6194 lines
262 KiB
C
6194 lines
262 KiB
C
#include "global.h"
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#include "main.h"
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#include "malloc.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "battle_ai_util.h"
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#include "battle_ai_main.h"
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#include "battle_controllers.h"
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#include "battle_factory.h"
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#include "battle_setup.h"
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#include "battle_z_move.h"
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#include "battle_terastal.h"
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#include "data.h"
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#include "debug.h"
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#include "event_data.h"
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#include "item.h"
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#include "math_util.h"
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#include "pokemon.h"
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#include "random.h"
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#include "recorded_battle.h"
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#include "util.h"
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#include "script.h"
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#include "constants/abilities.h"
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#include "constants/battle_ai.h"
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#include "constants/battle_move_effects.h"
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#include "constants/hold_effects.h"
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#include "constants/moves.h"
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#include "constants/items.h"
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#include "constants/trainers.h"
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#define AI_ACTION_DONE (1 << 0)
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#define AI_ACTION_FLEE (1 << 1)
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#define AI_ACTION_WATCH (1 << 2)
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#define AI_ACTION_DO_NOT_ATTACK (1 << 3)
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static u32 ChooseMoveOrAction_Singles(u32 battler);
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static u32 ChooseMoveOrAction_Doubles(u32 battler);
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static inline void BattleAI_DoAIProcessing(struct AiThinkingStruct *aiThink, u32 battlerAtk, u32 battlerDef);
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static inline void BattleAI_DoAIProcessing_PredictedSwitchin(struct AiThinkingStruct *aiThink, struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef);
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static bool32 IsPinchBerryItemEffect(enum ItemHoldEffect holdEffect);
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static void AI_CompareDamagingMoves(u32 battlerAtk, u32 battlerDef);
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// ewram
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EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests
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EWRAM_DATA AiScoreFunc sDynamicAiFunc = NULL;
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// const rom data
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static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_ForceSetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_TryTo2HKO(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_PowerfulStatus(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_DynamicFunc(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_PredictSwitch(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 AI_CheckPpStall(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
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static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) =
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{
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[0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE
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[1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT
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[2] = AI_CheckViability, // AI_FLAG_CHECK_VIABILITY
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[3] = AI_ForceSetupFirstTurn, // AI_FLAG_FORCE_SETUP_FIRST_TURN
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[4] = AI_Risky, // AI_FLAG_RISKY
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[5] = AI_TryTo2HKO, // AI_FLAG_TRY_TO_2HKO
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[6] = AI_PreferBatonPass, // AI_FLAG_PREFER_BATON_PASS
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[7] = AI_DoubleBattle, // AI_FLAG_DOUBLE_BATTLE
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[8] = AI_HPAware, // AI_FLAG_HP_AWARE
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[9] = AI_PowerfulStatus, // AI_FLAG_POWERFUL_STATUS
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[10] = NULL, // AI_FLAG_NEGATE_UNAWARE
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[11] = NULL, // AI_FLAG_WILL_SUICIDE
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[12] = NULL, // AI_FLAG_PREFER_STATUS_MOVES
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[13] = NULL, // AI_FLAG_STALL
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[14] = NULL, // AI_FLAG_SMART_SWITCHING
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[15] = NULL, // AI_FLAG_ACE_POKEMON
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[16] = NULL, // AI_FLAG_OMNISCIENT
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[17] = NULL, // AI_FLAG_SMART_MON_CHOICES
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[18] = NULL, // AI_FLAG_CONSERVATIVE
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[19] = NULL, // AI_FLAG_SEQUENCE_SWITCHING
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[20] = NULL, // AI_FLAG_DOUBLE_ACE_POKEMON
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[21] = NULL, // AI_FLAG_WEIGH_ABILITY_PREDICTION
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[22] = NULL, // AI_FLAG_PREFER_HIGHEST_DAMAGE_MOVE
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[23] = AI_PredictSwitch, // AI_FLAG_PREDICT_SWITCH
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[24] = NULL, // AI_FLAG_PREDICT_INCOMING_MON
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[25] = AI_CheckPpStall, // AI_FLAG_PP_STALL_PREVENTION
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[26] = NULL, // AI_FLAG_PREDICT_MOVE
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[27] = NULL, // Unused
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[28] = NULL, // Unused
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[29] = NULL, // Unused
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[30] = NULL, // Unused
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[31] = NULL, // Unused
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[32] = NULL, // Unused
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[33] = NULL, // Unused
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[34] = NULL, // Unused
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[35] = NULL, // Unused
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[36] = NULL, // Unused
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[37] = NULL, // Unused
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[38] = NULL, // Unused
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[39] = NULL, // Unused
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[40] = NULL, // Unused
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[41] = NULL, // Unused
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[42] = NULL, // Unused
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[43] = NULL, // Unused
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[44] = NULL, // Unused
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[45] = NULL, // Unused
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[46] = NULL, // Unused
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[47] = NULL, // Unused
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[48] = NULL, // Unused
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[49] = NULL, // Unused
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[50] = NULL, // Unused
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[51] = NULL, // Unused
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[52] = NULL, // Unused
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[53] = NULL, // Unused
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[54] = NULL, // Unused
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[55] = NULL, // Unused
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[56] = NULL, // Unused
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[57] = NULL, // Unused
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[58] = NULL, // Unused
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[59] = NULL, // Unused
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[60] = AI_DynamicFunc, // AI_FLAG_DYNAMIC_FUNC
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[61] = AI_Roaming, // AI_FLAG_ROAMING
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[62] = AI_Safari, // AI_FLAG_SAFARI
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[63] = AI_FirstBattle, // AI_FLAG_FIRST_BATTLE
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};
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// Functions
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void BattleAI_SetupItems(void)
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{
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s32 i;
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u8 *data = (u8 *)gBattleHistory;
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const u16 *items = GetTrainerItemsFromId(TRAINER_BATTLE_PARAM.opponentA);
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for (i = 0; i < sizeof(struct BattleHistory); i++)
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data[i] = 0;
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// Items are allowed to use in ONLY trainer battles.
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if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER
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| BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER
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| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK)
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)
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)
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{
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for (i = 0; i < MAX_TRAINER_ITEMS; i++)
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{
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if (items[i] != ITEM_NONE)
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{
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gBattleHistory->trainerItems[gBattleHistory->itemsNo] = items[i];
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gBattleHistory->itemsNo++;
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}
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}
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}
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}
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static u64 GetWildAiFlags(void)
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{
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u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
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u64 flags = 0;
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if (IsDoubleBattle())
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avgLevel = (GetMonData(&gEnemyParty[0], MON_DATA_LEVEL) + GetMonData(&gEnemyParty[1], MON_DATA_LEVEL)) / 2;
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flags |= AI_FLAG_CHECK_BAD_MOVE;
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if (avgLevel >= 20)
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flags |= AI_FLAG_CHECK_VIABILITY;
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if (avgLevel >= 60)
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flags |= AI_FLAG_TRY_TO_2HKO;
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if (avgLevel >= 80)
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flags |= AI_FLAG_HP_AWARE;
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if (B_VAR_WILD_AI_FLAGS != 0 && VarGet(B_VAR_WILD_AI_FLAGS) != 0)
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flags |= VarGet(B_VAR_WILD_AI_FLAGS);
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return flags;
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}
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static u64 GetAiFlags(u16 trainerId)
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{
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u64 flags = 0;
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if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
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return 0;
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if (trainerId == 0xFFFF)
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{
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flags = GetWildAiFlags();
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}
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else
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{
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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flags = GetAiScriptsInRecordedBattle();
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else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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flags = AI_FLAG_SAFARI;
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else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
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flags = AI_FLAG_ROAMING;
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else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
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flags = AI_FLAG_FIRST_BATTLE;
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else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
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flags = GetAiScriptsInBattleFactory();
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else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
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flags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
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else
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flags = GetTrainerAIFlagsFromId(trainerId);
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}
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if (IsDoubleBattle())
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{
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flags |= AI_FLAG_DOUBLE_BATTLE;
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}
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// Automatically includes AI_FLAG_SMART_MON_CHOICES to improve smart switching
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if (flags & AI_FLAG_SMART_SWITCHING)
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flags |= AI_FLAG_SMART_MON_CHOICES;
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// Automatically includes AI_FLAG_PREDICT_SWITCH if AI_FLAG_PREDICT_INCOMING_MON is being used
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if (flags & AI_FLAG_PREDICT_INCOMING_MON)
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flags |= AI_FLAG_PREDICT_SWITCH;
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if (sDynamicAiFunc != NULL)
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flags |= AI_FLAG_DYNAMIC_FUNC;
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return flags;
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}
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void BattleAI_SetupFlags(void)
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{
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if (IsAiVsAiBattle())
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gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_LEFT] = GetAiFlags(gPartnerTrainerId);
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else
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gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_LEFT] = 0; // player has no AI
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if (DEBUG_OVERWORLD_MENU && gIsDebugBattle)
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{
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] = gDebugAIFlags;
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] = gDebugAIFlags;
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return;
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}
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if (IsWildMonSmart() && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)))
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{
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// smart wild AI
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] = GetAiFlags(0xFFFF);
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] = GetAiFlags(0xFFFF);
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}
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else
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{
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] = GetAiFlags(TRAINER_BATTLE_PARAM.opponentA);
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if (TRAINER_BATTLE_PARAM.opponentB != 0)
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] = GetAiFlags(TRAINER_BATTLE_PARAM.opponentB);
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else
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gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] = gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT];
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}
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if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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{
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gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_RIGHT] = GetAiFlags(gPartnerTrainerId - TRAINER_PARTNER(PARTNER_NONE));
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}
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else if (IsDoubleBattle() && IsAiVsAiBattle())
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{
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gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_RIGHT] = gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_LEFT];
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}
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else
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{
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gAiThinkingStruct->aiFlags[B_POSITION_PLAYER_RIGHT] = 0; // player
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}
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}
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void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
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{
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u32 moveLimitations, moveLimitationsTarget;
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u32 defaultScoreMovesTarget = defaultScoreMoves;
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u64 flags[MAX_BATTLERS_COUNT];
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u32 moveIndex;
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// Clear AI data but preserve the flags.
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memcpy(&flags[0], &gAiThinkingStruct->aiFlags[0], sizeof(u64) * MAX_BATTLERS_COUNT);
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memset(gAiThinkingStruct, 0, sizeof(struct AiThinkingStruct));
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memcpy(&gAiThinkingStruct->aiFlags[0], &flags[0], sizeof(u64) * MAX_BATTLERS_COUNT);
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moveLimitations = gAiLogicData->moveLimitations[battler];
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// Conditional score reset, unlike Ruby.
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for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
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{
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if (moveLimitations & (1u << moveIndex))
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SET_SCORE(battler, moveIndex, 0);
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if (defaultScoreMoves & 1)
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SET_SCORE(battler, moveIndex, AI_SCORE_DEFAULT);
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else
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SET_SCORE(battler, moveIndex, 0);
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defaultScoreMoves >>= 1;
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}
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gBattlerTarget = SetRandomTarget(battler);
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gAiBattleData->chosenTarget[battler] = gBattlerTarget;
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// Initialize move prediction scores
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if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_MOVE)
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{
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u32 opposingBattler = GetOppositeBattler(battler);
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moveLimitationsTarget = gAiLogicData->moveLimitations[opposingBattler];
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for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
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{
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if (moveLimitationsTarget & (1u << moveIndex))
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SET_SCORE(opposingBattler, moveIndex, 0);
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if (defaultScoreMovesTarget & 1)
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SET_SCORE(opposingBattler, moveIndex, AI_SCORE_DEFAULT);
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else
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SET_SCORE(opposingBattler, moveIndex, 0);
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defaultScoreMovesTarget >>= 1;
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}
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}
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}
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bool32 BattlerChoseNonMoveAction(void)
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{
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if (gAiThinkingStruct->aiAction & AI_ACTION_FLEE)
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{
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gAiBattleData->actionFlee = TRUE;
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return TRUE;
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}
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if (gAiThinkingStruct->aiAction & AI_ACTION_WATCH)
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{
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gAiBattleData->choiceWatch = TRUE;
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return TRUE;
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}
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return FALSE;
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}
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void SetupAIPredictionData(u32 battler, enum SwitchType switchType)
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{
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s32 opposingBattler = GetOppositeBattler(battler);
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gAiLogicData->aiPredictionInProgress = TRUE;
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gAiLogicData->battlerDoingPrediction = battler;
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// Switch prediction
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if ((gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_SWITCH))
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{
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gAiLogicData->mostSuitableMonId[opposingBattler] = GetMostSuitableMonToSwitchInto(opposingBattler, switchType);
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if (ShouldSwitch(opposingBattler))
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gAiLogicData->shouldSwitch |= (1u << opposingBattler);
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gBattleStruct->prevTurnSpecies[opposingBattler] = gBattleMons[opposingBattler].species;
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// Determine whether AI will use predictions this turn
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gAiLogicData->predictingSwitch = RandomPercentage(RNG_AI_PREDICT_SWITCH, PREDICT_SWITCH_CHANCE);
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}
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// Move prediction
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if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_MOVE)
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{
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gAiLogicData->predictedMove[opposingBattler] = gBattleMons[opposingBattler].moves[BattleAI_ChooseMoveIndex(opposingBattler)];
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ModifySwitchAfterMoveScoring(opposingBattler);
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// Determine whether AI will use predictions this turn
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gAiLogicData->predictingMove = RandomPercentage(RNG_AI_PREDICT_MOVE, PREDICT_MOVE_CHANCE);
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}
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gAiLogicData->aiPredictionInProgress = FALSE;
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}
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void ComputeBattlerDecisions(u32 battler)
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{
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if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
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&& (BattlerHasAi(battler)
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&& !(gBattleTypeFlags & BATTLE_TYPE_PALACE)))
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{
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// If ai is about to flee or chosen to watch player, no need to calc anything
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if (BattlerChoseNonMoveAction())
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return;
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// Risky AI switches aggressively even mid battle
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enum SwitchType switchType = (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_RISKY) ? SWITCH_AFTER_KO : SWITCH_MID_BATTLE;
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gAiLogicData->aiCalcInProgress = TRUE;
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// Setup battler and prediction data
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BattleAI_SetupAIData(0xF, battler);
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SetupAIPredictionData(battler, switchType);
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// AI's own switching data
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gAiLogicData->mostSuitableMonId[battler] = GetMostSuitableMonToSwitchInto(battler, switchType);
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if (ShouldSwitch(battler))
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gAiLogicData->shouldSwitch |= (1u << battler);
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gBattleStruct->prevTurnSpecies[battler] = gBattleMons[battler].species;
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// AI's move scoring
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gAiBattleData->chosenMoveIndex[battler] = BattleAI_ChooseMoveIndex(battler); // Calculate score and chose move index
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ModifySwitchAfterMoveScoring(battler);
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gAiLogicData->aiCalcInProgress = FALSE;
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}
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}
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u32 BattleAI_ChooseMoveIndex(u32 battler)
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{
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u32 chosenMoveIndex;
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if (!IsDoubleBattle())
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chosenMoveIndex = ChooseMoveOrAction_Singles(battler);
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else
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chosenMoveIndex = ChooseMoveOrAction_Doubles(battler);
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|
// Clear protect structures, some flags may be set during AI calcs
|
|
// e.g. pranksterElevated from GetBattleMovePriority
|
|
memset(&gProtectStructs, 0, MAX_BATTLERS_COUNT * sizeof(struct ProtectStruct));
|
|
#if TESTING
|
|
TestRunner_Battle_CheckAiMoveScores(battler);
|
|
#endif // TESTING
|
|
|
|
return chosenMoveIndex;
|
|
}
|
|
|
|
static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
|
|
{
|
|
u32 battler = GetBattlerAtPosition(bPosition);
|
|
struct AiPartyMon *aiMon = &gAiPartyData->mons[side][gBattlerPartyIndexes[battler]];
|
|
struct BattlePokemon *bMon = &gBattleMons[battler];
|
|
|
|
aiMon->species = bMon->species;
|
|
aiMon->level = bMon->level;
|
|
aiMon->status = bMon->status1;
|
|
aiMon->gender = GetBattlerGender(battler);
|
|
aiMon->isFainted = FALSE;
|
|
aiMon->wasSentInBattle = TRUE;
|
|
aiMon->switchInCount++;
|
|
}
|
|
|
|
void Ai_InitPartyStruct(void)
|
|
{
|
|
u32 i;
|
|
bool32 isOmniscient = (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_OMNISCIENT) || (gAiThinkingStruct->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_OMNISCIENT);
|
|
struct Pokemon *mon;
|
|
|
|
gAiPartyData->count[B_SIDE_PLAYER] = CalculatePlayerPartyCount();
|
|
gAiPartyData->count[B_SIDE_OPPONENT] = CalculateEnemyPartyCount();
|
|
|
|
// Save first 2 or 4(in doubles) mons
|
|
CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER);
|
|
if (IsDoubleBattle())
|
|
CopyBattlerDataToAIParty(B_POSITION_PLAYER_RIGHT, B_SIDE_PLAYER);
|
|
|
|
// If player's partner is AI, save opponent mons
|
|
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
|
|
{
|
|
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_LEFT, B_SIDE_OPPONENT);
|
|
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_RIGHT, B_SIDE_OPPONENT);
|
|
}
|
|
|
|
// Find fainted mons
|
|
for (i = 0; i < gAiPartyData->count[B_SIDE_PLAYER]; i++)
|
|
{
|
|
if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0)
|
|
gAiPartyData->mons[B_SIDE_PLAYER][i].isFainted = TRUE;
|
|
|
|
if (isOmniscient)
|
|
{
|
|
u32 j;
|
|
mon = &gPlayerParty[i];
|
|
gAiPartyData->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM);
|
|
gAiPartyData->mons[B_SIDE_PLAYER][i].heldEffect = GetItemHoldEffect(gAiPartyData->mons[B_SIDE_PLAYER][i].item);
|
|
gAiPartyData->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon);
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
gAiPartyData->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Ai_UpdateSwitchInData(u32 battler)
|
|
{
|
|
u32 i;
|
|
u32 side = GetBattlerSide(battler);
|
|
struct AiPartyMon *aiMon = &gAiPartyData->mons[side][gBattlerPartyIndexes[battler]];
|
|
|
|
// See if the switched-in mon has been already in battle
|
|
if (aiMon->wasSentInBattle)
|
|
{
|
|
if (aiMon->ability)
|
|
gBattleHistory->abilities[battler] = aiMon->ability;
|
|
if (aiMon->heldEffect)
|
|
gBattleHistory->itemEffects[battler] = aiMon->heldEffect;
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (aiMon->moves[i])
|
|
gBattleHistory->usedMoves[battler][i] = aiMon->moves[i];
|
|
}
|
|
aiMon->switchInCount++;
|
|
aiMon->status = gBattleMons[battler].status1; // Copy status, because it could've been changed in battle.
|
|
}
|
|
else // If not, copy the newly switched-in mon in battle and clear battle history.
|
|
{
|
|
ClearBattlerMoveHistory(battler);
|
|
ClearBattlerAbilityHistory(battler);
|
|
ClearBattlerItemEffectHistory(battler);
|
|
CopyBattlerDataToAIParty(GetBattlerPosition(battler), side);
|
|
}
|
|
}
|
|
|
|
void Ai_UpdateFaintData(u32 battler)
|
|
{
|
|
struct AiPartyMon *aiMon = &gAiPartyData->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]];
|
|
ClearBattlerMoveHistory(battler);
|
|
ClearBattlerAbilityHistory(battler);
|
|
ClearBattlerItemEffectHistory(battler);
|
|
aiMon->isFainted = TRUE;
|
|
}
|
|
|
|
void SetBattlerAiData(u32 battler, struct AiLogicData *aiData)
|
|
{
|
|
u32 ability, holdEffect;
|
|
|
|
ability = aiData->abilities[battler] = AI_DecideKnownAbilityForTurn(battler);
|
|
aiData->items[battler] = gBattleMons[battler].item;
|
|
holdEffect = aiData->holdEffects[battler] = AI_DecideHoldEffectForTurn(battler);
|
|
aiData->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
|
|
aiData->lastUsedMove[battler] = gLastMoves[battler];
|
|
aiData->hpPercents[battler] = GetHealthPercentage(battler);
|
|
aiData->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
|
|
aiData->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
|
|
}
|
|
|
|
static u32 Ai_SetMoveAccuracy(struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef, u32 move)
|
|
{
|
|
u32 accuracy;
|
|
u32 abilityAtk = aiData->abilities[battlerAtk];
|
|
u32 abilityDef = aiData->abilities[battlerDef];
|
|
if (abilityAtk == ABILITY_NO_GUARD || abilityDef == ABILITY_NO_GUARD || GetMoveAccuracy(move) == 0) // Moves with accuracy 0 or no guard ability always hit.
