From 327782646b7de17a94b39741a55ba467d6d934df Mon Sep 17 00:00:00 2001 From: DizzyEggg Date: Tue, 23 Aug 2022 01:07:25 +0200 Subject: [PATCH] Save party mons ai --- Makefile | 2 +- NO$GBA.EXE - Shortcut.lnk | Bin 0 -> 1536 bytes include/battle.h | 24 ++- include/battle_ai_main.h | 2 + src/battle_ai_main.c | 306 +++++++++++++++++++++++--------------- src/battle_ai_util.c | 39 ++--- src/battle_debug.c | 154 ++++++++++++++++--- src/battle_main.c | 27 ++-- src/battle_util2.c | 2 + vbalink.ini | Bin 0 -> 1 bytes 10 files changed, 377 insertions(+), 179 deletions(-) create mode 100644 NO$GBA.EXE - Shortcut.lnk create mode 100644 vbalink.ini diff --git a/Makefile b/Makefile index c36cc8e936..ec3b5c4c6a 100644 --- a/Makefile +++ b/Makefile @@ -107,7 +107,7 @@ LIBPATH := -L ../../tools/agbcc/lib LIB := $(LIBPATH) -lgcc -lc -L../../libagbsyscall -lagbsyscall else CC1 = $(shell $(PATH_MODERNCC) --print-prog-name=cc1) -quiet -override CFLAGS += -mthumb -mthumb-interwork -O2 -mabi=apcs-gnu -mtune=arm7tdmi -march=armv4t -fno-toplevel-reorder -Wno-pointer-to-int-cast +override CFLAGS += -mthumb -mthumb-interwork -O0 -mabi=apcs-gnu -mtune=arm7tdmi -march=armv4t -fno-toplevel-reorder -Wno-pointer-to-int-cast ROM := $(MODERN_ROM_NAME) OBJ_DIR := $(MODERN_OBJ_DIR_NAME) LIBPATH := -L "$(dir $(shell $(PATH_MODERNCC) -mthumb -print-file-name=libgcc.a))" -L "$(dir $(shell $(PATH_MODERNCC) -mthumb -print-file-name=libnosys.a))" -L "$(dir $(shell $(PATH_MODERNCC) -mthumb -print-file-name=libc.a))" diff --git a/NO$GBA.EXE - Shortcut.lnk b/NO$GBA.EXE - Shortcut.lnk new file mode 100644 index 0000000000000000000000000000000000000000..32af57cf5c29d844b1fcfe676c636e29595572a5 GIT binary patch literal 1536 zcmd5+ZAep57=Gp~v?M2*4DsWVCidZ&W{QgFbh>HgB%2yda=PUQbF*D_K@pM=7%B-x zi5SBy2@;g7ep&XTpdb)`g!)T@APN)dhXxV7@4Zu}1o|iFT%Pxwd*1h)=e!^1lmbvh z1ds%#C5fUz1VNzjN=M^DR$$T^LxebpTUx)Lbl(KHxv#k(RQq zNu{`LRr@ruM&;V&+zzcV8~L~?NuzA zTB34y(%+(MMmNX%hW1XWD6d%3PAwFm+c3H|6FwqdJoK36ZA=_TC?)u(cy}%cNczWt zJ;Dd1Hb!74v@3^SEE}R!4_5+ed+vXG!uow|z)tYZ@podgPJx4@3nd_r#nV;kso}{G z{^!B^JHuN_*Ppj!tq!g9Ip})VQ;D?suDQJE0O{o|eXkY&&lC8tkDBX~a_-EAJ^P4h z)4Y0Sisob4fOj?%{=cH!TFCwZF;~F%r@E|(jzWM literal 0 HcmV?d00001 diff --git a/include/battle.h b/include/battle.h index b56b381e74..a8064e98aa 100644 --- a/include/battle.h +++ b/include/battle.h @@ -245,6 +245,26 @@ struct AI_SavedBattleMon u16 species; }; +struct AiPartyMon +{ + u16 species; + u16 item; + u16 heldEffect; + u16 ability; + u16 gender; + u16 level; + u16 moves[MAX_MON_MOVES]; + bool8 isFainted; + u8 switchInCount; // Counts how many times this Pokemon has been sent out or switched into in a battle. + bool8 wasSentInBattle; +}; + +struct AIPartyData // Opposing battlers - party mons. +{ + struct AiPartyMon mons[2][PARTY_SIZE]; // 2 parties(player, opponent). Used to save information on opposing party. + u8 count[2]; +}; + struct AiLogicData { u16 abilities[MAX_BATTLERS_COUNT]; @@ -313,6 +333,7 @@ struct BattleResources struct StatsArray* beforeLvlUp; struct AI_ThinkingStruct *ai; struct AiLogicData *aiData; + struct AIPartyData *aiParty; struct BattleHistory *battleHistory; u8 bufferA[MAX_BATTLERS_COUNT][0x200]; u8 bufferB[MAX_BATTLERS_COUNT][0x200]; @@ -320,6 +341,7 @@ struct BattleResources #define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai)) #define AI_DATA ((struct AiLogicData *)(gBattleResources->aiData)) +#define AI_PARTY ((struct AIPartyData *)(gBattleResources->aiParty)) #define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory)) struct BattleResults @@ -670,7 +692,7 @@ struct BattleStruct #define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + ((stage) << 3) + (goesDown << 7)) #define SET_STATCHANGER2(dst, statId, stage, goesDown)(dst = (statId) + ((stage) << 3) + (goesDown << 7)) -// NOTE: The members of this struct have hard-coded offsets +// NOTE: The members of this struct have hard-coded offsets // in include/constants/battle_script_commands.h struct BattleScripting { diff --git a/include/battle_ai_main.h b/include/battle_ai_main.h index fcb31a9b2b..2756c7f6ce 100644 --- a/include/battle_ai_main.h +++ b/include/battle_ai_main.h @@ -24,6 +24,8 @@ void BattleAI_SetupItems(void); void BattleAI_SetupFlags(void); void BattleAI_SetupAIData(u8 defaultScoreMoves); u8 BattleAI_ChooseMoveOrAction(void); +void Ai_InitPartyStruct(void); +void Ai_UpdateSwitchInData(u32 battler); void GetAiLogicData(void); extern u8 sBattler_AI; diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index 732dea7807..eb8d45abb3 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -130,10 +130,10 @@ static u32 GetWildAiFlags(void) { u8 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; @@ -141,10 +141,10 @@ static u32 GetWildAiFlags(void) flags |= AI_FLAG_PREFER_STRONGEST_MOVE; if (avgLevel >= 80) flags |= AI_FLAG_HP_AWARE; - + if (B_VAR_WILD_AI_FLAGS != 0 && VarGet(B_VAR_WILD_AI_FLAGS) != 0) flags |= VarGet(B_VAR_WILD_AI_FLAGS); - + return flags; } @@ -166,7 +166,7 @@ void BattleAI_SetupFlags(void) 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(); @@ -220,11 +220,11 @@ u8 BattleAI_ChooseMoveOrAction(void) ret = ChooseMoveOrAction_Singles(); else ret = ChooseMoveOrAction_Doubles(); - + // 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)); - + gCurrentMove = savedCurrentMove; return ret; } @@ -237,6 +237,66 @@ u8 ComputeBattleAiScores(u8 battler) 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->gender = GetGenderFromSpeciesAndPersonality(bMon->species, bMon->personality); + aiMon->isFainted = FALSE; + aiMon->wasSentInBattle = TRUE; + aiMon->switchInCount++; +} + +void Ai_InitPartyStruct(void) +{ + 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); + } +} + +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]; + } + } + 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); + } +} + static void SetBattlerAiData(u8 battlerId) { AI_DATA->abilities[battlerId] = AI_GetAbility(battlerId); @@ -253,13 +313,13 @@ void GetAiLogicData(void) u32 battlerAtk, battlerDef, i, move; u8 effectiveness; s32 dmg; - + memset(AI_DATA, 0, sizeof(struct AiLogicData)); - + if (!(gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)) && !IsWildMonSmart()) return; - + // get/assume all battler data for (i = 0; i < gBattlersCount; i++) { @@ -267,7 +327,7 @@ void GetAiLogicData(void) SetBattlerAiData(i); } } - + // simulate AI damage for (battlerAtk = 0; battlerAtk < gBattlersCount; battlerAtk++) { @@ -275,26 +335,26 @@ void GetAiLogicData(void) || !IsBattlerAIControlled(battlerAtk)) { continue; } - + for (battlerDef = 0; battlerDef < gBattlersCount; battlerDef++) { if (battlerAtk == battlerDef) continue; - + RecordKnownMove(battlerDef, gLastMoves[battlerDef]); for (i = 0; i < MAX_MON_MOVES; i++) { dmg = 0; effectiveness = AI_EFFECTIVENESS_x0; move = gBattleMons[battlerAtk].moves[i]; - + if (move != 0 && move != 0xFFFF //&& gBattleMoves[move].power != 0 /* we want to get effectiveness of status moves */ && !(AI_DATA->moveLimitations[battlerAtk] & gBitTable[i])) { dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE); } - + AI_DATA->simulatedDmg[battlerAtk][battlerDef][i] = dmg; AI_DATA->effectiveness[battlerAtk][battlerDef][i] = effectiveness; } @@ -334,7 +394,7 @@ static u8 ChooseMoveOrAction_Singles(void) return AI_CHOICE_WATCH; gActiveBattler = sBattler_AI; - + // If can switch. if (CountUsablePartyMons(sBattler_AI) > 0 && !IsAbilityPreventingEscape(sBattler_AI) @@ -375,7 +435,7 @@ static u8 ChooseMoveOrAction_Singles(void) } } } - + numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[0]; consideredMoveArray[0] = 0; @@ -427,7 +487,7 @@ static u8 ChooseMoveOrAction_Doubles(void) BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4); else BattleAI_SetupAIData(0xF); - + gBattlerTarget = i; if ((i & BIT_SIDE) != (sBattler_AI & BIT_SIDE)) RecordLastUsedMoveByTarget(); @@ -467,7 +527,7 @@ static u8 ChooseMoveOrAction_Doubles(void) { if (!CanTargetBattler(sBattler_AI, i, gBattleMons[sBattler_AI].moves[j])) continue; - + if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j]) { mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j]; @@ -586,7 +646,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); u32 i; u16 predictedMove = AI_DATA->predictedMoves[battlerDef]; - + SetTypeBeforeUsingMove(move, battlerAtk); GET_MOVE_TYPE(move, moveType); @@ -594,7 +654,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) return score; GET_MOVE_TYPE(move, moveType); - + // check non-user target if (!(moveTarget & MOVE_TARGET_USER)) { @@ -604,7 +664,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { RETURN_SCORE_MINUS(20); } - + // check ground immunities if (moveType == TYPE_GROUND && !IsBattlerGrounded(battlerDef) @@ -616,11 +676,11 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { 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) { @@ -632,7 +692,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) RETURN_SCORE_MINUS(10); break; } - + // target ability checks if (!DoesBattlerIgnoreAbilityChecks(AI_DATA->abilities[battlerAtk], move)) { @@ -758,7 +818,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) RETURN_SCORE_MINUS(10); break; } // def ability checks - + // target partner ability checks & not attacking partner if (isDoubleBattle) { @@ -796,35 +856,35 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } } // 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 (AI_DATA->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 && TestMoveFlags(move, FLAG_SOUND)) return 0; // Can't even select move at all @@ -860,7 +920,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } } } - + // check move effects switch (moveEffect) { @@ -874,7 +934,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_EXPLOSION: if (!(AI_THINKING_STRUCT->aiFlags & AI_FLAG_WILL_SUICIDE)) score -= 2; - + if (effectiveness == AI_EFFECTIVENESS_x0) { score -= 10; @@ -920,7 +980,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) score -= 10; break; - case EFFECT_SPECIAL_DEFENSE_UP: + case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_SPECIAL_DEFENSE_UP_2: if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF)) score -= 10; @@ -1230,7 +1290,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_LOW_KICK: // AI_CBM_HighRiskForDamage if (AI_DATA->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < AI_EFFECTIVENESS_x2) - score -= 10; + score -= 10; break; case EFFECT_COUNTER: case EFFECT_MIRROR_COAT: @@ -1240,7 +1300,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) || DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), predictedMove)) score -= 10; break; - + case EFFECT_ROAR: if (CountUsablePartyMons(battlerDef) == 0) score -= 10; @@ -1392,7 +1452,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_SPIKES: if (gSideTimers[GetBattlerSide(battlerDef)].spikesAmount >= 3) score -= 10; - else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) + else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].spikesAmount == 2) score -= 10; // only one mon needs to set up the last layer of Spikes break; @@ -1570,7 +1630,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 10; break; } - + if (B_MENTAL_HERB >= GEN_5 && AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_MENTAL_HERB) score -= 6; break; @@ -1802,7 +1862,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (gBattleMons[battlerAtk].hp > (gBattleMons[battlerAtk].hp + gBattleMons[battlerDef].hp) / 2) score -= 10; break; - + case EFFECT_CONVERSION_2: //TODO break; @@ -1862,7 +1922,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } break; } // move check - + if (decreased) break; if (IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef])) @@ -1904,7 +1964,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) IncreaseAllyProtectionViability(&viability, 0xFF); }*/ } - break; + break; case EFFECT_MIRACLE_EYE: if (gStatuses3[battlerDef] & STATUS3_MIRACLE_EYED) score -= 10; @@ -1952,7 +2012,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) || ((AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) && !IsTargetingPartner(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++) @@ -2116,7 +2176,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) u32 atkNegativeStages = CountNegativeStatStages(battlerAtk); u32 defPositiveStages = CountPositiveStatStages(battlerDef); u32 defNegativeStages = CountNegativeStatStages(battlerDef); - + if (atkPositiveStages >= defPositiveStages && atkNegativeStages <= defNegativeStages) score -= 10; break; @@ -2513,21 +2573,21 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 10; break;*/ } // move effect checks - + if (score < 0) score = 0; - + return score; } static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) -{ +{ if (IsTargetingPartner(battlerAtk, battlerDef)) return score; - + if (gBattleMoves[move].power == 0) return score; // can't make anything faint with no power - + if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0) && gBattleMoves[move].effect != EFFECT_EXPLOSION) { // this move can faint the target @@ -2541,10 +2601,10 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) // this move isn't expected to faint the target if (TestMoveFlags(move, FLAG_HIGH_CRIT)) score += 2; // crit makes it more likely to make them faint - + if (GetMoveDamageResult(move) == MOVE_POWER_OTHER) score--; - + switch (AI_DATA->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex]) { case AI_EFFECTIVENESS_x8: @@ -2561,7 +2621,7 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; } } - + //AI_TryToFaint_CheckIfDanger if (!WillAIStrikeFirst() && CanTargetFaintAi(battlerDef, battlerAtk)) { // AI_TryToFaint_Danger @@ -2570,7 +2630,7 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) else score++; } - + return score; } @@ -2626,8 +2686,8 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; } } // check partner move effect - - + + // consider our move effect relative to partner state switch (effect) { @@ -2648,8 +2708,8 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } break; } // our effect relative to partner - - + + // consider global move effects switch (effect) { @@ -2679,8 +2739,8 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } break; } // global move effect check - - + + // check specific target if (IsTargetingPartner(battlerAtk, battlerDef)) { @@ -2787,11 +2847,11 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { RETURN_SCORE_PLUS(1); } - break; + break; } } // ability checks } // move power check - + // attacker move effects specifically targeting partner if (!partnerProtecting) { @@ -2904,12 +2964,12 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) 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 + // these checks mostly handled in AI_CheckBadMove and AI_CheckViability switch (effect) { case EFFECT_SKILL_SWAP: @@ -2934,10 +2994,10 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 3; break; } - + // lightning rod, flash fire against enemy handled in AI_CheckBadMove } - + return score; } @@ -2974,11 +3034,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) u16 predictedMove = AI_DATA->predictedMoves[battlerDef]; bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk); u32 i; - + // Targeting partner, check benefits of doing that instead if (IsTargetingPartner(battlerAtk, battlerDef)) return score; - + // check always hits if (!IS_MOVE_STATUS(move) && gBattleMoves[move].accuracy == 0) { @@ -2987,11 +3047,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (AI_RandLessThan(100) && (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 8 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 4)) score++; } - + // check high crit if (TestMoveFlags(move, FLAG_HIGH_CRIT) && effectiveness >= AI_EFFECTIVENESS_x2 && AI_RandLessThan(128)) score++; - + // check already dead if (!IsBattlerIncapacitated(battlerDef, AI_DATA->abilities[battlerDef]) && CanTargetFaintAi(battlerAtk, battlerDef) @@ -3002,7 +3062,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) else score--; } - + // check damage if (gBattleMoves[move].power != 0 && GetMoveDamageResult(move) == MOVE_POWER_WEAK) score--; @@ -3010,11 +3070,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 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) && TestMoveFlags(move, FLAG_THAW_USER)) score += (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) ? 