ported battle_ai_switch_items from pokeem
This commit is contained in:
@@ -0,0 +1,734 @@
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#include "global.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "battle_controllers.h"
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#include "pokemon.h"
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#include "random.h"
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#include "util.h"
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#include "constants/abilities.h"
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#include "constants/item_effects.h"
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#include "constants/items.h"
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#include "constants/moves.h"
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#include "constants/species.h"
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#include "constants/pokemon.h"
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static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng);
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static bool8 FindMonWithFlagsAndSuperEffective(u8 flags, u8 moduloPercent);
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static bool8 ShouldUseItem(void);
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static bool8 ShouldSwitchIfPerishSong(void)
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{
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if (gStatuses3[gActiveBattler] & STATUS3_PERISH_SONG
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&& gDisableStructs[gActiveBattler].perishSongTimer == 0)
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{
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = PARTY_SIZE;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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static bool8 ShouldSwitchIfWonderGuard(void)
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{
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u8 opposingBattler;
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u8 moveFlags;
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s32 i, j;
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u16 move;
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if(gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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return FALSE;
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if (gBattleMons[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)].ability == ABILITY_WONDER_GUARD)
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{
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// Check if Pokemon has a super effective move.
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for (opposingBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT), i = 0; i < MAX_MON_MOVES; ++i)
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{
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move = gBattleMons[gActiveBattler].moves[i];
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if (move == MOVE_NONE)
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continue;
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moveFlags = AI_TypeCalc(move, gBattleMons[opposingBattler].species, gBattleMons[opposingBattler].ability);
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if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE)
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return FALSE;
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}
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// Find a Pokemon in the party that has a super effective move.
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for (i = 0; i < PARTY_SIZE; ++i)
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{
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if (GetMonData(&gEnemyParty[i], MON_DATA_HP) == 0)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_NONE)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_EGG)
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continue;
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if (i == gBattlerPartyIndexes[gActiveBattler])
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continue;
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GetMonData(&gEnemyParty[i], MON_DATA_SPECIES); // Unused return value.
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GetMonData(&gEnemyParty[i], MON_DATA_ABILITY_NUM); // Unused return value.
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for (opposingBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT), j = 0; j < MAX_MON_MOVES; ++j)
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{
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move = GetMonData(&gEnemyParty[i], MON_DATA_MOVE1 + j);
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if (move == MOVE_NONE)
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continue;
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moveFlags = AI_TypeCalc(move, gBattleMons[opposingBattler].species, gBattleMons[opposingBattler].ability);
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if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE && Random() % 3 < 2)
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{
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// We found a mon.
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = i;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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}
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}
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return FALSE; // There is not a single Pokemon in the party that has a super effective move against a mon with Wonder Guard.
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}
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static bool8 FindMonThatAbsorbsOpponentsMove(void)
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{
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u8 battlerIn1, battlerIn2;
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u8 absorbingTypeAbility;
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s32 i;
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if (HasSuperEffectiveMoveAgainstOpponents(TRUE) && Random() % 3)
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return FALSE;
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if (gLastLandedMoves[gActiveBattler] == MOVE_NONE)
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return FALSE;
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if (gLastLandedMoves[gActiveBattler] == 0xFFFF)
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return FALSE;
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if (gBattleMoves[gLastLandedMoves[gActiveBattler]].power == 0)
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return FALSE;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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battlerIn1 = gActiveBattler;
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if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))])
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battlerIn2 = gActiveBattler;
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else
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battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)));
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}
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else
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{
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battlerIn1 = gActiveBattler;
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battlerIn2 = gActiveBattler;
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}
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if (gBattleMoves[gLastLandedMoves[gActiveBattler]].type == TYPE_FIRE)
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absorbingTypeAbility = ABILITY_FLASH_FIRE;
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else if (gBattleMoves[gLastLandedMoves[gActiveBattler]].type == TYPE_WATER)
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absorbingTypeAbility = ABILITY_WATER_ABSORB;
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else if (gBattleMoves[gLastLandedMoves[gActiveBattler]].type == TYPE_ELECTRIC)
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absorbingTypeAbility = ABILITY_VOLT_ABSORB;
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else
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return FALSE;
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if (gBattleMons[gActiveBattler].ability == absorbingTypeAbility)
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return FALSE;
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for (i = 0; i < PARTY_SIZE; ++i)
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{
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u16 species;
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u8 monAbility;
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if (GetMonData(&gEnemyParty[i], MON_DATA_HP) == 0)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_NONE)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_EGG)
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continue;
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if (i == gBattlerPartyIndexes[battlerIn1])
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continue;
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if (i == gBattlerPartyIndexes[battlerIn2])
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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species = GetMonData(&gEnemyParty[i], MON_DATA_SPECIES);
