de609a2f5b
* Added missing redirect abilities Gen 3-4 config * Combined 3 Battle Script Natives into 1 * Cleaner FindMonThatAbsorbsOpponentsMove
2166 lines
83 KiB
C
2166 lines
83 KiB
C
#include "global.h"
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#include "battle.h"
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#include "constants/battle_ai.h"
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#include "battle_ai_main.h"
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#include "battle_ai_util.h"
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#include "battle_util.h"
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#include "battle_anim.h"
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#include "battle_controllers.h"
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#include "battle_main.h"
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#include "constants/hold_effects.h"
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#include "battle_setup.h"
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#include "data.h"
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#include "item.h"
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#include "party_menu.h"
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#include "pokemon.h"
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#include "random.h"
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#include "util.h"
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#include "constants/abilities.h"
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#include "constants/item_effects.h"
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#include "constants/battle_move_effects.h"
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#include "constants/items.h"
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#include "constants/moves.h"
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// this file's functions
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static bool32 HasSuperEffectiveMoveAgainstOpponents(u32 battler, bool32 noRng);
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static bool32 FindMonWithFlagsAndSuperEffective(u32 battler, u16 flags, u32 moduloPercent, bool32 emitResult);
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static bool32 ShouldUseItem(u32 battler);
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static bool32 AiExpectsToFaintPlayer(u32 battler);
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static bool32 AI_ShouldHeal(u32 battler, u32 healAmount);
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static bool32 AI_OpponentCanFaintAiWithMod(u32 battler, u32 healAmount);
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static u32 GetSwitchinHazardsDamage(u32 battler, struct BattlePokemon *battleMon);
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static void InitializeSwitchinCandidate(struct Pokemon *mon)
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{
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PokemonToBattleMon(mon, &AI_DATA->switchinCandidate.battleMon);
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AI_DATA->switchinCandidate.hypotheticalStatus = FALSE;
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}
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static bool32 IsAceMon(u32 battler, u32 monPartyId)
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{
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if (AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_ACE_POKEMON
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&& !(gBattleStruct->forcedSwitch & gBitTable[battler])
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&& monPartyId == CalculateEnemyPartyCount()-1)
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return TRUE;
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return FALSE;
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}
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void GetAIPartyIndexes(u32 battler, s32 *firstId, s32 *lastId)
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{
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if (BATTLE_TWO_VS_ONE_OPPONENT && (battler & BIT_SIDE) == B_SIDE_OPPONENT)
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{
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*firstId = 0, *lastId = PARTY_SIZE;
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}
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else if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((battler & BIT_FLANK) == B_FLANK_LEFT)
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*firstId = 0, *lastId = PARTY_SIZE / 2;
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else
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*firstId = PARTY_SIZE / 2, *lastId = PARTY_SIZE;
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}
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else
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{
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*firstId = 0, *lastId = PARTY_SIZE;
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}
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}
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// Note that as many return statements as possible are INTENTIONALLY put after all of the loops;
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// the function can take a max of about 0.06s to run, and this prevents the player from identifying
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// whether the mon will switch or not by seeing how long the delay is before they select a move
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static bool32 HasBadOdds(u32 battler, bool32 emitResult)
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{
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//Variable initialization
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u8 opposingPosition, atkType1, atkType2, defType1, defType2, effectiveness;
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s32 i, damageDealt = 0, maxDamageDealt = 0, damageTaken = 0, maxDamageTaken = 0;
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u32 aiMove, playerMove, aiBestMove = MOVE_NONE, aiAbility = GetBattlerAbility(battler), opposingBattler, weather = AI_GetWeather(AI_DATA);
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bool32 getsOneShot = FALSE, hasStatusMove = FALSE, hasSuperEffectiveMove = FALSE;
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u16 typeEffectiveness = UQ_4_12(1.0), aiMoveEffect; //baseline typing damage
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// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
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if (!(AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_SWITCHING))
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return FALSE;
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// Double Battles aren't included in AI_FLAG_SMART_MON_CHOICE. Defaults to regular switch in logic
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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return FALSE;
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opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
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opposingBattler = GetBattlerAtPosition(opposingPosition);
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// Gets types of player (opposingBattler) and computer (battler)
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atkType1 = gBattleMons[opposingBattler].type1;
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atkType2 = gBattleMons[opposingBattler].type2;
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defType1 = gBattleMons[battler].type1;
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defType2 = gBattleMons[battler].type2;
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// Check AI moves for damage dealt
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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aiMove = gBattleMons[battler].moves[i];
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aiMoveEffect = gMovesInfo[aiMove].effect;
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if (aiMove != MOVE_NONE)
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{
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// Check if mon has an "important" status move
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if (aiMoveEffect == EFFECT_REFLECT || aiMoveEffect == EFFECT_LIGHT_SCREEN
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|| aiMoveEffect == EFFECT_SPIKES || aiMoveEffect == EFFECT_TOXIC_SPIKES || aiMoveEffect == EFFECT_STEALTH_ROCK || aiMoveEffect == EFFECT_STICKY_WEB || aiMoveEffect == EFFECT_LEECH_SEED
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|| aiMoveEffect == EFFECT_EXPLOSION
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|| aiMoveEffect == EFFECT_SLEEP || aiMoveEffect == EFFECT_YAWN || aiMoveEffect == EFFECT_TOXIC || aiMoveEffect == EFFECT_WILL_O_WISP || aiMoveEffect == EFFECT_PARALYZE
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|| aiMoveEffect == EFFECT_TRICK || aiMoveEffect == EFFECT_TRICK_ROOM || aiMoveEffect== EFFECT_WONDER_ROOM || aiMoveEffect == EFFECT_PSYCHO_SHIFT || aiMoveEffect == EFFECT_FIRST_TURN_ONLY
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)
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{
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hasStatusMove = TRUE;
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}
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// Only check damage if move has power
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if (gMovesInfo[aiMove].power != 0)
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{
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// Check if mon has a super effective move
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if (AI_GetTypeEffectiveness(aiMove, battler, opposingBattler) >= UQ_4_12(2.0))
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hasSuperEffectiveMove = TRUE;
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// Get maximum damage mon can deal
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damageDealt = AI_DATA->simulatedDmg[battler][opposingBattler][i];
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if(damageDealt > maxDamageDealt)
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{
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maxDamageDealt = damageDealt;
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aiBestMove = aiMove;
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}
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}
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}
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}
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// Calculate type advantage
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typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType1)));
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if (atkType2 != atkType1)
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typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType1)));
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if (defType2 != defType1)
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{
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typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType2)));
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if (atkType2 != atkType1)
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typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType2)));
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}
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// Get max damage mon could take
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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playerMove = gBattleMons[opposingBattler].moves[i];
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if (playerMove != MOVE_NONE && gMovesInfo[playerMove].power != 0)
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{
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damageTaken = AI_CalcDamage(playerMove, opposingBattler, battler, &effectiveness, FALSE, weather);
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if (damageTaken > maxDamageTaken)
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maxDamageTaken = damageTaken;
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}
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}
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// Check if mon gets one shot
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if(maxDamageTaken > gBattleMons[battler].hp)
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{
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getsOneShot = TRUE;
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}
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// Check if current mon can outspeed and KO in spite of bad matchup, and don't switch out if it can
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if(damageDealt > gBattleMons[opposingBattler].hp)
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{
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if (AI_WhoStrikesFirst(battler, opposingBattler, aiBestMove) == AI_IS_FASTER)
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return FALSE;
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}
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// If we don't have any other viable options, don't switch out
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if (AI_DATA->mostSuitableMonId[battler] == PARTY_SIZE)
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return FALSE;
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// Start assessing whether or not mon has bad odds
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// Jump straight to swtiching out in cases where mon gets OHKO'd
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if (((getsOneShot && gBattleMons[opposingBattler].speed > gBattleMons[battler].speed) // If the player OHKOs and outspeeds OR OHKOs, doesn't outspeed but isn't 2HKO'd
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|| (getsOneShot && gBattleMons[opposingBattler].speed <= gBattleMons[battler].speed && maxDamageDealt < gBattleMons[opposingBattler].hp / 2))
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&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2 // And the current mon has at least 1/2 their HP, or 1/4 HP and Regenerator
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|| (aiAbility == ABILITY_REGENERATOR
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&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 4)))
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{
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// 50% chance to stay in regardless
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if (Random() % 2 == 0)
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return FALSE;
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// Switch mon out
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gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
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if (emitResult)
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BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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// General bad type matchups have more wiggle room
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if (typeEffectiveness >= UQ_4_12(2.0)) // If the player has at least a 2x type advantage
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{
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if (!hasSuperEffectiveMove // If the AI doesn't have a super effective move
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&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2 // And the current mon has at least 1/2 their HP, or 1/4 HP and Regenerator
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|| (aiAbility == ABILITY_REGENERATOR
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&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 4)))
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{
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// Then check if they have an important status move, which is worth using even in a bad matchup
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if (hasStatusMove)
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return FALSE;
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// 50% chance to stay in regardless
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if (Random() % 2 == 0)
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return FALSE;
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// Switch mon out
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gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
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if (emitResult)
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BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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return FALSE;
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}
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static bool32 ShouldSwitchIfAllBadMoves(u32 battler, bool32 emitResult)
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{
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if (AI_DATA->shouldSwitchMon & gBitTable[battler])
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{
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AI_DATA->shouldSwitchMon &= ~(gBitTable[battler]);
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gBattleStruct->AI_monToSwitchIntoId[battler] = AI_DATA->monToSwitchId[battler];
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if (emitResult)
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BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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static bool32 ShouldSwitchIfWonderGuard(u32 battler, bool32 emitResult)
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{
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u8 opposingPosition;
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u8 opposingBattler;
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s32 i, j;
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s32 firstId;
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s32 lastId; // + 1
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struct Pokemon *party = NULL;
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u16 move;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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return FALSE;
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opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
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if (GetBattlerAbility(GetBattlerAtPosition(opposingPosition)) != ABILITY_WONDER_GUARD)
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return FALSE;
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// Check if Pokémon has a super effective move.
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for (opposingBattler = GetBattlerAtPosition(opposingPosition), i = 0; i < MAX_MON_MOVES; i++)
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{
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move = gBattleMons[battler].moves[i];
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if (move != MOVE_NONE)
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{
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if (AI_GetTypeEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
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return FALSE;
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}
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}
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// Get party information.
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GetAIPartyIndexes(battler, &firstId, &lastId);
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if (GetBattlerSide(battler) == B_SIDE_PLAYER)
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party = gPlayerParty;
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else
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party = gEnemyParty;
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// Find a Pokémon in the party that has a super effective move.
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for (i = firstId; i < lastId; i++)
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{
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if (!IsValidForBattle(&party[i]))
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continue;
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if (i == gBattlerPartyIndexes[battler])
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continue;
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if (IsAceMon(battler, i))
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continue;
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for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++)
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{
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move = GetMonData(&party[i], MON_DATA_MOVE1 + j);
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if (move != MOVE_NONE)
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{
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if (AI_GetTypeEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0) && Random() % 3 < 2)
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{
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// We found a mon.
