From 0b8d148c2643fdd85735663f602252d590c53582 Mon Sep 17 00:00:00 2001 From: Bassoonian Date: Sun, 23 Apr 2023 20:53:51 +0200 Subject: [PATCH] Let AI take Frostbite into account --- include/battle_ai_util.h | 3 +++ src/battle_ai_main.c | 32 +++++++++++++++++++++++++---- src/battle_ai_util.c | 44 +++++++++++++++++++++++++++++++++++++++- 3 files changed, 74 insertions(+), 5 deletions(-) diff --git a/include/battle_ai_util.h b/include/battle_ai_util.h index d1319f0ca7..f2dd8f03ed 100644 --- a/include/battle_ai_util.h +++ b/include/battle_ai_util.h @@ -130,6 +130,7 @@ bool32 IsSemiInvulnerable(u8 battlerDef, u16 move); // status checks bool32 AI_CanBeBurned(u8 battler, u16 ability); +bool32 AI_CanGetFrostbite(u8 battler, u16 ability); bool32 AI_CanBeConfused(u8 battler, u16 ability); bool32 AI_CanSleep(u8 battler, u16 ability); bool32 IsBattlerIncapacitated(u8 battler, u16 ability); @@ -140,6 +141,7 @@ bool32 AI_CanParalyze(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u1 bool32 AI_CanConfuse(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove); bool32 ShouldBurnSelf(u8 battler, u16 ability); bool32 AI_CanBurn(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove); +bool32 AI_CanGiveFrostbite(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove); bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 atkGender, u8 defGender); bool32 AnyPartyMemberStatused(u8 battlerId, bool32 checkSoundproof); u32 ShouldTryToFlinch(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u16 move); @@ -175,5 +177,6 @@ void IncreaseBurnScore(u8 battlerAtk, u8 battlerdef, u16 move, s16 *score); void IncreaseParalyzeScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score); void IncreaseSleepScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score); void IncreaseConfusionScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score); +void IncreaseFrostbiteScore(u8 battlerAtk, u8 battlerdef, u16 move, s16 *score); #endif //GUARD_BATTLE_AI_UTIL_H \ No newline at end of file diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index 6c60705d5a..77220f79ef 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -1725,7 +1725,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 10; break; case EFFECT_REFRESH: - if (!(gBattleMons[battlerDef].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_PARALYSIS))) + if (!(gBattleMons[battlerDef].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_FROSTBITE))) score -= 10; break; case EFFECT_PSYCHO_SHIFT: @@ -1734,6 +1734,9 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN && !AI_CanBurn(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) score -= 10; + else if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE && !AI_CanGiveFrostbite(battlerAtk, battlerDef, + AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) + score -= 10; else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS && !AI_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) score -= 10; else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP && !AI_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) @@ -3143,7 +3146,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score++; // check thawing moves - if ((gBattleMons[battlerAtk].status1 & STATUS1_FREEZE) && TestMoveFlags(move, FLAG_THAW_USER)) + if ((gBattleMons[battlerAtk].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE)) && TestMoveFlags(move, FLAG_THAW_USER)) score += (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) ? 20 : 10; // check burn @@ -3165,6 +3168,25 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } } + // check frostbite + if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE) + { + switch (AI_DATA->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 (AI_DATA->abilities[battlerAtk]) { @@ -3602,7 +3624,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_SUBSTITUTE: if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG) score += 3; - if (gBattleMons[battlerDef].status1 & (STATUS1_BURN | STATUS1_PSN_ANY)) + if (gBattleMons[battlerDef].status1 & (STATUS1_BURN | STATUS1_PSN_ANY | STATUS1_FROSTBITE)) score++; if (HasMoveEffect(battlerDef, EFFECT_SLEEP) || HasMoveEffect(battlerDef, EFFECT_TOXIC) @@ -4391,6 +4413,8 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) 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; @@ -4781,7 +4805,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score += 2; break; case EFFECT_FACADE: - if (gBattleMons[battlerAtk].status1 & (STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)) + if (gBattleMons[battlerAtk].status1 & (STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON | STATUS1_FROSTBITE)) score++; break; case EFFECT_FOCUS_PUNCH: diff --git a/src/battle_ai_util.c b/src/battle_ai_util.c index 05e7aec58f..dabeb33c78 100644 --- a/src/battle_ai_util.c +++ b/src/battle_ai_util.c @@ -1678,7 +1678,7 @@ void ProtectChecks(u8 battlerAtk, u8 battlerDef, u16 move, u16 predictedMove, s1 (*score) -= min(uses, 3); } - if (gBattleMons[battlerAtk].status1 & (STATUS1_PSN_ANY | STATUS1_BURN) + if (gBattleMons[battlerAtk].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_FROSTBITE) || gBattleMons[battlerAtk].status2 & (STATUS2_CURSED | STATUS2_INFATUATION) || gStatuses3[battlerAtk] & (STATUS3_PERISH_SONG | STATUS3_LEECHSEED | STATUS3_YAWN)) { @@ -2892,6 +2892,17 @@ bool32 AI_CanBeBurned(u8 battler, u16 ability) return TRUE; } +bool32 AI_CanGetFrostbite(u8 battler, u16 ability) +{ + if (ability == ABILITY_MAGMA_ARMOR + || IS_BATTLER_OF_TYPE(battler, TYPE_ICE) + || gBattleMons[battler].status1 & STATUS1_ANY + || IsAbilityStatusProtected(battler) + || gSideStatuses[GetBattlerSide(battler)] & SIDE_STATUS_SAFEGUARD) + return FALSE; + return TRUE; +} + bool32 ShouldBurnSelf(u8 battler, u16 ability) { if (AI_CanBeBurned(battler, ability) && ( @@ -2918,6 +2929,18 @@ bool32 AI_CanBurn(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPar return TRUE; } +bool32 AI_CanGiveFrostbite(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove) +{ + if (!AI_CanGetFrostbite(battlerDef, defAbility) + || AI_GetMoveEffectiveness(move, battlerAtk, battlerDef) == AI_EFFECTIVENESS_x0 + || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) + || PartnerMoveEffectIsStatusSameTarget(battlerAtkPartner, battlerDef, partnerMove)) + { + return FALSE; + } + return TRUE; +} + bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 atkGender, u8 defGender) { if ((gBattleMons[battlerDef].status2 & STATUS2_INFATUATION) @@ -3717,6 +3740,25 @@ void IncreaseConfusionScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) } } +void IncreaseFrostbiteScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score) +{ + if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) + return; + + if (AI_CanGiveFrostbite(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) + { + (*score)++; // frostbite is good + if (HasMoveWithSplit(battlerDef, SPLIT_SPECIAL)) + { + if (CanTargetFaintAi(battlerDef, battlerAtk)) + *score += 2; // frostbiting the target to stay alive is cool + } + + if (HasMoveEffect(battlerAtk, EFFECT_HEX) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_HEX)) + (*score)++; + } +} + bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u16 move) { if (TestMoveFlags(move, FLAG_MAKES_CONTACT)