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if (GetMonData(&gEnemyParty[i], MON_DATA_ABILITY_NUM) != ABILITY_NONE)
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monAbility = gBaseStats[species].abilities[1];
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else
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monAbility = gBaseStats[species].abilities[0];
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if (absorbingTypeAbility == monAbility && Random() & 1)
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{
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// we found a mon
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = i;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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return FALSE;
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}
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static bool8 ShouldSwitchIfNaturalCure(void)
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{
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if (!(gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP))
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return FALSE;
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if (gBattleMons[gActiveBattler].ability != ABILITY_NATURAL_CURE)
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return FALSE;
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if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 2)
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return FALSE;
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if ((gLastLandedMoves[gActiveBattler] == MOVE_NONE || gLastLandedMoves[gActiveBattler] == 0xFFFF) && Random() & 1)
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{
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = PARTY_SIZE;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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else if (gBattleMoves[gLastLandedMoves[gActiveBattler]].power == 0 && Random() & 1)
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{
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = PARTY_SIZE;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 1))
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return TRUE;
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if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 1))
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return TRUE;
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if (Random() & 1)
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{
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = PARTY_SIZE;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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return FALSE;
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}
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static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng)
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{
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u8 opposingBattler;
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s32 i;
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u8 moveFlags;
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u16 move;
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opposingBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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if (!(gAbsentBattlerFlags & gBitTable[opposingBattler]))
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{
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for (i = 0; i < MAX_MON_MOVES; ++i)
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{
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move = gBattleMons[gActiveBattler].moves[i];
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if (move == MOVE_NONE)
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continue;
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moveFlags = AI_TypeCalc(move, gBattleMons[opposingBattler].species, gBattleMons[opposingBattler].ability);
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if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE)
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{
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if (noRng)
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return TRUE;
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if (Random() % 10 != 0)
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return TRUE;
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}
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}
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}
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
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return FALSE;
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opposingBattler = GetBattlerAtPosition(BATTLE_PARTNER(B_POSITION_PLAYER_LEFT));
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if (!(gAbsentBattlerFlags & gBitTable[opposingBattler]))
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{
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for (i = 0; i < MAX_MON_MOVES; ++i)
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{
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move = gBattleMons[gActiveBattler].moves[i];
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if (move == MOVE_NONE)
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continue;
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moveFlags = AI_TypeCalc(move, gBattleMons[opposingBattler].species, gBattleMons[opposingBattler].ability);
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if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE)
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{
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if (noRng)
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return TRUE;
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if (Random() % 10 != 0)
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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static bool8 AreStatsRaised(void)
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{
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u8 buffedStatsValue = 0;
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s32 i;
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for (i = 0; i < NUM_BATTLE_STATS; ++i)
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{
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if (gBattleMons[gActiveBattler].statStages[i] > 6)
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buffedStatsValue += gBattleMons[gActiveBattler].statStages[i] - 6;
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}
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return (buffedStatsValue > 3);
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}
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static bool8 FindMonWithFlagsAndSuperEffective(u8 flags, u8 moduloPercent)
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{
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u8 battlerIn1, battlerIn2;
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s32 i, j;
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u16 move;
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u8 moveFlags;
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if (gLastLandedMoves[gActiveBattler] == 0)
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return FALSE;
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if (gLastLandedMoves[gActiveBattler] == 0xFFFF)
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return FALSE;
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if (gLastHitBy[gActiveBattler] == 0xFF)
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return FALSE;
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if (gBattleMoves[gLastLandedMoves[gActiveBattler]].power == 0)
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return FALSE;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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battlerIn1 = gActiveBattler;
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if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))])
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battlerIn2 = gActiveBattler;
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else
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battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)));
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}
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else
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{
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battlerIn1 = gActiveBattler;
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battlerIn2 = gActiveBattler;
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}
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for (i = 0; i < PARTY_SIZE; ++i)
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{
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u16 species;
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u8 monAbility;
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if (GetMonData(&gEnemyParty[i], MON_DATA_HP) == 0)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_NONE)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_EGG)
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continue;
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if (i == gBattlerPartyIndexes[battlerIn1])
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continue;
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if (i == gBattlerPartyIndexes[battlerIn2])