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gBattleStruct->AI_monToSwitchIntoId[battler] = i;
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if (emitResult)
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BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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}
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}
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return FALSE; // There is not a single Pokémon in the party that has a super effective move against a mon with Wonder Guard.
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}
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static bool32 FindMonThatAbsorbsOpponentsMove(u32 battler, bool32 emitResult)
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{
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u8 battlerIn1, battlerIn2;
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u8 numAbsorbingAbilities = 0;
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u16 absorbingTypeAbilities[3]; // Array size is maximum number of absorbing abilities for a single type
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s32 firstId;
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s32 lastId; // + 1
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struct Pokemon *party;
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s32 i, j;
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if (HasSuperEffectiveMoveAgainstOpponents(battler, TRUE) && Random() % 3 != 0)
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return FALSE;
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if (gLastLandedMoves[battler] == MOVE_NONE)
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return FALSE;
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if (gLastLandedMoves[battler] == MOVE_UNAVAILABLE)
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return FALSE;
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if (IS_MOVE_STATUS(gLastLandedMoves[battler]))
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return FALSE;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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battlerIn1 = battler;
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if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))])
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battlerIn2 = battler;
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else
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battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)));
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}
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else
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{
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battlerIn1 = battler;
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battlerIn2 = battler;
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}
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// Create an array of possible absorb abilities so the AI considers all of them
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if (gMovesInfo[gLastLandedMoves[battler]].type == TYPE_FIRE)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_FLASH_FIRE;
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}
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else if (gMovesInfo[gLastLandedMoves[battler]].type == TYPE_WATER)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_WATER_ABSORB;
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_DRY_SKIN;
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if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5)
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_STORM_DRAIN;
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}
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else if (gMovesInfo[gLastLandedMoves[battler]].type == TYPE_ELECTRIC)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_VOLT_ABSORB;
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_MOTOR_DRIVE;
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if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5)
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_LIGHTNING_ROD;
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}
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else if (gMovesInfo[gLastLandedMoves[battler]].type == TYPE_GRASS)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_SAP_SIPPER;
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}
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else if (gMovesInfo[gLastLandedMoves[battler]].type == TYPE_GROUND)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_EARTH_EATER;
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}
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else
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{
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return FALSE;
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}
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// Check current mon for all absorbing abilities
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for (i = 0; i < numAbsorbingAbilities; i++)
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{
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if (AI_DATA->abilities[battler] == absorbingTypeAbilities[i])
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return FALSE;
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}
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GetAIPartyIndexes(battler, &firstId, &lastId);
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if (GetBattlerSide(battler) == B_SIDE_PLAYER)
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party = gPlayerParty;
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else
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party = gEnemyParty;
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for (i = firstId; i < lastId; i++)
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{
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u16 monAbility;
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if (!IsValidForBattle(&party[i]))
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continue;
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if (i == gBattlerPartyIndexes[battlerIn1])
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continue;
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if (i == gBattlerPartyIndexes[battlerIn2])
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continue;
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if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
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continue;
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if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
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continue;
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if (IsAceMon(battler, i))
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continue;
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monAbility = GetMonAbility(&party[i]);
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for (j = 0; j < numAbsorbingAbilities; j++)
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{
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if (absorbingTypeAbilities[j] == monAbility && Random() & 1)
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{
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// we found a mon.
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gBattleStruct->AI_monToSwitchIntoId[battler] = i;
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if (emitResult)
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BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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static bool32 ShouldSwitchIfGameStatePrompt(u32 battler, bool32 emitResult)
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{
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bool32 switchMon = FALSE;
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bool32 monIdChosen = FALSE; // Id of the mon to switch into.
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u16 monAbility = AI_DATA->abilities[battler];
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u16 holdEffect = AI_DATA->holdEffects[battler];
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u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
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u8 opposingBattler = GetBattlerAtPosition(opposingPosition);
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s32 moduloChance = 4; //25% Chance Default
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s32 chanceReducer = 1; //No Reduce default. Increase to reduce
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s32 firstId;
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s32 lastId;
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s32 i;
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struct Pokemon *party;
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if (AnyStatIsRaised(battler))
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chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup
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//Perish Song
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if (gStatuses3[battler] & STATUS3_PERISH_SONG
|
|
&& gDisableStructs[battler].perishSongTimer == 0
|
|
&& monAbility != ABILITY_SOUNDPROOF)
|
|
switchMon = TRUE;
|
|
|
|
if (AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_SWITCHING)
|
|
{
|
|
//Yawn
|
|
if (gStatuses3[battler] & STATUS3_YAWN
|
|
&& CanBeSlept(battler, monAbility)
|
|
&& gBattleMons[battler].hp > gBattleMons[battler].maxHP / 3)
|
|
{
|
|
switchMon = TRUE;
|
|
|
|
//Double Battles
|
|
//Check if partner can prevent sleep
|
|
if (IsDoubleBattle())
|
|
{
|
|
if (IsBattlerAlive(BATTLE_PARTNER(battler))
|
|
&& (GetAIChosenMove(BATTLE_PARTNER(battler)) == MOVE_UPROAR)
|
|
)
|
|
switchMon = FALSE;
|
|
|
|
if (IsBattlerAlive(BATTLE_PARTNER(battler))
|
|
&& (gMovesInfo[AI_DATA->partnerMove].effect == EFFECT_MISTY_TERRAIN
|
|
|| gMovesInfo[AI_DATA->partnerMove].effect == EFFECT_ELECTRIC_TERRAIN)
|
|
&& IsBattlerGrounded(battler)
|
|
)
|
|
switchMon = FALSE;
|
|
|
|
if (*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(battler)) != PARTY_SIZE) //Partner is switching
|
|
{
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (IsAceMon(battler, i))
|
|
continue;
|
|
|
|
//Look for mon in party that is able to be switched into and has ability that sets terrain
|
|
if (IsValidForBattle(&party[i])
|
|
&& i != gBattlerPartyIndexes[battler]
|
|
&& i != gBattlerPartyIndexes[BATTLE_PARTNER(battler)]
|
|
&& IsBattlerGrounded(battler)
|
|
&& (GetMonAbility(&party[i]) == ABILITY_MISTY_SURGE
|
|
|| GetMonAbility(&party[i]) == ABILITY_ELECTRIC_SURGE)) //Ally has Misty or Electric Surge
|
|
{
|
|
*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(battler)) = i;
|
|
if (emitResult)
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
|
|
switchMon = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Check if Active Pokemon can KO opponent instead of switching
|
|
//Will still fall asleep, but take out opposing Pokemon first
|
|
if (AiExpectsToFaintPlayer(battler))
|
|
switchMon = FALSE;
|
|
|
|
//Checks to see if active Pokemon can do something against sleep
|
|
if ((monAbility == ABILITY_NATURAL_CURE
|
|
|| monAbility == ABILITY_SHED_SKIN
|
|
|| monAbility == ABILITY_EARLY_BIRD)
|
|
|| holdEffect == (HOLD_EFFECT_CURE_SLP | HOLD_EFFECT_CURE_STATUS)
|
|
|| HasMove(battler, MOVE_SLEEP_TALK)
|
|
|| (HasMoveEffect(battler, MOVE_SNORE) && AI_GetTypeEffectiveness(MOVE_SNORE, battler, opposingBattler) >= UQ_4_12(1.0))
|
|
|| (IsBattlerGrounded(battler)
|
|
&& (HasMove(battler, MOVE_MISTY_TERRAIN) || HasMove(battler, MOVE_ELECTRIC_TERRAIN)))
|
|
)
|
|
switchMon = FALSE;
|
|
|
|
//Check if Active Pokemon evasion boosted and might be able to dodge until awake
|
|
if (gBattleMons[battler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3)
|
|
&& AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE
|
|
&& AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE
|
|
&& AI_DATA->abilities[opposingBattler] != ABILITY_MINDS_EYE
|
|
&& (B_ILLUMINATE_EFFECT >= GEN_9 && AI_DATA->abilities[opposingBattler] != ABILITY_ILLUMINATE)
|
|
&& !(gBattleMons[battler].status2 & STATUS2_FORESIGHT)
|
|
&& !(gStatuses3[battler] & STATUS3_MIRACLE_EYED))
|
|
switchMon = FALSE;
|
|
|
|
}
|
|
|
|
//Secondary Damage
|
|
if (monAbility != ABILITY_MAGIC_GUARD
|
|
&& !AiExpectsToFaintPlayer(battler))
|
|
{
|
|
//Toxic
|
|
moduloChance = 2; //50%
|
|
if (((gBattleMons[battler].status1 & STATUS1_TOXIC_COUNTER) >= STATUS1_TOXIC_TURN(2))
|
|
&& gBattleMons[battler].hp >= (gBattleMons[battler].maxHP / 3)
|
|
&& (Random() % (moduloChance*chanceReducer)) == 0)
|
|
switchMon = TRUE;
|
|
|
|
//Cursed
|
|
moduloChance = 2; //50%
|
|
if (gBattleMons[battler].status2 & STATUS2_CURSED
|
|
&& (Random() % (moduloChance*chanceReducer)) == 0)
|
|
switchMon = TRUE;
|
|
|
|
//Nightmare
|
|
moduloChance = 3; //33.3%
|
|
if (gBattleMons[battler].status2 & STATUS2_NIGHTMARE
|
|
&& (Random() % (moduloChance*chanceReducer)) == 0)
|
|
switchMon = TRUE;
|
|
|
|
//Leech Seed
|
|
moduloChance = 4; //25%
|
|
if (gStatuses3[battler] & STATUS3_LEECHSEED
|
|
&& (Random() % (moduloChance*chanceReducer)) == 0)
|
|
switchMon = TRUE;
|
|
}
|
|
|
|
//Infatuation
|
|
if (gBattleMons[battler].status2 & STATUS2_INFATUATION
|
|
&& !AiExpectsToFaintPlayer(battler))
|
|
switchMon = TRUE;
|
|
|
|
//Todo
|
|
//Pass Wish Heal
|
|
|
|
//Semi-Invulnerable
|
|
if (gStatuses3[opposingBattler] & STATUS3_SEMI_INVULNERABLE)
|
|
{
|
|
if (FindMonThatAbsorbsOpponentsMove(battler, FALSE)) // Switch if absorber found. Note: FindMonThatAbsorbsOpponentsMove already provides id of the mon to switch into to gBattleStruct->AI_monToSwitchIntoId.
