#include "global.h" #include "battle_z_move.h" #include "malloc.h" #include "battle.h" #include "battle_anim.h" #include "battle_ai_util.h" #include "battle_ai_main.h" #include "battle_ai_switch_items.h" #include "battle_factory.h" #include "battle_setup.h" #include "event_data.h" #include "data.h" #include "item.h" #include "move.h" #include "pokemon.h" #include "random.h" #include "recorded_battle.h" #include "util.h" #include "constants/abilities.h" #include "constants/battle_ai.h" #include "constants/battle_move_effects.h" #include "constants/hold_effects.h" #include "constants/moves.h" #include "constants/items.h" // Functions static bool32 AI_IsDoubleSpreadMove(u32 battlerAtk, u32 move) { u32 numOfTargets = 0; u32 moveTargetType = GetBattlerMoveTargetType(battlerAtk, move); if (!IsSpreadMove(moveTargetType)) return FALSE; for (u32 battlerDef = 0; battlerDef < MAX_BATTLERS_COUNT; battlerDef++) { if (battlerAtk == battlerDef) continue; if (moveTargetType == MOVE_TARGET_BOTH && battlerAtk == BATTLE_PARTNER(battlerDef)) continue; if (IsBattlerAlive(battlerDef) && !IsSemiInvulnerable(battlerDef, move)) numOfTargets++; } if (numOfTargets > 1) return TRUE; return FALSE; } u32 AI_GetDamage(u32 battlerAtk, u32 battlerDef, u32 moveIndex, enum DamageCalcContext calcContext, struct AiLogicData *aiData) { if (calcContext == AI_ATTACKING && BattlerHasAi(battlerAtk)) { if ((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY) && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE)) // Risky assumes it deals max damage return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].maximum; if ((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE) && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY)) // Conservative assumes it deals min damage return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].minimum; return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].median; // Default assumes it deals median damage } else if (calcContext == AI_DEFENDING && BattlerHasAi(battlerDef)) { if ((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY) && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE)) // Risky assumes it takes min damage return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].minimum; if ((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE) && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY)) // Conservative assumes it takes max damage return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].maximum; return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].median; // Default assumes it takes median damage } else { return aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex].median; } } bool32 AI_IsFaster(u32 battlerAi, u32 battlerDef, u32 move) { return (AI_WhoStrikesFirst(battlerAi, battlerDef, move) == AI_IS_FASTER); } bool32 AI_IsSlower(u32 battlerAi, u32 battlerDef, u32 move) { return (AI_WhoStrikesFirst(battlerAi, battlerDef, move) == AI_IS_SLOWER); } u32 GetAIChosenMove(u32 battlerId) { return (gBattleMons[battlerId].moves[gAiBattleData->chosenMoveIndex[battlerId]]); } bool32 AI_RandLessThan(u32 val) { if ((Random() % 0xFF) < val) return TRUE; return FALSE; } bool32 IsAiVsAiBattle(void) { return (B_FLAG_AI_VS_AI_BATTLE && FlagGet(B_FLAG_AI_VS_AI_BATTLE)); } bool32 BattlerHasAi(u32 battlerId) { switch (GetBattlerPosition(battlerId)) { case B_POSITION_PLAYER_LEFT: if (IsAiVsAiBattle()) return TRUE; default: return FALSE; case B_POSITION_OPPONENT_LEFT: return TRUE; case B_POSITION_PLAYER_RIGHT: if ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || IsAiVsAiBattle()) return TRUE; else return FALSE; case B_POSITION_OPPONENT_RIGHT: return TRUE; } } bool32 IsAiBattlerAware(u32 battlerId) { if (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_OMNISCIENT || gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_OMNISCIENT) return TRUE; return BattlerHasAi(battlerId); } bool32 IsAiBattlerPredictingAbility(u32 battlerId) { if (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_WEIGH_ABILITY_PREDICTION || gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_WEIGH_ABILITY_PREDICTION) return TRUE; return BattlerHasAi(battlerId); } bool32 IsBattlerPredictedToSwitch(u32 battler) { // Check for prediction flag on AI, whether they're using those predictions this turn, and whether the AI thinks the player should switch if (gAiThinkingStruct->aiFlags[gAiLogicData->battlerDoingPrediction] & AI_FLAG_PREDICT_SWITCH || gAiThinkingStruct->aiFlags[gAiLogicData->battlerDoingPrediction] & AI_FLAG_PREDICT_SWITCH) { if (gAiLogicData->predictingSwitch && gAiLogicData->shouldSwitch & (1u << battler)) return TRUE; } return FALSE; } // Either a predicted move or the last used move from an opposing battler u32 GetIncomingMove(u32 battler, u32 opposingBattler, struct AiLogicData *aiData) { if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_MOVE && aiData->predictingMove) return aiData->predictedMove[opposingBattler]; return aiData->lastUsedMove[opposingBattler]; } void ClearBattlerMoveHistory(u32 battlerId) { memset(gBattleHistory->usedMoves[battlerId], 0, sizeof(gBattleHistory->usedMoves[battlerId])); memset(gBattleHistory->moveHistory[battlerId], 0, sizeof(gBattleHistory->moveHistory[battlerId])); gBattleHistory->moveHistoryIndex[battlerId] = 0; } void RecordLastUsedMoveBy(u32 battlerId, u32 move) { u8 *index = &gBattleHistory->moveHistoryIndex[battlerId]; if (++(*index) >= AI_MOVE_HISTORY_COUNT) *index = 0; gBattleHistory->moveHistory[battlerId][*index] = move; } void RecordKnownMove(u32 battler, u32 move) { s32 moveIndex; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (gBattleMons[battler].moves[moveIndex] == move) break; } if (moveIndex < MAX_MON_MOVES && gBattleHistory->usedMoves[battler][moveIndex] == MOVE_NONE) { gBattleHistory->usedMoves[battler][moveIndex] = move; gAiPartyData->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]].moves[moveIndex] = move; } } void RecordAllMoves(u32 battler) { memcpy(gAiPartyData->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]].moves, gBattleMons[battler].moves, MAX_MON_MOVES * sizeof(u16)); } void RecordAbilityBattle(u32 battlerId, u32 abilityId) { gBattleHistory->abilities[battlerId] = abilityId; gAiPartyData->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability = abilityId; } void ClearBattlerAbilityHistory(u32 battlerId) { gBattleHistory->abilities[battlerId] = ABILITY_NONE; } void RecordItemEffectBattle(u32 battlerId, u32 itemEffect) { gBattleHistory->itemEffects[battlerId] = itemEffect; gAiPartyData->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect = itemEffect; } void ClearBattlerItemEffectHistory(u32 battlerId) { gBattleHistory->itemEffects[battlerId] = 0; } void SaveBattlerData(u32 battlerId) { if (!BattlerHasAi(battlerId) && !gAiThinkingStruct->saved[battlerId].saved) { u32 i; gAiThinkingStruct->saved[battlerId].saved = TRUE; gAiThinkingStruct->saved[battlerId].ability = gBattleMons[battlerId].ability; gAiThinkingStruct->saved[battlerId].heldItem = gBattleMons[battlerId].item; gAiThinkingStruct->saved[battlerId].species = gBattleMons[battlerId].species; for (i = 0; i < 4; i++) gAiThinkingStruct->saved[battlerId].moves[i] = gBattleMons[battlerId].moves[i]; } // Save and restore types even for AI controlled battlers in case it gets changed during move evaluation process. gAiThinkingStruct->saved[battlerId].types[0] = gBattleMons[battlerId].types[0]; gAiThinkingStruct->saved[battlerId].types[1] = gBattleMons[battlerId].types[1]; } static bool32 ShouldFailForIllusion(u32 illusionSpecies, u32 battlerId) { u32 i, j; const struct LevelUpMove *learnset; if (gBattleHistory->abilities[battlerId] == ABILITY_ILLUSION) return FALSE; // Don't fall for Illusion if the mon used a move it cannot know. for (i = 0; i < MAX_MON_MOVES; i++) { u32 move = gBattleHistory->usedMoves[battlerId][i]; if (move == MOVE_NONE) continue; learnset = GetSpeciesLevelUpLearnset(illusionSpecies); for (j = 0; learnset[j].move != MOVE_UNAVAILABLE; j++) { if (learnset[j].move == move) break; } // The used move is in the learnsets of the fake species. if (learnset[j].move != MOVE_UNAVAILABLE) continue; // The used move can be learned from Tm/Hm or Move Tutors. if (CanLearnTeachableMove(illusionSpecies, move)) continue; // 'Illegal move', AI won't fail for the illusion. return FALSE; } return TRUE; } void SetBattlerData(u32 battlerId) { if (!BattlerHasAi(battlerId) && gAiThinkingStruct->saved[battlerId].saved) { u32 i, species, illusionSpecies, side; side = GetBattlerSide(battlerId); // Simulate Illusion species = gBattleMons[battlerId].species; illusionSpecies = GetIllusionMonSpecies(battlerId); if (illusionSpecies != SPECIES_NONE && ShouldFailForIllusion(illusionSpecies, battlerId)) { // If the battler's type has not been changed, AI assumes the types of the illusion mon. if (gBattleMons[battlerId].types[0] == gSpeciesInfo[species].types[0] && gBattleMons[battlerId].types[1] == gSpeciesInfo[species].types[1]) { gBattleMons[battlerId].types[0] = gSpeciesInfo[illusionSpecies].types[0]; gBattleMons[battlerId].types[1] = gSpeciesInfo[illusionSpecies].types[1]; } species = illusionSpecies; } // Use the known battler's ability. if (gAiPartyData->mons[side][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE) gBattleMons[battlerId].ability = gAiPartyData->mons[side][gBattlerPartyIndexes[battlerId]].ability; // Check if mon can only have one ability. else if (gSpeciesInfo[species].abilities[1] == ABILITY_NONE || gSpeciesInfo[species].abilities[1] == gSpeciesInfo[species].abilities[0]) gBattleMons[battlerId].ability = gSpeciesInfo[species].abilities[0]; // The ability is unknown. else gBattleMons[battlerId].ability = ABILITY_NONE; if (gAiPartyData->mons[side][gBattlerPartyIndexes[battlerId]].heldEffect == 0) gBattleMons[battlerId].item = 0; for (i = 0; i < MAX_MON_MOVES; i++) { if (gAiPartyData->mons[side][gBattlerPartyIndexes[battlerId]].moves[i] == 0) gBattleMons[battlerId].moves[i] = 0; } } } void RestoreBattlerData(u32 battlerId) { if (!BattlerHasAi(battlerId) && gAiThinkingStruct->saved[battlerId].saved) { u32 i; gAiThinkingStruct->saved[battlerId].saved = FALSE; gBattleMons[battlerId].ability = gAiThinkingStruct->saved[battlerId].ability; gBattleMons[battlerId].item = gAiThinkingStruct->saved[battlerId].heldItem; gBattleMons[battlerId].species = gAiThinkingStruct->saved[battlerId].species; for (i = 0; i < 4; i++) gBattleMons[battlerId].moves[i] = gAiThinkingStruct->saved[battlerId].moves[i]; } gBattleMons[battlerId].types[0] = gAiThinkingStruct->saved[battlerId].types[0]; gBattleMons[battlerId].types[1] = gAiThinkingStruct->saved[battlerId].types[1]; } u32 GetHealthPercentage(u32 battlerId) { return (u32)((100 * gBattleMons[battlerId].hp) / gBattleMons[battlerId].maxHP); } bool32 AI_BattlerAtMaxHp(u32 battlerId) { if (gAiLogicData->hpPercents[battlerId] == 100) return TRUE; return FALSE; } bool32 AI_CanBattlerEscape(u32 battler) { enum ItemHoldEffect holdEffect = gAiLogicData->holdEffects[battler]; if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST)) return TRUE; if (holdEffect == HOLD_EFFECT_SHED_SHELL) return TRUE; return FALSE; } bool32 IsBattlerTrapped(u32 battlerAtk, u32 battlerDef) { if (gBattleMons[battlerDef].status2 & (STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED)) return TRUE; if (gStatuses3[battlerDef] & (STATUS3_ROOTED | STATUS3_SKY_DROPPED)) return TRUE; if (gFieldStatuses & STATUS_FIELD_FAIRY_LOCK) return TRUE; if (AI_IsAbilityOnSide(battlerAtk, ABILITY_SHADOW_TAG) && (B_SHADOW_TAG_ESCAPE >= GEN_4 && gAiLogicData->abilities[battlerDef] != ABILITY_SHADOW_TAG)) return TRUE; if (AI_IsAbilityOnSide(battlerAtk, ABILITY_ARENA_TRAP) && IsBattlerGrounded(battlerAtk)) return TRUE; if (AI_IsAbilityOnSide(battlerAtk, ABILITY_MAGNET_PULL) && IS_BATTLER_OF_TYPE(battlerAtk, TYPE_STEEL)) return TRUE; return FALSE; } u32 GetTotalBaseStat(u32 species) { return gSpeciesInfo[species].baseHP + gSpeciesInfo[species].baseAttack + gSpeciesInfo[species].baseDefense + gSpeciesInfo[species].baseSpeed + gSpeciesInfo[species].baseSpAttack + gSpeciesInfo[species].baseSpDefense; } bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler) { int i; for (i = 0; i < MAX_MON_MOVES; i++) { u32 move = gBattleHistory->usedMoves[opposingBattler][i]; enum BattleMoveEffects effect = GetMoveEffect(move); if (effect == EFFECT_PROTECT && move != MOVE_ENDURE) return TRUE; if (effect == EFFECT_SEMI_INVULNERABLE && AI_IsSlower(battlerAI, opposingBattler, GetAIChosenMove(battlerAI))) return TRUE; } return FALSE; } // move checks bool32 IsAffectedByPowder(u32 battler, u32 ability, enum ItemHoldEffect holdEffect) { if (ability == ABILITY_OVERCOAT || (B_POWDER_GRASS >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GRASS)) || holdEffect == HOLD_EFFECT_SAFETY_GOGGLES) return FALSE; return TRUE; } // This function checks if all physical/special moves are either unusable or unreasonable to use. // Consider a pokemon boosting their attack against a ghost pokemon having only normal-type physical attacks. bool32 MovesWithCategoryUnusable(u32 attacker, u32 target, u32 category) { s32 i, moveType; u32 usable = 0; u16 *moves = GetMovesArray(attacker); u32 moveLimitations = gAiLogicData->moveLimitations[attacker]; for (i = 0; i < MAX_MON_MOVES; i++) { if (IsMoveUnusable(i, moves[i], moveLimitations)) continue; if (GetBattleMoveCategory(moves[i]) == category) { SetTypeBeforeUsingMove(moves[i], attacker); moveType = GetBattleMoveType(moves[i]); if (CalcTypeEffectivenessMultiplier(moves[i], moveType, attacker, target, gAiLogicData->abilities[target], FALSE) != 0) usable |= 1u << i; } } return (usable == 0); } // To save computation time this function has 2 variants. One saves, sets and restores battlers, while the other doesn't. struct SimulatedDamage AI_CalcDamageSaveBattlers(u32 move, u32 battlerAtk, u32 battlerDef, uq4_12_t *typeEffectiveness, bool32 considerZPower) { struct SimulatedDamage dmg; SaveBattlerData(battlerAtk); SaveBattlerData(battlerDef); SetBattlerData(battlerAtk); SetBattlerData(battlerDef); dmg = AI_CalcDamage(move, battlerAtk, battlerDef, typeEffectiveness, considerZPower, AI_GetWeather()); RestoreBattlerData(battlerAtk); RestoreBattlerData(battlerDef); return dmg; } static inline s32 LowestRollDmg(s32 dmg) { dmg *= MIN_ROLL_PERCENTAGE; dmg /= 100; return dmg; } static inline s32 HighestRollDmg(s32 dmg) { dmg *= MAX_ROLL_PERCENTAGE; dmg /= 100; return dmg; } static inline s32 DmgRoll(s32 dmg) { dmg *= DMG_ROLL_PERCENTAGE; dmg /= 100; return dmg; } bool32 IsDamageMoveUnusable(u32 battlerAtk, u32 battlerDef, u32 move, u32 moveType, uq4_12_t effectiveness, u32 weather) { u32 battlerDefAbility; u32 partnerDefAbility; struct AiLogicData *aiData = gAiLogicData; if (effectiveness == UQ_4_12(0.0)) return TRUE; if (gBattleStruct->battlerState[battlerDef].commandingDondozo) return TRUE; // aiData->abilities does not check for Mold Breaker since it happens during combat so it needs to be done manually if (IsMoldBreakerTypeAbility(battlerAtk, aiData->abilities[battlerAtk]) || MoveIgnoresTargetAbility(move)) { battlerDefAbility = ABILITY_NONE; partnerDefAbility = ABILITY_NONE; } else { battlerDefAbility = aiData->abilities[battlerDef]; partnerDefAbility = aiData->abilities[BATTLE_PARTNER(battlerDef)]; } if (CanAbilityBlockMove(battlerAtk, battlerDef, aiData->abilities[battlerAtk], battlerDefAbility, move, ABILITY_CHECK_TRIGGER)) return TRUE; if (CanAbilityAbsorbMove(battlerAtk, battlerDef, battlerDefAbility, move, moveType, ABILITY_CHECK_TRIGGER)) return TRUE; // Limited to Lighning Rod and Storm Drain because otherwise the AI would consider Water Absorb, etc... if (partnerDefAbility == ABILITY_LIGHTNING_ROD || partnerDefAbility == ABILITY_STORM_DRAIN) { if (CanAbilityAbsorbMove(battlerAtk, BATTLE_PARTNER(battlerDef), partnerDefAbility, move, moveType, ABILITY_CHECK_TRIGGER)) return TRUE; } if (HasWeatherEffect()) { if (weather & B_WEATHER_SUN_PRIMAL && moveType == TYPE_WATER) return TRUE; if (weather & B_WEATHER_RAIN_PRIMAL && moveType == TYPE_FIRE) return TRUE; } switch (GetMoveEffect(move)) { case EFFECT_DREAM_EATER: if (!AI_IsBattlerAsleepOrComatose(battlerDef)) return TRUE; break; case EFFECT_BELCH: if (IsBelchPreventingMove(battlerAtk, move)) return TRUE; break; case EFFECT_LAST_RESORT: if (!CanUseLastResort(battlerAtk)) return TRUE; break; case EFFECT_LOW_KICK: case EFFECT_HEAT_CRASH: if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX) return TRUE; break; case EFFECT_FAIL_IF_NOT_ARG_TYPE: if (!IS_BATTLER_OF_TYPE(battlerAtk, GetMoveArgType(move))) return TRUE; break; case EFFECT_STEEL_ROLLER: if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)) return TRUE; break; case EFFECT_POLTERGEIST: if (gAiLogicData->items[battlerDef] == ITEM_NONE || !IsBattlerItemEnabled(battlerDef)) return TRUE; break; case EFFECT_FIRST_TURN_ONLY: if (!gDisableStructs[battlerAtk].isFirstTurn) return TRUE; break; case EFFECT_EXPLOSION: case EFFECT_MIND_BLOWN: if (battlerDefAbility == ABILITY_DAMP || partnerDefAbility == ABILITY_DAMP) return TRUE; break; default: break; } return FALSE; } static inline s32 GetDamageByRollType(s32 dmg, enum DamageRollType rollType) { if (rollType == DMG_ROLL_LOWEST) return LowestRollDmg(dmg); else if (rollType == DMG_ROLL_HIGHEST) return HighestRollDmg(dmg); else return DmgRoll(dmg); } static inline s32 SetFixedMoveBasePower(u32 battlerAtk, u32 move) { s32 fixedBasePower = 0, n = 0; switch (GetMoveEffect(move)) { case EFFECT_ROLLOUT: n = gDisableStructs[battlerAtk].rolloutTimer - 1; fixedBasePower = CalcRolloutBasePower(battlerAtk, GetMovePower(move), n < 0 ? 