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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species = GetMonData(&gEnemyParty[i], MON_DATA_SPECIES);
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if (GetMonData(&gEnemyParty[i], MON_DATA_ABILITY_NUM) != ABILITY_NONE)
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monAbility = gBaseStats[species].abilities[1];
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else
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monAbility = gBaseStats[species].abilities[0];
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moveFlags = AI_TypeCalc(gLastLandedMoves[gActiveBattler], species, monAbility);
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if (moveFlags & flags)
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{
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battlerIn1 = gLastHitBy[gActiveBattler];
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for (j = 0; j < MAX_MON_MOVES; ++j)
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{
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move = GetMonData(&gEnemyParty[i], MON_DATA_MOVE1 + j);
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if (move == MOVE_NONE)
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continue;
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moveFlags = AI_TypeCalc(move, gBattleMons[battlerIn1].species, gBattleMons[battlerIn1].ability);
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if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE && Random() % moduloPercent == 0)
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{
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*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = i;
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BtlController_EmitTwoReturnValues(1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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}
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}
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return FALSE;
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}
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static bool8 ShouldSwitch(void)
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{
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u8 battlerIn1, battlerIn2;
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s32 i;
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s32 availableToSwitch;
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if (gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
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return FALSE;
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if (gStatuses3[gActiveBattler] & STATUS3_ROOTED)
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return FALSE;
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if (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, gActiveBattler, ABILITY_SHADOW_TAG, 0, 0))
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return FALSE;
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if (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, gActiveBattler, ABILITY_ARENA_TRAP, 0, 0))
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return FALSE; // misses the flying or levitate check
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if (AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_MAGNET_PULL, 0, 0))
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{
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if (gBattleMons[gActiveBattler].type1 == TYPE_STEEL)
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return FALSE;
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if (gBattleMons[gActiveBattler].type2 == TYPE_STEEL)
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return FALSE;
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}
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availableToSwitch = 0;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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battlerIn1 = gActiveBattler;
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if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(GetBattlerPosition(gActiveBattler) ^ BIT_FLANK)])
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battlerIn2 = gActiveBattler;
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else
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battlerIn2 = GetBattlerAtPosition(GetBattlerPosition(gActiveBattler) ^ BIT_FLANK);
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}
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else
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{
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battlerIn2 = gActiveBattler;
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battlerIn1 = gActiveBattler;
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}
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for (i = 0; i < PARTY_SIZE; ++i)
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{
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if (GetMonData(&gEnemyParty[i], MON_DATA_HP) == 0)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_NONE)
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continue;
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if (GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) == SPECIES_EGG)
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continue;
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if (i == gBattlerPartyIndexes[battlerIn1])
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continue;
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if (i == gBattlerPartyIndexes[battlerIn2])
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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++availableToSwitch;
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}
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if (!availableToSwitch)
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return FALSE;
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if (ShouldSwitchIfPerishSong())
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return TRUE;
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if (ShouldSwitchIfWonderGuard())
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return TRUE;
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if (FindMonThatAbsorbsOpponentsMove())
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return TRUE;
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if (ShouldSwitchIfNaturalCure())
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return TRUE;
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if (HasSuperEffectiveMoveAgainstOpponents(FALSE))
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return FALSE;
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if (AreStatsRaised())
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return FALSE;
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if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 2)
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|| FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 3))
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return TRUE;
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return FALSE;
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}
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void AI_TrySwitchOrUseItem(void)
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{
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u8 battlerIn1, battlerIn2;
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if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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{
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if (ShouldSwitch())
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{
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if (*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) == 6)
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{
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s32 monToSwitchId = GetMostSuitableMonToSwitchInto();
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if (monToSwitchId == 6)
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
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{
|
||||
battlerIn1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
|
||||
battlerIn2 = battlerIn1;
|
||||
}
|
||||
else
|
||||
{
|
||||
battlerIn1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
|
||||
battlerIn2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
|
||||
}
|
||||
|
||||
for (monToSwitchId = 0; monToSwitchId < PARTY_SIZE; ++monToSwitchId)
|
||||
{
|
||||
if (GetMonData(&gEnemyParty[monToSwitchId], MON_DATA_HP) == 0)
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn1])
|
||||
continue;
|
||||
if (monToSwitchId == gBattlerPartyIndexes[battlerIn2])
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
|
||||
continue;
|
||||
if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
*(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1)) = monToSwitchId;
|
||||
}
|
||||
*(gBattleStruct->monToSwitchIntoId + gActiveBattler) = *(gBattleStruct->AI_monToSwitchIntoId + (GetBattlerPosition(gActiveBattler) >> 1));
|
||||
return;
|
||||
}
|
||||
else if (ShouldUseItem())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_MOVE, (gActiveBattler ^ BIT_SIDE) << 8);
|
||||
}
|
||||
|
||||
static void ModulateByTypeEffectiveness(u8 atkType, u8 defType1, u8 defType2, u8 *var)
|
||||
{
|
||||
s32 i = 0;
|
||||
|
||||
while (TYPE_EFFECT_ATK_TYPE(i) != TYPE_ENDTABLE)
|
||||
{
|
||||
if (TYPE_EFFECT_ATK_TYPE(i) == TYPE_FORESIGHT)
|
||||
{
|
||||
i += 3;
|
||||
continue;
|
||||
}
|
||||
else if (TYPE_EFFECT_ATK_TYPE(i) == atkType)
|
||||
{
|
||||
// Check type1.
