diff --git a/include/battle_util.h b/include/battle_util.h index 9dcd0c9166..28a488472d 100644 --- a/include/battle_util.h +++ b/include/battle_util.h @@ -114,6 +114,7 @@ bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2); u8 TryWeatherFormChange(u8 battlerId); bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility); u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u16 ability, u8 special, u16 moveArg); +bool32 IsNeutralizingGasOnField(void); u32 GetBattlerAbility(u8 battlerId); u32 IsAbilityOnSide(u32 battlerId, u32 ability); u32 IsAbilityOnOpposingSide(u32 battlerId, u32 ability); diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index d48827683a..5dbbccf489 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -56,6 +56,7 @@ #define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished #define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished #define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks +#define AI_FLAG_ACE_POKEMON (1 << 16) // AI has Ace Pokemon. The last Pokemon in the party will not used until last remaining. // 'other' ai logic flags #define AI_FLAG_ROAMING (1 << 29) diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index f2a2efe557..4948113a21 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -1,10 +1,13 @@ #include "global.h" #include "battle.h" +#include "constants/battle_ai.h" #include "battle_ai_main.h" #include "battle_ai_util.h" +#include "battle_util.h" #include "battle_anim.h" #include "battle_controllers.h" #include "battle_main.h" +#include "constants/hold_effects.h" #include "battle_setup.h" #include "data.h" #include "pokemon.h" @@ -12,6 +15,7 @@ #include "util.h" #include "constants/abilities.h" #include "constants/item_effects.h" +#include "constants/battle_move_effects.h" #include "constants/items.h" #include "constants/moves.h" @@ -19,6 +23,7 @@ static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng); static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent); static bool8 ShouldUseItem(void); +static bool32 AiExpectsToFaintPlayer(void); static bool32 AI_ShouldHeal(u32 healAmount); static bool32 AI_OpponentCanFaintAiWithMod(u32 healAmount); @@ -56,21 +61,6 @@ static bool8 ShouldSwitchIfAllBadMoves(void) } } -static bool8 ShouldSwitchIfPerishSong(void) -{ - if (gStatuses3[gActiveBattler] & STATUS3_PERISH_SONG - && gDisableStructs[gActiveBattler].perishSongTimer == 0) - { - *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; - BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); - return TRUE; - } - else - { - return FALSE; - } -} - static bool8 ShouldSwitchIfWonderGuard(void) { u8 opposingPosition; @@ -119,6 +109,9 @@ static bool8 ShouldSwitchIfWonderGuard(void) continue; if (i == gBattlerPartyIndexes[gActiveBattler]) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + continue; for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++) { @@ -180,7 +173,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void) else return FALSE; - if (AI_GetAbility(gActiveBattler) == absorbingTypeAbility) + if (AI_DATA->abilities[gActiveBattler] == absorbingTypeAbility) return FALSE; GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); @@ -209,6 +202,10 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + continue; + species = GetMonData(&party[i], MON_DATA_SPECIES); if (GetMonData(&party[i], MON_DATA_ABILITY_NUM) != 0) @@ -228,43 +225,226 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void) return FALSE; } -static bool8 ShouldSwitchIfNaturalCure(void) +static bool8 ShouldSwitchIfGameStatePrompt(void) { - if (!(gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP)) - return FALSE; - if (AI_GetAbility(gActiveBattler) != ABILITY_NATURAL_CURE) - return FALSE; - if (gBattleMons[gActiveBattler].hp < gBattleMons[gActiveBattler].maxHP / 2) - return FALSE; + bool8 switchMon = FALSE; + u16 monAbility = AI_DATA->abilities[gActiveBattler]; + u16 holdEffect = AI_DATA->holdEffects[gActiveBattler]; + u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(gActiveBattler)); + u8 opposingBattler = GetBattlerAtPosition(opposingPosition); + s32 moduloChance = 4; //25% Chance Default + s32 chanceReducer = 1; //No Reduce default. Increase to reduce + s32 firstId; + s32 lastId; + s32 i; + struct Pokemon *party; - if ((gLastLandedMoves[gActiveBattler] == MOVE_NONE - || gLastLandedMoves[gActiveBattler] == MOVE_UNAVAILABLE) - && Random() & 1) + + if (AnyStatIsRaised(gActiveBattler)) + chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup + + //Perish Song + if (gStatuses3[gActiveBattler] & STATUS3_PERISH_SONG + && gDisableStructs[gActiveBattler].perishSongTimer == 0 + && monAbility != ABILITY_SOUNDPROOF) + switchMon = TRUE; + + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_SMART_SWITCHING) + { + //Yawn + if (gStatuses3[gActiveBattler] & STATUS3_YAWN + && AI_CanSleep(gActiveBattler, monAbility) + && gBattleMons[gActiveBattler].hp > gBattleMons[gActiveBattler].maxHP / 3) + { + switchMon = TRUE; + + //Double Battles + //Check if partner can prevent sleep + if (IsDoubleBattle()) + { + if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) + && (GetAIChosenMove(BATTLE_PARTNER(gActiveBattler)) == MOVE_UPROAR) + ) + switchMon = FALSE; + + if (IsBattlerAlive(BATTLE_PARTNER(gActiveBattler)) + && (gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_MISTY_TERRAIN + || gBattleMoves[AI_DATA->partnerMove].effect == EFFECT_ELECTRIC_TERRAIN) + && IsBattlerGrounded(gActiveBattler) + ) + switchMon = FALSE; + + if (*(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) != PARTY_SIZE) //Partner is switching + { + GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); + + if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) + party = gPlayerParty; + + for (i = firstId; i < lastId; i++) + { + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + break; + + //Look for mon in party that is able to be switched into and has ability that sets terrain + if (GetMonData(&party[i], MON_DATA_HP) != 0 + && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE + && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG + && i != gBattlerPartyIndexes[gActiveBattler] + && i != gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)] + && IsBattlerGrounded(gActiveBattler) + && (GetMonAbility(&party[i]) == ABILITY_MISTY_SURGE + || GetMonAbility(&party[i]) == ABILITY_ELECTRIC_SURGE)) //Ally has Misty or Electric Surge + { + *(gBattleStruct->AI_monToSwitchIntoId + BATTLE_PARTNER(gActiveBattler)) = i; + BtlController_EmitTwoReturnValues(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()) + switchMon = FALSE; + + //Checks to see if active Pokemon can do something against sleep + if (monAbility == (ABILITY_NATURAL_CURE | ABILITY_SHED_SKIN | ABILITY_EARLY_BIRD) + || holdEffect == (HOLD_EFFECT_CURE_SLP | HOLD_EFFECT_CURE_STATUS) + || HasMove(gActiveBattler, MOVE_SLEEP_TALK) + || (HasMoveEffect(gActiveBattler, MOVE_SNORE) && AI_GetTypeEffectiveness(MOVE_SNORE, gActiveBattler, opposingBattler) >= UQ_4_12(1.0)) + || (IsBattlerGrounded(gActiveBattler) + && (HasMove(gActiveBattler, MOVE_MISTY_TERRAIN) || HasMove(gActiveBattler, MOVE_ELECTRIC_TERRAIN))) + ) + switchMon = FALSE; + + //Check if Active Pokemon evasion boosted and might be able to dodge until awake + if (gBattleMons[gActiveBattler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3) + && AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE + && AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE + && !(gBattleMons[gActiveBattler].status2 & STATUS2_FORESIGHT) + && !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED)) + switchMon = FALSE; + + } + + //Secondary Damage + if (monAbility != ABILITY_MAGIC_GUARD + && !AiExpectsToFaintPlayer()) + { + //Toxic + moduloChance = 2; //50% + if (((gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_COUNTER) >= STATUS1_TOXIC_TURN(2)) + && gBattleMons[gActiveBattler].hp >= (gBattleMons[gActiveBattler].maxHP / 3) + && (Random() % (moduloChance*chanceReducer)) == 0) + switchMon = TRUE; + + //Cursed + moduloChance = 2; //50% + if (gBattleMons[gActiveBattler].status2 & STATUS2_CURSED + && (Random() % (moduloChance*chanceReducer)) == 0) + switchMon = TRUE; + + //Nightmare + moduloChance = 3; //33.3% + if (gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE + && (Random() % (moduloChance*chanceReducer)) == 0) + switchMon = TRUE; + + //Leech Seed + moduloChance = 4; //25% + if (gStatuses3[gActiveBattler] & STATUS3_LEECHSEED + && (Random() % (moduloChance*chanceReducer)) == 0) + switchMon = TRUE; + } + + //Infatuation + if (gBattleMons[gActiveBattler].status2 & STATUS2_INFATUATION + && !AiExpectsToFaintPlayer()) + switchMon = TRUE; + + //Todo + //Pass Wish Heal + + //Semi-Invulnerable + if (gStatuses3[opposingBattler] & STATUS3_SEMI_INVULNERABLE) + if (FindMonThatAbsorbsOpponentsMove()) //If find absorber default to switch + switchMon = TRUE; + if (!AI_OpponentCanFaintAiWithMod(0) + && AnyStatIsRaised(gActiveBattler)) + switchMon = FALSE; + if (AiExpectsToFaintPlayer() + && !WillAIStrikeFirst() + && !AI_OpponentCanFaintAiWithMod(0)) + switchMon = FALSE; + } + + if (switchMon) { *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); return TRUE; } - else if (IS_MOVE_STATUS(gLastLandedMoves[gActiveBattler]) && Random() & 1) + else { - *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; - BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); - return TRUE; + return FALSE; + } +} + +static bool8 ShouldSwitchIfAbilityBenefit(void) +{ + s32 monToSwitchId; + s32 moduloChance = 4; //25% Chance Default + s32 chanceReducer = 1; //No Reduce default. Increase to reduce + u8 battlerId = GetBattlerPosition(gActiveBattler); + + if (AnyStatIsRaised(battlerId)) + chanceReducer = 5; // Reduce switchout probability by factor of 5 if setup + + //Check if ability is blocked + if (gStatuses3[gActiveBattler] & STATUS3_GASTRO_ACID + ||IsNeutralizingGasOnField()) + return FALSE; + + switch(AI_DATA->abilities[gActiveBattler]) { + case ABILITY_NATURAL_CURE: + moduloChance = 4; //25% + //Attempt to cure bad ailment + if (gBattleMons[gActiveBattler].status1 & (STATUS1_SLEEP | STATUS1_FREEZE | STATUS1_TOXIC_POISON) + && GetMostSuitableMonToSwitchInto() != PARTY_SIZE) + break; + //Attempt to cure lesser ailment + if ((gBattleMons[gActiveBattler].status1 & STATUS1_ANY) + && (gBattleMons[gActiveBattler].hp >= gBattleMons[gActiveBattler].maxHP / 2) + && GetMostSuitableMonToSwitchInto() != PARTY_SIZE + && Random() % (moduloChance*chanceReducer) == 0) + break; + + return FALSE; + + case ABILITY_REGENERATOR: + moduloChance = 2; //50% + //Don't switch if ailment + if (gBattleMons[gActiveBattler].status1 & STATUS1_ANY) + return FALSE; + if ((gBattleMons[gActiveBattler].hp <= ((gBattleMons[gActiveBattler].maxHP * 2) / 3)) + && GetMostSuitableMonToSwitchInto() != PARTY_SIZE + && Random() % (moduloChance*chanceReducer) == 0) + break; + + return FALSE; + + default: + return FALSE; } - if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 1)) - return TRUE; - if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 1)) - return TRUE; + *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; + BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); - if (Random() & 1) - { - *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; - BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); - return TRUE; - } - - return FALSE; + return TRUE; } static bool8 HasSuperEffectiveMoveAgainstOpponents(bool8 noRng) @@ -392,6 +572,10 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + continue; + species = GetMonData(&party[i], MON_DATA_SPECIES); if (GetMonData(&party[i], MON_DATA_ABILITY_NUM) != 0) @@ -480,26 +664,42 @@ bool32 ShouldSwitch(void) continue; if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1)) + continue; availableToSwitch++; } if (availableToSwitch == 0) return FALSE; - if (ShouldSwitchIfAllBadMoves()) - return TRUE; - if (ShouldSwitchIfPerishSong()) - return TRUE; + + //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()) return TRUE; + if (ShouldSwitchIfGameStatePrompt()) + return TRUE; if (FindMonThatAbsorbsOpponentsMove()) return TRUE; - if (ShouldSwitchIfNaturalCure()) + + //These Functions can prompt switch to generic pary members + if (ShouldSwitchIfAllBadMoves()) return TRUE; + if (ShouldSwitchIfAbilityBenefit()) + return TRUE; + + //Removing switch capabilites under specific