5 : n); break; case EFFECT_FURY_CUTTER: fixedBasePower = CalcFuryCutterBasePower(GetMovePower(move), min(gDisableStructs[battlerAtk].furyCutterCounter + 1, 5)); break; default: fixedBasePower = 0; break; } return fixedBasePower; } static inline void AI_StoreBattlerTypes(u32 battlerAtk, u32 *types) { types[0] = gBattleMons[battlerAtk].types[0]; types[1] = gBattleMons[battlerAtk].types[1]; types[2] = gBattleMons[battlerAtk].types[2]; } static inline void AI_RestoreBattlerTypes(u32 battlerAtk, u32 *types) { gBattleMons[battlerAtk].types[0] = types[0]; gBattleMons[battlerAtk].types[1] = types[1]; gBattleMons[battlerAtk].types[2] = types[2]; } static inline void CalcDynamicMoveDamage(struct DamageCalculationData *damageCalcData, u16 *medianDamage, u16 *minimumDamage, u16 *maximumDamage, enum ItemHoldEffect holdEffectAtk, u32 abilityAtk) { u32 move = damageCalcData->move; enum BattleMoveEffects effect = GetMoveEffect(move); u16 median = *medianDamage; u16 minimum = *minimumDamage; u16 maximum = *maximumDamage; switch (effect) { case EFFECT_MULTI_HIT: if (move == MOVE_WATER_SHURIKEN && gBattleMons[damageCalcData->battlerAtk].species == SPECIES_GRENINJA_ASH) { median *= 3; minimum *= 3; maximum *= 3; } else if (abilityAtk == ABILITY_SKILL_LINK) { median *= 5; minimum *= 5; maximum *= 5; } else if (holdEffectAtk == HOLD_EFFECT_LOADED_DICE) { median *= 9; median /= 2; minimum *= 4; maximum *= 5; } else { median *= 3; minimum *= 2; maximum *= 5; } break; case EFFECT_ENDEAVOR: // If target has less HP than user, Endeavor does no damage median = maximum = minimum = max(0, gBattleMons[damageCalcData->battlerDef].hp - gBattleMons[damageCalcData->battlerAtk].hp); break; case EFFECT_FINAL_GAMBIT: median = maximum = minimum = gBattleMons[damageCalcData->battlerAtk].hp; break; case EFFECT_BEAT_UP: if (B_BEAT_UP >= GEN_5) { u32 partyCount = CalculatePartyCount(GetBattlerParty(damageCalcData->battlerAtk)); u32 i; gBattleStruct->beatUpSlot = 0; damageCalcData->isCrit = FALSE; median = 0; for (i = 0; i < partyCount; i++) median += CalculateMoveDamage(damageCalcData, 0); maximum = minimum = median; gBattleStruct->beatUpSlot = 0; } break; default: break; } // Handle other multi-strike moves u32 strikeCount = GetMoveStrikeCount(move); if (strikeCount > 1 && effect != EFFECT_TRIPLE_KICK) { median *= strikeCount; minimum *= strikeCount; maximum *= strikeCount; } if (abilityAtk == ABILITY_PARENTAL_BOND && !strikeCount && effect != EFFECT_TRIPLE_KICK && effect != EFFECT_MULTI_HIT && !AI_IsDoubleSpreadMove(damageCalcData->battlerAtk, move)) { median += median / (B_PARENTAL_BOND_DMG >= GEN_7 ? 4 : 2); minimum += minimum / (B_PARENTAL_BOND_DMG >= GEN_7 ? 4 : 2); maximum += maximum / (B_PARENTAL_BOND_DMG >= GEN_7 ? 4 : 2); } if (median == 0) median = 1; if (minimum == 0) minimum = 1; if (maximum == 0) maximum = 1; *medianDamage = median; *minimumDamage = minimum; *maximumDamage = maximum; } static inline bool32 ShouldCalcCritDamage(u32 battlerAtk, u32 battlerDef, u32 move, struct AiLogicData *aiData) { s32 critChanceIndex = 0; // Get crit chance if (GetGenConfig(GEN_CONFIG_CRIT_CHANCE) == GEN_1) critChanceIndex = CalcCritChanceStageGen1(battlerAtk, battlerDef, move, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk]); else critChanceIndex = CalcCritChanceStage(battlerAtk, battlerDef, move, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk]); if (critChanceIndex == CRITICAL_HIT_ALWAYS) return TRUE; if (critChanceIndex >= RISKY_AI_CRIT_STAGE_THRESHOLD // Not guaranteed but above Risky threshold && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY) && GetGenConfig(GEN_CONFIG_CRIT_CHANCE) != GEN_1) return TRUE; if (critChanceIndex >= RISKY_AI_CRIT_THRESHOLD_GEN_1 // Not guaranteed but above Risky threshold && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY) && GetGenConfig(GEN_CONFIG_CRIT_CHANCE) == GEN_1) return TRUE; return FALSE; } struct SimulatedDamage AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, uq4_12_t *typeEffectiveness, bool32 considerZPower, u32 weather) { struct SimulatedDamage simDamage; s32 moveType; enum BattleMoveEffects moveEffect = GetMoveEffect(move); uq4_12_t effectivenessMultiplier; bool32 isDamageMoveUnusable = FALSE; bool32 toggledGimmick = FALSE; struct AiLogicData *aiData = gAiLogicData; gAiLogicData->aiCalcInProgress = TRUE; if (moveEffect == EFFECT_NATURE_POWER) move = GetNaturePowerMove(battlerAtk); // Temporarily enable gimmicks for damage calcs if planned if (gBattleStruct->gimmick.usableGimmick[battlerAtk] && GetActiveGimmick(battlerAtk) == GIMMICK_NONE && !(gBattleStruct->gimmick.usableGimmick[battlerAtk] == GIMMICK_Z_MOVE && !considerZPower)) { // Set Z-Move variables if needed if (gBattleStruct->gimmick.usableGimmick[battlerAtk] == GIMMICK_Z_MOVE && IsViableZMove(battlerAtk, move)) gBattleStruct->zmove.baseMoves[battlerAtk] = move; toggledGimmick = TRUE; SetActiveGimmick(battlerAtk, gBattleStruct->gimmick.usableGimmick[battlerAtk]); } SetDynamicMoveCategory(battlerAtk, battlerDef, move); SetTypeBeforeUsingMove(move, battlerAtk); moveType = GetBattleMoveType(move); effectivenessMultiplier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, aiData->abilities[battlerDef], FALSE); u32 movePower = GetMovePower(move); if (movePower) isDamageMoveUnusable = IsDamageMoveUnusable(battlerAtk, battlerDef, move, moveType, effectivenessMultiplier, weather); if (movePower && !isDamageMoveUnusable) { u32 types[3]; AI_StoreBattlerTypes(battlerAtk, types); ProteanTryChangeType(battlerAtk, aiData->abilities[battlerAtk], move, moveType); s32 fixedBasePower = SetFixedMoveBasePower(battlerAtk, move); struct DamageCalculationData damageCalcData; damageCalcData.battlerAtk = battlerAtk; damageCalcData.battlerDef = battlerDef; damageCalcData.move = move; damageCalcData.moveType = moveType; damageCalcData.isCrit = ShouldCalcCritDamage(battlerAtk, battlerDef, move, aiData); damageCalcData.randomFactor = FALSE; damageCalcData.updateFlags = FALSE; if (moveEffect == EFFECT_TRIPLE_KICK) { for (gMultiHitCounter = GetMoveStrikeCount(move); gMultiHitCounter > 0; gMultiHitCounter--) // The global is used to simulate actual damage done { s32 damageByRollType = 0; s32 oneTripleKickHit = CalculateMoveDamageVars(&damageCalcData, fixedBasePower, effectivenessMultiplier, weather, aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef], aiData->abilities[battlerAtk], aiData->abilities[battlerDef]); damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_LOWEST); simDamage.minimum += ApplyModifiersAfterDmgRoll(damageByRollType, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_DEFAULT); simDamage.median += ApplyModifiersAfterDmgRoll(damageByRollType, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_HIGHEST); simDamage.maximum += ApplyModifiersAfterDmgRoll(damageByRollType, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); } } else { u32 damage = CalculateMoveDamageVars(&damageCalcData, fixedBasePower, effectivenessMultiplier, weather, aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef], aiData->abilities[battlerAtk], aiData->abilities[battlerDef]); simDamage.minimum = GetDamageByRollType(damage, DMG_ROLL_LOWEST); simDamage.minimum = ApplyModifiersAfterDmgRoll(simDamage.minimum, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); simDamage.median = GetDamageByRollType(damage, DMG_ROLL_DEFAULT); simDamage.median = ApplyModifiersAfterDmgRoll(simDamage.median, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); simDamage.maximum = GetDamageByRollType(damage, DMG_ROLL_HIGHEST); simDamage.maximum = ApplyModifiersAfterDmgRoll(simDamage.maximum, &damageCalcData, effectivenessMultiplier, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]); } if (GetActiveGimmick(battlerAtk) != GIMMICK_Z_MOVE) { CalcDynamicMoveDamage(&damageCalcData, &simDamage.median, &simDamage.minimum, &simDamage.maximum, aiData->holdEffects[battlerAtk], aiData->abilities[battlerAtk]); } AI_RestoreBattlerTypes(battlerAtk, types); } else { simDamage.minimum = 0; simDamage.median = 0; simDamage.maximum = 0; } // convert multiper to AI_EFFECTIVENESS_xX *typeEffectiveness = effectivenessMultiplier; // Undo temporary settings gBattleStruct->dynamicMoveType = 0; gBattleStruct->swapDamageCategory = FALSE; gBattleStruct->zmove.baseMoves[battlerAtk] = MOVE_NONE; if (toggledGimmick) SetActiveGimmick(battlerAtk, GIMMICK_NONE); gAiLogicData->aiCalcInProgress = FALSE; return simDamage; } bool32 AI_IsDamagedByRecoil(u32 battler) { u32 ability = gAiLogicData->abilities[battler]; if (ability == ABILITY_MAGIC_GUARD || ability == ABILITY_ROCK_HEAD) return FALSE; return TRUE; } // Decide whether move having an additional effect for . static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s32 noOfHitsToKo) { u32 i; u32 abilityDef = gAiLogicData->abilities[battlerDef]; u32 abilityAtk = gAiLogicData->abilities[battlerAtk]; switch (GetMoveEffect(move)) { case EFFECT_HIT_ESCAPE: if (CountUsablePartyMons(battlerAtk) != 0 && ShouldPivot(battlerAtk, battlerDef, abilityDef, move, gAiThinkingStruct->movesetIndex)) return TRUE; break; case EFFECT_FELL_STINGER: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK) && noOfHitsToKo == 1) return TRUE; break; case EFFECT_PURSUIT: if (noOfHitsToKo == 1) return TRUE; break; default: break; } // check ADDITIONAL_EFFECTS u32 additionalEffectCount = GetMoveAdditionalEffectCount(move); for (i = 0; i < additionalEffectCount; i++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i); // Consider move effects that target self if (additionalEffect->self) { switch (additionalEffect->moveEffect) { case MOVE_EFFECT_ATK_PLUS_1: case MOVE_EFFECT_ATK_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK)) return TRUE; break; case MOVE_EFFECT_DEF_PLUS_1: case MOVE_EFFECT_DEF_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_DEF)) return TRUE; break; case MOVE_EFFECT_SPD_PLUS_1: case MOVE_EFFECT_SPD_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_SPEED)) return TRUE; break; case MOVE_EFFECT_SP_ATK_PLUS_1: case MOVE_EFFECT_SP_ATK_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_SPATK)) return TRUE; break; case MOVE_EFFECT_EVS_PLUS_1: case MOVE_EFFECT_EVS_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_EVASION)) return TRUE; break; case MOVE_EFFECT_ACC_PLUS_1: case MOVE_EFFECT_ACC_PLUS_2: if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ACC)) return TRUE; break; case MOVE_EFFECT_ALL_STATS_UP: for (i = STAT_ATK; i <= NUM_STATS; i++) { if (BattlerStatCanRise(battlerAtk, abilityAtk, i)) return TRUE; } break; } } else // consider move effects that hinder the target { switch (additionalEffect->moveEffect) { case MOVE_EFFECT_POISON: case MOVE_EFFECT_TOXIC: if (AI_CanPoison(battlerAtk, battlerDef, abilityDef, move, MOVE_NONE)) return TRUE; break; case MOVE_EFFECT_BURN: if (AI_CanBurn(battlerAtk, battlerDef, abilityDef, BATTLE_PARTNER(battlerAtk), move, MOVE_NONE)) return TRUE; break; case MOVE_EFFECT_FREEZE_OR_FROSTBITE: if (CanBeFrozen(battlerAtk, battlerDef, abilityDef)) return TRUE; break; case MOVE_EFFECT_PARALYSIS: if (AI_CanParalyze(battlerAtk, battlerDef, abilityDef, move, MOVE_NONE)) return TRUE; break; case MOVE_EFFECT_CONFUSION: if (AI_CanConfuse(battlerAtk, battlerDef, abilityDef, BATTLE_PARTNER(battlerAtk), move, MOVE_NONE)) return TRUE; break; case MOVE_EFFECT_FLINCH: if (ShouldTryToFlinch(battlerAtk, battlerDef, abilityAtk, abilityDef, move)) return TRUE; break; case MOVE_EFFECT_ATK_MINUS_1: case MOVE_EFFECT_DEF_MINUS_1: case MOVE_EFFECT_SPD_MINUS_1: case MOVE_EFFECT_SP_ATK_MINUS_1: case MOVE_EFFECT_SP_DEF_MINUS_1: case MOVE_EFFECT_ACC_MINUS_1: case MOVE_EFFECT_EVS_MINUS_1: if (ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK + (additionalEffect->moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1) return TRUE; break; case MOVE_EFFECT_ATK_MINUS_2: case MOVE_EFFECT_DEF_MINUS_2: case MOVE_EFFECT_SPD_MINUS_2: case MOVE_EFFECT_SP_ATK_MINUS_2: case MOVE_EFFECT_SP_DEF_MINUS_2: case MOVE_EFFECT_ACC_MINUS_2: case MOVE_EFFECT_EVS_MINUS_2: if (ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK + (additionalEffect->moveEffect - MOVE_EFFECT_ATK_MINUS_2)) && noOfHitsToKo != 1) return TRUE; break; } } } return FALSE; } static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s32 noOfHitsToKo) { u32 abilityAtk = gAiLogicData->abilities[battlerAtk]; u32 abilityDef = gAiLogicData->abilities[battlerDef]; u8 i; switch (GetMoveEffect(move)) { case EFFECT_MAX_HP_50_RECOIL: case EFFECT_MIND_BLOWN: case EFFECT_CHLOROBLAST: case EFFECT_EXPLOSION: case EFFECT_FINAL_GAMBIT: return TRUE; case EFFECT_RECOIL: case EFFECT_RECOIL_IF_MISS: if (AI_IsDamagedByRecoil(battlerAtk)) return TRUE; break; default: { u32 additionalEffectCount = GetMoveAdditionalEffectCount(move); for (i = 0; i < additionalEffectCount; i++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i); switch (additionalEffect->moveEffect) { case MOVE_EFFECT_ATK_MINUS_1: case MOVE_EFFECT_DEF_MINUS_1: case MOVE_EFFECT_SPD_MINUS_1: case MOVE_EFFECT_SP_ATK_MINUS_1: case MOVE_EFFECT_SP_DEF_MINUS_1: case MOVE_EFFECT_EVS_MINUS_1: case MOVE_EFFECT_ACC_MINUS_1: case MOVE_EFFECT_ATK_MINUS_2: case MOVE_EFFECT_DEF_MINUS_2: case MOVE_EFFECT_SPD_MINUS_2: case MOVE_EFFECT_SP_ATK_MINUS_2: case MOVE_EFFECT_SP_DEF_MINUS_2: case MOVE_EFFECT_EVS_MINUS_2: case MOVE_EFFECT_ACC_MINUS_2: case MOVE_EFFECT_V_CREATE: case MOVE_EFFECT_ATK_DEF_DOWN: case MOVE_EFFECT_DEF_SPDEF_DOWN: if ((additionalEffect->self && abilityAtk != ABILITY_CONTRARY) || (noOfHitsToKo != 1 && abilityDef == ABILITY_CONTRARY && !DoesBattlerIgnoreAbilityChecks(battlerAtk, abilityAtk, move))) return TRUE; break; case MOVE_EFFECT_RECHARGE: return additionalEffect->self; case MOVE_EFFECT_ATK_PLUS_1: case MOVE_EFFECT_DEF_PLUS_1: case MOVE_EFFECT_SPD_PLUS_1: case MOVE_EFFECT_SP_ATK_PLUS_1: case MOVE_EFFECT_SP_DEF_PLUS_1: case MOVE_EFFECT_EVS_PLUS_1: case MOVE_EFFECT_ACC_PLUS_1: case MOVE_EFFECT_ATK_PLUS_2: case MOVE_EFFECT_DEF_PLUS_2: case MOVE_EFFECT_SPD_PLUS_2: case MOVE_EFFECT_SP_ATK_PLUS_2: case MOVE_EFFECT_SP_DEF_PLUS_2: case MOVE_EFFECT_EVS_PLUS_2: case MOVE_EFFECT_ACC_PLUS_2: case MOVE_EFFECT_ALL_STATS_UP: if ((additionalEffect->self && abilityAtk == ABILITY_CONTRARY) || (noOfHitsToKo != 1 && !