|
|
switchMon = TRUE, monIdChosen = TRUE;
|
|
if (!AI_OpponentCanFaintAiWithMod(battler, 0)
|
|
&& AnyStatIsRaised(battler))
|
|
switchMon = FALSE;
|
|
if (AiExpectsToFaintPlayer(battler)
|
|
&& !AI_STRIKES_FIRST(battler, opposingBattler, 0)
|
|
&& !AI_OpponentCanFaintAiWithMod(battler, 0))
|
|
switchMon = FALSE;
|
|
}
|
|
}
|
|
|
|
if (switchMon)
|
|
{
|
|
if (!monIdChosen)
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
if (emitResult)
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
static bool32 ShouldSwitchIfAbilityBenefit(u32 battler, bool32 emitResult)
|
|
{
|
|
s32 moduloChance = 4; //25% Chance Default
|
|
s32 chanceReducer = 1; //No Reduce default. Increase to reduce
|
|
|
|
if (AnyStatIsRaised(battler))
|
|
chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup
|
|
|
|
//Check if ability is blocked
|
|
if (gStatuses3[battler] & STATUS3_GASTRO_ACID
|
|
||IsNeutralizingGasOnField())
|
|
return FALSE;
|
|
|
|
switch(AI_DATA->abilities[battler])
|
|
{
|
|
case ABILITY_NATURAL_CURE:
|
|
moduloChance = 4; //25%
|
|
//Attempt to cure bad ailment
|
|
if (gBattleMons[battler].status1 & (STATUS1_SLEEP | STATUS1_FREEZE | STATUS1_TOXIC_POISON)
|
|
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE)
|
|
break;
|
|
//Attempt to cure lesser ailment
|
|
if ((gBattleMons[battler].status1 & STATUS1_ANY)
|
|
&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2)
|
|
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
|
|
&& Random() % (moduloChance*chanceReducer) == 0)
|
|
break;
|
|
|
|
return FALSE;
|
|
|
|
case ABILITY_REGENERATOR:
|
|
moduloChance = 2; //50%
|
|
//Don't switch if ailment
|
|
if (gBattleMons[battler].status1 & STATUS1_ANY)
|
|
return FALSE;
|
|
if ((gBattleMons[battler].hp <= ((gBattleMons[battler].maxHP * 2) / 3))
|
|
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
|
|
&& Random() % (moduloChance*chanceReducer) == 0)
|
|
break;
|
|
|
|
return FALSE;
|
|
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
if (emitResult)
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static bool32 HasSuperEffectiveMoveAgainstOpponents(u32 battler, bool32 noRng)
|
|
{
|
|
s32 i;
|
|
u16 move;
|
|
|
|
u32 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
|
|
u32 opposingBattler = GetBattlerAtPosition(opposingPosition);
|
|
|
|
if (!(gAbsentBattlerFlags & gBitTable[opposingBattler]))
|
|
{
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
move = gBattleMons[battler].moves[i];
|
|
if (move == MOVE_NONE)
|
|
continue;
|
|
|
|
if (AI_GetTypeEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
|
|
{
|
|
if (noRng)
|
|
return TRUE;
|
|
if (Random() % 10 != 0)
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
|
|
return FALSE;
|
|
|
|
opposingBattler = GetBattlerAtPosition(BATTLE_PARTNER(opposingPosition));
|
|
|
|
if (!(gAbsentBattlerFlags & gBitTable[opposingBattler]))
|
|
{
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
move = gBattleMons[battler].moves[i];
|
|
if (move == MOVE_NONE)
|
|
continue;
|
|
|
|
if (AI_GetTypeEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
|
|
{
|
|
if (noRng)
|
|
return TRUE;
|
|
if (Random() % 10 != 0)
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static bool32 AreStatsRaised(u32 battler)
|
|
{
|
|
u8 buffedStatsValue = 0;
|
|
s32 i;
|
|
|
|
for (i = 0; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battler].statStages[i] > DEFAULT_STAT_STAGE)
|
|
buffedStatsValue += gBattleMons[battler].statStages[i] - DEFAULT_STAT_STAGE;
|
|
}
|
|
|
|
return (buffedStatsValue > 3);
|
|
}
|
|
|
|
static bool32 FindMonWithFlagsAndSuperEffective(u32 battler, u16 flags, u32 moduloPercent, bool32 emitResult)
|
|
{
|
|
u32 battlerIn1, battlerIn2;
|
|
s32 firstId;
|
|
s32 lastId; // + 1
|
|
struct Pokemon *party;
|
|
s32 i, j;
|
|
u16 move;
|
|
|
|
if (gLastLandedMoves[battler] == MOVE_NONE)
|
|
return FALSE;
|
|
if (gLastLandedMoves[battler] == MOVE_UNAVAILABLE)
|
|
return FALSE;
|
|
if (gLastHitBy[battler] == 0xFF)
|
|
return FALSE;
|
|
if (IS_MOVE_STATUS(gLastLandedMoves[battler]))
|
|
return FALSE;
|
|
|
|
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
|
{
|
|
battlerIn1 = battler;
|
|
if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))])
|
|
battlerIn2 = battler;
|
|
else
|
|
battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)));
|
|
}
|
|
else
|
|
{
|
|
battlerIn1 = battler;
|
|
battlerIn2 = battler;
|
|
}
|
|
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
else
|
|
party = gEnemyParty;
|
|
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
u16 species, monAbility;
|
|
|
|
if (!IsValidForBattle(&party[i]))
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn1])
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn2])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
|
|
continue;
|
|
if (IsAceMon(battler, i))
|
|
continue;
|
|
|
|
species = GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG);
|
|
monAbility = GetMonAbility(&party[i]);
|
|
CalcPartyMonTypeEffectivenessMultiplier(gLastLandedMoves[battler], species, monAbility);
|
|
if (gMoveResultFlags & flags)
|
|
{
|
|
battlerIn1 = gLastHitBy[battler];
|
|
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
move = GetMonData(&party[i], MON_DATA_MOVE1 + j);
|
|
if (move == 0)
|
|
continue;
|
|
|
|
if (AI_GetTypeEffectiveness(move, battler, battlerIn1) >= UQ_4_12(2.0) && Random() % moduloPercent == 0)
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = i;
|
|
if (emitResult)
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static bool32 CanMonSurviveHazardSwitchin(u32 battler)
|
|
{
|
|
u32 battlerIn1, battlerIn2;
|
|
u32 hazardDamage = 0, battlerHp = gBattleMons[battler].hp;
|
|
u32 ability = GetBattlerAbility(battler), aiMove;
|
|
s32 firstId, lastId, i, j;
|
|
struct Pokemon *party;
|
|
|
|
if (ability == ABILITY_REGENERATOR)
|
|
battlerHp = (battlerHp * 133) / 100; // Account for Regenerator healing
|
|
|
|
hazardDamage = GetSwitchinHazardsDamage(battler, &gBattleMons[battler]);
|
|
|
|
// Battler will faint to hazards, check to see if another mon can clear them
|
|
if (hazardDamage > battlerHp)
|
|
{
|
|
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
|
{
|
|
battlerIn1 = battler;
|
|
if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))])
|
|
battlerIn2 = battler;
|
|
else
|
|
battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)));
|
|
}
|
|
else
|
|
{
|
|
battlerIn1 = battler;
|
|
battlerIn2 = battler;
|
|
}
|
|
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
party = GetBattlerParty(battler);
|
|
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (!IsValidForBattle(&party[i]))
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn1])
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn2])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
|
|
continue;
|
|
if (IsAceMon(battler, i))
|
|
continue;
|
|
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
aiMove = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL);
|
|
if (aiMove == MOVE_RAPID_SPIN || aiMove == MOVE_DEFOG || aiMove == MOVE_MORTAL_SPIN || aiMove == MOVE_TIDY_UP)
|
|
{
|
|
// Have a mon that can clear the hazards, so switching out is okay
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
// Faints to hazards and party can't clear them, don't switch out
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
static bool32 ShouldSwitchIfEncored(u32 battler, bool32 emitResult)
|
|
{
|
|
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
|
|
if (!(AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_SWITCHING))
|
|
return FALSE;
|
|
|
|
// If not Encored or if no good switchin, don't switch
|
|
if (gDisableStructs[battler].encoredMove == MOVE_NONE || AI_DATA->mostSuitableMonId[battler] == PARTY_SIZE)
|
|
return FALSE;
|
|
|
|
// Otherwise 50% chance to switch out
|
|
if (Random() & 1)
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
if (emitResult)
|
|
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
// AI should switch if it's become setup fodder and has something better to switch to
|
|
static bool32 AreAttackingStatsLowered(u32 battler, bool32 emitResult)
|
|
{
|
|
s8 attackingStage = gBattleMons[battler].statStages[STAT_ATK];
|
|
s8 spAttackingStage = gBattleMons[battler].statStages[STAT_SPATK];
|
|
|
|
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
|
|
if (!(AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_SWITCHING))
|
|
return FALSE;
|
|
|
|
// Physical attacker
|
|
if (gBattleMons[battler].attack > gBattleMons[battler].spAttack)
|
|
{
|
|
// Don't switch if attack isn't below -1
|
|
if (attackingStage > DEFAULT_STAT_STAGE - 2)
|
|
return FALSE;
|
|
// 50% chance if attack at -2 and have a good candidate mon
|
|
else if (attackingStage == DEFAULT_STAT_STAGE - 2)
|
|
{
|
|
if (AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE && (Random() & 1))
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
}
|
|
// If at -3 or worse, switch out regardless
|
|
else if (attackingStage < DEFAULT_STAT_STAGE - 2)
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
// Special attacker
|
|
else
|
|
{
|
|
// Don't switch if attack isn't below -1
|
|
if (spAttackingStage > DEFAULT_STAT_STAGE - 2)
|
|
return FALSE;
|
|
// 50% chance if attack at -2 and have a good candidate mon
|
|
else if (spAttackingStage == DEFAULT_STAT_STAGE - 2)
|
|
{
|
|
if (AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE && (Random() & 1))
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
}
|
|
// If at -3 or worse, switch out regardless
|
|
else if (spAttackingStage < DEFAULT_STAT_STAGE - 2)
|
|
{
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = PARTY_SIZE;
|
|
BtlController_EmitTwoReturnValues(battler, 1, B_ACTION_SWITCH, 0);
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
bool32 ShouldSwitch(u32 battler, bool32 emitResult)
|
|
{
|
|
u32 battlerIn1, battlerIn2;
|
|
s32 firstId;
|
|
s32 lastId; // + 1
|
|
struct Pokemon *party;
|
|
s32 i;
|
|
s32 availableToSwitch;
|
|
bool32 hasAceMon = FALSE;
|
|
|
|
if (gBattleMons[battler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
|
|
return FALSE;
|
|
if (gStatuses3[battler] & STATUS3_ROOTED)
|
|
return FALSE;
|
|
if (IsAbilityPreventingEscape(battler))
|
|
return FALSE;
|
|
if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
|
|
return FALSE;
|
|
|
|
availableToSwitch = 0;
|
|
|
|
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
|
{
|
|
battlerIn1 = battler;
|
|
if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))])
|
|
battlerIn2 = battler;
|
|
else
|
|
battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)));
|
|
}
|
|
else
|
|
{
|
|
battlerIn1 = battler;
|
|
battlerIn2 = battler;
|
|
}
|
|
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
else
|
|
party = gEnemyParty;
|
|
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (!IsValidForBattle(&party[i]))
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn1])
|
|
continue;
|
|
if (i == gBattlerPartyIndexes[battlerIn2])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
|
|
continue;
|
|
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
|
|
continue;
|
|
if (IsAceMon(battler, i))
|
|
{
|
|
hasAceMon = TRUE;
|
|
continue;
|
|
}
|
|
|
|
availableToSwitch++;
|
|
}
|
|
|
|
if (availableToSwitch == 0)
|
|
{
|
|
if (hasAceMon) // If the ace mon is the only available mon, use it
|
|
availableToSwitch++;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
//NOTE: The sequence of the below functions matter! Do not change unless you have carefully considered the outcome.
