ((AI_GetWeather(aiData) & B_WEATHER_SUN) && aiData->holdEffects[battlerAtk] != HOLD_EFFECT_UTILITY_UMBRELLA))
|
|
break;
|
|
if (CanTargetFaintAi(battlerDef, battlerAtk)) //Attacker can be knocked out
|
|
score -= 4;
|
|
break;
|
|
case EFFECT_SEMI_INVULNERABLE:
|
|
if (predictedMove != MOVE_NONE
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
|
|
&& gBattleMoves[predictedMove].effect == EFFECT_SEMI_INVULNERABLE)
|
|
score -= 10; // Don't Fly/dig/etc if opponent is going to fly/dig/etc after you
|
|
|
|
if (BattlerWillFaintFromWeather(battlerAtk, aiData->abilities[battlerAtk])
|
|
&& (move == MOVE_FLY || move == MOVE_BOUNCE))
|
|
score -= 10; // Attacker will faint while in the air
|
|
break;
|
|
case EFFECT_HEALING_WISH: //healing wish, lunar dance
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
else if (IsPartyFullyHealedExceptBattler(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FINAL_GAMBIT:
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_NATURE_POWER:
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, GetNaturePowerMove(), score);
|
|
case EFFECT_TAUNT:
|
|
if (gDisableStructs[battlerDef].tauntTimer > 0
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score--;
|
|
break;
|
|
case EFFECT_BESTOW:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_NONE
|
|
|| !CanBattlerGetOrLoseItem(battlerAtk, gBattleMons[battlerAtk].item)) // AI knows its own item
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
if (aiData->abilities[battlerAtk] == aiData->abilities[battlerDef]
|
|
|| aiData->abilities[battlerDef] == ABILITY_NONE
|
|
|| IsRolePlayBannedAbilityAtk(aiData->abilities[battlerAtk])
|
|
|| IsRolePlayBannedAbility(aiData->abilities[battlerDef]))
|
|
score -= 10;
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerAtk], 5))
|
|
score -= 4;
|
|
break;
|
|
case EFFECT_WISH:
|
|
if (gWishFutureKnock.wishCounter[battlerAtk] != 0)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ASSIST:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
score -= 10; // no teammates to assist from
|
|
break;
|
|
case EFFECT_MAGIC_COAT:
|
|
if (!HasMagicCoatAffectedMove(battlerDef))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_BELCH:
|
|
if (ItemId_GetPocket(GetUsedHeldItem(battlerAtk)) != POCKET_BERRIES)
|
|
score -= 10; // attacker has not consumed a berry
|
|
break;
|
|
case EFFECT_YAWN:
|
|
if (gStatuses3[battlerDef] & STATUS3_YAWN)
|
|
score -= 10;
|
|
else if (!AI_CanPutToSleep(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_NONE || aiData->abilities[battlerDef] == ABILITY_NONE
|
|
|| IsSkillSwapBannedAbility(aiData->abilities[battlerAtk]) || IsSkillSwapBannedAbility(aiData->abilities[battlerDef])
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
if (aiData->abilities[battlerDef] == ABILITY_INSOMNIA
|
|
|| IsWorrySeedBannedAbility(aiData->abilities[battlerDef])
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_GASTRO_ACID:
|
|
if (gStatuses3[battlerDef] & STATUS3_GASTRO_ACID
|
|
|| IsGastroAcidBannedAbility(aiData->abilities[battlerDef]))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_NONE
|
|
|| IsEntrainmentBannedAbilityAttacker(aiData->abilities[battlerAtk])
|
|
|| IsEntrainmentTargetOrSimpleBeamBannedAbility(aiData->abilities[battlerDef])
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CORE_ENFORCER:
|
|
break;
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (aiData->abilities[battlerDef] == ABILITY_SIMPLE
|
|
|| IsEntrainmentTargetOrSimpleBeamBannedAbility(aiData->abilities[battlerDef])
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SNATCH:
|
|
if (!HasSnatchAffectedMove(battlerDef)
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_POWER_TRICK:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].defense >= gBattleMons[battlerAtk].attack && !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_POWER_SWAP: // Don't use if attacker's stat stages are higher than opponents
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= gBattleMons[battlerDef].statStages[STAT_ATK]
|
|
&& gBattleMons[battlerAtk].statStages[STAT_SPATK] >= gBattleMons[battlerDef].statStages[STAT_SPATK])
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_GUARD_SWAP: // Don't use if attacker's stat stages are higher than opponents
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_DEF] >= gBattleMons[battlerDef].statStages[STAT_DEF]
|
|
&& gBattleMons[battlerAtk].statStages[STAT_SPDEF] >= gBattleMons[battlerDef].statStages[STAT_SPDEF])
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SPEED_SWAP:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && (gBattleMons[battlerAtk].speed <= gBattleMons[battlerDef].speed))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerAtk].speed >= gBattleMons[battlerDef].speed)
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_HEART_SWAP:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
u32 atkPositiveStages = CountPositiveStatStages(battlerAtk);
|
|
u32 atkNegativeStages = CountNegativeStatStages(battlerAtk);
|
|
u32 defPositiveStages = CountPositiveStatStages(battlerDef);
|
|
u32 defNegativeStages = CountNegativeStatStages(battlerDef);
|
|
|
|
if (atkPositiveStages >= defPositiveStages && atkNegativeStages <= defNegativeStages)
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_POWER_SPLIT:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
u32 atkAttack = gBattleMons[battlerAtk].attack;
|
|
u32 defAttack = gBattleMons[battlerDef].attack;
|
|
u32 atkSpAttack = gBattleMons[battlerAtk].spAttack;
|
|
u32 defSpAttack = gBattleMons[battlerDef].spAttack;
|
|
|
|
if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_GUARD_SPLIT:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
u32 atkDefense = gBattleMons[battlerAtk].defense;
|
|
u32 defDefense = gBattleMons[battlerDef].defense;
|
|
u32 atkSpDefense = gBattleMons[battlerAtk].spDefense;
|
|
u32 defSpDefense = gBattleMons[battlerDef].spDefense;
|
|
|
|
if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_ME_FIRST:
|
|
if (predictedMove != MOVE_NONE)
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER)
|
|
score -= 10; // Target is predicted to go first, Me First will fail
|
|
else
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score);
|
|
}
|
|
else
|
|
{
|
|
score -= 10; //Target is predicted to switch most likely
|
|
}
|
|
break;
|
|
case EFFECT_NATURAL_GIFT:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_KLUTZ
|
|
|| gFieldStatuses & STATUS_FIELD_MAGIC_ROOM
|
|
|| GetPocketByItemId(gBattleMons[battlerAtk].item) != POCKET_BERRIES)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MISTY_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PLEDGE:
|
|
if (isDoubleBattle && gBattleMons[BATTLE_PARTNER(battlerAtk)].hp > 0)
|
|
{
|
|
if (aiData->partnerMove != MOVE_NONE
|
|
&& gBattleMoves[aiData->partnerMove].effect == EFFECT_PLEDGE
|
|
&& move != aiData->partnerMove) // Different pledge moves
|
|
{
|
|
if (gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & (STATUS1_SLEEP | STATUS1_FREEZE))
|
|
// && gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 != 1) // Will wake up this turn - how would AI know
|
|
score -= 10; // Don't use combo move if your partner will cause failure
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_TRICK_ROOM:
|
|
if (PartnerMoveIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, MOVE_TRICK_ROOM))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM) // Trick Room Up
|
|
{
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef)) // Attacker side slower than target side
|
|
score -= 10; // Keep the Trick Room up
|
|
}
|
|
else
|
|
{
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef)) // Attacker side faster than target side
|
|
score -= 10; // Keep the Trick Room down
|
|
}
|
|
break;
|
|
case EFFECT_MAGIC_ROOM:
|
|
if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_WONDER_ROOM:
|
|
if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_GRAVITY:
|
|
if ((gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
&& !IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FLYING)
|
|
&& aiData->holdEffects[battlerAtk] != HOLD_EFFECT_AIR_BALLOON) // Should revert Gravity in this case
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ION_DELUGE:
|
|
if (gFieldStatuses & STATUS_FIELD_ION_DELUGE
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_FLING:
|
|
if (!CanFling(battlerAtk))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
/* TODO Fling
|
|
u8 effect = gFlingTable[gBattleMons[battlerAtk].item].effect;
|
|
switch (effect)
|
|
{
|
|
case MOVE_EFFECT_BURN:
|
|
if (!AI_CanBurn(battlerAtk, battlerDef, BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
if (!AI_CanParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case MOVE_EFFECT_POISON:
|
|
if (!AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case MOVE_EFFECT_TOXIC:
|
|
if (!AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case MOVE_EFFECT_FREEZE:
|
|
if (!CanBeFrozen(battlerDef, TRUE)
|
|
|| MoveBlockedBySubstitute(move, battlerAtk, battlerDef))
|
|
score -= 10;
|
|
break;
|
|
}*/
|
|
}
|
|
break;
|
|
case EFFECT_EMBARGO:
|
|
if (aiData->abilities[battlerDef] == ABILITY_KLUTZ
|
|
|| gFieldStatuses & STATUS_FIELD_MAGIC_ROOM
|
|
|| gDisableStructs[battlerDef].embargoTimer != 0
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_POWDER:
|
|
if (!HasMoveWithType(battlerDef, TYPE_FIRE)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TELEKINESIS:
|
|
if (gStatuses3[battlerDef] & (STATUS3_TELEKINESIS | STATUS3_ROOTED | STATUS3_SMACKED_DOWN)
|
|
|| gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_IRON_BALL
|
|
|| IsTelekinesisBannedSpecies(gBattleMons[battlerDef].species)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_THROAT_CHOP:
|
|
break;
|
|
case EFFECT_HEAL_BLOCK:
|
|
if (gDisableStructs[battlerDef].healBlockTimer != 0
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SOAK:
|
|
if (PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove)
|
|
|| (GetBattlerType(battlerDef, 0) == TYPE_WATER
|
|
&& GetBattlerType(battlerDef, 1) == TYPE_WATER
|
|
&& GetBattlerType(battlerDef, 2) == TYPE_MYSTERY))
|
|
score -= 10; // target is already water-only
|
|
break;
|
|
case EFFECT_THIRD_TYPE:
|
|
switch (move)
|
|
{
|
|
case MOVE_TRICK_OR_TREAT:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case MOVE_FORESTS_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_HEAL_PULSE: // and floral healing
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)) // Don't heal enemies
|
|
{
|
|
score -= 10;
|
|
break;
|
|
}
|
|
// fallthrough
|
|
case EFFECT_HIT_ENEMY_HEAL_ALLY: // pollen puff
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
|
|
return 0;
|
|
if (AtMaxHp(battlerDef))
|
|
score -= 10;
|
|
else if (gBattleMons[battlerDef].hp > gBattleMons[battlerDef].maxHP / 2)
|
|
score -= 5;
|
|
}
|
|
break;
|
|
case EFFECT_ELECTRIFY:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
|
|
//|| GetMoveTypeSpecial(battlerDef, predictedMove) == TYPE_ELECTRIC // Move will already be electric type
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TOPSY_TURVY:
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
u32 targetPositiveStages = CountPositiveStatStages(battlerDef);
|
|
u32 targetNegativeStages = CountNegativeStatStages(battlerDef);
|
|
|
|
if (targetPositiveStages == 0 //No good stat changes to make bad
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
|
|
else if (targetNegativeStages < targetPositiveStages)
|
|
score -= 5; //More stages would be made positive than negative
|
|
}
|
|
break;
|
|
case EFFECT_FAIRY_LOCK:
|
|
if ((gFieldStatuses & STATUS_FIELD_FAIRY_LOCK) || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_DO_NOTHING:
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_INSTRUCT:
|
|
{
|
|
u16 instructedMove;
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER)
|
|
instructedMove = predictedMove;