|
|
accuracy = 100;
|
|
else
|
|
accuracy = GetTotalAccuracy(battlerAtk, battlerDef, move, abilityAtk, abilityDef, aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]);
|
|
|
|
return accuracy;
|
|
}
|
|
|
|
static void CalcBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef, u32 weather)
|
|
{
|
|
u32 moveIndex, move;
|
|
u16 *moves = GetMovesArray(battlerAtk);
|
|
u32 moveLimitations = aiData->moveLimitations[battlerAtk];
|
|
|
|
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
|
|
{
|
|
struct SimulatedDamage dmg = {0};
|
|
uq4_12_t effectiveness = Q_4_12(0.0);
|
|
move = moves[moveIndex];
|
|
|
|
if (IsMoveUnusable(moveIndex, move, moveLimitations))
|
|
continue;
|
|
|
|
// Also get effectiveness of status moves
|
|
dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE, weather);
|
|
aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex] = Ai_SetMoveAccuracy(aiData, battlerAtk, battlerDef, move);
|
|
|
|
aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex] = dmg;
|
|
aiData->effectiveness[battlerAtk][battlerDef][moveIndex] = effectiveness;
|
|
}
|
|
}
|
|
|
|
static void SetBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlersCount, u32 weather)
|
|
{
|
|
u32 battlerDef;
|
|
SaveBattlerData(battlerAtk);
|
|
SetBattlerData(battlerAtk);
|
|
|
|
// Simulate dmg for both ai controlled mons and for player controlled mons.
|
|
for (battlerDef = 0; battlerDef < battlersCount; battlerDef++)
|
|
{
|
|
if (battlerAtk == battlerDef || !IsBattlerAlive(battlerDef))
|
|
continue;
|
|
|
|
SaveBattlerData(battlerDef);
|
|
SetBattlerData(battlerDef);
|
|
CalcBattlerAiMovesData(aiData, battlerAtk, battlerDef, weather);
|
|
RestoreBattlerData(battlerDef);
|
|
}
|
|
RestoreBattlerData(battlerAtk);
|
|
}
|
|
|
|
void SetAiLogicDataForTurn(struct AiLogicData *aiData)
|
|
{
|
|
u32 battlerAtk, battlersCount, weather;
|
|
|
|
memset(aiData, 0, sizeof(struct AiLogicData));
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
|
|
return;
|
|
|
|
// Set delay timer to count how long it takes for AI to choose action/move
|
|
gBattleStruct->aiDelayTimer = gMain.vblankCounter1;
|
|
|
|
aiData->weatherHasEffect = HasWeatherEffect();
|
|
weather = AI_GetWeather();
|
|
|
|
// get/assume all battler data and simulate AI damage
|
|
battlersCount = gBattlersCount;
|
|
|
|
gAiLogicData->aiCalcInProgress = TRUE;
|
|
if (DEBUG_AI_DELAY_TIMER)
|
|
CycleCountStart();
|
|
for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
|
|
{
|
|
if (!IsBattlerAlive(battlerAtk))
|
|
continue;
|
|
|
|
SetBattlerAiData(battlerAtk, aiData);
|
|
}
|
|
|
|
for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
|
|
{
|
|
if (!IsBattlerAlive(battlerAtk))
|
|
continue;
|
|
|
|
SetBattlerAiMovesData(aiData, battlerAtk, battlersCount, weather);
|
|
}
|
|
if (DEBUG_AI_DELAY_TIMER)
|
|
// We add to existing to compound multiple calls
|
|
gBattleStruct->aiDelayCycles += CycleCountEnd();
|
|
gAiLogicData->aiCalcInProgress = FALSE;
|
|
}
|
|
|
|
u32 GetPartyMonAbility(struct Pokemon *mon)
|
|
{
|
|
// Doesn't have any special handling yet
|
|
u32 species = GetMonData(mon, MON_DATA_SPECIES);
|
|
u32 ability = gSpeciesInfo[species].abilities[GetMonData(mon, MON_DATA_ABILITY_NUM)];
|
|
return ability;
|
|
}
|
|
|
|
static u32 PpStallReduction(u32 move, u32 battlerAtk)
|
|
{
|
|
if (move == MOVE_NONE)
|
|
return 0;
|
|
u32 tempBattleMonIndex = 0;
|
|
u32 totalStallValue = 0;
|
|
u32 returnValue = 0;
|
|
struct BattlePokemon backupBattleMon;
|
|
memcpy(&backupBattleMon, &gBattleMons[tempBattleMonIndex], sizeof(struct BattlePokemon));
|
|
for (u32 partyIndex = 0; partyIndex < PARTY_SIZE; partyIndex++)
|
|
{
|
|
u32 currentStallValue = gAiBattleData->playerStallMons[partyIndex];
|
|
if (currentStallValue == 0 || GetMonData(&gPlayerParty[partyIndex], MON_DATA_HP) == 0)
|
|
continue;
|
|
PokemonToBattleMon(&gPlayerParty[partyIndex], &gBattleMons[tempBattleMonIndex]);
|
|
u32 species = GetMonData(&gPlayerParty[partyIndex], MON_DATA_SPECIES);
|
|
u32 abilityAtk = ABILITY_NONE;
|
|
u32 abilityDef = GetPartyMonAbility(&gPlayerParty[partyIndex]);
|
|
u32 moveType = GetBattleMoveType(move); // Probably doesn't handle dynamic types right now
|
|
if (CanAbilityAbsorbMove(battlerAtk, tempBattleMonIndex, abilityDef, move, moveType, ABILITY_CHECK_TRIGGER)
|
|
|| CanAbilityBlockMove(battlerAtk, tempBattleMonIndex, abilityAtk, abilityDef, move, ABILITY_CHECK_TRIGGER)
|
|
|| (CalcPartyMonTypeEffectivenessMultiplier(move, species, abilityDef) == 0))
|
|
{
|
|
totalStallValue += currentStallValue;
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; returnValue == 0 && i < totalStallValue; i++)
|
|
{
|
|
if (RandomPercentage(RNG_AI_PP_STALL_DISREGARD_MOVE, (100 - PP_STALL_DISREGARD_MOVE_PERCENTAGE)))
|
|
returnValue = PP_STALL_SCORE_REDUCTION;
|
|
}
|
|
|
|
memcpy(&gBattleMons[tempBattleMonIndex], &backupBattleMon, sizeof(struct BattlePokemon));
|
|
|
|
return returnValue;
|
|
}
|
|
|
|
static u32 ChooseMoveOrAction_Singles(u32 battler)
|
|
{
|
|
u8 currentMoveArray[MAX_MON_MOVES];
|
|
u8 consideredMoveArray[MAX_MON_MOVES];
|
|
u32 numOfBestMoves;
|
|
s32 i;
|
|
u64 flags = gAiThinkingStruct->aiFlags[GetThinkingBattler(battler)];
|
|
u32 opposingBattler = GetOppositeBattler(battler);
|
|
|
|
gAiLogicData->partnerMove = 0; // no ally
|
|
while (flags != 0)
|
|
{
|
|
if (flags & 1)
|
|
{
|
|
if (IsBattlerPredictedToSwitch(opposingBattler) && (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_INCOMING_MON))
|
|
BattleAI_DoAIProcessing_PredictedSwitchin(gAiThinkingStruct, gAiLogicData, battler, opposingBattler);
|
|
else
|
|
BattleAI_DoAIProcessing(gAiThinkingStruct, battler, opposingBattler);
|
|
}
|
|
flags >>= (u64)1;
|
|
gAiThinkingStruct->aiLogicId++;
|
|
}
|
|
|
|
if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_CHECK_VIABILITY)
|
|
AI_CompareDamagingMoves(battler, opposingBattler);
|
|
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
gAiBattleData->finalScore[battler][opposingBattler][i] = gAiThinkingStruct->score[i];
|
|
}
|
|
|
|
numOfBestMoves = 1;
|
|
currentMoveArray[0] = gAiThinkingStruct->score[0];
|
|
consideredMoveArray[0] = 0;
|
|
|
|
for (i = 1; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (gBattleMons[battler].moves[i] != MOVE_NONE)
|
|
{
|
|
// In ruby, the order of these if statements is reversed.
|
|
if (currentMoveArray[0] == gAiThinkingStruct->score[i])
|
|
{
|
|
currentMoveArray[numOfBestMoves] = gAiThinkingStruct->score[i];
|
|
consideredMoveArray[numOfBestMoves++] = i;
|
|
}
|
|
if (currentMoveArray[0] < gAiThinkingStruct->score[i])
|
|
{
|
|
numOfBestMoves = 1;
|
|
currentMoveArray[0] = gAiThinkingStruct->score[i];
|
|
consideredMoveArray[0] = i;
|
|
}
|
|
}
|
|
}
|
|
return consideredMoveArray[Random() % numOfBestMoves];
|
|
}
|
|
|
|
static u32 ChooseMoveOrAction_Doubles(u32 battler)
|
|
{
|
|
s32 i, j;
|
|
u64 flags;
|
|
s32 bestMovePointsForTarget[MAX_BATTLERS_COUNT];
|
|
u8 mostViableTargetsArray[MAX_BATTLERS_COUNT];
|
|
u8 actionOrMoveIndex[MAX_BATTLERS_COUNT];
|
|
s32 mostViableMovesScores[MAX_MON_MOVES];
|
|
u8 mostViableMovesIndices[MAX_MON_MOVES];
|
|
u32 mostViableTargetsNo;
|
|
u32 mostViableMovesNo;
|
|
s32 mostMovePoints;
|
|
|
|
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (i == battler || gBattleMons[i].hp == 0)
|
|
{
|
|
actionOrMoveIndex[i] = 0xFF;
|
|
bestMovePointsForTarget[i] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
|
|
BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4, battler);
|
|
else
|
|
BattleAI_SetupAIData(0xF, battler);
|
|
|
|
gBattlerTarget = i;
|
|
|
|
gAiLogicData->partnerMove = GetAllyChosenMove(battler);
|
|
gAiThinkingStruct->aiLogicId = 0;
|
|
gAiThinkingStruct->movesetIndex = 0;
|
|
flags = gAiThinkingStruct->aiFlags[GetThinkingBattler(battler)];
|
|
|
|
while (flags != 0)
|
|
{
|
|
if (flags & 1)
|
|
{
|
|
if (IsBattlerPredictedToSwitch(gBattlerTarget) && (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_PREDICT_INCOMING_MON))
|
|
BattleAI_DoAIProcessing_PredictedSwitchin(gAiThinkingStruct, gAiLogicData, battler, gBattlerTarget);
|
|
else
|
|
BattleAI_DoAIProcessing(gAiThinkingStruct, battler, gBattlerTarget);
|
|
}
|
|
flags >>= (u64)1;
|
|
gAiThinkingStruct->aiLogicId++;
|
|
}
|
|
if (gAiThinkingStruct->aiFlags[battler] & AI_FLAG_CHECK_VIABILITY)
|
|
AI_CompareDamagingMoves(battler, gBattlerTarget);
|
|
|
|
mostViableMovesScores[0] = gAiThinkingStruct->score[0];
|
|
mostViableMovesIndices[0] = 0;
|
|
mostViableMovesNo = 1;
|
|
for (j = 1; j < MAX_MON_MOVES; j++)
|
|
{
|
|
if (gBattleMons[battler].moves[j] != 0)
|
|
{
|
|
if (!CanTargetBattler(battler, i, gBattleMons[battler].moves[j]))
|
|
continue;
|
|
|
|
if (mostViableMovesScores[0] == gAiThinkingStruct->score[j])
|
|
{
|
|
mostViableMovesScores[mostViableMovesNo] = gAiThinkingStruct->score[j];
|
|
mostViableMovesIndices[mostViableMovesNo] = j;
|
|
mostViableMovesNo++;
|
|
}
|
|
if (mostViableMovesScores[0] < gAiThinkingStruct->score[j])
|
|
{
|
|
mostViableMovesScores[0] = gAiThinkingStruct->score[j];
|
|
mostViableMovesIndices[0] = j;
|
|
mostViableMovesNo = 1;
|
|
}
|
|
}
|
|
}
|
|
actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo];
|
|
bestMovePointsForTarget[i] = mostViableMovesScores[0];
|
|
|
|
// Don't use a move against ally if it has less than 100 points.
|
|
if (i == BATTLE_PARTNER(battler) && bestMovePointsForTarget[i] < AI_SCORE_DEFAULT)
|
|
{
|
|
bestMovePointsForTarget[i] = -1;
|
|
}
|
|
|
|
for (j = 0; j < MAX_MON_MOVES; j++)
|
|
{
|
|
gAiBattleData->finalScore[battler][gBattlerTarget][j] = gAiThinkingStruct->score[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
mostMovePoints = bestMovePointsForTarget[0];
|
|
mostViableTargetsArray[0] = 0;
|
|
mostViableTargetsNo = 1;
|
|
|
|
for (i = 1; i < MAX_BATTLERS_COUNT; i++)
|
|
{
|
|
if (mostMovePoints == bestMovePointsForTarget[i])
|
|
{
|
|
mostViableTargetsArray[mostViableTargetsNo] = i;
|
|
mostViableTargetsNo++;
|
|
}
|
|
if (mostMovePoints < bestMovePointsForTarget[i])
|
|
{
|
|
mostMovePoints = bestMovePointsForTarget[i];
|
|
mostViableTargetsArray[0] = i;
|
|
mostViableTargetsNo = 1;
|
|
}
|
|
}
|
|
|
|
gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo];
|
|
gAiBattleData->chosenTarget[battler] = gBattlerTarget;
|
|
return actionOrMoveIndex[gBattlerTarget];
|
|
}
|
|
|
|
static inline bool32 ShouldConsiderMoveForBattler(u32 battlerAi, u32 battlerDef, u32 move)
|
|
{
|
|
if (battlerAi == BATTLE_PARTNER(battlerDef))
|
|
{
|
|
u32 target = GetBattlerMoveTargetType(battlerAi, move);
|
|
if (target == MOVE_TARGET_BOTH || target == MOVE_TARGET_OPPONENTS_FIELD)
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
static inline void BattleAI_DoAIProcessing(struct AiThinkingStruct *aiThink, u32 battlerAtk, u32 battlerDef)
|
|
{
|
|
do
|
|
{
|
|
if (gBattleMons[battlerAtk].pp[aiThink->movesetIndex] == 0)
|
|
aiThink->moveConsidered = MOVE_NONE;
|
|
else
|
|
aiThink->moveConsidered = gBattleMons[battlerAtk].moves[aiThink->movesetIndex];
|
|
|
|
// There is no point in calculating scores for all 3 battlers(2 opponents + 1 ally) with certain moves.
|
|
if (aiThink->moveConsidered != MOVE_NONE
|
|
&& aiThink->score[aiThink->movesetIndex] > 0
|
|
&& ShouldConsiderMoveForBattler(battlerAtk, battlerDef, aiThink->moveConsidered))
|
|
{
|
|
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
|
|
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
|
|
{
|
|
// Call AI function
|
|
aiThink->score[aiThink->movesetIndex] =
|
|
sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
|
|
battlerDef,
|
|
aiThink->moveConsidered,
|
|
aiThink->score[aiThink->movesetIndex]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
aiThink->score[aiThink->movesetIndex] = 0;
|
|
}
|
|
aiThink->movesetIndex++;
|
|
} while (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK));
|
|
|
|
aiThink->movesetIndex = 0;
|
|
}
|
|
|
|
void BattleAI_DoAIProcessing_PredictedSwitchin(struct AiThinkingStruct *aiThink, struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef)
|
|
{
|
|
struct BattlePokemon switchoutCandidate = gBattleMons[battlerDef];
|
|
struct SimulatedDamage simulatedDamageSwitchout[MAX_MON_MOVES];
|
|
uq4_12_t effectivenessSwitchout[MAX_MON_MOVES];
|
|
u8 moveAccuracySwitchout[MAX_MON_MOVES];
|
|
|
|
struct BattlePokemon switchinCandidate;
|
|
struct SimulatedDamage simulatedDamageSwitchin[MAX_MON_MOVES];
|
|
uq4_12_t effectivenessSwitchin[MAX_MON_MOVES];
|
|
u8 moveAccuracySwitchin[MAX_MON_MOVES];
|
|
|
|
struct Pokemon *party = GetBattlerParty(battlerDef);
|
|
struct BattlePokemon *savedBattleMons = AllocSaveBattleMons();
|
|
u32 moveIndex;
|
|
|
|
// Store battler moves data to save time over recalculating it
|
|
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
|
|
{
|
|
simulatedDamageSwitchout[moveIndex] = aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex];
|
|
effectivenessSwitchout[moveIndex] = aiData->effectiveness[battlerAtk][battlerDef][moveIndex];
|
|
moveAccuracySwitchout[moveIndex] = aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex];
|
|
}
|
|
|
|
// Get battler and move data for predicted switchin
|
|
PokemonToBattleMon(&party[aiData->mostSuitableMonId[battlerDef]], &switchinCandidate);
|
|
gBattleMons[battlerDef] = switchinCandidate;
|
|
SetBattlerAiData(battlerDef, aiData);
|
|
CalcBattlerAiMovesData(aiData, battlerAtk, battlerDef, AI_GetWeather());
|
|
|
|
// Regular processing with new battler
|
|
do
|
|
{
|
|
if (gBattleMons[battlerAtk].pp[aiThink->movesetIndex] == 0)
|
|
aiThink->moveConsidered = MOVE_NONE;
|
|
else
|
|
aiThink->moveConsidered = gBattleMons[battlerAtk].moves[aiThink->movesetIndex];
|
|
|
|
// There is no point in calculating scores for all 3 battlers(2 opponents + 1 ally) with certain moves.
|
|
if (aiThink->moveConsidered != MOVE_NONE
|
|
&& aiThink->score[aiThink->movesetIndex] > 0
|
|
&& ShouldConsiderMoveForBattler(battlerAtk, battlerDef, aiThink->moveConsidered))
|
|
{
|
|
if (IsChaseEffect(GetMoveEffect(aiThink->moveConsidered)))
|
|
{
|
|
// Save new switchin data
|
|
simulatedDamageSwitchin[aiThink->movesetIndex] = aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex];
|
|
effectivenessSwitchin[aiThink->movesetIndex] = aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex];
|
|
moveAccuracySwitchin[aiThink->movesetIndex] = aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex];
|
|
|
|
// Restore old switchout data
|
|
gBattleMons[battlerDef] = switchoutCandidate;
|
|
SetBattlerAiData(battlerDef, aiData);
|
|
aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex] = simulatedDamageSwitchout[aiThink->movesetIndex];
|
|
aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex] = effectivenessSwitchout[aiThink->movesetIndex];
|
|
aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex] = moveAccuracySwitchout[aiThink->movesetIndex];
|
|
|
|
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
|
|
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
|
|
{
|
|
// Call AI function
|
|
aiThink->score[aiThink->movesetIndex] =
|
|
sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
|
|
battlerDef,
|
|
aiThink->moveConsidered,
|
|
aiThink->score[aiThink->movesetIndex]);
|
|
}
|
|
|
|
// Restore new switchin data
|
|
gBattleMons[battlerDef] = switchinCandidate;
|
|
SetBattlerAiData(battlerDef, aiData);
|
|
aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex] = simulatedDamageSwitchin[aiThink->movesetIndex];
|
|
aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex] = effectivenessSwitchin[aiThink->movesetIndex];
|
|
aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex] = moveAccuracySwitchin[aiThink->movesetIndex];
|
|
}
|
|
|
|
else
|
|
{
|
|
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
|
|
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
|
|
{
|
|
// Call AI function
|
|
aiThink->score[aiThink->movesetIndex] =
|
|
sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
|
|
battlerDef,
|
|
aiThink->moveConsidered,
|
|
aiThink->score[aiThink->movesetIndex]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
aiThink->score[aiThink->movesetIndex] = 0;
|
|
}
|
|
aiThink->movesetIndex++;
|
|
} while (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK));
|
|
|
|
aiThink->movesetIndex = 0;
|
|
|
|
// Restore original battler data and moves
|
|
FreeRestoreBattleMons(savedBattleMons);
|
|
SetBattlerAiData(battlerDef, aiData);
|
|
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
|
|
{
|
|
aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex] = simulatedDamageSwitchout[moveIndex];
|
|
aiData->effectiveness[battlerAtk][battlerDef][moveIndex] = effectivenessSwitchout[moveIndex];
|
|
aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex] = moveAccuracySwitchout[moveIndex];
|
|
}
|
|
}
|
|
|
|
// AI Score Functions
|
|
// AI_FLAG_CHECK_BAD_MOVE - decreases move scores
|
|
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// move data
|
|
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
|
|
u32 nonVolatileStatus = GetMoveNonVolatileStatus(move);
|
|
s32 moveType;
|
|
u32 moveTarget = GetBattlerMoveTargetType(battlerAtk, move);
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
uq4_12_t effectiveness = aiData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex];
|
|
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
|
|
u32 i;
|
|
u32 weather;
|
|
u32 predictedMove = GetIncomingMove(battlerAtk, battlerDef, gAiLogicData);
|
|
u32 abilityAtk = aiData->abilities[battlerAtk];
|
|
u32 abilityDef = aiData->abilities[battlerDef];
|
|
s32 atkPriority = GetBattleMovePriority(battlerAtk, abilityAtk, move);
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
moveType = GetBattleMoveType(move);
|
|
|
|
if (IsPowderMove(move) && !IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef]))
|
|
RETURN_SCORE_MINUS(10);
|
|
|
|
if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && AI_IsFaster(battlerAtk, battlerDef, move))
|
|
RETURN_SCORE_MINUS(10);
|
|
|
|
if (IsTwoTurnNotSemiInvulnerableMove(battlerAtk, move) && CanTargetFaintAi(battlerDef, battlerAtk))
|
|
RETURN_SCORE_MINUS(10);
|
|
|
|
if (gBattleStruct->battlerState[battlerDef].commandingDondozo)
|
|
RETURN_SCORE_MINUS(20);
|
|
|
|
// Don't setup into expected Focus Punch.
