#ifndef GUARD_BATTLE_AI_UTIL_H #define GUARD_BATTLE_AI_UTIL_H #define FOE(battler) ((BATTLE_OPPOSITE(battler)) & BIT_SIDE) // Roll boundaries used by AI when scoring. Doesn't affect actual damage dealt. #define MAX_ROLL_PERCENTAGE DMG_ROLL_PERCENT_HI #define MIN_ROLL_PERCENTAGE DMG_ROLL_PERCENT_LO #define DMG_ROLL_PERCENTAGE ((MAX_ROLL_PERCENTAGE + MIN_ROLL_PERCENTAGE + 1) / 2) // Controls the damage roll the AI sees for the default roll. By default the 9th roll is seen enum DamageRollType { DMG_ROLL_LOWEST, DMG_ROLL_DEFAULT, DMG_ROLL_HIGHEST, }; bool32 AI_IsFaster(u32 battlerAi, u32 battlerDef, u32 move); bool32 AI_IsSlower(u32 battlerAi, u32 battlerDef, u32 move); bool32 AI_RandLessThan(u32 val); bool32 IsAiVsAiBattle(void); bool32 BattlerHasAi(u32 battlerId); bool32 IsAiBattlerAware(u32 battlerId); void ClearBattlerMoveHistory(u32 battlerId); void RecordLastUsedMoveBy(u32 battlerId, u32 move); void RecordAllMoves(u32 battler); void RecordKnownMove(u32 battlerId, u32 move); void RecordAbilityBattle(u32 battlerId, u32 abilityId); void ClearBattlerAbilityHistory(u32 battlerId); void RecordItemEffectBattle(u32 battlerId, u32 itemEffect); void ClearBattlerItemEffectHistory(u32 battlerId); void SaveBattlerData(u32 battlerId); void SetBattlerData(u32 battlerId); void RestoreBattlerData(u32 battlerId); u32 GetAIChosenMove(u32 battlerId); u32 GetTotalBaseStat(u32 species); bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler); bool32 AtMaxHp(u32 battler); u32 GetHealthPercentage(u32 battler); bool32 IsBattlerTrapped(u32 battler, bool32 switching); s32 AI_WhoStrikesFirst(u32 battlerAI, u32 battler2, u32 moveConsidered); bool32 CanTargetFaintAi(u32 battlerDef, u32 battlerAtk); u32 NoOfHitsForTargetToFaintAI(u32 battlerDef, u32 battlerAtk); u32 GetBestDmgMoveFromBattler(u32 battlerAtk, u32 battlerDef); u32 GetBestDmgFromBattler(u32 battler, u32 battlerTarget); bool32 CanTargetMoveFaintAi(u32 move, u32 battlerDef, u32 battlerAtk, u32 nHits); bool32 CanTargetFaintAiWithMod(u32 battlerDef, u32 battlerAtk, s32 hpMod, s32 dmgMod); s32 AI_DecideKnownAbilityForTurn(u32 battlerId); u32 AI_DecideHoldEffectForTurn(u32 battlerId); bool32 DoesBattlerIgnoreAbilityChecks(u32 atkAbility, u32 move); u32 AI_GetWeather(struct AiLogicData *aiData); bool32 CanAIFaintTarget(u32 battlerAtk, u32 battlerDef, u32 numHits); bool32 CanIndexMoveFaintTarget(u32 battlerAtk, u32 battlerDef, u32 index, u32 numHits); bool32 AI_IsTerrainAffected(u32 battlerId, u32 flags); bool32 AI_IsBattlerGrounded(u32 battlerId); bool32 HasDamagingMove(u32 battlerId); bool32 HasDamagingMoveOfType(u32 battlerId, u32 type); u32 GetBattlerSecondaryDamage(u32 battlerId); bool32 BattlerWillFaintFromWeather(u32 battler, u32 ability); bool32 BattlerWillFaintFromSecondaryDamage(u32 battler, u32 ability); bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move); bool32 ShouldUseRecoilMove(u32 battlerAtk, u32 battlerDef, u32 recoilDmg, u32 moveIndex); u32 GetBattlerSideSpeedAverage(u32 battler); bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u32 move, s32 damage); bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent); bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, u32 moveEffect); bool32 ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex); bool32 IsRecycleEncouragedItem(u32 item); bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item); bool32 IsStatBoostingBerry(u32 item); bool32 CanKnockOffItem(u32 battler, u32 item); bool32 IsAbilityOfRating(u32 ability, s8 rating); bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability); bool32 AI_MoveMakesContact(u32 ability, u32 holdEffect, u32 move); u32 AI_GetBattlerMoveTargetType(u32 battlerId, u32 move); bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove); // stat stage checks bool32 AnyStatIsRaised(u32 battlerId); bool32 ShouldLowerStat(u32 battler, u32 battlerAbility, u32 stat); bool32 BattlerStatCanRise(u32 battler, u32 battlerAbility, u32 stat); bool32 AreBattlersStatsMaxed(u32 battler); bool32 BattlerHasAnyStatRaised(u32 battlerId); u32 CountPositiveStatStages(u32 battlerId); u32 CountNegativeStatStages(u32 battlerId); bool32 ShouldLowerAttack(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerDefense(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpeed(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpAtk(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerSpDef(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerAccuracy(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 ShouldLowerEvasion(u32 battlerAtk, u32 battlerDef, u32 defAbility); // move checks bool32 IsAffectedByPowder(u32 battler, u32 ability, u32 holdEffect); bool32 MovesWithCategoryUnusable(u32 attacker, u32 target, u32 category); s32 AI_WhichMoveBetter(u32 move1, u32 move2, u32 battlerAtk, u32 battlerDef, s32 noOfHitsToKo); struct SimulatedDamage AI_CalcDamageSaveBattlers(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower, enum DamageRollType rollType); struct SimulatedDamage AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower, u32 weather, enum DamageRollType rollType); bool32 AI_IsDamagedByRecoil(u32 battler); u32 GetNoOfHitsToKO(u32 dmg, s32 hp); u32 GetNoOfHitsToKOBattlerDmg(u32 dmg, u32 battlerDef); u32 GetNoOfHitsToKOBattler(u32 battlerAtk, u32 battlerDef, u32 moveIndex); u32 GetCurrDamageHpPercent(u32 battlerAtk, u32 battlerDef); uq4_12_t AI_GetTypeEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef); u32 AI_GetMoveEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef); u16 *GetMovesArray(u32 battler); bool32 IsConfusionMoveEffect(u32 moveEffect); bool32 HasMove(u32 battlerId, u32 move); bool32 HasOnlyMovesWithCategory(u32 battlerId, u32 category, bool32 onlyOffensive); bool32 HasMoveWithCategory(u32 battler, u32 category); bool32 HasMoveWithType(u32 battler, u32 type); bool32 HasMoveEffect(u32 battlerId, u32 moveEffect); bool32 HasMoveEffectANDArg(u32 battlerId, u32 effect, u32 argument); bool32 HasMoveWithAdditionalEffect(u32 battlerId, u32 moveEffect); bool32 HasMoveWithCriticalHitChance(u32 battlerId); bool32 HasMoveWithMoveEffectExcept(u32 battlerId, u32 moveEffect, u32 exception); bool32 HasMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef, u32 accCheck, bool32 ignoreStatus, u32 atkAbility, u32 defAbility, u32 atkHoldEffect, u32 defHoldEffect); bool32 HasAnyKnownMove(u32 battlerId); bool32 IsAromaVeilProtectedMove(u32 move); bool32 IsNonVolatileStatusMoveEffect(u32 moveEffect); bool32 IsStatLoweringMoveEffect(u32 moveEffect); bool32 IsMoveRedirectionPrevented(u32 move, u32 atkAbility); bool32 IsMoveEncouragedToHit(u32 battlerAtk, u32 battlerDef, u32 move); bool32 IsHazardMoveEffect(u32 moveEffect); bool32 IsTwoTurnNotSemiInvulnerableMove(u32 battlerAtk, u32 move); void ProtectChecks(u32 battlerAtk, u32 battlerDef, u32 move, u32 predictedMove, s32 *score); bool32 ShouldSetSandstorm(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetHail(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetSnow(u32 battler, u32 ability, u32 holdEffect); bool32 ShouldSetRain(u32 battlerAtk, u32 ability, u32 holdEffect); bool32 ShouldSetSun(u32 battlerAtk, u32 atkAbility, u32 holdEffect); bool32 HasSleepMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef); bool32 IsHealingMove(u32 move); bool32 HasHealingEffect(u32 battler); bool32 IsTrappingMove(u32 move); bool32 HasTrappingMoveEffect(u32 battler); bool32 ShouldFakeOut(u32 