(abilityDef == ABILITY_CONTRARY && !DoesBattlerIgnoreAbilityChecks(battlerAtk, abilityAtk, move)))) return TRUE; break; } } break; } } return FALSE; } // Checks if one of the moves has side effects or perks, assuming equal dmg or equal no of hits to KO s32 AI_WhichMoveBetter(u32 move1, u32 move2, u32 battlerAtk, u32 battlerDef, s32 noOfHitsToKo) { bool32 effect1, effect2; u32 defAbility = gAiLogicData->abilities[battlerDef]; u32 atkAbility = gAiLogicData->abilities[battlerAtk]; // Check if physical moves hurt. if (gAiLogicData->holdEffects[battlerAtk] != HOLD_EFFECT_PROTECTIVE_PADS && atkAbility != ABILITY_LONG_REACH && (gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_ROCKY_HELMET || defAbility == ABILITY_IRON_BARBS || defAbility == ABILITY_ROUGH_SKIN)) { bool32 moveContact1 = MoveMakesContact(move1); bool32 moveContact2 = MoveMakesContact(move2); if (moveContact1 && !moveContact2) return -1; if (moveContact2 && !moveContact1) return 1; } // Check additional effects. effect1 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move1, noOfHitsToKo); effect2 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move2, noOfHitsToKo); if (effect2 && !effect1) return 1; if (effect1 && !effect2) return -1; effect1 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move1, noOfHitsToKo); effect2 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move2, noOfHitsToKo); if (effect2 && !effect1) return -1; if (effect1 && !effect2) return 1; return 0; } u32 GetNoOfHitsToKO(u32 dmg, s32 hp) { if (dmg == 0) return 0; return hp / (dmg + 1) + 1; } u32 GetNoOfHitsToKOBattlerDmg(u32 dmg, u32 battlerDef) { return GetNoOfHitsToKO(dmg, gBattleMons[battlerDef].hp); } u32 GetNoOfHitsToKOBattler(u32 battlerAtk, u32 battlerDef, u32 moveIndex, enum DamageCalcContext calcContext) { return GetNoOfHitsToKOBattlerDmg(AI_GetDamage(battlerAtk, battlerDef, moveIndex, calcContext, gAiLogicData), battlerDef); } u32 GetCurrDamageHpPercent(u32 battlerAtk, u32 battlerDef, enum DamageCalcContext calcContext) { int bestDmg = AI_GetDamage(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, calcContext, gAiLogicData); return (bestDmg * 100) / gBattleMons[battlerDef].maxHP; } uq4_12_t AI_GetMoveEffectiveness(u32 move, u32 battlerAtk, u32 battlerDef) { uq4_12_t typeEffectiveness; u32 moveType; SaveBattlerData(battlerAtk); SaveBattlerData(battlerDef); SetBattlerData(battlerAtk); SetBattlerData(battlerDef); gBattleStruct->dynamicMoveType = 0; SetTypeBeforeUsingMove(move, battlerAtk); moveType = GetBattleMoveType(move); typeEffectiveness = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], FALSE); RestoreBattlerData(battlerAtk); RestoreBattlerData(battlerDef); return typeEffectiveness; } /* Checks to see if AI will move ahead of another battler * The function uses a stripped down version of the checks from GetWhichBattlerFasterArgs * Output: * AI_IS_FASTER: is user(ai) faster * AI_IS_SLOWER: is target faster */ s32 AI_WhoStrikesFirst(u32 battlerAI, u32 battler, u32 moveConsidered) { u32 speedBattlerAI, speedBattler; enum ItemHoldEffect holdEffectAI = gAiLogicData->holdEffects[battlerAI]; enum ItemHoldEffect holdEffectPlayer = gAiLogicData->holdEffects[battler]; u32 abilityAI = gAiLogicData->abilities[battlerAI]; u32 abilityPlayer = gAiLogicData->abilities[battler]; u32 predictedMove = GetIncomingMove(battlerAI, battler, gAiLogicData); s8 aiPriority = GetBattleMovePriority(battlerAI, abilityAI, moveConsidered); s8 playerPriority = GetBattleMovePriority(battler, abilityPlayer, predictedMove); if (aiPriority > playerPriority) return AI_IS_FASTER; else if (aiPriority < playerPriority) return AI_IS_SLOWER; speedBattlerAI = GetBattlerTotalSpeedStatArgs(battlerAI, abilityAI, holdEffectAI); speedBattler = GetBattlerTotalSpeedStatArgs(battler, abilityPlayer, holdEffectPlayer); if (holdEffectAI == HOLD_EFFECT_LAGGING_TAIL && holdEffectPlayer != HOLD_EFFECT_LAGGING_TAIL) return AI_IS_SLOWER; else if (holdEffectAI != HOLD_EFFECT_LAGGING_TAIL && holdEffectPlayer == HOLD_EFFECT_LAGGING_TAIL) return AI_IS_FASTER; if (abilityAI == ABILITY_STALL && abilityPlayer != ABILITY_STALL) return AI_IS_SLOWER; else if (abilityAI != ABILITY_STALL && abilityPlayer == ABILITY_STALL) return AI_IS_FASTER; if (speedBattlerAI > speedBattler) { if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM) return AI_IS_SLOWER; else return AI_IS_FASTER; } else if (speedBattlerAI == speedBattler) { return AI_IS_FASTER; } else { if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM) return AI_IS_FASTER; else return AI_IS_SLOWER; } return AI_IS_SLOWER; } static bool32 CanEndureHit(u32 battler, u32 battlerTarget, u32 move) { enum BattleMoveEffects effect = GetMoveEffect(move); if (!AI_BattlerAtMaxHp(battlerTarget) || effect == EFFECT_MULTI_HIT) return FALSE; if (GetMoveStrikeCount(move) > 1 && !(effect == EFFECT_DRAGON_DARTS && IsValidDoubleBattle(battlerTarget))) return FALSE; if (gAiLogicData->holdEffects[battlerTarget] == HOLD_EFFECT_FOCUS_SASH) return TRUE; if (!DoesBattlerIgnoreAbilityChecks(battler, gAiLogicData->abilities[battler], move)) { if (B_STURDY >= GEN_5 && gAiLogicData->abilities[battlerTarget] == ABILITY_STURDY) return TRUE; if (gBattleMons[battlerTarget].species == SPECIES_MIMIKYU_DISGUISED) return TRUE; } return FALSE; } // Check if target has means to faint ai mon. bool32 CanTargetFaintAi(u32 battlerDef, u32 battlerAtk) { struct AiLogicData *aiData = gAiLogicData; s32 moveIndex; u16 *moves = GetMovesArray(battlerDef); u32 moveLimitations = aiData->moveLimitations[battlerDef]; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; if (AI_GetDamage(battlerDef, battlerAtk, moveIndex, AI_DEFENDING, aiData) >= gBattleMons[battlerAtk].hp && !CanEndureHit(battlerDef, battlerAtk, moves[moveIndex])) return TRUE; } return FALSE; } u32 NoOfHitsForTargetToFaintAI(u32 battlerDef, u32 battlerAtk) { u32 i; u32 currNumberOfHits; u32 leastNumberOfHits = UNKNOWN_NO_OF_HITS; for (i = 0; i < MAX_MON_MOVES; i++) { currNumberOfHits = GetNoOfHitsToKOBattler(battlerDef, battlerAtk, i, AI_DEFENDING); if (currNumberOfHits != 0) { if (currNumberOfHits < leastNumberOfHits) leastNumberOfHits = currNumberOfHits; } } return leastNumberOfHits; } u32 GetBestDmgMoveFromBattler(u32 battlerAtk, u32 battlerDef, enum DamageCalcContext calcContext) { struct AiLogicData *aiData = gAiLogicData; u32 moveIndex; u32 move = 0; u32 bestDmg = 0; u16 *moves = GetMovesArray(battlerAtk); u32 moveLimitations = aiData->moveLimitations[battlerAtk]; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; if (bestDmg < AI_GetDamage(battlerAtk, battlerDef, moveIndex, calcContext, aiData)) { bestDmg = AI_GetDamage(battlerAtk, battlerDef, moveIndex, calcContext, aiData); move = moves[moveIndex]; } } return move; } u32 GetBestDmgFromBattler(u32 battler, u32 battlerTarget, enum DamageCalcContext calcContext) { struct AiLogicData *aiData = gAiLogicData; u32 moveIndex; u32 bestDmg = 0; u16 *moves = GetMovesArray(battler); u32 moveLimitations = aiData->moveLimitations[battler]; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; u32 damage = AI_GetDamage(battler, battlerTarget, moveIndex, calcContext, aiData); if (bestDmg < damage) bestDmg = damage; } return bestDmg; } // Check if AI mon has the means to faint the target with any of its moves. // If numHits > 1, check if the target will be KO'ed by that number of hits (ignoring healing effects) bool32 CanAIFaintTarget(u32 battlerAtk, u32 battlerDef, u32 numHits) { struct AiLogicData *aiData = gAiLogicData; s32 moveIndex, dmg; u16 *moves = gBattleMons[battlerAtk].moves; u32 moveLimitations = aiData->moveLimitations[battlerAtk]; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; dmg = AI_GetDamage(battlerAtk, battlerDef, moveIndex, AI_ATTACKING, aiData); if (numHits) dmg *= numHits; if (gBattleMons[battlerDef].hp <= dmg) { if (numHits > 1) return TRUE; if (!CanEndureHit(battlerAtk, battlerDef, moves[moveIndex])) return TRUE; } } return FALSE; } bool32 CanTargetMoveFaintAi(u32 move, u32 battlerDef, u32 battlerAtk, u32 nHits) { u32 indexSlot = GetMoveSlot(GetMovesArray(battlerDef), move); if (indexSlot < MAX_MON_MOVES) { if (GetNoOfHitsToKO(AI_GetDamage(battlerDef, battlerAtk, indexSlot, AI_DEFENDING, gAiLogicData), gBattleMons[battlerAtk].hp) <= nHits) return TRUE; } return FALSE; } // Check if target has means to faint ai mon after modding hp/dmg bool32 CanTargetFaintAiWithMod(u32 battlerDef, u32 battlerAtk, s32 hpMod, s32 dmgMod) { struct AiLogicData *aiData = gAiLogicData; u32 moveIndex; s32 dmg; u16 *moves = GetMovesArray(battlerDef); u32 hpCheck = gBattleMons[battlerAtk].hp + hpMod; u32 moveLimitations = aiData->moveLimitations[battlerAtk]; if (hpCheck > gBattleMons[battlerAtk].maxHP) hpCheck = gBattleMons[battlerAtk].maxHP; for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; dmg = AI_GetDamage(battlerDef, battlerAtk, moveIndex, AI_DEFENDING, aiData); if (dmgMod) dmg *= dmgMod; if (dmg >= hpCheck) return TRUE; } return FALSE; } bool32 AI_IsAbilityOnSide(u32 battlerId, u32 ability) { if (IsBattlerAlive(battlerId) && gAiLogicData->abilities[battlerId] == ability) return TRUE; else if (IsBattlerAlive(BATTLE_PARTNER(battlerId)) && gAiLogicData->abilities[BATTLE_PARTNER(battlerId)] == ability) return TRUE; else return FALSE; } u32 AI_GetBattlerAbility(u32 battler) { if (gAbilitiesInfo[gBattleMons[battler].ability].cantBeSuppressed) return gBattleMons[battler].ability; if (gStatuses3[battler] & STATUS3_GASTRO_ACID) return ABILITY_NONE; if (IsNeutralizingGasOnField() && gBattleMons[battler].ability != ABILITY_NEUTRALIZING_GAS && GetBattlerHoldEffectIgnoreAbility(battler, TRUE) != HOLD_EFFECT_ABILITY_SHIELD) return ABILITY_NONE; return gBattleMons[battler].ability; } // does NOT include ability suppression checks s32 AI_DecideKnownAbilityForTurn(u32 battlerId) { u32 validAbilities[NUM_ABILITY_SLOTS]; u8 i, numValidAbilities = 0; u32 knownAbility = AI_GetBattlerAbility(battlerId); u32 indexAbility; u32 abilityAiRatings[NUM_ABILITY_SLOTS] = {0}; // We've had ability overwritten by e.g. Worry Seed. It is not part of gAiPartyData in case of switching if (gDisableStructs[battlerId].overwrittenAbility) return gDisableStructs[battlerId].overwrittenAbility; // The AI knows its own ability. if (IsAiBattlerAware(battlerId)) return knownAbility; // Check neutralizing gas, gastro acid if (knownAbility == ABILITY_NONE) return knownAbility; if (gAiPartyData->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE) return gAiPartyData->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability; // Abilities that prevent fleeing - treat as always known if (knownAbility == ABILITY_SHADOW_TAG || knownAbility == ABILITY_MAGNET_PULL || knownAbility == ABILITY_ARENA_TRAP) return knownAbility; for (i = 0; i < NUM_ABILITY_SLOTS; i++) { indexAbility = gSpeciesInfo[gBattleMons[battlerId].species].abilities[i]; if (indexAbility != ABILITY_NONE) { abilityAiRatings[numValidAbilities] = gAbilitiesInfo[indexAbility].aiRating; validAbilities[numValidAbilities++] = indexAbility; } } if (numValidAbilities > 0 && IsAiBattlerPredictingAbility(battlerId)) return validAbilities[RandomWeighted(RNG_AI_PREDICT_ABILITY, abilityAiRatings[0], abilityAiRatings[1], abilityAiRatings[2])]; if (numValidAbilities > 0) return validAbilities[RandomUniform(RNG_AI_ABILITY, 0, numValidAbilities - 1)]; return ABILITY_NONE; // Unknown. } enum ItemHoldEffect AI_DecideHoldEffectForTurn(u32 battlerId) { enum ItemHoldEffect holdEffect; if (!IsAiBattlerAware(battlerId)) holdEffect = gAiPartyData->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect; else holdEffect = GetBattlerHoldEffect(battlerId, FALSE); if (gAiThinkingStruct->aiFlags[battlerId] & AI_FLAG_NEGATE_UNAWARE) return holdEffect; if (gStatuses3[battlerId] & STATUS3_EMBARGO) return HOLD_EFFECT_NONE; if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM) return HOLD_EFFECT_NONE; if (gAiLogicData->abilities[battlerId] == ABILITY_KLUTZ && !(gStatuses3[battlerId] & STATUS3_GASTRO_ACID)) return HOLD_EFFECT_NONE; return holdEffect; } bool32 DoesBattlerIgnoreAbilityChecks(u32 battlerAtk, u32 atkAbility, u32 move) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_NEGATE_UNAWARE) return FALSE; // AI handicap flag: doesn't understand ability suppression concept if (IsMoldBreakerTypeAbility(battlerAtk, atkAbility) || MoveIgnoresTargetAbility(move)) return TRUE; return FALSE; } static inline bool32 AI_WeatherHasEffect(void) { if (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_NEGATE_UNAWARE || gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_NEGATE_UNAWARE) return TRUE; // AI doesn't understand weather supression (handicap) return gAiLogicData->weatherHasEffect; // weather damping abilities are announced } u32 AI_GetWeather(void) { if (gBattleWeather == B_WEATHER_NONE) return B_WEATHER_NONE; if (!AI_WeatherHasEffect()) return B_WEATHER_NONE; return gBattleWeather; } enum WeatherState IsWeatherActive(u32 flags) { enum WeatherState state = WEATHER_INACTIVE; if (gBattleWeather & flags) state = WEATHER_ACTIVE; else state = WEATHER_INACTIVE; if (!AI_WeatherHasEffect()) { if (state == WEATHER_ACTIVE) state = WEATHER_ACTIVE_BUT_BLOCKED; else state = WEATHER_INACTIVE_AND_BLOCKED; } return state; } bool32 IsAromaVeilProtectedEffect(enum BattleMoveEffects moveEffect) { switch (moveEffect) { case EFFECT_DISABLE: case EFFECT_ATTRACT: case EFFECT_ENCORE: case EFFECT_TORMENT: case EFFECT_TAUNT: case EFFECT_HEAL_BLOCK: return TRUE; default: return FALSE; } } bool32 IsNonVolatileStatusMove(u32 move) { return GetMoveNonVolatileStatus(move) != MOVE_EFFECT_NONE; } bool32 IsConfusionMoveEffect(enum BattleMoveEffects moveEffect) { switch (moveEffect) { case EFFECT_CONFUSE: case EFFECT_SWAGGER: case EFFECT_FLATTER: return TRUE; default: return FALSE; } } bool32 IsHazardMove(u32 move) { // Hazard setting moves like Stealth Rock, Spikes, etc. u32 i, moveEffect = GetMoveEffect(move); switch (moveEffect) { case EFFECT_SPIKES: case EFFECT_TOXIC_SPIKES: case EFFECT_STICKY_WEB: case EFFECT_STEALTH_ROCK: return TRUE; } u32 additionalEffectCount = GetMoveAdditionalEffectCount(move); for (i = 0; i < additionalEffectCount; i++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i); switch (additionalEffect->moveEffect) { case MOVE_EFFECT_STEELSURGE: return TRUE; } } return FALSE; } bool32 IsHazardClearingMove(u32 move) { // Hazard clearing effects like Rapid Spin, Tidy Up, etc. u32 i, moveEffect = GetMoveEffect(move); switch (moveEffect) { case EFFECT_RAPID_SPIN: case EFFECT_TIDY_UP: return TRUE; case EFFECT_DEFOG: if (B_DEFOG_EFFECT_CLEARING >= GEN_6) return TRUE; break; } u32 additionalEffectCount = GetMoveAdditionalEffectCount(move); for (i = 0; i < additionalEffectCount; i++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i); switch (additionalEffect->moveEffect) { case MOVE_EFFECT_DEFOG: return TRUE; } } return FALSE; } bool32 IsAllyProtectingFromMove(u32 battlerAtk, u32 attackerMove, u32 allyMove) { enum BattleMoveEffects effect = GetMoveEffect(allyMove); if (effect != EFFECT_PROTECT) { return FALSE; } else { enum ProtectMethod protectMethod = GetMoveProtectMethod(allyMove); if (protectMethod == PROTECT_QUICK_GUARD) { u32 priority = GetBattleMovePriority(battlerAtk, gAiLogicData->abilities[battlerAtk], attackerMove); return (priority > 0); } if (IsBattleMoveStatus(attackerMove)) { switch (protectMethod) { case PROTECT_NORMAL: case PROTECT_CRAFTY_SHIELD: case PROTECT_MAX_GUARD: case PROTECT_WIDE_GUARD: return TRUE; default: return FALSE; } } else { switch (protectMethod) { case PROTECT_CRAFTY_SHIELD: return FALSE; default: return TRUE; } } } } bool32 IsMoveRedirectionPrevented(u32 battlerAtk, u32 move, u32 atkAbility) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_NEGATE_UNAWARE) return FALSE; enum BattleMoveEffects effect = GetMoveEffect(move); if (effect == EFFECT_SKY_DROP || effect == EFFECT_SNIPE_SHOT || atkAbility == ABILITY_PROPELLER_TAIL || atkAbility == ABILITY_STALWART) return TRUE; return FALSE; } bool32 IsSemiInvulnerable(u32 battlerDef, u32 move) { if (gStatuses3[battlerDef] & STATUS3_PHANTOM_FORCE) return TRUE; else if (gBattleStruct->battlerState[battlerDef].commandingDondozo) return TRUE; else if (!MoveDamagesAirborne(move) && gStatuses3[battlerDef] & STATUS3_ON_AIR) return TRUE; else if (!MoveDamagesUnderWater(move) && gStatuses3[battlerDef] & STATUS3_UNDERWATER) return TRUE; else if (!MoveDamagesUnderground(move) && gStatuses3[battlerDef] & STATUS3_UNDERGROUND) return TRUE; else return FALSE; } bool32 IsMoveEncouragedToHit(u32 battlerAtk, u32 battlerDef, u32 move) { u32 weather; if (IsSemiInvulnerable(battlerDef, move)) return FALSE; //TODO - anticipate protect move? // always hits if (gStatuses3[battlerDef] & STATUS3_ALWAYS_HITS || gDisableStructs[battlerDef].battlerWithSureHit == battlerAtk) return TRUE; if (gAiLogicData->abilities[battlerDef] == ABILITY_NO_GUARD || gAiLogicData->abilities[battlerAtk] == ABILITY_NO_GUARD) return TRUE; u32 nonVolatileStatus = GetMoveNonVolatileStatus(move); if (B_TOXIC_NEVER_MISS >= GEN_6 && nonVolatileStatus == MOVE_EFFECT_TOXIC && IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON)) return TRUE; // discouraged from hitting weather = AI_GetWeather(); if ((weather & B_WEATHER_SUN) && MoveHas50AccuracyInSun(move)) return FALSE; if ((weather & B_WEATHER_RAIN) && MoveAlwaysHitsInRain(move)) return TRUE; if ((weather & (B_WEATHER_HAIL | B_WEATHER_SNOW)) && MoveAlwaysHitsInHailSnow(move)) return TRUE; if (B_MINIMIZE_DMG_ACC >= GEN_6 && (gStatuses3[battlerDef] & STATUS3_MINIMIZED) && MoveIncreasesPowerToMinimizedTargets(move)) return TRUE; if (GetMoveAccuracy(move) == 0) return TRUE; return FALSE; } bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move) { enum ItemHoldEffect holdEffect = gAiLogicData->holdEffects[battlerDef]; u32 accuracy = gAiLogicData->moveAccuracy[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex]; gPotentialItemEffectBattler = battlerDef; if (holdEffect == HOLD_EFFECT_FOCUS_BAND && (Random() % 100) < gAiLogicData->holdEffectParams[battlerDef]) return FALSE; //probabilistically speaking, focus band should activate so dont OHKO else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && AI_BattlerAtMaxHp(battlerDef)) return FALSE; if (!DoesBattlerIgnoreAbilityChecks(battlerAtk, atkAbility, move) && defAbility == ABILITY_STURDY) return FALSE; if ((((gStatuses3[battlerDef] & STATUS3_ALWAYS_HITS) && gDisableStructs[battlerDef].battlerWithSureHit == battlerAtk) || atkAbility == ABILITY_NO_GUARD || defAbility == ABILITY_NO_GUARD) && gBattleMons[battlerAtk].level >= gBattleMons[battlerDef].level) { return TRUE; } else // test the odds { u32 odds = accuracy + (gBattleMons[battlerAtk].level - gBattleMons[battlerDef].level); if (B_SHEER_COLD_ACC >= GEN_7 && move == MOVE_SHEER_COLD && !IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_ICE)) odds -= 10; if (Random() % 100 + 1 < odds && gBattleMons[battlerAtk].level >= gBattleMons[battlerDef].level) return TRUE; } return FALSE; } bool32 ShouldSetSandstorm(u32 battler, u32 ability, enum ItemHoldEffect holdEffect) { if (IsWeatherActive(B_WEATHER_SANDSTORM | B_WEATHER_PRIMAL_ANY) != WEATHER_INACTIVE) return FALSE; if (ability == ABILITY_SAND_VEIL || ability == ABILITY_SAND_RUSH || ability == ABILITY_SAND_FORCE || ability == ABILITY_OVERCOAT || ability == ABILITY_MAGIC_GUARD || holdEffect == HOLD_EFFECT_SAFETY_GOGGLES || IS_BATTLER_ANY_TYPE(battler, TYPE_ROCK, TYPE_GROUND, TYPE_STEEL) || HasMoveWithEffect(battler, EFFECT_SHORE_UP) || HasMoveWithEffect(battler, EFFECT_WEATHER_BALL)) { return TRUE; } return FALSE; } bool32 ShouldSetHail(u32 battler, u32 ability, enum ItemHoldEffect holdEffect) { if (IsWeatherActive(B_WEATHER_HAIL | B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY) != WEATHER_INACTIVE) return FALSE; if (ability == ABILITY_SNOW_CLOAK || ability == ABILITY_ICE_BODY || ability == ABILITY_FORECAST || ability == ABILITY_SLUSH_RUSH || ability == ABILITY_MAGIC_GUARD || ability == ABILITY_OVERCOAT || holdEffect == HOLD_EFFECT_SAFETY_GOGGLES || IS_BATTLER_OF_TYPE(battler, TYPE_ICE) || HasMoveWithFlag(battler, MoveAlwaysHitsInHailSnow) || HasMoveWithEffect(battler, EFFECT_AURORA_VEIL) || HasMoveWithEffect(battler, EFFECT_WEATHER_BALL)) { return TRUE; } return FALSE; } bool32 ShouldSetRain(u32 battlerAtk, u32 atkAbility, enum ItemHoldEffect holdEffect) { if (IsWeatherActive(B_WEATHER_RAIN | B_WEATHER_PRIMAL_ANY) != WEATHER_INACTIVE) return FALSE; if (holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && (atkAbility == ABILITY_SWIFT_SWIM || atkAbility == ABILITY_FORECAST || atkAbility == ABILITY_HYDRATION || atkAbility == ABILITY_RAIN_DISH || atkAbility == ABILITY_DRY_SKIN || HasMoveWithFlag(battlerAtk, MoveAlwaysHitsInRain) || HasMoveWithEffect(battlerAtk, EFFECT_WEATHER_BALL) || HasMoveWithType(battlerAtk, TYPE_WATER))) { return TRUE; } return FALSE; } bool32 ShouldSetSun(u32 battlerAtk, u32 atkAbility, enum ItemHoldEffect holdEffect) { if (IsWeatherActive(B_WEATHER_SUN | B_WEATHER_PRIMAL_ANY) != WEATHER_INACTIVE) return FALSE; if (holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && (atkAbility == ABILITY_CHLOROPHYLL || atkAbility == ABILITY_FLOWER_GIFT || atkAbility == ABILITY_FORECAST || atkAbility == ABILITY_LEAF_GUARD || atkAbility == ABILITY_SOLAR_POWER || atkAbility == ABILITY_HARVEST || HasMoveWithEffect(battlerAtk, EFFECT_SOLAR_BEAM) || HasMoveWithEffect(battlerAtk, EFFECT_MORNING_SUN) || HasMoveWithEffect(battlerAtk, EFFECT_SYNTHESIS) || HasMoveWithEffect(battlerAtk, EFFECT_MOONLIGHT) || HasMoveWithEffect(battlerAtk, EFFECT_WEATHER_BALL) || HasMoveWithEffect(battlerAtk, EFFECT_GROWTH) || HasMoveWithType(battlerAtk, TYPE_FIRE))) { return TRUE; } return FALSE; } bool32 ShouldSetSnow(u32 battler, u32 ability, enum ItemHoldEffect holdEffect) { if (IsWeatherActive(B_WEATHER_SNOW | B_WEATHER_HAIL | B_WEATHER_PRIMAL_ANY) != WEATHER_INACTIVE) return FALSE; if (ability == ABILITY_SNOW_CLOAK || ability == ABILITY_ICE_BODY || ability == ABILITY_FORECAST || ability == ABILITY_SLUSH_RUSH || IS_BATTLER_OF_TYPE(battler, TYPE_ICE) || HasMoveWithFlag(battler, MoveAlwaysHitsInHailSnow) || HasMoveWithEffect(battler, EFFECT_AURORA_VEIL) || HasMoveWithEffect(battler, EFFECT_WEATHER_BALL)) { return TRUE; } return FALSE; } void ProtectChecks(u32 battlerAtk, u32 battlerDef, u32 move, u32 predictedMove, s32 *score) { // TODO more sophisticated logic u32 uses = gDisableStructs[battlerAtk].protectUses; /*if (GetMoveResultFlags(predictedMove) & (MOVE_RESULT_NO_EFFECT | MOVE_RESULT_MISSED)) { ADJUST_SCORE_PTR(-5); return; }*/ if (uses == 0) { if (predictedMove != MOVE_NONE && predictedMove != 0xFFFF && !IsBattleMoveStatus(predictedMove)) ADJUST_SCORE_PTR(DECENT_EFFECT); else if (Random() % 256 < 100) ADJUST_SCORE_PTR(WEAK_EFFECT); } else { if (IsDoubleBattle()) ADJUST_SCORE_PTR(-(2 * min(uses, 3))); else ADJUST_SCORE_PTR(-(min(uses, 3))); } if (gBattleMons[battlerAtk].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_FROSTBITE) || gBattleMons[battlerAtk].status2 & (STATUS2_CURSED | STATUS2_INFATUATION) || gStatuses3[battlerAtk] & (STATUS3_PERISH_SONG | STATUS3_LEECHSEED | STATUS3_YAWN)) { ADJUST_SCORE_PTR(-1); } if (gBattleMons[battlerDef].status1 & STATUS1_TOXIC_POISON || gBattleMons[battlerDef].status2 & (STATUS2_CURSED | STATUS2_INFATUATION) || gStatuses3[battlerDef] & (STATUS3_PERISH_SONG | STATUS3_LEECHSEED | STATUS3_YAWN)) ADJUST_SCORE_PTR(DECENT_EFFECT); } // stat stages bool32 ShouldLowerStat(u32 battlerAtk, u32 battlerDef, u32 abilityDef, u32 stat) { if (gBattleMons[battlerDef].statStages[stat] == MIN_STAT_STAGE) return FALSE; if (gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CLEAR_AMULET) return FALSE; switch (abilityDef) { case ABILITY_SPEED_BOOST: if (stat == STAT_SPEED) return FALSE; case ABILITY_HYPER_CUTTER: if (stat == STAT_ATK) return FALSE; case ABILITY_BIG_PECKS: if (stat == STAT_DEF) return FALSE; case ABILITY_ILLUMINATE: if (B_ILLUMINATE_EFFECT < GEN_9) break; case ABILITY_KEEN_EYE: case ABILITY_MINDS_EYE: if (stat == STAT_ACC) return FALSE; case ABILITY_FLOWER_VEIL: if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)) return FALSE; break; case ABILITY_CONTRARY: case ABILITY_CLEAR_BODY: case ABILITY_WHITE_SMOKE: case ABILITY_FULL_METAL_BODY: return FALSE; } // This should be a viability check if (stat == STAT_SPEED) { // If AI is faster and doesn't have any mons left, lowering speed doesn't give any return !(AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && CountUsablePartyMons(battlerAtk) == 0 && !HasMoveWithEffect(battlerAtk, EFFECT_ELECTRO_BALL)); } return TRUE; } bool32 BattlerStatCanRise(u32 battler, u32 battlerAbility, u32 stat) { if ((gBattleMons[battler].statStages[stat] < MAX_STAT_STAGE && battlerAbility != ABILITY_CONTRARY) || (battlerAbility == ABILITY_CONTRARY && gBattleMons[battler].statStages[stat] > MIN_STAT_STAGE)) return TRUE; return FALSE; } bool32 AreBattlersStatsMaxed(u32 battlerId) { u32 i; for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerId].statStages[i] < MAX_STAT_STAGE) return FALSE; } return TRUE; } bool32 AnyStatIsRaised(u32 battlerId) { u32 i; for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerId].statStages[i] > DEFAULT_STAT_STAGE) return TRUE; } return FALSE; } u32 CountPositiveStatStages(u32 battlerId) { u32 count = 0; u32 i; for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerId].statStages[i] > DEFAULT_STAT_STAGE) count++; } return count; } u32 CountNegativeStatStages(u32 battlerId) { u32 count = 0; u32 i; for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerId].statStages[i] < DEFAULT_STAT_STAGE) count++; } return count; } bool32 ShouldLowerAttack(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (gBattleMons[battlerDef].statStages[STAT_ATK] > 4 && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) && defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_WHITE_SMOKE && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_HYPER_CUTTER && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 ShouldLowerDefense(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4 && HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL) && defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_WHITE_SMOKE && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_BIG_PECKS && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 ShouldLowerSpeed(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (defAbility == ABILITY_CONTRARY || defAbility == ABILITY_CLEAR_BODY || defAbility == ABILITY_FULL_METAL_BODY || defAbility == ABILITY_WHITE_SMOKE || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CLEAR_AMULET) return FALSE; return (AI_IsSlower(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered)); } bool32 ShouldLowerSpAtk(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 4 && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) && defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_WHITE_SMOKE && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 ShouldLowerSpDef(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > 4 && HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL) && defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_WHITE_SMOKE && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 ShouldLowerAccuracy(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_WHITE_SMOKE && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_KEEN_EYE && defAbility != ABILITY_MINDS_EYE && (B_ILLUMINATE_EFFECT >= GEN_9 && defAbility != ABILITY_ILLUMINATE) && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 ShouldLowerEvasion(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if (AI_IsFaster(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered) && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return FALSE; // Don't bother lowering stats if can kill enemy. if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE && defAbility != ABILITY_CONTRARY && defAbility != ABILITY_CLEAR_BODY && defAbility != ABILITY_FULL_METAL_BODY && defAbility != ABILITY_WHITE_SMOKE && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CLEAR_AMULET) return TRUE; return FALSE; } bool32 CanIndexMoveFaintTarget(u32 battlerAtk, u32 battlerDef, u32 moveIndex, enum DamageCalcContext calcContext) { s32 dmg; u16 *moves = gBattleMons[battlerAtk].moves; if (IsDoubleBattle() && battlerDef == BATTLE_PARTNER(battlerAtk)) dmg = gAiLogicData->simulatedDmg[battlerAtk][battlerDef][moveIndex].maximum; // Attacking partner, be careful else dmg = AI_GetDamage(battlerAtk, battlerDef, moveIndex, calcContext, gAiLogicData); if (gBattleMons[battlerDef].hp <= dmg && !CanEndureHit(battlerAtk, battlerDef, moves[moveIndex])) return TRUE; return FALSE; } bool32 CanIndexMoveGuaranteeFaintTarget(u32 battlerAtk, u32 battlerDef, u32 moveIndex) { s32 dmg; u16 *moves = gBattleMons[battlerAtk].moves; dmg = gAiLogicData->simulatedDmg[battlerAtk][battlerDef][moveIndex].minimum; // Explictly care about guaranteed KOs universally if (gBattleMons[battlerDef].hp <= dmg && !CanEndureHit(battlerAtk, battlerDef, moves[moveIndex])) return TRUE; return FALSE; } u16 *GetMovesArray(u32 battler) { if (IsAiBattlerAware(battler) || IsAiBattlerAware(BATTLE_PARTNER(battler))) return gBattleMons[battler].moves; else return gBattleHistory->usedMoves[battler]; } bool32 HasOnlyMovesWithCategory(u32 battlerId, u32 category, bool32 onlyOffensive) { u32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (onlyOffensive && IsBattleMoveStatus(moves[i])) continue; if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetBattleMoveCategory(moves[i]) != category) return FALSE; } return TRUE; } bool32 HasMoveWithCategory(u32 battler, u32 category) { u32 i; u16 *moves = GetMovesArray(battler); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetBattleMoveCategory(moves[i]) == category) return TRUE; } return FALSE; } bool32 HasMoveWithType(u32 battler, u32 type) { s32 i; u16 *moves = GetMovesArray(battler); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveType(moves[i]) == type) return TRUE; } return FALSE; } bool32 HasMoveWithEffect(u32 battlerId, enum BattleMoveEffects effect) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveEffect(moves[i]) == effect) return TRUE; } return FALSE; } bool32 HasBattlerSideMoveWithEffect(u32 battler, u32 effect) { if (HasMoveWithEffect(battler, effect)) return TRUE; if (IsDoubleBattle() && HasMoveWithEffect(BATTLE_OPPOSITE(battler), effect)) return TRUE; return FALSE; } // HasBattlerSideMoveWithEffect checks if the AI knows a side has a move effect, // while HasBattlerSideUsedMoveWithEffect checks if the side has ever used a move effect. // The former acts the same way as the latter if AI_FLAG_OMNISCIENT isn't used. bool32 HasBattlerSideUsedMoveWithEffect(u32 battler, u32 effect) { u32 i; for (i = 0; i < MAX_MON_MOVES; i++) { if (GetMoveEffect(gBattleHistory->usedMoves[battler][i]) == effect) return TRUE; if (IsDoubleBattle() && GetMoveEffect(gBattleHistory->usedMoves[BATTLE_OPPOSITE(battler)][i]) == effect) return TRUE; } return FALSE; } bool32 HasNonVolatileMoveEffect(u32 battlerId, u32 effect) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (GetMoveNonVolatileStatus(moves[i]) == effect) return TRUE; } return FALSE; } bool32 IsPowerBasedOnStatus(u32 battlerId, enum BattleMoveEffects effect, u32 argument) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveEffect(moves[i]) == effect && (GetMoveEffectArg_Status(moves[i]) & argument)) return TRUE; } return FALSE; } bool32 HasMoveWithAdditionalEffect(u32 battlerId, u32 moveEffect) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && MoveHasAdditionalEffect(moves[i], moveEffect)) return TRUE; } return FALSE; } bool32 HasBattlerSideMoveWithAdditionalEffect(u32 battler, u32 moveEffect) { if (HasMoveWithAdditionalEffect(battler, moveEffect)) return TRUE; if (IsDoubleBattle() && HasMoveWithAdditionalEffect(BATTLE_OPPOSITE(battler), moveEffect)) return TRUE; return FALSE; } // HasBattlerSideMoveWithAdditionalEffect checks if the AI knows a side has a move effect, // while HasBattlerSideUsedMoveWithAdditionalEffect checks if the side has ever used a move effect. // The former acts the same way as the latter if AI_FLAG_OMNISCIENT isn't used. bool32 HasBattlerSideUsedMoveWithAdditionalEffect(u32 battler, u32 moveEffect) { u32 i; for (i = 0; i < MAX_MON_MOVES; i++) { if (MoveHasAdditionalEffect(gBattleHistory->usedMoves[battler][i], moveEffect)) return TRUE; if (IsDoubleBattle() && MoveHasAdditionalEffect(gBattleHistory->usedMoves[BATTLE_OPPOSITE(battler)][i], moveEffect)) return TRUE; } return FALSE; } bool32 HasMoveWithCriticalHitChance(u32 battlerId) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveCriticalHitStage(moves[i]) > 0) return TRUE; } return FALSE; } bool32 HasMoveWithMoveEffectExcept(u32 battlerId, u32 moveEffect, enum BattleMoveEffects exception) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveEffect(moves[i]) != exception && MoveHasAdditionalEffect(moves[i], moveEffect)) return TRUE; } return FALSE; } bool32 HasMove(u32 battlerId, u32 move) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && moves[i] == move) return TRUE; } return FALSE; } bool32 HasAnyKnownMove(u32 battlerId) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE) return TRUE; } return FALSE; } bool32 HasMoveThatLowersOwnStats(u32 battlerId) { s32 i, j; u32 aiMove; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { aiMove = moves[i]; if (aiMove != MOVE_NONE && aiMove != MOVE_UNAVAILABLE) { u32 additionalEffectCount = GetMoveAdditionalEffectCount(aiMove); for (j = 0; j < additionalEffectCount; j++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(aiMove, j); if (IsSelfStatLoweringEffect(additionalEffect->moveEffect) && additionalEffect->self) return TRUE; } } } return FALSE; } bool32 HasMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef, u32 accCheck, bool32 ignoreStatus, u32 atkAbility, u32 defAbility, u32 atkHoldEffect, u32 defHoldEffect) { s32 i; u16 *moves = GetMovesArray(battlerAtk); u32 moveLimitations = gAiLogicData->moveLimitations[battlerAtk]; for (i = 0; i < MAX_MON_MOVES; i++) { if (IsMoveUnusable(i, moves[i], moveLimitations)) continue; if (ignoreStatus && IsBattleMoveStatus(moves[i])) continue; else if ((!IsBattleMoveStatus(moves[i]) && GetMoveAccuracy(moves[i]) == 0) || GetBattlerMoveTargetType(battlerAtk, moves[i]) & (MOVE_TARGET_USER | MOVE_TARGET_OPPONENTS_FIELD)) continue; if (gAiLogicData->moveAccuracy[battlerAtk][battlerDef][i] <= accCheck) return