pokeemmo/src/battle_ai_util.c

5781 lines
194 KiB
C

#include "global.h"
#include "battle_z_move.h"
#include "malloc.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_ai_field_statuses.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"
static u32 GetAIEffectGroup(enum BattleMoveEffects effect);
static u32 GetAIEffectGroupFromMove(u32 battler, u32 move);
// Functions
static u32 AI_GetMoldBreakerSanitizedAbility(u32 battlerAtk, u32 abilityAtk, u32 abilityDef, u32 holdEffectDef, u32 move)
{
if (MoveIgnoresTargetAbility(move))
return ABILITY_NONE;
if (holdEffectDef != HOLD_EFFECT_ABILITY_SHIELD && IsMoldBreakerTypeAbility(battlerAtk, abilityAtk))
return ABILITY_NONE;
return abilityDef;
}
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 aiMove, u32 playerMove, enum ConsiderPriority considerPriority)
{
return (AI_WhoStrikesFirst(battlerAi, battlerDef, aiMove, playerMove, considerPriority) == AI_IS_FASTER);
}
bool32 AI_IsSlower(u32 battlerAi, u32 battlerDef, u32 aiMove, u32 playerMove, enum ConsiderPriority considerPriority)
{
return (AI_WhoStrikesFirst(battlerAi, battlerDef, aiMove, playerMove, considerPriority) == AI_IS_SLOWER);
}
bool32 AI_IsPartyMonFaster(u32 battlerAi, u32 battlerDef, struct BattlePokemon switchinCandidate, u32 aiMove, u32 playerMove, enum ConsiderPriority considerPriority)
{
return (AI_WhoStrikesFirstPartyMon(battlerAi, battlerDef, switchinCandidate, aiMove, playerMove, considerPriority) == AI_IS_FASTER);
}
bool32 AI_IsPartyMonSlower(u32 battlerAi, u32 battlerDef, struct BattlePokemon switchinCandidate, u32 aiMove, u32 playerMove, enum ConsiderPriority considerPriority)
{
return (AI_WhoStrikesFirstPartyMon(battlerAi, battlerDef, switchinCandidate, aiMove, playerMove, considerPriority) == 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 IsAiBattlerAssumingStab()
{
if (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_ASSUME_STAB
|| gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_ASSUME_STAB)
return TRUE;
return FALSE;
}
bool32 IsAiBattlerAssumingStatusMoves()
{
if (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_ASSUME_STATUS_MOVES
|| gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_ASSUME_STATUS_MOVES)
return TRUE;
return FALSE;
}
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 CanAiPredictMove(void)
{
return gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_PREDICT_MOVE
|| gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_PREDICT_MOVE;
}
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[B_POSITION_OPPONENT_LEFT] & AI_FLAG_PREDICT_SWITCH
|| gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & 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 (aiData->predictingMove && CanAiPredictMove())
return aiData->predictedMove[opposingBattler];
return aiData->lastUsedMove[opposingBattler];
}
// When not predicting, don't want to reference player's previous move; leads to weird behaviour for cases like Fake Out or Protect, especially in doubles
u32 GetIncomingMoveSpeedCheck(u32 battler, u32 opposingBattler, struct AiLogicData *aiData)
{
if (aiData->predictingMove && CanAiPredictMove())
return aiData->predictedMove[opposingBattler];
return MOVE_NONE;
}
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];
}
bool32 ShouldRecordStatusMove(u32 move)
{
if (ASSUME_STATUS_MOVES_HAS_TUNING)
{
switch (GetMoveEffect(move))
{
// variable odds by additional effect
case EFFECT_NON_VOLATILE_STATUS:
if (GetMoveNonVolatileStatus(move) == MOVE_EFFECT_SLEEP && RandomPercentage(RNG_AI_ASSUME_STATUS_SLEEP, ASSUME_STATUS_HIGH_ODDS))
return TRUE;
else if (RandomPercentage(RNG_AI_ASSUME_STATUS_NONVOLATILE, ASSUME_STATUS_MEDIUM_ODDS))
return TRUE;
break;
// High odds
case EFFECT_AURORA_VEIL:
case EFFECT_CHILLY_RECEPTION:
case EFFECT_FIRST_TURN_ONLY:
case EFFECT_FOLLOW_ME:
case EFFECT_INSTRUCT:
case EFFECT_JUNGLE_HEALING:
case EFFECT_SHED_TAIL:
return RandomPercentage(RNG_AI_ASSUME_STATUS_HIGH_ODDS, ASSUME_STATUS_HIGH_ODDS);
// Medium odds
case EFFECT_AFTER_YOU:
case EFFECT_DOODLE:
case EFFECT_ENCORE:
case EFFECT_HAZE:
case EFFECT_PARTING_SHOT:
case EFFECT_PROTECT:
case EFFECT_REST:
case EFFECT_ROAR:
case EFFECT_ROOST:
case EFFECT_SLEEP_TALK:
case EFFECT_TAUNT:
case EFFECT_TAILWIND:
case EFFECT_TRICK:
case EFFECT_TRICK_ROOM:
// defoggables / screens and hazards
case EFFECT_LIGHT_SCREEN:
case EFFECT_REFLECT:
case EFFECT_SPIKES:
case EFFECT_STEALTH_ROCK:
case EFFECT_STICKY_WEB:
case EFFECT_TOXIC_SPIKES:
return RandomPercentage(RNG_AI_ASSUME_STATUS_MEDIUM_ODDS, ASSUME_STATUS_MEDIUM_ODDS);
// Low odds
case EFFECT_ENTRAINMENT:
case EFFECT_FIXED_PERCENT_DAMAGE:
case EFFECT_GASTRO_ACID:
case EFFECT_IMPRISON:
case EFFECT_TELEPORT:
return RandomPercentage(RNG_AI_ASSUME_STATUS_LOW_ODDS, ASSUME_STATUS_LOW_ODDS);
default:
break;
}
}
return RandomPercentage(RNG_AI_ASSUME_ALL_STATUS, ASSUME_ALL_STATUS_ODDS) && IsBattleMoveStatus(move);
}
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] == GetSpeciesType(species, 0)
&& gBattleMons[battlerId].types[1] == GetSpeciesType(species, 1))
{
gBattleMons[battlerId].types[0] = GetSpeciesType(illusionSpecies, 0);
gBattleMons[battlerId].types[1] = GetSpeciesType(illusionSpecies, 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 (GetSpeciesAbility(species, 1) == ABILITY_NONE
|| GetSpeciesAbility(species, 1) == GetSpeciesAbility(species, 0))
gBattleMons[battlerId].ability = GetSpeciesAbility(species, 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].volatiles.wrapped)
return TRUE;
if (gBattleMons[battlerDef].volatiles.escapePrevention)
return TRUE;
if (gBattleMons[battlerDef].volatiles.semiInvulnerable == STATE_SKY_DROP)
return TRUE;
if (gBattleMons[battlerDef].volatiles.root)
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 GetSpeciesBaseHP(species)
+ GetSpeciesBaseAttack(species)
+ GetSpeciesBaseDefense(species)
+ GetSpeciesBaseSpeed(species)
+ GetSpeciesBaseSpAttack(species)
+ GetSpeciesBaseSpDefense(species);
}
bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler)
{
int i;
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAI, opposingBattler, gAiLogicData);
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), predictedMoveSpeedCheck, CONSIDER_PRIORITY))
return TRUE;
}
return FALSE;
}
// move checks
bool32 IsAffectedByPowder(u32 battler, u32 ability, enum ItemHoldEffect holdEffect)
{
if (ability == ABILITY_OVERCOAT
|| (GetGenConfig(GEN_CONFIG_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, enum DamageCategory category)
{
u32 usable = 0;
u16 *moves = GetMovesArray(attacker);
u32 moveLimitations = gAiLogicData->moveLimitations[attacker];
struct DamageContext ctx = {0};
ctx.battlerAtk = attacker;
ctx.battlerDef = target;
ctx.updateFlags = FALSE;
ctx.abilityAtk = gAiLogicData->abilities[attacker];
ctx.abilityDef = gAiLogicData->abilities[target];
ctx.holdEffectAtk = gAiLogicData->items[attacker];
ctx.holdEffectDef = gAiLogicData->items[target];
for (u32 i = 0; i < MAX_MON_MOVES; i++)
{
if (IsMoveUnusable(i, moves[i], moveLimitations))
continue;
if (GetBattleMoveCategory(moves[i]) == category)
{
SetTypeBeforeUsingMove(moves[i], attacker);
ctx.move = moves[i];
ctx.moveType = GetBattleMoveType(moves[i]);
if (CalcTypeEffectivenessMultiplier(&ctx))
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, enum AIConsiderGimmick considerGimmickAtk, enum AIConsiderGimmick considerGimmickDef)
{
struct SimulatedDamage dmg;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
dmg = AI_CalcDamage(move, battlerAtk, battlerDef, typeEffectiveness, considerGimmickAtk, considerGimmickDef, 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(struct DamageContext *ctx)
{
u32 battlerDefAbility;
u32 partnerDefAbility;
struct AiLogicData *aiData = gAiLogicData;
if (ctx->typeEffectivenessModifier == UQ_4_12(0.0))
return TRUE;
if (gBattleStruct->battlerState[ctx->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(ctx->battlerAtk, ctx->abilityAtk) || MoveIgnoresTargetAbility(ctx->move))
{
battlerDefAbility = ABILITY_NONE;
partnerDefAbility = ABILITY_NONE;
}
else
{
battlerDefAbility = ctx->abilityDef;