|
|
else
|
|
instructedMove = gLastMoves[battlerDef];
|
|
|
|
if (instructedMove == MOVE_NONE
|
|
|| gBattleMoves[instructedMove].instructBanned
|
|
|| MoveRequiresRecharging(instructedMove)
|
|
|| MoveCallsOtherMove(instructedMove)
|
|
|| IsZMove(instructedMove)
|
|
|| (gLockedMoves[battlerDef] != 0 && gLockedMoves[battlerDef] != 0xFFFF)
|
|
|| gBattleMons[battlerDef].status2 & STATUS2_MULTIPLETURNS
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
score -= 10;
|
|
}
|
|
else if (isDoubleBattle)
|
|
{
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
score -= 10;
|
|
}
|
|
else
|
|
{
|
|
if (AI_GetBattlerMoveTargetType(battlerDef, instructedMove) & (MOVE_TARGET_SELECTED
|
|
| MOVE_TARGET_DEPENDS
|
|
| MOVE_TARGET_RANDOM
|
|
| MOVE_TARGET_BOTH
|
|
| MOVE_TARGET_FOES_AND_ALLY
|
|
| MOVE_TARGET_OPPONENTS_FIELD)
|
|
&& instructedMove != MOVE_MIND_BLOWN && instructedMove != MOVE_STEEL_BEAM)
|
|
score -= 10; //Don't force the enemy to attack you again unless it can kill itself with Mind Blown
|
|
else if (instructedMove != MOVE_MIND_BLOWN)
|
|
score -= 5; //Do something better
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_QUASH:
|
|
if (!isDoubleBattle
|
|
|| AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_AFTER_YOU:
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| !isDoubleBattle
|
|
|| AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SUCKER_PUNCH:
|
|
if (predictedMove != MOVE_NONE)
|
|
{
|
|
if (IS_MOVE_STATUS(predictedMove) || AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent going first
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_TAILWIND:
|
|
if (gSideTimers[GetBattlerSide(battlerAtk)].tailwindTimer != 0
|
|
|| PartnerMoveIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, MOVE_TAILWIND)
|
|
|| (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && gFieldTimers.trickRoomTimer > 1)) // Trick Room active and not ending this turn
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_LUCKY_CHANT:
|
|
if (gSideTimers[GetBattlerSide(battlerAtk)].luckyChantTimer != 0
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
|| gDisableStructs[battlerAtk].magnetRiseTimer != 0
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_IRON_BALL
|
|
|| gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_MAGNET_RISE | STATUS3_SMACKED_DOWN)
|
|
|| !IsBattlerGrounded(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CAMOUFLAGE:
|
|
if (!CanCamouflage(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_LAST_RESORT:
|
|
if (!CanUseLastResort(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_SYNCHRONOISE:
|
|
//Check holding ring target or is of same type
|
|
if (aiData->holdEffects[battlerDef] == HOLD_EFFECT_RING_TARGET
|
|
|| IS_BATTLER_OF_TYPE(battlerDef, GetBattlerType(battlerAtk, 0))
|
|
|| IS_BATTLER_OF_TYPE(battlerDef, GetBattlerType(battlerAtk, 1))
|
|
|| IS_BATTLER_OF_TYPE(battlerDef, GetBattlerType(battlerAtk, 2)))
|
|
break;
|
|
else
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_ERUPTION:
|
|
if (effectiveness <= AI_EFFECTIVENESS_x0_5)
|
|
score--;
|
|
if (aiData->hpPercents[battlerDef] < 50)
|
|
score--;
|
|
break;
|
|
case EFFECT_VITAL_THROW:
|
|
if (AI_STRIKES_FIRST(battlerAtk, battlerDef, move) && aiData->hpPercents[battlerAtk] < 40)
|
|
score--; // don't want to move last
|
|
break;
|
|
case EFFECT_FLAIL:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER // Opponent should go first
|
|
|| aiData->hpPercents[battlerAtk] > 50)
|
|
score -= 4;
|
|
break;
|
|
//TODO
|
|
//case EFFECT_PLASMA_FISTS:
|
|
//break;
|
|
//case EFFECT_SHELL_TRAP:
|
|
//break;
|
|
//case EFFECT_BEAK_BLAST:
|
|
//break;
|
|
case EFFECT_SKY_DROP:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_FLYING))
|
|
score -= 10;
|
|
if (BattlerWillFaintFromWeather(battlerAtk, aiData->abilities[battlerAtk])
|
|
|| DoesSubstituteBlockMove(battlerAtk, battlerDef, move)
|
|
|| GetBattlerWeight(battlerDef) >= 2000) //200.0 kg
|
|
score -= 10;
|
|
break;
|
|
/*case EFFECT_NO_RETREAT:
|
|
if (TrappedByNoRetreat(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_EXTREME_EVOBOOST:
|
|
if (MainStatsMaxed(battlerAtk))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_CLANGOROUS_SOUL:
|
|
if (gBattleMons[battlerAtk].hp <= gBattleMons[battlerAtk].maxHP / 3)
|
|
score -= 10;
|
|
break;*/
|
|
case EFFECT_REVIVAL_BLESSING:
|
|
if (GetFirstFaintedPartyIndex(battlerAtk) == PARTY_SIZE)
|
|
score -= 10;
|
|
else if (CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
|
score -= 10;
|
|
else if (CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER)
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_JUNGLE_HEALING:
|
|
if (AtMaxHp(battlerAtk)
|
|
&& AtMaxHp(BATTLE_PARTNER(battlerAtk))
|
|
&& !(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
&& !(gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & STATUS1_ANY))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_TAKE_HEART:
|
|
if ((!(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
|| PartnerMoveIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, MOVE_JUNGLE_HEALING)
|
|
|| PartnerMoveIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, MOVE_HEAL_BELL)
|
|
|| PartnerMoveIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, MOVE_AROMATHERAPY))
|
|
&& !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)
|
|
&& !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score -= 10;
|
|
break;
|
|
case EFFECT_PLACEHOLDER:
|
|
return 0; // cannot even select
|
|
} // move effect checks
|
|
|
|
if (score < 0)
|
|
score = 0;
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 movesetIndex = AI_THINKING_STRUCT->movesetIndex;
|
|
bool32 aiFaster;
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (gBattleMoves[move].power == 0)
|
|
return score; // can't make anything faint with no power
|
|
|
|
aiFaster = AI_STRIKES_FIRST(battlerAtk, battlerDef, move);
|
|
if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, movesetIndex, 0) && gBattleMoves[move].effect != EFFECT_EXPLOSION)
|
|
{
|
|
// this move can faint the target
|
|
if (aiFaster || GetMovePriority(battlerAtk, move) > 0)
|
|
score += 4; // we go first or we're using priority move
|
|
else
|
|
score += 2;
|
|
}
|
|
else
|
|
{
|
|
// this move isn't expected to faint the target
|
|
if (gBattleMoves[move].highCritRatio)
|
|
score += 2; // crit makes it more likely to make them faint
|
|
|
|
if (GetMoveDamageResult(battlerAtk, battlerDef, movesetIndex) == MOVE_POWER_OTHER)
|
|
score--;
|
|
|
|
switch (AI_DATA->effectiveness[battlerAtk][battlerDef][movesetIndex])
|
|
{
|
|
case AI_EFFECTIVENESS_x8:
|
|
score += 8;
|
|
break;
|
|
case AI_EFFECTIVENESS_x4:
|
|
score += 4;
|
|
break;
|
|
case AI_EFFECTIVENESS_x2:
|
|
if (AI_RandLessThan(176))
|
|
score += 2;
|
|
else
|
|
score++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//AI_TryToFaint_CheckIfDanger
|
|
if (!aiFaster && CanTargetFaintAi(battlerDef, battlerAtk))
|
|
{ // AI_TryToFaint_Danger
|
|
if (GetMoveDamageResult(battlerAtk, battlerDef, movesetIndex) != MOVE_POWER_BEST)
|
|
score--;
|
|
else
|
|
score++;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// double battle logic
|
|
static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// move data
|
|
u32 moveType = gBattleMoves[move].type;
|
|
u32 effect = gBattleMoves[move].effect;
|
|
u32 moveTarget = AI_GetBattlerMoveTargetType(battlerAtk, move);
|
|
// ally data
|
|
u32 battlerAtkPartner = BATTLE_PARTNER(battlerAtk);
|
|
struct AiLogicData *aiData = AI_DATA;
|
|
u32 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
|
|
u32 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)];
|
|
bool32 partnerProtecting = (gBattleMoves[aiData->partnerMove].effect == EFFECT_PROTECT);
|
|
bool32 attackerHasBadAbility = (GetAbilityRating(aiData->abilities[battlerAtk]) < 0);
|
|
bool32 partnerHasBadAbility = (GetAbilityRating(atkPartnerAbility) < 0);
|
|
u32 predictedMove = aiData->predictedMoves[battlerDef];
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
GET_MOVE_TYPE(move, moveType);
|
|
|
|
// check what effect partner is using
|
|
if (aiData->partnerMove != 0)
|
|
{
|
|
switch (gBattleMoves[aiData->partnerMove].effect)
|
|
{
|
|
case EFFECT_HELPING_HAND:
|
|
if (!IS_MOVE_STATUS(move))
|
|
score += 5;
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (!(gBattleMons[battlerDef].status2 & (STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED)))
|
|
{
|
|
if (IsTrappingMoveEffect(effect) || predictedMove == MOVE_INGRAIN)
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_ALWAYS_CRIT:
|
|
// Ally decided to use Frost Breath on us. we must have Anger Point as our ability
|
|
if (aiData->abilities[battlerAtk] == ABILITY_ANGER_POINT)
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_SLOWER) // Partner moving first
|
|
{
|
|
// discourage raising our attack since it's about to be maxed out
|
|
if (IsAttackBoostMoveEffect(effect))
|
|
score -= 3;
|
|
// encourage moves hitting multiple opponents
|
|
if (!IS_MOVE_STATUS(move) && (moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
|
|
score += 3;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
} // check partner move effect
|
|
|
|
// consider our move effect relative to partner state
|
|
switch (effect)
|
|
{
|
|
case EFFECT_HELPING_HAND:
|
|
if (aiData->partnerMove != 0 && !HasDamagingMove(battlerAtkPartner))
|
|
score -= 5;
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (aiData->partnerMove != 0 && HasTrappingMoveEffect(battlerAtkPartner))
|
|
score++;
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (IsBattlerGrounded(battlerAtk)
|
|
&& (HasMove(battlerAtkPartner, MOVE_EARTHQUAKE) || HasMove(battlerAtkPartner, MOVE_MAGNITUDE))
|
|
&& (AI_GetMoveEffectiveness(MOVE_EARTHQUAKE, battlerAtk, battlerAtkPartner) != AI_EFFECTIVENESS_x0)) // Doesn't resist ground move
|
|
{
|
|
RETURN_SCORE_PLUS(2); // partner has earthquake or magnitude -> good idea to use magnet rise
|
|
}
|
|
break;
|
|
} // our effect relative to partner
|
|
|
|
// consider global move effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_SANDSTORM:
|
|
if (ShouldSetSandstorm(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(1); // our partner benefits from sandstorm
|
|
}
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (ShouldSetRain(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(1); // our partner benefits from rain
|
|
}
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (ShouldSetSun(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(1); // our partner benefits from sun
|
|
}
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (IsBattlerAlive(battlerAtkPartner)
|
|
&& ShouldSetHail(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(2); // our partner benefits from hail
|
|
}
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (IsBattlerAlive(battlerAtkPartner)
|
|
&& ShouldSetSnow(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(2); // our partner benefits from snow
|
|
}
|
|
break;
|
|
} // global move effect check
|
|
|
|
// check specific target
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
if (GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_OTHER)
|
|
{
|
|
// partner ability checks
|
|
if (!partnerProtecting && moveTarget != MOVE_TARGET_BOTH && !DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move))
|
|
{
|
|
switch (atkPartnerAbility)
|
|
{
|
|
case ABILITY_VOLT_ABSORB:
|
|
if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_HP_AWARE))
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
break; // handled in AI_HPAware
|
|
case ABILITY_MOTOR_DRIVE:
|
|
if (moveType == TYPE_ELECTRIC && BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPEED))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_LIGHTNING_ROD:
|
|
if (moveType == TYPE_ELECTRIC
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_WATER_ABSORB:
|
|
case ABILITY_DRY_SKIN:
|
|
if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_HP_AWARE))
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
break; // handled in AI_HPAware
|
|
case ABILITY_STORM_DRAIN:
|
|
if (moveType == TYPE_WATER
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_WATER_COMPACTION:
|
|
if (moveType == TYPE_WATER && GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_WEAK)
|
|
{
|
|
RETURN_SCORE_PLUS(1); // only mon with this ability is weak to water so only make it okay if we do very little damage
|
|
}
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_FLASH_FIRE:
|
|
if (moveType == TYPE_FIRE
|
|
&& HasMoveWithType(battlerAtkPartner, TYPE_FIRE)
|
|
&& !(gBattleResources->flags->flags[battlerAtkPartner] & RESOURCE_FLAG_FLASH_FIRE))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_SAP_SIPPER:
|
|
if (moveType == TYPE_GRASS
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_JUSTIFIED:
|
|
if (moveType == TYPE_DARK
|
|
&& !IS_MOVE_STATUS(move)
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
|
|
&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_RATTLED:
|
|
if (!IS_MOVE_STATUS(move)
|
|
&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPEED)
|
|
&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 1))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_CONTRARY:
|
|
if (IsStatLoweringEffect(effect))
|
|
{
|
|
RETURN_SCORE_PLUS(2);
|
|
}
|
|
break;
|
|
case ABILITY_DEFIANT:
|
|
if (IsStatLoweringEffect(effect)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case ABILITY_COMPETITIVE:
|
|
if (IsStatLoweringEffect(effect)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_SPATK))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
}
|
|
} // ability checks
|
|
} // move power check
|
|
|
|
// attacker move effects specifically targeting partner
|
|
if (!partnerProtecting)
|
|
{
|
|
switch (effect)
|
|
{
|
|
case EFFECT_PURIFY:
|
|
if (gBattleMons[battlerAtkPartner].status1 & STATUS1_ANY)
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_SWAGGER:
|
|
if (gBattleMons[battlerAtkPartner].statStages[STAT_ATK] < MAX_STAT_STAGE
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
|
|
&& (!AI_CanBeConfused(battlerAtkPartner, TRUE)
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_FLATTER:
|
|
if (gBattleMons[battlerAtkPartner].statStages[STAT_SPATK] < MAX_STAT_STAGE
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_SPECIAL)
|
|
&& (!AI_CanBeConfused(battlerAtkPartner, TRUE)
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_BEAT_UP:
|
|
if (atkPartnerAbility == ABILITY_JUSTIFIED
|
|
&& moveType == TYPE_DARK
|
|
&& !IS_MOVE_STATUS(move)
|
|
&& HasMoveWithSplit(battlerAtkPartner, SPLIT_PHYSICAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
|
|
&& !CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, AI_THINKING_STRUCT->movesetIndex, 0))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] != aiData->abilities[BATTLE_PARTNER(battlerAtk)] && !attackerHasBadAbility)
|
|
{
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_TRUANT)
|
|
{
|
|
RETURN_SCORE_PLUS(10);
|
|
}
|
|
else if (aiData->abilities[battlerAtk] == ABILITY_COMPOUND_EYES
|
|
&& HasMoveWithLowAccuracy(battlerAtkPartner, FOE(battlerAtkPartner), 90, TRUE, atkPartnerAbility, aiData->abilities[FOE(battlerAtkPartner)], atkPartnerHoldEffect, aiData->holdEffects[FOE(battlerAtkPartner)]))
|
|
{
|
|
RETURN_SCORE_PLUS(3);
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
if (attackerHasBadAbility && !partnerHasBadAbility)
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
case EFFECT_GASTRO_ACID:
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (partnerHasBadAbility)
|
|
{
|
|
RETURN_SCORE_PLUS(2);
|
|
}
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (partnerHasBadAbility && IsAbilityOfRating(aiData->abilities[battlerAtk], 0))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_SOAK:
|
|
if (atkPartnerAbility == ABILITY_WONDER_GUARD
|
|
&& (GetBattlerType(battlerAtkPartner, 0) != TYPE_WATER
|
|
|| GetBattlerType(battlerAtkPartner, 1) != TYPE_WATER
|
|
|| GetBattlerType(battlerAtkPartner, 2) != TYPE_WATER))
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_INSTRUCT:
|
|
{
|
|
u16 instructedMove;
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_FASTER)
|
|
instructedMove = aiData->partnerMove;
|
|
else
|
|
instructedMove = gLastMoves[battlerAtkPartner];
|
|
|
|
if (instructedMove != MOVE_NONE
|
|
&& !IS_MOVE_STATUS(instructedMove)
|
|
&& (AI_GetBattlerMoveTargetType(battlerAtkPartner, instructedMove) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY))) // Use instruct on multi-target moves
|
|
{
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_AFTER_YOU:
|
|
if (AI_WhoStrikesFirst(battlerAtkPartner, FOE(battlerAtkPartner), aiData->partnerMove) == AI_IS_SLOWER // Opponent mon 1 goes before partner
|
|
|| AI_WhoStrikesFirst(battlerAtkPartner, BATTLE_PARTNER(FOE(battlerAtkPartner)), aiData->partnerMove) == AI_IS_SLOWER) // Opponent mon 2 goes before partner
|
|
{
|
|
if (gBattleMoves[aiData->partnerMove].effect == EFFECT_COUNTER || gBattleMoves[aiData->partnerMove].effect == EFFECT_MIRROR_COAT)
|
|
break; // These moves need to go last
|
|
RETURN_SCORE_PLUS(1);
|
|
}
|
|
break;
|
|
case EFFECT_HEAL_PULSE:
|
|
case EFFECT_HIT_ENEMY_HEAL_ALLY:
|
|
if (AI_WhoStrikesFirst(battlerAtk, FOE(battlerAtk), move) == AI_IS_FASTER
|
|
&& AI_WhoStrikesFirst(battlerAtk, BATTLE_PARTNER(FOE(battlerAtk)), move) == AI_IS_FASTER
|
|
&& gBattleMons[battlerAtkPartner].hp < gBattleMons[battlerAtkPartner].maxHP / 2)
|
|
RETURN_SCORE_PLUS(1);
|
|
break;
|
|
} // attacker move effects
|
|
} // check partner protecting
|
|
|
|
score -= 30; // otherwise, don't target partner
|
|
}
|
|
else // checking opponent
|
|
{
|
|
// these checks mostly handled in AI_CheckBadMove and AI_CheckViability
|
|
switch (effect)
|
|
{
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_TRUANT)
|
|
score += 5;
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerAtk], 0) || IsAbilityOfRating(aiData->abilities[battlerDef], 10))
|
|
score += 2; // we want to transfer our bad ability or take their awesome ability
|
|
break;
|
|
case EFFECT_EARTHQUAKE:
|
|
case EFFECT_MAGNITUDE:
|
|
if (!IsBattlerGrounded(battlerAtkPartner)
|
|
|| (IsBattlerGrounded(battlerAtkPartner)
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerAtkPartner, move) == AI_IS_SLOWER
|
|
&& IsUngroundingEffect(gBattleMoves[aiData->partnerMove].effect)))
|
|
score += 2;
|
|
else if (IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_FIRE)
|
|
|| IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ELECTRIC)
|
|
|| IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_POISON)
|
|
|| IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_ROCK))
|
|
score -= 10; // partner will be hit by earthquake and is weak to it
|
|
else if (IsBattlerAlive(battlerAtkPartner))
|
|
score -= 3;
|
|
break;
|
|
}
|
|
|
|
// lightning rod, flash fire against enemy handled in AI_CheckBadMove
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static bool32 IsPinchBerryItemEffect(u32 holdEffect)
|
|
{
|
|
switch (holdEffect)
|
|
{
|
|
case HOLD_EFFECT_ATTACK_UP:
|
|
case HOLD_EFFECT_DEFENSE_UP:
|
|
case HOLD_EFFECT_SPEED_UP:
|
|
case HOLD_EFFECT_SP_ATTACK_UP:
|
|
case HOLD_EFFECT_SP_DEFENSE_UP:
|
|
case HOLD_EFFECT_CRITICAL_UP:
|
|
case HOLD_EFFECT_RANDOM_STAT_UP:
|
|
case HOLD_EFFECT_CUSTAP_BERRY:
|
|
case HOLD_EFFECT_MICLE_BERRY:
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static u32 GetAIMostDamagingMoveId(u32 battlerAtk, u32 battlerDef)
|
|
{
|
|
u32 i, id = 0;
|
|
u32 mostDmg = 0;
|
|
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (AI_DATA->simulatedDmg[battlerAtk][battlerDef][i] > mostDmg)
|
|
id = i, mostDmg = AI_DATA->simulatedDmg[battlerAtk][battlerDef][i];
|
|
}
|
|
return id;
|
|
}
|
|
|
|
// AI_FLAG_CHECK_VIABILITY - a weird mix of increasing and decreasing scores
|
|
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// move data
|
|
u32 moveEffect = gBattleMoves[move].effect;
|
|
struct AiLogicData *aiData = AI_DATA;
|
|
u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
|
|
s8 atkPriority = GetMovePriority(battlerAtk, move);
|
|
u32 predictedMove = aiData->predictedMoves[battlerDef];
|
|
u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
|
|
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
|
|
u32 i;
|
|
// We only check for moves that have a 20% chance or more for their secondary effect to happen because moves with a smaller chance are rather worthless. We don't want the AI to use those.
|
|
bool32 sereneGraceBoost = (aiData->abilities[battlerAtk] == ABILITY_SERENE_GRACE && (gBattleMoves[move].secondaryEffectChance >= 20 && gBattleMoves[move].secondaryEffectChance < 100));
|
|
|
|
// Targeting partner, check benefits of doing that instead
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
// check always hits
|
|
if (!IS_MOVE_STATUS(move) && gBattleMoves[move].accuracy == 0)
|
|
{
|
|
// If 2 moves can KO the target in the same number of turns, but one of them always hits and there is a risk the other move could miss, prioritize the always hits move.
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > 6 || gBattleMons[battlerAtk].statStages[STAT_ACC] < 6)
|
|
{
|
|
u32 mostDmgMoveId = GetAIMostDamagingMoveId(battlerAtk, battlerDef);
|
|
u32 *dmgs = aiData->simulatedDmg[battlerAtk][battlerDef];
|
|
if (GetNoOfHitsToKO(dmgs[mostDmgMoveId], gBattleMons[battlerDef].hp) == GetNoOfHitsToKO(dmgs[AI_THINKING_STRUCT->movesetIndex], gBattleMons[battlerDef].hp))
|
|
score++;
|
|
}
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 10 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 2)
|
|
score++;
|
|
if (AI_RandLessThan(100) && (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 8 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 4))
|
|
score++;
|
|
}
|
|
|
|
// check high crit
|
|
if (gBattleMoves[move].highCritRatio && effectiveness >= AI_EFFECTIVENESS_x2 && AI_RandLessThan(128))
|
|
score++;
|
|
|
|
// check already dead
|
|
if (!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
|
|
&& CanTargetFaintAi(battlerAtk, battlerDef)
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent should go first
|
|
{
|
|
if (atkPriority > 0)
|
|
score++;
|
|
else
|
|
score--;
|
|
}
|
|
|
|
// check damage
|
|
if (gBattleMoves[move].power != 0 && GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_WEAK)
|
|
score--;
|
|
|
|
// check status move preference
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_PREFER_STATUS_MOVES && IS_MOVE_STATUS(move) && effectiveness != AI_EFFECTIVENESS_x0)
|
|
score++;
|
|
|
|
// check thawing moves
|
|
if ((gBattleMons[battlerAtk].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE)) && gBattleMoves[move].thawsUser)
|
|
score += (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) ? 20 : 10;
|
|
|
|
// check burn
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_BURN)
|
|
{
|
|
switch (aiData->abilities[battlerAtk])
|
|
{
|
|
case ABILITY_GUTS:
|
|
break;
|
|
case ABILITY_NATURAL_CURE:
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING
|
|
&& HasOnlyMovesWithSplit(battlerAtk, SPLIT_PHYSICAL, TRUE))
|
|
score = 90; // Force switch if all your attacking moves are physical and you have Natural Cure.
|
|
break;
|
|
default:
|
|
if (IS_MOVE_PHYSICAL(move) && gBattleMoves[move].effect != EFFECT_FACADE)
|
|
score -= 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check frostbite
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE)
|
|
{
|
|
switch (aiData->abilities[battlerAtk])
|
|
{
|
|
case ABILITY_GUTS:
|
|
break;
|
|
case ABILITY_NATURAL_CURE:
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING
|
|
&& HasOnlyMovesWithSplit(battlerAtk, SPLIT_SPECIAL, TRUE))
|
|
score = 90; // Force switch if all your attacking moves are special and you have Natural Cure.