|
|
if (GetMoveCategory(move) == DAMAGE_CATEGORY_STATUS
|
|
&& nonVolatileStatus != MOVE_EFFECT_SLEEP
|
|
&& GetMoveEffect(predictedMove) != EFFECT_FOCUS_PUNCH
|
|
&& GetMoveEffect(GetBestDmgMoveFromBattler(battlerDef, battlerAtk, AI_DEFENDING)) == EFFECT_FOCUS_PUNCH
|
|
&& RandomPercentage(RNG_AI_STATUS_FOCUS_PUNCH, STATUS_MOVE_FOCUS_PUNCH_CHANCE))
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
// Don't use anything but super effective thawing moves if target is frozen if any other attack available
|
|
if (((GetMoveType(move) == TYPE_FIRE && GetMovePower(move) != 0) || CanBurnHitThaw(move)) && effectiveness < UQ_4_12(2.0) && (gBattleMons[battlerDef].status1 & (STATUS1_FROSTBITE | STATUS1_FREEZE)))
|
|
{
|
|
u32 aiMove;
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
aiMove = gBattleMons[battlerAtk].moves[i];
|
|
if (GetMoveType(aiMove) != TYPE_FIRE && !CanBurnHitThaw(aiMove) && GetMovePower(gBattleMons[battlerAtk].moves[i]) != 0)
|
|
{
|
|
ADJUST_SCORE(-1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (effectiveness == UQ_4_12(0.0))
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
else if (effectiveness < UQ_4_12(0.5))
|
|
{
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_FIXED_DAMAGE_ARG:
|
|
case EFFECT_LEVEL_DAMAGE:
|
|
case EFFECT_PSYWAVE:
|
|
case EFFECT_OHKO:
|
|
case EFFECT_BIDE:
|
|
case EFFECT_SUPER_FANG:
|
|
case EFFECT_ENDEAVOR:
|
|
case EFFECT_COUNTER:
|
|
case EFFECT_MIRROR_COAT:
|
|
case EFFECT_METAL_BURST:
|
|
case EFFECT_FINAL_GAMBIT:
|
|
case EFFECT_GUARDIAN_OF_ALOLA:
|
|
break;
|
|
default:
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
}
|
|
|
|
if (DoesBattlerIgnoreAbilityChecks(battlerAtk, abilityAtk, move))
|
|
abilityDef = ABILITY_NONE;
|
|
|
|
// check non-user target
|
|
if (!(moveTarget & MOVE_TARGET_USER))
|
|
{
|
|
if (CanAbilityBlockMove(battlerAtk, battlerDef, abilityAtk, abilityDef, move, ABILITY_CHECK_TRIGGER_AI))
|
|
RETURN_SCORE_MINUS(20);
|
|
|
|
if (CanAbilityAbsorbMove(battlerAtk, battlerDef, abilityDef, move, moveType, ABILITY_CHECK_TRIGGER_AI))
|
|
RETURN_SCORE_MINUS(20);
|
|
|
|
switch (abilityDef)
|
|
{
|
|
case ABILITY_MAGIC_GUARD:
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_LEECH_SEED:
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) // Don't use Curse if you're a ghost type vs a Magic Guard user, they'll take no damage.
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch(nonVolatileStatus)
|
|
{
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_TOXIC:
|
|
case MOVE_EFFECT_BURN:
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
}
|
|
break;
|
|
break;
|
|
case ABILITY_WONDER_GUARD:
|
|
if (effectiveness < UQ_4_12(2.0))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_JUSTIFIED:
|
|
if (moveType == TYPE_DARK && !IsBattleMoveStatus(move) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_RATTLED:
|
|
if (!IsBattleMoveStatus(move)
|
|
&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_AROMA_VEIL:
|
|
if (IsAromaVeilProtectedEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_SWEET_VEIL:
|
|
if (nonVolatileStatus == MOVE_EFFECT_SLEEP)
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_FLOWER_VEIL:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) && (IsNonVolatileStatusMove(move)))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_MAGIC_BOUNCE:
|
|
if (MoveCanBeBouncedBack(move))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_CONTRARY:
|
|
if (IsStatLoweringEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_COMATOSE:
|
|
if (IsNonVolatileStatusMove(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_SHIELDS_DOWN:
|
|
if (IsShieldsDownProtected(battlerAtk, aiData->abilities[battlerAtk]) && IsNonVolatileStatusMove(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_LEAF_GUARD:
|
|
if ((AI_GetWeather() & B_WEATHER_SUN)
|
|
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_UTILITY_UMBRELLA
|
|
&& IsNonVolatileStatusMove(move))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
} // def ability checks
|
|
|
|
// target partner ability checks & not attacking partner
|
|
if (isDoubleBattle)
|
|
{
|
|
switch (aiData->abilities[BATTLE_PARTNER(battlerDef)])
|
|
{
|
|
case ABILITY_LIGHTNING_ROD:
|
|
if (moveType == TYPE_ELECTRIC && !IsMoveRedirectionPrevented(battlerAtk, move, aiData->abilities[battlerAtk]))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_STORM_DRAIN:
|
|
if (moveType == TYPE_WATER && !IsMoveRedirectionPrevented(battlerAtk, move, aiData->abilities[battlerAtk]))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_MAGIC_BOUNCE:
|
|
if (MoveCanBeBouncedBack(move) && moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_OPPONENTS_FIELD))
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_SWEET_VEIL:
|
|
if (nonVolatileStatus == MOVE_EFFECT_SLEEP)
|
|
RETURN_SCORE_MINUS(20);
|
|
break;
|
|
case ABILITY_FLOWER_VEIL:
|
|
if ((IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)) && (IsNonVolatileStatusMove(move) || IsStatLoweringEffect(moveEffect)))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
case ABILITY_AROMA_VEIL:
|
|
if (IsAromaVeilProtectedEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(10);
|
|
break;
|
|
}
|
|
} // def partner ability checks
|
|
|
|
// gen7+ dark type mons immune to priority->elevated moves from prankster
|
|
if (B_PRANKSTER_DARK_TYPES >= GEN_7 && IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK)
|
|
&& aiData->abilities[battlerAtk] == ABILITY_PRANKSTER && IsBattleMoveStatus(move)
|
|
&& !(moveTarget & (MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_USER)))
|
|
RETURN_SCORE_MINUS(10);
|
|
|
|
// terrain & effect checks
|
|
if (IsBattlerTerrainAffected(battlerDef, STATUS_FIELD_ELECTRIC_TERRAIN))
|
|
{
|
|
if (nonVolatileStatus == MOVE_EFFECT_SLEEP)
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
if (IsBattlerTerrainAffected(battlerDef, STATUS_FIELD_MISTY_TERRAIN))
|
|
{
|
|
if (IsNonVolatileStatusMove(move) || IsConfusionMoveEffect(moveEffect))
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
|
|
if (IsBattlerTerrainAffected(battlerAtk, STATUS_FIELD_PSYCHIC_TERRAIN) && atkPriority > 0)
|
|
{
|
|
RETURN_SCORE_MINUS(20);
|
|
}
|
|
} // end check MOVE_TARGET_USER
|
|
|
|
// the following checks apply to any target (including user)
|
|
|
|
// throat chop check
|
|
if (gDisableStructs[battlerAtk].throatChopTimer > gBattleTurnCounter && IsSoundMove(move))
|
|
return 0; // Can't even select move at all
|
|
// heal block check
|
|
if (gStatuses3[battlerAtk] & STATUS3_HEAL_BLOCK && IsHealBlockPreventingMove(battlerAtk, move))
|
|
return 0; // Can't even select heal blocked move
|
|
|
|
// primal weather check
|
|
weather = AI_GetWeather();
|
|
if (weather & B_WEATHER_PRIMAL_ANY)
|
|
{
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_SANDSTORM:
|
|
RETURN_SCORE_MINUS(30);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!IsBattleMoveStatus(move))
|
|
{
|
|
if (weather & B_WEATHER_SUN_PRIMAL)
|
|
{
|
|
if (moveType == TYPE_WATER)
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
else if (weather & B_WEATHER_RAIN_PRIMAL)
|
|
{
|
|
if (moveType == TYPE_FIRE)
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
}
|
|
}
|
|
|
|
// check move effects
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_HIT: // only applies to Vital Throw
|
|
if (GetBattleMovePriority(battlerAtk, aiData->abilities[battlerAtk], move) < 0 && AI_IsFaster(battlerAtk, battlerDef, move) && aiData->hpPercents[battlerAtk] < 40)
|
|
ADJUST_SCORE(-2); // don't want to move last
|
|
break;
|
|
default:
|
|
break; // check move damage
|
|
case EFFECT_EXPLOSION:
|
|
if (!(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_WILL_SUICIDE))
|
|
ADJUST_SCORE(-2);
|
|
|
|
if (effectiveness == UQ_4_12(0.0))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (IsAbilityOnField(ABILITY_DAMP) && !DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (CountUsablePartyMons(battlerAtk) == 0)
|
|
{
|
|
if (CountUsablePartyMons(battlerDef) != 0)
|
|
ADJUST_SCORE(-10);
|
|
else
|
|
ADJUST_SCORE(-1);
|
|
}
|
|
break;
|
|
// stat raising effects
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_STUFF_CHEEKS:
|
|
if (GetItemPocket(gBattleMons[battlerAtk].item) != POCKET_BERRIES)
|
|
return 0; // cannot even select
|
|
//fallthrough
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_DEFENSE_CURL:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ACC))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_EVASION_UP_2:
|
|
case EFFECT_MINIMIZE:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_EVASION))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_COSMIC_POWER:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_BULK_UP:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_CALM_MIND:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_DRAGON_DANCE:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_COIL:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ACC))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-8);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_ATTACK_ACCURACY_UP: //hone claws
|
|
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE
|
|
&& (gBattleMons[battlerAtk].statStages[STAT_ACC] >= MAX_STAT_STAGE || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL)))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_CHARGE:
|
|
if (gStatuses3[battlerAtk] & STATUS3_CHARGED_UP)
|
|
ADJUST_SCORE(-20);
|
|
else if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC))
|
|
ADJUST_SCORE(-10);
|
|
else if (B_CHARGE_SPDEF_RAISE >= GEN_5
|
|
&& !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
case EFFECT_QUIVER_DANCE:
|
|
case EFFECT_GEOMANCY:
|
|
if (HasBattlerSideAbility(battlerDef, ABILITY_UNAWARE, aiData))
|
|
ADJUST_SCORE(-10);
|
|
if (gBattleMons[battlerAtk].statStages[STAT_SPATK] >= MAX_STAT_STAGE || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
ADJUST_SCORE(-8);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_VICTORY_DANCE:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
ADJUST_SCORE(-8);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_SHIFT_GEAR:
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_SHELL_SMASH:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-8);
|
|
}
|
|
else
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(-8);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPEED))
|
|
ADJUST_SCORE(-6);
|
|
}
|
|
break;
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_ATTACK_SPATK_UP: // work up
|
|
if ((!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) && !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))
|
|
|| (!HasDamagingMove(battlerAtk)))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ROTOTILLER:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& IsBattlerGrounded(battlerAtk)
|
|
&& (BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)))
|
|
&& !(IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS)
|
|
&& IsBattlerGrounded(BATTLE_PARTNER(battlerAtk))
|
|
&& aiData->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_CONTRARY
|
|
&& (BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK)
|
|
|| BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK))))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
}
|
|
else if (!(IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& IsBattlerGrounded(battlerAtk)
|
|
&& (BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK))))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_GEAR_UP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_PLUS || aiData->abilities[battlerAtk] == ABILITY_MINUS)
|
|
{
|
|
// same as growth, work up
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
}
|
|
else if (!isDoubleBattle)
|
|
{
|
|
ADJUST_SCORE(-10); // no partner and our stats wont rise, so don't use
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS)
|
|
{
|
|
if ((!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
&& (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL)))
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (aiData->abilities[battlerAtk] != ABILITY_PLUS && aiData->abilities[battlerAtk] != ABILITY_MINUS)
|
|
{
|
|
ADJUST_SCORE(-10); // nor our or our partner's ability is plus/minus
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ACUPRESSURE:
|
|
if (DoesSubstituteBlockMove(battlerAtk, battlerDef, move) || AreBattlersStatsMaxed(battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_MAGNETIC_FLUX:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_PLUS || aiData->abilities[battlerAtk] == ABILITY_MINUS)
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-8);
|
|
}
|
|
else if (!isDoubleBattle)
|
|
{
|
|
ADJUST_SCORE(-10); // our stats wont rise from this move
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_PLUS || aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_MINUS)
|
|
{
|
|
if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF))
|
|
ADJUST_SCORE(-8);
|
|
}
|
|
else if (aiData->abilities[battlerAtk] != ABILITY_PLUS && aiData->abilities[battlerAtk] != ABILITY_MINUS)
|
|
{
|
|
ADJUST_SCORE(-10); // nor our or our partner's ability is plus/minus
|
|
}
|
|
}
|
|
break;
|
|
// stat lowering effects
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK)) //|| !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_DEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPEED))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPATK)) //|| !HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPDEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ACC))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
case EFFECT_TICKLE:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK))
|
|
ADJUST_SCORE(-10);
|
|
else if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_DEF))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_VENOM_DRENCH:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPEED))
|
|
ADJUST_SCORE(-10);
|
|
else if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPATK))
|
|
ADJUST_SCORE(-8);
|
|
else if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK))
|
|
ADJUST_SCORE(-6);
|
|
}
|
|
break;
|
|
case EFFECT_NOBLE_ROAR:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPATK))
|
|
ADJUST_SCORE(-10);
|
|
else if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_ATK))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_CAPTIVATE:
|
|
if (!AreBattlersOfOppositeGender(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
// other
|
|
case EFFECT_HAZE:
|
|
if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
ADJUST_SCORE(-10); // partner already using haze
|
|
}
|
|
else
|
|
{
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-10); // Don't want to reset our boosted stats
|
|
}
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-10); //Don't want to reset enemy lowered stats
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_PRESENT:
|
|
case EFFECT_FIXED_DAMAGE_ARG:
|
|
case EFFECT_FOCUS_PUNCH:
|
|
// AI_CBM_HighRiskForDamage
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < UQ_4_12(2.0))
|
|
ADJUST_SCORE(-10);
|
|
if (HasDamagingMove(battlerDef) && !((gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE)
|
|
|| IsBattlerIncapacitated(battlerDef, abilityDef)
|
|
|| gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)))
|
|
ADJUST_SCORE(-10);
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_SUBSTITUTE) && !(gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE))
|
|
ADJUST_SCORE(-10);
|
|
if (HasNonVolatileMoveEffect(battlerAtk, MOVE_EFFECT_SLEEP) && ! (gBattleMons[battlerDef].status1 & STATUS1_SLEEP))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_COUNTER:
|
|
case EFFECT_MIRROR_COAT:
|
|
if (IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) || gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION))
|
|
ADJUST_SCORE(-1);
|
|
if ((predictedMove == MOVE_NONE || GetBattleMoveCategory(predictedMove) == DAMAGE_CATEGORY_STATUS
|
|
|| DoesSubstituteBlockMove(battlerAtk, BATTLE_PARTNER(battlerDef), predictedMove))
|
|
&& !(predictedMove == MOVE_NONE && (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY))) // Let Risky AI predict blindly based on stats
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
|
|
case EFFECT_ROAR:
|
|
if (CountUsablePartyMons(battlerDef) == 0)
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->abilities[battlerDef] == ABILITY_SUCTION_CUPS)
|
|
ADJUST_SCORE(-10);
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TOXIC_THREAD:
|
|
if (!ShouldLowerStat(battlerAtk, battlerDef, abilityDef, STAT_SPEED))
|
|
ADJUST_SCORE(-1); // may still want to just poison
|
|
//fallthrough
|
|
case EFFECT_LIGHT_SCREEN:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_LIGHTSCREEN
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_REFLECT:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_REFLECT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_AURORA_VEIL:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_AURORA_VEIL
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
|| !(weather & (B_WEATHER_HAIL | B_WEATHER_SNOW)))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_OHKO:
|
|
if (B_SHEER_COLD_IMMUNITY >= GEN_7 && move == MOVE_SHEER_COLD && IS_BATTLER_OF_TYPE(battlerDef, TYPE_ICE))
|
|
RETURN_SCORE_MINUS(20);
|
|
if (!ShouldTryOHKO(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move))
|
|
ADJUST_SCORE(-10);
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_MIST:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_MIST
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FOCUS_ENERGY:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_FOCUS_ENERGY_ANY)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_CONFUSE:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_FLATTER:
|
|
if (!AI_CanConfuse(battlerAtk, battlerDef, aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SUBSTITUTE:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_INFILTRATOR)
|
|
ADJUST_SCORE(-8);
|
|
else if (aiData->hpPercents[battlerAtk] <= 25)
|
|
ADJUST_SCORE(-10);
|
|
else if (HasMoveWithFlag(battlerDef, MoveIgnoresSubstitute))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_SHED_TAIL:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
ADJUST_SCORE(-10);
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_INFILTRATOR)
|
|
ADJUST_SCORE(-8);
|
|
else if (aiData->hpPercents[battlerAtk] <= 50)
|
|
ADJUST_SCORE(-10);
|
|
else if (HasMoveWithFlag(battlerDef, MoveIgnoresSubstitute))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_LEECH_SEED:
|
|
if (gStatuses3[battlerDef] & STATUS3_LEECHSEED
|
|
|| IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE)
|
|
ADJUST_SCORE(-3);
|
|
break;
|
|
case EFFECT_DISABLE:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
else if (gDisableStructs[battlerDef].disableTimer == 0
|
|
&& (B_MENTAL_HERB < GEN_5 || aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB)
|
|
&& !PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move)) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
|
|
ADJUST_SCORE(-10); // no anticipated move to disable
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_ENCORE:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
else if (gDisableStructs[battlerDef].encoreTimer == 0
|
|
&& (B_MENTAL_HERB < GEN_5 || aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB)
|
|
&& !DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move)) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE || gLastMoves[battlerDef] == 0xFFFF)
|
|
ADJUST_SCORE(-10); // no anticipated move to encore
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_SNORE:
|
|
case EFFECT_SLEEP_TALK:
|
|
if (IsWakeupTurn(battlerAtk) || !AI_IsBattlerAsleepOrComatose(battlerAtk))
|
|
ADJUST_SCORE(-10); // if mon will wake up, is not asleep, or is not comatose
|
|
break;
|
|
case EFFECT_MEAN_LOOK:
|
|
if (AI_CanBattlerEscape(battlerDef)
|
|
|| IsBattlerTrapped(battlerAtk, battlerDef)
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_NIGHTMARE:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_NIGHTMARE)
|
|
ADJUST_SCORE(-10);
|
|
else if (!AI_IsBattlerAsleepOrComatose(battlerDef))
|
|
ADJUST_SCORE(-8);
|
|
else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST))
|
|
{
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_CURSED
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] <= 50)
|
|
ADJUST_SCORE(-6);
|
|
}
|
|
else // regular curse
|
|
{
|
|
if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_ATK) || !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
else if (!BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_DEF))
|
|
ADJUST_SCORE(-8);
|
|
}
|
|
break;
|
|
case EFFECT_SPIKES:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].spikesAmount >= 3)
|
|
ADJUST_SCORE(-10);
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
&& gSideTimers[GetBattlerSide(battlerDef)].spikesAmount == 2)
|
|
ADJUST_SCORE(-10); // only one mon needs to set up the last layer of Spikes
|
|
break;
|
|
case EFFECT_STEALTH_ROCK:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].stealthRockAmount > 0
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)) //Only one mon needs to set up Stealth Rocks
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TOXIC_SPIKES:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount >= 2)
|
|
ADJUST_SCORE(-10);
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].toxicSpikesAmount == 1)
|
|
ADJUST_SCORE(-10); // only one mon needs to set up the last layer of Toxic Spikes
|
|
break;
|
|
case EFFECT_STICKY_WEB:
|
|
if (gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount)
|
|
ADJUST_SCORE(-10);
|
|
else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove) && gSideTimers[GetBattlerSide(battlerDef)].stickyWebAmount)
|
|
ADJUST_SCORE(-10); // only one mon needs to set up Sticky Web
|
|
break;
|
|
case EFFECT_FORESIGHT:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_FORESIGHT)
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4
|
|
|| !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST))
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-9);
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (isDoubleBattle)
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0
|
|
&& aiData->abilities[battlerAtk] != ABILITY_SOUNDPROOF
|
|
&& aiData->abilities[BATTLE_PARTNER(battlerAtk)] != ABILITY_SOUNDPROOF
|
|
&& CountUsablePartyMons(FOE(battlerAtk)) >= 1)
|
|
{
|
|
ADJUST_SCORE(-10); //Don't wipe your team if you're going to lose
|
|
}
|
|
else if ((!IsBattlerAlive(FOE(battlerAtk)) || aiData->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF
|
|
|| gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG)
|
|
&& (!IsBattlerAlive(BATTLE_PARTNER(FOE(battlerAtk))) || aiData->abilities[BATTLE_PARTNER(FOE(battlerAtk))] == ABILITY_SOUNDPROOF
|
|
|| gStatuses3[BATTLE_PARTNER(FOE(battlerAtk))] & STATUS3_PERISH_SONG))
|
|
{
|
|
ADJUST_SCORE(-10); //Both enemies are perish songed
|
|
}
|
|
else if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0 && aiData->abilities[battlerAtk] != ABILITY_SOUNDPROOF
|
|
&& CountUsablePartyMons(battlerDef) >= 1)
|
|
ADJUST_SCORE(-10);
|
|
|
|
if (gStatuses3[FOE(battlerAtk)] & STATUS3_PERISH_SONG || aiData->abilities[FOE(battlerAtk)] == ABILITY_SOUNDPROOF)
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_SANDSTORM:
|
|
if (weather & (B_WEATHER_SANDSTORM | B_WEATHER_PRIMAL_ANY)
|
|
|| IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (weather & (B_WEATHER_SUN | B_WEATHER_PRIMAL_ANY)
|
|
|| IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (weather & (B_WEATHER_RAIN | B_WEATHER_PRIMAL_ANY)
|
|
|| IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (weather & (B_WEATHER_HAIL | B_WEATHER_PRIMAL_ANY)
|
|
|| IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
else if (weather & B_WEATHER_SNOW)
|
|
ADJUST_SCORE(-2); // mainly to prevent looping between hail and snow
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (weather & (B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY)
|
|
|| IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
else if (weather & B_WEATHER_HAIL)
|
|
ADJUST_SCORE(-2); // mainly to prevent looping between hail and snow
|
|
break;
|
|
case EFFECT_ATTRACT:
|
|
if (!AI_CanBeInfatuated(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SAFEGUARD:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_SAFEGUARD
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_MAGNITUDE:
|
|
if (aiData->abilities[battlerDef] == ABILITY_LEVITATE)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PARTING_SHOT:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE
|
|
|| (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK))
|
|
|| AnyStatIsRaised(battlerAtk))
|
|
break;
|
|
else
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_HIT_ESCAPE:
|
|
break;
|
|
case EFFECT_CHILLY_RECEPTION:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
ADJUST_SCORE(-10);
|
|
else if (weather & (B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY) || IsMoveEffectWeather(aiData->partnerMove))
|
|
ADJUST_SCORE(-8);
|
|
else if (weather & B_WEATHER_HAIL)
|
|
ADJUST_SCORE(-2); // mainly to prevent looping between hail and snow
|
|
break;
|
|
case EFFECT_BELLY_DRUM:
|
|
case EFFECT_FILLET_AWAY:
|
|
if (HasBattlerSideAbility(battlerDef, ABILITY_UNAWARE, aiData))
|
|
ADJUST_SCORE(-10);
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] <= 60)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FUTURE_SIGHT:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_FUTUREATTACK
|
|
|| gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_FUTUREATTACK)
|
|
ADJUST_SCORE(-12);
|
|
else
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_TELEPORT:
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FIRST_TURN_ONLY:
|
|
if (!gDisableStructs[battlerAtk].isFirstTurn)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_STOCKPILE:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter >= 3)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SWALLOW:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter == 0)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
if (AI_BattlerAtMaxHp(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] >= 80)
|
|
ADJUST_SCORE(-5); // do it if nothing better
|
|
}
|
|
break;
|
|
case EFFECT_TORMENT:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerDef].status2 & STATUS2_TORMENT
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
if (B_MENTAL_HERB >= GEN_5 && aiData->holdEffects[battlerDef] == HOLD_EFFECT_MENTAL_HERB)
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_MEMENTO:
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerDef].statStages[STAT_ATK] == MIN_STAT_STAGE && gBattleMons[battlerDef].statStages[STAT_SPATK] == MIN_STAT_STAGE)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FOLLOW_ME:
|
|
case EFFECT_HELPING_HAND:
|
|
if (!isDoubleBattle
|
|
|| !IsBattlerAlive(BATTLE_PARTNER(battlerAtk))
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)
|
|
|| (aiData->partnerMove != MOVE_NONE && IsBattleMoveStatus(aiData->partnerMove))
|
|
|| gBattleStruct->monToSwitchIntoId[BATTLE_PARTNER(battlerAtk)] != PARTY_SIZE) //Partner is switching out.