20 : 10; - + // check burn if (gBattleMons[battlerAtk].status1 & STATUS1_BURN) { @@ -3033,7 +3093,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; } } - + // attacker ability checks switch (AI_DATA->abilities[battlerAtk]) { @@ -3049,8 +3109,8 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score += 8; // prioritize killing target for stat boost } break; - } // ability checks - + } // ability checks + // move effect checks switch (moveEffect) { @@ -3095,7 +3155,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; } } - + if (!AI_RandLessThan(100)) { score--; @@ -3141,7 +3201,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) break; } } - + if (!AI_RandLessThan(100)) { score--; @@ -3164,7 +3224,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 2; else if (AI_DATA->hpPercents[battlerAtk] <= 70) score -= 2; - else + else score++; break; case EFFECT_EVASION_UP: @@ -3294,7 +3354,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_ATTACK_SPATK_UP: // work up if (AI_DATA->hpPercents[battlerAtk] <= 40 || AI_DATA->abilities[battlerAtk] == ABILITY_CONTRARY) break; - + if (HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score); else if (HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) @@ -3350,7 +3410,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) default: break; } - + if (ShouldRecover(battlerAtk, battlerDef, move, healPercent)) score += 2; } @@ -3578,7 +3638,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (newHp > healthBenchmark && ShouldAbsorb(battlerAtk, battlerDef, move, AI_DATA->simulatedDmg[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex])) score += 2; } - break; + break; case EFFECT_SLEEP_TALK: case EFFECT_SNORE: if (!IsWakeupTurn(battlerAtk) && gBattleMons[battlerAtk].status1 & STATUS1_SLEEP) @@ -3613,13 +3673,13 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_THIEF: { bool32 canSteal = FALSE; - + #if defined B_TRAINERS_KNOCK_OFF_ITEMS && B_TRAINERS_KNOCK_OFF_ITEMS == TRUE canSteal = TRUE; #endif if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER) canSteal = TRUE; - + if (canSteal && AI_DATA->items[battlerAtk] == ITEM_NONE && AI_DATA->items[battlerDef] != ITEM_NONE && CanBattlerGetOrLoseItem(battlerDef, AI_DATA->items[battlerDef]) @@ -3763,8 +3823,8 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (AI_DATA->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 + score += 2; + //TODO - track entire opponent party data to determine hazard effectiveness break; case EFFECT_FORESIGHT: if (AI_DATA->abilities[battlerAtk] == ABILITY_SCRAPPY) @@ -3793,7 +3853,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (HasMoveEffect(battlerDef, EFFECT_MORNING_SUN) || HasMoveEffect(battlerDef, EFFECT_SYNTHESIS) || HasMoveEffect(battlerDef, EFFECT_MOONLIGHT)) - score += 2; + score += 2; } break; case EFFECT_HAIL: @@ -3802,7 +3862,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL)) && ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL)) score += 3; - + score++; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK) score++; @@ -3861,7 +3921,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) 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) @@ -3920,7 +3980,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) 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; @@ -3937,20 +3997,20 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) || HasMoveEffect(battlerAtk, EFFECT_PSYCH_UP) || HasMoveEffect(battlerAtk, EFFECT_SPECTRAL_THIEF)) score++; - + if (AI_DATA->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 (AI_DATA->abilities[battlerDef] == ABILITY_CONTRARY) score += 2; - + IncreaseConfusionScore(battlerAtk, battlerDef, move, &score); break; case EFFECT_FURY_CUTTER: @@ -3991,7 +4051,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score += 3; break; } - + switch (move) { case MOVE_DEFOG: @@ -4007,7 +4067,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) && 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, AI_DATA->abilities[battlerDef])) { @@ -4179,10 +4239,10 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { u16 item = GetUsedHeldItem(battlerAtk); u16 toHeal = (ItemId_GetHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / ItemId_GetHoldEffectParam(item); - + if (IsStatBoostingBerry(item) && AI_DATA->hpPercents[battlerAtk] > 60) score++; - else if (ShouldRestoreHpBerry(battlerAtk, item) && !CanAIFaintTarget(battlerAtk, battlerDef, 0) + else if (ShouldRestoreHpBerry(battlerAtk, item) && !CanAIFaintTarget(battlerAtk, battlerDef, 0) && ((GetWhoStrikesFirst(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 @@ -4229,7 +4289,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (AI_DATA->abilities[battlerDef] != AI_DATA->abilities[battlerAtk] && !(gStatuses3[battlerDef] & STATUS3_GASTRO_ACID)) score += 2; - } + } break; case EFFECT_IMPRISON: if (predictedMove != MOVE_NONE && HasMove(battlerAtk, predictedMove)) @@ -4300,7 +4360,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) case EFFECT_SHELL_SMASH: if (AI_DATA->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); @@ -4407,7 +4467,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (gStatuses3[battlerAtk] & STATUS3_YAWN && IsBattlerGrounded(battlerAtk)) score += 10; //fallthrough - case EFFECT_GRASSY_TERRAIN: + case EFFECT_GRASSY_TERRAIN: case EFFECT_PSYCHIC_TERRAIN: score += 2; if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_TERRAIN_EXTENDER) @@ -4680,7 +4740,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) //case EFFECT_SKY_DROP //break; } // move effect checks - + return score; } @@ -4690,15 +4750,15 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (IsTargetingPartner(battlerAtk, battlerDef) || gBattleResults.battleTurnCounter != 0) return score; - - if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING + + 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) { @@ -4787,7 +4847,7 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) default: break; } - + return score; } @@ -4796,10 +4856,10 @@ static s16 AI_Risky(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsTargetingPartner(battlerAtk, battlerDef)) return