|
||||
if (TYPE_EFFECT_DEF_TYPE(i) == defType1)
|
||||
*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / 10;
|
||||
// Check type2.
|
||||
if (TYPE_EFFECT_DEF_TYPE(i) == defType2 && defType1 != defType2)
|
||||
*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / 10;
|
||||
}
|
||||
i += 3;
|
||||
}
|
||||
}
|
||||
|
||||
u8 GetMostSuitableMonToSwitchInto(void)
|
||||
{
|
||||
u8 opposingBattler;
|
||||
u8 bestDmg; // Note : should be changed to u32 for obvious reasons.
|
||||
u8 bestMonId;
|
||||
u8 battlerIn1, battlerIn2;
|
||||
s32 i, j;
|
||||
u8 invalidMons;
|
||||
u16 move;
|
||||
|
||||
if (*(gBattleStruct->monToSwitchIntoId + gActiveBattler) != PARTY_SIZE)
|
||||
return *(gBattleStruct->monToSwitchIntoId + gActiveBattler);
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
||||
{
|
||||
battlerIn1 = gActiveBattler;
|
||||
if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(GetBattlerPosition(gActiveBattler) ^ BIT_FLANK)])
|
||||
battlerIn2 = gActiveBattler;
|
||||
else
|
||||
battlerIn2 = GetBattlerAtPosition(GetBattlerPosition(gActiveBattler) ^ BIT_FLANK);
|
||||
// UB: It considers the opponent only player's side even though it can battle alongside player.
|
||||
opposingBattler = Random() & BIT_FLANK;
|
||||
if (gAbsentBattlerFlags & gBitTable[opposingBattler])
|
||||
opposingBattler ^= BIT_FLANK;
|
||||
}
|
||||
else
|
||||
{
|
||||
opposingBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
|
||||
battlerIn1 = gActiveBattler;
|
||||
battlerIn2 = gActiveBattler;
|
||||
}
|
||||
invalidMons = 0;
|
||||
while (invalidMons != 0x3F) // All mons are invalid.
|
||||
{
|
||||
bestDmg = 0;
|
||||
bestMonId = 6;
|
||||
// Find the mon whose type is the most suitable offensively.
|
||||
for (i = 0; i < PARTY_SIZE; ++i)
|
||||
{
|
||||
u16 species = GetMonData(&gEnemyParty[i], MON_DATA_SPECIES);
|
||||
if (species != SPECIES_NONE
|
||||
&& GetMonData(&gEnemyParty[i], MON_DATA_HP) != 0
|
||||
&& !(gBitTable[i] & invalidMons)
|
||||
&& gBattlerPartyIndexes[battlerIn1] != i
|
||||
&& gBattlerPartyIndexes[battlerIn2] != i
|
||||
&& i != *(gBattleStruct->monToSwitchIntoId + battlerIn1)
|
||||
&& i != *(gBattleStruct->monToSwitchIntoId + battlerIn2))
|
||||
{
|
||||
u8 type1 = gBaseStats[species].type1;
|
||||
u8 type2 = gBaseStats[species].type2;
|
||||
u8 typeDmg = 10;
|
||||
ModulateByTypeEffectiveness(gBattleMons[opposingBattler].type1, type1, type2, &typeDmg);
|
||||
ModulateByTypeEffectiveness(gBattleMons[opposingBattler].type2, type1, type2, &typeDmg);
|
||||
if (bestDmg < typeDmg)
|
||||
{
|
||||
bestDmg = typeDmg;
|
||||
bestMonId = i;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
invalidMons |= gBitTable[i];
|
||||
}
|
||||
}
|
||||
// Ok, we know the mon has the right typing but does it have at least one super effective move?