TRUE; } return FALSE; } bool32 HasSleepMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef) { u32 i; u16 *moves = GetMovesArray(battlerAtk); u32 moveLimitations = gAiLogicData->moveLimitations[battlerAtk]; for (i = 0; i < MAX_MON_MOVES; i++) { if (IsMoveUnusable(i, moves[i], moveLimitations)) continue; if (GetMoveNonVolatileStatus(moves[i]) == MOVE_EFFECT_SLEEP && gAiLogicData->moveAccuracy[battlerAtk][battlerDef][i] < 85) return TRUE; } return FALSE; } bool32 HasHealingEffect(u32 battlerId) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && IsHealingMove(moves[i])) return TRUE; } return FALSE; } bool32 IsTrappingMove(u32 move) { switch (GetMoveEffect(move)) { case EFFECT_MEAN_LOOK: case EFFECT_FAIRY_LOCK: //case EFFECT_NO_RETREAT: // TODO return TRUE; default: return MoveHasAdditionalEffect(move, MOVE_EFFECT_PREVENT_ESCAPE) || MoveHasAdditionalEffect(move, MOVE_EFFECT_WRAP); } } bool32 HasTrappingMoveEffect(u32 battler) { s32 i; u16 *moves = GetMovesArray(battler); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && IsTrappingMove(moves[i])) return TRUE; } return FALSE; } bool32 HasThawingMove(u32 battler) { s32 i; u16 *moves = GetMovesArray(battler); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && MoveThawsUser(moves[i])) return TRUE; } return FALSE; } bool32 IsUngroundingEffect(enum BattleMoveEffects effect) { switch (effect) { case EFFECT_MAGNET_RISE: return TRUE; default: return FALSE; } } // for anger point bool32 IsAttackBoostMoveEffect(enum BattleMoveEffects effect) { switch (effect) { case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_2: case EFFECT_ATTACK_ACCURACY_UP: case EFFECT_ATTACK_SPATK_UP: case EFFECT_DRAGON_DANCE: case EFFECT_COIL: case EFFECT_BELLY_DRUM: case EFFECT_BULK_UP: case EFFECT_GROWTH: case EFFECT_FILLET_AWAY: return TRUE; default: return FALSE; } } bool32 IsStatRaisingEffect(enum BattleMoveEffects effect) { switch (effect) { case EFFECT_ATTACK_UP: case EFFECT_ATTACK_UP_2: case EFFECT_DEFENSE_UP: case EFFECT_DEFENSE_UP_2: case EFFECT_DEFENSE_UP_3: case EFFECT_SPEED_UP: case EFFECT_SPEED_UP_2: case EFFECT_SPECIAL_ATTACK_UP: case EFFECT_SPECIAL_ATTACK_UP_2: case EFFECT_SPECIAL_ATTACK_UP_3: case EFFECT_SPECIAL_DEFENSE_UP: case EFFECT_SPECIAL_DEFENSE_UP_2: case EFFECT_ACCURACY_UP: case EFFECT_ACCURACY_UP_2: case EFFECT_EVASION_UP: case EFFECT_EVASION_UP_2: case EFFECT_MINIMIZE: case EFFECT_DEFENSE_CURL: case EFFECT_CALM_MIND: case EFFECT_COSMIC_POWER: case EFFECT_DRAGON_DANCE: case EFFECT_ACUPRESSURE: case EFFECT_SHELL_SMASH: case EFFECT_SHIFT_GEAR: case EFFECT_ATTACK_ACCURACY_UP: case EFFECT_ATTACK_SPATK_UP: case EFFECT_GROWTH: case EFFECT_COIL: case EFFECT_QUIVER_DANCE: case EFFECT_BULK_UP: case EFFECT_GEOMANCY: case EFFECT_STOCKPILE: case EFFECT_VICTORY_DANCE: return TRUE; case EFFECT_CHARGE: return B_CHARGE_SPDEF_RAISE >= GEN_5; default: return FALSE; } } bool32 IsStatLoweringEffect(enum BattleMoveEffects effect) { // ignore other potentially-beneficial effects like defog, gravity switch (effect) { case EFFECT_ATTACK_DOWN: case EFFECT_DEFENSE_DOWN: case EFFECT_SPEED_DOWN: case EFFECT_SPECIAL_ATTACK_DOWN: case EFFECT_SPECIAL_DEFENSE_DOWN: case EFFECT_ACCURACY_DOWN: case EFFECT_EVASION_DOWN: case EFFECT_ATTACK_DOWN_2: case EFFECT_DEFENSE_DOWN_2: case EFFECT_SPEED_DOWN_2: case EFFECT_SPECIAL_ATTACK_DOWN_2: case EFFECT_SPECIAL_DEFENSE_DOWN_2: case EFFECT_ACCURACY_DOWN_2: case EFFECT_EVASION_DOWN_2: case EFFECT_TICKLE: case EFFECT_CAPTIVATE: case EFFECT_NOBLE_ROAR: case EFFECT_MEMENTO: return TRUE; default: return FALSE; } } bool32 IsSelfStatLoweringEffect(enum BattleMoveEffects effect) { // Self stat lowering moves like Overheart, Superpower etc. switch (effect) { case MOVE_EFFECT_ATK_MINUS_1: case MOVE_EFFECT_DEF_MINUS_1: case MOVE_EFFECT_SPD_MINUS_1: case MOVE_EFFECT_SP_ATK_MINUS_1: case MOVE_EFFECT_SP_DEF_MINUS_1: case MOVE_EFFECT_EVS_MINUS_1: case MOVE_EFFECT_ACC_MINUS_1: case MOVE_EFFECT_ATK_MINUS_2: case MOVE_EFFECT_DEF_MINUS_2: case MOVE_EFFECT_SPD_MINUS_2: case MOVE_EFFECT_SP_ATK_MINUS_2: case MOVE_EFFECT_SP_DEF_MINUS_2: case MOVE_EFFECT_EVS_MINUS_2: case MOVE_EFFECT_ACC_MINUS_2: case MOVE_EFFECT_V_CREATE: case MOVE_EFFECT_ATK_DEF_DOWN: case MOVE_EFFECT_DEF_SPDEF_DOWN: return TRUE; default: return FALSE; } } bool32 IsSwitchOutEffect(enum BattleMoveEffects effect) { // Switch out effects like U-Turn, Volt Switch, etc. switch (effect) { case EFFECT_TELEPORT: if (B_TELEPORT_BEHAVIOR >= GEN_8) return TRUE; case EFFECT_HIT_ESCAPE: case EFFECT_PARTING_SHOT: case EFFECT_BATON_PASS: case EFFECT_CHILLY_RECEPTION: case EFFECT_SHED_TAIL: return TRUE; default: return FALSE; } } bool32 IsSubstituteEffect(enum BattleMoveEffects effect) { // Substitute effects like Substitute, Shed Tail, etc. switch (effect) { case EFFECT_SUBSTITUTE: case EFFECT_SHED_TAIL: return TRUE; default: return FALSE; } } bool32 IsChaseEffect(enum BattleMoveEffects effect) { // Effects that hit switching out mons like Pursuit switch (effect) { case EFFECT_PURSUIT: return TRUE; default: return FALSE; } } static inline bool32 IsMoveSleepClauseTrigger(u32 move) { u32 i; enum BattleMoveEffects effect = GetMoveEffect(move); // Sleeping effects like Sleep Powder, Yawn, Dark Void, etc. switch (effect) { case EFFECT_YAWN: case EFFECT_DARK_VOID: return TRUE; default: break; } switch(GetMoveNonVolatileStatus(move)) { case MOVE_EFFECT_SLEEP: return TRUE; } // Sleeping effects like G-Max Befuddle, G-Max Snooze, etc. u32 additionalEffectCount = GetMoveAdditionalEffectCount(move); for (i = 0; i < additionalEffectCount; i++) { const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i); switch (additionalEffect->moveEffect) { // Skip MOVE_EFFECT_SLEEP as moves with a secondary chance of applying sleep are allowed by Smogon's rules (ie. Relic Song) case MOVE_EFFECT_EFFECT_SPORE_SIDE: case MOVE_EFFECT_YAWN_FOE: return TRUE; } } return FALSE; } bool32 HasDamagingMove(u32 battlerId) { u32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && !IsBattleMoveStatus(moves[i])) return TRUE; } return FALSE; } bool32 HasDamagingMoveOfType(u32 battlerId, u32 type) { s32 i; u16 *moves = GetMovesArray(battlerId); for (i = 0; i < MAX_MON_MOVES; i++) { if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && GetMoveType(moves[i]) == type && !IsBattleMoveStatus(moves[i])) return TRUE; } return FALSE; } bool32 HasMoveWithFlag(u32 battler, MoveFlag getFlag) { u16 *moves = GetMovesArray(battler); u32 moveLimitations = gAiLogicData->moveLimitations[battler]; for (s32 moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++) { if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations)) continue; if (getFlag(moves[moveIndex])) return TRUE; } return FALSE; } bool32 IsTwoTurnNotSemiInvulnerableMove(u32 battlerAtk, u32 move) { switch (GetMoveEffect(move)) { case EFFECT_SOLAR_BEAM: case EFFECT_TWO_TURNS_ATTACK: return !(gAiLogicData->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB || (AI_GetWeather() & GetMoveTwoTurnAttackWeather(move))); default: return FALSE; } } static u32 GetLeechSeedDamage(u32 battlerId) { u32 damage = 0; if ((gStatuses3[battlerId] & STATUS3_LEECHSEED) && gBattleMons[gStatuses3[battlerId] & STATUS3_LEECHSEED_BATTLER].hp != 0) { damage = GetNonDynamaxMaxHP(battlerId) / 8; if (damage == 0) damage = 1; } return damage; } static u32 GetNightmareDamage(u32 battlerId) { u32 damage = 0; if ((gBattleMons[battlerId].status2 & STATUS2_NIGHTMARE) && gBattleMons[battlerId].status1 & STATUS1_SLEEP) { damage = GetNonDynamaxMaxHP(battlerId) / 4; if (damage == 0) damage = 1; } return damage; } static u32 GetCurseDamage(u32 battlerId) { u32 damage = 0; if (gBattleMons[battlerId].status2 & STATUS2_CURSED) { damage = GetNonDynamaxMaxHP(battlerId) / 4; if (damage == 0) damage = 1; } return damage; } static u32 GetTrapDamage(u32 battlerId) { // ai has no knowledge about turns remaining u32 damage = 0; enum ItemHoldEffect holdEffect = gAiLogicData->holdEffects[gBattleStruct->wrappedBy[battlerId]]; if (gBattleMons[battlerId].status2 & STATUS2_WRAPPED) { if (holdEffect == HOLD_EFFECT_BINDING_BAND) damage = GetNonDynamaxMaxHP(battlerId) / (B_BINDING_DAMAGE >= GEN_6 ? 6 : 8); else damage = GetNonDynamaxMaxHP(battlerId) / (B_BINDING_DAMAGE >= GEN_6 ? 8 : 16); if (damage == 0) damage = 1; } return damage; } static u32 GetPoisonDamage(u32 battlerId) { u32 damage = 0; if (gAiLogicData->abilities[battlerId] == ABILITY_POISON_HEAL) return damage; if (gBattleMons[battlerId].status1 & STATUS1_POISON) { damage = gBattleMons[battlerId].maxHP / 8; if (damage == 0) damage = 1; } else if (gBattleMons[battlerId].status1 & STATUS1_TOXIC_POISON) { u32 status1Temp = gBattleMons[battlerId].status1; damage = gBattleMons[battlerId].maxHP / 16; if (damage == 0) damage = 1; if ((status1Temp & STATUS1_TOXIC_COUNTER) != STATUS1_TOXIC_TURN(15)) // not 16 turns status1Temp += STATUS1_TOXIC_TURN(1); damage *= (status1Temp & STATUS1_TOXIC_COUNTER) >> 8; } return damage; } static bool32 BattlerAffectedBySandstorm(u32 battlerId, u32 ability) { if (!IS_BATTLER_ANY_TYPE(battlerId, TYPE_ROCK, TYPE_GROUND, TYPE_STEEL) && ability != ABILITY_SAND_VEIL && ability != ABILITY_SAND_FORCE && ability != ABILITY_SAND_RUSH && ability != ABILITY_OVERCOAT) return TRUE; return FALSE; } static bool32 BattlerAffectedByHail(u32 battlerId, u32 ability) { if (!IS_BATTLER_OF_TYPE(battlerId, TYPE_ICE) && ability != ABILITY_SNOW_CLOAK && ability != ABILITY_OVERCOAT && ability != ABILITY_ICE_BODY) return TRUE; return FALSE; } static u32 GetWeatherDamage(u32 battlerId) { u32 ability = gAiLogicData->abilities[battlerId]; enum ItemHoldEffect holdEffect = gAiLogicData->holdEffects[battlerId]; u32 damage = 0; u32 weather = AI_GetWeather(); if (!weather) return 0; if (weather & B_WEATHER_SANDSTORM) { if (BattlerAffectedBySandstorm(battlerId, ability) && !(gStatuses3[battlerId] & (STATUS3_UNDERGROUND | STATUS3_UNDERWATER)) && holdEffect != HOLD_EFFECT_SAFETY_GOGGLES) { damage = GetNonDynamaxMaxHP(battlerId) / 16; if (damage == 0) damage = 1; } } if ((weather & B_WEATHER_HAIL) && ability != ABILITY_ICE_BODY) { if (BattlerAffectedByHail(battlerId, ability) && !(gStatuses3[battlerId] & (STATUS3_UNDERGROUND | STATUS3_UNDERWATER)) && holdEffect != HOLD_EFFECT_SAFETY_GOGGLES) { damage = GetNonDynamaxMaxHP(battlerId) / 16; if (damage == 0) damage = 1; } } return damage; } u32 GetBattlerSecondaryDamage(u32 battlerId) { u32 secondaryDamage; if (gAiLogicData->abilities[battlerId] == ABILITY_MAGIC_GUARD) return FALSE; secondaryDamage = GetLeechSeedDamage(battlerId) + GetNightmareDamage(battlerId) + GetCurseDamage(battlerId) + GetTrapDamage(battlerId) + GetPoisonDamage(battlerId) + GetWeatherDamage(battlerId); return secondaryDamage; } bool32 BattlerWillFaintFromWeather(u32 battler, u32 ability) { if ((BattlerAffectedBySandstorm(battler, ability) || BattlerAffectedByHail(battler, ability)) && gBattleMons[battler].hp <= max(1, gBattleMons[battler].maxHP / 16)) return TRUE; return FALSE; } bool32 BattlerWillFaintFromSecondaryDamage(u32 battler, u32 ability) { if (GetBattlerSecondaryDamage(battler) != 0 && gBattleMons[battler].hp <= max(1, gBattleMons[battler].maxHP / 16)) return TRUE; return FALSE; } static bool32 AnyUsefulStatIsRaised(u32 battler) { u32 statId; for (statId = STAT_ATK; statId < NUM_BATTLE_STATS; statId++) { if (gBattleMons[battler].statStages[statId] > DEFAULT_STAT_STAGE) { switch (statId) { case STAT_ATK: if (HasMoveWithCategory(battler, DAMAGE_CATEGORY_PHYSICAL)) return TRUE; break; case STAT_SPATK: if (HasMoveWithCategory(battler, DAMAGE_CATEGORY_SPECIAL)) return TRUE; break; case STAT_SPEED: return TRUE; } } } return FALSE; } static bool32 PartyBattlerShouldAvoidHazards(u32 currBattler, u32 switchBattler) { struct Pokemon *mon = &GetBattlerParty(currBattler)[switchBattler]; u32 ability = GetMonAbility(mon); // we know our own party data enum ItemHoldEffect holdEffect; u32 species = GetMonData(mon, MON_DATA_SPECIES); u32 flags = gSideStatuses[GetBattlerSide(currBattler)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_STEELSURGE | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES); s32 hazardDamage = 0; u32 type1 = gSpeciesInfo[species].types[0]; u32 type2 = gSpeciesInfo[species].types[1]; u32 maxHp = GetMonData(mon, MON_DATA_MAX_HP); if (flags == 0) return FALSE; if (ability == ABILITY_MAGIC_GUARD) return FALSE; if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || ability == ABILITY_KLUTZ) holdEffect = HOLD_EFFECT_NONE; else holdEffect = gItemsInfo[GetMonData(mon, MON_DATA_HELD_ITEM)].holdEffect; if (holdEffect == HOLD_EFFECT_HEAVY_DUTY_BOOTS) return FALSE; if (flags & SIDE_STATUS_STEALTH_ROCK) hazardDamage += GetStealthHazardDamageByTypesAndHP(TYPE_SIDE_HAZARD_POINTED_STONES, type1, type2, maxHp); if ((flags & SIDE_STATUS_STEELSURGE)) hazardDamage += GetStealthHazardDamageByTypesAndHP(TYPE_SIDE_HAZARD_SHARP_STEEL, type1, type2, maxHp); if (flags & SIDE_STATUS_SPIKES && ((type1 != TYPE_FLYING && type2 != TYPE_FLYING && ability != ABILITY_LEVITATE && holdEffect != HOLD_EFFECT_AIR_BALLOON) || holdEffect == HOLD_EFFECT_IRON_BALL || gFieldStatuses & STATUS_FIELD_GRAVITY)) { s32 spikesDmg = maxHp / ((5 - gSideTimers[GetBattlerSide(currBattler)].spikesAmount) * 2); if (spikesDmg == 0) spikesDmg = 1; hazardDamage += spikesDmg; } if (hazardDamage >= GetMonData(mon, MON_DATA_HP)) return TRUE; return FALSE; } enum AIPivot ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 moveIndex) { bool32 hasStatBoost = AnyUsefulStatIsRaised(battlerAtk) || gBattleMons[battlerDef].statStages[STAT_EVASION] >= 9; //Significant boost in evasion for any class u32 battlerToSwitch; battlerToSwitch = gBattleStruct->AI_monToSwitchIntoId[battlerAtk]; // Palafin always wants to activate Zero to Hero if (gBattleMons[battlerAtk].species == SPECIES_PALAFIN_ZERO && gBattleMons[battlerAtk].ability == ABILITY_ZERO_TO_HERO && CountUsablePartyMons(battlerAtk) != 0) return SHOULD_PIVOT; if (PartyBattlerShouldAvoidHazards(battlerAtk, battlerToSwitch)) return DONT_PIVOT; if (!IsDoubleBattle()) { if (CountUsablePartyMons(battlerAtk) == 0) return CAN_TRY_PIVOT; // can't switch, but attack might still be useful if (IsBattlerPredictedToSwitch(battlerDef)) return SHOULD_PIVOT; // Try pivoting so you can switch to a better matchup to counter your new opponent if (AI_IsFaster(battlerAtk, battlerDef, move)) // Attacker goes first { if (!CanAIFaintTarget(battlerAtk, battlerDef, 0)) // Can't KO foe otherwise { if (CanAIFaintTarget(battlerAtk, battlerDef, 2)) { // attacker can kill target in two hits (theoretically) if (CanTargetFaintAi(battlerDef, battlerAtk)) return SHOULD_PIVOT; // Won't get the two turns, pivot if (!IsBattleMoveStatus(move) && ((gAiLogicData->shouldSwitch & (1u << battlerAtk)) || (AI_BattlerAtMaxHp(battlerDef) && (gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH || (B_STURDY >= GEN_5 && defAbility == ABILITY_STURDY) || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD)))) return SHOULD_PIVOT; // pivot to break sash/sturdy/multiscale } else if (!hasStatBoost) { if (!IsBattleMoveStatus(move) && (AI_BattlerAtMaxHp(battlerDef) && (gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH || (B_STURDY >= GEN_5 && defAbility == ABILITY_STURDY) || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD))) return SHOULD_PIVOT; // pivot to break sash/sturdy/multiscale if (gAiLogicData->shouldSwitch & (1u << battlerAtk)) return SHOULD_PIVOT; /* TODO - check if switchable mon unafffected by/will remove hazards if (gSideStatuses[battlerAtk] & SIDE_STATUS_SPIKES && switchScore >= SWITCHING_INCREASE_CAN_REMOVE_HAZARDS) return SHOULD_PIVOT;*/ /*if (BattlerWillFaintFromSecondaryDamage(battlerAtk, gAiLogicData->abilities[battlerAtk]) && switchScore >= SWITCHING_INCREASE_WALLS_FOE) return SHOULD_PIVOT;*/ /*if (IsClassDamager(class) && switchScore >= SWITCHING_INCREASE_HAS_SUPER_EFFECTIVE_MOVE) { bool32 physMoveInMoveset = PhysicalMoveInMoveset(battlerAtk); bool32 specMoveInMoveset = SpecialMoveInMoveset(battlerAtk); //Pivot if attacking stats are bad if (physMoveInMoveset && !specMoveInMoveset) { if (STAT_STAGE_ATK < 6) return SHOULD_PIVOT; } else if (!physMoveInMoveset && specMoveInMoveset) { if (STAT_STAGE_SPATK < 6) return SHOULD_PIVOT; } else if (physMoveInMoveset && specMoveInMoveset) { if (STAT_STAGE_ATK < 6 && STAT_STAGE_SPATK < 6) return SHOULD_PIVOT; } return SHOULD_PIVOT; }*/ } } } else // Opponent Goes First { if (CanTargetFaintAi(battlerDef, battlerAtk)) { if (GetMoveEffect(move) == EFFECT_TELEPORT) return DONT_PIVOT; // If you're going to faint because you'll go second, use a different move else return CAN_TRY_PIVOT; // You're probably going to faint anyways so if for some reason you don't, better switch } else if (CanTargetFaintAiWithMod(battlerDef, battlerAtk, 0, 2)) // Foe can 2HKO AI { if (CanAIFaintTarget(battlerAtk, battlerDef, 0)) { if (!BattlerWillFaintFromSecondaryDamage(battlerAtk, gAiLogicData->abilities[battlerAtk])) return CAN_TRY_PIVOT; // Use this move to KO if you must } else // Can't KO the foe { return SHOULD_PIVOT; } } else // Foe can 3HKO+ AI { if (CanAIFaintTarget(battlerAtk, battlerDef, 0)) { if (!BattlerWillFaintFromSecondaryDamage(battlerAtk, gAiLogicData->abilities[battlerAtk]) // This is the only move that can KO && !hasStatBoost) //You're not wasting a valuable stat boost { return CAN_TRY_PIVOT; } } else if (CanAIFaintTarget(battlerAtk, battlerDef, 2)) { // can knock out foe in 2 hits if (IsBattleMoveStatus(move) && ((gAiLogicData->shouldSwitch & (1u << battlerAtk)) //Damaging move //&& (switchScore >= SWITCHING_INCREASE_RESIST_ALL_MOVES + SWITCHING_INCREASE_KO_FOE //remove hazards || (gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH && AI_BattlerAtMaxHp(battlerDef)))) return DONT_PIVOT; // Pivot to break the sash else return CAN_TRY_PIVOT; } else { //if (IsClassDamager(class) && switchScore >= SWITCHING_INCREASE_KO_FOE) //return SHOULD_PIVOT; //Only switch if way better matchup if (!hasStatBoost) { // TODO - check if switching prevents/removes hazards //if (gSideStatuses[battlerAtk] & SIDE_STATUS_SPIKES && switchScore >= SWITCHING_INCREASE_CAN_REMOVE_HAZARDS) //return SHOULD_PIVOT; // TODO - not always a good idea //if (BattlerWillFaintFromSecondaryDamage(battlerAtk) && switchScore >= SWITCHING_INCREASE_HAS_SUPER_EFFECTIVE_MOVE) //return SHOULD_PIVOT; /*if (IsClassDamager(class) && switchScore >= SWITCHING_INCREASE_HAS_SUPER_EFFECTIVE_MOVE) { bool32 physMoveInMoveset = PhysicalMoveInMoveset(battlerAtk); bool32 specMoveInMoveset = SpecialMoveInMoveset(battlerAtk); //Pivot if attacking stats are bad if (physMoveInMoveset && !specMoveInMoveset) { if (STAT_STAGE_ATK < 6) return SHOULD_PIVOT; } else if (!physMoveInMoveset && specMoveInMoveset) { if (STAT_STAGE_SPATK < 6) return SHOULD_PIVOT; } else if (physMoveInMoveset && specMoveInMoveset) { if (STAT_STAGE_ATK < 6 && STAT_STAGE_SPATK < 6) return SHOULD_PIVOT; } }*/ return CAN_TRY_PIVOT; } } } } } return DONT_PIVOT; } bool32 CanKnockOffItem(u32 battler, u32 item) { if (item == ITEM_NONE) return FALSE; if (!