battlerAtk, u32 battlerDef, u32 move); bool32 HasThawingMove(u32 battler); bool32 IsStatRaisingEffect(u32 effect); bool32 IsStatLoweringEffect(u32 effect); bool32 IsAttackBoostMoveEffect(u32 effect); bool32 IsUngroundingEffect(u32 effect); bool32 IsSemiInvulnerable(u32 battlerDef, u32 move); bool32 HasSubstituteIgnoringMove(u32 battler); bool32 HasHighCritRatioMove(u32 battler); bool32 HasMagicCoatAffectedMove(u32 battler); bool32 HasSnatchAffectedMove(u32 battler); // status checks bool32 AI_CanGetFrostbite(u32 battler, u32 ability); bool32 AI_CanBeConfused(u32 battlerAtk, u32 battlerDef, u32 move, u32 ability); bool32 IsBattlerIncapacitated(u32 battler, u32 ability); bool32 AI_CanPutToSleep(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 ShouldPoisonSelf(u32 battler, u32 ability); bool32 AI_CanPoison(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 AI_CanParalyze(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove); bool32 AI_CanConfuse(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 ShouldBurnSelf(u32 battler, u32 ability); bool32 AI_CanBurn(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 AI_CanGiveFrostbite(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 AI_CanBeInfatuated(u32 battlerAtk, u32 battlerDef, u32 defAbility); bool32 AnyPartyMemberStatused(u32 battlerId, bool32 checkSoundproof); u32 ShouldTryToFlinch(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move); bool32 ShouldTrap(u32 battlerAtk, u32 battlerDef, u32 move); bool32 IsWakeupTurn(u32 battler); bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId); // partner logic #define IS_TARGETING_PARTNER(battlerAtk, battlerDef)((battlerAtk) == (battlerDef ^ BIT_FLANK)) u32 GetAllyChosenMove(u32 battlerId); bool32 IsValidDoubleBattle(u32 battlerAtk); bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef); bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove); bool32 PartnerHasSameMoveEffectWithoutTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 PartnerMoveEffectIsStatusSameTarget(u32 battlerAtkPartner, u32 battlerDef, u32 partnerMove); bool32 IsMoveEffectWeather(u32 move); bool32 PartnerMoveEffectIsTerrain(u32 battlerAtkPartner, u32 partnerMove); bool32 PartnerMoveIs(u32 battlerAtkPartner, u32 partnerMove, u32 moveCheck); bool32 PartnerMoveIsSameAsAttacker(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove); bool32 PartnerMoveIsSameNoTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove); bool32 ShouldUseWishAromatherapy(u32 battlerAtk, u32 battlerDef, u32 move); // party logic struct BattlePokemon *AllocSaveBattleMons(void); void FreeRestoreBattleMons(struct BattlePokemon *savedBattleMons); s32 CountUsablePartyMons(u32 battlerId); bool32 IsPartyFullyHealedExceptBattler(u32 battler); bool32 PartyHasMoveCategory(u32 battlerId, u32 category); bool32 SideHasMoveCategory(u32 battlerId, u32 category); // score increases u32 IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, u32 statId); u32 IncreaseStatUpScoreContrary(u32 battlerAtk, u32 battlerDef, u32 statId); void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); s32 AI_CalcPartyMonDamage(u32 move, u32 battlerAtk, u32 battlerDef, struct BattlePokemon switchinCandidate, bool32 isPartyMonAttacker, enum DamageRollType rollType); s32 AI_TryToClearStats(u32 battlerAtk, u32 battlerDef, bool32 isDoubleBattle); bool32 AI_ShouldCopyStatChanges(u32 battlerAtk, u32 battlerDef); bool32 AI_ShouldSetUpHazards(u32 battlerAtk, u32 battlerDef, struct AiLogicData *aiData); void IncreaseTidyUpScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score); bool32 AI_ShouldSpicyExtract(u32 battlerAtk, u32 battlerAtkPartner, u32 move, struct AiLogicData *aiData); #endif //GUARD_BATTLE_AI_UTIL_H