conditions + //These Functions prevent the "FindMonWithFlagsAndSuperEffective" from getting out of hand. if (HasSuperEffectiveMoveAgainstOpponents(FALSE)) return FALSE; if (AreStatsRaised()) return FALSE; + + //Default Function + //Can prompt switch if AI has a pokemon in party that resists current opponent & has super effective move if (FindMonWithFlagsAndSuperEffective(MOVE_RESULT_DOESNT_AFFECT_FOE, 2) || FindMonWithFlagsAndSuperEffective(MOVE_RESULT_NOT_VERY_EFFECTIVE, 3)) return TRUE; @@ -542,7 +742,7 @@ void AI_TrySwitchOrUseItem(void) GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); - for (monToSwitchId = firstId; monToSwitchId < lastId; monToSwitchId++) + for (monToSwitchId = (lastId-1); monToSwitchId >= firstId; monToSwitchId--) { if (GetMonData(&party[monToSwitchId], MON_DATA_HP) == 0) continue; @@ -554,6 +754,9 @@ void AI_TrySwitchOrUseItem(void) continue; if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2)) continue; + if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && monToSwitchId == (CalculateEnemyPartyCount()-1)) + continue; break; } @@ -751,7 +954,9 @@ u8 GetMostSuitableMonToSwitchInto(void) || gBattlerPartyIndexes[battlerIn2] == i || i == *(gBattleStruct->monToSwitchIntoId + battlerIn1) || i == *(gBattleStruct->monToSwitchIntoId + battlerIn2) - || (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler))) // While not really invalid per say, not really wise to switch into this mon. + || (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler)) // While not really invalid per say, not really wise to switch into this mon. + || (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && i == (CalculateEnemyPartyCount()-1))) //Save Ace Pokemon for last invalidMons |= gBitTable[i]; else aliveCount++; diff --git a/src/battle_controller_opponent.c b/src/battle_controller_opponent.c index 5e21232d9b..c32d0cd587 100644 --- a/src/battle_controller_opponent.c +++ b/src/battle_controller_opponent.c @@ -2,6 +2,7 @@ #include "battle.h" #include "battle_ai_main.h" #include "battle_ai_util.h" +#include "constants/battle_ai.h" #include "battle_anim.h" #include "battle_arena.h" #include "battle_controllers.h" @@ -94,6 +95,7 @@ static void OpponentHandleResetActionMoveSelection(void); static void OpponentHandleEndLinkBattle(void); static void OpponentHandleDebugMenu(void); static void OpponentCmdEnd(void); +static u8 CountAIAliveNonEggMonsExcept(u8 slotToIgnore); static void OpponentBufferRunCommand(void); static void OpponentBufferExecCompleted(void); @@ -1670,6 +1672,7 @@ static void OpponentHandleChooseItem(void) static void OpponentHandleChoosePokemon(void) { s32 chosenMonId; + s32 pokemonInBattle = 1; if (*(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) == PARTY_SIZE) { @@ -1687,15 +1690,20 @@ static void OpponentHandleChoosePokemon(void) { battler1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT); battler2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT); + pokemonInBattle = 2; + } GetAIPartyIndexes(gActiveBattler, &firstId, &lastId); - for (chosenMonId = firstId; chosenMonId < lastId; chosenMonId++) + for (chosenMonId = (lastId-1); chosenMonId >= firstId; chosenMonId--) { if (GetMonData(&gEnemyParty[chosenMonId], MON_DATA_HP) != 0 && chosenMonId != gBattlerPartyIndexes[battler1] - && chosenMonId != gBattlerPartyIndexes[battler2]) + && chosenMonId != gBattlerPartyIndexes[battler2] + && (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON + && (!(chosenMonId == (CalculateEnemyPartyCount()-1)) + || CountAIAliveNonEggMonsExcept(PARTY_SIZE) == pokemonInBattle))) { break; } @@ -1714,6 +1722,24 @@ static void OpponentHandleChoosePokemon(void) OpponentBufferExecCompleted(); } +static u8 CountAIAliveNonEggMonsExcept(u8 slotToIgnore) +{ + u16 i, count; + + for (i = 0, count = 0; i < PARTY_SIZE; i++) + { + if (i != slotToIgnore + && GetMonData(&gEnemyParty[i], MON_DATA_SPECIES) != SPECIES_NONE + && !GetMonData(&gEnemyParty[i], MON_DATA_IS_EGG) + && GetMonData(&gEnemyParty[i], MON_DATA_HP) != 0) + { + count++; + } + } + + return count; +} + static void OpponentHandleCmd23(void) { OpponentBufferExecCompleted();