Adds function AI_CalcMoveScore to more easily control score increases (#3984)

* Adds function AI_CalcMoveScore to more easily control score increases
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Alex 2024-01-19 10:48:31 +01:00 committed by GitHub
parent 1aff65029f
commit d3dbfaf1af
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GPG key ID: B5690EEEBB952194
2 changed files with 257 additions and 281 deletions

View file

@ -3196,15 +3196,15 @@ static s32 AI_CompareDamagingMoves(u32 battlerAtk, u32 battlerDef, u32 currId)
return score;
}
// AI_FLAG_CHECK_VIABILITY - a weird mix of increasing and decreasing scores
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
static u32 AI_CalcMoveScore(u32 battlerAtk, u32 battlerDef, u32 move)
{
// move data
u32 moveEffect = gBattleMoves[move].effect;
struct AiLogicData *aiData = AI_DATA;
u32 movesetIndex = AI_THINKING_STRUCT->movesetIndex;
u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][movesetIndex];
s8 atkPriority = GetMovePriority(battlerAtk, move);
s32 score = 0;
u32 predictedMove = aiData->predictedMoves[battlerDef];
u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
@ -3214,36 +3214,9 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
if (IsDynamaxed(battlerAtk) && gBattleMoves[move].category == BATTLE_CATEGORY_STATUS)
moveEffect = EFFECT_PROTECT;
// Targeting partner, check benefits of doing that instead
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
return score;
if (gBattleMoves[move].power)
score += AI_CompareDamagingMoves(battlerAtk, battlerDef, movesetIndex);
// check always hits
if (!IS_MOVE_STATUS(move) && gBattleMoves[move].accuracy == 0)
{
if (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 10 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 2)
ADJUST_SCORE(1);
if (AI_RandLessThan(100) && (gBattleMons[battlerDef].statStages[STAT_EVASION] >= 8 || gBattleMons[battlerAtk].statStages[STAT_ACC] <= 4))
ADJUST_SCORE(1);
}
// check already dead
if (!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
&& CanTargetFaintAi(battlerAtk, battlerDef)
&& AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Opponent should go first
{
if (atkPriority > 0)
ADJUST_SCORE(1);
else
ADJUST_SCORE(-1);
}
// check status move preference
if (AI_THINKING_STRUCT->aiFlags[battlerAtk] & AI_FLAG_PREFER_STATUS_MOVES && IS_MOVE_STATUS(move) && effectiveness != AI_EFFECTIVENESS_x0)
ADJUST_SCORE(1);
ADJUST_SCORE(10);
// check thawing moves
if ((gBattleMons[battlerAtk].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE)) && gBattleMoves[move].thawsUser)
@ -3260,10 +3233,6 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
// move effect checks
switch (moveEffect)
{
case EFFECT_HIT:
// TEMPORARY - should be applied to all moves regardless of effect
score = AI_CheckMoveEffects(battlerAtk, battlerDef, move, score, aiData, predictedMove, isDoubleBattle);
break;
case EFFECT_SLEEP:
case EFFECT_YAWN:
if (AI_RandLessThan(128))
@ -3301,11 +3270,6 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break;
}
}
if (!AI_RandLessThan(100))
{
ADJUST_SCORE(-1);
}
break;
case EFFECT_DEFENSE_UP:
case EFFECT_DEFENSE_UP_2:
@ -3347,11 +3311,6 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break;
}
}
if (!AI_RandLessThan(100))
{
ADJUST_SCORE(-1);
}
break;
case EFFECT_SPECIAL_DEFENSE_UP:
case EFFECT_SPECIAL_DEFENSE_UP_2:
@ -3394,7 +3353,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
else if (!AI_RandLessThan(70))
ADJUST_SCORE(-2);
break;
// stat lowering effects
// stat lowering effects
case EFFECT_ATTACK_DOWN:
case EFFECT_ATTACK_DOWN_2:
if (!ShouldLowerAttack(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
@ -4056,12 +4015,12 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
//ADJUST_SCORE(8);
break;
case EFFECT_PURSUIT:
/*TODO
if (IsPredictedToSwitch(battlerDef, battlerAtk))
ADJUST_SCORE(3);
else if (IsPredictedToUsePursuitableMove(battlerDef, battlerAtk) && !MoveWouldHitFirst(move, battlerAtk, battlerDef)) //Pursuit against fast U-Turn
ADJUST_SCORE(3);*/
break;
// TODO
// if (IsPredictedToSwitch(battlerDef, battlerAtk))
// ADJUST_SCORE(3);
// else if (IsPredictedToUsePursuitableMove(battlerDef, battlerAtk) && !MoveWouldHitFirst(move, battlerAtk, battlerDef)) //Pursuit against fast U-Turn
// ADJUST_SCORE(3);
// break;
case EFFECT_DEFOG:
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|| (gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)))
@ -4669,6 +4628,252 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
break;
} // move effect checks
// check move additional effects that are likely to happen
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
// Only consider effects with a guaranteed chance to happen
if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &gBattleMoves[move].additionalEffects[i]))
continue;
// Consider move effects that target self
