Made AI_CheckBadMove take the primal weathers into account

Credits to Syreldar.
Also took the chance and removed trailing spaces from the file.
This commit is contained in:
LOuroboros 2021-08-30 19:48:59 -03:00
parent 216d8f0608
commit c0c6821f62

View file

@ -510,9 +510,9 @@ static void BattleAI_DoAIProcessing(void)
static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
{
// move data
s32 moveType;
u8 atkPriority = GetMovePriority(battlerAtk, move);
u16 moveEffect = gBattleMoves[move].effect;
u8 moveType = gBattleMoves[move].type;
u8 moveTarget = gBattleMoves[move].target;
u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, AI_DATA->atkAbility, AI_DATA->defAbility, AI_DATA->atkHoldEffect, AI_DATA->defHoldEffect, move);
u8 effectiveness = AI_GetMoveEffectiveness(move, battlerAtk, battlerDef);
@ -523,6 +523,8 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
if (IsTargetingPartner(battlerAtk, battlerDef))
return score;
GET_MOVE_TYPE(move, move);
// check non-user target
if (!(gBattleMoves[move].target & MOVE_TARGET_USER))
{
@ -748,7 +750,34 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK && IsHealBlockPreventingMove(battlerAtk, move))
return 0; // Can't even select heal blocked move
// primal weather check
//TODO
if (WEATHER_HAS_EFFECT)
{
if (gBattleWeather & WEATHER_PRIMAL_ANY)
{
switch (move)
{
case MOVE_SUNNY_DAY:
case MOVE_RAIN_DANCE:
case MOVE_HAIL:
case MOVE_SANDSTORM:
RETURN_SCORE_MINUS(30);
}
}
if (!IS_MOVE_STATUS(move))
{
if (gBattleWeather & WEATHER_SUN_PRIMAL)
{
if (moveType == TYPE_WATER)
RETURN_SCORE_MINUS(30);
}
else if (gBattleWeather & WEATHER_RAIN_PRIMAL)
{
if (moveType == TYPE_FIRE)
RETURN_SCORE_MINUS(30);
}
}
}
// check move effects
switch (moveEffect)
@ -2434,13 +2463,32 @@ static s16 AI_TryToFaint(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
switch (AI_GetMoveEffectiveness(move, battlerAtk, battlerDef))
{
case AI_EFFECTIVENESS_x4:
score += 4;
if (WEATHER_HAS_EFFECT
&& gBattleWeather & WEATHER_STRONG_WINDS
&& IS_BATTLER_OF_TYPE(battlerDef, TYPE_FLYING))
{
if (AI_RandLessThan(176)) //Consider it supereffective instead of hypereffective.
score += 2;
else
score++;
}
else
score += 4;
break;
case AI_EFFECTIVENESS_x2:
if (AI_RandLessThan(176))
score += 2;
if (WEATHER_HAS_EFFECT
&& gBattleWeather & WEATHER_STRONG_WINDS
&& IS_BATTLER_OF_TYPE(battlerDef, TYPE_FLYING))
{
break; // Don't increase score, consider it neutral.
}
else
score++;
{
if (AI_RandLessThan(176))
score += 2;
else
score++;
}
break;
}
}