|
|
break;
|
|
default:
|
|
if (IS_MOVE_SPECIAL(move) && gBattleMoves[move].effect != EFFECT_FACADE)
|
|
score -= 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// attacker ability checks
|
|
switch (aiData->abilities[battlerAtk])
|
|
{
|
|
case ABILITY_MOXIE:
|
|
case ABILITY_BEAST_BOOST:
|
|
case ABILITY_CHILLING_NEIGH:
|
|
case ABILITY_GRIM_NEIGH:
|
|
case ABILITY_AS_ONE_ICE_RIDER:
|
|
case ABILITY_AS_ONE_SHADOW_RIDER:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker should go first
|
|
{
|
|
if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
|
score += 8; // prioritize killing target for stat boost
|
|
}
|
|
break;
|
|
} // ability checks
|
|
|
|
// move effect checks
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_HIT:
|
|
break;
|
|
case EFFECT_SLEEP:
|
|
case EFFECT_YAWN:
|
|
if (AI_RandLessThan(128))
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_ABSORB:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
score++;
|
|
if (effectiveness <= AI_EFFECTIVENESS_x0_5 && AI_RandLessThan(50))
|
|
score -= 3;
|
|
break;
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_MEMENTO:
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_WILL_SUICIDE && gBattleMons[battlerDef].statStages[STAT_EVASION] < 7)
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] < 50 && AI_RandLessThan(128))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_MIRROR_MOVE:
|
|
if (predictedMove != MOVE_NONE)
|
|
return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score);
|
|
break;
|
|
// stat raising effects
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
if (MovesWithSplitUnusable(battlerAtk, battlerDef, SPLIT_PHYSICAL))
|
|
{
|
|
score -= 8;
|
|
break;
|
|
}
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_ATK] < 9)
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128))
|
|
{
|
|
score += 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!AI_RandLessThan(100))
|
|
{
|
|
score--;
|
|
}
|
|
break;
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
if (!HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL))
|
|
score -= 2;
|
|
if (aiData->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128))
|
|
score += 2;
|
|
else if (aiData->hpPercents[battlerAtk] > 70 && AI_RandLessThan(200))
|
|
break;
|
|
else if (aiData->hpPercents[battlerAtk] < 40)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_SPEED_UP:
|
|
case EFFECT_SPEED_UP_2:
|
|
if (!AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
|
|
{
|
|
if (!AI_RandLessThan(70))
|
|
score += 3;
|
|
}
|
|
else
|
|
{
|
|
score -= 3;
|
|
}
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
if (MovesWithSplitUnusable(battlerAtk, battlerDef, SPLIT_SPECIAL))
|
|
{
|
|
score -= 8;
|
|
break;
|
|
}
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_SPATK] < 9)
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128))
|
|
{
|
|
score += 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!AI_RandLessThan(100))
|
|
{
|
|
score--;
|
|
}
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
if (!HasMoveWithSplit(battlerDef, SPLIT_SPECIAL))
|
|
score -= 2;
|
|
if (aiData->hpPercents[battlerAtk] > 90 && AI_RandLessThan(128))
|
|
score += 2;
|
|
else if (aiData->hpPercents[battlerAtk] > 70 && AI_RandLessThan(200))
|
|
break;
|
|
else if (aiData->hpPercents[battlerAtk] < 40)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ACC] >= 9 && !AI_RandLessThan(50))
|
|
score -= 2;
|
|
else if (aiData->hpPercents[battlerAtk] <= 70)
|
|
score -= 2;
|
|
else
|
|
score++;
|
|
break;
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_EVASION_UP_2:
|
|
if (aiData->hpPercents[battlerAtk] > 90 && !AI_RandLessThan(100))
|
|
score += 3;
|
|
if (gBattleMons[battlerAtk].statStages[STAT_EVASION] > 9 && AI_RandLessThan(128))
|
|
score--;
|
|
if ((gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY) && aiData->hpPercents[battlerAtk] >= 50 && !AI_RandLessThan(80))
|
|
score += 3;
|
|
if (gStatuses3[battlerDef] & STATUS3_LEECHSEED && !AI_RandLessThan(70))
|
|
score += 3;
|
|
if (gStatuses3[battlerAtk] & STATUS3_ROOTED && AI_RandLessThan(128))
|
|
score += 2;
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_CURSED && !AI_RandLessThan(70))
|
|
score += 3;
|
|
if (aiData->hpPercents[battlerAtk] < 70 || gBattleMons[battlerAtk].statStages[STAT_EVASION] == DEFAULT_STAT_STAGE)
|
|
break;
|
|
else if (aiData->hpPercents[battlerAtk] < 40 || aiData->hpPercents[battlerDef] < 40)
|
|
score -= 2;
|
|
else if (!AI_RandLessThan(70))
|
|
score -= 2;
|
|
break;
|
|
// stat lowering effects
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
if (!ShouldLowerAttack(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] < DEFAULT_STAT_STAGE)
|
|
score--;
|
|
else if (aiData->hpPercents[battlerAtk] <= 90)
|
|
score--;
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] > 3 && !AI_RandLessThan(50))
|
|
score -= 2;
|
|
else if (aiData->hpPercents[battlerDef] < 70)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerDefense(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if ((aiData->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50)) || (gBattleMons[battlerDef].statStages[STAT_DEF] <= 3 && !AI_RandLessThan(50)))
|
|
score -= 2;
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
if (AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
|
|
score -= 3;
|
|
else if (!AI_RandLessThan(70))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
if (!ShouldLowerSpAtk(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if (gBattleMons[battlerDef].statStages[STAT_SPATK] < DEFAULT_STAT_STAGE)
|
|
score--;
|
|
else if (aiData->hpPercents[battlerAtk] <= 90)
|
|
score--;
|
|
if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 3 && !AI_RandLessThan(50))
|
|
score -= 2;
|
|
else if (aiData->hpPercents[battlerDef] < 70)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerSpDef(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if ((aiData->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50))
|
|
|| (gBattleMons[battlerDef].statStages[STAT_SPDEF] <= 3 && !AI_RandLessThan(50)))
|
|
score -= 2;
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
if (ShouldLowerAccuracy(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if ((aiData->hpPercents[battlerAtk] < 70 || aiData->hpPercents[battlerDef] < 70) && AI_RandLessThan(100))
|
|
score--;
|
|
if (gBattleMons[battlerDef].statStages[STAT_ACC] <= 4 && !AI_RandLessThan(80))
|
|
score -= 2;
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY && !AI_RandLessThan(70))
|
|
score += 2;
|
|
if (gStatuses3[battlerDef] & STATUS3_LEECHSEED && !AI_RandLessThan(70))
|
|
score += 2;
|
|
if (gStatuses3[battlerDef] & STATUS3_ROOTED && AI_RandLessThan(128))
|
|
score++;
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_CURSED && !AI_RandLessThan(70))
|
|
score += 2;
|
|
if (aiData->hpPercents[battlerAtk] > 70 || gBattleMons[battlerDef].statStages[STAT_ACC] < DEFAULT_STAT_STAGE)
|
|
break;
|
|
else if (aiData->hpPercents[battlerAtk] < 40 || aiData->hpPercents[battlerDef] < 40 || !AI_RandLessThan(70))
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
if (!ShouldLowerEvasion(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
score -= 2;
|
|
if ((aiData->hpPercents[battlerAtk] < 70 || gBattleMons[battlerDef].statStages[STAT_EVASION] <= 3) && !AI_RandLessThan(50))
|
|
score -= 2;
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
score -= 2;
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ACC] < DEFAULT_STAT_STAGE)
|
|
score++;
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] < 7 || aiData->abilities[battlerAtk] == ABILITY_NO_GUARD)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_BIDE:
|
|
if (aiData->hpPercents[battlerAtk] < 90)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_DREAM_EATER:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP))
|
|
break;
|
|
score++; // if target is asleep, dream eater is a pretty good move even without draining
|
|
// fallthrough
|
|
case EFFECT_ACUPRESSURE:
|
|
break;
|
|
case EFFECT_ATTACK_ACCURACY_UP: // hone claws
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ACC, &score);
|
|
break;
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_ATTACK_SPATK_UP: // work up
|
|
if (aiData->hpPercents[battlerAtk] <= 40 || aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
break;
|
|
|
|
if (HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
else if (HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
|
|
break;
|
|
case EFFECT_HAZE:
|
|
if (AnyStatIsRaised(BATTLE_PARTNER(battlerAtk))
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
score -= 3;
|
|
break;
|
|
// fallthrough
|
|
case EFFECT_ROAR:
|
|
case EFFECT_CLEAR_SMOG:
|
|
if (isDoubleBattle)
|
|
score += min(CountPositiveStatStages(battlerDef) + CountPositiveStatStages(BATTLE_PARTNER(battlerDef)), 7);
|
|
else
|
|
score += min(CountPositiveStatStages(battlerDef), 4);
|
|
break;
|
|
case EFFECT_MULTI_HIT:
|
|
case EFFECT_TRIPLE_KICK:
|
|
if (AI_MoveMakesContact(aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk], move)
|
|
&& aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD
|
|
&& aiData->holdEffects[battlerDef] == HOLD_EFFECT_ROCKY_HELMET)
|
|
score -= 2;
|
|
break;
|
|
case EFFECT_CONVERSION:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, gBattleMoves[gBattleMons[battlerAtk].moves[0]].type))
|
|
score++;
|
|
break;
|
|
case EFFECT_FLINCH_HIT:
|
|
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
|
|
break;
|
|
case EFFECT_SWALLOW:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter == 0)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
u32 healPercent = 0;
|
|
switch (gDisableStructs[battlerAtk].stockpileCounter)
|
|
{
|
|
case 1:
|
|
healPercent = 25;
|
|
break;
|
|
case 2:
|
|
healPercent = 50;
|
|
break;
|
|
case 3:
|
|
healPercent = 100;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, healPercent))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, 50))
|
|
score += 3;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
score++;
|
|
break;
|
|
case EFFECT_TOXIC:
|
|
case EFFECT_POISON:
|
|
case EFFECT_BARB_BARRAGE:
|
|
case EFFECT_MORTAL_SPIN:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_AURORA_VEIL:
|
|
if (ShouldSetScreen(battlerAtk, battlerDef, moveEffect))
|
|
{
|
|
score += 5;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_LIGHT_CLAY)
|
|
score += 2;
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SCREENER)
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_REST:
|
|
if (!(AI_CanSleep(battlerAtk, aiData->abilities[battlerAtk])))
|
|
{
|
|
break;
|
|
}
|
|
else if (ShouldRecover(battlerAtk, battlerDef, move, 100))
|
|
{
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_SLP
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_STATUS
|
|
|| HasMoveEffect(EFFECT_SLEEP_TALK, battlerAtk)
|
|
|| HasMoveEffect(EFFECT_SNORE, battlerAtk)
|
|
|| aiData->abilities[battlerAtk] == ABILITY_SHED_SKIN
|
|
|| aiData->abilities[battlerAtk] == ABILITY_EARLY_BIRD
|
|
|| (AI_GetWeather(aiData) & B_WEATHER_RAIN && gWishFutureKnock.weatherDuration != 1 && aiData->abilities[battlerAtk] == ABILITY_HYDRATION && aiData->holdEffects[battlerAtk] != HOLD_EFFECT_UTILITY_UMBRELLA))
|
|
{
|
|
score += 2;
|
|
}
|
|
else
|
|
{
|
|
score++;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_OHKO:
|
|
if (gStatuses3[battlerAtk] & STATUS3_ALWAYS_HITS)
|
|
score += 5;
|
|
break;
|
|
case EFFECT_TRAP:
|
|
if (HasMoveEffect(battlerDef, EFFECT_RAPID_SPIN))
|
|
break;
|
|
//fallthrough
|
|
case EFFECT_MEAN_LOOK:
|
|
if (IsBattlerTrapped(battlerDef, TRUE))
|
|
break; // in this case its a bad attacking move
|
|
else if (ShouldTrap(battlerAtk, battlerDef, move))
|
|
score += 5;
|
|
break;
|
|
case EFFECT_MIST:
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SCREENER)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_LASER_FOCUS:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_SUPER_LUCK
|
|
|| aiData->abilities[battlerAtk] == ABILITY_SNIPER
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_SCOPE_LENS
|
|
|| HasHighCritRatioMove(battlerAtk))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_CONFUSE_HIT:
|
|
if (sereneGraceBoost)
|
|
score++;
|
|
//fallthrough
|
|
case EFFECT_CONFUSE:
|
|
IncreaseConfusionScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_PARALYZE:
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_GRAV_APPLE:
|
|
if (gFieldStatuses & STATUS_FIELD_GRAVITY)
|
|
score += 2;
|
|
// fall through
|
|
case EFFECT_ATTACK_DOWN_HIT:
|
|
case EFFECT_DEFENSE_DOWN_HIT:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_HIT:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_HIT:
|
|
case EFFECT_ACCURACY_DOWN_HIT:
|
|
case EFFECT_EVASION_DOWN_HIT:
|
|
if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_SPEED_DOWN_HIT:
|
|
if (AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
|
|
score -= 2;
|
|
else if (!AI_RandLessThan(70))
|
|
score++;
|
|
if (ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
|
|
score += 5;
|
|
else
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_SUBSTITUTE:
|
|
if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG)
|
|
score += 3;
|
|
if (gBattleMons[battlerDef].status1 & (STATUS1_BURN | STATUS1_PSN_ANY | STATUS1_FROSTBITE))
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_SLEEP)
|
|
|| HasMoveEffect(battlerDef, EFFECT_TOXIC)
|
|
|| HasMoveEffect(battlerDef, EFFECT_POISON)
|
|
|| HasMoveEffect(battlerDef, EFFECT_PARALYZE)
|
|
|| HasMoveEffect(battlerDef, EFFECT_WILL_O_WISP)
|
|
|| HasMoveEffect(battlerDef, EFFECT_CONFUSE)
|
|
|| HasMoveEffect(battlerDef, EFFECT_LEECH_SEED))
|
|
score += 2;
|
|