if (gBattleMoves[move].additionalEffects[i].self)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_SPD_PLUS_2:
case MOVE_EFFECT_SPD_PLUS_1:
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY && !AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_DEF_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_1:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1,
&score
);
break;
case MOVE_EFFECT_ATK_PLUS_2:
case MOVE_EFFECT_DEF_PLUS_2:
case MOVE_EFFECT_SP_ATK_PLUS_2:
case MOVE_EFFECT_SP_DEF_PLUS_2:
case MOVE_EFFECT_ACC_PLUS_2:
case MOVE_EFFECT_EVS_PLUS_2:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_2,
&score
);
break;
// Effects that lower stat(s) - only need to consider Contrary
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_V_CREATE:
case MOVE_EFFECT_DEF_SPDEF_DOWN:
case MOVE_EFFECT_ATK_DEF_DOWN:
case MOVE_EFFECT_SP_ATK_TWO_DOWN:
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_RAPIDSPIN:
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|| (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED))
{
ADJUST_SCORE(3);
break;
}
//Spin checks
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY))
ADJUST_SCORE(-6);
break;
}
}
else // consider move effects that hinder the target
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_FLINCH:
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
break;
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_2:
if (!ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
break;
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(2);
break;
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_POISON:
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
break;
case MOVE_EFFECT_CLEAR_SMOG:
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
break;
case MOVE_EFFECT_SPECTRAL_THIEF:
score += AI_ShouldCopyStatChanges(battlerAtk, battlerDef);
break;
case MOVE_EFFECT_BUG_BITE: // And pluck
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_INCINERATE:
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_SMACK_DOWN:
if (!IsBattlerGrounded(battlerDef) && HasDamagingMoveOfType(battlerAtk, TYPE_GROUND))
ADJUST_SCORE(1);
break;
case MOVE_EFFECT_KNOCK_OFF:
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerDef, EFFECT_FLING))
ADJUST_SCORE(4);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(3);
break;
}
}
break;
case MOVE_EFFECT_STEAL_ITEM:
{
bool32 canSteal = FALSE;
if (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE)
canSteal = TRUE;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
canSteal = TRUE;
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
&& aiData->items[battlerDef] != ITEM_NONE
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
&& !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS)
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_NONE:
break;
case HOLD_EFFECT_CHOICE_BAND:
case HOLD_EFFECT_CHOICE_SCARF:
case HOLD_EFFECT_CHOICE_SPECS:
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_TOXIC_ORB:
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_FLAME_ORB:
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_BLACK_SLUDGE:
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(1);
break;
}
}
break;
}
break;
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
score += AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData);
break;
case MOVE_EFFECT_FEINT:
if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_THROAT_CHOP:
if (HasSoundMove(battlerDef) && gBattleMoves[predictedMove].soundMove && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_FLAME_BURST:
if (isDoubleBattle)
{
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef))
&& aiData->hpPercents[BATTLE_PARTNER(battlerDef)] < 12
&& aiData->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD
&& !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
ADJUST_SCORE(1);
}
break;
case MOVE_EFFECT_WRAP:
if (!HasMoveWithMoveEffect(battlerDef, MOVE_EFFECT_RAPIDSPIN) && !IsBattlerTrapped(battlerDef, TRUE) && ShouldTrap(battlerAtk, battlerDef, move))
ADJUST_SCORE(5);
break;
}
}
}
if (score <= 1) // Score not high enough. Damaging moves should be preferred
return 0;
else if (score <= 3) // Score is good enough to be chosen over a damaging move but other effects might be better
return 2;
else if (score <= 5) // Good Score. Usually the preferred effect
return 3;
else // Best effect possible. Should always be chosen over other effects
return 4;
}
// AI_FLAG_CHECK_VIABILITY - Chooses best possible move to hit player
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{
// Targeting partner, check benefits of doing that instead
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
return score;
if (gBattleMoves[move].power)
score += AI_CompareDamagingMoves(battlerAtk, battlerDef, AI_THINKING_STRUCT->movesetIndex);
// Calculates score based on effects of a move
score += AI_CalcMoveScore(battlerAtk, battlerDef, move);
return score;
}