|
|
//Since the order is sequencial, and some of these functions prompt switch to specific party members.
|
|
|
|
//These Functions can prompt switch to specific party members
|
|
if (ShouldSwitchIfWonderGuard(battler, emitResult))
|
|
return TRUE;
|
|
if (ShouldSwitchIfGameStatePrompt(battler, emitResult))
|
|
return TRUE;
|
|
if (FindMonThatAbsorbsOpponentsMove(battler, emitResult))
|
|
return TRUE;
|
|
|
|
//These Functions can prompt switch to generic pary members
|
|
if ((AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_SWITCHING) && (CanMonSurviveHazardSwitchin(battler) == FALSE))
|
|
return FALSE;
|
|
if (ShouldSwitchIfAllBadMoves(battler, emitResult))
|
|
return TRUE;
|
|
if (ShouldSwitchIfAbilityBenefit(battler, emitResult))
|
|
return TRUE;
|
|
if (HasBadOdds(battler, emitResult))
|
|
return TRUE;
|
|
if (ShouldSwitchIfEncored(battler, emitResult))
|
|
return TRUE;
|
|
if (AreAttackingStatsLowered(battler, emitResult))
|
|
return TRUE;
|
|
|
|
// Removing switch capabilites under specific conditions
|
|
// These Functions prevent the "FindMonWithFlagsAndSuperEffective" from getting out of hand.
|
|
if (HasSuperEffectiveMoveAgainstOpponents(battler, FALSE))
|
|
return FALSE;
|
|
if (AreStatsRaised(battler))
|
|
return FALSE;
|
|
|
|
//Default Function
|
|
//Can prompt switch if AI has a pokemon in party that resists current opponent & has super effective move
|
|
if (FindMonWithFlagsAndSuperEffective(battler, MOVE_RESULT_DOESNT_AFFECT_FOE, 2, emitResult)
|
|
|| FindMonWithFlagsAndSuperEffective(battler, MOVE_RESULT_NOT_VERY_EFFECTIVE, 3, emitResult))
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void AI_TrySwitchOrUseItem(u32 battler)
|
|
{
|
|
struct Pokemon *party;
|
|
u8 battlerIn1, battlerIn2;
|
|
s32 firstId;
|
|
s32 lastId; // + 1
|
|
u8 battlerPosition = GetBattlerPosition(battler);
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
else
|
|
party = gEnemyParty;
|
|
|
|
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
|
|
{
|
|
if (ShouldSwitch(battler, TRUE))
|
|
{
|
|
if (gBattleStruct->AI_monToSwitchIntoId[battler] == PARTY_SIZE)
|
|
{
|
|
s32 monToSwitchId = AI_DATA->mostSuitableMonId[battler];
|
|
if (monToSwitchId == PARTY_SIZE)
|
|
{
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
|
|
{
|
|
battlerIn1 = GetBattlerAtPosition(battlerPosition);
|
|
battlerIn2 = battlerIn1;
|
|
}
|
|
else
|
|
{
|
|
battlerIn1 = GetBattlerAtPosition(battlerPosition);
|
|
battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(battlerPosition));
|
|
}
|
|
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
|
|
for (monToSwitchId = (lastId-1); monToSwitchId >= firstId; monToSwitchId--)
|
|
{
|
|
if (!IsValidForBattle(&party[monToSwitchId]))
|
|
continue;
|
|
if (monToSwitchId == gBattlerPartyIndexes[battlerIn1])
|
|
continue;
|
|
if (monToSwitchId == gBattlerPartyIndexes[battlerIn2])
|
|
continue;
|
|
if (monToSwitchId == gBattleStruct->monToSwitchIntoId[battlerIn1])
|
|
continue;
|
|
if (monToSwitchId == gBattleStruct->monToSwitchIntoId[battlerIn2])
|
|
continue;
|
|
if (IsAceMon(battler, monToSwitchId))
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
gBattleStruct->AI_monToSwitchIntoId[battler] = monToSwitchId;
|
|
}
|
|
|
|
*(gBattleStruct->monToSwitchIntoId + battler) = gBattleStruct->AI_monToSwitchIntoId[battler];
|
|
return;
|
|
}
|
|
else if (ShouldUseItem(battler))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_USE_MOVE, BATTLE_OPPOSITE(battler) << 8);
|
|
}
|
|
|
|
// If there are two(or more) mons to choose from, always choose one that has baton pass
|
|
// as most often it can't do much on its own.
|
|
static u32 GetBestMonBatonPass(struct Pokemon *party, int firstId, int lastId, u8 invalidMons, int aliveCount, u32 battler, u32 opposingBattler)
|
|
{
|
|
int i, j, bits = 0;
|
|
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (invalidMons & gBitTable[i])
|
|
continue;
|
|
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
if (GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL) == MOVE_BATON_PASS)
|
|
{
|
|
bits |= gBitTable[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((aliveCount == 2 || (aliveCount > 2 && Random() % 3 == 0)) && bits)
|
|
{
|
|
do
|
|
{
|
|
i = (Random() % (lastId - firstId)) + firstId;
|
|
} while (!(bits & gBitTable[i]));
|
|
return i;
|
|
}
|
|
|
|
return PARTY_SIZE;
|
|
}
|
|
|
|
static u32 GetBestMonTypeMatchup(struct Pokemon *party, int firstId, int lastId, u8 invalidMons, u32 battler, u32 opposingBattler)
|
|
{
|
|
int i, bits = 0;
|
|
|
|
while (bits != 0x3F) // All mons were checked.
|
|
{
|
|
uq4_12_t bestResist = UQ_4_12(1.0);
|
|
int bestMonId = PARTY_SIZE;
|
|
// Find the mon whose type is the most suitable defensively.
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (!(gBitTable[i] & invalidMons) && !(gBitTable[i] & bits))
|
|
{
|
|
u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
|
|
uq4_12_t typeEffectiveness = UQ_4_12(1.0);
|
|
|
|
u8 atkType1 = gBattleMons[opposingBattler].type1;
|
|
u8 atkType2 = gBattleMons[opposingBattler].type2;
|
|
u8 defType1 = gSpeciesInfo[species].types[0];
|
|
u8 defType2 = gSpeciesInfo[species].types[1];
|
|
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType1)));
|
|
if (atkType2 != atkType1)
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType1)));
|
|
if (defType2 != defType1)
|
|
{
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType2)));
|
|
if (atkType2 != atkType1)
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType2)));
|
|
}
|
|
if (typeEffectiveness < bestResist)
|
|
{
|
|
bestResist = typeEffectiveness;
|
|
bestMonId = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ok, we know the mon has the right typing but does it have at least one super effective move?
|
|
if (bestMonId != PARTY_SIZE)
|
|
{
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
u32 move = GetMonData(&party[bestMonId], MON_DATA_MOVE1 + i);
|
|
if (move != MOVE_NONE && AI_GetTypeEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
|
|
break;
|
|
}
|
|
|
|
if (i != MAX_MON_MOVES)
|
|
return bestMonId; // Has both the typing and at least one super effective move.
|
|
|
|
bits |= gBitTable[bestMonId]; // Sorry buddy, we want something better.
|
|
}
|
|
else
|
|
{
|
|
bits = 0x3F; // No viable mon to switch.
|
|
}
|
|
}
|
|
|
|
return PARTY_SIZE;
|
|
}
|
|
|
|
static u32 GetBestMonDmg(struct Pokemon *party, int firstId, int lastId, u8 invalidMons, u32 battler, u32 opposingBattler)
|
|
{
|
|
int i, j;
|
|
int dmg, bestDmg = 0;
|
|
int bestMonId = PARTY_SIZE;
|
|
u32 aiMove;
|
|
|
|
gMoveResultFlags = 0;
|
|
// If we couldn't find the best mon in terms of typing, find the one that deals most damage.
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (gBitTable[i] & invalidMons)
|
|
continue;
|
|
InitializeSwitchinCandidate(&party[i]);
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
aiMove = AI_DATA->switchinCandidate.battleMon.moves[j];
|
|
if (aiMove != MOVE_NONE && gMovesInfo[aiMove].power != 0)
|
|
{
|
|
aiMove = GetMonData(&party[i], MON_DATA_MOVE1 + j);
|
|
dmg = AI_CalcPartyMonDamage(aiMove, battler, opposingBattler, AI_DATA->switchinCandidate.battleMon, TRUE);
|
|
if (bestDmg < dmg)
|
|
{
|
|
bestDmg = dmg;
|
|
bestMonId = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bestMonId;
|
|
}
|
|
|
|
static bool32 IsMonGrounded(u16 heldItemEffect, u32 ability, u8 type1, u8 type2)
|
|
{
|
|
// List that makes mon not grounded
|
|
if (type1 == TYPE_FLYING || type2 == TYPE_FLYING || ability == ABILITY_LEVITATE
|
|
|| (heldItemEffect == HOLD_EFFECT_AIR_BALLOON && ability != ABILITY_KLUTZ))
|
|
{
|
|
// List that overrides being off the ground
|
|
if ((heldItemEffect == HOLD_EFFECT_IRON_BALL && ability != ABILITY_KLUTZ) || (gFieldStatuses & STATUS_FIELD_GRAVITY) || (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM))
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
else
|
|
return TRUE;
|
|
}
|
|
|
|
// Gets hazard damage
|
|
static u32 GetSwitchinHazardsDamage(u32 battler, struct BattlePokemon *battleMon)
|
|
{
|
|
u8 defType1 = battleMon->type1, defType2 = battleMon->type2, tSpikesLayers;
|
|
u16 heldItemEffect = gItemsInfo[battleMon->item].holdEffect;
|
|
u32 maxHP = battleMon->maxHP, ability = battleMon->ability, status = battleMon->status1;
|
|
u32 spikesDamage = 0, tSpikesDamage = 0, hazardDamage = 0;
|
|
u32 hazardFlags = gSideStatuses[GetBattlerSide(battler)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_SAFEGUARD);
|
|
|
|
// Check ways mon might avoid all hazards
|
|
if (ability != ABILITY_MAGIC_GUARD || (heldItemEffect == HOLD_EFFECT_HEAVY_DUTY_BOOTS &&