if (!gBattleMons[battlerDef].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION && aiData->hpPercents[battlerAtk] > 70))
|
|
score++;
|
|
break;
|
|
case EFFECT_MIMIC:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
|
|
{
|
|
if (gLastMoves[battlerDef] != MOVE_NONE && gLastMoves[battlerDef] != 0xFFFF)
|
|
return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score);
|
|
}
|
|
break;
|
|
case EFFECT_LEECH_SEED:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)
|
|
|| gStatuses3[battlerDef] & STATUS3_LEECHSEED
|
|
|| HasMoveEffect(battlerDef, EFFECT_RAPID_SPIN)
|
|
|| aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE
|
|
|| aiData->abilities[battlerDef] == ABILITY_MAGIC_GUARD)
|
|
break;
|
|
score += 3;
|
|
if (!HasDamagingMove(battlerDef) || IsBattlerTrapped(battlerDef, FALSE))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_DO_NOTHING:
|
|
//todo - check z splash, z celebrate, z happy hour (lol)
|
|
break;
|
|
case EFFECT_TELEPORT:
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER) || GetBattlerSide(battlerAtk) != B_SIDE_PLAYER)
|
|
break;
|
|
//fallthrough
|
|
case EFFECT_HIT_ESCAPE:
|
|
case EFFECT_PARTING_SHOT:
|
|
if (!IsDoubleBattle())
|
|
{
|
|
switch (ShouldPivot(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, AI_THINKING_STRUCT->movesetIndex))
|
|
{
|
|
case 0: // no
|
|
score -= 10; // technically should go in CheckBadMove, but this is easier/less computationally demanding
|
|
break;
|
|
case 1: // maybe
|
|
break;
|
|
case 2: // yes
|
|
score += 7;
|
|
break;
|
|
}
|
|
}
|
|
else //Double Battle
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
break; // Can't switch
|
|
|
|
//if (switchAbility == ABILITY_INTIMIDATE && PartyHasMoveSplit(battlerDef, SPLIT_PHYSICAL))
|
|
//score += 7;
|
|
}
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
if (ShouldSwitch(battlerAtk) && (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE
|
|
|| (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK))
|
|
|| AnyStatIsRaised(battlerAtk)))
|
|
score += 5;
|
|
break;
|
|
case EFFECT_DISABLE:
|
|
if (gDisableStructs[battlerDef].disableTimer == 0
|
|
#if B_MENTAL_HERB >= GEN_5
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB // mental herb
|
|
#endif
|
|
)
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // AI goes first
|
|
{
|
|
if (gLastMoves[battlerDef] != MOVE_NONE
|
|
&& gLastMoves[battlerDef] != 0xFFFF)
|
|
{
|
|
if (gLastMoves[battlerDef] == predictedMove)
|
|
score += 3;
|
|
else if (CanTargetMoveFaintAi(gLastMoves[battlerDef], battlerDef, battlerAtk, 1))
|
|
score += 2; //Disable move that can kill attacker
|
|
}
|
|
}
|
|
else if (predictedMove != MOVE_NONE && IS_MOVE_STATUS(predictedMove))
|
|
{
|
|
score++; // Disable annoying status moves
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ENCORE:
|
|
if (gDisableStructs[battlerDef].encoreTimer == 0
|
|
#if B_MENTAL_HERB >= GEN_5
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB // mental herb
|
|
#endif
|
|
)
|
|
{
|
|
if (IsEncoreEncouragedEffect(gBattleMoves[gLastMoves[battlerDef]].effect))
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_PAIN_SPLIT:
|
|
{
|
|
u32 newHp = (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2;
|
|
u32 healthBenchmark = (gBattleMons[battlerAtk].hp * 12) / 10;
|
|
if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, aiData->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_SLEEP_TALK:
|
|
case EFFECT_SNORE:
|
|
if (!IsWakeupTurn(battlerAtk) && gBattleMons[battlerAtk].status1 & STATUS1_SLEEP)
|
|
score += 10;
|
|
break;
|
|
case EFFECT_LOCK_ON:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_OHKO))
|
|
score += 3;
|
|
else if (aiData->abilities[battlerAtk] == ABILITY_COMPOUND_EYES && HasMoveWithLowAccuracy(battlerAtk, battlerDef, 80, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
score += 3;
|
|
else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 85, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
score += 3;
|
|
else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
score++;
|
|
break;
|
|
case EFFECT_SPEED_UP_HIT:
|
|
if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY && !AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_DESTINY_BOND:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER && CanTargetFaintAi(battlerDef, battlerAtk))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_SPITE:
|
|
//TODO - predicted move
|
|
break;
|
|
case EFFECT_WISH:
|
|
case EFFECT_HEAL_BELL:
|
|
if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_THIEF:
|
|
{
|
|
bool32 canSteal = FALSE;
|
|
|
|
#if B_TRAINERS_KNOCK_OFF_ITEMS == TRUE
|
|
canSteal = TRUE;
|
|
#endif
|
|
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
|
|
canSteal = TRUE;
|
|
|
|
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
|
|
&& aiData->items[battlerDef] != ITEM_NONE
|
|
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
|
|
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
|
|
&& !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS)
|
|
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_NONE:
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
case HOLD_EFFECT_CHOICE_SCARF:
|
|
case HOLD_EFFECT_CHOICE_SPECS:
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
score++;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_NIGHTMARE:
|
|
if (aiData->abilities[battlerDef] != ABILITY_MAGIC_GUARD
|
|
&& !(gBattleMons[battlerDef].status2 & STATUS2_NIGHTMARE)
|
|
&& AI_IsBattlerAsleepOrComatose(battlerDef))
|
|
{
|
|
score += 5;
|
|
if (IsBattlerTrapped(battlerDef, TRUE))
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST))
|
|
{
|
|
if (IsBattlerTrapped(battlerDef, TRUE))
|
|
score += 3;
|
|
else
|
|
score++;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY || aiData->abilities[battlerDef] == ABILITY_MAGIC_GUARD)
|
|
break;
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_ATK] < 8)
|
|
score += (8 - gBattleMons[battlerAtk].statStages[STAT_ATK]);
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_SPEED] < 3)
|
|
break;
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_DEF] < 8)
|
|
score += (8 - gBattleMons[battlerAtk].statStages[STAT_DEF]);
|
|
}
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
if (predictedMove == 0xFFFF)
|
|
predictedMove = MOVE_NONE;
|
|
switch (move)
|
|
{
|
|
case MOVE_QUICK_GUARD:
|
|
if (predictedMove != MOVE_NONE && gBattleMoves[predictedMove].priority > 0)
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
case MOVE_WIDE_GUARD:
|
|
if (predictedMove != MOVE_NONE && AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_BOTH))
|
|
{
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
}
|
|
else if (isDoubleBattle && AI_GetBattlerMoveTargetType(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) & MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
if (aiData->abilities[battlerAtk] != ABILITY_TELEPATHY)
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
}
|
|
break;
|
|
case MOVE_CRAFTY_SHIELD:
|
|
if (predictedMove != MOVE_NONE && IS_MOVE_STATUS(predictedMove) && !(AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER))
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
|
|
case MOVE_MAT_BLOCK:
|
|
if (gDisableStructs[battlerAtk].isFirstTurn && predictedMove != MOVE_NONE
|
|
&& !IS_MOVE_STATUS(predictedMove) && !(AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER))
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
case MOVE_KINGS_SHIELD:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_STANCE_CHANGE //Special logic for Aegislash
|
|
&& gBattleMons[battlerAtk].species == SPECIES_AEGISLASH_BLADE
|
|
&& !IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
score += 3;
|
|
break;
|
|
}
|
|
//fallthrough
|
|
default: // protect
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_ENDURE:
|
|
if (CanTargetFaintAi(battlerDef, battlerAtk))
|
|
{
|
|
if (gBattleMons[battlerAtk].hp > gBattleMons[battlerAtk].maxHP / 4 // Pinch berry couldn't have activated yet
|
|
&& IsPinchBerryItemEffect(aiData->holdEffects[battlerAtk]))
|
|
{
|
|
score += 3;
|
|
}
|
|
else if (gBattleMons[battlerAtk].hp > 1) // Only spam endure for Flail/Reversal if you're not at Min Health
|
|
{
|
|
if (HasMoveEffect(battlerAtk, EFFECT_FLAIL) || HasMoveEffect(battlerAtk, EFFECT_ENDEAVOR))
|
|
score += 3;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EFFECT_SPIKES:
|
|
case EFFECT_HIT_SET_ENTRY_HAZARD:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_STICKY_WEB:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
if (aiData->abilities[battlerDef] == ABILITY_MAGIC_BOUNCE || CountUsablePartyMons(battlerDef) == 0)
|
|
break;
|
|
if (gDisableStructs[battlerAtk].isFirstTurn)
|
|
score += 2;
|
|
//TODO - track entire opponent party data to determine hazard effectiveness
|
|
break;
|
|
case EFFECT_FORESIGHT:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_SCRAPPY)
|
|
break;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
|
|
|| (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST)
|
|
&& (HasMoveWithType(battlerAtk, TYPE_NORMAL)
|
|
|| HasMoveWithType(battlerAtk, TYPE_FIGHTING))))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_MIRACLE_EYE:
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
|
|
|| (IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK) && (HasMoveWithType(battlerAtk, TYPE_PSYCHIC))))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (IsBattlerTrapped(battlerDef, TRUE))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_SANDSTORM:
|
|
if (ShouldSetSandstorm(battlerAtk, aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_SMOOTH_ROCK)
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (ShouldSetHail(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
|
|
&& ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL))
|
|
score += 3;
|
|
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK)
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (ShouldSetSnow(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
|
|
&& ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL))
|
|
score += 3;
|
|
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK)
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (ShouldSetRain(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_DAMP_ROCK)
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
score += 2;
|
|
if (HasMoveWithType(battlerDef, TYPE_FIRE) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (ShouldSetSun(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_HEAT_ROCK)
|
|
score++;
|
|
if (HasMoveWithType(battlerDef, TYPE_WATER) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_WATER))
|
|
score++;
|
|
if (HasMoveEffect(battlerDef, EFFECT_THUNDER) || HasMoveEffect(BATTLE_PARTNER(battlerDef), EFFECT_THUNDER))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_ATTACK_UP_HIT:
|
|
if (sereneGraceBoost)
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP_HIT:
|
|
if (sereneGraceBoost)
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
|
|
break;
|
|
case EFFECT_FELL_STINGER:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] < MAX_STAT_STAGE
|
|
&& aiData->abilities[battlerAtk] != ABILITY_CONTRARY
|
|
&& CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first
|
|
score += 9;
|
|
else
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_BELLY_DRUM:
|
|
if (!CanTargetFaintAi(battlerDef, battlerAtk) && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL) && aiData->abilities[battlerAtk] != ABILITY_CONTRARY)
|
|
score += (MAX_STAT_STAGE - gBattleMons[battlerAtk].statStages[STAT_ATK]);
|
|
break;
|
|
case EFFECT_PSYCH_UP:
|
|
case EFFECT_SPECTRAL_THIEF:
|
|
// Want to copy positive stat changes
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i])
|
|
{
|
|
switch (i)
|
|
{
|
|
case STAT_ATK:
|
|
if (HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score++;
|
|
break;
|
|
case STAT_SPATK:
|
|
if (HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
|
|
score++;
|
|
break;
|
|
case STAT_ACC:
|
|
case STAT_EVASION:
|
|
case STAT_SPEED:
|
|
score++;
|
|
break;
|
|
case STAT_DEF:
|
|
case STAT_SPDEF:
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_STALL)
|
|
score++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_SEMI_INVULNERABLE:
|
|
score++;
|
|
if (predictedMove != MOVE_NONE && !isDoubleBattle)
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first
|
|
{
|
|
if (gBattleMoves[predictedMove].effect == EFFECT_EXPLOSION
|
|
|| gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
|
|
score += 3;
|
|
}
|
|
else if (gBattleMoves[predictedMove].effect == EFFECT_SEMI_INVULNERABLE && !(gStatuses3[battlerDef] & STATUS3_SEMI_INVULNERABLE))
|
|
{
|
|
score += 3;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_DEFENSE_CURL:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_ROLLOUT) && !(gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL))
|
|
score++;
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
|
|
break;
|
|
case EFFECT_FAKE_OUT:
|
|
if (move == MOVE_FAKE_OUT) // filter out first impression
|
|
{
|
|
if (ShouldFakeOut(battlerAtk, battlerDef, move))
|
|
score += 4;
|
|
else
|
|
score -= 10;
|
|
}
|
|
break;
|
|
case EFFECT_STOCKPILE:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
break;
|
|
if (HasMoveEffect(battlerAtk, EFFECT_SWALLOW)
|
|
|| HasMoveEffect(battlerAtk, EFFECT_SPIT_UP))
|
|
score += 2;
|
|
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
|
|
break;
|
|
case EFFECT_SPIT_UP:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter >= 2)
|
|
score++;
|
|
break;
|
|
case EFFECT_ROLLOUT:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL)
|
|
score += 8;
|
|
break;
|