(gBattleTypeFlags & (BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_SECRET_BASE | (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE ? BATTLE_TYPE_TRAINER : 0) )) && IsOnPlayerSide(battler)) return FALSE; if (gAiLogicData->abilities[battler] == ABILITY_STICKY_HOLD) return FALSE; if (!CanBattlerGetOrLoseItem(battler, item)) return FALSE; return TRUE; } // status checks bool32 IsBattlerIncapacitated(u32 battler, u32 ability) { if ((gBattleMons[battler].status1 & STATUS1_FREEZE) && !HasThawingMove(battler)) return TRUE; // if battler has thawing move we assume they will definitely use it, and thus being frozen should be neglected if (gBattleMons[battler].status1 & STATUS1_SLEEP && !HasMoveWithEffect(battler, EFFECT_SLEEP_TALK)) return TRUE; if (gBattleMons[battler].status2 & STATUS2_RECHARGE || (ability == ABILITY_TRUANT && gDisableStructs[battler].truantCounter != 0)) return TRUE; return FALSE; } bool32 AI_CanPutToSleep(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove) { if (!CanBeSlept(battlerAtk, battlerDef, defAbility, BLOCKED_BY_SLEEP_CLAUSE) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || PartnerMoveEffectIsStatusSameTarget(BATTLE_PARTNER(battlerAtk), battlerDef, partnerMove)) // shouldn't try to sleep mon that partner is trying to make sleep return FALSE; return TRUE; } static inline bool32 DoesBattlerBenefitFromAllVolatileStatus(u32 battler, u32 ability) { if (ability == ABILITY_MARVEL_SCALE || ability == ABILITY_QUICK_FEET || ability == ABILITY_MAGIC_GUARD || (ability == ABILITY_GUTS && HasMoveWithCategory(battler, DAMAGE_CATEGORY_PHYSICAL)) || HasMoveWithEffect(battler, EFFECT_FACADE) || HasMoveWithEffect(battler, EFFECT_PSYCHO_SHIFT)) return TRUE; return FALSE; } bool32 ShouldPoison(u32 battlerAtk, u32 battlerDef) { u32 abilityDef = gAiLogicData->abilities[battlerDef]; // Battler can be poisoned and has move/ability that synergizes with being poisoned if (CanBePoisoned(battlerAtk, battlerDef, gAiLogicData->abilities[battlerAtk], abilityDef) && ( DoesBattlerBenefitFromAllVolatileStatus(battlerDef, abilityDef) || abilityDef == ABILITY_POISON_HEAL || (abilityDef == ABILITY_TOXIC_BOOST && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL)))) { if (battlerAtk == battlerDef) // Targeting self return TRUE; else return FALSE; } if (battlerAtk == battlerDef) return FALSE; else return TRUE; } bool32 ShouldBurn(u32 battlerAtk, u32 battlerDef, u32 abilityDef) { // Battler can be burned and has move/ability that synergizes with being burned if (CanBeBurned(battlerAtk, battlerDef, abilityDef) && ( DoesBattlerBenefitFromAllVolatileStatus(battlerDef, abilityDef) || abilityDef == ABILITY_HEATPROOF || (abilityDef == ABILITY_FLARE_BOOST && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL)))) { if (battlerAtk == battlerDef) // Targeting self return TRUE; else return FALSE; } if (battlerAtk == battlerDef) return FALSE; else return TRUE; } bool32 ShouldFreezeOrFrostbite(u32 battlerAtk, u32 battlerDef, u32 abilityDef) { if (!B_USE_FROSTBITE) { if (CanBeFrozen(battlerAtk, battlerDef, abilityDef)) { if (battlerAtk == battlerDef) // Targeting self return FALSE; else return TRUE; } return FALSE; } else { // Battler can be frostbitten and has move/ability that synergizes with being frostbitten if (CanBeFrozen(battlerAtk, battlerDef, abilityDef) && DoesBattlerBenefitFromAllVolatileStatus(battlerDef, abilityDef)) { if (battlerAtk == battlerDef) // Targeting self return TRUE; else return FALSE; } if (battlerAtk == battlerDef) return FALSE; else return TRUE; } } bool32 ShouldParalyze(u32 battlerAtk, u32 battlerDef, u32 abilityDef) { // Battler can be paralyzed and has move/ability that synergizes with being paralyzed if (CanBeParalyzed(battlerAtk, battlerDef, abilityDef) && ( DoesBattlerBenefitFromAllVolatileStatus(battlerDef, abilityDef))) { if (battlerAtk == battlerDef) // Targeting self return TRUE; else return FALSE; } if (battlerAtk == battlerDef) return FALSE; else return TRUE; } bool32 AI_CanPoison(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove) { if (!CanBePoisoned(battlerAtk, battlerDef, gAiLogicData->abilities[battlerAtk], defAbility) || gAiLogicData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] == UQ_4_12(0.0) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || PartnerMoveEffectIsStatusSameTarget(BATTLE_PARTNER(battlerAtk), battlerDef, partnerMove)) return FALSE; return TRUE; } bool32 AI_CanParalyze(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 move, u32 partnerMove) { if (!CanBeParalyzed(battlerAtk, battlerDef, defAbility) || gAiLogicData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] == UQ_4_12(0.0) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || PartnerMoveEffectIsStatusSameTarget(BATTLE_PARTNER(battlerAtk), battlerDef, partnerMove)) return FALSE; return TRUE; } bool32 AI_CanBeConfused(u32 battlerAtk, u32 battlerDef, u32 move, u32 ability) { if ((gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) || (ability == ABILITY_OWN_TEMPO && !DoesBattlerIgnoreAbilityChecks(battlerAtk, gAiLogicData->abilities[battlerAtk], move)) || IsBattlerTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN) || gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SAFEGUARD || DoesSubstituteBlockMove(battlerAtk, battlerDef, move)) return FALSE; return TRUE; } bool32 AI_CanConfuse(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove) { if (GetBattlerMoveTargetType(battlerAtk, move) == MOVE_TARGET_FOES_AND_ALLY && AI_CanBeConfused(battlerAtk, battlerDef, move, defAbility) && !AI_CanBeConfused(battlerAtk, BATTLE_PARTNER(battlerDef), move, gAiLogicData->abilities[BATTLE_PARTNER(battlerDef)])) return FALSE; if (!AI_CanBeConfused(battlerAtk, battlerDef, move, defAbility) || DoesPartnerHaveSameMoveEffect(battlerAtkPartner, battlerDef, move, partnerMove)) return FALSE; return TRUE; } bool32 AI_CanBurn(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove) { if (!CanBeBurned(battlerAtk, battlerDef, defAbility) || gAiLogicData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] == UQ_4_12(0.0) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || PartnerMoveEffectIsStatusSameTarget(battlerAtkPartner, battlerDef, partnerMove)) { return FALSE; } return TRUE; } bool32 AI_CanGiveFrostbite(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 battlerAtkPartner, u32 move, u32 partnerMove) { if (!CanBeFrozen(battlerAtk, battlerDef, defAbility) || gAiLogicData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] == UQ_4_12(0.0) || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || PartnerMoveEffectIsStatusSameTarget(battlerAtkPartner, battlerDef, partnerMove)) { return FALSE; } return TRUE; } bool32 AI_CanBeInfatuated(u32 battlerAtk, u32 battlerDef, u32 defAbility) { if ((gBattleMons[battlerDef].status2 & STATUS2_INFATUATION) || gAiLogicData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] == UQ_4_12(0.0) || defAbility == ABILITY_OBLIVIOUS || !AreBattlersOfOppositeGender(battlerAtk, battlerDef) || AI_IsAbilityOnSide(battlerDef, ABILITY_AROMA_VEIL)) return FALSE; return TRUE; } u32 ShouldTryToFlinch(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move) { if (((!IsMoldBreakerTypeAbility(battlerAtk, gAiLogicData->abilities[battlerAtk]) && (defAbility == ABILITY_SHIELD_DUST || defAbility == ABILITY_INNER_FOCUS)) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_COVERT_CLOAK || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || AI_IsSlower(battlerAtk, battlerDef, move))) // Opponent goes first { return 0; } else if ((atkAbility == ABILITY_SERENE_GRACE || gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS || gBattleMons[battlerDef].status2 & STATUS2_INFATUATION || gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) || ((AI_IsFaster(battlerAtk, battlerDef, move)) && CanTargetFaintAi(battlerDef, battlerAtk))) { return 2; // good idea to flinch } return 0; // don't try to flinch } bool32 ShouldTrap(u32 battlerAtk, u32 battlerDef, u32 move) { if (AI_CanBattlerEscape(battlerDef)) return FALSE; if (IsBattlerTrapped(battlerAtk, battlerDef)) return FALSE; if (BattlerWillFaintFromSecondaryDamage(battlerDef, gAiLogicData->abilities[battlerDef])) return TRUE; // battler is taking secondary damage with low HP if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL) { if (!CanTargetFaintAi(battlerDef, battlerAtk)) return TRUE; // attacker goes first and opponent can't kill us } return FALSE; } bool32 ShouldFakeOut(u32 battlerAtk, u32 battlerDef, u32 move) { if ((!gDisableStructs[battlerAtk].isFirstTurn && MoveHasAdditionalEffectWithChance(move, MOVE_EFFECT_FLINCH, 100)) || gAiLogicData->abilities[battlerAtk] == ABILITY_GORILLA_TACTICS || gAiLogicData->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_COVERT_CLOAK || DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || (!IsMoldBreakerTypeAbility(battlerAtk, gAiLogicData->abilities[battlerAtk]) && (gAiLogicData->abilities[battlerDef] == ABILITY_SHIELD_DUST || gAiLogicData->abilities[battlerDef] == ABILITY_INNER_FOCUS))) return FALSE; return TRUE; } static u32 FindMoveUsedXTurnsAgo(u32 battlerId, u32 x) { s32 i, index = gBattleHistory->moveHistoryIndex[battlerId]; for (i = 0; i < x; i++) { if (--index < 0) index = AI_MOVE_HISTORY_COUNT - 1; } return gBattleHistory->moveHistory[battlerId][index]; } bool32 IsWakeupTurn(u32 battler) { // Check if rest was used 2 turns ago if ((gBattleMons[battler].status1 & STATUS1_SLEEP) == 1 && GetMoveEffect(FindMoveUsedXTurnsAgo(battler, 2)) == EFFECT_REST) return TRUE; else // no way to know return FALSE; } bool32 AnyPartyMemberStatused(u32 battlerId, bool32 checkSoundproof) { struct Pokemon *party; u32 i, battlerOnField1, battlerOnField2; party = GetBattlerParty(battlerId); if (IsDoubleBattle()) { battlerOnField1 = gBattlerPartyIndexes[battlerId]; battlerOnField2 = gBattlerPartyIndexes[GetPartnerBattler(battlerId)]; // Check partner's status if ((GetGenConfig(GEN_CONFIG_HEAL_BELL_SOUNDPROOF) == GEN_5 || gAiLogicData->abilities[BATTLE_PARTNER(battlerId)] != ABILITY_SOUNDPROOF || !checkSoundproof) && GetMonData(&party[battlerOnField2], MON_DATA_STATUS) != STATUS1_NONE) return TRUE; } else // In singles there's only one battlerId by side. { battlerOnField1 = gBattlerPartyIndexes[battlerId]; battlerOnField2 = gBattlerPartyIndexes[battlerId]; } // Check attacker's status if ((GetGenConfig(GEN_CONFIG_HEAL_BELL_SOUNDPROOF) == GEN_5 || GetGenConfig(GEN_CONFIG_HEAL_BELL_SOUNDPROOF) >= GEN_8 || gAiLogicData->abilities[battlerId] != ABILITY_SOUNDPROOF || !checkSoundproof) && GetMonData(&party[battlerOnField1], MON_DATA_STATUS) != STATUS1_NONE) return TRUE; // Check inactive party mons' status for (i = 0; i < PARTY_SIZE; i++) { if (i == battlerOnField1 || i == battlerOnField2) continue; if (GetGenConfig(GEN_CONFIG_HEAL_BELL_SOUNDPROOF) < GEN_5 && checkSoundproof && GetMonAbility(&party[i]) == ABILITY_SOUNDPROOF) continue; if (GetMonData(&party[i], MON_DATA_STATUS) != STATUS1_NONE) return TRUE; } return FALSE; } u32 GetBattlerSideSpeedAverage(u32 battler) { u32 speed1 = 0; u32 speed2 = 0; u32 numBattlersAlive = 0; if (IsBattlerAlive(battler)) { speed1 = gAiLogicData->speedStats[battler]; numBattlersAlive++; } if (IsDoubleBattle() && IsBattlerAlive(BATTLE_PARTNER(battler))) { speed2 = gAiLogicData->speedStats[BATTLE_PARTNER(battler)]; numBattlersAlive++; } return (speed1 + speed2) / numBattlersAlive; } bool32 ShouldUseRecoilMove(u32 battlerAtk, u32 battlerDef, u32 recoilDmg, u32 moveIndex) { if (recoilDmg >= gBattleMons[battlerAtk].hp //Recoil kills attacker && CountUsablePartyMons(battlerDef) != 0) //Foe has more than 1 target left { if (recoilDmg >= gBattleMons[battlerDef].hp && !CanAIFaintTarget(battlerAtk, battlerDef, 0)) return TRUE; //If it's the only KO move then just use it else return FALSE; //Not as good to use move if you'll faint and not win } return TRUE; } bool32 ShouldAbsorb(u32 battlerAtk, u32 battlerDef, u32 move, s32 damage) { if (move == 0xFFFF || AI_IsFaster(battlerAtk, battlerDef, move)) { // using item or user goes first s32 healDmg = (GetMoveAbsorbPercentage(move) * damage) / 100; if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK) healDmg = 0; if (CanTargetFaintAi(battlerDef, battlerAtk) && !CanTargetFaintAiWithMod(battlerDef, battlerAtk, healDmg, 0)) return TRUE; // target can faint attacker unless they heal else if (!CanTargetFaintAi(battlerDef, battlerAtk) && gAiLogicData->hpPercents[battlerAtk] < 60 && (Random() % 3)) return TRUE; // target can't faint attacker at all, attacker health is about half, 2/3rds rate of encouraging healing } else { // opponent goes first if (!CanTargetFaintAi(battlerDef, battlerAtk)) return TRUE; } return FALSE; } bool32 ShouldRecover(u32 battlerAtk, u32 battlerDef, u32 move, u32 healPercent, enum DamageCalcContext calcContext) { if (move == 0xFFFF || AI_IsFaster(battlerAtk, battlerDef, move)) { // using item or user going first s32 damage = AI_GetDamage(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, calcContext, gAiLogicData); s32 healAmount = (healPercent * damage) / 100; if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK) healAmount = 0; if (CanTargetFaintAi(battlerDef, battlerAtk) && !CanTargetFaintAiWithMod(battlerDef, battlerAtk, healAmount, 0)) return TRUE; // target can faint attacker unless they heal else if (!CanTargetFaintAi(battlerDef, battlerAtk) && gAiLogicData->hpPercents[battlerAtk] < 60 && (Random() % 3)) return TRUE; // target can't faint attacker at all, attacker health is about half, 2/3rds rate of encouraging healing } return FALSE; } bool32 ShouldSetScreen(u32 battlerAtk, u32 battlerDef, enum BattleMoveEffects moveEffect) { u32 atkSide = GetBattlerSide(battlerAtk); // Don't waste a turn if screens will be broken if (HasMoveWithEffect(battlerDef, EFFECT_BRICK_BREAK) || HasMoveWithEffect(battlerDef, EFFECT_RAGING_BULL)) return FALSE; switch (moveEffect) { case EFFECT_AURORA_VEIL: // Use only in Hail and only if AI doesn't already have Reflect, Light Screen or Aurora Veil itself active. if ((AI_GetWeather() & (B_WEATHER_HAIL | B_WEATHER_SNOW)) && !