|
||||
if (bestMonId != PARTY_SIZE)
|
||||
{
|
||||
for (i = 0; i < MAX_MON_MOVES; ++i)
|
||||
{
|
||||
move = GetMonData(&gEnemyParty[bestMonId], MON_DATA_MOVE1 + i);
|
||||
if (move != MOVE_NONE && TypeCalc(move, gActiveBattler, opposingBattler) & MOVE_RESULT_SUPER_EFFECTIVE)
|
||||
break;
|
||||
}
|
||||
if (i != MAX_MON_MOVES)
|
||||
return bestMonId; // Has both the typing and at least one super effective move.
|
||||
|
||||
invalidMons |= gBitTable[bestMonId]; // Sorry buddy, we want something better.
|
||||
}
|
||||
else
|
||||
{
|
||||
invalidMons = 0x3F; // No viable mon to switch.
|
||||
}
|
||||
}
|
||||
gDynamicBasePower = 0;
|
||||
gBattleStruct->dynamicMoveType = 0;
|
||||
gBattleScripting.dmgMultiplier = 1;
|
||||
gMoveResultFlags = 0;
|
||||
gCritMultiplier = 1;
|
||||
bestDmg = 0;
|
||||
bestMonId = 6;
|
||||
// If we couldn't find the best mon in terms of typing, find the one that deals most damage.
|
||||
for (i = 0; i < PARTY_SIZE; ++i)
|
||||
{
|
||||
if ((u16)(GetMonData(&gEnemyParty[i], MON_DATA_SPECIES)) == SPECIES_NONE)
|
||||
continue;
|
||||
if (GetMonData(&gEnemyParty[i], MON_DATA_HP) == 0)
|
||||
continue;
|
||||
if (gBattlerPartyIndexes[battlerIn1] == i)
|
||||
continue;
|
||||
if (gBattlerPartyIndexes[battlerIn2] == i)
|
||||
continue;
|
||||
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn1))
|
||||
continue;
|
||||
if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
|
||||
continue;
|
||||
for (j = 0; j < MAX_MON_MOVES; ++j)
|
||||
{
|
||||
move = GetMonData(&gEnemyParty[i], MON_DATA_MOVE1 + j);
|
||||
gBattleMoveDamage = 0;
|
||||
if (move != MOVE_NONE && gBattleMoves[move].power != 1)
|
||||
{
|
||||
AI_CalcDmg(gActiveBattler, opposingBattler);
|
||||
TypeCalc(move, gActiveBattler, opposingBattler);
|
||||
}
|
||||
if (bestDmg < gBattleMoveDamage)
|
||||
{
|
||||
bestDmg = gBattleMoveDamage;
|
||||
bestMonId = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestMonId;
|
||||
}
|
||||
|
||||
static u8 GetAI_ItemType(u8 itemId, const u8 *itemEffect) // NOTE: should take u16 as item Id argument
|
||||
{
|
||||
if (itemId == ITEM_FULL_RESTORE)
|
||||
return AI_ITEM_FULL_RESTORE;
|
||||
else if (itemEffect[4] & ITEM4_HEAL_HP)
|
||||
return AI_ITEM_HEAL_HP;
|
||||
else if (itemEffect[3] & ITEM3_STATUS_ALL)
|
||||
return AI_ITEM_CURE_CONDITION;
|
||||
else if (itemEffect[0] & (ITEM0_HIGH_CRIT | ITEM0_X_ATTACK) || itemEffect[1] != 0 || itemEffect[2] != 0)
|
||||
return AI_ITEM_X_STAT;
|
||||
else if (itemEffect[3] & ITEM3_MIST)
|
||||
return AI_ITEM_GUARD_SPECS;
|
||||
else
|
||||
return AI_ITEM_NOT_RECOGNIZABLE;
|
||||
}
|
||||
|
||||
static bool8 ShouldUseItem(void)
|
||||
{
|
||||
s32 i;
|
||||
u8 validMons = 0;
|
||||
bool8 shouldUse = FALSE;
|
||||
|
||||
for (i = 0; i < PARTY_SIZE; ++i)
|
||||
if (GetMonData(&gEnemyParty[i], MON_DATA_HP) != 0
|
||||
&& GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) != SPECIES_NONE
|
||||
&& GetMonData(&gEnemyParty[i], MON_DATA_SPECIES2) != SPECIES_EGG)
|
||||
++validMons;
|
||||
for (i = 0; i < MAX_MON_MOVES; ++i)
|
||||
{
|
||||
u16 item;
|
||||
const u8 *itemEffects;
|
||||
u8 paramOffset;
|
||||
u8 battlerSide;
|
||||
|
||||
if (i && validMons > (gBattleResources->battleHistory->itemsNo - i) + 1)
|
||||
continue;
|
||||
item = gBattleResources->battleHistory->trainerItems[i];
|
||||
if (item == ITEM_NONE)
|
||||
continue;
|
||||
if (gItemEffectTable[item - ITEM_POTION] == NULL)
|
||||
continue;
|
||||
if (item == ITEM_ENIGMA_BERRY)
|
||||
itemEffects = gSaveBlock1Ptr->enigmaBerry.itemEffect;
|
||||
else
|
||||
itemEffects = gItemEffectTable[item - ITEM_POTION];
|
||||