|
|
!((gFieldStatuses & STATUS_FIELD_MAGIC_ROOM) || ability == ABILITY_KLUTZ)))
|
|
{
|
|
// Stealth Rock
|
|
if ((hazardFlags & SIDE_STATUS_STEALTH_ROCK) && heldItemEffect != HOLD_EFFECT_HEAVY_DUTY_BOOTS)
|
|
hazardDamage += GetStealthHazardDamageByTypesAndHP(gMovesInfo[MOVE_STEALTH_ROCK].type, defType1, defType2, battleMon->maxHP);
|
|
// G-Max Steelsurge
|
|
if ((hazardFlags & SIDE_STATUS_STEELSURGE) && heldItemEffect != HOLD_EFFECT_HEAVY_DUTY_BOOTS)
|
|
hazardDamage += GetStealthHazardDamageByTypesAndHP(gMovesInfo[MOVE_G_MAX_STEELSURGE].type, defType1, defType2, battleMon->maxHP);
|
|
// Spikes
|
|
if ((hazardFlags & SIDE_STATUS_SPIKES) && IsMonGrounded(heldItemEffect, ability, defType1, defType2))
|
|
{
|
|
spikesDamage = maxHP / ((5 - gSideTimers[GetBattlerSide(battler)].spikesAmount) * 2);
|
|
if (spikesDamage == 0)
|
|
spikesDamage = 1;
|
|
hazardDamage += spikesDamage;
|
|
}
|
|
|
|
if ((hazardFlags & SIDE_STATUS_TOXIC_SPIKES) && (defType1 != TYPE_POISON && defType2 != TYPE_POISON
|
|
&& defType1 != TYPE_STEEL && defType2 != TYPE_STEEL
|
|
&& ability != ABILITY_IMMUNITY && ability != ABILITY_POISON_HEAL && ability != ABILITY_COMATOSE
|
|
&& status == 0
|
|
&& !(hazardFlags & SIDE_STATUS_SAFEGUARD)
|
|
&& !(IsAbilityOnSide(battler, ABILITY_PASTEL_VEIL))
|
|
&& !(IsBattlerTerrainAffected(battler, STATUS_FIELD_MISTY_TERRAIN))
|
|
&& !(IsAbilityStatusProtected(battler))
|
|
&& heldItemEffect != HOLD_EFFECT_CURE_PSN && heldItemEffect != HOLD_EFFECT_CURE_STATUS
|
|
&& IsMonGrounded(heldItemEffect, ability, defType1, defType2)))
|
|
{
|
|
tSpikesLayers = gSideTimers[GetBattlerSide(battler)].toxicSpikesAmount;
|
|
if (tSpikesLayers == 1)
|
|
{
|
|
tSpikesDamage = maxHP / 8;
|
|
if (tSpikesDamage == 0)
|
|
tSpikesDamage = 1;
|
|
}
|
|
else if (tSpikesLayers >= 2)
|
|
{
|
|
tSpikesDamage = maxHP / 16;
|
|
if (tSpikesDamage == 0)
|
|
tSpikesDamage = 1;
|
|
}
|
|
hazardDamage += tSpikesDamage;
|
|
}
|
|
}
|
|
return hazardDamage;
|
|
}
|
|
|
|
// Gets damage / healing from weather
|
|
static s32 GetSwitchinWeatherImpact(void)
|
|
{
|
|
s32 weatherImpact = 0, maxHP = AI_DATA->switchinCandidate.battleMon.maxHP, ability = AI_DATA->switchinCandidate.battleMon.ability;
|
|
u32 holdEffect = gItemsInfo[AI_DATA->switchinCandidate.battleMon.item].holdEffect;
|
|
|
|
if (WEATHER_HAS_EFFECT)
|
|
{
|
|
// Damage
|
|
if (holdEffect != HOLD_EFFECT_SAFETY_GOGGLES && ability != ABILITY_MAGIC_GUARD && ability != ABILITY_OVERCOAT)
|
|
{
|
|
if ((gBattleWeather & B_WEATHER_HAIL)
|
|
&& (AI_DATA->switchinCandidate.battleMon.type1 != TYPE_ICE || AI_DATA->switchinCandidate.battleMon.type2 != TYPE_ICE)
|
|
&& ability != ABILITY_SNOW_CLOAK && ability != ABILITY_ICE_BODY)
|
|
{
|
|
weatherImpact = maxHP / 16;
|
|
if (weatherImpact == 0)
|
|
weatherImpact = 1;
|
|
}
|
|
else if ((gBattleWeather & B_WEATHER_SANDSTORM)
|
|
&& (AI_DATA->switchinCandidate.battleMon.type1 != TYPE_GROUND && AI_DATA->switchinCandidate.battleMon.type2 != TYPE_GROUND
|
|
&& AI_DATA->switchinCandidate.battleMon.type1 != TYPE_ROCK && AI_DATA->switchinCandidate.battleMon.type2 != TYPE_ROCK
|
|
&& AI_DATA->switchinCandidate.battleMon.type1 != TYPE_STEEL && AI_DATA->switchinCandidate.battleMon.type2 != TYPE_STEEL
|
|
&& ability != ABILITY_SAND_VEIL && ability != ABILITY_SAND_RUSH && ability != ABILITY_SAND_FORCE))
|
|
{
|
|
weatherImpact = maxHP / 16;
|
|
if (weatherImpact == 0)
|
|
weatherImpact = 1;
|
|
}
|
|
}
|
|
if ((gBattleWeather & B_WEATHER_SUN) && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA
|
|
&& (ability == ABILITY_SOLAR_POWER || ability == ABILITY_DRY_SKIN))
|
|
{
|
|
weatherImpact = maxHP / 8;
|
|
if (weatherImpact == 0)
|
|
weatherImpact = 1;
|
|
}
|
|
|
|
// Healing
|
|
if (gBattleWeather & B_WEATHER_RAIN && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA)
|
|
{
|
|
if (ability == ABILITY_DRY_SKIN)
|
|
{
|
|
weatherImpact = -(maxHP / 8);
|
|
if (weatherImpact == 0)
|
|
weatherImpact = -1;
|
|
}
|
|
else if (ability == ABILITY_RAIN_DISH)
|
|
{
|
|
weatherImpact = -(maxHP / 16);
|
|
if (weatherImpact == 0)
|
|
weatherImpact = -1;
|
|
}
|
|
}
|
|
if (((gBattleWeather & B_WEATHER_HAIL) || (gBattleWeather & B_WEATHER_SNOW)) && ability == ABILITY_ICE_BODY)
|
|
{
|
|
weatherImpact = -(maxHP / 16);
|
|
if (weatherImpact == 0)
|
|
weatherImpact = -1;
|
|
}
|
|
}
|
|
return weatherImpact;
|
|
}
|
|
|
|
// Gets one turn of recurring healing
|
|
static u32 GetSwitchinRecurringHealing(void)
|
|
{
|
|
u32 recurringHealing = 0, maxHP = AI_DATA->switchinCandidate.battleMon.maxHP, ability = AI_DATA->switchinCandidate.battleMon.ability;
|
|
u32 holdEffect = gItemsInfo[AI_DATA->switchinCandidate.battleMon.item].holdEffect;
|
|
|
|
// Items
|
|
if (ability != ABILITY_KLUTZ)
|
|
{
|
|
if (holdEffect == HOLD_EFFECT_BLACK_SLUDGE && (AI_DATA->switchinCandidate.battleMon.type1 == TYPE_POISON || AI_DATA->switchinCandidate.battleMon.type2 == TYPE_POISON))
|
|
{
|
|
recurringHealing = maxHP / 16;
|
|
if (recurringHealing == 0)
|
|
recurringHealing = 1;
|
|
}
|
|
else if (holdEffect == HOLD_EFFECT_LEFTOVERS)
|
|
{
|
|
recurringHealing = maxHP / 16;
|
|
if (recurringHealing == 0)
|
|
recurringHealing = 1;
|
|
}
|
|
} // Intentionally omitting Shell Bell for its inconsistency
|
|
|
|
// Abilities
|
|
if (ability == ABILITY_POISON_HEAL && (AI_DATA->switchinCandidate.battleMon.status1 & STATUS1_POISON))
|
|
{
|
|
u32 healing = maxHP / 8;
|
|
if (healing == 0)
|
|
healing = 1;
|
|
recurringHealing += healing;
|
|
}
|
|
return recurringHealing;
|
|
}
|
|
|
|
// Gets one turn of recurring damage
|
|
static u32 GetSwitchinRecurringDamage(void)
|
|
{
|
|
u32 passiveDamage = 0, maxHP = AI_DATA->switchinCandidate.battleMon.maxHP, ability = AI_DATA->switchinCandidate.battleMon.ability;
|
|
u32 holdEffect = gItemsInfo[AI_DATA->switchinCandidate.battleMon.item].holdEffect;
|
|
|
|
// Items
|
|
if (ability != ABILITY_MAGIC_GUARD && ability != ABILITY_KLUTZ)
|
|
{
|
|
if (holdEffect == HOLD_EFFECT_BLACK_SLUDGE && AI_DATA->switchinCandidate.battleMon.type1 != TYPE_POISON && AI_DATA->switchinCandidate.battleMon.type2 != TYPE_POISON)
|
|
{
|
|
passiveDamage = maxHP / 8;
|
|
if (passiveDamage == 0)
|
|
passiveDamage = 1;
|
|
}
|
|
else if (holdEffect == HOLD_EFFECT_LIFE_ORB && ability != ABILITY_SHEER_FORCE)
|
|
{
|
|
passiveDamage = maxHP / 10;
|
|
if (passiveDamage == 0)
|
|
passiveDamage = 1;
|
|
}
|
|
else if (holdEffect == HOLD_EFFECT_STICKY_BARB)
|
|
{
|
|
passiveDamage = maxHP / 8;
|
|
if(passiveDamage == 0)
|
|
passiveDamage = 1;
|
|
}
|
|
}
|
|
return passiveDamage;
|
|
}
|
|
|
|
// Gets one turn of status damage
|
|
static u32 GetSwitchinStatusDamage(u32 battler)
|
|
{
|
|
u8 defType1 = AI_DATA->switchinCandidate.battleMon.type1, defType2 = AI_DATA->switchinCandidate.battleMon.type2;
|
|
u8 tSpikesLayers = gSideTimers[GetBattlerSide(battler)].toxicSpikesAmount;
|
|
u16 heldItemEffect = gItemsInfo[AI_DATA->switchinCandidate.battleMon.item].holdEffect;
|
|
u32 status = AI_DATA->switchinCandidate.battleMon.status1, ability = AI_DATA->switchinCandidate.battleMon.ability, maxHP = AI_DATA->switchinCandidate.battleMon.maxHP;
|
|
u32 statusDamage = 0;
|
|
|
|
// Status condition damage
|
|
if ((status != 0) && AI_DATA->switchinCandidate.battleMon.ability != ABILITY_MAGIC_GUARD)
|
|
{
|
|
if (status & STATUS1_BURN)
|
|
{
|
|
if (B_BURN_DAMAGE >= GEN_7)
|
|
statusDamage = maxHP / 16;
|
|
else
|
|
statusDamage = maxHP / 8;
|
|
if(ability == ABILITY_HEATPROOF)
|
|
statusDamage = statusDamage / 2;
|
|
if (statusDamage == 0)
|
|
statusDamage = 1;
|
|
}
|
|
else if (status & STATUS1_FROSTBITE)
|
|
{
|
|
if (B_BURN_DAMAGE >= GEN_7)
|
|
statusDamage = maxHP / 16;
|
|
else
|
|
statusDamage = maxHP / 8;
|
|
if (statusDamage == 0)
|
|
statusDamage = 1;
|
|
}
|
|
else if ((status & STATUS1_POISON) && ability != ABILITY_POISON_HEAL)
|
|
{
|
|
statusDamage = maxHP / 8;
|
|
if (statusDamage == 0)
|
|
statusDamage = 1;
|
|
}
|
|
else if ((status & STATUS1_TOXIC_POISON) && ability != ABILITY_POISON_HEAL)
|
|
{
|
|
if ((status & STATUS1_TOXIC_COUNTER) != STATUS1_TOXIC_TURN(15)) // not 16 turns
|
|
AI_DATA->switchinCandidate.battleMon.status1 += STATUS1_TOXIC_TURN(1);
|
|
statusDamage = maxHP / 16;
|
|
statusDamage *= AI_DATA->switchinCandidate.battleMon.status1 & STATUS1_TOXIC_COUNTER >> 8;
|
|
if (statusDamage == 0)
|
|
statusDamage = 1;
|
|
}
|
|
}
|
|
|
|
// Apply hypothetical poisoning from Toxic Spikes, which means the first turn of damage already added in GetSwitchinHazardsDamage
|
|
// Do this last to skip one iteration of Poison / Toxic damage, and start counting Toxic damage one turn later.