score; - + if (TestMoveFlags(move, FLAG_HIGH_CRIT)) score += 2; - + switch (gBattleMoves[move].effect) { case EFFECT_SLEEP: @@ -4826,7 +4886,7 @@ static s16 AI_Risky(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) default: break; } - + return score; } @@ -4835,10 +4895,10 @@ static s16 AI_PreferStrongestMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 sc { if (IsTargetingPartner(battlerAtk, battlerDef)) return score; - + if (GetMoveDamageResult(move) == MOVE_POWER_BEST) score += 2; - + return score; } @@ -4846,14 +4906,14 @@ static s16 AI_PreferStrongestMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 sc static s16 AI_PreferBatonPass(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { u32 i; - + if (IsTargetingPartner(battlerAtk, battlerDef) || CountUsablePartyMons(battlerAtk) == 0 || GetMoveDamageResult(move) != MOVE_POWER_OTHER || !HasMoveEffect(battlerAtk, EFFECT_BATON_PASS) || IsBattlerTrapped(battlerAtk, TRUE)) return score; - + if (IsStatRaisingEffect(gBattleMoves[move].effect)) { if (gBattleResults.battleTurnCounter == 0) @@ -4861,9 +4921,9 @@ static s16 AI_PreferBatonPass(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) else if (AI_DATA->hpPercents[battlerAtk] < 60) score -= 10; else - score++; + score++; } - + // other specific checks switch (gBattleMoves[move].effect) { @@ -4889,12 +4949,12 @@ static s16 AI_PreferBatonPass(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) if (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING)) score += 2; if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED) - score -= 3; + score -= 3; break; default: break; } - + return score; } @@ -4914,11 +4974,11 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { 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++; } @@ -4957,7 +5017,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) // med hp if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect)) score -= 2; - + switch (effect) { case EFFECT_EXPLOSION: @@ -4980,7 +5040,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) // low hp if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect)) score -= 2; - + // check other discouraged low hp effects switch (effect) { @@ -5013,7 +5073,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) } } } - + // consider target HP if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex, 0)) { @@ -5085,7 +5145,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score -= 2; // don't use status moves if target is at low health } } - + return score; } @@ -5104,7 +5164,7 @@ static s16 AI_Roaming(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { if (IsBattlerTrapped(battlerAtk, FALSE)) return score; - + AI_Flee(); return score; } diff --git a/src/battle_ai_util.c b/src/battle_ai_util.c index fe715eec6e..a34dccdadb 100644 --- a/src/battle_ai_util.c +++ b/src/battle_ai_util.c @@ -499,6 +499,7 @@ void RecordKnownMove(u8 battlerId, u32 move) if (BATTLE_HISTORY->usedMoves[battlerId][i] == MOVE_NONE) { BATTLE_HISTORY->usedMoves[battlerId][i] = move; + AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].moves[i] = move; break; } } @@ -507,6 +508,7 @@ void RecordKnownMove(u8 battlerId, u32 move) void RecordAbilityBattle(u8 battlerId, u16 abilityId) { BATTLE_HISTORY->abilities[battlerId] = abilityId; + AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability = abilityId; } void ClearBattlerAbilityHistory(u8 battlerId) @@ -517,6 +519,7 @@ void ClearBattlerAbilityHistory(u8 battlerId) void RecordItemEffectBattle(u8 battlerId, u8 itemEffect) { BATTLE_HISTORY->itemEffects[battlerId] = itemEffect; + AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect = itemEffect; } void ClearBattlerItemEffectHistory(u8 battlerId) @@ -787,7 +790,7 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *typeEffectiveness, dmg *= 2; else if (move == MOVE_SURGING_STRIKES || (move == MOVE_WATER_SHURIKEN && gBattleMons[battlerAtk].species == SPECIES_GRENINJA_ASH)) dmg *= 3; - + if (dmg == 0) dmg = 1; } @@ -798,7 +801,7 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *typeEffectiveness, RestoreBattlerData(battlerAtk); RestoreBattlerData(battlerDef); - + // convert multiper to AI_EFFECTIVENESS_xX *typeEffectiveness = AI_GetEffectiveness(effectivenessMultiplier); @@ -1153,11 +1156,11 @@ bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability) s32 AI_GetAbility(u32 battlerId) { u32 knownAbility = GetBattlerAbility(battlerId); - + // The AI knows its own ability. if (IsBattlerAIControlled(battlerId)) return knownAbility; - + // Check neutralizing gas, gastro acid if (knownAbility == ABILITY_NONE) return knownAbility; @@ -1177,10 +1180,10 @@ s32 AI_GetAbility(u32 battlerId) { abilityGuess = gBaseStats[gBattleMons[battlerId].species].abilities[Random() % NUM_ABILITY_SLOTS]; } - + return abilityGuess; } - + return ABILITY_NONE; // Unknown. } @@ -2668,7 +2671,7 @@ static bool32 AI_CanPoisonType(u8 battlerAttacker, u8 battlerTarget) static bool32 AI_CanBePoisoned(u8 battlerAtk, u8 battlerDef) { u16 ability = AI_DATA->abilities[battlerDef]; - + if (!