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TRICK:
|
|
case EFFECT_KNOCK_OFF:
|
|
case EFFECT_CORROSIVE_GAS:
|
|
if (aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_INGRAIN:
|
|
if (gStatuses3[battlerAtk] & STATUS3_ROOTED)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_AQUA_RING:
|
|
if (gStatuses3[battlerAtk] & STATUS3_AQUA_RING)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_RECYCLE:
|
|
if (GetUsedHeldItem(battlerAtk) == 0 || gBattleMons[battlerAtk].item != 0)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_IMPRISON:
|
|
if (gStatuses3[battlerAtk] & STATUS3_IMPRISONED_OTHERS)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_REFRESH:
|
|
if (!(gBattleMons[battlerDef].status1 & (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_FROSTBITE)))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PSYCHO_SHIFT:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY && !AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN && !AI_CanBurn(battlerAtk, battlerDef,
|
|
aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE && !AI_CanGiveFrostbite(battlerAtk, battlerDef,
|
|
aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS && !AI_CanParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP && !AI_CanPutToSleep(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else
|
|
ADJUST_SCORE(-10); // attacker has no status to transmit
|
|
break;
|
|
case EFFECT_MUD_SPORT:
|
|
if (gFieldStatuses & STATUS_FIELD_MUDSPORT
|
|
|| gStatuses4[battlerAtk] & STATUS4_MUD_SPORT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_WATER_SPORT:
|
|
if (gFieldStatuses & STATUS_FIELD_WATERSPORT
|
|
|| gStatuses4[battlerAtk] & STATUS4_WATER_SPORT
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ABSORB:
|
|
if (aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE)
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_STRENGTH_SAP:
|
|
if (aiData->abilities[battlerDef] == ABILITY_CONTRARY)
|
|
ADJUST_SCORE(-10);
|
|
else if (!ShouldLowerStat(battlerAtk, battlerDef, aiData->abilities[battlerDef], STAT_ATK))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_COPYCAT:
|
|
case EFFECT_MIRROR_MOVE:
|
|
if (predictedMove && GetMoveEffect(predictedMove) != GetMoveEffect(move))
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score);
|
|
else
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FLOWER_SHIELD:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GRASS)
|
|
&& !(isDoubleBattle && IS_BATTLER_OF_TYPE(BATTLE_PARTNER(battlerAtk), TYPE_GRASS)))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_AROMATIC_MIST:
|
|
if (!isDoubleBattle || gBattleMons[BATTLE_PARTNER(battlerAtk)].hp == 0 || !BattlerStatCanRise(BATTLE_PARTNER(battlerAtk), aiData->abilities[BATTLE_PARTNER(battlerAtk)], STAT_SPDEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_BIDE:
|
|
if (!HasDamagingMove(battlerDef)
|
|
|| aiData->hpPercents[battlerAtk] < 30 //Close to death
|
|
|| gBattleMons[battlerDef].status1 & (STATUS1_SLEEP | STATUS1_FREEZE)) //No point in biding if can't take damage
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_HIT_SWITCH_TARGET:
|
|
if (DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10); // don't scare away pokemon twice
|
|
else if (aiData->hpPercents[battlerDef] < 10 && GetBattlerSecondaryDamage(battlerDef))
|
|
ADJUST_SCORE(-10); // don't blow away mon that will faint soon
|
|
else if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_CONVERSION:
|
|
//Check first move type
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, GetMoveType(gBattleMons[battlerAtk].moves[0])))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_REST:
|
|
if (!CanBeSlept(battlerAtk, battlerAtk, aiData->abilities[battlerAtk], NOT_BLOCKED_BY_SLEEP_CLAUSE))
|
|
ADJUST_SCORE(-10);
|
|
//fallthrough
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
if (AI_BattlerAtMaxHp(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
ADJUST_SCORE(-9); //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
if ((AI_GetWeather() & (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_HAIL | B_WEATHER_SNOW | B_WEATHER_FOG)))
|
|
ADJUST_SCORE(-3);
|
|
else if (AI_BattlerAtMaxHp(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
ADJUST_SCORE(-9); //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_PURIFY:
|
|
if (!(gBattleMons[battlerDef].status1 & STATUS1_ANY))
|
|
ADJUST_SCORE(-10);
|
|
else if (battlerDef == BATTLE_PARTNER(battlerAtk))
|
|
break; //Always heal your ally
|
|
else if (AI_BattlerAtMaxHp(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->hpPercents[battlerAtk] >= 90)
|
|
ADJUST_SCORE(-8); //No point in healing, but should at least do it if nothing better
|
|
break;
|
|
case EFFECT_RECOIL_IF_MISS:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD && gAiLogicData->moveAccuracy[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex] < 75
|
|
&& !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_RISKY))
|
|
ADJUST_SCORE(-6);
|
|
break;
|
|
case EFFECT_TRANSFORM:
|
|
if (gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED
|
|
|| (gBattleMons[battlerDef].status2 & (STATUS2_TRANSFORMED | STATUS2_SUBSTITUTE))) //Leave out Illusion b/c AI is supposed to be fooled
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPITE:
|
|
case EFFECT_MIMIC:
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move)) // Attacker should go first
|
|
{
|
|
if (gLastMoves[battlerDef] == MOVE_NONE
|
|
|| gLastMoves[battlerDef] == 0xFFFF)
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (predictedMove == MOVE_NONE)
|
|
{
|
|
// TODO predicted move separate from gLastMoves
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_METRONOME:
|
|
break;
|
|
|
|
case EFFECT_CONVERSION_2:
|
|
//TODO
|
|
break;
|
|
case EFFECT_LOCK_ON:
|
|
if (gStatuses3[battlerDef] & STATUS3_ALWAYS_HITS
|
|
|| aiData->abilities[battlerAtk] == ABILITY_NO_GUARD
|
|
|| aiData->abilities[battlerDef] == ABILITY_NO_GUARD
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_LASER_FOCUS:
|
|
if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS)
|
|
ADJUST_SCORE(-10);
|
|
else if (aiData->abilities[battlerDef] == ABILITY_SHELL_ARMOR || aiData->abilities[battlerDef] == ABILITY_BATTLE_ARMOR)
|
|
ADJUST_SCORE(-8);
|
|
break;
|
|
case EFFECT_SKETCH:
|
|
if (gLastMoves[battlerDef] == MOVE_NONE)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_DESTINY_BOND:
|
|
if (DoesDestinyBondFail(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_DESTINY_BOND)
|
|
ADJUST_SCORE(-10);
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_HEAL_BELL:
|
|
if (!AnyPartyMemberStatused(battlerAtk, IsSoundMove(move)) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ENDURE:
|
|
if (gBattleMons[battlerAtk].hp == 1 || GetBattlerSecondaryDamage(battlerAtk)) //Don't use Endure if you'll die after using it
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
{
|
|
bool32 decreased = FALSE;
|
|
switch (move)
|
|
{
|
|
case MOVE_QUICK_GUARD:
|
|
case MOVE_WIDE_GUARD:
|
|
case MOVE_CRAFTY_SHIELD:
|
|
if (!isDoubleBattle)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
decreased = TRUE;
|
|
}
|
|
break;
|
|
case MOVE_MAT_BLOCK:
|
|
if (!gDisableStructs[battlerAtk].isFirstTurn)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
decreased = TRUE;
|
|
}
|
|
break;
|
|
} // move check
|
|
|
|
if (decreased)
|
|
break;
|
|
if (IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
|
|
if (move != MOVE_QUICK_GUARD
|
|
&& move != MOVE_WIDE_GUARD
|
|
&& move != MOVE_CRAFTY_SHIELD) //These moves have infinite usage
|
|
{
|
|
if (GetBattlerSecondaryDamage(battlerAtk) >= gBattleMons[battlerAtk].hp
|
|
&& !(IsMoxieTypeAbility(aiData->abilities[battlerDef])))
|
|
{
|
|
ADJUST_SCORE(-10); //Don't protect if you're going to faint after protecting
|
|
}
|
|
else if (gDisableStructs[battlerAtk].protectUses == 1 && Random() % 100 < 50)
|
|
{
|
|
if (!isDoubleBattle)
|
|
ADJUST_SCORE(-6);
|
|
else
|
|
ADJUST_SCORE(-10); //Don't try double protecting in doubles
|
|
}
|
|
else if (gDisableStructs[battlerAtk].protectUses >= 2)
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
}
|
|
|
|
/*if (gAiThinkingStruct->aiFlags[battlerAtk] == AI_SCRIPT_CHECK_BAD_MOVE //Only basic AI
|
|
&& IsDoubleBattle()) //Make the regular AI know how to use Protect minimally in Doubles
|
|
{
|
|
u8 shouldProtect = ShouldProtect(battlerAtk, battlerDef, move);
|
|
if (shouldProtect == USE_PROTECT || shouldProtect == PROTECT_FROM_FOES)
|
|
IncreaseFoeProtectionViability(&viability, 0xFF, battlerAtk, battlerDef);
|
|
else if (shouldProtect == PROTECT_FROM_ALLIES)
|
|
IncreaseAllyProtectionViability(&viability, 0xFF);
|
|
}*/
|
|
}
|
|
break;
|
|
case EFFECT_MIRACLE_EYE:
|
|
if (gStatuses3[battlerDef] & STATUS3_MIRACLE_EYED)
|
|
ADJUST_SCORE(-10);
|
|
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] <= 4
|
|
|| !(IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK))
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-9);
|
|
break;
|
|
case EFFECT_DEFOG:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)]
|
|
& (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)
|
|
|| gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY)
|
|
{
|
|
if (PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
{
|
|
ADJUST_SCORE(-10); //Only need one hazards removal
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_HAZARDS_ANY)
|
|
{
|
|
ADJUST_SCORE(-10); //Don't blow away opposing hazards
|
|
break;
|
|
}
|
|
|
|
if (isDoubleBattle)
|
|
{
|
|
if (IsHazardMove(aiData->partnerMove) // partner is going to set up hazards
|
|
&& AI_IsFaster(BATTLE_PARTNER(battlerAtk), battlerAtk, aiData->partnerMove)) // partner is going to set up before the potential Defog
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
break; // Don't use Defog if partner is going to set up hazards
|
|
}
|
|
}
|
|
|
|
// evasion check
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] == MIN_STAT_STAGE
|
|
|| ((aiData->abilities[battlerDef] == ABILITY_CONTRARY) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))) // don't want to raise target stats unless its your partner
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PSYCH_UP: // haze stats check
|
|
{
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerAtk].statStages[i] > DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerAtk)].statStages[i] > DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-10); // Don't want to reset our boosted stats
|
|
}
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < DEFAULT_STAT_STAGE || gBattleMons[BATTLE_PARTNER(battlerDef)].statStages[i] < DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-10); //Don't want to copy enemy lowered stats
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_SEMI_INVULNERABLE:
|
|
if (predictedMove != MOVE_NONE
|
|
&& AI_IsSlower(battlerAtk, battlerDef, move)
|
|
&& GetMoveEffect(predictedMove) == EFFECT_SEMI_INVULNERABLE)
|
|
ADJUST_SCORE(-10); // Don't Fly/dig/etc if opponent is going to fly/dig/etc after you
|
|
|
|
if (BattlerWillFaintFromWeather(battlerAtk, aiData->abilities[battlerAtk])
|
|
&& GetMoveTwoTurnAttackStatus(move) == STATUS3_ON_AIR)
|
|
ADJUST_SCORE(-10); // Attacker will faint while in the air
|
|
break;
|
|
case EFFECT_HEALING_WISH: //healing wish, lunar dance
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
else if (IsPartyFullyHealedExceptBattler(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FINAL_GAMBIT:
|
|
if (CountUsablePartyMons(battlerAtk) == 0 || DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_NATURE_POWER:
|
|
predictedMove = GetNaturePowerMove(battlerAtk);
|
|
if (GetMoveEffect(predictedMove) != GetMoveEffect(move))
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, GetNaturePowerMove(battlerAtk), score);
|
|
break;
|
|
case EFFECT_TAUNT:
|
|
if (gDisableStructs[battlerDef].tauntTimer > 0
|
|
|| DoesPartnerHaveSameMoveEffect(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_BESTOW:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_NONE
|
|
|| !CanBattlerGetOrLoseItem(battlerAtk, gBattleMons[battlerAtk].item)) // AI knows its own item
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
if (aiData->abilities[battlerAtk] == aiData->abilities[battlerDef]
|
|
|| aiData->abilities[battlerDef] == ABILITY_NONE
|
|
|| gAbilitiesInfo[aiData->abilities[battlerAtk]].cantBeSuppressed
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeCopied)
|
|
ADJUST_SCORE(-10);
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerAtk], 5))
|
|
ADJUST_SCORE(-4);
|
|
break;
|
|
case EFFECT_DOODLE: // Same as Role Play, but also check if the partner's ability should be replaced
|
|
if (aiData->abilities[battlerAtk] == aiData->abilities[battlerDef]
|
|
|| aiData->abilities[BATTLE_PARTNER(battlerAtk)] == aiData->abilities[battlerDef]
|
|
|| aiData->abilities[battlerDef] == ABILITY_NONE
|
|
|| gAbilitiesInfo[aiData->abilities[battlerAtk]].cantBeSuppressed
|
|
|| gAbilitiesInfo[aiData->abilities[BATTLE_PARTNER(battlerAtk)]].cantBeSuppressed
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeCopied)
|
|
ADJUST_SCORE(-10);
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerAtk], 5) || IsAbilityOfRating(aiData->abilities[BATTLE_PARTNER(battlerAtk)], 5))
|
|
ADJUST_SCORE(-4);
|
|
break;
|
|
case EFFECT_WISH:
|
|
if (gWishFutureKnock.wishCounter[battlerAtk] > gBattleTurnCounter)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ASSIST:
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
ADJUST_SCORE(-10); // no teammates to assist from
|
|
break;
|
|
case EFFECT_MAGIC_COAT:
|
|
if (!HasMoveWithFlag(battlerDef, MoveCanBeBouncedBack))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_YAWN:
|
|
if (gStatuses3[battlerDef] & STATUS3_YAWN)
|
|
ADJUST_SCORE(-10);
|
|
else if (!AI_CanPutToSleep(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
if (PartnerMoveActivatesSleepClause(aiData->partnerMove))
|
|
ADJUST_SCORE(-20);
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_NONE || aiData->abilities[battlerDef] == ABILITY_NONE
|
|
|| gAbilitiesInfo[aiData->abilities[battlerAtk]].cantBeSwapped
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeSwapped
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
ADJUST_SCORE(-10);
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
if (aiData->abilities[battlerDef] == ABILITY_INSOMNIA
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeOverwritten
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_GASTRO_ACID:
|
|
if (gStatuses3[battlerDef] & STATUS3_GASTRO_ACID
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeSuppressed)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_NONE
|
|
|| gAbilitiesInfo[aiData->abilities[battlerAtk]].cantBeCopied
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeOverwritten
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
ADJUST_SCORE(-10);
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (aiData->abilities[battlerDef] == ABILITY_SIMPLE
|
|
|| gAbilitiesInfo[aiData->abilities[battlerDef]].cantBeOverwritten
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_ABILITY_SHIELD)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SNATCH:
|
|
if (!HasMoveWithFlag(battlerDef, MoveCanBeSnatched)
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_POWER_TRICK:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].defense >= gBattleMons[battlerAtk].attack && !HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_POWER_SWAP: // Don't use if attacker's stat stages are higher than opponents
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= gBattleMons[battlerDef].statStages[STAT_ATK]
|
|
&& gBattleMons[battlerAtk].statStages[STAT_SPATK] >= gBattleMons[battlerDef].statStages[STAT_SPATK])
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_GUARD_SWAP: // Don't use if attacker's stat stages are higher than opponents
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].statStages[STAT_DEF] >= gBattleMons[battlerDef].statStages[STAT_DEF]
|
|
&& gBattleMons[battlerAtk].statStages[STAT_SPDEF] >= gBattleMons[battlerDef].statStages[STAT_SPDEF])
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPEED_SWAP:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && (gBattleMons[battlerAtk].speed <= gBattleMons[battlerDef].speed))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerAtk].speed >= gBattleMons[battlerDef].speed)
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_HEART_SWAP:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
u32 atkPositiveStages = CountPositiveStatStages(battlerAtk);
|
|
u32 atkNegativeStages = CountNegativeStatStages(battlerAtk);
|
|
u32 defPositiveStages = CountPositiveStatStages(battlerDef);
|
|
u32 defNegativeStages = CountNegativeStatStages(battlerDef);
|
|
|
|
if (atkPositiveStages >= defPositiveStages && atkNegativeStages <= defNegativeStages)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_POWER_SPLIT:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
u32 atkAttack = gBattleMons[battlerAtk].attack;
|
|
u32 defAttack = gBattleMons[battlerDef].attack;
|
|
u32 atkSpAttack = gBattleMons[battlerAtk].spAttack;
|
|
u32 defSpAttack = gBattleMons[battlerDef].spAttack;
|
|
|
|
if (atkAttack + atkSpAttack >= defAttack + defSpAttack) // Combined attacker stats are > than combined target stats
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_GUARD_SPLIT:
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
u32 atkDefense = gBattleMons[battlerAtk].defense;
|
|
u32 defDefense = gBattleMons[battlerDef].defense;
|
|
u32 atkSpDefense = gBattleMons[battlerAtk].spDefense;
|
|
u32 defSpDefense = gBattleMons[battlerDef].spDefense;
|
|
|
|
if (atkDefense + atkSpDefense >= defDefense + defSpDefense) //Combined attacker stats are > than combined target stats
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_ME_FIRST:
|
|
if (predictedMove != MOVE_NONE)
|
|
{
|
|
if (AI_IsSlower(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(-10); // Target is predicted to go first, Me First will fail
|
|
else if (GetMoveEffect(predictedMove) != GetMoveEffect(move))
|
|
return AI_CheckBadMove(battlerAtk, battlerDef, predictedMove, score);
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-10); //Target is predicted to switch most likely
|
|
}
|
|
break;
|
|
case EFFECT_NATURAL_GIFT:
|
|
if (!IsBattlerItemEnabled(battlerAtk) || GetPocketByItemId(gBattleMons[battlerAtk].item) != POCKET_BERRIES)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_MISTY_TERRAIN:
|
|
if (PartnerMoveEffectIsTerrain(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) || gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_PLEDGE:
|
|
if (isDoubleBattle && gBattleMons[BATTLE_PARTNER(battlerAtk)].hp > 0)
|
|
{
|
|
if (aiData->partnerMove != MOVE_NONE
|
|
&& GetMoveEffect(aiData->partnerMove) == EFFECT_PLEDGE
|
|
&& move != aiData->partnerMove) // Different pledge moves
|
|
{
|
|
if (gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & (STATUS1_SLEEP | STATUS1_FREEZE))
|
|
// && gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 != 1) // Will wake up this turn - how would AI know
|
|
ADJUST_SCORE(-10); // Don't use combo move if your partner will cause failure
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_TRICK_ROOM:
|
|
if (PartnerMoveEffectIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, EFFECT_TRICK_ROOM))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (!(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_POWERFUL_STATUS))
|
|
{
|
|
if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM) // Trick Room Up
|
|
{
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef)) // Attacker side slower than target side
|
|
ADJUST_SCORE(-10); // Keep the Trick Room up
|
|
}
|
|
else
|
|
{
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef)) // Attacker side faster than target side
|
|
ADJUST_SCORE(-10); // Keep the Trick Room down
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_MAGIC_ROOM:
|
|
if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_WONDER_ROOM:
|
|
if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_GRAVITY:
|
|
if ((gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
&& !IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FLYING)
|
|
&& aiData->holdEffects[battlerAtk] != HOLD_EFFECT_AIR_BALLOON) // Should revert Gravity in this case
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_ION_DELUGE:
|
|
if (gFieldStatuses & STATUS_FIELD_ION_DELUGE
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FLING:
|
|
if (!CanFling(battlerAtk))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
/* TODO Fling
|
|
u8 effect = gFlingTable[gBattleMons[battlerAtk].item].effect;
|
|
switch (effect)
|
|
{
|
|
case MOVE_EFFECT_BURN:
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
break;
|
|
case MOVE_EFFECT_POISON:
|
|
break;
|
|
case MOVE_EFFECT_TOXIC:
|
|
break;
|
|
case MOVE_EFFECT_FREEZE:
|
|
break;
|
|
}*/
|
|
}
|
|
break;
|
|
case EFFECT_EMBARGO:
|
|
if (!IsBattlerItemEnabled(battlerAtk)
|
|
|| gStatuses3[battlerDef] & STATUS3_EMBARGO
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_POWDER:
|
|
if (!HasMoveWithType(battlerDef, TYPE_FIRE)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TELEKINESIS:
|
|
if (gStatuses3[battlerDef] & (STATUS3_TELEKINESIS | STATUS3_ROOTED | STATUS3_SMACKED_DOWN)
|
|
|| gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_IRON_BALL
|
|
|| IsTelekinesisBannedSpecies(gBattleMons[battlerDef].species)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_HEAL_BLOCK:
|
|
if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SOAK:
|
|
{
|
|
u32 types[3];
|
|
GetBattlerTypes(battlerDef, FALSE, types);
|
|
// TODO: Use the type of the move like 'VARIOUS_TRY_SOAK'?
