pokeemerald/src/battle_ai_main.c
Brandon Lourenco 89e4f30867
Roost suppresses the user's Flying-type rather than remove and re-add it. Added tests for EFFECT_ROOST. (#3258)
* 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>
2023-10-05 09:19:29 +02:00

5396 lines
222 KiB
C

#include "global.h"
#include "main.h"
#include "malloc.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_ai_util.h"
#include "battle_ai_main.h"
#include "battle_factory.h"
#include "battle_setup.h"
#include "battle_z_move.h"
#include "data.h"
#include "debug.h"
#include "event_data.h"
#include "item.h"
#include "pokemon.h"
#include "random.h"
#include "recorded_battle.h"
#include "util.h"
#include "constants/abilities.h"
#include "constants/battle_ai.h"
#include "constants/battle_move_effects.h"
#include "constants/hold_effects.h"
#include "constants/moves.h"
#include "constants/items.h"
#define AI_ACTION_DONE (1 << 0)
#define AI_ACTION_FLEE (1 << 1)
#define AI_ACTION_WATCH (1 << 2)
#define AI_ACTION_DO_NOT_ATTACK (1 << 3)
static u32 ChooseMoveOrAction_Singles(u32 battlerAi);
static u32 ChooseMoveOrAction_Doubles(u32 battlerAi);
static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler);
static bool32 IsPinchBerryItemEffect(u32 holdEffect);
// ewram
EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests
EWRAM_DATA u8 sBattler_AI = 0;
// const rom data
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_PreferStrongestMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) =
{
[0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE
[1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT
[2] = AI_CheckViability, // AI_FLAG_CHECK_VIABILITY
[3] = AI_SetupFirstTurn, // AI_FLAG_SETUP_FIRST_TURN
[4] = AI_Risky, // AI_FLAG_RISKY
[5] = AI_PreferStrongestMove, // AI_FLAG_PREFER_STRONGEST_MOVE
[6] = AI_PreferBatonPass, // AI_FLAG_PREFER_BATON_PASS
[7] = AI_DoubleBattle, // AI_FLAG_DOUBLE_BATTLE
[8] = AI_HPAware, // AI_FLAG_HP_AWARE
[9] = NULL, // AI_FLAG_NEGATE_UNAWARE
[10] = NULL, // AI_FLAG_WILL_SUICIDE
[11] = NULL, // AI_FLAG_HELP_PARTNER
[12] = NULL, // Unused
[13] = NULL, // Unused
[14] = NULL, // Unused
[15] = NULL, // Unused
[16] = NULL, // Unused
[17] = NULL, // Unused
[18] = NULL, // Unused
[19] = NULL, // Unused
[20] = NULL, // Unused
[21] = NULL, // Unused
[22] = NULL, // Unused
[23] = NULL, // Unused
[24] = NULL, // Unused
[25] = NULL, // Unused
[26] = NULL, // Unused
[27] = NULL, // Unused
[28] = NULL, // Unused
[29] = AI_Roaming, // AI_FLAG_ROAMING
[30] = AI_Safari, // AI_FLAG_SAFARI
[31] = AI_FirstBattle, // AI_FLAG_FIRST_BATTLE
};
// Functions
void BattleAI_SetupItems(void)
{
s32 i;
u8 *data = (u8 *)BATTLE_HISTORY;
for (i = 0; i < sizeof(struct BattleHistory); i++)
data[i] = 0;
// Items are allowed to use in ONLY trainer battles.