View file

@ -3586,235 +3586,6 @@ bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId)
return (gBattleMons[battlerId].status1 & STATUS1_SLEEP) || AI_DATA->abilities[battlerId] == ABILITY_COMATOSE;
}
s32 AI_CheckMoveEffects(u32 battlerAtk, u32 battlerDef, u32 move, s32 score, struct AiLogicData *aiData, u32 predictedMove, bool32 isDoubleBattle)
{
u8 i;
// check move additional effects that are likely to happen
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
{
// Only consider effects with a guaranteed chance to happen
if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &gBattleMoves[move].additionalEffects[i]))
continue;
// Consider move effects that target self
if (gBattleMoves[move].additionalEffects[i].self)
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_SPD_PLUS_2:
case MOVE_EFFECT_SPD_PLUS_1:
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY && !AI_STRIKES_FIRST(battlerAtk, battlerDef, move))
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_DEF_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_1:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1,
&score
);
break;
case MOVE_EFFECT_ATK_PLUS_2:
case MOVE_EFFECT_DEF_PLUS_2:
case MOVE_EFFECT_SP_ATK_PLUS_2:
case MOVE_EFFECT_SP_DEF_PLUS_2:
case MOVE_EFFECT_ACC_PLUS_2:
case MOVE_EFFECT_EVS_PLUS_2:
IncreaseStatUpScore(
battlerAtk,
battlerDef,
STAT_ATK + gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_2,
&score
);
break;
// Effects that lower stat(s) - only need to consider Contrary
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_V_CREATE:
case MOVE_EFFECT_DEF_SPDEF_DOWN:
case MOVE_EFFECT_ATK_DEF_DOWN:
case MOVE_EFFECT_SP_ATK_TWO_DOWN:
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_RAPIDSPIN:
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|| (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED))
{
ADJUST_SCORE(3);
break;
}
//Spin checks
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY))
ADJUST_SCORE(-6);
break;
}
}
else // consider move effects that hinder the target
{
switch (gBattleMoves[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_FLINCH:
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
break;
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_2:
if (!ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
break;
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(2);
break;
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
if (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_POISON:
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
break;
case MOVE_EFFECT_CLEAR_SMOG:
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
break;
case MOVE_EFFECT_SPECTRAL_THIEF:
score += AI_ShouldCopyStatChanges(battlerAtk, battlerDef);
break;
case MOVE_EFFECT_BUG_BITE: // And pluck
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_INCINERATE:
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
break;
else if (ItemId_GetPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_SMACK_DOWN:
if (!IsBattlerGrounded(battlerDef) && HasDamagingMoveOfType(battlerAtk, TYPE_GROUND))
ADJUST_SCORE(1);
break;
case MOVE_EFFECT_KNOCK_OFF:
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerDef, EFFECT_FLING))
ADJUST_SCORE(4);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(3);
break;
}
}
break;
case MOVE_EFFECT_STEAL_ITEM:
{
bool32 canSteal = FALSE;
if (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE)
canSteal = TRUE;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
canSteal = TRUE;
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
&& aiData->items[battlerDef] != ITEM_NONE
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
&& !HasMoveEffect(battlerAtk, EFFECT_ACROBATICS)
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
{
switch (aiData->holdEffects[battlerDef])
{
case HOLD_EFFECT_NONE:
break;
case HOLD_EFFECT_CHOICE_BAND:
case HOLD_EFFECT_CHOICE_SCARF:
case HOLD_EFFECT_CHOICE_SPECS:
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_TOXIC_ORB:
if (ShouldPoisonSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_FLAME_ORB:
if (ShouldBurnSelf(battlerAtk, aiData->abilities[battlerAtk]))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_BLACK_SLUDGE:
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_IRON_BALL:
if (HasMoveEffect(battlerAtk, EFFECT_FLING))
ADJUST_SCORE(2);
break;
case HOLD_EFFECT_LAGGING_TAIL:
case HOLD_EFFECT_STICKY_BARB:
break;
default:
ADJUST_SCORE(1);
break;
}
}
break;
}
break;
case MOVE_EFFECT_STEALTH_ROCK:
case MOVE_EFFECT_SPIKES:
score += AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData);
break;
case MOVE_EFFECT_FEINT:
if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_THROAT_CHOP:
if (HasSoundMove(battlerDef) && gBattleMoves[predictedMove].soundMove && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_FASTER)
ADJUST_SCORE(3);
break;
case MOVE_EFFECT_FLAME_BURST:
if (isDoubleBattle)
{
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef))
&& aiData->hpPercents[BATTLE_PARTNER(battlerDef)] < 12
&& aiData->abilities[BATTLE_PARTNER(battlerDef)] != ABILITY_MAGIC_GUARD
&& !IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
ADJUST_SCORE(1);
}
break;
case MOVE_EFFECT_WRAP:
if (!HasMoveWithMoveEffect(battlerDef, MOVE_EFFECT_RAPIDSPIN) && !IsBattlerTrapped(battlerDef, TRUE) && ShouldTrap(battlerAtk, battlerDef, move))
ADJUST_SCORE(5);
break;
}
}
}
return score;
}
s32 AI_TryToClearStats(u32 battlerAtk, u32 battlerDef, bool32 isDoubleBattle)
{
if (isDoubleBattle)