|
case EFFECT_SWAGGER:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_FOUL_PLAY)
|
|
|| HasMoveEffect(battlerAtk, EFFECT_PSYCH_UP)
|
|
|| HasMoveEffect(battlerAtk, EFFECT_SPECTRAL_THIEF))
|
|
score++;
|
|
|
|
if (aiData->abilities[battlerDef] == ABILITY_CONTRARY)
|
|
score += 2;
|
|
|
|
IncreaseConfusionScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_FLATTER:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_PSYCH_UP)
|
|
|| HasMoveEffect(battlerAtk, EFFECT_SPECTRAL_THIEF))
|
|
score += 2;
|
|
|
|
if (aiData->abilities[battlerDef] == ABILITY_CONTRARY)
|
|
score += 2;
|
|
|
|
IncreaseConfusionScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_FURY_CUTTER:
|
|
if (!isDoubleBattle && aiData->holdEffects[battlerAtk] == HOLD_EFFECT_METRONOME)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_ATTRACT:
|
|
if (!isDoubleBattle && BattlerWillFaintFromSecondaryDamage(battlerDef, aiData->abilities[battlerDef])
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Target goes first
|
|
break; // Don't use if the attract won't have a change to activate
|
|
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_ANY
|
|
|| (gBattleMons[battlerDef].status2 & STATUS2_CONFUSION)
|
|
|| IsBattlerTrapped(battlerDef, TRUE))
|
|
score += 2;
|
|
else
|
|
score++;
|
|
break;
|
|
case EFFECT_SAFEGUARD:
|
|
if (!AI_IsTerrainAffected(battlerAtk, STATUS_FIELD_MISTY_TERRAIN) || !IsBattlerGrounded(battlerAtk))
|
|
score++;
|
|
//if (CountUsablePartyMons(battlerDef) != 0)
|
|
//score += 8;
|
|
break;
|
|
case EFFECT_PURSUIT:
|
|
/*TODO
|
|
if (IsPredictedToSwitch(battlerDef, battlerAtk))
|
|
score += 3;
|
|
else if (IsPredictedToUsePursuitableMove(battlerDef, battlerAtk) && !MoveWouldHitFirst(move, battlerAtk, battlerDef)) //Pursuit against fast U-Turn
|
|
score += 3;*/
|
|
break;
|
|
case EFFECT_RAPID_SPIN:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score); // Gen 8 increases speed
|
|
//fallthrough
|
|
case EFFECT_DEFOG:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|
|
{
|
|
score += 3;
|
|
break;
|
|
}
|
|
|
|
switch (move)
|
|
{
|
|
case MOVE_DEFOG:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST))
|
|
{
|
|
score += 3;
|
|
}
|
|
else if (!(gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SPIKES)) //Don't blow away hazards if you set them up
|
|
{
|
|
if (isDoubleBattle)
|
|
{
|
|
if (IsHazardMoveEffect(gBattleMoves[aiData->partnerMove].effect) // Partner is going to set up hazards
|
|
&& AI_WhoStrikesFirst(battlerAtk, BATTLE_PARTNER(battlerAtk), move) == AI_IS_SLOWER) // Partner going first
|
|
break; // Don't use Defog if partner is going to set up hazards
|
|
}
|
|
|
|
// check defog lowering evasion
|
|
if (ShouldLowerEvasion(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > 7
|
|
|| HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
score += 2; // encourage lowering evasion if they are evasive or we have a move with low accuracy
|
|
else
|
|
score++;
|
|
}
|
|
}
|
|
break;
|
|
case MOVE_RAPID_SPIN:
|
|
case MOVE_MORTAL_SPIN:
|
|
if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED)
|
|
score += 3;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_TORMENT:
|
|
break;
|
|
case EFFECT_WILL_O_WISP:
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_FOLLOW_ME:
|
|
if (isDoubleBattle
|
|
&& move != MOVE_SPOTLIGHT
|
|
&& !IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
|
|
&& (move != MOVE_RAGE_POWDER || IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities
|
|
&& IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
|
|
{
|
|
u32 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)];
|
|
if (predictedMoveOnPartner != MOVE_NONE && !IS_MOVE_STATUS(predictedMoveOnPartner))
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_NATURE_POWER:
|
|
return AI_CheckViability(battlerAtk, battlerDef, GetNaturePowerMove(), score);
|
|
case EFFECT_CHARGE:
|
|
if (HasDamagingMoveOfType(battlerAtk, TYPE_ELECTRIC))
|
|
score += 2;
|
|
#if B_CHARGE_SPDEF_RAISE >= GEN_5
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
|
|
#endif
|
|
break;
|
|
case EFFECT_TAUNT:
|
|
if (IS_MOVE_STATUS(predictedMove))
|
|
score += 3;
|
|
else if (HasMoveWithSplit(battlerDef, SPLIT_STATUS))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_TRICK:
|
|
case EFFECT_BESTOW:
|
|
switch (aiData->holdEffects[battlerAtk])
|
|
{
|
|
case HOLD_EFFECT_CHOICE_SCARF:
|
|
score += 2; // assume its beneficial
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
if (!HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_SPECS:
|
|
if (!HasMoveWithSplit(battlerDef, SPLIT_SPECIAL))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (!ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (!ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]) && AI_CanBeBurned(battlerAtk, aiData->abilities[battlerDef]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (!IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON) && aiData->abilities[battlerDef] != ABILITY_MAGIC_GUARD)
|
|
score += 3;
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (!HasMoveEffect(battlerDef, EFFECT_FLING) || !IsBattlerGrounded(battlerDef))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
score += 3;
|
|
break;
|
|
case HOLD_EFFECT_UTILITY_UMBRELLA:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_SOLAR_POWER && aiData->abilities[battlerAtk] != ABILITY_DRY_SKIN)
|
|
{
|
|
switch (aiData->abilities[battlerDef])
|
|
{
|
|
case ABILITY_SWIFT_SWIM:
|
|
if (AI_GetWeather(aiData) & B_WEATHER_RAIN)
|
|
score += 3; // Slow 'em down
|
|
break;
|
|
case ABILITY_CHLOROPHYLL:
|
|
case ABILITY_FLOWER_GIFT:
|
|
if (AI_GetWeather(aiData) & B_WEATHER_SUN)
|
|
score += 3; // Slow 'em down
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case HOLD_EFFECT_EJECT_BUTTON:
|
|
//if (!IsRaidBattle() && IsDynamaxed(battlerDef) && gNewBS->dynamaxData.timer[battlerDef] > 1 &&
|
|
if (HasDamagingMove(battlerAtk)
|
|
|| (isDoubleBattle && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)) && HasDamagingMove(BATTLE_PARTNER(battlerAtk))))
|
|
score += 2; // Force 'em out next turn
|
|
break;
|
|
default:
|
|
if (move != MOVE_BESTOW && aiData->items[battlerAtk] == ITEM_NONE)
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON) || aiData->abilities[battlerAtk] == ABILITY_MAGIC_GUARD)
|
|
score += 3;
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
|
|
score += 2;
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
score++; //other hold effects generally universally good
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
if (!IsRolePlayBannedAbilityAtk(aiData->abilities[battlerAtk])
|
|
&& !IsRolePlayBannedAbility(aiData->abilities[battlerDef])
|
|
&& !IsAbilityOfRating(aiData->abilities[battlerAtk], 5)
|
|
&& IsAbilityOfRating(aiData->abilities[battlerDef], 5))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_INGRAIN:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
score += 3;
|
|
else
|
|
score++;
|
|
break;
|
|
case EFFECT_SUPERPOWER:
|
|
case EFFECT_OVERHEAT:
|
|
case EFFECT_MAKE_IT_RAIN:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_MAGIC_COAT:
|
|
if (IS_MOVE_STATUS(predictedMove) && AI_GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_SELECTED | MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_BOTH))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_RECYCLE:
|
|
if (GetUsedHeldItem(battlerAtk) != ITEM_NONE)
|
|
score++;
|
|
if (IsRecycleEncouragedItem(GetUsedHeldItem(battlerAtk)))
|
|
score++;
|
|
if (aiData->abilities[battlerAtk] == ABILITY_RIPEN)
|
|
{
|
|
u32 item = GetUsedHeldItem(battlerAtk);
|
|
u32 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item);
|
|
|
|
if (IsStatBoostingBerry(item) && aiData->hpPercents[battlerAtk] > 60)
|
|
score++;
|
|
else if (ShouldRestoreHpBerry(battlerAtk, item) && !CanAIFaintTarget(battlerAtk, battlerDef, 0)
|
|
&& ((GetWhichBattlerFaster(battlerAtk, battlerDef, TRUE) == 0 && CanTargetFaintAiWithMod(battlerDef, battlerAtk, 0, 0))
|
|
|| !CanTargetFaintAiWithMod(battlerDef, battlerAtk, toHeal, 0)))
|
|
score++; // Recycle healing berry if we can't otherwise faint the target and the target wont kill us after we activate the berry
|
|
}
|
|
break;
|
|
case EFFECT_BRICK_BREAK:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_REFLECT)
|
|
score++;
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_LIGHTSCREEN)
|
|
score++;
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_AURORA_VEIL)
|
|
score++;
|
|
break;
|
|
case EFFECT_KNOCK_OFF:
|
|
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveEffect(battlerDef, EFFECT_FLING))
|
|
score += 4;
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
score += 3;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (GetAbilityRating(aiData->abilities[battlerDef]) > GetAbilityRating(aiData->abilities[battlerAtk]))
|
|
score++;
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
case EFFECT_GASTRO_ACID:
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (IsAbilityOfRating(aiData->abilities[battlerDef], 5))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (IsAbilityOfRating(aiData->abilities[battlerDef], 5) || GetAbilityRating(aiData->abilities[battlerAtk]) <= 0)
|
|
{
|
|
if (aiData->abilities[battlerDef] != aiData->abilities[battlerAtk] && !(gStatuses3[battlerDef] & STATUS3_GASTRO_ACID))
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_IMPRISON:
|
|
if (predictedMove != MOVE_NONE && HasMove(battlerAtk, predictedMove))
|
|
score += 3;
|
|
else if (gDisableStructs[battlerAtk].isFirstTurn == 0)
|
|
score++;
|
|
break;
|
|
case EFFECT_REFRESH:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_TAKE_HEART:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_ANY
|
|
|| BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)
|
|
|| BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_PSYCHO_SHIFT:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY)
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN)
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS)
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP)
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE)
|
|
IncreaseFrostbiteScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_GRUDGE:
|
|
break;
|
|
case EFFECT_SNATCH:
|
|
if (predictedMove != MOVE_NONE && gBattleMoves[predictedMove].snatchAffected)
|
|
score += 3; // Steal move
|
|
break;
|
|
case EFFECT_MUD_SPORT:
|
|
if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC) && HasMoveWithType(battlerDef, TYPE_ELECTRIC))
|
|
score++;
|
|
break;
|
|
case EFFECT_WATER_SPORT:
|
|
if (!HasMoveWithType(battlerAtk, TYPE_FIRE) && (HasMoveWithType(battlerDef, TYPE_FIRE)))
|
|
score++;
|
|
break;
|
|
case EFFECT_TICKLE:
|
|
if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4 && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)
|
|
&& aiData->abilities[battlerDef] != ABILITY_CONTRARY && ShouldLowerDefense(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
score += 2;
|
|
}
|
|
else if (ShouldLowerAttack(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_COSMIC_POWER:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
|
|
break;
|
|
case EFFECT_BULK_UP:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
|
|
break;
|
|
case EFFECT_CALM_MIND:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
|
|
break;
|
|
case EFFECT_GEOMANCY:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB)
|
|
score += 3;
|
|
//fallthrough
|
|
case EFFECT_QUIVER_DANCE:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
|
|
break;
|
|
case EFFECT_VICTORY_DANCE:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
|
|
break;
|
|
case EFFECT_SHELL_SMASH:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_RESTORE_STATS)
|
|
score += 1;
|
|
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
break;
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_SHIFT_GEAR:
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
|
|
break;
|
|
case EFFECT_GUARD_SWAP:
|
|
if (gBattleMons[battlerDef].statStages[STAT_DEF] > gBattleMons[battlerAtk].statStages[STAT_DEF]
|
|
&& gBattleMons[battlerDef].statStages[STAT_SPDEF] >= gBattleMons[battlerAtk].statStages[STAT_SPDEF])
|
|
score++;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > gBattleMons[battlerAtk].statStages[STAT_SPDEF]
|
|
&& gBattleMons[battlerDef].statStages[STAT_DEF] >= gBattleMons[battlerAtk].statStages[STAT_DEF])
|
|
score++;
|
|
break;
|
|
case EFFECT_POWER_SWAP:
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] > gBattleMons[battlerAtk].statStages[STAT_ATK]
|
|
&& gBattleMons[battlerDef].statStages[STAT_SPATK] >= gBattleMons[battlerAtk].statStages[STAT_SPATK])
|
|
score++;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_SPATK] > gBattleMons[battlerAtk].statStages[STAT_SPATK]
|
|
&& gBattleMons[battlerDef].statStages[STAT_ATK] >= gBattleMons[battlerAtk].statStages[STAT_ATK])
|
|
score++;
|
|
break;
|
|
case EFFECT_POWER_TRICK:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_POWER_TRICK))
|
|
{
|
|
if (gBattleMons[battlerAtk].defense > gBattleMons[battlerAtk].attack && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
|
|
score += 2;
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_HEART_SWAP:
|
|
{
|
|
bool32 hasHigherStat = FALSE;
|
|
//Only use if all target stats are >= attacker stats to prevent infinite loop
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < gBattleMons[battlerAtk].statStages[i])
|
|
break;
|
|
if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i])
|
|
hasHigherStat = TRUE;
|
|
}
|
|
if (hasHigherStat && i == NUM_BATTLE_STATS)
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_SPEED_SWAP:
|
|
// TODO this is cheating a bit...