*(gBattleStruct->AI_itemType + gActiveBattler / 2) = GetAI_ItemType(item, itemEffects);
|
||||
switch (*(gBattleStruct->AI_itemType + gActiveBattler / 2))
|
||||
{
|
||||
case AI_ITEM_FULL_RESTORE:
|
||||
if (gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].maxHP / 4)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp == 0)
|
||||
break;
|
||||
shouldUse = TRUE;
|
||||
break;
|
||||
case AI_ITEM_HEAL_HP:
|
||||
paramOffset = GetItemEffectParamOffset(item, 4, 4);
|
||||
if (paramOffset == 0)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp == 0)
|
||||
break;
|
||||
if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 4 || gBattleMons[gActiveBattler].maxHP - gBattleMons[gActiveBattler].hp > itemEffects[paramOffset])
|
||||
shouldUse = TRUE;
|
||||
break;
|
||||
case AI_ITEM_CURE_CONDITION:
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) = 0;
|
||||
if (itemEffects[3] & ITEM3_SLEEP && gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP)
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x20;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
if (itemEffects[3] & ITEM3_POISON && (gBattleMons[gActiveBattler].status1 & STATUS1_POISON || gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_POISON))
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x10;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
if (itemEffects[3] & ITEM3_BURN && gBattleMons[gActiveBattler].status1 & STATUS1_BURN)
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x8;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
if (itemEffects[3] & ITEM3_FREEZE && gBattleMons[gActiveBattler].status1 & STATUS1_FREEZE)
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x4;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
if (itemEffects[3] & ITEM3_PARALYSIS && gBattleMons[gActiveBattler].status1 & STATUS1_PARALYSIS)
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x2;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
if (itemEffects[3] & ITEM3_CONFUSION && gBattleMons[gActiveBattler].status2 & STATUS2_CONFUSION)
|
||||
{
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x1;
|
||||
shouldUse = TRUE;
|
||||
}
|
||||
break;
|
||||
case AI_ITEM_X_STAT:
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) = 0;
|
||||
if (!gDisableStructs[gActiveBattler].isFirstTurn)
|
||||
break;
|
||||
if (itemEffects[0] & ITEM0_X_ATTACK)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x1;
|
||||
if (itemEffects[1] & ITEM1_X_DEFEND)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x2;
|
||||
if (itemEffects[1] & ITEM1_X_SPEED)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x4;
|
||||
if (itemEffects[2] & ITEM2_X_SPATK)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x8;
|
||||
if (itemEffects[2] & ITEM2_X_ACCURACY)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x20;
|
||||
if (itemEffects[0] & ITEM0_HIGH_CRIT)
|
||||
*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x80;
|
||||
shouldUse = TRUE;
|
||||
break;
|
||||
case AI_ITEM_GUARD_SPECS:
|
||||
battlerSide = GetBattlerSide(gActiveBattler);
|
||||
if (gDisableStructs[gActiveBattler].isFirstTurn && gSideTimers[battlerSide].mistTimer == 0)
|
||||
shouldUse = TRUE;
|
||||
break;
|
||||
case AI_ITEM_NOT_RECOGNIZABLE:
|
||||
return FALSE;
|
||||
}
|
||||
if (shouldUse)
|
||||
{
|
||||
BtlController_EmitTwoReturnValues(1, B_ACTION_USE_ITEM, 0);
|
||||
*(gBattleStruct->chosenItem + (gActiveBattler / 2) * 2) = item;
|
||||
gBattleResources->battleHistory->trainerItems[i] = 0;
|
||||
return shouldUse;
|
||||
}
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
Reference in New Issue
Block a user