partnerDefAbility = aiData->abilities[BATTLE_PARTNER(ctx->battlerDef)];
}
if (CanAbilityBlockMove(ctx->battlerAtk, ctx->battlerDef, ctx->abilityAtk, battlerDefAbility, ctx->move, AI_CHECK))
return TRUE;
if (CanAbilityAbsorbMove(ctx->battlerAtk, ctx->battlerDef, battlerDefAbility, ctx->move, ctx->moveType, AI_CHECK))
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(ctx->battlerAtk, BATTLE_PARTNER(ctx->battlerDef), partnerDefAbility, ctx->move, ctx->moveType, AI_CHECK))
return TRUE;
}
if (HasWeatherEffect())
{
if (ctx->weather & B_WEATHER_SUN_PRIMAL && ctx->moveType == TYPE_WATER)
return TRUE;
if (ctx->weather & B_WEATHER_RAIN_PRIMAL && ctx->moveType == TYPE_FIRE)
return TRUE;
}
if (IsMoveDampBanned(ctx->move) && (battlerDefAbility == ABILITY_DAMP || partnerDefAbility == ABILITY_DAMP))
return TRUE;
switch (GetMoveEffect(ctx->move))
{
case EFFECT_DREAM_EATER:
if (!AI_IsBattlerAsleepOrComatose(ctx->battlerDef))
return TRUE;
break;
case EFFECT_BELCH:
if (IsBelchPreventingMove(ctx->battlerAtk, ctx->move))
return TRUE;
break;
case EFFECT_LAST_RESORT:
if (!CanUseLastResort(ctx->battlerAtk))
return TRUE;
break;
case EFFECT_LOW_KICK:
case EFFECT_HEAT_CRASH:
if (GetActiveGimmick(ctx->battlerDef) == GIMMICK_DYNAMAX)
return TRUE;
break;
case EFFECT_FAIL_IF_NOT_ARG_TYPE:
if (!IS_BATTLER_OF_TYPE(ctx->battlerAtk, GetMoveArgType(ctx->move)))
return TRUE;
break;
case EFFECT_STEEL_ROLLER:
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY))
return TRUE;
break;
case EFFECT_POLTERGEIST:
if (gAiLogicData->items[ctx->battlerDef] == ITEM_NONE || !IsBattlerItemEnabled(ctx->battlerDef))
return TRUE;
break;
case EFFECT_FIRST_TURN_ONLY:
if (!gDisableStructs[ctx->battlerAtk].isFirstTurn)
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 DamageContext *ctx, u16 *medianDamage, u16 *minimumDamage, u16 *maximumDamage)
{
enum BattleMoveEffects effect = GetMoveEffect(ctx->move);
u16 median = *medianDamage;
u16 minimum = *minimumDamage;
u16 maximum = *maximumDamage;
switch (effect)
{
case EFFECT_MULTI_HIT:
if (ctx->move == MOVE_WATER_SHURIKEN && gBattleMons[ctx->battlerAtk].species == SPECIES_GRENINJA_ASH)
{
median *= 3;
minimum *= 3;
maximum *= 3;
}
else if (ctx->abilityAtk == ABILITY_SKILL_LINK)
{
median *= 5;
minimum *= 5;
maximum *= 5;
}
else if (ctx->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[ctx->battlerDef].hp - gBattleMons[ctx->battlerAtk].hp);
break;
case EFFECT_BEAT_UP:
if (B_BEAT_UP >= GEN_5)
{
u32 partyCount = CalculatePartyCount(GetBattlerParty(ctx->battlerAtk));
u32 i;
gBattleStruct->beatUpSlot = 0;
ctx->isCrit = FALSE;
ctx->fixedBasePower = 0;
median = 0;
for (i = 0; i < partyCount; i++)
median += CalculateMoveDamage(ctx);
maximum = minimum = median;
gBattleStruct->beatUpSlot = 0;
}
break;
default:
break;
}
// Handle other multi-strike moves
u32 strikeCount = GetMoveStrikeCount(ctx->move);
if (strikeCount > 1 && effect != EFFECT_TRIPLE_KICK)
{
median *= strikeCount;
minimum *= strikeCount;
maximum *= strikeCount;
}
if (ctx->abilityAtk == ABILITY_PARENTAL_BOND
&& !strikeCount
&& effect != EFFECT_TRIPLE_KICK
&& effect != EFFECT_MULTI_HIT
&& !AI_IsDoubleSpreadMove(ctx->battlerAtk, ctx->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, enum AIConsiderGimmick considerGimmickAtk, enum AIConsiderGimmick considerGimmickDef, u32 weather)
{
struct SimulatedDamage simDamage;
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
bool32 isDamageMoveUnusable = FALSE;
bool32 toggledGimmickAtk = FALSE;
bool32 toggledGimmickDef = 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_NONE && considerGimmickAtk == USE_GIMMICK)
{
// Set Z-Move variables if needed
if (gBattleStruct->gimmick.usableGimmick[battlerAtk] == GIMMICK_Z_MOVE && IsViableZMove(battlerAtk, move))
gBattleStruct->zmove.baseMoves[battlerAtk] = move;
toggledGimmickAtk = TRUE;
SetActiveGimmick(battlerAtk, gBattleStruct->gimmick.usableGimmick[battlerAtk]);
}
if (gBattleStruct->gimmick.usableGimmick[battlerDef] && GetActiveGimmick(battlerDef) == GIMMICK_NONE
&& gBattleStruct->gimmick.usableGimmick[battlerDef] != GIMMICK_NONE && considerGimmickDef == USE_GIMMICK)
{
toggledGimmickDef = TRUE;
SetActiveGimmick(battlerDef, gBattleStruct->gimmick.usableGimmick[battlerDef]);
}
SetDynamicMoveCategory(battlerAtk, battlerDef, move);
SetTypeBeforeUsingMove(move, battlerAtk);
// We can set those globals because they are going to get rerolled on attack execution
gBattleStruct->magnitudeBasePower = 70;
gBattleStruct->presentBasePower = 80;
struct DamageContext ctx;
ctx.battlerAtk = battlerAtk;
ctx.battlerDef = battlerDef;
ctx.move = move;
ctx.moveType = GetBattleMoveType(move);
ctx.isCrit = ShouldCalcCritDamage(battlerAtk, battlerDef, move, aiData);
ctx.randomFactor = FALSE;
ctx.updateFlags = FALSE;
ctx.weather = weather;
ctx.fixedBasePower = SetFixedMoveBasePower(battlerAtk, move);
ctx.holdEffectAtk = aiData->holdEffects[battlerAtk];
ctx.holdEffectDef = aiData->holdEffects[battlerDef];
ctx.abilityAtk = aiData->abilities[battlerAtk];
ctx.abilityDef = AI_GetMoldBreakerSanitizedAbility(battlerAtk, ctx.abilityAtk, aiData->abilities[battlerDef], ctx.holdEffectDef, move);
ctx.typeEffectivenessModifier = CalcTypeEffectivenessMultiplier(&ctx);
u32 movePower = GetMovePower(move);
if (movePower)
isDamageMoveUnusable = IsDamageMoveUnusable(&ctx);
if (movePower && !isDamageMoveUnusable)
{
u32 types[3];
AI_StoreBattlerTypes(battlerAtk, types);
ProteanTryChangeType(battlerAtk, aiData->abilities[battlerAtk], move, ctx.moveType);
s32 fixedDamage = DoFixedDamageMoveCalc(&ctx);
if (fixedDamage != INT32_MAX)
{
simDamage.minimum = simDamage.median = simDamage.maximum = fixedDamage;
}
else 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(&ctx);
damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_LOWEST);
simDamage.minimum += ApplyModifiersAfterDmgRoll(&ctx, damageByRollType);
damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_DEFAULT);
simDamage.median += ApplyModifiersAfterDmgRoll(&ctx, damageByRollType);
damageByRollType = GetDamageByRollType(oneTripleKickHit, DMG_ROLL_HIGHEST);
simDamage.maximum += ApplyModifiersAfterDmgRoll(&ctx, damageByRollType);
}
}
else
{
u32 damage = CalculateMoveDamageVars(&ctx);
simDamage.minimum = GetDamageByRollType(damage, DMG_ROLL_LOWEST);
simDamage.minimum = ApplyModifiersAfterDmgRoll(&ctx, simDamage.minimum);
simDamage.median = GetDamageByRollType(damage, DMG_ROLL_DEFAULT);
simDamage.median = ApplyModifiersAfterDmgRoll(&ctx, simDamage.median);
simDamage.maximum = GetDamageByRollType(damage, DMG_ROLL_HIGHEST);
simDamage.maximum = ApplyModifiersAfterDmgRoll(&ctx, simDamage.maximum);
}
if (GetActiveGimmick(battlerAtk) != GIMMICK_Z_MOVE)
CalcDynamicMoveDamage(&ctx, &simDamage.median, &simDamage.minimum, &simDamage.maximum);
AI_RestoreBattlerTypes(battlerAtk, types);
}
else
{
simDamage.minimum = 0;
simDamage.median = 0;
simDamage.maximum = 0;
}
// convert multiper to AI_EFFECTIVENESS_xX
*typeEffectiveness = ctx.typeEffectivenessModifier;
// Undo temporary settings
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->swapDamageCategory = FALSE;
gBattleStruct->zmove.baseMoves[battlerAtk] = MOVE_NONE;
if (toggledGimmickAtk)
SetActiveGimmick(battlerAtk, GIMMICK_NONE);
if (toggledGimmickDef)
SetActiveGimmick(battlerDef, 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;
default:
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 (CanLowerStat(battlerAtk, battlerDef, gAiLogicData, 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 (CanLowerStat(battlerAtk, battlerDef, gAiLogicData, STAT_ATK + (additionalEffect->moveEffect - MOVE_EFFECT_ATK_MINUS_2)) && noOfHitsToKo != 1)
return TRUE;
break;
default:
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_CHLOROBLAST:
case EFFECT_EXPLOSION:
case EFFECT_MISTY_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;
default:
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
enum MoveComparisonResult 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 MOVE_LOST_COMPARISON;
if (moveContact2 && !moveContact1)
return MOVE_WON_COMPARISON;
}
// Check additional effects.