|
|
if (gBattleMons[battlerDef].speed > gBattleMons[battlerAtk].speed)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_GUARD_SPLIT:
|
|
{
|
|
// TODO also kind of cheating...
|
|
u32 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2;
|
|
u32 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2;
|
|
|
|
if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense)
|
|
|| (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_POWER_SPLIT:
|
|
{
|
|
u32 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2;
|
|
u32 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2;
|
|
|
|
if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack)
|
|
|| (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_BUG_BITE: // And pluck
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
break;
|
|
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_INCINERATE:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
break;
|
|
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_SMACK_DOWN:
|
|
if (!IsBattlerGrounded(battlerDef))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_RELIC_SONG:
|
|
if (!(gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED)) // Don't try to change form if it's transformed.
|
|
{
|
|
if (gBattleMons[battlerAtk].species == SPECIES_MELOETTA && gBattleMons[battlerDef].defense < gBattleMons[battlerDef].spDefense)
|
|
score += 3; // Change to Pirouette if can do more damage
|
|
else if (gBattleMons[battlerAtk].species == SPECIES_MELOETTA_PIROUETTE && gBattleMons[battlerDef].spDefense < gBattleMons[battlerDef].defense)
|
|
score += 3; // Change to Aria if can do more damage
|
|
}
|
|
break;
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
case EFFECT_MISTY_TERRAIN:
|
|
if (gStatuses3[battlerAtk] & STATUS3_YAWN && IsBattlerGrounded(battlerAtk))
|
|
score += 10;
|
|
//fallthrough
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
score += 2;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_TERRAIN_EXTENDER)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_PLEDGE:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_PLEDGE))
|
|
score += 3; // Partner might use pledge move
|
|
}
|
|
break;
|
|
case EFFECT_TRICK_ROOM:
|
|
if (!(gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef))
|
|
score += 3;
|
|
else if ((gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_MAGIC_ROOM:
|
|
score++;
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_NONE && aiData->holdEffects[battlerDef] != HOLD_EFFECT_NONE)
|
|
score++;
|
|
if (isDoubleBattle && aiData->holdEffects[BATTLE_PARTNER(battlerAtk)] == HOLD_EFFECT_NONE && aiData->holdEffects[BATTLE_PARTNER(battlerDef)] != HOLD_EFFECT_NONE)
|
|
score++;
|
|
break;
|
|
case EFFECT_WONDER_ROOM:
|
|
if ((HasMoveWithSplit(battlerDef, SPLIT_PHYSICAL) && gBattleMons[battlerAtk].defense < gBattleMons[battlerAtk].spDefense)
|
|
|| (HasMoveWithSplit(battlerDef, SPLIT_SPECIAL) && gBattleMons[battlerAtk].spDefense < gBattleMons[battlerAtk].defense))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_GRAVITY:
|
|
if (!(gFieldStatuses & STATUS_FIELD_GRAVITY))
|
|
{
|
|
if (HasSleepMoveWithLowAccuracy(battlerAtk, battlerDef)) // Has Gravity for a move like Hypnosis
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
score += 2;
|
|
else
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_ION_DELUGE:
|
|
if ((aiData->abilities[battlerAtk] == ABILITY_VOLT_ABSORB
|
|
|| aiData->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE
|
|
|| aiData->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD)
|
|
&& gBattleMoves[predictedMove].type == TYPE_NORMAL)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_FLING:
|
|
/* TODO
|
|
switch (gFlingTable[aiData->items[battlerAtk]].effect)
|
|
{
|
|
case MOVE_EFFECT_BURN:
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_FLINCH:
|
|
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_TOXIC:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_FREEZE:
|
|
if (AI_CanFreeze(battlerAtk, battlerDef))
|
|
score += 3;
|
|
break;
|
|
}*/
|
|
break;
|
|
case EFFECT_FEINT:
|
|
if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_EMBARGO:
|
|
if (aiData->holdEffects[battlerDef] != HOLD_EFFECT_NONE)
|
|
score++;
|
|
break;
|
|
case EFFECT_POWDER:
|
|
if (predictedMove != MOVE_NONE && !IS_MOVE_STATUS(predictedMove) && gBattleMoves[predictedMove].type == TYPE_FIRE)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_TELEKINESIS:
|
|
if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef])
|
|
|| !IsBattlerGrounded(battlerDef))
|
|
score++;
|
|
break;
|
|
case EFFECT_THROAT_CHOP:
|
|
if (predictedMove != MOVE_NONE && gBattleMoves[predictedMove].soundMove && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
|
|
score += 3; // Ai goes first and predicts the target will use a sound move
|
|
else if (HasSoundMove(battlerDef))
|
|
score += 3;
|
|
break;
|
|
case EFFECT_HEAL_BLOCK:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER && predictedMove != MOVE_NONE && IsHealingMoveEffect(gBattleMoves[predictedMove].effect))
|
|
score += 3; // Try to cancel healing move
|
|
else if (HasHealingEffect(battlerDef) || aiData->holdEffects[battlerDef] == HOLD_EFFECT_LEFTOVERS
|
|
|| (aiData->holdEffects[battlerDef] == HOLD_EFFECT_BLACK_SLUDGE && IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON)))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_SOAK:
|
|
if (HasMoveWithType(battlerAtk, TYPE_ELECTRIC) || HasMoveWithType(battlerAtk, TYPE_GRASS) || HasMoveEffect(battlerAtk, EFFECT_FREEZE_DRY))
|
|
score += 2; // Get some super effective moves
|
|
break;
|
|
case EFFECT_THIRD_TYPE:
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD)
|
|
score += 2; // Give target more weaknesses
|
|
break;
|
|
case EFFECT_ELECTRIFY:
|
|
if (predictedMove != MOVE_NONE
|
|
&& (aiData->abilities[battlerAtk] == ABILITY_VOLT_ABSORB
|
|
|| aiData->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE
|
|
|| aiData->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD))
|
|
{
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_TOPSY_TURVY:
|
|
if (CountPositiveStatStages(battlerDef) > CountNegativeStatStages(battlerDef))
|
|
score++;
|
|
break;
|
|
case EFFECT_FAIRY_LOCK:
|
|
if (!IsBattlerTrapped(battlerDef, TRUE))
|
|
{
|
|
if (ShouldTrap(battlerAtk, battlerDef, move))
|
|
score += 8;
|
|
}
|
|
break;
|
|
case EFFECT_QUASH:
|
|
if (isDoubleBattle
|
|
&& AI_WhoStrikesFirst(BATTLE_PARTNER(battlerAtk), battlerDef, aiData->partnerMove) == AI_IS_SLOWER) // Attacker partner wouldn't go before target
|
|
score++;
|
|
break;
|
|
case EFFECT_TAILWIND:
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_LUCKY_CHANT:
|
|
if (!isDoubleBattle)
|
|
{
|
|
score++;
|
|
}
|
|
else
|
|
{
|
|
if (CountUsablePartyMons(battlerDef) > 0)
|
|
score += 8;
|
|
}
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_ELECTRIC)
|
|
&& !(AI_GetTypeEffectiveness(MOVE_EARTHQUAKE, battlerDef, battlerAtk) == AI_EFFECTIVENESS_x0)) // Doesn't resist ground move
|
|
{
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Attacker goes first
|
|
{
|
|
if (gBattleMoves[predictedMove].type == TYPE_GROUND)
|
|
score += 3; // Cause the enemy's move to fail
|
|
break;
|
|
}
|
|
else // Opponent Goes First
|
|
{
|
|
if (HasDamagingMoveOfType(battlerDef, TYPE_GROUND))
|
|
score += 2;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_CAMOUFLAGE:
|
|
if (predictedMove != MOVE_NONE && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER // Attacker goes first
|
|
&& !IS_MOVE_STATUS(move) && AI_GetTypeEffectiveness(predictedMove, battlerDef, battlerAtk) != AI_EFFECTIVENESS_x0)
|
|
score++;
|
|
break;
|
|
case EFFECT_FLAME_BURST:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef))
|
|
&& aiData->hpPercents[BATTLE_PARTNER(battlerDef)] < 12
|
|
&& aiData->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD
|
|
&& !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_TOXIC_THREAD:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
|
|
break;
|
|
case EFFECT_TWO_TURNS_ATTACK:
|
|
case EFFECT_SKULL_BASH:
|
|
case EFFECT_SOLAR_BEAM:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_COUNTER:
|
|
if (!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) && predictedMove != MOVE_NONE)
|
|
{
|
|
if (gDisableStructs[battlerDef].tauntTimer != 0)
|
|
score++; // target must use damaging move
|
|
if (GetMoveDamageResult(battlerDef, battlerAtk, predictedMoveSlot) >= MOVE_POWER_GOOD && GetBattleMoveSplit(predictedMove) == SPLIT_PHYSICAL)
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_MIRROR_COAT:
|
|
if (!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) && predictedMove != MOVE_NONE)
|
|
{
|
|
if (gDisableStructs[battlerDef].tauntTimer != 0)
|
|
score++; // target must use damaging move
|
|
if (GetMoveDamageResult(battlerDef, battlerAtk, predictedMoveSlot) >= MOVE_POWER_GOOD && GetBattleMoveSplit(predictedMove) == SPLIT_SPECIAL)
|
|
score += 3;
|
|
}
|
|
break;
|
|
case EFFECT_FLAIL:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER) // Ai goes first
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] < 20)
|
|
score++;
|
|
else if (aiData->hpPercents[battlerAtk] < 8)
|
|
score += 2;
|
|
}
|
|
break;
|
|
case EFFECT_SHORE_UP:
|
|
if ((AI_GetWeather(aiData) & B_WEATHER_SANDSTORM)
|
|
&& ShouldRecover(battlerAtk, battlerDef, move, 67))
|
|
score += 3;
|
|
else if (ShouldRecover(battlerAtk, battlerDef, move, 50))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_FACADE:
|
|
if (gBattleMons[battlerAtk].status1 & (STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON | STATUS1_FROSTBITE))
|
|
score++;
|
|
break;
|
|
case EFFECT_FOCUS_PUNCH:
|
|
if (!isDoubleBattle && effectiveness > AI_EFFECTIVENESS_x0_5)
|
|
{
|
|
if (IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]))
|
|
score += 2;
|
|
else if (gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION))
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_SMELLINGSALT:
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_WAKE_UP_SLAP:
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_SLEEP)
|
|
score += 2;
|
|
break;
|
|
case EFFECT_REVENGE:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_SLEEP)
|
|
&& !(gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_ENDEAVOR:
|
|
if (AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent faster
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] < 40)
|
|
score++;
|
|
}
|
|
else if (aiData->hpPercents[battlerAtk] < 50)
|
|
{
|
|
score++;
|
|
}
|
|
break;
|
|
case EFFECT_REVIVAL_BLESSING:
|
|
if (GetFirstFaintedPartyIndex(battlerAtk) != PARTY_SIZE)
|
|
score += 2;
|
|
break;
|
|
//case EFFECT_EXTREME_EVOBOOST: // TODO
|
|
//break;
|
|
//case EFFECT_CLANGOROUS_SOUL: // TODO
|
|
//break;
|
|
//case EFFECT_NO_RETREAT: // TODO
|
|
//break;
|
|
//case EFFECT_SKY_DROP
|
|
//break;
|
|
case EFFECT_JUNGLE_HEALING:
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, 25)
|
|
|| ShouldRecover(BATTLE_PARTNER(battlerAtk), battlerDef, move, 25)
|
|
|| gBattleMons[battlerAtk].status1 & STATUS1_ANY
|
|
|| gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & STATUS1_ANY)
|
|
score += 3;
|
|
break;
|
|
case EFFECT_SALT_CURE:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_WATER) || IS_BATTLER_OF_TYPE(battlerDef, TYPE_STEEL))
|
|
score += 2;
|
|
break;
|
|
} // move effect checks
|
|
|
|
return score;
|
|
}
|
|
|
|
// Effects that are encouraged on the first turn of battle
|
|
static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| gBattleResults.battleTurnCounter != 0)
|
|
return score;
|
|
|
|
if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING
|
|
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER
|
|
&& CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& GetMovePriority(battlerAtk, move) == 0)
|
|
{
|
|
RETURN_SCORE_MINUS(20); // No point in setting up if you will faint. Should just switch if possible..