if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER
| BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK)
)
)
{
for (i = 0; i < MAX_TRAINER_ITEMS; i++)
{
if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0)
{
BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i];
BATTLE_HISTORY->itemsNo++;
}
}
}
}
static u32 GetWildAiFlags(void)
{
u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
u32 flags;
if (IsDoubleBattle())
avgLevel = (GetMonData(&gEnemyParty[0], MON_DATA_LEVEL) + GetMonData(&gEnemyParty[1], MON_DATA_LEVEL)) / 2;
flags |= AI_FLAG_CHECK_BAD_MOVE;
if (avgLevel >= 20)
flags |= AI_FLAG_CHECK_VIABILITY;
if (avgLevel >= 60)
flags |= AI_FLAG_PREFER_STRONGEST_MOVE;
if (avgLevel >= 80)
flags |= AI_FLAG_HP_AWARE;
#if B_VAR_WILD_AI_FLAGS != 0
if (VarGet(B_VAR_WILD_AI_FLAGS) != 0)
flags |= VarGet(B_VAR_WILD_AI_FLAGS);
#endif
return flags;
}
void BattleAI_SetupFlags(void)
{
#if DEBUG_OVERWORLD_MENU == TRUE
if (gIsDebugBattle)
AI_THINKING_STRUCT->aiFlags = gDebugAIFlags;
else
#endif
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle();
else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
AI_THINKING_STRUCT->aiFlags = AI_FLAG_SAFARI;
else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
AI_THINKING_STRUCT->aiFlags = AI_FLAG_ROAMING;
else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
AI_THINKING_STRUCT->aiFlags = AI_FLAG_FIRST_BATTLE;
else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory();
else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
AI_THINKING_STRUCT->aiFlags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags | gTrainers[gTrainerBattleOpponent_B].aiFlags;
else
AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
// check smart wild AI
if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)) && IsWildMonSmart())
AI_THINKING_STRUCT->aiFlags |= GetWildAiFlags();
if (gBattleTypeFlags & (BATTLE_TYPE_DOUBLE | BATTLE_TYPE_TWO_OPPONENTS) || gTrainers[gTrainerBattleOpponent_A].doubleBattle)
AI_THINKING_STRUCT->aiFlags |= AI_FLAG_DOUBLE_BATTLE; // Act smart in doubles and don't attack your partner.
}
// sBattler_AI set in ComputeBattleAiScores
void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
{
s32 i, move, dmg;
u8 moveLimitations;
// Clear AI data but preserve the flags.
u32 flags = AI_THINKING_STRUCT->aiFlags;
memset(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct));
AI_THINKING_STRUCT->aiFlags = flags;
// Conditional score reset, unlike Ruby.
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (defaultScoreMoves & 1)
AI_THINKING_STRUCT->score[i] = 100;
else
AI_THINKING_STRUCT->score[i] = 0;
defaultScoreMoves >>= 1;
}
moveLimitations = AI_DATA->moveLimitations[battler];
// Ignore moves that aren't possible to use.
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (gBitTable[i] & moveLimitations)
AI_THINKING_STRUCT->score[i] = 0;
}
//sBattler_AI = battler;
gBattlerTarget = SetRandomTarget(sBattler_AI);
gBattleStruct->aiChosenTarget[sBattler_AI] = gBattlerTarget;
}
u32 BattleAI_ChooseMoveOrAction(void)
{
u32 ret;
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
ret = ChooseMoveOrAction_Singles(sBattler_AI);
else
ret = ChooseMoveOrAction_Doubles(sBattler_AI);
// Clear protect structures, some flags may be set during AI calcs
// e.g. pranksterElevated from GetMovePriority
memset(&gProtectStructs, 0, MAX_BATTLERS_COUNT * sizeof(struct ProtectStruct));
return ret;
}
// damages/other info computed in GetAIDataAndCalcDmg
u32 ComputeBattleAiScores(u32 battler)
{
sBattler_AI = battler;
BattleAI_SetupAIData(0xF, sBattler_AI);
return BattleAI_ChooseMoveOrAction();
}
static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
{
u32 battler = GetBattlerAtPosition(bPosition);
struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
struct BattlePokemon *bMon = &gBattleMons[battler];
aiMon->species = bMon->species;
aiMon->level = bMon->level;
aiMon->status = bMon->status1;
aiMon->gender = GetBattlerGender(battler);
aiMon->isFainted = FALSE;
aiMon->wasSentInBattle = TRUE;
aiMon->switchInCount++;
}
void Ai_InitPartyStruct(void)
{
u32 i;
bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT);
struct Pokemon *mon;
AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount;
AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount;
// Save first 2 or 4(in doubles) mons
CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER);