|
|
if (PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove)
|
|
|| (types[0] == TYPE_WATER && types[1] == TYPE_WATER && types[2] == TYPE_MYSTERY))
|
|
ADJUST_SCORE(-10); // target is already water-only
|
|
break;
|
|
}
|
|
case EFFECT_THIRD_TYPE:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, GetMoveArgType(move)) || PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove) || GetActiveGimmick(battlerDef) == GIMMICK_TERA)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_HEAL_PULSE: // and floral healing
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)) // Don't heal enemies
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
}
|
|
// fallthrough
|
|
case EFFECT_HIT_ENEMY_HEAL_ALLY: // pollen puff
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
|
|
return 0; // cannot even select
|
|
if (AI_BattlerAtMaxHp(battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
else if (gBattleMons[battlerDef].hp > gBattleMons[battlerDef].maxHP / 2)
|
|
ADJUST_SCORE(-5);
|
|
}
|
|
break;
|
|
case EFFECT_ELECTRIFY:
|
|
if (AI_IsSlower(battlerAtk, battlerDef, move)
|
|
//|| GetMoveTypeSpecial(battlerDef, predictedMove) == TYPE_ELECTRIC // Move will already be electric type
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TOPSY_TURVY:
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
u32 targetPositiveStages = CountPositiveStatStages(battlerDef);
|
|
u32 targetNegativeStages = CountNegativeStatStages(battlerDef);
|
|
|
|
if (targetPositiveStages == 0 //No good stat changes to make bad
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
|
|
else if (targetNegativeStages < targetPositiveStages)
|
|
ADJUST_SCORE(-5); //More stages would be made positive than negative
|
|
}
|
|
break;
|
|
case EFFECT_FAIRY_LOCK:
|
|
if ((gFieldStatuses & STATUS_FIELD_FAIRY_LOCK) || PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_DO_NOTHING:
|
|
case EFFECT_HOLD_HANDS:
|
|
case EFFECT_CELEBRATE:
|
|
case EFFECT_HAPPY_HOUR:
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_INSTRUCT:
|
|
{
|
|
u16 instructedMove;
|
|
if (AI_IsSlower(battlerAtk, battlerDef, move))
|
|
instructedMove = predictedMove;
|
|
else
|
|
instructedMove = gLastMoves[battlerDef];
|
|
|
|
if (instructedMove == MOVE_NONE
|
|
|| IsMoveInstructBanned(instructedMove)
|
|
|| MoveHasAdditionalEffectSelf(instructedMove, MOVE_EFFECT_RECHARGE)
|
|
|| IsZMove(instructedMove)
|
|
|| (gLockedMoves[battlerDef] != 0 && gLockedMoves[battlerDef] != 0xFFFF)
|
|
|| gBattleMons[battlerDef].status2 & STATUS2_MULTIPLETURNS
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
{
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
ADJUST_SCORE(-10);
|
|
else if (isDoubleBattle)
|
|
{
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
else
|
|
{
|
|
if (GetBattlerMoveTargetType(battlerDef, instructedMove) & (MOVE_TARGET_SELECTED
|
|
| MOVE_TARGET_DEPENDS
|
|
| MOVE_TARGET_RANDOM
|
|
| MOVE_TARGET_BOTH
|
|
| MOVE_TARGET_FOES_AND_ALLY
|
|
| MOVE_TARGET_OPPONENTS_FIELD)
|
|
&& instructedMove != MOVE_MIND_BLOWN && instructedMove != MOVE_STEEL_BEAM)
|
|
ADJUST_SCORE(-10); //Don't force the enemy to attack you again unless it can kill itself with Mind Blown
|
|
else if (instructedMove != MOVE_MIND_BLOWN)
|
|
ADJUST_SCORE(-5); //Do something better
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_QUASH:
|
|
if (!isDoubleBattle
|
|
|| AI_IsSlower(battlerAtk, battlerDef, move)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_AFTER_YOU:
|
|
if (!IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| !isDoubleBattle
|
|
|| AI_IsSlower(battlerAtk, battlerDef, move)
|
|
|| PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SUCKER_PUNCH:
|
|
if (predictedMove != MOVE_NONE)
|
|
{
|
|
if (IsBattleMoveStatus(predictedMove) || AI_IsSlower(battlerAtk, battlerDef, move)) // Opponent going first
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_TAILWIND:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_TAILWIND
|
|
|| PartnerMoveEffectIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, EFFECT_TAILWIND)
|
|
|| gFieldStatuses & STATUS_FIELD_TRICK_ROOM)
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_LUCKY_CHANT:
|
|
if (gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_LUCKY_CHANT
|
|
|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (gFieldStatuses & STATUS_FIELD_GRAVITY
|
|
|| gDisableStructs[battlerAtk].magnetRiseTimer != 0
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_IRON_BALL
|
|
|| gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_MAGNET_RISE | STATUS3_SMACKED_DOWN)
|
|
|| !IsBattlerGrounded(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_CAMOUFLAGE:
|
|
if (!CanCamouflage(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SYNCHRONOISE:
|
|
//Check holding ring target or is of same type
|
|
if (aiData->holdEffects[battlerDef] == HOLD_EFFECT_RING_TARGET
|
|
|| DoBattlersShareType(battlerAtk, battlerDef))
|
|
break;
|
|
else
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_FLAIL:
|
|
if (AI_IsSlower(battlerAtk, battlerDef, move) // Opponent should go first
|
|
|| aiData->hpPercents[battlerAtk] > 50)
|
|
ADJUST_SCORE(-4);
|
|
break;
|
|
//TODO
|
|
//case EFFECT_SHELL_TRAP:
|
|
//break;
|
|
//case EFFECT_BEAK_BLAST:
|
|
//break;
|
|
case EFFECT_SKY_DROP:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_FLYING))
|
|
ADJUST_SCORE(-10);
|
|
if (BattlerWillFaintFromWeather(battlerAtk, aiData->abilities[battlerAtk])
|
|
|| DoesSubstituteBlockMove(battlerAtk, battlerDef, move)
|
|
|| GetBattlerWeight(battlerDef) >= 2000) //200.0 kg
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
/*case EFFECT_NO_RETREAT:
|
|
if (TrappedByNoRetreat(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_EXTREME_EVOBOOST:
|
|
if (MainStatsMaxed(battlerAtk))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_CLANGOROUS_SOUL:
|
|
if (gBattleMons[battlerAtk].hp <= gBattleMons[battlerAtk].maxHP / 3)
|
|
ADJUST_SCORE(-10);
|
|
break;*/
|
|
case EFFECT_REVIVAL_BLESSING:
|
|
if (GetFirstFaintedPartyIndex(battlerAtk) == PARTY_SIZE)
|
|
ADJUST_SCORE(-10);
|
|
else if (CanAIFaintTarget(battlerAtk, battlerDef, 0))
|
|
ADJUST_SCORE(-10);
|
|
else if (CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& AI_IsSlower(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_JUNGLE_HEALING:
|
|
if (AI_BattlerAtMaxHp(battlerAtk)
|
|
&& AI_BattlerAtMaxHp(BATTLE_PARTNER(battlerAtk))
|
|
&& !(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
&& !(gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & STATUS1_ANY))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_TAKE_HEART:
|
|
if ((!(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
|| PartnerMoveEffectIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, EFFECT_JUNGLE_HEALING)
|
|
|| PartnerMoveEffectIs(BATTLE_PARTNER(battlerAtk), aiData->partnerMove, EFFECT_HEAL_BELL))
|
|
&& !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)
|
|
&& !BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_SPICY_EXTRACT:
|
|
if (battlerAtk != BATTLE_PARTNER(battlerDef)
|
|
&& (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL)
|
|
|| aiData->abilities[battlerDef] == ABILITY_CLEAR_BODY
|
|
|| aiData->abilities[battlerDef] == ABILITY_GOOD_AS_GOLD
|
|
|| aiData->holdEffects[battlerDef] == HOLD_EFFECT_CLEAR_AMULET))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
case EFFECT_UPPER_HAND:
|
|
{
|
|
u32 defPrio = GetBattleMovePriority(battlerDef, aiData->abilities[battlerDef], predictedMove);
|
|
if (predictedMove == MOVE_NONE
|
|
|| IsBattleMoveStatus(predictedMove)
|
|
|| AI_IsSlower(battlerAtk, battlerDef, move)
|
|
|| defPrio < 1
|
|
|| defPrio > 3) // Opponent going first or not using priority move
|
|
ADJUST_SCORE(-10);
|
|
}
|
|
break;
|
|
case EFFECT_PLACEHOLDER:
|
|
return 0; // cannot even select
|
|
} // move effect checks
|
|
|
|
// check non-volatile effects
|
|
switch(nonVolatileStatus)
|
|
{
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_TOXIC:
|
|
if (!AI_CanPoison(battlerAtk, battlerDef, abilityDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
if (!ShouldPoison(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
case MOVE_EFFECT_SLEEP:
|
|
if (!AI_CanPutToSleep(battlerAtk, battlerDef, abilityDef, move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
if (PartnerMoveActivatesSleepClause(aiData->partnerMove))
|
|
ADJUST_SCORE(-20);
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
if (!AI_CanParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
if (!ShouldParalyze(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
case MOVE_EFFECT_BURN:
|
|
if (!AI_CanBurn(battlerAtk, battlerDef, aiData->abilities[battlerDef], BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
ADJUST_SCORE(-10);
|
|
if (!ShouldBurn(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-5);
|
|
break;
|
|
}
|
|
|
|
// Choice items
|
|
if (HOLD_EFFECT_CHOICE(aiData->holdEffects[battlerAtk]) && IsBattlerItemEnabled(battlerAtk))
|
|
{
|
|
// Don't use user-target moves ie. Swords Dance, with exceptions
|
|
if ((moveTarget & MOVE_TARGET_USER)
|
|
&& moveEffect != EFFECT_DESTINY_BOND && moveEffect != EFFECT_WISH && moveEffect != EFFECT_HEALING_WISH
|
|
&& !(moveEffect == EFFECT_AURORA_VEIL && (AI_GetWeather() & (B_WEATHER_SNOW | B_WEATHER_HAIL))))
|
|
ADJUST_SCORE(-30);
|
|
// Don't use a status move if the mon is the last one in the party, has no good switchin, or is trapped
|
|
else if (GetBattleMoveCategory(move) == DAMAGE_CATEGORY_STATUS
|
|
&& (CountUsablePartyMons(battlerAtk) < 1
|
|
|| gAiLogicData->mostSuitableMonId[battlerAtk] == PARTY_SIZE
|
|
|| (!AI_CanBattlerEscape(battlerAtk) && IsBattlerTrapped(battlerDef, battlerAtk))))
|
|
ADJUST_SCORE(-30);
|
|
}
|
|
|
|
if (score < 0)
|
|
score = 0;
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 movesetIndex = gAiThinkingStruct->movesetIndex;
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (IsBattleMoveStatus(move))
|
|
return score; // status moves aren't accounted here
|
|
|
|
if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, movesetIndex, AI_ATTACKING) && GetMoveEffect(move) != EFFECT_EXPLOSION)
|
|
{
|
|
if (CanIndexMoveGuaranteeFaintTarget(battlerAtk, battlerDef, movesetIndex))
|
|
ADJUST_SCORE(1); // Bonus point if the KO is guaranteed
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(FAST_KILL);
|
|
else
|
|
ADJUST_SCORE(SLOW_KILL);
|
|
}
|
|
else if (CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& GetWhichBattlerFasterOrTies(battlerAtk, battlerDef, TRUE) != AI_IS_FASTER
|
|
&& GetBattleMovePriority(battlerAtk, gAiLogicData->abilities[battlerAtk], move) > 0)
|
|
{
|
|
ADJUST_SCORE(LAST_CHANCE);
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// double battle logic
|
|
static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// move data
|
|
u32 moveType = GetMoveType(move);
|
|
enum BattleMoveEffects effect = GetMoveEffect(move);
|
|
u32 moveTarget = GetBattlerMoveTargetType(battlerAtk, move);
|
|
// ally data
|
|
u32 battlerAtkPartner = BATTLE_PARTNER(battlerAtk);
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
u32 atkPartnerAbility = aiData->abilities[BATTLE_PARTNER(battlerAtk)];
|
|
u32 atkPartnerHoldEffect = aiData->holdEffects[BATTLE_PARTNER(battlerAtk)];
|
|
enum BattleMoveEffects partnerEffect = GetMoveEffect(aiData->partnerMove);
|
|
bool32 partnerProtecting = IsAllyProtectingFromMove(battlerAtk, move, aiData->partnerMove) && !MoveIgnoresProtect(move);
|
|
bool32 attackerHasBadAbility = (gAbilitiesInfo[aiData->abilities[battlerAtk]].aiRating < 0);
|
|
bool32 partnerHasBadAbility = (gAbilitiesInfo[atkPartnerAbility].aiRating < 0);
|
|
u32 predictedMove = GetIncomingMove(battlerAtk, battlerDef, gAiLogicData);
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
moveType = GetBattleMoveType(move);
|
|
|
|
u32 friendlyFireThreshold = GetFriendlyFireKOThreshold(battlerAtk);
|
|
u32 noOfHitsToKOPartner = GetNoOfHitsToKOBattler(battlerAtk, battlerAtkPartner, gAiThinkingStruct->movesetIndex, AI_ATTACKING);
|
|
bool32 wouldPartnerFaint = CanIndexMoveFaintTarget(battlerAtk, battlerAtkPartner, gAiThinkingStruct->movesetIndex, AI_ATTACKING)
|
|
&& !partnerProtecting && IsBattlerAlive(battlerAtkPartner);
|
|
bool32 isFriendlyFireOK = !wouldPartnerFaint && (noOfHitsToKOPartner == 0 || noOfHitsToKOPartner > friendlyFireThreshold);
|
|
|
|
// check what effect partner is using
|
|
if (aiData->partnerMove != 0)
|
|
{
|
|
switch (partnerEffect)
|
|
{
|
|
case EFFECT_HELPING_HAND:
|
|
if (IsBattleMoveStatus(move))
|
|
ADJUST_SCORE(-7);
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (!(gBattleMons[battlerDef].status2 & (STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED)))
|
|
{
|
|
if (IsTrappingMove(aiData->partnerMove) || predictedMove == MOVE_INGRAIN)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
// Don't change weather if ally already decided to do so.