effect1 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move1, noOfHitsToKo);
effect2 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move2, noOfHitsToKo);
if (effect2 && !effect1)
return MOVE_WON_COMPARISON;
if (effect1 && !effect2)
return MOVE_LOST_COMPARISON;
effect1 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move1, noOfHitsToKo);
effect2 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move2, noOfHitsToKo);
if (effect2 && !effect1)
return MOVE_LOST_COMPARISON;
if (effect1 && !effect2)
return MOVE_WON_COMPARISON;
return MOVE_NEUTRAL_COMPARISON;
}
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 GetBestNoOfHitsToKO(u32 battlerAtk, u32 battlerDef, enum DamageCalcContext calcContext)
{
u32 result = 100;
u32 tempResult = 0;
struct AiLogicData *aiData = gAiLogicData;
s32 moveIndex;
u16 *moves = GetMovesArray(battlerAtk);
u32 moveLimitations = aiData->moveLimitations[battlerAtk];
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
if (IsMoveUnusable(moveIndex, moves[moveIndex], moveLimitations))
continue;
tempResult = GetNoOfHitsToKOBattler(battlerAtk, battlerDef, moveIndex, calcContext);
if (tempResult != 0 && tempResult < result)
result = tempResult;
}
return result;
}
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;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
gBattleStruct->dynamicMoveType = 0;
SetTypeBeforeUsingMove(move, battlerAtk);
struct DamageContext ctx = {0};
ctx.battlerAtk = battlerAtk;
ctx.battlerDef = battlerDef;
ctx.move = move;
ctx.moveType = GetBattleMoveType(move);
ctx.updateFlags = FALSE;
ctx.abilityAtk = gAiLogicData->abilities[battlerAtk];
ctx.abilityDef = gAiLogicData->abilities[battlerDef];
ctx.holdEffectAtk = gAiLogicData->items[battlerAtk];
ctx.holdEffectDef = gAiLogicData->items[battlerDef];
typeEffectiveness = CalcTypeEffectivenessMultiplier(&ctx);
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 aiMoveConsidered, u32 playerMoveConsidered, enum ConsiderPriority considerPriority)
{
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];
if (considerPriority == CONSIDER_PRIORITY)
{
s8 aiPriority = GetBattleMovePriority(battlerAI, abilityAI, aiMoveConsidered);
s8 playerPriority = GetBattleMovePriority(battler, abilityPlayer, playerMoveConsidered);
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;
}
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 && !HasTwoOpponents(battler)))
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 NoOfHitsForTargetToFaintBattler(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 NoOfHitsForTargetToFaintBattlerWithMod(u32 battlerDef, u32 battlerAtk, s32 hpMod)
{
u32 i;
u32 currNumberOfHits;
u32 leastNumberOfHits = UNKNOWN_NO_OF_HITS;
u32 hpCheck = gBattleMons[battlerAtk].hp + hpMod;
u32 damageDealt = 0;
if (hpCheck > gBattleMons[battlerAtk].maxHP)
hpCheck = gBattleMons[battlerAtk].maxHP;
for (i = 0; i < MAX_MON_MOVES; i++)
{
damageDealt = AI_GetDamage(battlerDef, battlerAtk, i, AI_DEFENDING, gAiLogicData);
if (damageDealt == 0)
continue;
currNumberOfHits = hpCheck / (damageDealt + 1) + 1;
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;
}
// Can battler KO the target ignoring any Endure effects (Sturdy, Focus Sash, etc.)
bool32 CanBattlerKOTargetIgnoringSturdy(u32 battlerAtk, u32 battlerDef)
{
struct AiLogicData *aiData = gAiLogicData;
s32 moveIndex, dmg;
u16 *moves = GetMovesArray(battlerAtk);
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 (gBattleMons[battlerDef].hp <= dmg && 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)
{
u32 hitsToKO = GetNoOfHitsToKO(AI_GetDamage(battlerDef, battlerAtk, indexSlot, AI_DEFENDING, gAiLogicData), gBattleMons[battlerAtk].hp);
if (hitsToKO <= nHits && hitsToKO != 0 && !(CanEndureHit(battlerDef, battlerAtk, move) && hitsToKO == 1))
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;
// Applies modified HP percent to AI data for consideration when running CanEndureHit
gAiLogicData->hpPercents[battlerAtk] = (hpCheck/gBattleMons[battlerAtk].maxHP)*100;
if (dmg >= hpCheck && !(CanEndureHit(battlerDef, battlerAtk, moves[moveIndex]) && (dmgMod <= 1)))
{
gAiLogicData->hpPercents[battlerAtk] = (gBattleMons[battlerAtk].hp / gBattleMons[battlerAtk].maxHP) * 100;
return TRUE;
}
gAiLogicData->hpPercents[battlerAtk] = (gBattleMons[battlerAtk].hp / gBattleMons[battlerAtk].maxHP) * 100;
}
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;
}
// does NOT include ability suppression checks
s32 AI_DecideKnownAbilityForTurn(u32 battlerId)
{
u32 validAbilities[NUM_ABILITY_SLOTS];
u8 i, numValidAbilities = 0;
u32 knownAbility = GetBattlerAbilityIgnoreMoldBreaker(battlerId); // during ai checking for mold breaker could lead to inaccuracies
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, and omniscience handling
if (IsAiBattlerAware(battlerId) || (IsAiBattlerAssumingStab() && ASSUME_STAB_SEES_ABILITY))
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 = GetSpeciesAbility(gBattleMons[battlerId].species, 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 = HOLD_EFFECT_NONE;
if (gBattleMons[battlerId].item == ITEM_NONE) // Failsafe for when user recorded an item but it was consumed
return 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 (gBattleMons[battlerId].volatiles.embargo)
return HOLD_EFFECT_NONE;
if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM)
return HOLD_EFFECT_NONE;
if (gAiLogicData->abilities[battlerId] == ABILITY_KLUTZ && !gBattleMons[battlerId].volatiles.gastroAcid)
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 (atkAbility == ABILITY_MYCELIUM_MIGHT && IsBattleMoveStatus(move))
return TRUE;
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;
}
u32 AI_GetSwitchinWeather(struct BattlePokemon battleMon)
{
u32 ability = battleMon.ability;
// Forced weather behaviour
if (!AI_WeatherHasEffect())
return B_WEATHER_NONE;
if (ability == ABILITY_CLOUD_NINE || ability == ABILITY_AIR_LOCK)
return B_WEATHER_NONE;
if (gBattleWeather & B_WEATHER_PRIMAL_ANY)
return gBattleWeather;
// Switchin will introduce new weather
switch(ability)
{
case ABILITY_DRIZZLE:
return B_WEATHER_RAIN_NORMAL;
case ABILITY_DROUGHT:
return B_WEATHER_SUN_NORMAL;
case ABILITY_SAND_STREAM:
return B_WEATHER_SANDSTORM;
case ABILITY_SNOW_WARNING:
return B_SNOW_WARNING >= GEN_9 ? B_WEATHER_SNOW : B_WEATHER_HAIL;
default:
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_CEASELESS_EDGE:
case EFFECT_SPIKES:
case EFFECT_STEALTH_ROCK:
case EFFECT_STICKY_WEB:
case EFFECT_STONE_AXE:
case EFFECT_TOXIC_SPIKES:
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_STEALTH_ROCK:
case MOVE_EFFECT_STEELSURGE:
return TRUE;
default:
break;
}
}
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;
default:
break;
}
}
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 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 (((gBattleMons[battlerDef].volatiles.lockOn
&& 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 && GetMoveEffect(move) == EFFECT_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 ShouldSetWeather(u32 battler, u32 weather)
{
return WeatherChecker(battler, weather, FIELD_EFFECT_POSITIVE);
}
bool32 ShouldClearWeather(u32 battler, u32 weather)
{
return WeatherChecker(battler, weather, FIELD_EFFECT_NEGATIVE);
}
bool32 ShouldSetFieldStatus(u32 battler, u32 fieldStatus)
{
return FieldStatusChecker(battler, fieldStatus, FIELD_EFFECT_POSITIVE);
}
bool32 ShouldClearFieldStatus(u32 battler, u32 fieldStatus)
{
return FieldStatusChecker(battler, fieldStatus, FIELD_EFFECT_NEGATIVE);
}
bool32 IsBattlerDamagedByStatus(u32 battler)
{
return gBattleMons[battler].status1 & STATUS1_DAMAGING
|| gBattleMons[battler].volatiles.wrapped
|| gBattleMons[battler].volatiles.nightmare
|| gBattleMons[battler].volatiles.cursed
|| gBattleMons[battler].volatiles.saltCure
|| gBattleMons[battler].volatiles.leechSeed
|| gBattleMons[battler].volatiles.perishSong
|| gSideStatuses[GetBattlerSide(battler)] & (SIDE_STATUS_SEA_OF_FIRE | SIDE_STATUS_DAMAGE_NON_TYPES);
}
s32 ProtectChecks(u32 battlerAtk, u32 battlerDef, u32 move, u32 predictedMove)
{
s32 score = 0;
// 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))
score += DECENT_EFFECT;
else if (Random() % 256 < 100)
score += WEAK_EFFECT;
}
else
{
if (!IsBattle1v1())
score -= (2 * min(uses, 3));
else
score -= (min(uses, 3));
}
if (IsBattlerDamagedByStatus(battlerAtk))
{
score -= 1;
}
if (IsBattlerDamagedByStatus(battlerDef))
{
score += DECENT_EFFECT;
}
return score;
}
// stat stages
bool32 CanLowerStat(u32 battlerAtk, u32 battlerDef, struct AiLogicData *aiData, u32 stat)
{
if (gBattleMons[battlerDef].statStages[stat] == MIN_STAT_STAGE)
return FALSE;
if (aiData->holdEffects[battlerDef] == HOLD_EFFECT_CLEAR_AMULET)
return FALSE;
u32 move = gAiThinkingStruct->moveConsidered;
u32 abilityAtk = aiData->abilities[battlerAtk];
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_MIST && abilityAtk != ABILITY_INFILTRATOR)
return FALSE;
if (!DoesBattlerIgnoreAbilityChecks(battlerAtk, abilityAtk, move))
{
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) && AI_IsAbilityOnSide(battlerDef, ABILITY_FLOWER_VEIL))
return FALSE;
switch (aiData->abilities[battlerDef])
{
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 (GetGenConfig(GEN_ILLUMINATE_EFFECT) < GEN_9)
break;
case ABILITY_KEEN_EYE:
case ABILITY_MINDS_EYE:
if (stat == STAT_ACC)
return FALSE;
case ABILITY_CONTRARY:
case ABILITY_CLEAR_BODY:
case ABILITY_WHITE_SMOKE:
case ABILITY_FULL_METAL_BODY:
return FALSE;
default:
break;
}
}
if (stat == STAT_SPEED)
{
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
// If AI is faster and doesn't have any mons left, lowering speed doesn't give any
return !(AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, DONT_CONSIDER_PRIORITY)
&& CountUsablePartyMons(battlerAtk) == 0
&& !HasBattlerSideMoveWithEffect(battlerAtk, EFFECT_ELECTRO_BALL));
}
return TRUE;
}
u32 IncreaseStatDownScore(u32 battlerAtk, u32 battlerDef, u32 stat)
{
u32 tempScore = NO_INCREASE;
// Don't increase score if target is already -3 stat stage
if (stat != STAT_SPEED && gBattleMons[battlerDef].statStages[stat] <= DEFAULT_STAT_STAGE - 3)
return NO_INCREASE;
// Don't decrease stat if target will die to residual damage
if (GetBattlerSecondaryDamage(battlerDef) >= gBattleMons[battlerDef].hp)
return NO_INCREASE;
// Don't decrease stat if opposing battler has Encore
if (HasBattlerSideMoveWithEffect(battlerDef, EFFECT_ENCORE))
return NO_INCREASE;
if (DoesAbilityRaiseStatsWhenLowered(gAiLogicData->abilities[battlerDef]))
return NO_INCREASE;
// TODO: Avoid decreasing stat if
// player can kill ai in 2 hits with decreased attack / sp atk stages
// ai can kill target in 2 hits without decreasing defense / sp def stages
switch (stat)
{
case STAT_ATK:
if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL))
tempScore += DECENT_EFFECT;
break;
case STAT_DEF:
if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
tempScore += DECENT_EFFECT;
break;
case STAT_SPEED:
{
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
if (AI_IsSlower(battlerAtk, battlerDef, gAiThinkingStruct->moveConsidered, predictedMoveSpeedCheck, DONT_CONSIDER_PRIORITY))
tempScore += DECENT_EFFECT;
break;
}
case STAT_SPATK:
if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL))
tempScore += DECENT_EFFECT;
break;
case STAT_SPDEF:
if (HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL))
tempScore += DECENT_EFFECT;
break;
case STAT_ACC:
if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.leechSeed)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.root)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.cursed)
tempScore += WEAK_EFFECT;
break;
case STAT_EVASION:
if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.leechSeed)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.root)
tempScore += WEAK_EFFECT;
if (gBattleMons[battlerDef].volatiles.cursed)
tempScore += WEAK_EFFECT;
break;
}
return (tempScore > BEST_EFFECT) ? BEST_EFFECT : tempScore; // don't inflate score so only max +4
}
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 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;
}
u16 *GetMovesArray(u32 battler)
{
if (IsAiBattlerAware(battler) || IsAiBattlerAware(BATTLE_PARTNER(battler)))
return gBattleMons[battler].moves;
else
return gBattleHistory->usedMoves[battler];
}
bool32 HasOnlyMovesWithCategory(u32 battlerId, enum DamageCategory 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, enum DamageCategory 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 battler, enum BattleMoveEffects effect)
{
s32 i;
u16 *moves = GetMovesArray(battler);
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 HasMoveWithAIEffect(u32 battler, u32 aiEffect)
{
s32 i;
u16 *moves = GetMovesArray(battler);
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE)
{
if (GetAIEffectGroupFromMove(battler, moves[i]) & aiEffect)
return TRUE;
}
}
return FALSE;
}
bool32 HasBattlerSideMoveWithEffect(u32 battler, u32 effect)
{
if (HasMoveWithEffect(battler, effect))
return TRUE;
if (HasPartnerIgnoreFlags(battler) && HasMoveWithEffect(BATTLE_PARTNER(battler), effect))
return TRUE;
return FALSE;
}
bool32 HasBattlerSideMoveWithAIEffect(u32 battler, u32 aiEffect)
{
if (HasMoveWithAIEffect(battler, aiEffect))
return TRUE;
if (HasPartnerIgnoreFlags(battler) && HasMoveWithAIEffect(BATTLE_PARTNER(battler), aiEffect))
return TRUE;
return FALSE;
}
// HasBattlerSideMoveWithEffect checks if the AI knows a side has a move effect,
// while HasBattlerSideUsedMoveWithEffect checks if the side has actively USED the move effect.
// It matches both on move effect and on AI move effect; eg, EFFECT_HAZE will also bring up Freezy Frost or Clear Smog, anything with AI_EFFECT_RESET_STATS.
bool32 HasBattlerSideUsedMoveWithEffect(u32 battler, u32 effect)
{
u32 aiEffect = GetAIEffectGroup(effect);
u32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (GetMoveEffect(gBattleHistory->usedMoves[battler][i]) == effect)
return TRUE;
if (aiEffect != AI_EFFECT_NONE)
{
if (GetAIEffectGroupFromMove(battler, gBattleHistory->usedMoves[battler][i]) & aiEffect)
return TRUE;
}
if (HasPartnerIgnoreFlags(battler))
{
if (GetMoveEffect(gBattleHistory->usedMoves[BATTLE_PARTNER(battler)][i]) == effect)
return TRUE;
if (aiEffect != AI_EFFECT_NONE)
{
if (GetAIEffectGroupFromMove(battler, gBattleHistory->usedMoves[BATTLE_PARTNER(battler)][i]) & aiEffect)
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 (HasPartnerIgnoreFlags(battler) && HasMoveWithAdditionalEffect(BATTLE_PARTNER(battler), 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 HasMoveThatRaisesOwnStats(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 (IsSelfStatRaisingEffect(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_USER_ALLY:
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_AUTOTOMIZE:
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 MoveEffect 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 IsSelfStatRaisingEffect(enum MoveEffect effect)
{
// Self stat lowering moves like Power Up Punch or Charge Beam
switch (effect)
{
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:
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 (GetGenConfig(GEN_CONFIG_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;
default:
break;
}
}
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 battler)
{
u32 damage = 0;
u32 leechSeeder = gBattleMons[battler].volatiles.leechSeed;
if (leechSeeder && gBattleMons[leechSeeder - 1].hp != 0)
{
damage = GetNonDynamaxMaxHP(battler) / 8;
if (damage == 0)
damage = 1;
}
return damage;
}
static u32 GetNightmareDamage(u32 battlerId)
{
u32 damage = 0;
if (gBattleMons[battlerId].volatiles.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].volatiles.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].volatiles.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)
&& gBattleMons[battlerId].volatiles.semiInvulnerable != STATE_UNDERGROUND
&& gBattleMons[battlerId].volatiles.semiInvulnerable != STATE_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)
&& gBattleMons[battlerId].volatiles.semiInvulnerable != STATE_UNDERGROUND
&& gBattleMons[battlerId].volatiles.semiInvulnerable != STATE_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);
s32 hazardDamage = 0;
u32 type1 = GetSpeciesType(species, 0);
u32 type2 = GetSpeciesType(species, 1);
u32 maxHp = GetMonData(mon, MON_DATA_MAX_HP);
u32 side = GetBattlerSide(currBattler);
if (!AreAnyHazardsOnSide(side))
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 (IsHazardOnSide(side, HAZARDS_STEALTH_ROCK))
hazardDamage += GetStealthHazardDamageByTypesAndHP(TYPE_SIDE_HAZARD_POINTED_STONES, type1, type2, maxHp);
if (IsHazardOnSide(side, HAZARDS_STEELSURGE))
hazardDamage += GetStealthHazardDamageByTypesAndHP(TYPE_SIDE_HAZARD_SHARP_STEEL, type1, type2, maxHp);
if (IsHazardOnSide(side, HAZARDS_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;
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
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 (IsBattle1v1())
{
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, predictedMoveSpeedCheck, CONSIDER_PRIORITY)) // 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 (IsHazardOnSide(GetBattlerSide(battlerAtk, HAZARDS_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 (IsHazardOnSide(GetBattlerSide(battlerAtk, HAZARDS_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].volatiles.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].volatiles.confusionTurns > 0
|| (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].volatiles.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)
{
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
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, predictedMoveSpeedCheck, CONSIDER_PRIORITY))) // Opponent goes first
{
return 0;
}
else if ((atkAbility == ABILITY_SERENE_GRACE
|| gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS
|| gBattleMons[battlerDef].volatiles.infatuation
|| gBattleMons[battlerDef].volatiles.confusionTurns > 0)
|| ((AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, CONSIDER_PRIORITY)) && 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 IsFlinchGuaranteed(u32 battlerAtk, u32 battlerDef, u32 move)
{
if (!MoveHasAdditionalEffect(move, MOVE_EFFECT_FLINCH))
return FALSE;
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
if (AI_IsSlower(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, CONSIDER_PRIORITY))
return FALSE;
u32 i;
u32 additionalEffectCount = GetMoveAdditionalEffectCount(move);
// check move additional effects that are likely to happen
for (i = 0; i < additionalEffectCount; i++)
{
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
// Only consider effects with a guaranteed chance to happen
if (!MoveEffectIsGuaranteed(battlerAtk, gAiLogicData->abilities[battlerAtk], additionalEffect))
continue;
if (additionalEffect->moveEffect == MOVE_EFFECT_FLINCH)
{
if (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;
else
return TRUE;
}
}
return FALSE;
}
bool32 HasChoiceEffect(u32 battler)
{
u32 ability = gAiLogicData->abilities[battler];
if (ability == ABILITY_GORILLA_TACTICS)
return TRUE;
if (ability == ABILITY_KLUTZ)
return FALSE;
enum ItemHoldEffect holdEffect = gAiLogicData->holdEffects[battler];
switch (holdEffect)
{
case HOLD_EFFECT_CHOICE_BAND:
case HOLD_EFFECT_CHOICE_SCARF:
case HOLD_EFFECT_CHOICE_SPECS:
return TRUE;
default:
return FALSE;
}
}
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 (HasPartner(battlerId))
{
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;
}
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)
{
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
if (move == 0xFFFF || AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, CONSIDER_PRIORITY))
{
// using item or user goes first
s32 healDmg = (GetMoveAbsorbPercentage(move) * damage) / 100;
if (gBattleMons[battlerAtk].volatiles.healBlock)
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)
{
u32 maxHP = gBattleMons[battlerAtk].maxHP;
u32 healAmount = (healPercent * maxHP) / 100;
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
if (healAmount > maxHP)
healAmount = maxHP;
if (gBattleMons[battlerAtk].volatiles.healBlock)
healAmount = 0;
if (AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, CONSIDER_PRIORITY))
{
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] < ENABLE_RECOVERY_THRESHOLD && RandomPercentage(RNG_AI_SHOULD_RECOVER, SHOULD_RECOVER_CHANCE))
return TRUE; // target can't faint attacker at all, generally safe
}
else
{
if (!CanTargetFaintAi(battlerDef, battlerAtk)
&& GetBestDmgFromBattler(battlerDef, battlerAtk, AI_DEFENDING) < healAmount
&& NoOfHitsForTargetToFaintBattler(battlerDef, battlerAtk) < NoOfHitsForTargetToFaintBattlerWithMod(battlerDef, battlerAtk, healAmount))
return TRUE; // target can't faint attacker and is dealing less damage than we're healing
else if (!CanTargetFaintAi(battlerDef, battlerAtk) && gAiLogicData->hpPercents[battlerAtk] < ENABLE_RECOVERY_THRESHOLD && RandomPercentage(RNG_AI_SHOULD_RECOVER, SHOULD_RECOVER_CHANCE))
return TRUE; // target can't faint attacker at all, generally safe
}
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 (HasMoveWithAIEffect(battlerDef, AI_EFFECT_BREAK_SCREENS))
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_ICY_ANY))
&& !(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 | SIDE_STATUS_AURORA_VEIL)))
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 | SIDE_STATUS_AURORA_VEIL)))
return TRUE;
break;
default:
break;
}
return FALSE;
}
// Partner Logic
bool32 IsBattle1v1()
{
if (IsDoubleBattle()
&& ((IsBattlerAlive(B_POSITION_PLAYER_LEFT) && IsBattlerAlive(B_POSITION_PLAYER_RIGHT))
|| (IsBattlerAlive(B_POSITION_OPPONENT_LEFT) && IsBattlerAlive(B_POSITION_OPPONENT_RIGHT))))
return FALSE;
return TRUE;
}
bool32 HasTwoOpponents(u32 battler)
{
if (IsDoubleBattle()
&& IsBattlerAlive(FOE(battler)) && IsBattlerAlive(BATTLE_PARTNER(FOE(battler))))
return TRUE;
return FALSE;
}
bool32 HasPartner(u32 battler)
{
if (IsDoubleBattle() && IsBattlerAlive(BATTLE_PARTNER(battler)))
{
if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_ATTACKS_PARTNER)
return FALSE;
else
return TRUE;
}
return FALSE;
}
bool32 HasPartnerIgnoreFlags(u32 battler)
{
if (IsDoubleBattle() && IsBattlerAlive(BATTLE_PARTNER(battler)))
{
return TRUE;
}
return FALSE;
}
bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef)
{
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_ATTACKS_PARTNER)
return FALSE;
return ((battlerAtk) == (battlerDef ^ BIT_FLANK));
}
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]];
}
bool32 AreMovesEquivalent(u32 battlerAtk, u32 battlerAtkPartner, u32 move, u32 partnerMove)
{
if (!IsBattlerAlive(battlerAtkPartner) || partnerMove == MOVE_NONE)
return FALSE;
u32 battlerDef = gBattleStruct->moveTarget[battlerAtk];
// We don't care the effect is basically the same; we would use this move anyway.