|
|
if (tSpikesLayers != 0 && (defType1 != TYPE_POISON && defType2 != TYPE_POISON
|
|
&& ability != ABILITY_IMMUNITY && ability != ABILITY_POISON_HEAL
|
|
&& status == 0
|
|
&& !(heldItemEffect == HOLD_EFFECT_HEAVY_DUTY_BOOTS
|
|
&& (((gFieldStatuses & STATUS_FIELD_MAGIC_ROOM) || ability == ABILITY_KLUTZ)))
|
|
&& heldItemEffect != HOLD_EFFECT_CURE_PSN && heldItemEffect != HOLD_EFFECT_CURE_STATUS
|
|
&& IsMonGrounded(heldItemEffect, ability, defType1, defType2)))
|
|
{
|
|
if (tSpikesLayers == 1)
|
|
{
|
|
AI_DATA->switchinCandidate.battleMon.status1 = STATUS1_POISON; // Assign "hypothetical" status to the switchin candidate so we can get the damage it would take from TSpikes
|
|
AI_DATA->switchinCandidate.hypotheticalStatus = TRUE;
|
|
}
|
|
if (tSpikesLayers == 2)
|
|
{
|
|
AI_DATA->switchinCandidate.battleMon.status1 = STATUS1_TOXIC_POISON; // Assign "hypothetical" status to the switchin candidate so we can get the damage it would take from TSpikes
|
|
AI_DATA->switchinCandidate.battleMon.status1 += STATUS1_TOXIC_TURN(1);
|
|
AI_DATA->switchinCandidate.hypotheticalStatus = TRUE;
|
|
}
|
|
}
|
|
return statusDamage;
|
|
}
|
|
|
|
// Gets number of hits to KO factoring in hazards, healing held items, status, and weather
|
|
static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler)
|
|
{
|
|
u32 startingHP = AI_DATA->switchinCandidate.battleMon.hp - GetSwitchinHazardsDamage(battler, &AI_DATA->switchinCandidate.battleMon);
|
|
s32 weatherImpact = GetSwitchinWeatherImpact(); // Signed to handle both damage and healing in the same value
|
|
u32 recurringDamage = GetSwitchinRecurringDamage();
|
|
u32 recurringHealing = GetSwitchinRecurringHealing();
|
|
u32 statusDamage = GetSwitchinStatusDamage(battler);
|
|
u32 hitsToKO = 0, singleUseItemHeal = 0;
|
|
u16 maxHP = AI_DATA->switchinCandidate.battleMon.maxHP, item = AI_DATA->switchinCandidate.battleMon.item, heldItemEffect = gItemsInfo[item].holdEffect;
|
|
u8 weatherDuration = gWishFutureKnock.weatherDuration, holdEffectParam = gItemsInfo[item].holdEffectParam;
|
|
u32 opposingBattler = GetBattlerAtPosition(BATTLE_OPPOSITE(GetBattlerPosition(battler)));
|
|
u32 opposingAbility = gBattleMons[opposingBattler].ability;
|
|
bool32 usedSingleUseHealingItem = FALSE;
|
|
s32 currentHP = startingHP;
|
|
|
|
// No damage being dealt
|
|
if ((damageTaken + statusDamage + recurringDamage <= recurringHealing) || damageTaken + statusDamage + recurringDamage == 0)
|
|
return startingHP;
|
|
|
|
// Mon fainted to hazards
|
|
if (startingHP == 0)
|
|
return 1;
|
|
|
|
// Find hits to KO
|
|
while (currentHP > 0)
|
|
{
|
|
// Remove weather damage when it would run out
|
|
if (weatherImpact != 0 && weatherDuration == 0)
|
|
weatherImpact = 0;
|
|
|
|
// Take attack damage for the turn
|
|
currentHP = currentHP - damageTaken;
|
|
|
|
// If mon is still alive, apply weather impact first, as it might KO the mon before it can heal with its item (order is weather -> item -> status)
|
|
if (currentHP != 0)
|
|
currentHP = currentHP - weatherImpact;
|
|
|
|
// Check if we're at a single use healing item threshold
|
|
if (AI_DATA->switchinCandidate.battleMon.ability != ABILITY_KLUTZ && usedSingleUseHealingItem == FALSE
|
|
&& !(opposingAbility == ABILITY_UNNERVE && GetPocketByItemId(item) == POCKET_BERRIES))
|
|
{
|
|
switch (heldItemEffect)
|
|
{
|
|
case HOLD_EFFECT_RESTORE_HP:
|
|
if (currentHP < maxHP / 2)
|
|
singleUseItemHeal = holdEffectParam;
|
|
break;
|
|
case HOLD_EFFECT_RESTORE_PCT_HP:
|
|
if (currentHP < maxHP / 2)
|
|
{
|
|
singleUseItemHeal = maxHP / holdEffectParam;
|
|
if (singleUseItemHeal == 0)
|
|
singleUseItemHeal = 1;
|
|
}
|
|
break;
|
|
case HOLD_EFFECT_CONFUSE_SPICY:
|
|
case HOLD_EFFECT_CONFUSE_DRY:
|
|
case HOLD_EFFECT_CONFUSE_SWEET:
|
|
case HOLD_EFFECT_CONFUSE_BITTER:
|
|
case HOLD_EFFECT_CONFUSE_SOUR:
|
|
if (currentHP < maxHP / CONFUSE_BERRY_HP_FRACTION)
|
|
{
|
|
singleUseItemHeal = maxHP / holdEffectParam;
|
|
if (singleUseItemHeal == 0)
|
|
singleUseItemHeal = 1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// If we used one, apply it without overcapping our maxHP
|
|
if (singleUseItemHeal > 0)
|
|
{
|
|
if ((currentHP + singleUseItemHeal) > maxHP)
|
|
currentHP = maxHP;
|
|
else
|
|
currentHP = currentHP + singleUseItemHeal;
|
|
usedSingleUseHealingItem = TRUE;
|
|
}
|
|
}
|
|
|
|
// Healing from items occurs before status so we can do the rest in one line
|
|
if (currentHP >= 0)
|
|
currentHP = currentHP + recurringHealing - recurringDamage - statusDamage;
|
|
|
|
// Recalculate toxic damage if needed
|
|
if (AI_DATA->switchinCandidate.battleMon.status1 & STATUS1_TOXIC_POISON)
|
|
statusDamage = GetSwitchinStatusDamage(battler);
|
|
|
|
// Reduce weather duration
|
|
if (weatherDuration != 0)
|
|
weatherDuration--;
|
|
|
|
hitsToKO++;
|
|
}
|
|
|
|
// If mon had a hypothetical status from TSpikes, clear it
|
|
if (AI_DATA->switchinCandidate.hypotheticalStatus == TRUE)
|
|
{
|
|
AI_DATA->switchinCandidate.battleMon.status1 = 0;
|
|
AI_DATA->switchinCandidate.hypotheticalStatus = FALSE;
|
|
}
|
|
return hitsToKO;
|
|
}
|
|
|
|
static u16 GetSwitchinTypeMatchup(u32 opposingBattler, struct BattlePokemon battleMon)
|
|
{
|
|
|
|
// Check type matchup
|
|
u16 typeEffectiveness = UQ_4_12(1.0);
|
|
u8 atkType1 = gSpeciesInfo[gBattleMons[opposingBattler].species].types[0], atkType2 = gSpeciesInfo[gBattleMons[opposingBattler].species].types[1],
|
|
defType1 = battleMon.type1, defType2 = battleMon.type2;
|
|
|
|
// Multiply type effectiveness by a factor depending on type matchup
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType1)));
|
|
if (atkType2 != atkType1)
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType1)));
|
|
if (defType2 != defType1)
|
|
{
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType2)));
|
|
if (atkType2 != atkType1)
|
|
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType2)));
|
|
}
|
|
return typeEffectiveness;
|
|
}
|
|
|
|
static int GetRandomSwitchinWithBatonPass(int aliveCount, int bits, int firstId, int lastId, int currentMonId)
|
|
{
|
|
// Breakout early if there aren't any Baton Pass mons to save computation time
|
|
if (bits == 0)
|
|
return PARTY_SIZE;
|
|
|
|
// GetBestMonBatonPass randomly chooses between all mons that met Baton Pass check
|
|
if ((aliveCount == 2 || (aliveCount > 2 && Random() % 3 == 0)) && bits)
|
|
{
|
|
do
|
|
{
|
|
return (Random() % (lastId - firstId)) + firstId;
|
|
} while (!(bits & gBitTable[currentMonId]));
|
|
}
|
|
|
|
// Catch any other cases (such as only one mon alive and it has Baton Pass)
|
|
else
|
|
return PARTY_SIZE;
|
|
}
|
|
|
|
static s32 GetMaxDamagePlayerCouldDealToSwitchin(u32 battler, u32 opposingBattler, struct BattlePokemon battleMon)
|
|
{
|
|
int i = 0;
|
|
u32 playerMove;
|
|
s32 damageTaken = 0, maxDamageTaken = 0;
|
|
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
playerMove = gBattleMons[opposingBattler].moves[i];
|
|
if (playerMove != MOVE_NONE && gMovesInfo[playerMove].power != 0)
|
|
{
|
|
damageTaken = AI_CalcPartyMonDamage(playerMove, opposingBattler, battler, battleMon, FALSE);
|
|
if (damageTaken > maxDamageTaken)
|
|
maxDamageTaken = damageTaken;
|
|
}
|
|
}
|
|
return maxDamageTaken;
|
|
}
|
|
|
|
// This function splits switching behaviour mid-battle from after a KO.
|
|
// Mid battle, it integrates GetBestMonTypeMatchup (vanilla with modifications), GetBestMonDefensive (custom), and GetBestMonBatonPass (vanilla with modifications)
|
|
// After a KO, integrates GetBestMonRevengeKiller (custom), GetBestMonTypeMatchup (vanilla with modifications), GetBestMonBatonPass (vanilla with modifications), and GetBestMonDmg (vanilla)
|
|
// the Type Matchup code will prioritize switching into a mon with the best type matchup and also a super effective move, or just best type matchup if no super effective move is found
|
|
// the Most Defensive code will prioritize switching into the mon that takes the most hits to KO, with a minimum of 4 hits required to be considered a valid option
|
|
// the Baton Pass code will prioritize switching into a mon with Baton Pass if it can get in, boost, and BP out without being KO'd, and randomizes between multiple valid options
|
|
// the Revenge Killer code will prioritize, in order, OHKO and outspeeds / OHKO, slower but not 2HKO'd / 2HKO, outspeeds and not OHKO'd / 2HKO, slower but not 3HKO'd
|
|
// the Most Damage code will prioritize switching into whatever mon deals the most damage, which is generally not as good as having a good Type Matchup
|
|
// Everything runs in the same loop to minimize computation time. This makes it harder to read, but hopefully the comments can guide you!