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_CHILLY_RECEPTION:
|
|
if (IsMoveEffectWeather(move))
|
|
ADJUST_SCORE(-10);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} // check partner move effect
|
|
|
|
// Adjust for always crit moves
|
|
if (MoveAlwaysCrits(aiData->partnerMove) && aiData->abilities[battlerAtk] == ABILITY_ANGER_POINT)
|
|
{
|
|
if (AI_IsSlower(battlerAtk, battlerAtkPartner, move)) // Partner moving first
|
|
{
|
|
// discourage raising our attack since it's about to be maxed out
|
|
if (IsAttackBoostMoveEffect(effect))
|
|
ADJUST_SCORE(-3);
|
|
// encourage moves hitting multiple opponents
|
|
if (!IsBattleMoveStatus(move) && (moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
}
|
|
|
|
// consider our move effect relative to partner state
|
|
switch (effect)
|
|
{
|
|
case EFFECT_HELPING_HAND:
|
|
if (!IsBattlerAlive(battlerAtkPartner) || !HasDamagingMove(battlerAtkPartner))
|
|
ADJUST_SCORE(-20);
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (aiData->partnerMove != 0 && HasTrappingMoveEffect(battlerAtkPartner))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (IsBattlerGrounded(battlerAtk)
|
|
&& (HasMove(battlerAtkPartner, MOVE_EARTHQUAKE) || HasMove(battlerAtkPartner, MOVE_MAGNITUDE))
|
|
&& (AI_GetMoveEffectiveness(MOVE_EARTHQUAKE, battlerAtk, battlerAtkPartner) != UQ_4_12(0.0))) // Doesn't resist ground move
|
|
{
|
|
RETURN_SCORE_PLUS(DECENT_EFFECT); // partner has earthquake or magnitude -> good idea to use magnet rise
|
|
}
|
|
break;
|
|
case EFFECT_DRAGON_CHEER:
|
|
if (gBattleMons[battlerAtkPartner].status2 & STATUS2_FOCUS_ENERGY_ANY || !HasDamagingMove(battlerAtkPartner))
|
|
ADJUST_SCORE(-5);
|
|
else if (atkPartnerHoldEffect == HOLD_EFFECT_SCOPE_LENS
|
|
|| IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_DRAGON)
|
|
|| GetMoveCriticalHitStage(aiData->partnerMove) > 0
|
|
|| HasMoveWithCriticalHitChance(battlerAtkPartner))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
default:
|
|
break;
|
|
} // our effect relative to partner
|
|
|
|
// consider global move effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_SANDSTORM:
|
|
if (ShouldSetSandstorm(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT); // our partner benefits from sandstorm
|
|
}
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (ShouldSetRain(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT); // our partner benefits from rain
|
|
}
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (ShouldSetSun(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT); // our partner benefits from sun
|
|
}
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (IsBattlerAlive(battlerAtkPartner)
|
|
&& ShouldSetHail(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(DECENT_EFFECT); // our partner benefits from hail
|
|
}
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_CHILLY_RECEPTION:
|
|
if (IsBattlerAlive(battlerAtkPartner)
|
|
&& ShouldSetSnow(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
|
|
{
|
|
RETURN_SCORE_PLUS(DECENT_EFFECT); // our partner benefits from snow
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
} // global move effect check
|
|
|
|
// Specific logic for spread moves.
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
// Don't kill your partner for no reason.
|
|
if (wouldPartnerFaint)
|
|
{
|
|
// If it kills both opponents, that's a good reason.
|
|
if (CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtk), gAiThinkingStruct->movesetIndex, AI_ATTACKING)
|
|
&& CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtkPartner), gAiThinkingStruct->movesetIndex, AI_ATTACKING))
|
|
{
|
|
switch (effect)
|
|
{
|
|
case EFFECT_EXPLOSION:
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & (AI_FLAG_RISKY | AI_FLAG_WILL_SUICIDE))
|
|
{
|
|
RETURN_SCORE_PLUS(10);
|
|
}
|
|
break;
|
|
default:
|
|
RETURN_SCORE_PLUS(10);
|
|
break;
|
|
}
|
|
}
|
|
// Both opponents can kill the partner
|
|
else if (CanTargetFaintAi(BATTLE_OPPOSITE(battlerAtk), battlerAtkPartner)
|
|
&& (CanTargetFaintAi(BATTLE_OPPOSITE(battlerAtkPartner), battlerAtkPartner)))
|
|
{
|
|
// The spread move should kill an opponent.
|
|
if (CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtk), gAiThinkingStruct->movesetIndex, AI_ATTACKING)
|
|
|| CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtkPartner), gAiThinkingStruct->movesetIndex, AI_ATTACKING))
|
|
{
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
|
|
// Alternatively, it benefits from the ally's death, and it will probably die anyway.
|
|
if (IsMoxieTypeAbility(aiData->abilities[battlerAtk]))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
if ((aiData->abilities[battlerAtk] == ABILITY_RECEIVER) && !partnerHasBadAbility)
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
if (HasMove(battlerAtk, MOVE_LAST_RESPECTS))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
}
|
|
// It can kill one opponent when killing its ally, and its ally is not in extreme danger.
|
|
// This is easy for the player to cheese.
|
|
else if (CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtk), gAiThinkingStruct->movesetIndex, AI_ATTACKING)
|
|
|| CanIndexMoveFaintTarget(battlerAtk, BATTLE_OPPOSITE(battlerAtkPartner), gAiThinkingStruct->movesetIndex, AI_ATTACKING))
|
|
{
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_WILL_SUICIDE)
|
|
{
|
|
RETURN_SCORE_PLUS(10);
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-DECENT_EFFECT);
|
|
}
|
|
}
|
|
// No reason to kill partner has been found.
|
|
else
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
}
|
|
|
|
// Partner will not faint.
|
|
else {
|
|
|
|
// Triggering your ally's hold item should only be done deliberately with a spread move.
|
|
switch (atkPartnerHoldEffect)
|
|
{
|
|
case HOLD_EFFECT_WEAKNESS_POLICY:
|
|
if (aiData->effectiveness[battlerAtk][battlerAtkPartner][gAiThinkingStruct->movesetIndex] >= UQ_4_12(2.0) && isFriendlyFireOK)
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check specific target
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
bool32 isMoveAffectedByPartnerAbility = TRUE;
|
|
|
|
if (wouldPartnerFaint)
|
|
{
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
|
|
// partner ability checks
|
|
if (!partnerProtecting && moveTarget != MOVE_TARGET_BOTH && !DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move))
|
|
{
|
|
switch (atkPartnerAbility)
|
|
{
|
|
case ABILITY_ANGER_POINT:
|
|
if (MoveAlwaysCrits(move)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
|
|
&& AI_IsFaster(battlerAtk, battlerAtkPartner, move)
|
|
&& isFriendlyFireOK)
|
|
{
|
|
if (MoveAlwaysCrits(move))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
RETURN_SCORE_PLUS(GOOD_EFFECT);
|
|
}
|
|
// todo: figuring out a non-guaranteed crit roll that's useful
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_LIGHTNING_ROD:
|
|
case ABILITY_MOTOR_DRIVE:
|
|
case ABILITY_VOLT_ABSORB:
|
|
if (moveType == TYPE_ELECTRIC)
|
|
{
|
|
if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5 && atkPartnerAbility == ABILITY_LIGHTNING_ROD)
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
else if (ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_EARTH_EATER:
|
|
case ABILITY_LEVITATE:
|
|
if (moveType == TYPE_GROUND)
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
else if (atkPartnerAbility == ABILITY_EARTH_EATER && !(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_HP_AWARE))
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break; // handled in AI_HPAware
|
|
case ABILITY_DRY_SKIN:
|
|
case ABILITY_WATER_ABSORB:
|
|
case ABILITY_STORM_DRAIN:
|
|
if (moveType == TYPE_WATER)
|
|
{
|
|
if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5 && atkPartnerAbility == ABILITY_STORM_DRAIN)
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
else if (ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_WATER_COMPACTION:
|
|
if (moveType == TYPE_WATER && isFriendlyFireOK
|
|
&& ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
|
|
if (GetMoveStrikeCount(move) > 1 && effect != EFFECT_DRAGON_DARTS)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_STEAM_ENGINE:
|
|
if (isFriendlyFireOK && (moveType == TYPE_WATER || moveType == TYPE_FIRE)
|
|
&& ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_THERMAL_EXCHANGE:
|
|
if (moveType == TYPE_FIRE && isFriendlyFireOK
|
|
&& !IsBattleMoveStatus(move)
|
|
&& ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
|
|
if (GetMoveStrikeCount(move) > 1 && effect != EFFECT_DRAGON_DARTS)
|
|
{
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_FLASH_FIRE:
|
|
case ABILITY_WELL_BAKED_BODY:
|
|
if (moveType == TYPE_FIRE)
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
if (ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_SAP_SIPPER:
|
|
if (moveType == TYPE_GRASS)
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
|
|
if (ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_JUSTIFIED:
|
|
if (moveType == TYPE_DARK && isFriendlyFireOK
|
|
&& !IsBattleMoveStatus(move)
|
|
&& ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
|
|
if (GetMoveStrikeCount(move) > 1 && effect != EFFECT_DRAGON_DARTS)
|
|
{
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
|
|
ADJUST_SCORE(WEAK_EFFECT); // Beat Up is handled later
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_RATTLED:
|
|
if (!IsBattleMoveStatus(move) && isFriendlyFireOK
|
|
&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG)
|
|
&& ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
case ABILITY_CONTRARY:
|
|
case ABILITY_DEFIANT:
|
|
case ABILITY_COMPETITIVE:
|
|
if (IsStatLoweringEffect(effect) && isFriendlyFireOK && ShouldTriggerAbility(battlerAtkPartner, atkPartnerAbility))
|
|
{
|
|
if (moveTarget == MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
isMoveAffectedByPartnerAbility = FALSE;
|
|
}
|
|
break;
|
|
}
|
|
} // ability checks
|
|
|
|
// attacker move effects specifically targeting partner
|
|
if (!partnerProtecting)
|
|
{
|
|
if (wouldPartnerFaint)
|
|
{
|
|
RETURN_SCORE_MINUS(30);
|
|
}
|
|
|
|
switch (effect)
|
|
{
|
|
case EFFECT_SPICY_EXTRACT:
|
|
if (AI_ShouldSpicyExtract(battlerAtk, battlerAtkPartner, move, aiData))
|
|
{
|
|
RETURN_SCORE_PLUS(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_PURIFY:
|
|
if (gBattleMons[battlerAtkPartner].status1 & STATUS1_ANY)
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SWAGGER:
|
|
if (gBattleMons[battlerAtkPartner].statStages[STAT_ATK] < MAX_STAT_STAGE
|
|
&& HasMoveWithCategory(battlerAtkPartner, DAMAGE_CATEGORY_PHYSICAL)
|
|
&& (!AI_CanBeConfused(battlerAtk, battlerAtkPartner, move, atkPartnerAbility)
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_FLATTER:
|
|
if (gBattleMons[battlerAtkPartner].statStages[STAT_SPATK] < MAX_STAT_STAGE
|
|
&& HasMoveWithCategory(battlerAtkPartner, DAMAGE_CATEGORY_SPECIAL)
|
|
&& (!AI_CanBeConfused(battlerAtk, battlerAtkPartner, move, atkPartnerAbility)
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_CONFUSION
|
|
|| atkPartnerHoldEffect == HOLD_EFFECT_CURE_STATUS))
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_BEAT_UP:
|
|
if (atkPartnerAbility == ABILITY_JUSTIFIED
|
|
&& moveType == TYPE_DARK
|
|
&& !DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move)
|
|
&& !IsBattleMoveStatus(move)
|
|
&& HasMoveWithCategory(battlerAtkPartner, DAMAGE_CATEGORY_PHYSICAL)
|
|
&& BattlerStatCanRise(battlerAtkPartner, atkPartnerAbility, STAT_ATK)
|
|
&& !wouldPartnerFaint)
|
|
{
|
|
if (isFriendlyFireOK)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] != aiData->abilities[BATTLE_PARTNER(battlerAtk)] && !attackerHasBadAbility)
|
|
{
|
|
// Partner abilities
|
|
if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_TRUANT)
|
|
{
|
|
ADJUST_SCORE(10);
|
|
}
|
|
else if (aiData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_INTIMIDATE)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
// Active mon abilities
|
|
if (aiData->abilities[battlerAtk] == ABILITY_COMPOUND_EYES
|
|
&& HasMoveWithLowAccuracy(battlerAtkPartner, FOE(battlerAtkPartner), 90, TRUE, atkPartnerAbility, aiData->abilities[FOE(battlerAtkPartner)], atkPartnerHoldEffect, aiData->holdEffects[FOE(battlerAtkPartner)]))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
else if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY && HasMoveThatLowersOwnStats(battlerAtkPartner))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
return score;
|
|
}
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
if (attackerHasBadAbility && !partnerHasBadAbility)
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
case EFFECT_GASTRO_ACID:
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (partnerHasBadAbility)
|
|
{
|
|
RETURN_SCORE_PLUS(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (partnerHasBadAbility && IsAbilityOfRating(aiData->abilities[battlerAtk], 0))
|
|
{
|
|
RETURN_SCORE_PLUS(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SOAK:
|
|
if (atkPartnerAbility == ABILITY_WONDER_GUARD
|
|
&& !IS_BATTLER_OF_TYPE(battlerAtkPartner, TYPE_WATER)
|
|
&& GetActiveGimmick(battlerAtkPartner) != GIMMICK_TERA)
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_INSTRUCT:
|
|
{
|
|
u16 instructedMove;
|
|
if (AI_IsFaster(battlerAtk, battlerAtkPartner, move))
|
|
instructedMove = aiData->partnerMove;
|
|
else
|
|
instructedMove = gLastMoves[battlerAtkPartner];
|
|
|
|
if (instructedMove != MOVE_NONE
|
|
&& !IsBattleMoveStatus(instructedMove)
|
|
&& (GetBattlerMoveTargetType(battlerAtkPartner, instructedMove) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY))) // Use instruct on multi-target moves
|
|
{
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_AFTER_YOU:
|
|
if (AI_IsSlower(battlerAtkPartner, FOE(battlerAtkPartner), aiData->partnerMove) // Opponent mon 1 goes before partner
|
|
|| AI_IsSlower(battlerAtkPartner, BATTLE_PARTNER(FOE(battlerAtkPartner)), aiData->partnerMove)) // Opponent mon 2 goes before partner
|
|
{
|
|
if (partnerEffect == EFFECT_COUNTER || partnerEffect == EFFECT_MIRROR_COAT)
|
|
break; // These moves need to go last
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_HEAL_PULSE:
|
|
case EFFECT_HIT_ENEMY_HEAL_ALLY:
|
|
if (AI_IsFaster(battlerAtk, FOE(battlerAtk), move)
|
|
&& AI_IsFaster(battlerAtk, BATTLE_PARTNER(FOE(battlerAtk)), move)
|
|
&& gBattleMons[battlerAtkPartner].hp < gBattleMons[battlerAtkPartner].maxHP / 2)
|
|
RETURN_SCORE_PLUS(WEAK_EFFECT);
|
|
break;
|
|
default:
|
|
break;
|
|
} // attacker move effects
|
|
} // check partner protecting
|
|
|
|
if ((isMoveAffectedByPartnerAbility && (score <= AI_SCORE_DEFAULT)) || !isMoveAffectedByPartnerAbility)
|
|
{
|
|
RETURN_SCORE_MINUS(10);
|
|
}
|
|
|
|
|
|
}
|
|
else // checking opponent
|
|
{
|
|
// these checks mostly handled in AI_CheckBadMove and AI_CheckViability
|
|
switch (effect)
|
|
{
|
|
case EFFECT_SKILL_SWAP:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_TRUANT)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerAtk], 0) || IsAbilityOfRating(aiData->abilities[battlerDef], 10))
|
|
ADJUST_SCORE(DECENT_EFFECT); // we want to transfer our bad ability or take their awesome ability
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// lightning rod, flash fire against enemy handled in AI_CheckBadMove
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static bool32 IsPinchBerryItemEffect(enum ItemHoldEffect holdEffect)
|
|
{
|
|
switch (holdEffect)
|
|
{
|
|
case HOLD_EFFECT_ATTACK_UP:
|
|
case HOLD_EFFECT_DEFENSE_UP:
|
|
case HOLD_EFFECT_SPEED_UP:
|
|
case HOLD_EFFECT_SP_ATTACK_UP:
|
|
case HOLD_EFFECT_SP_DEFENSE_UP:
|
|
case HOLD_EFFECT_CRITICAL_UP:
|
|
case HOLD_EFFECT_RANDOM_STAT_UP:
|
|
case HOLD_EFFECT_CUSTAP_BERRY:
|
|
case HOLD_EFFECT_MICLE_BERRY:
|
|
return TRUE;
|
|
default:
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
static s32 CompareMoveAccuracies(u32 battlerAtk, u32 battlerDef, u32 moveSlot1, u32 moveSlot2)
|
|
{
|
|
u32 acc1 = gAiLogicData->moveAccuracy[battlerAtk][battlerDef][moveSlot1];
|
|
u32 acc2 = gAiLogicData->moveAccuracy[battlerAtk][battlerDef][moveSlot2];
|
|
|
|
if (acc1 > acc2)
|
|
return 1;
|
|
else if (acc2 > acc1)
|
|
return -1;
|
|
return 0;
|
|
}
|
|
|
|
static inline bool32 ShouldUseSpreadDamageMove(u32 battlerAtk, u32 move, u32 moveIndex, u32 hitsToFaintOpposingBattler)
|
|
{
|
|
u32 partnerBattler = BATTLE_PARTNER(battlerAtk);
|
|
u32 noOfHitsToFaintPartner = GetNoOfHitsToKOBattler(battlerAtk, partnerBattler, moveIndex, AI_ATTACKING);
|
|
u32 friendlyFireThreshold = GetFriendlyFireKOThreshold(battlerAtk);
|
|
return (IsDoubleBattle()
|
|
&& noOfHitsToFaintPartner != 0 // Immunity check
|
|
&& IsBattlerAlive(partnerBattler)
|
|
&& GetBattlerMoveTargetType(battlerAtk, move) == MOVE_TARGET_FOES_AND_ALLY
|
|
&& !(noOfHitsToFaintPartner < friendlyFireThreshold && hitsToFaintOpposingBattler == 1)
|
|
&& noOfHitsToFaintPartner < (friendlyFireThreshold * 2));
|
|
}
|
|
|
|
static bool32 ShouldCompareMove(u32 battlerAtk, u32 battlerDef, u32 moveIndex, u16 move)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return FALSE;
|
|
if (GetMovePower(move) == 0)
|
|
return FALSE;
|
|
if (GetNoOfHitsToKOBattler(battlerAtk, battlerDef, moveIndex, AI_ATTACKING) == 0)
|
|
return FALSE;
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & (AI_FLAG_RISKY | AI_FLAG_PREFER_HIGHEST_DAMAGE_MOVE) && GetBestDmgMoveFromBattler(battlerAtk, battlerDef, AI_ATTACKING) == move)
|
|
return FALSE;
|
|
return TRUE;
|
|
}
|
|
|
|
static void AI_CompareDamagingMoves(u32 battlerAtk, u32 battlerDef)
|
|
{
|
|
u32 i, currId;
|
|
u32 tempMoveScores[MAX_MON_MOVES];
|
|
u32 moveComparisonScores[MAX_MON_MOVES];
|
|
u32 bestScore = AI_SCORE_DEFAULT;
|
|
bool32 multipleBestMoves = FALSE;
|
|
s32 noOfHits[MAX_MON_MOVES];
|
|
s32 leastHits = 1000;
|
|
u16 *moves = GetMovesArray(battlerAtk);
|
|
bool8 isTwoTurnNotSemiInvulnerableMove[MAX_MON_MOVES];
|
|
|
|
for (currId = 0; currId < MAX_MON_MOVES; currId++)
|
|
{
|
|
moveComparisonScores[currId] = 0;
|
|
if (!ShouldCompareMove(battlerAtk, battlerDef, currId, moves[currId]))
|
|
continue;
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (moves[i] != MOVE_NONE && GetMovePower(moves[i]) != 0)
|
|
{
|
|
noOfHits[i] = GetNoOfHitsToKOBattler(battlerAtk, battlerDef, i, AI_ATTACKING);
|
|
if (ShouldUseSpreadDamageMove(battlerAtk,moves[i], i, noOfHits[i]))
|
|
{
|
|
noOfHits[i] = -1;
|
|
tempMoveScores[i] = 0;
|
|
isTwoTurnNotSemiInvulnerableMove[i] = FALSE;
|
|
}
|
|
else if (noOfHits[i] < leastHits && noOfHits[i] != 0)
|
|
{
|
|
leastHits = noOfHits[i];
|
|
}
|
|
tempMoveScores[i] = AI_SCORE_DEFAULT;
|
|
isTwoTurnNotSemiInvulnerableMove[i] = IsTwoTurnNotSemiInvulnerableMove(battlerAtk, moves[i]);
|
|
}
|
|
else
|
|
{
|
|
noOfHits[i] = -1;
|
|
tempMoveScores[i] = 0;
|
|
isTwoTurnNotSemiInvulnerableMove[i] = FALSE;
|
|
}
|
|
}
|
|
|
|
// Priority list:
|
|
// 1. Less no of hits to ko
|
|
// 2. Not charging
|
|
// 3. More accuracy
|
|
// 4. Better effect
|
|
|
|
// Current move requires the least hits to KO. Compare with other moves.
|
|
if (leastHits == noOfHits[currId])
|
|
{
|
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (i == currId)
|
|
continue;
|
|
if (noOfHits[currId] == noOfHits[i])
|
|
{
|
|
multipleBestMoves = TRUE;
|
|
// We need to make sure it's the current move which is objectively better.