if (GetBestDmgMoveFromBattler(battlerAtk, battlerDef, AI_ATTACKING) == move)
return FALSE;
u32 atkEffect = GetAIEffectGroupFromMove(battlerAtk, move);
u32 partnerEffect = GetAIEffectGroupFromMove(battlerAtkPartner, partnerMove);
// shared bits indicate they're meaningfully the same in some way
if (atkEffect & partnerEffect)
{
if (gMovesInfo[move].target == MOVE_TARGET_SELECTED && gMovesInfo[partnerMove].target == MOVE_TARGET_SELECTED)
{
if (battlerDef == gBattleStruct->moveTarget[battlerAtkPartner])
return TRUE;
else
return FALSE;
}
return TRUE;
}
return FALSE;
}
static u32 GetAIEffectGroup(enum BattleMoveEffects effect)
{
u32 aiEffect = AI_EFFECT_NONE;
switch (effect)
{
case EFFECT_SUNNY_DAY:
case EFFECT_RAIN_DANCE:
case EFFECT_SANDSTORM:
case EFFECT_HAIL:
case EFFECT_SNOWSCAPE:
case EFFECT_CHILLY_RECEPTION:
aiEffect |= AI_EFFECT_WEATHER;
break;
case EFFECT_ELECTRIC_TERRAIN:
case EFFECT_GRASSY_TERRAIN:
case EFFECT_MISTY_TERRAIN:
case EFFECT_PSYCHIC_TERRAIN:
case EFFECT_STEEL_ROLLER:
case EFFECT_ICE_SPINNER:
aiEffect |= AI_EFFECT_TERRAIN;
break;
case EFFECT_COURT_CHANGE:
aiEffect |= AI_EFFECT_CLEAR_HAZARDS | AI_EFFECT_AURORA_VEIL | AI_EFFECT_BREAK_SCREENS;
break;
case EFFECT_DEFOG:
aiEffect |= AI_EFFECT_CLEAR_HAZARDS | AI_EFFECT_BREAK_SCREENS;
break;
case EFFECT_RAPID_SPIN:
case EFFECT_TIDY_UP:
aiEffect |= AI_EFFECT_CLEAR_HAZARDS;
break;
case EFFECT_BRICK_BREAK:
case EFFECT_RAGING_BULL:
aiEffect |= AI_EFFECT_BREAK_SCREENS;
break;
case EFFECT_HAZE:
aiEffect |= AI_EFFECT_RESET_STATS;
break;
case EFFECT_HIT_SWITCH_TARGET:
case EFFECT_ROAR:
aiEffect |= AI_EFFECT_FORCE_SWITCH;
break;
case EFFECT_TORMENT:
aiEffect |= AI_EFFECT_TORMENT;
break;
case EFFECT_AURORA_VEIL:
aiEffect |= AI_EFFECT_AURORA_VEIL;
break;
case EFFECT_LIGHT_SCREEN:
aiEffect |= AI_EFFECT_LIGHT_SCREEN;
break;
case EFFECT_REFLECT:
aiEffect |= AI_EFFECT_REFLECT;
break;
case EFFECT_GRAVITY:
aiEffect |= AI_EFFECT_GRAVITY;
break;
case EFFECT_DOODLE:
case EFFECT_ENTRAINMENT:
case EFFECT_GASTRO_ACID:
case EFFECT_ROLE_PLAY:
case EFFECT_SIMPLE_BEAM:
case EFFECT_SKILL_SWAP:
case EFFECT_WORRY_SEED:
aiEffect |= AI_EFFECT_CHANGE_ABILITY;
break;
default:
break;
}
return aiEffect;
}
static u32 GetAIEffectGroupFromMove(u32 battler, u32 move)
{
u32 aiEffect = GetAIEffectGroup(GetMoveEffect(move));
u32 i;
u32 additionalEffectCount = GetMoveAdditionalEffectCount(move);
for (i = 0; i < additionalEffectCount; i++)
{
switch (GetMoveAdditionalEffectById(move, i)->moveEffect)
{
case MOVE_EFFECT_SUN:
case MOVE_EFFECT_RAIN:
case MOVE_EFFECT_SANDSTORM:
case MOVE_EFFECT_HAIL:
aiEffect |= AI_EFFECT_WEATHER;
break;
case MOVE_EFFECT_ELECTRIC_TERRAIN:
case MOVE_EFFECT_GRASSY_TERRAIN:
case MOVE_EFFECT_MISTY_TERRAIN:
case MOVE_EFFECT_PSYCHIC_TERRAIN:
aiEffect |= AI_EFFECT_TERRAIN;
break;
case MOVE_EFFECT_DEFOG:
aiEffect |= AI_EFFECT_CLEAR_HAZARDS | AI_EFFECT_BREAK_SCREENS;
break;
case MOVE_EFFECT_CLEAR_SMOG:
case MOVE_EFFECT_HAZE:
aiEffect |= AI_EFFECT_RESET_STATS;
break;
case MOVE_EFFECT_TORMENT_SIDE:
aiEffect |= AI_EFFECT_TORMENT;
break;
case MOVE_EFFECT_LIGHT_SCREEN:
aiEffect |= AI_EFFECT_LIGHT_SCREEN;
break;
case MOVE_EFFECT_REFLECT:
aiEffect |= AI_EFFECT_REFLECT;
break;
case MOVE_EFFECT_AURORA_VEIL:
aiEffect |= AI_EFFECT_AURORA_VEIL;
break;
case MOVE_EFFECT_GRAVITY:
aiEffect |= AI_EFFECT_GRAVITY;
break;
default:
break;
}
}
return aiEffect;
}
// It matches both on move effect and on AI move effect; eg, EFFECT_HAZE will also bring up Freezy Frost or Clear Smog, anything with AI_EFFECT_RESET_STATS.
bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove)
{
if (!HasPartner(battlerAtkPartner))
return FALSE;
if (GetMoveEffect(move) == GetMoveEffect(partnerMove)
&& partnerMove != MOVE_NONE)
{
if (gMovesInfo[move].target == MOVE_TARGET_SELECTED && gMovesInfo[partnerMove].target == MOVE_TARGET_SELECTED)
{
return gBattleStruct->moveTarget[battlerAtkPartner] == battlerDef;
}
return TRUE;
}
return FALSE;
}
//PARTNER_MOVE_EFFECT_IS_STATUS_SAME_TARGET
bool32 PartnerMoveEffectIsStatusSameTarget(u32 battlerAtkPartner, u32 battlerDef, u32 partnerMove)
{
if (!HasPartner(battlerAtkPartner))
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;
}
//PARTNER_MOVE_EFFECT_IS
bool32 PartnerMoveEffectIs(u32 battlerAtkPartner, u32 partnerMove, enum BattleMoveEffects effectCheck)
{
if (!HasPartner(battlerAtkPartner))
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 (!HasPartner(battlerAtkPartner))
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 (!HasPartner(battlerAtkPartner))
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 (!HasPartner(battlerAtkPartner))
return FALSE;
if (partnerMove != MOVE_NONE && move == partnerMove)
return TRUE;
return FALSE;
}
bool32 PartnerMoveActivatesSleepClause(u32 partnerMove)
{
if (IsBattle1v1() || !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 (IsBattle1v1())
{
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); // 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, NO_GIMMICK, NO_GIMMICK, AI_GetSwitchinWeather(switchinCandidate));
// 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 aiMoveConsidered, u32 playerMoveConsidered, enum ConsiderPriority considerPriority)
{
struct BattlePokemon *savedBattleMons = AllocSaveBattleMons();
gBattleMons[battlerAtk] = switchinCandidate;
SetBattlerAiData(battlerAtk, gAiLogicData);
u32 aiWhoStrikesFirst = AI_WhoStrikesFirst(battlerAtk, battlerDef, aiMoveConsidered, playerMoveConsidered, considerPriority);
FreeRestoreBattleMons(savedBattleMons);
SetBattlerAiData(battlerAtk, gAiLogicData);
return aiWhoStrikesFirst;
}
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, enum DamageCategory 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, enum DamageCategory category)
{
if (HasPartnerIgnoreFlags(battlerId))
{
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 bool32 HasMoveThatChangesKOThreshold(u32 battlerId, u32 noOfHitsToFaint, u32 aiIsFaster)
{
s32 i;
u16 *moves = GetMovesArray(battlerId);
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] == MOVE_NONE || moves[i] == MOVE_UNAVAILABLE)
continue;
if (noOfHitsToFaint <= 2)
{
if (GetMovePriority(moves[i]) > 0)
return TRUE;
switch (gMovesInfo[moves[i]].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_2:
{
if(aiIsFaster)
return TRUE;
}
default:
break;
}
}
}
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 = NoOfHitsForTargetToFaintBattler(battlerDef, battlerAtk);
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
u32 aiIsFaster = AI_IsFaster(battlerAtk, battlerDef, MOVE_NONE, predictedMoveSpeedCheck, DONT_CONSIDER_PRIORITY); // Don't care about the priority of our setup move, care about outspeeding otherwise
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 or AI effect
if (!RandomPercentage(RNG_AI_BOOST_INTO_HAZE, BOOST_INTO_HAZE_CHANCE)
&& HasBattlerSideUsedMoveWithEffect(battlerDef, 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
&& HasBattlerSideMoveWithAIEffect(battlerDef, AI_EFFECT_RESET_STATS))
return NO_INCREASE;
// Don't increase stats if AI could KO target through Sturdy effect, as otherwise it always 2HKOs
if (CanBattlerKOTargetIgnoringSturdy(battlerAtk, battlerDef))
return NO_INCREASE;
// Don't increase stats if player has a move that can change the KO threshold
if (HasMoveThatChangesKOThreshold(battlerDef, noOfHitsToFaint, aiIsFaster))
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
&& GetSpeciesBaseAttack(gBattleMons[battlerDef].species) >= GetSpeciesBaseSpAttack(gBattleMons[battlerDef].species) + 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].volatiles.infatuation
|| gBattleMons[battlerDef].volatiles.confusionTurns > 0)
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].volatiles.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
&& GetSpeciesBaseSpAttack(gBattleMons[battlerDef].species) >= GetSpeciesBaseAttack(gBattleMons[battlerDef].species) + 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, NO_GIMMICK, NO_GIMMICK);
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;
}
void SetAIUsingGimmick(u32 battler, enum AIConsiderGimmick use)
{
if (use == USE_GIMMICK)
gAiBattleData->aiUsingGimmick |= (1<<battler);
else
gAiBattleData->aiUsingGimmick &= ~(1<<battler);
}
bool32 IsAIUsingGimmick(u32 battler)
{
return (gAiBattleData->aiUsingGimmick & (1<<battler)) != 0;
}
struct AltTeraCalcs {
struct SimulatedDamage takenWithTera[MAX_MON_MOVES];
struct SimulatedDamage dealtWithoutTera[MAX_MON_MOVES];
};
enum AIConsiderGimmick ShouldTeraFromCalcs(u32 battler, u32 opposingBattler, struct AltTeraCalcs *altCalcs);
void DecideTerastal(u32 battler)
{
if (gBattleStruct->gimmick.usableGimmick[battler] != GIMMICK_TERA)
return;
if (!(gAiThinkingStruct->aiFlags[battler] & AI_FLAG_SMART_TERA))
return;
// TODO: Currently only single battles are considered.
if (!IsBattle1v1())
return;
// TODO: A lot of these checks are most effective for an omnicient ai.
// If we don't have enough information about the opponent's moves, consider simpler checks based on type effectivness.
u32 opposingBattler = GetOppositeBattler(battler);
// Default calculations automatically assume gimmicks for the attacker, but not the defender.
// Consider calcs for the other possibilities.
struct AltTeraCalcs altCalcs;
struct SimulatedDamage noDmg = {0};
uq4_12_t effectivenessTakenWithTera[MAX_MON_MOVES];
u16* aiMoves = GetMovesArray(battler);
u16* oppMoves = GetMovesArray(opposingBattler);
uq4_12_t effectiveness;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (!IsMoveUnusable(i, aiMoves[i], gAiLogicData->moveLimitations[battler]) && !IsBattleMoveStatus(aiMoves[i]))
altCalcs.dealtWithoutTera[i] = AI_CalcDamage(aiMoves[i], battler, opposingBattler, &effectiveness, NO_GIMMICK, NO_GIMMICK, AI_GetWeather());
else
altCalcs.dealtWithoutTera[i] = noDmg;
if (!IsMoveUnusable(i, oppMoves[i], gAiLogicData->moveLimitations[opposingBattler]) && !IsBattleMoveStatus(oppMoves[i]))
{
altCalcs.takenWithTera[i] = AI_CalcDamage(oppMoves[i], opposingBattler, battler, &effectiveness, USE_GIMMICK, USE_GIMMICK, AI_GetWeather());
effectivenessTakenWithTera[i] = effectiveness;
}
else
{
altCalcs.takenWithTera[i] = noDmg;
effectivenessTakenWithTera[i] = Q_4_12(0.0);
}
}
enum AIConsiderGimmick res = ShouldTeraFromCalcs(battler, opposingBattler, &altCalcs);
if (res == USE_GIMMICK)
{
// Damage calcs for damage received assumed we wouldn't tera. Adjust that so that further AI decisions are more accurate.
for (int i = 0; i < MAX_MON_MOVES; i++)
{
gAiLogicData->simulatedDmg[opposingBattler][battler][i] = altCalcs.takenWithTera[i];
gAiLogicData->effectiveness[opposingBattler][battler][i] = effectivenessTakenWithTera[i];
}
}
else
{
// Damage calcs for damage dealt assumed we would tera. Adjust that so that further AI decisions are more accurate.
for (int i = 0; i < MAX_MON_MOVES; i++)
gAiLogicData->simulatedDmg[battler][opposingBattler][i] = altCalcs.dealtWithoutTera[i];
}
SetAIUsingGimmick(battler, res);
return;
}
// macros are not expanded recursively
#define dealtWithTera gAiLogicData->simulatedDmg[battler][opposingBattler]
#define dealtWithoutTera altCalcs->dealtWithoutTera
#define takenWithTera altCalcs->takenWithTera
#define takenWithoutTera gAiLogicData->simulatedDmg[opposingBattler][battler]
enum AIConsiderGimmick ShouldTeraFromCalcs(u32 battler, u32 opposingBattler, struct AltTeraCalcs *altCalcs) {
struct Pokemon* party = GetBattlerParty(battler);
// Check how many pokemon we have that could tera
int numPossibleTera = 0;
for (int i = 0; i < PARTY_SIZE; i++)
{
if (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_TERA_TYPE) > 0)
numPossibleTera++;
}
u16 aiHp = gBattleMons[battler].hp;
u16 oppHp = gBattleMons[opposingBattler].hp;
u16* aiMoves = GetMovesArray(battler);
u16* oppMoves = GetMovesArray(opposingBattler);
// Check whether tera enables a KO
bool32 hasKoWithout = FALSE;
u16 killingMove = MOVE_NONE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (dealtWithTera[i].median >= oppHp)
{
u16 move = aiMoves[i];
if (killingMove == MOVE_NONE || GetBattleMovePriority(battler, gAiLogicData->abilities[battler], move) > GetBattleMovePriority(battler, gAiLogicData->abilities[battler], killingMove))
killingMove = move;
}
if (dealtWithoutTera[i].median >= oppHp)
hasKoWithout = TRUE;
}
bool32 enablesKo = (killingMove != MOVE_NONE) && !hasKoWithout;
// Check whether tera saves us from a KO
bool32 savedFromKo = FALSE;
bool32 getsKodRegardlessBySingleMove = FALSE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (takenWithoutTera[i].maximum >= aiHp && takenWithTera[i].maximum >= aiHp)
getsKodRegardlessBySingleMove = TRUE;
if (takenWithoutTera[i].maximum >= aiHp && takenWithTera[i].maximum < aiHp)
savedFromKo = TRUE;
}
if (getsKodRegardlessBySingleMove)
savedFromKo = FALSE;
// Check whether opponent can punish tera by ko'ing
u16 hardPunishingMove = MOVE_NONE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (takenWithTera[i].maximum >= aiHp)
{
u16 move = oppMoves[i];
if (hardPunishingMove == MOVE_NONE || GetBattleMovePriority(opposingBattler, gAiLogicData->abilities[opposingBattler], move) > GetBattleMovePriority(opposingBattler, gAiLogicData->abilities[opposingBattler], hardPunishingMove))
hardPunishingMove = move;
}
}
// Check whether there is a move that deals over half hp, and all such moves are reduced to under 1/4 hp by tera
// (e.g. a weakness becomes a resistance, a 4x weakness becomes neutral, etc)
bool32 takesBigHit = FALSE;
bool32 savedFromAllBigHits = TRUE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (takenWithoutTera[i].median > aiHp/2)
{
takesBigHit = TRUE;
if (takenWithTera[i].median > aiHp/4)
savedFromAllBigHits = FALSE;
}
}
// Check for any benefit whatsoever. Only used for the last possible mon that could tera.
bool32 anyOffensiveBenefit = FALSE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (dealtWithTera[i].median > dealtWithoutTera[i].median)
anyOffensiveBenefit = TRUE;
}
bool32 anyDefensiveBenefit = FALSE;
bool32 anyDefensiveDrawback = FALSE;
for (int i = 0; i < MAX_MON_MOVES; i++)
{
if (takenWithTera[i].median < takenWithoutTera[i].median)
anyDefensiveBenefit = TRUE;
if (takenWithTera[i].median > takenWithoutTera[i].median)
anyDefensiveDrawback = TRUE;
}
// Make decisions
// This is done after all loops to minimize the possibility of a timing attack in which the player could
// determine whether the AI will tera based on the time taken to select a move.
if (enablesKo)
{
if (hardPunishingMove == MOVE_NONE)
{
return USE_GIMMICK;
}
else
{
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battler, opposingBattler, gAiLogicData);
// will we go first?