|
|
|
|
static u32 GetBestMonIntegrated(struct Pokemon *party, int firstId, int lastId, u32 battler, u32 opposingBattler, u8 battlerIn1, u8 battlerIn2, bool32 isSwitchAfterKO)
|
|
{
|
|
int revengeKillerId = PARTY_SIZE, slowRevengeKillerId = PARTY_SIZE, fastThreatenId = PARTY_SIZE, slowThreatenId = PARTY_SIZE, damageMonId = PARTY_SIZE;
|
|
int batonPassId = PARTY_SIZE, typeMatchupId = PARTY_SIZE, typeMatchupEffectiveId = PARTY_SIZE, defensiveMonId = PARTY_SIZE, aceMonId = PARTY_SIZE;
|
|
int i, j, aliveCount = 0, bits = 0;
|
|
s32 defensiveMonHitKOThreshold = 3; // 3HKO threshold that candidate defensive mons must exceed
|
|
u32 aiMove, hitsToKO, hitsToKOThreshold, maxHitsToKO = 0;
|
|
s32 playerMonSpeed = gBattleMons[opposingBattler].speed, playerMonHP = gBattleMons[opposingBattler].hp, aiMonSpeed, maxDamageDealt = 0, damageDealt = 0;
|
|
u16 bestResist = UQ_4_12(1.0), bestResistEffective = UQ_4_12(1.0), typeMatchup;
|
|
|
|
if (isSwitchAfterKO)
|
|
hitsToKOThreshold = 1; // After a KO, mons at minimum need to not be 1-shot, as they switch in for free
|
|
else
|
|
hitsToKOThreshold = 2; // When switching in otherwise need to not be 2-shot, as they do not switch in for free
|
|
|
|
// Iterate through mons
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
// Check mon validity
|
|
if (!IsValidForBattle(&party[i])
|
|
|| gBattlerPartyIndexes[battlerIn1] == i
|
|
|| gBattlerPartyIndexes[battlerIn2] == i
|
|
|| i == gBattleStruct->monToSwitchIntoId[battlerIn1]
|
|
|| i == gBattleStruct->monToSwitchIntoId[battlerIn2])
|
|
{
|
|
continue;
|
|
}
|
|
// Save Ace Pokemon for last
|
|
else if (IsAceMon(battler, i))
|
|
{
|
|
aceMonId = i;
|
|
continue;
|
|
}
|
|
else
|
|
aliveCount++;
|
|
|
|
InitializeSwitchinCandidate(&party[i]);
|
|
|
|
// While not really invalid per say, not really wise to switch into this mon
|
|
if (AI_DATA->switchinCandidate.battleMon.ability == ABILITY_TRUANT && IsTruantMonVulnerable(battler, opposingBattler))
|
|
continue;
|
|
|
|
// Get max number of hits for player to KO AI mon
|
|
hitsToKO = GetSwitchinHitsToKO(GetMaxDamagePlayerCouldDealToSwitchin(battler, opposingBattler, AI_DATA->switchinCandidate.battleMon), battler);
|
|
|
|
// Track max hits to KO and set GetBestMonDefensive if applicable
|
|
if(hitsToKO > maxHitsToKO)
|
|
{
|
|
maxHitsToKO = hitsToKO;
|
|
if(maxHitsToKO > defensiveMonHitKOThreshold)
|
|
defensiveMonId = i;
|
|
}
|
|
|
|
typeMatchup = GetSwitchinTypeMatchup(opposingBattler, AI_DATA->switchinCandidate.battleMon);
|
|
|
|
// Check that good type matchups gets at least two turns and set GetBestMonTypeMatchup if applicable
|
|
if (typeMatchup < bestResist)
|
|
{
|
|
if ((hitsToKO > hitsToKOThreshold && AI_DATA->switchinCandidate.battleMon.speed > playerMonSpeed) || hitsToKO > hitsToKOThreshold + 1) // Need to take an extra hit if slower
|
|
{
|
|
bestResist = typeMatchup;
|
|
typeMatchupId = i;
|
|
}
|
|
}
|
|
|
|
aiMonSpeed = AI_DATA->switchinCandidate.battleMon.speed;
|
|
|
|
// Check through current mon's moves
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
aiMove = AI_DATA->switchinCandidate.battleMon.moves[j];
|
|
|
|
// Only do damage calc if switching after KO, don't need it otherwise and saves ~0.02s per turn
|
|
if (isSwitchAfterKO && aiMove != MOVE_NONE && gMovesInfo[aiMove].power != 0)
|
|
damageDealt = AI_CalcPartyMonDamage(aiMove, battler, opposingBattler, AI_DATA->switchinCandidate.battleMon, TRUE);
|
|
|
|
// Check for Baton Pass; hitsToKO requirements mean mon can boost and BP without dying whether it's slower or not
|
|
if (aiMove == MOVE_BATON_PASS && ((hitsToKO > hitsToKOThreshold + 1 && AI_DATA->switchinCandidate.battleMon.speed < playerMonSpeed) || (hitsToKO > hitsToKOThreshold && AI_DATA->switchinCandidate.battleMon.speed > playerMonSpeed)))
|
|
bits |= gBitTable[i];
|
|
|
|
// Check for mon with resistance and super effective move for GetBestMonTypeMatchup
|
|
if (aiMove != MOVE_NONE && gMovesInfo[aiMove].power != 0)
|
|
{
|
|
if (typeMatchup < bestResistEffective)
|
|
{
|
|
if (AI_GetTypeEffectiveness(aiMove, battler, opposingBattler) >= UQ_4_12(2.0))
|
|
{
|
|
// Assuming a super effective move would do significant damage or scare the player out, so not being as conservative here
|
|
if (hitsToKO > hitsToKOThreshold)
|
|
{
|
|
bestResistEffective = typeMatchup;
|
|
typeMatchupEffectiveId = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If a self destruction move doesn't OHKO, don't factor it into revenge killing
|
|
if (gMovesInfo[aiMove].effect == EFFECT_EXPLOSION && damageDealt < playerMonHP)
|
|
continue;
|
|
|
|
// Check that mon isn't one shot and set GetBestMonDmg if applicable
|
|
if (damageDealt > maxDamageDealt)
|
|
{
|
|
if(hitsToKO > hitsToKOThreshold)
|
|
{
|
|
maxDamageDealt = damageDealt;
|
|
damageMonId = i;
|
|
}
|
|
}
|
|
|
|
// Check if current mon can revenge kill in some capacity
|
|
// If AI mon can one shot
|
|
if (damageDealt > playerMonHP)
|
|
{
|
|
// If AI mon is faster and doesn't die to hazards
|
|
if ((aiMonSpeed > playerMonSpeed || gMovesInfo[aiMove].priority > 0) && AI_DATA->switchinCandidate.battleMon.hp > GetSwitchinHazardsDamage(battler, &AI_DATA->switchinCandidate.battleMon))
|
|
{
|
|
// We have a revenge killer
|
|
revengeKillerId = i;
|
|
}
|
|
|
|
// If AI mon is slower
|
|
else
|
|
{
|
|
// If AI mon can't be OHKO'd
|
|
if (hitsToKO > hitsToKOThreshold)
|
|
{
|
|
// We have a slow revenge killer
|
|
slowRevengeKillerId = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If AI mon can two shot
|
|
if (damageDealt > playerMonHP / 2)
|
|
{
|
|
// If AI mon is faster
|
|
if (aiMonSpeed > playerMonSpeed || gMovesInfo[aiMove].priority > 0)
|
|
{
|
|
// If AI mon can't be OHKO'd
|
|
if (hitsToKO > hitsToKOThreshold)
|
|
{
|
|
// We have a fast threaten
|
|
fastThreatenId = i;
|
|
}
|
|
}
|
|
// If AI mon is slower
|
|
else
|
|
{
|
|
// If AI mon can't be 2HKO'd
|
|
if (hitsToKO > hitsToKOThreshold + 1)
|
|
{
|
|
// We have a slow threaten
|
|
slowThreatenId = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
batonPassId = GetRandomSwitchinWithBatonPass(aliveCount, bits, firstId, lastId, i);
|
|
|
|
// Different switching priorities depending on switching mid battle vs switching after a KO
|
|
if (isSwitchAfterKO)
|
|
{
|
|
// Return GetBestMonRevengeKiller > GetBestMonTypeMatchup > GetBestMonBatonPass > GetBestMonDmg
|
|
if (revengeKillerId != PARTY_SIZE)
|
|
return revengeKillerId;
|
|
|
|
else if (slowRevengeKillerId != PARTY_SIZE)
|
|
return slowRevengeKillerId;
|
|
|
|
else if (fastThreatenId != PARTY_SIZE)
|
|
return fastThreatenId;
|
|
|
|
else if (slowThreatenId != PARTY_SIZE)
|
|
return slowThreatenId;
|
|
|
|
else if (typeMatchupEffectiveId != PARTY_SIZE)
|
|
return typeMatchupEffectiveId;
|
|
|
|
else if (typeMatchupId != PARTY_SIZE)
|
|
return typeMatchupId;
|
|
|
|
else if (batonPassId != PARTY_SIZE)
|
|
return batonPassId;
|
|
|
|
else if (damageMonId != PARTY_SIZE)
|
|
return damageMonId;
|
|
}
|
|
else
|
|
{
|
|
// Return GetBestMonTypeMatchup > GetBestMonDefensive > GetBestMonBatonPass
|
|
if (typeMatchupEffectiveId != PARTY_SIZE)
|
|
return typeMatchupEffectiveId;
|
|
|
|
else if (typeMatchupId != PARTY_SIZE)
|
|
return typeMatchupId;
|
|
|
|
else if (defensiveMonId != PARTY_SIZE)
|
|
return defensiveMonId;
|
|
|
|
else if (batonPassId != PARTY_SIZE)
|
|
return batonPassId;
|
|
|
|
// If ace mon is the last available Pokemon and U-Turn/Volt Switch was used - switch to the mon.
