diff --git a/include/battle_util.h b/include/battle_util.h index e45acdb893..25226c9976 100644 --- a/include/battle_util.h +++ b/include/battle_util.h @@ -105,6 +105,7 @@ 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/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index 034bb59e84..bc26f78cf9 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" @@ -19,6 +22,7 @@ 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 +60,6 @@ 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; @@ -228,44 +217,177 @@ 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_GetAbility(gActiveBattler); + u16 holdEffect = AI_GetHoldEffect(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 - 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; + + //ToDo: + //Double Battles + //Add logic checking to see if effected by yawn & ally wants to switch out to a pokemon that will set Misty or Electric Terrain + + //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_GetAbility(opposingBattler) != ABILITY_UNAWARE + && AI_GetAbility(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 > 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].status1 & (STATUS1_SLEEP > 1) && 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() + && GetAIChosenMove(gActiveBattler) == AI_IS_SLOWER + && !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 (gBattleMoves[gLastLandedMoves[gActiveBattler]].power == 0 - && Random() & 1) - { - *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler) = PARTY_SIZE; - BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_SWITCH, 0); - return TRUE; + else + 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_GetAbility(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) @@ -489,13 +611,13 @@ bool32 ShouldSwitch(void) return FALSE; if (ShouldSwitchIfAllBadMoves()) return TRUE; - if (ShouldSwitchIfPerishSong()) + if (ShouldSwitchIfGameStatePrompt()) return TRUE; if (ShouldSwitchIfWonderGuard()) return TRUE; if (FindMonThatAbsorbsOpponentsMove()) return TRUE; - if (ShouldSwitchIfNaturalCure()) + if (ShouldSwitchIfAbilityBenefit()) return TRUE; if (HasSuperEffectiveMoveAgainstOpponents(FALSE)) return FALSE;