if (AI_WhoStrikesFirst(battler, opposingBattler, killingMove, predictedMoveSpeedCheck, CONSIDER_PRIORITY) == AI_IS_FASTER && GetBattleMovePriority(battler, gAiLogicData->abilities[battler], killingMove) >= GetBattleMovePriority(opposingBattler, gAiLogicData->abilities[opposingBattler], hardPunishingMove))
return USE_GIMMICK;
}
}
// Decide to conserve tera based on number of possible later oppotunities
u16 conserveTeraChance = AI_CONSERVE_TERA_CHANCE_PER_MON * (numPossibleTera-1);
if (RandomPercentage(RNG_AI_CONSERVE_TERA, conserveTeraChance))
return NO_GIMMICK;
if (savedFromKo)
{
if (hardPunishingMove == MOVE_NONE)
{
return USE_GIMMICK;
}
else
{
// If tera saves us from a ko from one move, but enables a ko otherwise, randomly predict
// savesFromKo being true ensures opponent doesn't have a ko if we don't tera
if (Random() % 100 < AI_TERA_PREDICT_CHANCE)
return USE_GIMMICK;
}
}
if (hardPunishingMove != MOVE_NONE)
return NO_GIMMICK;
if (takesBigHit && savedFromAllBigHits)
return USE_GIMMICK;
// No strongly compelling reason to tera. Conserve it if possible.
if (numPossibleTera > 1)
return NO_GIMMICK;
if (anyOffensiveBenefit || (anyDefensiveBenefit && !anyDefensiveDrawback))
return USE_GIMMICK;
// TODO: Effects other than direct damage are not yet considered. For example, may want to tera poison to avoid a Toxic.
return NO_GIMMICK;
}
#undef dealtWithTera
#undef dealtWithoutTera
#undef takenWithTera
#undef takenWithoutTera
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, u32 move, struct AiLogicData *aiData)
{
if (CountUsablePartyMons(battlerDef) == 0
|| HasBattlerSideMoveWithAIEffect(battlerDef, AI_EFFECT_CLEAR_HAZARDS))
return FALSE;
if (IsBattleMoveStatus(move))
{
if (HasMoveWithEffect(battlerDef, EFFECT_MAGIC_COAT))
return FALSE;
if (DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move))
return TRUE;
if (aiData->abilities[battlerDef] == ABILITY_MAGIC_BOUNCE)
return FALSE;
}
else
{
if (DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move))
return TRUE;
if (aiData->abilities[battlerDef] == ABILITY_SHIELD_DUST)
return FALSE;
}
return TRUE;
}
void IncreaseTidyUpScore(u32 battlerAtk, u32 battlerDef, u32 move, s32 *score)
{
if (AreAnyHazardsOnSide(GetBattlerSide(battlerAtk)) && CountUsablePartyMons(battlerAtk) != 0)
ADJUST_SCORE_PTR(GOOD_EFFECT);
if (AreAnyHazardsOnSide(GetBattlerSide(battlerDef)) && CountUsablePartyMons(battlerDef) != 0)
ADJUST_SCORE_PTR(-2);
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, battlerDef, gAiLogicData);
if (gBattleMons[battlerAtk].volatiles.substitute && AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, DONT_CONSIDER_PRIORITY))
ADJUST_SCORE_PTR(-10);
if (gBattleMons[battlerDef].volatiles.substitute)
ADJUST_SCORE_PTR(GOOD_EFFECT);
if (gBattleMons[battlerAtk].volatiles.leechSeed)
ADJUST_SCORE_PTR(DECENT_EFFECT);
if (gBattleMons[battlerDef].volatiles.leechSeed)
ADJUST_SCORE_PTR(-2);
}
bool32 AI_ShouldSpicyExtract(u32 battlerAtk, u32 battlerAtkPartner, u32 move, struct AiLogicData *aiData)
{
u32 preventsStatLoss;
u32 partnerAbility = aiData->abilities[battlerAtkPartner];
u32 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battlerAtk));
u32 opposingBattler = GetBattlerAtPosition(opposingPosition);
if (gBattleMons[battlerAtkPartner].statStages[STAT_ATK] == MAX_STAT_STAGE
|| partnerAbility == ABILITY_CONTRARY
|| partnerAbility == ABILITY_GOOD_AS_GOLD
|| HasBattlerSideMoveWithEffect(FOE(battlerAtk), EFFECT_FOUL_PLAY))
return FALSE;
preventsStatLoss = !CanLowerStat(battlerAtk, battlerAtkPartner, aiData, STAT_DEF);
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;
}
u32 predictedMoveSpeedCheck = GetIncomingMoveSpeedCheck(battlerAtk, opposingBattler, gAiLogicData);
return (preventsStatLoss
&& AI_IsFaster(battlerAtk, battlerAtkPartner, MOVE_NONE, predictedMoveSpeedCheck, CONSIDER_PRIORITY)
&& 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 (gBattleMons[battlerDef].volatiles.perishSong)
scoreIncrease += GOOD_EFFECT;
if (gBattleMons[battlerDef].status1 & STATUS1_SLEEP)
scoreIncrease += GOOD_EFFECT;
else if (gBattleMons[battlerDef].status1 & STATUS1_DAMAGING)
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 (gBattleMons[battler].volatiles.embargo)
return FALSE;
if (gBattleMons[battler].ability == ABILITY_KLUTZ && !gBattleMons[battler].volatiles.gastroAcid)
return FALSE;
return TRUE;
}
bool32 HasBattlerSideAbility(u32 battler, u32 ability, struct AiLogicData *aiData)
{
if (aiData->abilities[battler] == ability)
return TRUE;
if (HasPartnerIgnoreFlags(battler) && 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;
if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_ATTACKS_PARTNER)
return 0;
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;
}
}
bool32 DoesAbilityRaiseStatsWhenLowered(u32 ability)
{
switch (ability)
{
case ABILITY_CONTRARY:
case ABILITY_COMPETITIVE:
case ABILITY_DEFIANT:
return TRUE;
default:
return FALSE;
}
}
bool32 DoesIntimidateRaiseStats(u32 ability)
{
switch (ability)
{
case ABILITY_COMPETITIVE:
case ABILITY_CONTRARY:
case ABILITY_DEFIANT:
case ABILITY_GUARD_DOG:
case ABILITY_RATTLED:
return TRUE;
default:
return FALSE;
}
}
// TODO: work out when to attack into the player's contextually 'beneficial' ability
bool32 ShouldTriggerAbility(u32 battlerAtk, u32 battlerDef, u32 ability)
{
if (IsTargetingPartner(battlerAtk, battlerDef))
{
switch (ability)
{
case ABILITY_LIGHTNING_ROD:
case ABILITY_STORM_DRAIN:
if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5)
return FALSE;
else
return (BattlerStatCanRise(battlerDef, ability, STAT_SPATK) && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL));
case ABILITY_DEFIANT:
case ABILITY_JUSTIFIED:
case ABILITY_MOXIE:
case ABILITY_SAP_SIPPER:
case ABILITY_THERMAL_EXCHANGE:
return (BattlerStatCanRise(battlerDef, ability, STAT_ATK) && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL));
case ABILITY_COMPETITIVE:
return (BattlerStatCanRise(battlerDef, ability, STAT_SPATK) && HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL));
// TODO: logic for when to trigger Contrary
case ABILITY_CONTRARY:
return TRUE;
case ABILITY_DRY_SKIN:
case ABILITY_VOLT_ABSORB:
case ABILITY_WATER_ABSORB:
return (gAiThinkingStruct->aiFlags[battlerDef] & AI_FLAG_HP_AWARE);
case ABILITY_RATTLED:
case ABILITY_STEAM_ENGINE:
return BattlerStatCanRise(battlerDef, ability, STAT_SPEED);
case ABILITY_FLASH_FIRE:
return (HasMoveWithType(battlerDef, TYPE_FIRE) && !gDisableStructs[battlerDef].flashFireBoosted);
case ABILITY_WATER_COMPACTION:
case ABILITY_WELL_BAKED_BODY:
return (BattlerStatCanRise(battlerDef, ability, STAT_DEF));
default:
return FALSE;
}
}
else
{
return FALSE;
}
}
// Used by CheckBadMove; this is determining purely if the effect CAN change an ability, not if it SHOULD.
// At the moment, the parts about Mummy and Wandering Spirit are not actually used.
bool32 CanEffectChangeAbility(u32 battlerAtk, u32 battlerDef, u32 effect, struct AiLogicData *aiData)
{
// Dynamaxed Pokemon are immune to some ability-changing effects.
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
{
switch (effect)
{
case EFFECT_ENTRAINMENT:
case EFFECT_SKILL_SWAP:
return FALSE;
default:
break;
}
}
if (gBattleMons[battlerDef].volatiles.gastroAcid)
return FALSE;
u32 atkAbility = aiData->abilities[battlerAtk];
u32 defAbility = aiData->abilities[battlerDef];
bool32 hasSameAbility = (atkAbility == defAbility);
if (defAbility == ABILITY_NONE)
return FALSE;
if (atkAbility == ABILITY_NONE)
{
switch (effect)
{
case EFFECT_DOODLE:
case EFFECT_ENTRAINMENT:
case EFFECT_ROLE_PLAY:
case EFFECT_SKILL_SWAP:
return FALSE;
default:
break;
}
}
// Checking for Ability-specific immunities.