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
CopyBattlerDataToAIParty(B_POSITION_PLAYER_RIGHT, B_SIDE_PLAYER);
// If player's partner is AI, save opponent mons
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
{
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_LEFT, B_SIDE_OPPONENT);
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_RIGHT, B_SIDE_OPPONENT);
}
// Find fainted mons
for (i = 0; i < AI_PARTY->count[B_SIDE_PLAYER]; i++)
{
if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0)
AI_PARTY->mons[B_SIDE_PLAYER][i].isFainted = TRUE;
if (isOmniscient)
{
u32 j;
mon = &gPlayerParty[i];
AI_PARTY->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM);
AI_PARTY->mons[B_SIDE_PLAYER][i].heldEffect = ItemId_GetHoldEffect(AI_PARTY->mons[B_SIDE_PLAYER][i].item);
AI_PARTY->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon);
for (j = 0; j < MAX_MON_MOVES; j++)
AI_PARTY->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j);
}
}
}
void Ai_UpdateSwitchInData(u32 battler)
{
u32 i;
u32 side = GetBattlerSide(battler);
struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
// See if the switched-in mon has been already in battle
if (aiMon->wasSentInBattle)
{
if (aiMon->ability)
BATTLE_HISTORY->abilities[battler] = aiMon->ability;
if (aiMon->heldEffect)
BATTLE_HISTORY->itemEffects[battler] = aiMon->heldEffect;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (aiMon->moves[i])
BATTLE_HISTORY->usedMoves[battler][i] = aiMon->moves[i];
}
aiMon->switchInCount++;
aiMon->status = gBattleMons[battler].status1; // Copy status, because it could've been changed in battle.
}
else // If not, copy the newly switched-in mon in battle and clear battle history.
{
ClearBattlerMoveHistory(battler);
ClearBattlerAbilityHistory(battler);
ClearBattlerItemEffectHistory(battler);
CopyBattlerDataToAIParty(GetBattlerPosition(battler), side);
}
}
void Ai_UpdateFaintData(u32 battler)
{
struct AiPartyMon *aiMon = &AI_PARTY->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]];
ClearBattlerMoveHistory(battler);
ClearBattlerAbilityHistory(battler);
ClearBattlerItemEffectHistory(battler);
aiMon->isFainted = TRUE;
}
static void SetBattlerAiData(u32 battler, struct AiLogicData *aiData)
{
u32 ability, holdEffect;
ability = aiData->abilities[battler] = AI_GetAbility(battler);
aiData->items[battler] = gBattleMons[battler].item;
holdEffect = aiData->holdEffects[battler] = AI_GetHoldEffect(battler);
aiData->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
aiData->predictedMoves[battler] = gLastMoves[battler];
aiData->hpPercents[battler] = GetHealthPercentage(battler);
aiData->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
aiData->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
}
static void SetBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlersCount)
{
u32 battlerDef, i, weather;
u16 *moves;
// Simulate dmg for both ai controlled mons and for player controlled mons.
SaveBattlerData(battlerAtk);
moves = GetMovesArray(battlerAtk);
weather = AI_GetWeather(aiData);
for (battlerDef = 0; battlerDef < battlersCount; battlerDef++)
{
if (battlerAtk == battlerDef)
continue;
SaveBattlerData(battlerDef);
for (i = 0; i < MAX_MON_MOVES; i++)
{
s32 dmg = 0;
u8 effectiveness = AI_EFFECTIVENESS_x0;
u32 move = moves[i];
if (move != 0
&& move != 0xFFFF
//&& gBattleMoves[move].power != 0 /* we want to get effectiveness of status moves */
&& !(aiData->moveLimitations[battlerAtk] & gBitTable[i])) {
dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE, weather);
}
aiData->simulatedDmg[battlerAtk][battlerDef][i] = dmg;
aiData->effectiveness[battlerAtk][battlerDef][i] = effectiveness;
}
}
SetMoveDamageResult(battlerAtk, moves);
}
void SetAiLogicDataForTurn(struct AiLogicData *aiData)
{
u32 battlerAtk, battlersCount;
memset(aiData, 0, sizeof(struct AiLogicData));
if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
return;
// Set delay timer to count how long it takes for AI to choose action/move
gBattleStruct->aiDelayTimer = gMain.vblankCounter1;
aiData->weatherHasEffect = WEATHER_HAS_EFFECT;
// get/assume all battler data and simulate AI damage
battlersCount = gBattlersCount;
for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
{
if (!IsBattlerAlive(battlerAtk))
continue;
SetBattlerAiData(battlerAtk, aiData);
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;
}