(AI_CanPoisonType(battlerAtk, battlerDef)) || gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SAFEGUARD || gBattleMons[battlerDef].status1 & STATUS1_ANY @@ -3019,7 +3022,7 @@ bool32 IsValidDoubleBattle(u8 battlerAtk) u16 GetAllyChosenMove(u8 battlerId) { u8 partnerBattler = BATTLE_PARTNER(battlerId); - + if (!IsBattlerAlive(partnerBattler) || !IsBattlerAIControlled(partnerBattler)) return MOVE_NONE; else if (partnerBattler > battlerId) // Battler with the lower id chooses the move first. @@ -3425,7 +3428,7 @@ void IncreaseStatUpScore(u8 battlerAtk, u8 battlerDef, u8 statId, s16 *score) if (AI_DATA->hpPercents[battlerAtk] < 80 && AI_RandLessThan(128)) return; - + if ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return; // Damaging moves would get a score boost from AI_TryToFaint or PreferStrongestMove so we don't consider them here @@ -3544,7 +3547,7 @@ void IncreaseParalyzeScore(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_CanParalyze(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) { u8 atkSpeed = GetBattlerTotalSpeedStat(battlerAtk); @@ -3565,7 +3568,7 @@ void IncreaseSleepScore(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_CanPutToSleep(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], move, AI_DATA->partnerMove)) *score += 2; else @@ -3583,7 +3586,7 @@ void IncreaseConfusionScore(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_CanConfuse(battlerAtk, battlerDef, AI_DATA->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove) && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_CURE_CONFUSION && AI_DATA->holdEffects[battlerDef] != HOLD_EFFECT_CURE_STATUS) @@ -3614,28 +3617,28 @@ bool32 ShouldUseZMove(u8 battlerAtk, u8 battlerDef, u16 chosenMove) return FALSE; //don't use z move on partner if (gBattleStruct->zmove.used[battlerAtk]) return FALSE; //cant use z move twice - + if (IsViableZMove(battlerAtk, chosenMove)) { u8 effectiveness; - + #ifdef POKEMON_EXPANSION if (gBattleMons[battlerDef].ability == ABILITY_DISGUISE && gBattleMons[battlerDef].species == SPECIES_MIMIKYU) return FALSE; // Don't waste a Z-Move busting disguise if (gBattleMons[battlerDef].ability == ABILITY_ICE_FACE && gBattleMons[battlerDef].species == SPECIES_EISCUE && IS_MOVE_PHYSICAL(chosenMove)) return FALSE; // Don't waste a Z-Move busting Ice Face #endif - + if (IS_MOVE_STATUS(chosenMove) && !IS_MOVE_STATUS(gBattleStruct->zmove.chosenZMove)) return FALSE; else if (!IS_MOVE_STATUS(chosenMove) && IS_MOVE_STATUS(gBattleStruct->zmove.chosenZMove)) return FALSE; - + if (!IS_MOVE_STATUS(chosenMove) && AI_CalcDamage(chosenMove, battlerAtk, battlerDef, &effectiveness, FALSE) >= gBattleMons[battlerDef].hp) return FALSE; // don't waste damaging z move if can otherwise faint target - + return TRUE; } - + return FALSE; } diff --git a/src/battle_debug.c b/src/battle_debug.c index 0657ed2ac4..256647ddf6 100644 --- a/src/battle_debug.c +++ b/src/battle_debug.c @@ -43,8 +43,8 @@ struct BattleDebugModifyArrows u16 minValue; u16 maxValue; int currValue; - u8 currentDigit; - u8 maxDigits; + u8 currentDigit:4; + u8 maxDigits:4; u8 charDigits[MAX_MODIFY_DIGITS]; void *modifiedValPtr; u8 typeOfVal; @@ -52,7 +52,9 @@ struct BattleDebugModifyArrows struct BattleDebugMenu { - u8 battlerId; + u8 battlerId:2; + u8 aiBattlerId:2; + u8 battlerWindowId; u8 mainListWindowId; @@ -72,11 +74,16 @@ struct BattleDebugMenu const struct BitfieldInfo *bitfield; bool8 battlerWasChanged[MAX_BATTLERS_COUNT]; - u8 aiBattlerId; u8 aiViewState; - u8 aiIconSpriteIds[MAX_BATTLERS_COUNT]; + u8 aiMonSpriteId; u8 aiMovesWindowId; + + union + { + u8 aiIconSpriteIds[MAX_BATTLERS_COUNT]; + u8 aiPartyIcons[PARTY_SIZE]; + } spriteIds; }; struct __attribute__((__packed__)) BitfieldInfo @@ -102,6 +109,7 @@ enum LIST_ITEM_AI, LIST_ITEM_AI_MOVES_PTS, LIST_ITEM_AI_INFO, + LIST_ITEM_AI_PARTY, LIST_ITEM_VARIOUS, LIST_ITEM_COUNT }; @@ -234,6 +242,7 @@ static const u8 sText_Unknown[] = _("Unknown"); static const u8 sText_InLove[] = _("In Love"); static const u8 sText_AIMovePts[] = _("AI Pts/Dmg"); static const u8 sText_AiKnowledge[] = _("AI Info"); +static const u8 sText_AiParty[] = _("AI Party"); static const u8 sText_EffectOverride[] = _("Effect Override"); static const u8 sText_EmptyString[] = _(""); @@ -340,6 +349,7 @@ static const struct ListMenuItem sMainListItems[] = {sText_AI, LIST_ITEM_AI}, {sText_AIMovePts, LIST_ITEM_AI_MOVES_PTS}, {sText_AiKnowledge, LIST_ITEM_AI_INFO}, + {sText_AiParty, LIST_ITEM_AI_PARTY}, {sText_Various, LIST_ITEM_VARIOUS}, }; @@ -610,6 +620,7 @@ static void UpdateMonData(struct BattleDebugMenu *data); static u8 *GetSideStatusValue(struct BattleDebugMenu *data, bool32 changeStatus, bool32 statusTrue); static bool32 TryMoveDigit(struct BattleDebugModifyArrows *modArrows, bool32 moveUp); static void SwitchToDebugView(u8 taskId); +static void SwitchToDebugViewFromAiParty(u8 taskId); // code static struct BattleDebugMenu *GetStructPtr(u8 taskId) @@ -725,9 +736,9 @@ static void PutMovesPointsText(struct BattleDebugMenu *data) AddTextPrinterParameterized(data->aiMovesWindowId, 1, text, 0, i * 15, 0, NULL); for (count = 0, j = 0; j < MAX_BATTLERS_COUNT; j++) { - if (data->aiIconSpriteIds[j] == 0xFF) + if (data->spriteIds.aiIconSpriteIds[j] == 0xFF) continue; - battlerDef = gSprites[data->aiIconSpriteIds[j]].data[0]; + battlerDef = gSprites[data->spriteIds.aiIconSpriteIds[j]].data[0]; ConvertIntToDecimalStringN(text, gBattleStruct->aiFinalScore[data->aiBattlerId][battlerDef][i], STR_CONV_MODE_RIGHT_ALIGN, 3); @@ -772,20 +783,20 @@ static void Task_ShowAiPoints(u8 taskId) if (i != data->aiBattlerId && IsBattlerAlive(i)) { #ifndef POKEMON_EXPANSION - data->aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, + data->spriteIds.aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, SpriteCallbackDummy, 95 + (count * 60), 17, 0, 0, FALSE); #else - data->aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, + data->spriteIds.aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, SpriteCallbackDummy, 95 + (count * 60), 17, 0, 0); #endif - gSprites[data->aiIconSpriteIds[i]].data[0] = i; // battler id + gSprites[data->spriteIds.aiIconSpriteIds[i]].data[0] = i; // battler id count++; } else { - data->aiIconSpriteIds[i] = 0xFF; + data->spriteIds.aiIconSpriteIds[i] = 0xFF; } } #ifndef POKEMON_EXPANSION @@ -831,25 +842,26 @@ static void SwitchToAiPointsView(u8 taskId) GetStructPtr(taskId)->aiViewState = 0; } -static const u8 *const sAiInfoItemNames[] = +static const u8 *const sAiInfoItemNames[] = { sText_Ability, sText_HeldItem, sText_HoldEffect, }; + static void PutAiInfoText(struct BattleDebugMenu *data) { u32 i, j, count; u8 *text = malloc(0x50); FillWindowPixelBuffer(data->aiMovesWindowId, 0x11); - + // item names for (i = 0; i < ARRAY_COUNT(sAiInfoItemNames); i++) { AddTextPrinterParameterized(data->aiMovesWindowId, 1, sAiInfoItemNames[i], 3, i * 15, 0, NULL); } - + // items info for (i = 0; i < gBattlersCount; i++) { @@ -869,6 +881,31 @@ static void PutAiInfoText(struct BattleDebugMenu *data) free(text); } +static void PutAiPartyText(struct BattleDebugMenu *data) +{ + u32 i, j, count, maxWidth; + u8 *text = malloc(0x50), *txtPtr; + struct AiPartyMon *aiMons = AI_PARTY->mons[GET_BATTLER_SIDE(data->aiBattlerId)]; + + FillWindowPixelBuffer(data->aiMovesWindowId, 0x11); + count = AI_PARTY->count[GET_BATTLER_SIDE(data->aiBattlerId)]; + for (i = 0; i < count; i++) + { + txtPtr = StringCopyN(text, gAbilityNames[aiMons[i].ability], 7); // The screen is too small to fit the whole string, so we need to drop the last letters. + *txtPtr = EOS; + AddTextPrinterParameterized5(data->aiMovesWindowId, FONT_SMALL_NARROW, text, i * 41, 0, 0, NULL, 0, 0); + for (j = 0; j < MAX_MON_MOVES; j++) + { + txtPtr = StringCopyN(text, gMoveNames[aiMons[i].moves[j]], 8); + *txtPtr = EOS; + AddTextPrinterParameterized5(data->aiMovesWindowId, FONT_SMALL_NARROW, text, i * 41, 20 + j * 15, 0, NULL, 0, 0); + } + } + + CopyWindowToVram(data->aiMovesWindowId, 3); + free(text); +} + static void Task_ShowAiKnowledge(u8 taskId) { u32 i, count; @@ -895,20 +932,20 @@ static void Task_ShowAiKnowledge(u8 taskId) if (GET_BATTLER_SIDE(i) == B_SIDE_PLAYER && IsBattlerAlive(i)) { #ifndef POKEMON_EXPANSION - data->aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, + data->spriteIds.aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, SpriteCallbackDummy, 95 + (count * 80), 17, 0, 0, FALSE); #else - data->aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, + data->spriteIds.aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species, SpriteCallbackDummy, 95 + (count * 80), 17, 0, 0); #endif - gSprites[data->aiIconSpriteIds[i]].data[0] = i; // battler id + gSprites[data->spriteIds.aiIconSpriteIds[i]].data[0] = i; // battler id count++; } else { - data->aiIconSpriteIds[i] = 0xFF; + data->spriteIds.aiIconSpriteIds[i] = 0xFF; } } #ifndef POKEMON_EXPANSION @@ -947,12 +984,82 @@ static void Task_ShowAiKnowledge(u8 taskId) } } +static void Task_ShowAiParty(u8 taskId) +{ + u32 i; + struct WindowTemplate winTemplate; + struct AiPartyMon *aiMons; + struct BattleDebugMenu *data = GetStructPtr(taskId); + + switch (data->aiViewState) + { + case 0: + HideBg(0); + ShowBg(1); + + LoadMonIconPalettes(); + data->aiBattlerId = data->battlerId; + aiMons = AI_PARTY->mons[GET_BATTLER_SIDE(data->aiBattlerId)]; + for (i = 0; i < AI_PARTY->count[GET_BATTLER_SIDE(data->aiBattlerId)]; i++) + { + u16 species = SPECIES_OLD_UNOWN_B; // Question mark + if (aiMons[i].wasSentInBattle && aiMons[i].species) + species = aiMons[i].species; + data->spriteIds.aiPartyIcons[i] = CreateMonIcon(species, SpriteCallbackDummy, (i * 41) - 5 + 20, 7, 0, 0, FALSE); + } + for (; i < PARTY_SIZE; i++) + data->spriteIds.aiPartyIcons[i] = 0xFF; + data->aiViewState++; + break; + // Put text + case 1: + winTemplate = CreateWindowTemplate(1, 0, 4, 30, 14, 15, 0x200); + data->aiMovesWindowId = AddWindow(&winTemplate); + PutWindowTilemap(data->aiMovesWindowId); + PutAiPartyText(data); + data->aiViewState++; + break; + // Input + case 2: + if (gMain.newKeys & (SELECT_BUTTON | B_BUTTON)) + { + SwitchToDebugViewFromAiParty(taskId); + HideBg(1); + ShowBg(0); + return; + } + break; + } +} + static void SwitchToAiInfoView(u8 taskId) { gTasks[taskId].func = Task_ShowAiKnowledge; GetStructPtr(taskId)->aiViewState = 0; } +static void SwitchToAiPartyView(u8 taskId) +{ + gTasks[taskId].func = Task_ShowAiParty; + GetStructPtr(taskId)->aiViewState = 0; +} + +static void SwitchToDebugViewFromAiParty(u8 taskId) +{ + u32 i; + struct BattleDebugMenu *data = GetStructPtr(taskId); + + FreeMonIconPalettes(); + for (i = 0; i < PARTY_SIZE; i++) + { + if (data->spriteIds.aiPartyIcons[i] != 0xFF) + FreeAndDestroyMonIconSprite(&gSprites[data->spriteIds.aiPartyIcons[i]]); + } + RemoveWindow(data->aiMovesWindowId); + + gTasks[taskId].func = Task_DebugMenuProcessInput; +} + static void SwitchToDebugView(u8 taskId) { u32 i; @@ -961,8 +1068,8 @@ static void SwitchToDebugView(u8 taskId) FreeMonIconPalettes(); for (i = 0; i < MAX_BATTLERS_COUNT; i++) { - if (data->aiIconSpriteIds[i] != 0xFF) - FreeAndDestroyMonIconSprite(&gSprites[data->aiIconSpriteIds[i]]); + if (data->spriteIds.aiIconSpriteIds[i] != 0xFF) + FreeAndDestroyMonIconSprite(&gSprites[data->spriteIds.aiIconSpriteIds[i]]); } FreeAndDestroyMonPicSprite(data->aiMonSpriteId); RemoveWindow(data->aiMovesWindowId); @@ -1019,6 +1126,11 @@ static void Task_DebugMenuProcessInput(u8 taskId) SwitchToAiInfoView(taskId); return; } + else if (listItemId == LIST_ITEM_AI_PARTY && gMain.newKeys & A_BUTTON) + { + SwitchToAiPartyView(taskId); + return; + } data->currentMainListItemId = listItemId; // Create the secondary menu list. @@ -2040,7 +2152,7 @@ static const u8 