|
|
if (isTwoTurnNotSemiInvulnerableMove[i] && !isTwoTurnNotSemiInvulnerableMove[currId])
|
|
tempMoveScores[currId] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_NOT_CHARGING);
|
|
else if (!isTwoTurnNotSemiInvulnerableMove[i] && isTwoTurnNotSemiInvulnerableMove[currId])
|
|
tempMoveScores[i] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_NOT_CHARGING);
|
|
|
|
switch (CompareMoveAccuracies(battlerAtk, battlerDef, currId, i))
|
|
{
|
|
case 1:
|
|
tempMoveScores[currId] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_ACCURACY);
|
|
break;
|
|
case -1:
|
|
tempMoveScores[i] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_ACCURACY);
|
|
break;
|
|
}
|
|
switch (AI_WhichMoveBetter(moves[currId], moves[i], battlerAtk, battlerDef, noOfHits[currId]))
|
|
{
|
|
case 1:
|
|
tempMoveScores[currId] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_EFFECT);
|
|
break;
|
|
case -1:
|
|
tempMoveScores[i] += MathUtil_Exponent(MAX_MON_MOVES, PRIORITY_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Turns out the current move deals the most dmg compared to the other 3.
|
|
if (!multipleBestMoves)
|
|
moveComparisonScores[currId] = UINT32_MAX;
|
|
else
|
|
moveComparisonScores[currId] = tempMoveScores[currId];
|
|
}
|
|
}
|
|
|
|
// Find highest comparison score
|
|
for (int i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (moveComparisonScores[i] > bestScore)
|
|
bestScore = moveComparisonScores[i];
|
|
}
|
|
// Increase score for corresponding move(s), accomodating ties
|
|
for (int i = 0; i < MAX_MON_MOVES; i++)
|
|
{
|
|
if (moveComparisonScores[i] == bestScore)
|
|
gAiThinkingStruct->score[i] += BEST_DAMAGE_MOVE;
|
|
}
|
|
}
|
|
|
|
static u32 AI_CalcHoldEffectMoveScore(u32 battlerAtk, u32 battlerDef, u32 move)
|
|
{
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
enum ItemHoldEffect holdEffect = aiData->holdEffects[battlerAtk];
|
|
|
|
s32 score = 0;
|
|
|
|
switch (holdEffect)
|
|
{
|
|
case HOLD_EFFECT_BLUNDER_POLICY:
|
|
{
|
|
u32 moveAcc = aiData->moveAccuracy[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex];
|
|
|
|
if (moveAcc <= LOW_ACCURACY_THRESHOLD)
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(-DECENT_EFFECT);
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static u32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move)
|
|
{
|
|
// move data
|
|
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
u32 movesetIndex = gAiThinkingStruct->movesetIndex;
|
|
uq4_12_t effectiveness = aiData->effectiveness[battlerAtk][battlerDef][movesetIndex];
|
|
|
|
s32 score = 0;
|
|
u32 predictedMove = GetIncomingMove(battlerAtk, battlerDef, gAiLogicData);
|
|
u32 predictedType = GetMoveType(predictedMove);
|
|
u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
|
|
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
|
|
u32 i;
|
|
|
|
// The AI should understand that while Dynamaxed, status moves function like Protect.
|
|
if (GetActiveGimmick(battlerAtk) == GIMMICK_DYNAMAX && GetMoveCategory(move) == DAMAGE_CATEGORY_STATUS)
|
|
moveEffect = EFFECT_PROTECT;
|
|
|
|
// check status move preference
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_PREFER_STATUS_MOVES && IsBattleMoveStatus(move) && effectiveness != UQ_4_12(0.0))
|
|
ADJUST_SCORE(10);
|
|
|
|
// check thawing moves
|
|
if ((gBattleMons[battlerAtk].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE)) && MoveThawsUser(move))
|
|
ADJUST_SCORE(10);
|
|
|
|
// check burn / frostbite
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_SMART_SWITCHING && gAiLogicData->abilities[battlerAtk] == ABILITY_NATURAL_CURE)
|
|
{
|
|
if ((gBattleMons[battlerAtk].status1 & STATUS1_BURN && HasOnlyMovesWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL, TRUE))
|
|
|| (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE && HasOnlyMovesWithCategory(battlerAtk, DAMAGE_CATEGORY_SPECIAL, TRUE)))
|
|
ADJUST_SCORE(-20); // Force switch if all your attacking moves are physical and you have Natural Cure.
|
|
}
|
|
|
|
// Non-volatile statuses
|
|
switch(GetMoveNonVolatileStatus(move))
|
|
{
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_TOXIC:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_SLEEP:
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_BURN:
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
}
|
|
// move effect checks
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_YAWN:
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_ABSORB:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT && effectiveness >= UQ_4_12(1.0))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_DREAM_EATER:
|
|
case EFFECT_STRENGTH_SAP:
|
|
case EFFECT_AQUA_RING:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_MEMENTO:
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_WILL_SUICIDE && gBattleMons[battlerDef].statStages[STAT_EVASION] < 7)
|
|
{
|
|
if (aiData->hpPercents[battlerAtk] < 50 && AI_RandLessThan(128))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_FINAL_GAMBIT:
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_WILL_SUICIDE)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_MIRROR_MOVE:
|
|
if (predictedMove && GetMoveEffect(predictedMove) != GetMoveEffect(move))
|
|
return AI_CheckViability(battlerAtk, battlerDef, predictedMove, score);
|
|
break;
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
break;
|
|
case EFFECT_ATTACK_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK_2));
|
|
break;
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
break;
|
|
case EFFECT_DEFENSE_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF_2));
|
|
break;
|
|
case EFFECT_SPEED_UP:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
break;
|
|
case EFFECT_SPEED_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED_2));
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK));
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK_2));
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF_2));
|
|
break;
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ACC));
|
|
break;
|
|
case EFFECT_EVASION_UP:
|
|
case EFFECT_EVASION_UP_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_EVASION));
|
|
break;
|
|
case EFFECT_ATTACK_DOWN:
|
|
case EFFECT_ATTACK_DOWN_2:
|
|
if (!ShouldLowerAttack(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] < DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-1);
|
|
else if (aiData->hpPercents[battlerAtk] <= 90)
|
|
ADJUST_SCORE(-1);
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] > 3 && !AI_RandLessThan(50))
|
|
ADJUST_SCORE(-2);
|
|
else if (aiData->hpPercents[battlerDef] < 70)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_DEFENSE_DOWN:
|
|
case EFFECT_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerDefense(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if ((aiData->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50)) || (gBattleMons[battlerDef].statStages[STAT_DEF] <= 3 && !AI_RandLessThan(50)))
|
|
ADJUST_SCORE(-2);
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_SPEED_DOWN:
|
|
case EFFECT_SPEED_DOWN_2:
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(-3);
|
|
else if (!AI_RandLessThan(70))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_SPECIAL_ATTACK_DOWN:
|
|
case EFFECT_SPECIAL_ATTACK_DOWN_2:
|
|
if (!ShouldLowerSpAtk(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if (gBattleMons[battlerDef].statStages[STAT_SPATK] < DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(-1);
|
|
else if (aiData->hpPercents[battlerAtk] <= 90)
|
|
ADJUST_SCORE(-1);
|
|
if (gBattleMons[battlerDef].statStages[STAT_SPATK] > 3 && !AI_RandLessThan(50))
|
|
ADJUST_SCORE(-2);
|
|
else if (aiData->hpPercents[battlerDef] < 70)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN:
|
|
case EFFECT_SPECIAL_DEFENSE_DOWN_2:
|
|
if (!ShouldLowerSpDef(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if ((aiData->hpPercents[battlerAtk] < 70 && !AI_RandLessThan(50))
|
|
|| (gBattleMons[battlerDef].statStages[STAT_SPDEF] <= 3 && !AI_RandLessThan(50)))
|
|
ADJUST_SCORE(-2);
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_ACCURACY_DOWN:
|
|
case EFFECT_ACCURACY_DOWN_2:
|
|
if (ShouldLowerAccuracy(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if ((aiData->hpPercents[battlerAtk] < 70 || aiData->hpPercents[battlerDef] < 70) && AI_RandLessThan(100))
|
|
ADJUST_SCORE(-1);
|
|
if (gBattleMons[battlerDef].statStages[STAT_ACC] <= 4 && !AI_RandLessThan(80))
|
|
ADJUST_SCORE(-2);
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY && !AI_RandLessThan(70))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gStatuses3[battlerDef] & STATUS3_LEECHSEED && !AI_RandLessThan(70))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gStatuses3[battlerDef] & STATUS3_ROOTED && AI_RandLessThan(128))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_CURSED && !AI_RandLessThan(70))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->hpPercents[battlerAtk] > 70 || gBattleMons[battlerDef].statStages[STAT_ACC] < DEFAULT_STAT_STAGE)
|
|
break;
|
|
else if (aiData->hpPercents[battlerAtk] < 40 || aiData->hpPercents[battlerDef] < 40 || !AI_RandLessThan(70))
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_EVASION_DOWN:
|
|
case EFFECT_EVASION_DOWN_2:
|
|
if (!ShouldLowerEvasion(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(-2);
|
|
if ((aiData->hpPercents[battlerAtk] < 70 || gBattleMons[battlerDef].statStages[STAT_EVASION] <= 3) && !AI_RandLessThan(50))
|
|
ADJUST_SCORE(-2);
|
|
if (aiData->hpPercents[battlerDef] <= 70)
|
|
ADJUST_SCORE(-2);
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ACC] < DEFAULT_STAT_STAGE)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] < 7 || aiData->abilities[battlerAtk] == ABILITY_NO_GUARD)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_SPICY_EXTRACT:
|
|
// TODO: Make IncreaseStatDownScore function, just like IncreaseStatUpScore
|
|
break;
|
|
case EFFECT_BIDE:
|
|
if (aiData->hpPercents[battlerAtk] < 90)
|
|
ADJUST_SCORE(-2); // Should be either removed or turned into increasing score
|
|
case EFFECT_ACUPRESSURE:
|
|
break;
|
|
case EFFECT_ATTACK_ACCURACY_UP: // hone claws
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ACC));
|
|
break;
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_ATTACK_SPATK_UP: // work up
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK));
|
|
break;
|
|
case EFFECT_HAZE:
|
|
if (AnyStatIsRaised(BATTLE_PARTNER(battlerAtk))
|
|
|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove))
|
|
break;
|
|
score += AI_TryToClearStats(battlerAtk, battlerDef, isDoubleBattle);
|
|
break;
|
|
case EFFECT_ROAR:
|
|
if ((IsSoundMove(move) && aiData->abilities[battlerDef] == ABILITY_SOUNDPROOF)
|
|
|| aiData->abilities[battlerDef] == ABILITY_SUCTION_CUPS)
|
|
break;
|
|
else if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
score += AI_TryToClearStats(battlerAtk, battlerDef, isDoubleBattle);
|
|
break;
|
|
case EFFECT_MULTI_HIT:
|
|
case EFFECT_TRIPLE_KICK:
|
|
case EFFECT_POPULATION_BOMB:
|
|
if (AI_MoveMakesContact(aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk], move)
|
|
&& aiData->abilities[battlerAtk] != ABILITY_MAGIC_GUARD
|
|
&& aiData->holdEffects[battlerDef] == HOLD_EFFECT_ROCKY_HELMET)
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
case EFFECT_CONVERSION:
|
|
if (!IS_BATTLER_OF_TYPE(battlerAtk, GetMoveType(gBattleMons[battlerAtk].moves[0])))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_SWALLOW:
|
|
if (gDisableStructs[battlerAtk].stockpileCounter == 0)
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
u32 healPercent = 0;
|
|
switch (gDisableStructs[battlerAtk].stockpileCounter)
|
|
{
|
|
case 1:
|
|
healPercent = 25;
|
|
break;
|
|
case 2:
|
|
healPercent = 50;
|
|
break;
|
|
case 3:
|
|
healPercent = 100;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, healPercent, AI_DEFENDING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, 50, AI_DEFENDING))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_AURORA_VEIL:
|
|
if (ShouldSetScreen(battlerAtk, battlerDef, moveEffect))
|
|
{
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_LIGHT_CLAY)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_REST:
|
|
if (!(CanBeSlept(battlerAtk, battlerAtk, aiData->abilities[battlerAtk], NOT_BLOCKED_BY_SLEEP_CLAUSE)))
|
|
{
|
|
break;
|
|
}
|
|
else if (ShouldRecover(battlerAtk, battlerDef, move, 100, AI_DEFENDING))
|
|
{
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_SLP
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_CURE_STATUS
|
|
|| HasMoveWithEffect(EFFECT_SLEEP_TALK, battlerAtk)
|
|
|| HasMoveWithEffect(EFFECT_SNORE, battlerAtk)
|
|
|| aiData->abilities[battlerAtk] == ABILITY_SHED_SKIN
|
|
|| aiData->abilities[battlerAtk] == ABILITY_EARLY_BIRD
|
|
|| (AI_GetWeather() & B_WEATHER_RAIN && gWishFutureKnock.weatherDuration != 1 && aiData->abilities[battlerAtk] == ABILITY_HYDRATION && aiData->holdEffects[battlerAtk] != HOLD_EFFECT_UTILITY_UMBRELLA))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_OHKO:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
else if (gStatuses3[battlerAtk] & STATUS3_ALWAYS_HITS)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_MEAN_LOOK:
|
|
if (ShouldTrap(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_LASER_FOCUS:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_SUPER_LUCK
|
|
|| aiData->abilities[battlerAtk] == ABILITY_SNIPER
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_SCOPE_LENS
|
|
|| HasMoveWithFlag(battlerAtk, GetMoveCriticalHitStage))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_CONFUSE:
|
|
IncreaseConfusionScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_SUBSTITUTE:
|
|
case EFFECT_SHED_TAIL:
|
|
ADJUST_SCORE(IncreaseSubstituteMoveScore(battlerAtk, battlerDef, move));
|
|
break;
|
|
case EFFECT_MIMIC:
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move))
|
|
{
|
|
if (gLastMoves[battlerDef] != MOVE_NONE && gLastMoves[battlerDef] != 0xFFFF
|
|
&& (GetMoveEffect(gLastMoves[battlerDef]) != GetMoveEffect(move)))
|
|
return AI_CheckViability(battlerAtk, battlerDef, gLastMoves[battlerDef], score);
|
|
}
|
|
break;
|
|
case EFFECT_LEECH_SEED:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS)
|
|
|| gStatuses3[battlerDef] & STATUS3_LEECHSEED
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_RAPID_SPIN)
|
|
|| aiData->abilities[battlerDef] == ABILITY_LIQUID_OOZE
|
|
|| aiData->abilities[battlerDef] == ABILITY_MAGIC_GUARD)
|
|
break;
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
if (!HasDamagingMove(battlerDef)
|
|
|| (!AI_CanBattlerEscape(battlerDef) && IsBattlerTrapped(battlerAtk, battlerDef))
|
|
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_DO_NOTHING:
|
|
case EFFECT_HOLD_HANDS:
|
|
case EFFECT_CELEBRATE:
|
|
case EFFECT_HAPPY_HOUR:
|
|
//todo - check z splash, z celebrate, z happy hour (lol)
|
|
break;
|
|
case EFFECT_TELEPORT: // Either remove or add better logic
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER) || !IsOnPlayerSide(battlerAtk))
|
|
break;
|
|
//fallthrough
|
|
case EFFECT_HIT_ESCAPE:
|
|
case EFFECT_PARTING_SHOT:
|
|
case EFFECT_CHILLY_RECEPTION:
|
|
if (!IsDoubleBattle())
|
|
{
|
|
switch (ShouldPivot(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, movesetIndex))
|
|
{
|
|
case DONT_PIVOT:
|
|
ADJUST_SCORE(-10); // technically should go in CheckBadMove, but this is easier/less computationally demanding
|
|
break;
|
|
case CAN_TRY_PIVOT:
|
|
break;
|
|
case SHOULD_PIVOT:
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
else //Double Battle
|
|
{
|
|
if (CountUsablePartyMons(battlerAtk) == 0)
|
|
break; // Can't switch
|
|
|
|
//if (switchAbility == ABILITY_INTIMIDATE && PartyHasMoveCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL))
|
|
//ADJUST_SCORE(7);
|
|
}
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
if ((gAiLogicData->shouldSwitch & (1u << battlerAtk)) && (gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE
|
|
|| (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING | STATUS3_MAGNET_RISE | STATUS3_POWER_TRICK))
|
|
|| AnyStatIsRaised(battlerAtk)))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_DISABLE:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
else if (gDisableStructs[battlerDef].disableTimer == 0
|
|
&& (gLastMoves[battlerDef] != MOVE_NONE)
|
|
&& (gLastMoves[battlerDef] != 0xFFFF)
|
|
&& (B_MENTAL_HERB < GEN_5 || aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB)
|
|
&& (AI_IsFaster(battlerAtk, battlerDef, move)))
|
|
{
|
|
if (CanTargetMoveFaintAi(gLastMoves[battlerDef], battlerDef, battlerAtk, 1))
|
|
ADJUST_SCORE(GOOD_EFFECT); // Disable move that can kill attacker
|
|
}
|
|
break;
|
|
case EFFECT_ENCORE:
|
|
{
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
|
|
bool32 encourage = gBattleMoveEffects[GetMoveEffect(gLastMoves[battlerDef])].encourageEncore;
|
|
|
|
switch(GetMoveNonVolatileStatus(gLastMoves[battlerDef]))
|
|
{
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
encourage = TRUE;
|
|
break;
|
|
}
|
|
if (gDisableStructs[battlerDef].encoreTimer == 0
|
|
&& (B_MENTAL_HERB < GEN_5 || aiData->holdEffects[battlerDef] != HOLD_EFFECT_MENTAL_HERB)
|
|
&& (encourage))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
}
|
|
case EFFECT_SLEEP_TALK:
|
|
case EFFECT_SNORE:
|
|
if (!IsWakeupTurn(battlerAtk) && gBattleMons[battlerAtk].status1 & STATUS1_SLEEP)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_LOCK_ON:
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_OHKO))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 85, TRUE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_DESTINY_BOND:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
else if (AI_IsFaster(battlerAtk, battlerDef, move) && CanTargetFaintAi(battlerDef, battlerAtk))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_SPITE:
|
|
//TODO - predicted move
|
|
break;
|
|
case EFFECT_WISH:
|
|
case EFFECT_HEAL_BELL:
|
|
if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_CURSE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST))
|
|
{
|
|
if (!AI_CanBattlerEscape(battlerDef) && IsBattlerTrapped(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
}
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
if (predictedMove == 0xFFFF)
|
|
predictedMove = MOVE_NONE;
|
|
switch (move)
|
|
{
|
|
case MOVE_QUICK_GUARD:
|
|
if (predictedMove != MOVE_NONE && GetMovePriority(predictedMove) > 0)
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
case MOVE_WIDE_GUARD:
|
|
if (predictedMove != MOVE_NONE && GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_FOES_AND_ALLY | MOVE_TARGET_BOTH))
|
|
{
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
}
|
|
else if (isDoubleBattle && GetBattlerMoveTargetType(BATTLE_PARTNER(battlerAtk), aiData->partnerMove) & MOVE_TARGET_FOES_AND_ALLY)
|
|
{
|
|
if (aiData->abilities[battlerAtk] != ABILITY_TELEPATHY)
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
}
|
|
break;
|
|
case MOVE_CRAFTY_SHIELD:
|
|
if (predictedMove != MOVE_NONE && IsBattleMoveStatus(predictedMove) && !(GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER))
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
|
|
case MOVE_MAT_BLOCK:
|
|
if (gDisableStructs[battlerAtk].isFirstTurn && predictedMove != MOVE_NONE
|
|
&& !IsBattleMoveStatus(predictedMove) && !(GetBattlerMoveTargetType(battlerDef, predictedMove) & MOVE_TARGET_USER))
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
case MOVE_KINGS_SHIELD:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_STANCE_CHANGE //Special logic for Aegislash
|
|
&& gBattleMons[battlerAtk].species == SPECIES_AEGISLASH_BLADE
|
|
&& !IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
}
|
|
//fallthrough
|
|
default: // protect
|
|
ProtectChecks(battlerAtk, battlerDef, move, predictedMove, &score);
|
|
break;
|
|
}
|
|
break;
|
|
case EFFECT_ENDURE:
|
|
if (CanTargetFaintAi(battlerDef, battlerAtk))
|
|
{
|
|
if (gBattleMons[battlerAtk].hp > gBattleMons[battlerAtk].maxHP / 4 // Pinch berry couldn't have activated yet
|
|
&& IsPinchBerryItemEffect(aiData->holdEffects[battlerAtk]))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if ((gBattleMons[battlerAtk].hp > 1) // Only spam endure for Flail/Reversal if you're not at Min Health
|
|
&& (HasMoveWithEffect(battlerAtk, EFFECT_FLAIL) || HasMoveWithEffect(battlerAtk, EFFECT_ENDEAVOR)))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SPIKES:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_STICKY_WEB:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
if (AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData))
|
|
{
|
|
if (gDisableStructs[battlerAtk].isFirstTurn)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
else
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_FORESIGHT:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_SCRAPPY || aiData->abilities[battlerAtk] == ABILITY_MINDS_EYE)
|
|
break;
|
|
else if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
|
|
|| (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GHOST)
|
|
&& (HasMoveWithType(battlerAtk, TYPE_NORMAL)
|
|
|| HasMoveWithType(battlerAtk, TYPE_FIGHTING))))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_MIRACLE_EYE:
|
|
if (gBattleMons[battlerDef].statStages[STAT_EVASION] > DEFAULT_STAT_STAGE
|
|
|| (IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK) && (HasMoveWithType(battlerAtk, TYPE_PSYCHIC))))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_PERISH_SONG:
|
|
if (!AI_CanBattlerEscape(battlerDef) && IsBattlerTrapped(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_SANDSTORM:
|
|
if (ShouldSetSandstorm(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_SMOOTH_ROCK)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (ShouldSetHail(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
if ((HasMoveWithEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveWithEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
|
|
&& ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (ShouldSetSnow(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
if ((HasMoveWithEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveWithEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
|
|
&& ShouldSetScreen(battlerAtk, battlerDef, EFFECT_AURORA_VEIL))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_ICY_ROCK)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (ShouldSetRain(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_DAMP_ROCK)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_MORNING_SUN)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_SYNTHESIS)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_SOLAR_BEAM)
|
|
|| HasMoveWithEffect(battlerDef, EFFECT_MOONLIGHT))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithType(battlerDef, TYPE_FIRE) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_FIRE))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (ShouldSetSun(battlerAtk, aiData->abilities[battlerAtk], aiData->holdEffects[battlerAtk]))
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_HEAT_ROCK)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithType(battlerDef, TYPE_WATER) || HasMoveWithType(BATTLE_PARTNER(battlerDef), TYPE_WATER))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (HasMoveWithFlag(battlerDef, MoveHas50AccuracyInSun) || HasMoveWithFlag(BATTLE_PARTNER(battlerDef), MoveHas50AccuracyInSun))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_FELL_STINGER:
|
|
if (gBattleMons[battlerAtk].statStages[STAT_ATK] < MAX_STAT_STAGE
|
|
&& aiData->abilities[battlerAtk] != ABILITY_CONTRARY
|
|
&& CanIndexMoveFaintTarget(battlerAtk, battlerDef, movesetIndex, AI_ATTACKING))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_BELLY_DRUM:
|
|
if (!CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& gBattleMons[battlerAtk].statStages[STAT_ATK] < MAX_STAT_STAGE - 2
|
|
&& HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL)
|
|
&& aiData->abilities[battlerAtk] != ABILITY_CONTRARY)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_PSYCH_UP:
|
|
score += AI_ShouldCopyStatChanges(battlerAtk, battlerDef);
|
|
break;
|
|
case EFFECT_SEMI_INVULNERABLE:
|
|
if (predictedMove != MOVE_NONE && !isDoubleBattle)
|
|
{
|
|
enum BattleMoveEffects predictedEffect = GetMoveEffect(predictedMove);
|
|
if ((AI_IsFaster(battlerAtk, battlerDef, move))
|
|
&& (predictedEffect == EFFECT_EXPLOSION || predictedEffect == EFFECT_PROTECT))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (predictedEffect == EFFECT_SEMI_INVULNERABLE && !(gStatuses3[battlerDef] & STATUS3_SEMI_INVULNERABLE))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_DEFENSE_CURL:
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_ROLLOUT) && !(gBattleMons[battlerAtk].status2 & STATUS2_DEFENSE_CURL))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
break;
|
|
case EFFECT_FIRST_TURN_ONLY:
|
|
if (ShouldFakeOut(battlerAtk, battlerDef, move) && MoveHasAdditionalEffectWithChance(move, MOVE_EFFECT_FLINCH, 100))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (gDisableStructs[battlerAtk].isFirstTurn && GetBestDmgMoveFromBattler(battlerAtk, battlerDef, AI_ATTACKING) == move)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_STOCKPILE:
|
|
if (aiData->abilities[battlerAtk] == ABILITY_CONTRARY)
|
|
break;
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_SWALLOW) || HasMoveWithEffect(battlerAtk, EFFECT_SPIT_UP))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_FLATTER:
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_FOUL_PLAY)
|
|
|| HasMoveWithEffect(battlerAtk, EFFECT_PSYCH_UP)
|
|
|| HasMoveWithEffect(battlerAtk, EFFECT_SPECTRAL_THIEF))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (aiData->abilities[battlerDef] == ABILITY_CONTRARY)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
IncreaseConfusionScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_FURY_CUTTER:
|
|
if (!isDoubleBattle && aiData->holdEffects[battlerAtk] == HOLD_EFFECT_METRONOME)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_ATTRACT:
|
|
if (!isDoubleBattle
|
|
&& (AI_IsSlower(battlerAtk, battlerDef, move))
|
|
&& BattlerWillFaintFromSecondaryDamage(battlerDef, aiData->abilities[battlerDef]))
|
|
break; // Don't use if the attract won't have a change to activate
|
|
if (gBattleMons[battlerDef].status1 & STATUS1_ANY
|
|
|| (gBattleMons[battlerDef].status2 & STATUS2_CONFUSION)
|
|
|| (!AI_CanBattlerEscape(battlerDef) && IsBattlerTrapped(battlerAtk, battlerDef)))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_SAFEGUARD:
|
|
if (!IsBattlerTerrainAffected(battlerAtk, STATUS_FIELD_MISTY_TERRAIN) || !IsBattlerGrounded(battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT); // TODO: check if opp has status move?