|
|
else if (aceMonId != PARTY_SIZE
|
|
&& (gMovesInfo[gLastUsedMove].effect == EFFECT_HIT_ESCAPE || gMovesInfo[gLastUsedMove].effect == EFFECT_PARTING_SHOT))
|
|
return aceMonId;
|
|
}
|
|
return PARTY_SIZE;
|
|
}
|
|
|
|
u8 GetMostSuitableMonToSwitchInto(u32 battler, bool32 switchAfterMonKOd)
|
|
{
|
|
u32 opposingBattler = 0;
|
|
u32 bestMonId = PARTY_SIZE;
|
|
u8 battlerIn1 = 0, battlerIn2 = 0;
|
|
s32 firstId = 0;
|
|
s32 lastId = 0; // + 1
|
|
struct Pokemon *party;
|
|
|
|
if (*(gBattleStruct->monToSwitchIntoId + battler) != PARTY_SIZE)
|
|
return *(gBattleStruct->monToSwitchIntoId + battler);
|
|
if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
|
|
return gBattlerPartyIndexes[battler] + 1;
|
|
|
|
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
|
{
|
|
battlerIn1 = battler;
|
|
if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))])
|
|
battlerIn2 = battler;
|
|
else
|
|
battlerIn2 = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)));
|
|
|
|
opposingBattler = BATTLE_OPPOSITE(battlerIn1);
|
|
if (gAbsentBattlerFlags & gBitTable[opposingBattler])
|
|
opposingBattler ^= BIT_FLANK;
|
|
}
|
|
else
|
|
{
|
|
opposingBattler = GetBattlerAtPosition(BATTLE_OPPOSITE(GetBattlerPosition(battler)));
|
|
battlerIn1 = battler;
|
|
battlerIn2 = battler;
|
|
}
|
|
|
|
GetAIPartyIndexes(battler, &firstId, &lastId);
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
else
|
|
party = gEnemyParty;
|
|
|
|
// Split ideal mon decision between after previous mon KO'd (prioritize offensive options) and after switching active mon out (prioritize defensive options), and expand the scope of both.
|
|
// Only use better mon selection if AI_FLAG_SMART_MON_CHOICES is set for the trainer.
|
|
if (AI_THINKING_STRUCT->aiFlags[battler] & AI_FLAG_SMART_MON_CHOICES && !(gBattleTypeFlags & BATTLE_TYPE_DOUBLE)) // Double Battles aren't included in AI_FLAG_SMART_MON_CHOICE. Defaults to regular switch in logic
|
|
{
|
|
bestMonId = GetBestMonIntegrated(party, firstId, lastId, battler, opposingBattler, battlerIn1, battlerIn2, switchAfterMonKOd);
|
|
return bestMonId;
|
|
}
|
|
|
|
// This all handled by the GetBestMonIntegrated function if the AI_FLAG_SMART_MON_CHOICES flag is set
|
|
else
|
|
{
|
|
s32 i, aliveCount = 0;
|
|
u32 invalidMons = 0, aceMonId = PARTY_SIZE;
|
|
// Get invalid slots ids.
|
|
for (i = firstId; i < lastId; i++)
|
|
{
|
|
if (!IsValidForBattle(&party[i])
|
|
|| gBattlerPartyIndexes[battlerIn1] == i
|
|
|| gBattlerPartyIndexes[battlerIn2] == i
|
|
|| i == gBattleStruct->monToSwitchIntoId[battlerIn1]
|
|
|| i == gBattleStruct->monToSwitchIntoId[battlerIn2]
|
|
|| (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(battler, opposingBattler))) // While not really invalid per say, not really wise to switch into this mon.)
|
|
{
|
|
invalidMons |= gBitTable[i];
|
|
}
|
|
else if (IsAceMon(battler, i))// Save Ace Pokemon for last.
|
|
{
|
|
aceMonId = i;
|
|
invalidMons |= gBitTable[i];
|
|
}
|
|
else
|
|
{
|
|
aliveCount++;
|
|
}
|
|
}
|
|
bestMonId = GetBestMonBatonPass(party, firstId, lastId, invalidMons, aliveCount, battler, opposingBattler);
|
|
if (bestMonId != PARTY_SIZE)
|
|
return bestMonId;
|
|
|
|
bestMonId = GetBestMonTypeMatchup(party, firstId, lastId, invalidMons, battler, opposingBattler);
|
|
if (bestMonId != PARTY_SIZE)
|
|
return bestMonId;
|
|
|
|
bestMonId = GetBestMonDmg(party, firstId, lastId, invalidMons, battler, opposingBattler);
|
|
if (bestMonId != PARTY_SIZE)
|
|
return bestMonId;
|
|
|
|
// If ace mon is the last available Pokemon and switch move was used - switch to the mon.
|
|
if (aceMonId != PARTY_SIZE)
|
|
return aceMonId;
|
|
|
|
return PARTY_SIZE;
|
|
}
|
|
}
|
|
|
|
static bool32 AiExpectsToFaintPlayer(u32 battler)
|
|
{
|
|
u8 target = gBattleStruct->aiChosenTarget[battler];
|
|
|
|
if (gBattleStruct->aiMoveOrAction[battler] > 3)
|
|
return FALSE; // AI not planning to use move
|
|
|
|
if (GetBattlerSide(target) != GetBattlerSide(battler)
|
|
&& CanIndexMoveFaintTarget(battler, target, gBattleStruct->aiMoveOrAction[battler], 0)
|
|
&& AI_WhoStrikesFirst(battler, target, GetAIChosenMove(battler)) == AI_IS_FASTER)
|
|
{
|
|
// We expect to faint the target and move first -> dont use an item
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static bool32 ShouldUseItem(u32 battler)
|
|
{
|
|
struct Pokemon *party;
|
|
s32 i;
|
|
u8 validMons = 0;
|
|
bool32 shouldUse = FALSE;
|
|
|
|
if (IsAiVsAiBattle())
|
|
return FALSE;
|
|
|
|
// If teaming up with player and Pokemon is on the right, or Pokemon is currently held by Sky Drop
|
|
if ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && GetBattlerPosition(battler) == B_POSITION_PLAYER_RIGHT)
|
|
|| gStatuses3[battler] & STATUS3_SKY_DROPPED)
|
|
return FALSE;
|
|
|
|
if (gStatuses3[battler] & STATUS3_EMBARGO)
|
|
return FALSE;
|
|
|
|
if (AiExpectsToFaintPlayer(battler))
|
|
return FALSE;
|
|
|
|
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
|
party = gPlayerParty;
|
|
else
|
|
party = gEnemyParty;
|
|
|
|
for (i = 0; i < PARTY_SIZE; i++)
|
|
{
|
|
if (IsValidForBattle(&party[i]))
|
|
{
|
|
validMons++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < MAX_TRAINER_ITEMS; i++)
|
|
{
|
|
u16 item;
|
|
const u8 *itemEffects;
|
|
u8 battlerSide;
|
|
|
|
item = gBattleResources->battleHistory->trainerItems[i];
|
|
if (item == ITEM_NONE)
|
|
continue;
|
|
itemEffects = ItemId_GetEffect(item);
|
|
if (itemEffects == NULL)
|
|
continue;
|
|
|
|
switch (ItemId_GetBattleUsage(item))
|
|
{
|
|
case EFFECT_ITEM_HEAL_AND_CURE_STATUS:
|
|
shouldUse = AI_ShouldHeal(battler, 0);
|
|
break;
|
|
case EFFECT_ITEM_RESTORE_HP:
|
|
shouldUse = AI_ShouldHeal(battler, itemEffects[GetItemEffectParamOffset(battler, item, 4, ITEM4_HEAL_HP)]);
|
|
break;
|
|
case EFFECT_ITEM_CURE_STATUS:
|
|
if (itemEffects[3] & ITEM3_SLEEP && gBattleMons[battler].status1 & STATUS1_SLEEP)
|
|
shouldUse = TRUE;
|
|
if (itemEffects[3] & ITEM3_POISON && (gBattleMons[battler].status1 & STATUS1_POISON
|
|
|| gBattleMons[battler].status1 & STATUS1_TOXIC_POISON))
|
|
shouldUse = TRUE;
|
|
if (itemEffects[3] & ITEM3_BURN && gBattleMons[battler].status1 & STATUS1_BURN)
|
|
shouldUse = TRUE;
|
|
if (itemEffects[3] & ITEM3_FREEZE && (gBattleMons[battler].status1 & STATUS1_FREEZE || gBattleMons[battler].status1 & STATUS1_FROSTBITE))
|
|
shouldUse = TRUE;
|
|
if (itemEffects[3] & ITEM3_PARALYSIS && gBattleMons[battler].status1 & STATUS1_PARALYSIS)
|
|
shouldUse = TRUE;
|
|
if (itemEffects[3] & ITEM3_CONFUSION && gBattleMons[battler].status2 & STATUS2_CONFUSION)
|
|
shouldUse = TRUE;
|
|
break;
|
|
case EFFECT_ITEM_INCREASE_STAT:
|
|
case EFFECT_ITEM_INCREASE_ALL_STATS:
|
|
if (!gDisableStructs[battler].isFirstTurn
|
|
|| AI_OpponentCanFaintAiWithMod(battler, 0))
|
|
break;
|
|
shouldUse = TRUE;
|
|
break;
|
|
case EFFECT_ITEM_SET_FOCUS_ENERGY:
|
|
if (!gDisableStructs[battler].isFirstTurn
|
|
|| gBattleMons[battler].status2 & STATUS2_FOCUS_ENERGY_ANY
|
|
|| AI_OpponentCanFaintAiWithMod(battler, 0))
|
|
break;
|
|
shouldUse = TRUE;
|
|
break;
|
|
case EFFECT_ITEM_SET_MIST:
|
|
battlerSide = GetBattlerSide(battler);
|
|
if (gDisableStructs[battler].isFirstTurn && gSideTimers[battlerSide].mistTimer == 0)
|
|
shouldUse = TRUE;
|
|
break;
|
|
case EFFECT_ITEM_REVIVE:
|
|
gBattleStruct->itemPartyIndex[battler] = GetFirstFaintedPartyIndex(battler);
|
|
if (gBattleStruct->itemPartyIndex[battler] != PARTY_SIZE) // Revive if possible.
|
|
shouldUse = TRUE;
|
|
break;
|
|
default:
|
|
return FALSE;
|
|
}
|
|
if (shouldUse)
|
|
{
|
|
// Set selected party ID to current battler if none chosen.
|
|
if (gBattleStruct->itemPartyIndex[battler] == PARTY_SIZE)
|
|
gBattleStruct->itemPartyIndex[battler] = gBattlerPartyIndexes[battler];
|
|
BtlController_EmitTwoReturnValues(battler, BUFFER_B, B_ACTION_USE_ITEM, 0);
|
|
gBattleStruct->chosenItem[battler] = item;
|
|
gBattleResources->battleHistory->trainerItems[i] = 0;
|
|
return shouldUse;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static bool32 AI_ShouldHeal(u32 battler, u32 healAmount)
|
|
{
|
|
bool32 shouldHeal = FALSE;
|
|
|
|
if (gBattleMons[battler].hp < gBattleMons[battler].maxHP / 4
|
|
|| gBattleMons[battler].hp == 0
|
|
|| (healAmount != 0 && gBattleMons[battler].maxHP - gBattleMons[battler].hp > healAmount))
|
|
{
|
|
// We have low enough HP to consider healing
|
|
shouldHeal = !AI_OpponentCanFaintAiWithMod(battler, healAmount); // if target can kill us even after we heal, why bother
|
|
}
|
|
|
|
return shouldHeal;
|
|
}
|
|
|
|
static bool32 AI_OpponentCanFaintAiWithMod(u32 battler, u32 healAmount)
|
|
{
|
|
u32 i;
|
|
// Check special cases to NOT heal
|
|
for (i = 0; i < gBattlersCount; i++)
|
|
{
|
|
if (GetBattlerSide(i) == B_SIDE_PLAYER && CanTargetFaintAiWithMod(i, battler, healAmount, 0))
|
|
{
|
|
// Target is expected to faint us
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|