switch (effect)
{
case EFFECT_DOODLE:
if (hasSameAbility || gAbilitiesInfo[atkAbility].cantBeSuppressed || gAbilitiesInfo[defAbility].cantBeCopied)
return FALSE;
if (HasPartnerIgnoreFlags(battlerAtk))
{
u32 partnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
if (gAbilitiesInfo[partnerAbility].cantBeSuppressed)
return FALSE;
if (partnerAbility == defAbility)
return FALSE;
}
break;
case EFFECT_ROLE_PLAY:
if (hasSameAbility || gAbilitiesInfo[atkAbility].cantBeSuppressed || gAbilitiesInfo[defAbility].cantBeCopied)
return FALSE;
break;
case EFFECT_SKILL_SWAP:
if (hasSameAbility || gAbilitiesInfo[atkAbility].cantBeSwapped || gAbilitiesInfo[defAbility].cantBeSwapped)
return FALSE;
break;
case EFFECT_GASTRO_ACID:
if (gAbilitiesInfo[defAbility].cantBeSuppressed)
return FALSE;
break;
case EFFECT_ENTRAINMENT:
if (hasSameAbility || gAbilitiesInfo[defAbility].cantBeOverwritten || gAbilitiesInfo[atkAbility].cantBeCopied)
return FALSE;
break;
case EFFECT_SIMPLE_BEAM:
if (defAbility == ABILITY_SIMPLE || gAbilitiesInfo[defAbility].cantBeOverwritten)
return FALSE;
break;
case EFFECT_WORRY_SEED:
if (defAbility == ABILITY_INSOMNIA || gAbilitiesInfo[defAbility].cantBeOverwritten)
return FALSE;
break;
default:
return FALSE;
}
if (aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
{
switch (effect)
{
case EFFECT_ENTRAINMENT:
case EFFECT_GASTRO_ACID:
case EFFECT_ROLE_PLAY:
case EFFECT_SIMPLE_BEAM:
case EFFECT_SKILL_SWAP:
case EFFECT_WORRY_SEED:
return FALSE;
default:
break;
}
}
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ABILITY_SHIELD)
{
switch (effect)
{
case EFFECT_DOODLE:
case EFFECT_ROLE_PLAY:
case EFFECT_SKILL_SWAP:
return FALSE;
default:
break;
}
}
return TRUE;
}
bool32 DoesEffectReplaceTargetAbility(u32 effect)
{
switch (effect)
{
case EFFECT_ENTRAINMENT:
case EFFECT_GASTRO_ACID:
case EFFECT_SIMPLE_BEAM:
case EFFECT_SKILL_SWAP:
case EFFECT_WORRY_SEED:
return TRUE;
default:
return FALSE;
}
}
void AbilityChangeScore(u32 battlerAtk, u32 battlerDef, u32 effect, s32 *score, struct AiLogicData *aiData)
{
bool32 isTargetingPartner = IsTargetingPartner(battlerAtk, battlerDef);
u32 abilityAtk = aiData->abilities[battlerAtk];
u32 abilityDef = aiData->abilities[battlerDef];
bool32 partnerHasBadAbility = FALSE;
u32 partnerAbility = ABILITY_NONE;
bool32 attackerHasBadAbility = (gAbilitiesInfo[abilityAtk].aiRating < 0);
s32 currentAbilityScore, transferredAbilityScore = 0;
if (HasPartner(battlerAtk))
{
partnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
if (!(gAbilitiesInfo[partnerAbility].cantBeSuppressed) && (gAbilitiesInfo[partnerAbility].aiRating < 0))
partnerHasBadAbility = TRUE;
}
if (effect == EFFECT_GASTRO_ACID)
abilityAtk = ABILITY_NONE;
else if (effect == EFFECT_SIMPLE_BEAM)
abilityAtk = ABILITY_SIMPLE;
else if (effect == EFFECT_WORRY_SEED)
abilityAtk = ABILITY_INSOMNIA;
if (effect == EFFECT_DOODLE || effect == EFFECT_ROLE_PLAY || effect == EFFECT_SKILL_SWAP)
{
if (partnerHasBadAbility && effect == EFFECT_DOODLE)
ADJUST_SCORE_PTR(DECENT_EFFECT);
if (attackerHasBadAbility)
ADJUST_SCORE_PTR(DECENT_EFFECT);
currentAbilityScore = BattlerBenefitsFromAbilityScore(battlerAtk, abilityAtk, aiData);
transferredAbilityScore = BattlerBenefitsFromAbilityScore(battlerAtk, abilityDef, aiData);
ADJUST_SCORE_PTR(transferredAbilityScore - currentAbilityScore);
}
if (isTargetingPartner)
{
if (DoesEffectReplaceTargetAbility(effect))
{
if (partnerHasBadAbility)
ADJUST_SCORE_PTR(BEST_EFFECT);
currentAbilityScore = BattlerBenefitsFromAbilityScore(battlerDef, abilityDef, aiData);
transferredAbilityScore = BattlerBenefitsFromAbilityScore(battlerDef, abilityAtk, aiData);
ADJUST_SCORE_PTR(transferredAbilityScore - currentAbilityScore);
}
else // This is only Role Play as Doodle can't target the partner
{
ADJUST_SCORE_PTR(-20);
}
// Trigger Plus or Minus in modern gens. This is not in the overarching function because Skill Swap is rarely beneficial here.
if (B_PLUS_MINUS_INTERACTION >= GEN_5)
{
if (((effect == EFFECT_ENTRAINMENT) && (abilityAtk == ABILITY_PLUS || abilityAtk == ABILITY_MINUS)) || ((effect == EFFECT_ROLE_PLAY) && (abilityDef == ABILITY_PLUS || abilityDef == ABILITY_MINUS)))
ADJUST_SCORE_PTR(DECENT_EFFECT);
}
}
// Targeting an opponent.
else
{
// We already checked if we want their ability, so now we look to see if we want them to lose their ability.
if (DoesEffectReplaceTargetAbility(effect))
{
currentAbilityScore = BattlerBenefitsFromAbilityScore(battlerDef, abilityDef, aiData);
transferredAbilityScore = BattlerBenefitsFromAbilityScore(battlerDef, abilityAtk, aiData);
ADJUST_SCORE_PTR(currentAbilityScore - transferredAbilityScore);
}
}
}
s32 BattlerBenefitsFromAbilityScore(u32 battler, u32 ability, struct AiLogicData *aiData)
{
if (gAbilitiesInfo[ability].aiRating < 0)
return WORST_EFFECT;
switch (ability)
{
// Transferrable abilities that can be assumed to be always beneficial.
case ABILITY_CLEAR_BODY:
case ABILITY_GOOD_AS_GOLD:
case ABILITY_MAGIC_GUARD:
case ABILITY_MOODY:
case ABILITY_PURIFYING_SALT:
case ABILITY_SPEED_BOOST:
case ABILITY_WHITE_SMOKE:
return GOOD_EFFECT;
// Conditional ability logic goes here.
case ABILITY_COMPOUND_EYES:
if (HasMoveWithLowAccuracy(battler, FOE(battler), 90, TRUE, aiData->abilities[battler], aiData->abilities[FOE(battler)], aiData->holdEffects[battler], aiData->holdEffects[FOE(battler)]))
return GOOD_EFFECT;
break;
case ABILITY_CONTRARY:
if (HasMoveThatLowersOwnStats(battler))
return BEST_EFFECT;
if (HasMoveThatRaisesOwnStats(battler))
return AWFUL_EFFECT;
break;
case ABILITY_FRIEND_GUARD:
case ABILITY_POWER_SPOT:
case ABILITY_VICTORY_STAR:
if (HasPartner(battler) && aiData->abilities[BATTLE_PARTNER(battler)] != ability)
return BEST_EFFECT;
break;
case ABILITY_GUTS:
if (HasMoveWithCategory(battler, DAMAGE_CATEGORY_PHYSICAL) && gBattleMons[battler].status1 & (STATUS1_CAN_MOVE))
return GOOD_EFFECT;
break;
case ABILITY_HUGE_POWER:
case ABILITY_PURE_POWER:
if (HasMoveWithCategory(battler, DAMAGE_CATEGORY_PHYSICAL))
return BEST_EFFECT;
break;
// Also used to Worry Seed WORRY_SEED
case ABILITY_INSOMNIA:
case ABILITY_VITAL_SPIRIT:
if (HasMoveWithEffect(battler, EFFECT_REST))
return WORST_EFFECT;
break;
case ABILITY_INTIMIDATE:
{
u32 abilityDef = aiData->abilities[FOE(battler)];
if (DoesIntimidateRaiseStats(abilityDef))
{
return AWFUL_EFFECT;
}
else
{
if (HasTwoOpponents(battler))
{
abilityDef = aiData->abilities[BATTLE_PARTNER(FOE(battler))];
if (DoesIntimidateRaiseStats(abilityDef))
{
return AWFUL_EFFECT;
}
else
{
s32 score1 = IncreaseStatDownScore(battler, FOE(battler), STAT_ATK);
s32 score2 = IncreaseStatDownScore(battler, BATTLE_PARTNER(FOE(battler)), STAT_ATK);
if (score1 > score2)
return score1;
else
return score2;
}
}
return IncreaseStatDownScore(battler, FOE(battler), STAT_ATK);
}
}
case ABILITY_NO_GUARD:
if (HasLowAccuracyMove(battler, FOE(battler)))
return GOOD_EFFECT;
break;
// Toxic counter ticks upward while Poison Healed; losing Poison Heal while Toxiced can KO.
case ABILITY_POISON_HEAL:
if (gBattleMons[battler].status1 & (STATUS1_POISON))
return WEAK_EFFECT;
if (gBattleMons[battler].status1 & (STATUS1_TOXIC_POISON))
return BEST_EFFECT;
if (gBattleMons[battler].status1 & STATUS1_ANY)
return NO_INCREASE;
break;
// Also used to Simple Beam SIMPLE_BEAM.
case ABILITY_SIMPLE:
// Prioritize moves like Metal Claw, Charge Beam, or Power up Punch
if (HasMoveThatRaisesOwnStats(battler))
return GOOD_EFFECT;
return NO_INCREASE;
case ABILITY_BEADS_OF_RUIN:
case ABILITY_SWORD_OF_RUIN:
case ABILITY_TABLETS_OF_RUIN:
case ABILITY_VESSEL_OF_RUIN:
if (HasPartner(battler))
{
if (aiData->abilities[BATTLE_PARTNER(battler)] != ability)
return GOOD_EFFECT;
else
return NO_INCREASE;
}
return GOOD_EFFECT;
case ABILITY_NONE:
return NO_INCREASE;
default:
break;
}
return WEAK_EFFECT;
}
bool32 IsNaturalEnemy(u32 speciesAttacker, u32 speciesTarget)
{
if (B_WILD_NATURAL_ENEMIES != TRUE)
return FALSE;
switch (speciesAttacker)
{
case SPECIES_ZANGOOSE:
return (speciesTarget == SPECIES_SEVIPER);
case SPECIES_SEVIPER:
return (speciesTarget == SPECIES_ZANGOOSE);
case SPECIES_HEATMOR:
return (speciesTarget == SPECIES_DURANT);
case SPECIES_DURANT:
return (speciesTarget == SPECIES_HEATMOR);
case SPECIES_SABLEYE:
return (speciesTarget == SPECIES_CARBINK);
case SPECIES_MAREANIE:
return (speciesTarget == SPECIES_CORSOLA);
default:
return FALSE;
}
return FALSE;
}