(gSideStatuses[atkSide] & (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL))) return TRUE; break; case EFFECT_REFLECT: // Use only if the player has a physical move and AI doesn't already have Reflect itself active. if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) && !(gSideStatuses[atkSide] & SIDE_STATUS_REFLECT)) return TRUE; break; case EFFECT_LIGHT_SCREEN: // Use only if the player has a special move and AI doesn't already have Light Screen itself active. if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) && !(gSideStatuses[atkSide] & SIDE_STATUS_LIGHTSCREEN)) return TRUE; break; default: break; } return FALSE; } // Partner Logic bool32 IsValidDoubleBattle(u32 battlerAtk) { if (IsDoubleBattle() && ((IsBattlerAlive(BATTLE_OPPOSITE(battlerAtk)) && IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerAtk)))) || IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))) return TRUE; return FALSE; } u32 GetAllyChosenMove(u32 battlerId) { u32 partnerBattler = BATTLE_PARTNER(battlerId); if (!IsBattlerAlive(partnerBattler) || !IsAiBattlerAware(partnerBattler)) return MOVE_NONE; else if (partnerBattler > battlerId) // Battler with the lower id chooses the move first. return gLastMoves[partnerBattler]; else return gBattleMons[partnerBattler].moves[gBattleStruct->chosenMovePositions[partnerBattler]]; } //PARTNER_MOVE_EFFECT_IS_SAME bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; if (GetMoveEffect(move) == GetMoveEffect(partnerMove) && partnerMove != MOVE_NONE && gBattleStruct->moveTarget[battlerAtkPartner] == battlerDef) { return TRUE; } return FALSE; } //PARTNER_MOVE_EFFECT_IS_SAME_NO_TARGET bool32 PartnerHasSameMoveEffectWithoutTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; if (GetMoveEffect(move) == GetMoveEffect(partnerMove) && partnerMove != MOVE_NONE) return TRUE; return FALSE; } //PARTNER_MOVE_EFFECT_IS_STATUS_SAME_TARGET bool32 PartnerMoveEffectIsStatusSameTarget(u32 battlerAtkPartner, u32 battlerDef, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; enum BattleMoveEffects partnerEffect = GetMoveEffect(partnerMove); u32 nonVolatileStatus = GetMoveNonVolatileStatus(partnerMove); if (partnerMove != MOVE_NONE && gBattleStruct->moveTarget[battlerAtkPartner] == battlerDef && (nonVolatileStatus == MOVE_EFFECT_POISON || nonVolatileStatus == MOVE_EFFECT_TOXIC || nonVolatileStatus == MOVE_EFFECT_SLEEP || nonVolatileStatus == MOVE_EFFECT_PARALYSIS || nonVolatileStatus == MOVE_EFFECT_BURN || partnerEffect == EFFECT_YAWN)) return TRUE; return FALSE; } bool32 IsMoveEffectWeather(u32 move) { enum BattleMoveEffects effect = GetMoveEffect(move); if (move != MOVE_NONE && (effect == EFFECT_SUNNY_DAY || effect == EFFECT_RAIN_DANCE || effect == EFFECT_SANDSTORM || effect == EFFECT_HAIL || effect == EFFECT_SNOWSCAPE || effect == EFFECT_CHILLY_RECEPTION)) return TRUE; return FALSE; } //PARTNER_MOVE_EFFECT_IS_TERRAIN bool32 PartnerMoveEffectIsTerrain(u32 battlerAtkPartner, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; enum BattleMoveEffects partnerEffect = GetMoveEffect(partnerMove); if (partnerMove != MOVE_NONE && (partnerEffect == EFFECT_GRASSY_TERRAIN || partnerEffect == EFFECT_MISTY_TERRAIN || partnerEffect == EFFECT_ELECTRIC_TERRAIN || partnerEffect == EFFECT_PSYCHIC_TERRAIN)) return TRUE; return FALSE; } //PARTNER_MOVE_EFFECT_IS bool32 PartnerMoveEffectIs(u32 battlerAtkPartner, u32 partnerMove, enum BattleMoveEffects effectCheck) { if (!IsDoubleBattle()) return FALSE; if (partnerMove != MOVE_NONE && GetMoveEffect(partnerMove) == effectCheck) return TRUE; return FALSE; } //PARTNER_MOVE_IS_TAILWIND_TRICKROOM bool32 PartnerMoveIs(u32 battlerAtkPartner, u32 partnerMove, u32 moveCheck) { if (!IsDoubleBattle()) return FALSE; if (partnerMove != MOVE_NONE && partnerMove == moveCheck) return TRUE; return FALSE; } //PARTNER_MOVE_IS_SAME bool32 PartnerMoveIsSameAsAttacker(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; if (partnerMove != MOVE_NONE && move == partnerMove && gBattleStruct->moveTarget[battlerAtkPartner] == battlerDef) return TRUE; return FALSE; } //PARTNER_MOVE_IS_SAME_NO_TARGET bool32 PartnerMoveIsSameNoTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove) { if (!IsDoubleBattle()) return FALSE; if (partnerMove != MOVE_NONE && move == partnerMove) return TRUE; return FALSE; } bool32 PartnerMoveActivatesSleepClause(u32 partnerMove) { if (!IsDoubleBattle() || !IsSleepClauseEnabled()) return FALSE; return IsMoveSleepClauseTrigger(partnerMove); } bool32 ShouldUseWishAromatherapy(u32 battlerAtk, u32 battlerDef, u32 move) { u32 i; s32 firstId, lastId; struct Pokemon* party; bool32 hasStatus = AnyPartyMemberStatused(battlerAtk, IsSoundMove(move)); bool32 needHealing = FALSE; GetAIPartyIndexes(battlerAtk, &firstId, &lastId); party = GetBattlerParty(battlerAtk); if (CountUsablePartyMons(battlerAtk) == 0 && (CanTargetFaintAi(battlerDef, battlerAtk) || BattlerWillFaintFromSecondaryDamage(battlerAtk, gAiLogicData->abilities[battlerAtk]))) return FALSE; // Don't heal if last mon and will faint for (i = 0; i < PARTY_SIZE; i++) { u32 currHp = GetMonData(&party[i], MON_DATA_HP); u32 maxHp = GetMonData(&party[i], MON_DATA_MAX_HP); if (!GetMonData(&party[i], MON_DATA_IS_EGG, NULL) && currHp > 0) { if ((currHp * 100) / maxHp < 65 // Less than 65% health remaining && i >= firstId && i < lastId) // Can only switch to mon on your team { needHealing = TRUE; } } } if (!IsDoubleBattle()) { switch (GetMoveEffect(move)) { case EFFECT_WISH: if (needHealing) return TRUE; break; case EFFECT_HEAL_BELL: if (hasStatus) return TRUE; break; default: break; } } else { switch (GetMoveEffect(move)) { case EFFECT_WISH: return ShouldRecover(battlerAtk, battlerDef, move, 50, AI_DEFENDING); // Switch recovery isn't good idea in doubles case EFFECT_HEAL_BELL: if (hasStatus) return TRUE; break; default: break; } } return FALSE; } #define SIZE_G_BATTLE_MONS (sizeof(struct BattlePokemon) * MAX_BATTLERS_COUNT) struct BattlePokemon *AllocSaveBattleMons(void) { struct BattlePokemon *savedBattleMons = Alloc(SIZE_G_BATTLE_MONS); memcpy(savedBattleMons, gBattleMons, SIZE_G_BATTLE_MONS); return savedBattleMons; } void FreeRestoreBattleMons(struct BattlePokemon *savedBattleMons) { memcpy(gBattleMons, savedBattleMons, SIZE_G_BATTLE_MONS); Free(savedBattleMons); } // party logic s32 AI_CalcPartyMonDamage(u32 move, u32 battlerAtk, u32 battlerDef, struct BattlePokemon switchinCandidate, enum DamageCalcContext calcContext) { struct SimulatedDamage dmg; uq4_12_t effectiveness; struct BattlePokemon *savedBattleMons = AllocSaveBattleMons(); if (calcContext == AI_ATTACKING) { gBattleMons[battlerAtk] = switchinCandidate; gAiThinkingStruct->saved[battlerDef].saved = TRUE; SetBattlerAiData(battlerAtk, gAiLogicData); // set known opposing battler data gAiThinkingStruct->saved[battlerDef].saved = FALSE; } else if (calcContext == AI_DEFENDING) { gBattleMons[battlerDef] = switchinCandidate; gAiThinkingStruct->saved[battlerAtk].saved = TRUE; SetBattlerAiData(battlerDef, gAiLogicData); // set known opposing battler data gAiThinkingStruct->saved[battlerAtk].saved = FALSE; } dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, FALSE, AI_GetWeather()); // restores original gBattleMon struct FreeRestoreBattleMons(savedBattleMons); if (calcContext == AI_ATTACKING) { SetBattlerAiData(battlerAtk, gAiLogicData); if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE)) return dmg.maximum; else if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY)) return dmg.minimum; else return dmg.median; } else if (calcContext == AI_DEFENDING) { SetBattlerAiData(battlerDef, gAiLogicData); if (gAiThinkingStruct->aiFlags[battlerDef] & AI_FLAG_RISKY && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CONSERVATIVE)) return dmg.minimum; else if (gAiThinkingStruct->aiFlags[battlerDef] & AI_FLAG_CONSERVATIVE && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY)) return dmg.maximum; else return dmg.median; } return dmg.median; } u32 AI_WhoStrikesFirstPartyMon(u32 battlerAtk, u32 battlerDef, struct BattlePokemon switchinCandidate, u32 moveConsidered) { struct BattlePokemon *savedBattleMons = AllocSaveBattleMons(); gBattleMons[battlerAtk] = switchinCandidate; SetBattlerAiData(battlerAtk, gAiLogicData); u32 aiMonFaster = AI_IsFaster(battlerAtk, battlerDef, moveConsidered); FreeRestoreBattleMons(savedBattleMons); SetBattlerAiData(battlerAtk, gAiLogicData); return aiMonFaster; } s32 CountUsablePartyMons(u32 battlerId) { s32 battlerOnField1, battlerOnField2, i, ret; struct Pokemon *party; party = GetBattlerParty(battlerId); if (IsDoubleBattle()) { battlerOnField1 = gBattlerPartyIndexes[battlerId]; battlerOnField2 = gBattlerPartyIndexes[GetPartnerBattler(battlerId)]; } else // In singles there's only one battlerId by side. { battlerOnField1 = gBattlerPartyIndexes[battlerId]; battlerOnField2 = gBattlerPartyIndexes[battlerId]; } ret = 0; for (i = 0; i < PARTY_SIZE; i++) { if (i != battlerOnField1 && i != battlerOnField2 && GetMonData(&party[i], MON_DATA_HP) != 0 && GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG) != SPECIES_NONE && GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG) != SPECIES_EGG) { ret++; } } return ret; } bool32 IsPartyFullyHealedExceptBattler(u32 battlerId) { struct Pokemon *party; u32 i; party = GetBattlerParty(battlerId); for (i = 0; i < PARTY_SIZE; i++) { if (i != gBattlerPartyIndexes[battlerId] && GetMonData(&party[i], MON_DATA_HP) != 0 && GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG) != SPECIES_NONE && GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG) != SPECIES_EGG && GetMonData(&party[i], MON_DATA_HP) < GetMonData(&party[i], MON_DATA_MAX_HP)) return FALSE; } return TRUE; } bool32 PartyHasMoveCategory(u32 battlerId, u32 category) { struct Pokemon *party = GetBattlerParty(battlerId); u32 i, j; for (i = 0; i < PARTY_SIZE; i++) { if (GetMonData(&party[i], MON_DATA_HP, NULL) == 0) continue; for (j = 0; j < MAX_MON_MOVES; j++) { u32 move = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL); u32 pp = GetMonData(&party[i], MON_DATA_PP1 + j, NULL); if (pp > 0 && move != MOVE_NONE) { //TODO - handle photon geyser, light that burns the sky if (GetMoveCategory(move) == category) return TRUE; } } } return FALSE; } bool32 SideHasMoveCategory(u32 battlerId, u32 category) { if (IsDoubleBattle()) { if (HasMoveWithCategory(battlerId, category) || HasMoveWithCategory(BATTLE_PARTNER(battlerId), category)) return TRUE; } else { if (HasMoveWithCategory(battlerId, category)) return TRUE; } return FALSE; } bool32 IsAbilityOfRating(u32 ability, s8 rating) { if (gAbilitiesInfo[ability].aiRating >= rating) return TRUE; return FALSE; } static const u16 sRecycleEncouragedItems[] = { ITEM_CHESTO_BERRY, ITEM_LUM_BERRY, ITEM_STARF_BERRY, ITEM_SITRUS_BERRY, ITEM_MICLE_BERRY, ITEM_CUSTAP_BERRY, ITEM_MENTAL_HERB, ITEM_FOCUS_SASH, ITEM_SALAC_BERRY, ITEM_LIECHI_BERRY, ITEM_AGUAV_BERRY, ITEM_FIGY_BERRY, ITEM_IAPAPA_BERRY, ITEM_MAGO_BERRY, ITEM_WIKI_BERRY, ITEM_MENTAL_HERB, ITEM_POWER_HERB, ITEM_BERRY_JUICE, ITEM_WEAKNESS_POLICY, ITEM_BLUNDER_POLICY, ITEM_KEE_BERRY, ITEM_MARANGA_BERRY, // TODO expand this }; // Its assumed that the berry is strategically given, so no need to check benefits of the berry bool32 IsStatBoostingBerry(u32 item) { switch (item) { case ITEM_LIECHI_BERRY: case ITEM_GANLON_BERRY: case ITEM_SALAC_BERRY: case ITEM_PETAYA_BERRY: case ITEM_APICOT_BERRY: //case ITEM_LANSAT_BERRY: case ITEM_STARF_BERRY: case ITEM_MICLE_BERRY: return TRUE; default: return FALSE; } } bool32 ShouldRestoreHpBerry(u32 battlerAtk, u32 item) { switch (item) { case ITEM_ORAN_BERRY: if (gBattleMons[battlerAtk].maxHP <= 50) return TRUE; // Only worth it in the early game return FALSE; case ITEM_SITRUS_BERRY: case ITEM_FIGY_BERRY: case ITEM_WIKI_BERRY: case ITEM_MAGO_BERRY: case ITEM_AGUAV_BERRY: case ITEM_IAPAPA_BERRY: return TRUE; default: return FALSE; } } bool32 IsRecycleEncouragedItem(u32 item) { u32 i; for (i = 0; i < ARRAY_COUNT(sRecycleEncouragedItems); i++) { if (item == sRecycleEncouragedItems[i]) return TRUE; } return FALSE; } static u32 GetStatBeingChanged(enum StatChange statChange) { switch(statChange) { case STAT_CHANGE_ATK: case STAT_CHANGE_ATK_2: return STAT_ATK; case STAT_CHANGE_DEF: case STAT_CHANGE_DEF_2: return STAT_DEF; case STAT_CHANGE_SPEED: case STAT_CHANGE_SPEED_2: return STAT_SPEED; case STAT_CHANGE_SPATK: case STAT_CHANGE_SPATK_2: return STAT_SPATK; case STAT_CHANGE_SPDEF: case STAT_CHANGE_SPDEF_2: return STAT_SPDEF; case STAT_CHANGE_ACC: return STAT_ACC; case STAT_CHANGE_EVASION: return STAT_EVASION; } return 0; // STAT_HP, should never be getting changed } static enum AIScore IncreaseStatUpScoreInternal(u32 battlerAtk, u32 battlerDef, enum StatChange statChange, bool32 considerContrary) { enum AIScore tempScore = NO_INCREASE; u32 noOfHitsToFaint = NoOfHitsForTargetToFaintAI(battlerDef, battlerAtk); u32 aiIsFaster = AI_IsFaster(battlerAtk, battlerDef, TRUE); u32 shouldSetUp = ((noOfHitsToFaint >= 2 && aiIsFaster) || (noOfHitsToFaint >= 3 && !aiIsFaster) || noOfHitsToFaint == UNKNOWN_NO_OF_HITS); u32 i; u32 statId = GetStatBeingChanged(statChange); if (considerContrary && gAiLogicData->abilities[battlerAtk] == ABILITY_CONTRARY) return NO_INCREASE; // Don't increase stats if opposing battler has Unaware if (HasBattlerSideAbility(battlerDef, ABILITY_UNAWARE, gAiLogicData)) return NO_INCREASE; // Don't increase stat if AI is at +4 if (gBattleMons[battlerAtk].statStages[statId] >= MAX_STAT_STAGE - 2) return NO_INCREASE; // Don't increase stat if AI has less then 70% HP and number of hits isn't known if (gAiLogicData->hpPercents[battlerAtk] < 70 && noOfHitsToFaint == UNKNOWN_NO_OF_HITS) return NO_INCREASE; // Don't set up if AI is dead to residual damage from weather if (GetBattlerSecondaryDamage(battlerAtk) >= gBattleMons[battlerAtk].hp) return NO_INCREASE; // Don't increase stats if opposing battler has Opportunist if (gAiLogicData->abilities[battlerDef] == ABILITY_OPPORTUNIST) return NO_INCREASE; // Don't increase stats if opposing battler has Encore if (HasBattlerSideMoveWithEffect(battlerDef, EFFECT_ENCORE)) return NO_INCREASE; // Don't increase stats if opposing battler has used Haze effect if (HasBattlerSideUsedMoveWithEffect(battlerDef, EFFECT_HAZE) || HasBattlerSideUsedMoveWithAdditionalEffect(battlerDef, MOVE_EFFECT_CLEAR_SMOG) || HasBattlerSideUsedMoveWithAdditionalEffect(battlerDef, MOVE_EFFECT_HAZE)) return NO_INCREASE; // Don't increase if AI is at +1 and opponent has Haze effect if (gBattleMons[battlerAtk].statStages[statId] >= MAX_STAT_STAGE - 5 && (HasBattlerSideMoveWithEffect(battlerDef, EFFECT_HAZE) || HasBattlerSideMoveWithAdditionalEffect(battlerDef, MOVE_EFFECT_CLEAR_SMOG) || HasBattlerSideMoveWithAdditionalEffect(battlerDef, MOVE_EFFECT_HAZE))) return NO_INCREASE; // Predicting switch if (IsBattlerPredictedToSwitch(battlerDef)) { struct Pokemon *playerParty = GetBattlerParty(battlerDef); // If expected switchin outspeeds and has Encore, don't increase for (i = 0; i < MAX_MON_MOVES; i++) { if (GetMoveEffect(GetMonData(&playerParty[gAiLogicData->mostSuitableMonId[battlerDef]], MON_DATA_MOVE1 + i, NULL)) == EFFECT_ENCORE && GetMonData(&playerParty[gAiLogicData->mostSuitableMonId[battlerDef]], MON_DATA_PP1 + i, NULL) > 0); { if (GetMonData(&playerParty[gAiLogicData->mostSuitableMonId[battlerDef]], MON_DATA_SPEED, NULL) > gBattleMons[battlerAtk].speed) return NO_INCREASE; } } // Otherwise if predicting switch, stat increases are great momentum tempScore += WEAK_EFFECT; } switch (statChange) { case STAT_CHANGE_ATK: if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL) && shouldSetUp) tempScore += DECENT_EFFECT; break; case STAT_CHANGE_DEF: if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) || !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL)) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL) tempScore += DECENT_EFFECT; else tempScore += WEAK_EFFECT; } break; case STAT_CHANGE_SPEED: if ((noOfHitsToFaint >= 3 && !aiIsFaster) || noOfHitsToFaint == UNKNOWN_NO_OF_HITS) tempScore += DECENT_EFFECT; break; case STAT_CHANGE_SPATK: if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL) && shouldSetUp) tempScore += DECENT_EFFECT; break; case STAT_CHANGE_SPDEF: if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) || !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL)) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL) tempScore += DECENT_EFFECT; else tempScore += WEAK_EFFECT; } break; case STAT_CHANGE_ATK_2: if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL) && shouldSetUp) tempScore += GOOD_EFFECT; break; case STAT_CHANGE_DEF_2: if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) || !