|
|
}
|
|
|
|
// check effects to prioritize first turn
|
|
switch (gBattleMoves[move].effect)
|
|
{
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_SPEED_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_CONVERSION:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_CONFUSE:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_SPEED_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
case EFFECT_EVASION_UP_2:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_POISON:
|
|
case EFFECT_PARALYZE:
|
|
case EFFECT_SUBSTITUTE:
|
|
case EFFECT_LEECH_SEED:
|
|
case EFFECT_MINIMIZE:
|
|
case EFFECT_CURSE:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_CAMOUFLAGE:
|
|
case EFFECT_YAWN:
|
|
case EFFECT_DEFENSE_CURL:
|
|
case EFFECT_TORMENT:
|
|
case EFFECT_FLATTER:
|
|
case EFFECT_WILL_O_WISP:
|
|
case EFFECT_INGRAIN:
|
|
case EFFECT_IMPRISON:
|
|
case EFFECT_TEETER_DANCE:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_COSMIC_POWER:
|
|
case EFFECT_BULK_UP:
|
|
case EFFECT_CALM_MIND:
|
|
case EFFECT_ACUPRESSURE:
|
|
case EFFECT_AUTOTOMIZE:
|
|
case EFFECT_SHIFT_GEAR:
|
|
case EFFECT_SHELL_SMASH:
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_QUIVER_DANCE:
|
|
case EFFECT_ATTACK_SPATK_UP:
|
|
case EFFECT_ATTACK_ACCURACY_UP:
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
case EFFECT_MISTY_TERRAIN:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
case EFFECT_TRICK_ROOM:
|
|
case EFFECT_WONDER_ROOM:
|
|
case EFFECT_MAGIC_ROOM:
|
|
case EFFECT_TAILWIND:
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_STICKY_WEB:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_GEOMANCY:
|
|
case EFFECT_VICTORY_DANCE:
|
|
case EFFECT_HIT_SET_ENTRY_HAZARD:
|
|
score += 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// Adds score bonus to 'riskier' move effects and high crit moves
|
|
static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (gBattleMoves[move].highCritRatio)
|
|
score += 2;
|
|
|
|
switch (gBattleMoves[move].effect)
|
|
{
|
|
case EFFECT_SLEEP:
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_MIRROR_MOVE:
|
|
case EFFECT_OHKO:
|
|
case EFFECT_CONFUSE:
|
|
case EFFECT_METRONOME:
|
|
case EFFECT_PSYWAVE:
|
|
case EFFECT_COUNTER:
|
|
case EFFECT_DESTINY_BOND:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_ATTRACT:
|
|
case EFFECT_PRESENT:
|
|
case EFFECT_ALL_STATS_UP_HIT:
|
|
case EFFECT_BELLY_DRUM:
|
|
case EFFECT_MIRROR_COAT:
|
|
case EFFECT_FOCUS_PUNCH:
|
|
case EFFECT_REVENGE:
|
|
case EFFECT_TEETER_DANCE:
|
|
if (Random() & 1)
|
|
score += 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// Adds score bonus to best powered move
|
|
static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) == MOVE_POWER_BEST)
|
|
score += 2;
|
|
|
|
return score;
|
|
}
|
|
|
|
// Prefers moves that are good for baton pass
|
|
static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 i;
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| CountUsablePartyMons(battlerAtk) == 0
|
|
|| GetMoveDamageResult(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex) != MOVE_POWER_OTHER
|
|
|| !HasMoveEffect(battlerAtk, EFFECT_BATON_PASS)
|
|
|| IsBattlerTrapped(battlerAtk, TRUE))
|
|
return score;
|
|
|
|
if (IsStatRaisingEffect(gBattleMoves[move].effect))
|
|
{
|
|
if (gBattleResults.battleTurnCounter == 0)
|
|
score += 5;
|
|
else if (AI_DATA->hpPercents[battlerAtk] < 60)
|
|
score -= 10;
|
|
else
|
|
score++;
|
|
}
|
|
|
|
// other specific checks
|
|
switch (gBattleMoves[move].effect)
|
|
{
|
|
case EFFECT_INGRAIN:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_ROOTED))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_AQUA_RING:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_AQUA_RING))
|
|
score += 2;
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
if (gLastMoves[battlerAtk] == MOVE_PROTECT || gLastMoves[battlerAtk] == MOVE_DETECT)
|
|
score -= 2;
|
|
else
|
|
score += 2;
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
IncreaseStatUpScore(battlerAtk, battlerDef, i, &score);
|
|
}
|
|
if (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING))
|
|
score += 2;
|
|
if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED)
|
|
score -= 3;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 effect = gBattleMoves[move].effect;
|
|
u32 moveType = gBattleMoves[move].type;
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
GET_MOVE_TYPE(move, moveType);
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
if ((effect == EFFECT_HEAL_PULSE || effect == EFFECT_HIT_ENEMY_HEAL_ALLY)
|
|
|| (moveType == TYPE_ELECTRIC && AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_VOLT_ABSORB)
|
|
|| (moveType == TYPE_WATER && (AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_DRY_SKIN || AI_DATA->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_WATER_ABSORB)))
|
|
{
|
|
if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
|
|
return 0;
|
|
|
|
if (CanTargetFaintAi(FOE(battlerAtk), BATTLE_PARTNER(battlerAtk))
|
|
|| (CanTargetFaintAi(BATTLE_PARTNER(FOE(battlerAtk)), BATTLE_PARTNER(battlerAtk))))
|
|
score--;
|
|
|
|
if (AI_DATA->hpPercents[battlerDef] <= 50)
|
|
score++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Consider AI HP
|
|
if (AI_DATA->hpPercents[battlerAtk] > 70)
|
|
{
|
|
// high hp
|
|
switch (effect)
|
|
{
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_REST:
|
|
case EFFECT_DESTINY_BOND:
|
|
case EFFECT_FLAIL:
|
|
case EFFECT_ENDURE:
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
case EFFECT_SHORE_UP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
case EFFECT_MEMENTO:
|
|
case EFFECT_GRUDGE:
|
|
score -= 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (AI_DATA->hpPercents[battlerAtk] > 30)
|
|
{
|
|
// med hp
|
|
if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect))
|
|
score -= 2;
|
|
|
|
switch (effect)
|
|
{
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_BIDE:
|
|
case EFFECT_CONVERSION:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_CONVERSION_2:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_BELLY_DRUM:
|
|
score -= 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// low hp
|
|
if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect))
|
|
score -= 2;
|
|
|
|
// check other discouraged low hp effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_BIDE:
|
|
case EFFECT_CONVERSION:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_AURORA_VEIL:
|
|
case EFFECT_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_RAGE:
|
|
case EFFECT_CONVERSION_2:
|
|
case EFFECT_LOCK_ON:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_BELLY_DRUM:
|
|
case EFFECT_PSYCH_UP:
|
|
case EFFECT_MIRROR_COAT:
|
|
case EFFECT_SOLAR_BEAM:
|
|
case EFFECT_TWO_TURNS_ATTACK:
|
|
case EFFECT_ERUPTION:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_RAIN_DANCE:
|
|
score -= 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// consider target HP
|
|
if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0))
|
|
{
|
|
score += 2;
|
|
}
|
|
else
|
|
{
|
|
if (AI_DATA->hpPercents[battlerDef] > 70)
|
|
{
|
|
// high HP
|
|
; // nothing yet
|
|
}
|
|
else if (AI_DATA->hpPercents[battlerDef] > 30)
|
|
{
|
|
// med HP - check discouraged effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_SPEED_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_SPEED_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
case EFFECT_EVASION_UP_2:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
case EFFECT_POISON:
|
|
case EFFECT_PAIN_SPLIT:
|
|
case EFFECT_PERISH_SONG:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_COSMIC_POWER:
|
|
case EFFECT_BULK_UP:
|
|
case EFFECT_CALM_MIND:
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
score -= 2;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// low HP
|
|
if (IS_MOVE_STATUS(move))
|
|
score -= 2; // don't use status moves if target is at low health
|
|
}
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static void AI_Flee(void)
|
|
{
|
|
AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK);
|
|
}
|
|
|
|
static void AI_Watch(void)
|
|
{
|
|
AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK);
|
|
}
|
|
|
|
// Roaming pokemon logic
|
|
static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IsBattlerTrapped(battlerAtk, FALSE))
|
|
return score;
|
|
|
|
AI_Flee();
|
|
return score;
|
|
}
|
|
|
|
// Safari pokemon logic
|
|
static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
|
|
|
|
if ((Random() % 100) < safariFleeRate)
|
|
AI_Flee();
|
|
else
|
|
AI_Watch();
|
|
|
|
return score;
|
|
}
|
|
|
|
// First battle logic
|
|
static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (AI_DATA->hpPercents[battlerDef] <= 20)
|
|
AI_Flee();
|
|
|
|
return score;
|
|
}
|