sText_HoldEffectRoomService[] = _("Room Service"); static const u8 sText_HoldEffectBlunderPolicy[] = _("Blunder Policy"); static const u8 sText_HoldEffectHeavyDutyBoots[] = _("Heavy Duty Boots"); static const u8 sText_HoldEffectThroatSpray[] = _("Throat Spray"); -static const u8 *const sHoldEffectNames[] = +static const u8 *const sHoldEffectNames[] = { [HOLD_EFFECT_NONE] = sText_HoldEffectNone, [HOLD_EFFECT_RESTORE_HP] = sText_HoldEffectRestoreHp, diff --git a/src/battle_main.c b/src/battle_main.c index 147c6ec415..5b58f08939 100644 --- a/src/battle_main.c +++ b/src/battle_main.c @@ -947,7 +947,7 @@ static void CB2_HandleStartBattle(void) // Recv Pokémon 5-6 ResetBlockReceivedFlags(); memcpy(&gEnemyParty[4], gBlockRecvBuffer[enemyMultiplayerId], sizeof(struct Pokemon) * 2); - + TryCorrectShedinjaLanguage(&gEnemyParty[0]); TryCorrectShedinjaLanguage(&gEnemyParty[1]); TryCorrectShedinjaLanguage(&gEnemyParty[2]); @@ -2856,7 +2856,7 @@ static void SpriteCB_TrainerThrowObject_Main(struct Sprite *sprite) sprite->callback = SpriteCB_Idle; } -// Sprite callback for a trainer back pic to throw an object +// Sprite callback for a trainer back pic to throw an object // (Wally throwing a ball, throwing Pokéblocks/balls in the Safari Zone) void SpriteCB_TrainerThrowObject(struct Sprite *sprite) { @@ -2991,10 +2991,10 @@ static void BattleStartClearSetData(void) gBattleStruct->arenaLostOpponentMons = 0; gBattleStruct->mega.triggerSpriteId = 0xFF; - + gBattleStruct->stickyWebUser = 0xFF; gBattleStruct->appearedInBattle = 0; - + for (i = 0; i < PARTY_SIZE; i++) { gBattleStruct->usedHeldItems[i][0] = 0; @@ -3094,7 +3094,7 @@ void SwitchInClearSetData(void) gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0; gBattleStruct->lastMoveFailed &= ~(gBitTable[gActiveBattler]); gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]); - + if (gActiveBattler == gBattleStruct->stickyWebUser) gBattleStruct->stickyWebUser = 0xFF; // Switched into sticky web user slot so reset it @@ -3110,14 +3110,12 @@ void SwitchInClearSetData(void) gBattleResources->flags->flags[gActiveBattler] = 0; gCurrentMove = 0; gBattleStruct->arenaTurnCounter = 0xFF; - + // Reset damage to prevent things like red card activating if the switched-in mon is holding it gSpecialStatuses[gActiveBattler].physicalDmg = 0; gSpecialStatuses[gActiveBattler].specialDmg = 0; - ClearBattlerMoveHistory(gActiveBattler); - ClearBattlerAbilityHistory(gActiveBattler); - ClearBattlerItemEffectHistory(gActiveBattler); + Ai_UpdateSwitchInData(gActiveBattler); } void FaintClearSetData(void) @@ -3194,7 +3192,7 @@ void FaintClearSetData(void) gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0; gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]); - + if (gActiveBattler == gBattleStruct->stickyWebUser) gBattleStruct->stickyWebUser = 0xFF; // User of sticky web fainted, so reset the stored battler ID @@ -3572,7 +3570,8 @@ static void DoBattleIntro(void) gBattleStruct->switchInAbilitiesCounter = 0; gBattleStruct->switchInItemsCounter = 0; gBattleStruct->overworldWeatherDone = FALSE; - + GetAiLogicData(); // get assumed abilities, hold effects, etc of all battlers + Ai_InitPartyStruct(); // Save mons party counts, and first 2/4 mons on the battlefield. gBattleMainFunc = TryDoEventsBeforeFirstTurn; } break; @@ -3706,8 +3705,6 @@ static void TryDoEventsBeforeFirstTurn(void) gMoveResultFlags = 0; gRandomTurnNumber = Random(); - - GetAiLogicData(); // get assumed abilities, hold effects, etc of all battlers if (gBattleTypeFlags & BATTLE_TYPE_ARENA) { @@ -3914,7 +3911,7 @@ static void HandleTurnActionSelectionState(void) case STATE_TURN_START_RECORD: // Recorded battle related action on start of every turn. RecordedBattle_CopyBattlerMoves(); gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN; - + // Do AI score computations here so we can use them in AI_TrySwitchOrUseItem if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart()) && IsBattlerAIControlled(gActiveBattler)) { gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler); @@ -4574,7 +4571,7 @@ u8 GetWhoStrikesFirst(u8 battler1, u8 battler2, bool8 ignoreChosenMoves) // QUICK CLAW / CUSTAP - always first // LAGGING TAIL - always last // STALL - always last - + if (gProtectStructs[battler1].quickDraw && !gProtectStructs[battler2].quickDraw) strikesFirst = 0; else if (!gProtectStructs[battler1].quickDraw && gProtectStructs[battler2].quickDraw) diff --git a/src/battle_util2.c b/src/battle_util2.c index 2ccc38a8a7..219db07866 100644 --- a/src/battle_util2.c +++ b/src/battle_util2.c @@ -27,6 +27,7 @@ void AllocateBattleResources(void) gBattleResources->beforeLvlUp = AllocZeroed(sizeof(*gBattleResources->beforeLvlUp)); gBattleResources->ai = AllocZeroed(sizeof(*gBattleResources->ai)); gBattleResources->aiData = AllocZeroed(sizeof(*gBattleResources->aiData)); + gBattleResources->aiParty = AllocZeroed(sizeof(*gBattleResources->aiParty)); gBattleResources->battleHistory = AllocZeroed(sizeof(*gBattleResources->battleHistory)); gLinkBattleSendBuffer = AllocZeroed(BATTLE_BUFFER_LINK_SIZE); @@ -59,6 +60,7 @@ void FreeBattleResources(void) FREE_AND_SET_NULL(gBattleResources->beforeLvlUp); FREE_AND_SET_NULL(gBattleResources->ai); FREE_AND_SET_NULL(gBattleResources->aiData); + FREE_AND_SET_NULL(gBattleResources->aiParty); FREE_AND_SET_NULL(gBattleResources->battleHistory); FREE_AND_SET_NULL(gBattleResources); diff --git a/vbalink.ini b/vbalink.ini new file mode 100644 index 0000000000000000000000000000000000000000..f76dd238ade08917e6712764a16a22005a50573d GIT binary patch literal 1 IcmZPo000310RR91 literal 0 HcmV?d00001