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL)) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL) tempScore += GOOD_EFFECT; else tempScore += DECENT_EFFECT; } break; case STAT_CHANGE_SPEED_2: if ((noOfHitsToFaint >= 3 && !aiIsFaster) || noOfHitsToFaint == UNKNOWN_NO_OF_HITS) tempScore += GOOD_EFFECT; break; case STAT_CHANGE_SPATK_2: if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL) && shouldSetUp) tempScore += GOOD_EFFECT; break; case STAT_CHANGE_SPDEF_2: if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) || !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL)) { if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL) tempScore += GOOD_EFFECT; else tempScore += DECENT_EFFECT; } break; case STAT_CHANGE_ACC: if (gBattleMons[battlerAtk].statStages[statId] <= 3) // Increase only if necessary tempScore += DECENT_EFFECT; break; case STAT_CHANGE_EVASION: if (noOfHitsToFaint > 3 || noOfHitsToFaint == UNKNOWN_NO_OF_HITS) tempScore += GOOD_EFFECT; else tempScore += DECENT_EFFECT; break; } return tempScore; } u32 IncreaseStatUpScore(u32 battlerAtk, u32 battlerDef, enum StatChange statChange) { return IncreaseStatUpScoreInternal(battlerAtk, battlerDef, statChange, TRUE); } u32 IncreaseStatUpScoreContrary(u32 battlerAtk, u32 battlerDef, enum StatChange statChange) { return IncreaseStatUpScoreInternal(battlerAtk, battlerDef, statChange, FALSE); } void IncreasePoisonScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PSN || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanPoison(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], move, gAiLogicData->partnerMove) && gAiLogicData->hpPercents[battlerDef] > 20) { if (!HasDamagingMove(battlerDef)) ADJUST_SCORE_PTR(DECENT_EFFECT); if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL && HasMoveWithEffect(battlerAtk, EFFECT_PROTECT)) ADJUST_SCORE_PTR(WEAK_EFFECT); // stall tactic if (IsPowerBasedOnStatus(battlerAtk, EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_PSN_ANY) || HasMoveWithEffect(battlerAtk, EFFECT_VENOM_DRENCH) || gAiLogicData->abilities[battlerAtk] == ABILITY_MERCILESS) ADJUST_SCORE_PTR(DECENT_EFFECT); else ADJUST_SCORE_PTR(WEAK_EFFECT); } } void IncreaseBurnScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_BRN || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanBurn(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, gAiLogicData->partnerMove)) { if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) || (!(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_OMNISCIENT) // Not Omniscient but expects physical attacker && gSpeciesInfo[gBattleMons[battlerDef].species].baseAttack >= gSpeciesInfo[gBattleMons[battlerDef].species].baseSpAttack + 10)) { if (GetMoveCategory(GetBestDmgMoveFromBattler(battlerDef, battlerAtk, AI_DEFENDING)) == DAMAGE_CATEGORY_PHYSICAL) ADJUST_SCORE_PTR(DECENT_EFFECT); else ADJUST_SCORE_PTR(WEAK_EFFECT); } if (IsPowerBasedOnStatus(battlerAtk, EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_BURN) || IsPowerBasedOnStatus(BATTLE_PARTNER(battlerAtk), EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_BURN)) ADJUST_SCORE_PTR(WEAK_EFFECT); } } void IncreaseParalyzeScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_PAR || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanParalyze(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], move, gAiLogicData->partnerMove)) { u32 atkSpeed = gAiLogicData->speedStats[battlerAtk]; u32 defSpeed = gAiLogicData->speedStats[battlerDef]; if ((defSpeed >= atkSpeed && defSpeed / 2 < atkSpeed) // You'll go first after paralyzing foe || IsPowerBasedOnStatus(battlerAtk, EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_PARALYSIS) || (HasMoveWithMoveEffectExcept(battlerAtk, MOVE_EFFECT_FLINCH, EFFECT_FIRST_TURN_ONLY)) // filter out Fake Out || gBattleMons[battlerDef].status2 & STATUS2_INFATUATION || gBattleMons[battlerDef].status2 & STATUS2_CONFUSION) ADJUST_SCORE_PTR(GOOD_EFFECT); else ADJUST_SCORE_PTR(DECENT_EFFECT); } } void IncreaseSleepScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0) && GetMoveEffect(GetBestDmgMoveFromBattler(battlerAtk, battlerDef, AI_ATTACKING)) != EFFECT_FOCUS_PUNCH) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_SLP || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanPutToSleep(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], move, gAiLogicData->partnerMove)) ADJUST_SCORE_PTR(DECENT_EFFECT); else return; if ((HasMoveWithEffect(battlerAtk, EFFECT_DREAM_EATER) || HasMoveWithEffect(battlerAtk, EFFECT_NIGHTMARE)) && !(HasMoveWithEffect(battlerDef, EFFECT_SNORE) || HasMoveWithEffect(battlerDef, EFFECT_SLEEP_TALK))) ADJUST_SCORE_PTR(WEAK_EFFECT); if (IsPowerBasedOnStatus(battlerAtk, EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_SLEEP) || IsPowerBasedOnStatus(BATTLE_PARTNER(battlerAtk), EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_SLEEP)) ADJUST_SCORE_PTR(WEAK_EFFECT); } void IncreaseConfusionScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_CONFUSION || gAiLogicData->holdEffects[battlerDef] == HOLD_EFFECT_CURE_STATUS) return; if (AI_CanConfuse(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, gAiLogicData->partnerMove) && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CURE_CONFUSION && gAiLogicData->holdEffects[battlerDef] != HOLD_EFFECT_CURE_STATUS) { if (gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS || gBattleMons[battlerDef].status2 & STATUS2_INFATUATION || (gAiLogicData->abilities[battlerAtk] == ABILITY_SERENE_GRACE && HasMoveWithMoveEffectExcept(battlerAtk, MOVE_EFFECT_FLINCH, EFFECT_FIRST_TURN_ONLY))) ADJUST_SCORE_PTR(GOOD_EFFECT); else ADJUST_SCORE_PTR(DECENT_EFFECT); } } void IncreaseFrostbiteScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if ((gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_TRY_TO_FAINT) && CanAIFaintTarget(battlerAtk, battlerDef, 0)) return; if (AI_CanGiveFrostbite(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, gAiLogicData->partnerMove)) { if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) || (!(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_OMNISCIENT) // Not Omniscient but expects special attacker && gSpeciesInfo[gBattleMons[battlerDef].species].baseSpAttack >= gSpeciesInfo[gBattleMons[battlerDef].species].baseAttack + 10)) { if (GetMoveCategory(GetBestDmgMoveFromBattler(battlerDef, battlerAtk, AI_DEFENDING)) == DAMAGE_CATEGORY_SPECIAL) ADJUST_SCORE_PTR(DECENT_EFFECT); else ADJUST_SCORE_PTR(WEAK_EFFECT); } if (IsPowerBasedOnStatus(battlerAtk, EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_FROSTBITE) || IsPowerBasedOnStatus(BATTLE_PARTNER(battlerAtk), EFFECT_DOUBLE_POWER_ON_ARG_STATUS, STATUS1_FROSTBITE)) ADJUST_SCORE_PTR(WEAK_EFFECT); } } bool32 AI_MoveMakesContact(u32 ability, enum ItemHoldEffect holdEffect, u32 move) { if (MoveMakesContact(move) && ability != ABILITY_LONG_REACH && holdEffect != HOLD_EFFECT_PROTECTIVE_PADS) return TRUE; return FALSE; } //TODO - this could use some more sophisticated logic bool32 ShouldUseZMove(u32 battlerAtk, u32 battlerDef, u32 chosenMove) { // simple logic. just upgrades chosen move to z move if possible, unless regular move would kill opponent if ((IsDoubleBattle()) && battlerDef == BATTLE_PARTNER(battlerAtk)) return FALSE; // don't use z move on partner if (HasTrainerUsedGimmick(battlerAtk, GIMMICK_Z_MOVE)) return FALSE; // can't use z move twice if (IsViableZMove(battlerAtk, chosenMove)) { uq4_12_t effectiveness; u32 zMove = GetUsableZMove(battlerAtk, chosenMove); struct SimulatedDamage dmg; if (gBattleMons[battlerDef].ability == ABILITY_DISGUISE && !MoveIgnoresTargetAbility(zMove) && (gBattleMons[battlerDef].species == SPECIES_MIMIKYU_DISGUISED || gBattleMons[battlerDef].species == SPECIES_MIMIKYU_TOTEM_DISGUISED)) return FALSE; // Don't waste a Z-Move busting disguise if (gBattleMons[battlerDef].ability == ABILITY_ICE_FACE && !MoveIgnoresTargetAbility(zMove) && gBattleMons[battlerDef].species == SPECIES_EISCUE_ICE && IsBattleMovePhysical(chosenMove)) return FALSE; // Don't waste a Z-Move busting Ice Face if (IsBattleMoveStatus(chosenMove) && !IsBattleMoveStatus(zMove)) return FALSE; else if (!IsBattleMoveStatus(chosenMove) && IsBattleMoveStatus(zMove)) return FALSE; dmg = AI_CalcDamageSaveBattlers(chosenMove, battlerAtk, battlerDef, &effectiveness, FALSE); if (!IsBattleMoveStatus(chosenMove) && dmg.minimum >= gBattleMons[battlerDef].hp) return FALSE; // don't waste damaging z move if can otherwise faint target return TRUE; } return FALSE; } bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId) { return (gBattleMons[battlerId].status1 & STATUS1_SLEEP) || gAiLogicData->abilities[battlerId] == ABILITY_COMATOSE; } s32 AI_TryToClearStats(u32 battlerAtk, u32 battlerDef, bool32 isDoubleBattle) { if (isDoubleBattle) return min(CountPositiveStatStages(battlerDef) + CountPositiveStatStages(BATTLE_PARTNER(battlerDef)), 7); else return min(CountPositiveStatStages(battlerDef), 4); } bool32 AI_ShouldCopyStatChanges(u32 battlerAtk, u32 battlerDef) { u8 i; // Want to copy positive stat changes for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++) { if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i]) { switch (i) { case STAT_ATK: return (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL)); case STAT_SPATK: return (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL)); case STAT_ACC: return (HasLowAccuracyMove(battlerAtk, battlerDef)); case STAT_EVASION: case STAT_SPEED: return TRUE; case STAT_DEF: case STAT_SPDEF: return (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_STALL); } } } return FALSE; } //TODO - track entire opponent party data to determine hazard effectiveness bool32 AI_ShouldSetUpHazards(u32 battlerAtk, u32 battlerDef, struct AiLogicData *aiData) { if (aiData->abilities[battlerDef] == ABILITY_MAGIC_BOUNCE || CountUsablePartyMons(battlerDef) == 0 || HasMoveWithEffect(battlerDef, EFFECT_RAPID_SPIN) || HasMoveWithEffect(battlerDef, EFFECT_TIDY_UP) || HasMoveWithEffect(battlerDef, EFFECT_DEFOG) || HasMoveWithAdditionalEffect(battlerDef, MOVE_EFFECT_DEFOG) || HasMoveWithEffect(battlerDef, EFFECT_MAGIC_COAT)) return FALSE; return TRUE; } void IncreaseTidyUpScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score) { if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0) ADJUST_SCORE_PTR(GOOD_EFFECT); if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerDef) != 0) ADJUST_SCORE_PTR(-2); if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE && AI_IsFaster(battlerAtk, battlerDef, move)) ADJUST_SCORE_PTR(-10); if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE) ADJUST_SCORE_PTR(GOOD_EFFECT); if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED) ADJUST_SCORE_PTR(DECENT_EFFECT); if (gStatuses3[battlerDef] & STATUS3_LEECHSEED) ADJUST_SCORE_PTR(-2); } bool32 AI_ShouldSpicyExtract(u32 battlerAtk, u32 battlerAtkPartner, u32 move, struct AiLogicData *aiData) { u32 preventsStatLoss; u32 partnerAbility; u32 partnerHoldEffect = aiData->holdEffects[battlerAtkPartner]; if (DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move)) partnerAbility = ABILITY_NONE; else partnerAbility = aiData->abilities[battlerAtkPartner]; if (gBattleMons[battlerAtkPartner].statStages[STAT_ATK] == MAX_STAT_STAGE || partnerAbility == ABILITY_CONTRARY || partnerAbility == ABILITY_GOOD_AS_GOLD || HasMoveWithEffect(BATTLE_OPPOSITE(battlerAtk), EFFECT_FOUL_PLAY) || HasMoveWithEffect(BATTLE_OPPOSITE(battlerAtkPartner), EFFECT_FOUL_PLAY)) return FALSE; preventsStatLoss = (partnerAbility == ABILITY_CLEAR_BODY || partnerAbility == ABILITY_FULL_METAL_BODY || partnerAbility == ABILITY_WHITE_SMOKE || partnerHoldEffect == HOLD_EFFECT_CLEAR_AMULET); switch (GetMoveEffect(aiData->partnerMove)) { case EFFECT_DEFENSE_UP: case EFFECT_DEFENSE_UP_2: case EFFECT_DEFENSE_UP_3: case EFFECT_BULK_UP: case EFFECT_STOCKPILE: if (!preventsStatLoss) return FALSE; default: break; } return (preventsStatLoss && AI_IsFaster(battlerAtk, battlerAtkPartner, TRUE) && HasMoveWithCategory(battlerAtkPartner, DAMAGE_CATEGORY_PHYSICAL)); } u32 IncreaseSubstituteMoveScore(u32 battlerAtk, u32 battlerDef, u32 move) { enum BattleMoveEffects effect = GetMoveEffect(move); u32 scoreIncrease = 0; if (effect == EFFECT_SUBSTITUTE) // Substitute specific { if (HasAnyKnownMove(battlerDef) && GetBestDmgFromBattler(battlerDef, battlerAtk, AI_DEFENDING) < gBattleMons[battlerAtk].maxHP / 4) scoreIncrease += GOOD_EFFECT; } else if (effect == EFFECT_SHED_TAIL) // Shed Tail specific { if ((ShouldPivot(battlerAtk, battlerDef, gAiLogicData->abilities[battlerDef], move, gAiThinkingStruct->movesetIndex)) && (HasAnyKnownMove(battlerDef) && (GetBestDmgFromBattler(battlerDef, battlerAtk, AI_DEFENDING) < gBattleMons[battlerAtk].maxHP / 2))) scoreIncrease += BEST_EFFECT; } if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG) scoreIncrease += GOOD_EFFECT; if (gBattleMons[battlerDef].status1 & STATUS1_SLEEP) scoreIncrease += GOOD_EFFECT; else if (gBattleMons[battlerDef].status1 & (STATUS1_BURN | STATUS1_PSN_ANY | STATUS1_FROSTBITE)) scoreIncrease += DECENT_EFFECT; if (IsBattlerPredictedToSwitch(battlerDef)) scoreIncrease += DECENT_EFFECT; if (HasNonVolatileMoveEffect(battlerDef, MOVE_EFFECT_SLEEP) || HasNonVolatileMoveEffect(battlerDef, MOVE_EFFECT_TOXIC) || HasNonVolatileMoveEffect(battlerDef, MOVE_EFFECT_PARALYSIS) || HasNonVolatileMoveEffect(battlerDef, MOVE_EFFECT_BURN) || HasMoveWithEffect(battlerDef, EFFECT_CONFUSE) || HasMoveWithEffect(battlerDef, EFFECT_LEECH_SEED)) scoreIncrease += GOOD_EFFECT; if (gAiLogicData->hpPercents[battlerAtk] > 70) scoreIncrease += WEAK_EFFECT; return scoreIncrease; } bool32 HasLowAccuracyMove(u32 battlerAtk, u32 battlerDef) { int i; for (i = 0; i < MAX_MON_MOVES; i++) { if (gAiLogicData->moveAccuracy[battlerAtk][battlerDef][i] <= LOW_ACCURACY_THRESHOLD) return TRUE; } return FALSE; } bool32 IsBattlerItemEnabled(u32 battler) { if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_NEGATE_UNAWARE) return TRUE; if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM) return FALSE; if (gStatuses3[battler] & STATUS3_EMBARGO) return FALSE; if (gBattleMons[battler].ability == ABILITY_KLUTZ && !(gStatuses3[battler] & STATUS3_GASTRO_ACID)) return FALSE; return TRUE; } bool32 HasBattlerSideAbility(u32 battler, u32 ability, struct AiLogicData *aiData) { if (aiData->abilities[battler] == ability) return TRUE; if (IsDoubleBattle() && gAiLogicData->abilities[BATTLE_PARTNER(battler)] == ability) return TRUE; return FALSE; } u32 GetFriendlyFireKOThreshold(u32 battler) { if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_RISKY) return FRIENDLY_FIRE_RISKY_THRESHOLD; if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_CONSERVATIVE) return FRIENDLY_FIRE_CONSERVATIVE_THRESHOLD; return FRIENDLY_FIRE_NORMAL_THRESHOLD; } bool32 IsMoxieTypeAbility(u32 ability) { switch (ability) { case ABILITY_MOXIE: case ABILITY_BEAST_BOOST: case ABILITY_CHILLING_NEIGH: case ABILITY_AS_ONE_ICE_RIDER: case ABILITY_GRIM_NEIGH: case ABILITY_AS_ONE_SHADOW_RIDER: return TRUE; default: return FALSE; } } // Should the AI use a spread move to deliberately activate its partner's ability? bool32 ShouldTriggerAbility(u32 battler, u32 ability) { switch (ability) { case ABILITY_LIGHTNING_ROD: case ABILITY_STORM_DRAIN: if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5) return FALSE; else return (BattlerStatCanRise(battler, ability, STAT_SPATK) && HasMoveWithCategory(battler, DAMAGE_CATEGORY_SPECIAL)); case ABILITY_DEFIANT: case ABILITY_JUSTIFIED: case ABILITY_MOXIE: case ABILITY_SAP_SIPPER: case ABILITY_THERMAL_EXCHANGE: return (BattlerStatCanRise(battler, ability, STAT_ATK) && HasMoveWithCategory(battler, DAMAGE_CATEGORY_PHYSICAL)); case ABILITY_COMPETITIVE: return (BattlerStatCanRise(battler, ability, STAT_SPATK) && HasMoveWithCategory(battler, DAMAGE_CATEGORY_SPECIAL)); case ABILITY_CONTRARY: return TRUE; case ABILITY_DRY_SKIN: case ABILITY_VOLT_ABSORB: case ABILITY_WATER_ABSORB: return (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_HP_AWARE); case ABILITY_RATTLED: case ABILITY_STEAM_ENGINE: return BattlerStatCanRise(battler, ability, STAT_SPEED); case ABILITY_FLASH_FIRE: return (HasMoveWithType(battler, TYPE_FIRE) && !gDisableStructs[battler].flashFireBoosted); case ABILITY_WATER_COMPACTION: case ABILITY_WELL_BAKED_BODY: return (BattlerStatCanRise(battler, ability, STAT_DEF)); default: return FALSE; } } u32 GetThinkingBattler(u32 battler) { if (gAiLogicData->aiPredictionInProgress) return gAiLogicData->battlerDoingPrediction; return battler; }