|
|
//if (CountUsablePartyMons(battlerDef) != 0)
|
|
//ADJUST_SCORE(8);
|
|
break;
|
|
case EFFECT_DEFOG:
|
|
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|
|
|| (gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)))
|
|
{
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
else if (!(gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SPIKES)) //Don't blow away hazards if you set them up
|
|
{
|
|
if (isDoubleBattle)
|
|
{
|
|
if (IsHazardMove(aiData->partnerMove) // Partner is going to set up hazards
|
|
&& AI_IsSlower(battlerAtk, BATTLE_PARTNER(battlerAtk), move)) // Partner going first
|
|
break; // Don't use Defog if partner is going to set up hazards
|
|
}
|
|
if (ShouldLowerEvasion(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_TORMENT:
|
|
break;
|
|
case EFFECT_FOLLOW_ME:
|
|
if (isDoubleBattle
|
|
&& GetMoveTarget(move) == MOVE_TARGET_USER
|
|
&& !IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
|
|
&& (!IsPowderMove(move) || IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef])) // Rage Powder doesn't affect powder immunities
|
|
&& IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
|
|
{
|
|
u32 predictedMoveOnPartner = gLastMoves[BATTLE_PARTNER(battlerAtk)];
|
|
if (predictedMoveOnPartner != MOVE_NONE && !IsBattleMoveStatus(predictedMoveOnPartner))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_CHARGE:
|
|
if (HasDamagingMoveOfType(battlerAtk, TYPE_ELECTRIC))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (B_CHARGE_SPDEF_RAISE >= GEN_5)
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_TAUNT:
|
|
if (IsBattleMoveStatus(predictedMove))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_STATUS))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_TRICK:
|
|
case EFFECT_BESTOW:
|
|
switch (aiData->holdEffects[battlerAtk])
|
|
{
|
|
case HOLD_EFFECT_CHOICE_SCARF:
|
|
ADJUST_SCORE(DECENT_EFFECT); // assume its beneficial
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
if (!HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_SPECS:
|
|
if (!HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (!ShouldPoison(battlerAtk, battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (!ShouldBurn(battlerAtk, battlerAtk, aiData->abilities[battlerAtk]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (!IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON) && aiData->abilities[battlerDef] != ABILITY_MAGIC_GUARD)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (!HasMoveWithEffect(battlerDef, EFFECT_FLING) || !IsBattlerGrounded(battlerDef))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_UTILITY_UMBRELLA:
|
|
if (aiData->abilities[battlerAtk] != ABILITY_SOLAR_POWER && aiData->abilities[battlerAtk] != ABILITY_DRY_SKIN)
|
|
{
|
|
switch (aiData->abilities[battlerDef])
|
|
{
|
|
case ABILITY_SWIFT_SWIM:
|
|
if (AI_GetWeather() & B_WEATHER_RAIN)
|
|
ADJUST_SCORE(DECENT_EFFECT); // Slow 'em down
|
|
break;
|
|
case ABILITY_CHLOROPHYLL:
|
|
case ABILITY_FLOWER_GIFT:
|
|
if (AI_GetWeather() & B_WEATHER_SUN)
|
|
ADJUST_SCORE(DECENT_EFFECT); // Slow 'em down
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case HOLD_EFFECT_EJECT_BUTTON:
|
|
//if (!IsRaidBattle() && GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX && gNewBS->dynamaxData.timer[battlerDef] > 1 &&
|
|
if (HasDamagingMove(battlerAtk)
|
|
|| (isDoubleBattle && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)) && HasDamagingMove(BATTLE_PARTNER(battlerAtk))))
|
|
ADJUST_SCORE(DECENT_EFFECT); // Force 'em out next turn
|
|
break;
|
|
default:
|
|
if (GetMoveEffect(move) != EFFECT_BESTOW && aiData->items[battlerAtk] == ITEM_NONE && aiData->items[battlerDef] != ITEM_NONE)
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (ShouldPoison(battlerAtk, battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (ShouldBurn(battlerAtk, battlerAtk, aiData->abilities[battlerAtk]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON) || aiData->abilities[battlerAtk] == ABILITY_MAGIC_GUARD)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_FLING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
ADJUST_SCORE(WEAK_EFFECT); //other hold effects generally universally good
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_CORROSIVE_GAS:
|
|
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_FLING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_ROLE_PLAY:
|
|
case EFFECT_DOODLE:
|
|
if (IsAbilityOfRating(aiData->abilities[battlerDef], 5))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_INGRAIN:
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_MAGIC_COAT:
|
|
if (IsBattleMoveStatus(predictedMove) && GetBattlerMoveTargetType(battlerDef, predictedMove) & (MOVE_TARGET_SELECTED | MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_BOTH))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_RECYCLE:
|
|
if (GetUsedHeldItem(battlerAtk) != ITEM_NONE)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (IsRecycleEncouragedItem(GetUsedHeldItem(battlerAtk)))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (aiData->abilities[battlerAtk] == ABILITY_RIPEN)
|
|
{
|
|
u32 item = GetUsedHeldItem(battlerAtk);
|
|
u32 toHeal = (GetItemHoldEffectParam(item) == 10) ? 10 : gBattleMons[battlerAtk].maxHP / GetItemHoldEffectParam(item);
|
|
|
|
if (IsStatBoostingBerry(item) && aiData->hpPercents[battlerAtk] > 60)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
else if (ShouldRestoreHpBerry(battlerAtk, item) && !CanAIFaintTarget(battlerAtk, battlerDef, 0)
|
|
&& ((GetWhichBattlerFasterOrTies(battlerAtk, battlerDef, TRUE) == 1 && CanTargetFaintAiWithMod(battlerDef, battlerAtk, 0, 0))
|
|
|| !CanTargetFaintAiWithMod(battlerDef, battlerAtk, toHeal, 0)))
|
|
ADJUST_SCORE(WEAK_EFFECT); // Recycle healing berry if we can't otherwise faint the target and the target wont kill us after we activate the berry
|
|
}
|
|
break;
|
|
case EFFECT_RAGING_BULL:
|
|
case EFFECT_BRICK_BREAK:
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_REFLECT)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_LIGHTSCREEN)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_AURORA_VEIL)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_SKILL_SWAP:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
else if (gAbilitiesInfo[aiData->abilities[battlerDef]].aiRating > gAbilitiesInfo[aiData->abilities[battlerAtk]].aiRating)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_WORRY_SEED:
|
|
case EFFECT_GASTRO_ACID:
|
|
case EFFECT_SIMPLE_BEAM:
|
|
if (IsAbilityOfRating(aiData->abilities[battlerDef], 5))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_ENTRAINMENT:
|
|
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
|
|
break;
|
|
if (aiData->abilities[battlerDef] != aiData->abilities[battlerAtk] && !(gStatuses3[battlerDef] & STATUS3_GASTRO_ACID))
|
|
{
|
|
if (gAbilitiesInfo[aiData->abilities[battlerAtk]].aiRating <= 0)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (IsAbilityOfRating(aiData->abilities[battlerDef], 5) && gAbilitiesInfo[aiData->abilities[battlerAtk]].aiRating <= 3)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_IMPRISON:
|
|
if (predictedMove != MOVE_NONE && HasMove(battlerAtk, predictedMove))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (gDisableStructs[battlerAtk].isFirstTurn == 0)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_REFRESH:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_ANY)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_TAKE_HEART:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_ANY
|
|
|| BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPATK)
|
|
|| BattlerStatCanRise(battlerAtk, aiData->abilities[battlerAtk], STAT_SPDEF))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_PSYCHO_SHIFT:
|
|
if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY)
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_BURN)
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_PARALYSIS)
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_SLEEP)
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
else if (gBattleMons[battlerAtk].status1 & STATUS1_FROSTBITE)
|
|
IncreaseFrostbiteScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case EFFECT_GRUDGE:
|
|
break;
|
|
case EFFECT_SNATCH:
|
|
if (predictedMove != MOVE_NONE && MoveCanBeSnatched(predictedMove))
|
|
ADJUST_SCORE(GOOD_EFFECT); // Steal move
|
|
break;
|
|
case EFFECT_MUD_SPORT:
|
|
if (!HasMoveWithType(battlerAtk, TYPE_ELECTRIC) && HasMoveWithType(battlerDef, TYPE_ELECTRIC))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_WATER_SPORT:
|
|
if (!HasMoveWithType(battlerAtk, TYPE_FIRE) && (HasMoveWithType(battlerDef, TYPE_FIRE)))
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_TICKLE:
|
|
if (gBattleMons[battlerDef].statStages[STAT_DEF] > 4 && HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL)
|
|
&& aiData->abilities[battlerDef] != ABILITY_CONTRARY && ShouldLowerDefense(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (ShouldLowerAttack(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_COSMIC_POWER:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_BULK_UP:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
break;
|
|
case EFFECT_CALM_MIND:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_GEOMANCY:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_POWER_HERB)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
case EFFECT_QUIVER_DANCE:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case EFFECT_VICTORY_DANCE:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
break;
|
|
case EFFECT_SHELL_SMASH:
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_WHITE_HERB)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPATK));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
break;
|
|
case EFFECT_TIDY_UP:
|
|
IncreaseTidyUpScore(battlerAtk, battlerDef, move, &score);
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_SHIFT_GEAR:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
break;
|
|
case EFFECT_GUARD_SWAP:
|
|
if (gBattleMons[battlerDef].statStages[STAT_DEF] > gBattleMons[battlerAtk].statStages[STAT_DEF]
|
|
&& gBattleMons[battlerDef].statStages[STAT_SPDEF] >= gBattleMons[battlerAtk].statStages[STAT_SPDEF])
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (gBattleMons[battlerDef].statStages[STAT_SPDEF] > gBattleMons[battlerAtk].statStages[STAT_SPDEF]
|
|
&& gBattleMons[battlerDef].statStages[STAT_DEF] >= gBattleMons[battlerAtk].statStages[STAT_DEF])
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_POWER_SWAP:
|
|
if (gBattleMons[battlerDef].statStages[STAT_ATK] > gBattleMons[battlerAtk].statStages[STAT_ATK]
|
|
&& gBattleMons[battlerDef].statStages[STAT_SPATK] >= gBattleMons[battlerAtk].statStages[STAT_SPATK])
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (gBattleMons[battlerDef].statStages[STAT_SPATK] > gBattleMons[battlerAtk].statStages[STAT_SPATK]
|
|
&& gBattleMons[battlerDef].statStages[STAT_ATK] >= gBattleMons[battlerAtk].statStages[STAT_ATK])
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_POWER_TRICK:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_POWER_TRICK)
|
|
&& gBattleMons[battlerAtk].defense > gBattleMons[battlerAtk].attack
|
|
&& HasMoveWithCategory(battlerAtk, DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_HEART_SWAP:
|
|
{
|
|
bool32 hasHigherStat = FALSE;
|
|
//Only use if all target stats are >= attacker stats to prevent infinite loop
|
|
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
|
|
{
|
|
if (gBattleMons[battlerDef].statStages[i] < gBattleMons[battlerAtk].statStages[i])
|
|
break;
|
|
if (gBattleMons[battlerDef].statStages[i] > gBattleMons[battlerAtk].statStages[i])
|
|
hasHigherStat = TRUE;
|
|
}
|
|
if (hasHigherStat && i == NUM_BATTLE_STATS)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_SPEED_SWAP:
|
|
if (gBattleMons[battlerDef].speed > gBattleMons[battlerAtk].speed)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_GUARD_SPLIT:
|
|
{
|
|
u32 newDefense = (gBattleMons[battlerAtk].defense + gBattleMons[battlerDef].defense) / 2;
|
|
u32 newSpDef = (gBattleMons[battlerAtk].spDefense + gBattleMons[battlerDef].spDefense) / 2;
|
|
|
|
if ((newDefense > gBattleMons[battlerAtk].defense && newSpDef >= gBattleMons[battlerAtk].spDefense)
|
|
|| (newSpDef > gBattleMons[battlerAtk].spDefense && newDefense >= gBattleMons[battlerAtk].defense))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_POWER_SPLIT:
|
|
{
|
|
u32 newAttack = (gBattleMons[battlerAtk].attack + gBattleMons[battlerDef].attack) / 2;
|
|
u32 newSpAtk = (gBattleMons[battlerAtk].spAttack + gBattleMons[battlerDef].spAttack) / 2;
|
|
|
|
if ((newAttack > gBattleMons[battlerAtk].attack && newSpAtk >= gBattleMons[battlerAtk].spAttack)
|
|
|| (newSpAtk > gBattleMons[battlerAtk].spAttack && newAttack >= gBattleMons[battlerAtk].attack))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
case EFFECT_MISTY_TERRAIN:
|
|
if (gStatuses3[battlerAtk] & STATUS3_YAWN && IsBattlerGrounded(battlerAtk))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_TERRAIN_EXTENDER)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_PLEDGE:
|
|
if (isDoubleBattle && HasMoveWithEffect(BATTLE_PARTNER(battlerAtk), EFFECT_PLEDGE))
|
|
ADJUST_SCORE(GOOD_EFFECT); // Partner might use pledge move
|
|
break;
|
|
case EFFECT_TRICK_ROOM:
|
|
if (!(gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_POWERFUL_STATUS))
|
|
{
|
|
if (!(gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if ((gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && GetBattlerSideSpeedAverage(battlerAtk) >= GetBattlerSideSpeedAverage(battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_MAGIC_ROOM:
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_NONE && aiData->holdEffects[battlerDef] != HOLD_EFFECT_NONE)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (isDoubleBattle && aiData->holdEffects[BATTLE_PARTNER(battlerAtk)] == HOLD_EFFECT_NONE && aiData->holdEffects[BATTLE_PARTNER(battlerDef)] != HOLD_EFFECT_NONE)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
case EFFECT_WONDER_ROOM:
|
|
if ((HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_PHYSICAL) && gBattleMons[battlerAtk].defense < gBattleMons[battlerAtk].spDefense)
|
|
|| (HasMoveWithCategory(battlerDef, DAMAGE_CATEGORY_SPECIAL) && gBattleMons[battlerAtk].spDefense < gBattleMons[battlerAtk].defense))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_GRAVITY:
|
|
if (!(gFieldStatuses & STATUS_FIELD_GRAVITY))
|
|
{
|
|
if (HasSleepMoveWithLowAccuracy(battlerAtk, battlerDef)) // Has Gravity for a move like Hypnosis
|
|
IncreaseSleepScore(battlerAtk, battlerDef, move, &score);
|
|
if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_ION_DELUGE:
|
|
if ((aiData->abilities[battlerAtk] == ABILITY_VOLT_ABSORB
|
|
|| aiData->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE
|
|
|| (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5 && aiData->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD))
|
|
&& predictedType == TYPE_NORMAL)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_FLING:
|
|
/* TODO
|
|
switch (gFlingTable[aiData->items[battlerAtk]].effect)
|
|
{
|
|
case MOVE_EFFECT_BURN:
|
|
IncreaseBurnScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_FLINCH:
|
|
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
|
|
break;
|
|
case MOVE_EFFECT_PARALYSIS:
|
|
IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_POISON:
|
|
case MOVE_EFFECT_TOXIC:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_FREEZE:
|
|
if (AI_CanFreeze(battlerAtk, battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
}*/
|
|
break;
|
|
case EFFECT_EMBARGO:
|
|
if (aiData->holdEffects[battlerDef] != HOLD_EFFECT_NONE)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_POWDER:
|
|
if (predictedMove != MOVE_NONE && !IsBattleMoveStatus(predictedMove) && predictedType == TYPE_FIRE)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_TELEKINESIS:
|
|
if (HasMoveWithLowAccuracy(battlerAtk, battlerDef, 90, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef])
|
|
|| !IsBattlerGrounded(battlerDef))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_HEAL_BLOCK:
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move) && predictedMove != MOVE_NONE && IsHealingMove(predictedMove))
|
|
ADJUST_SCORE(DECENT_EFFECT); // Try to cancel healing move
|
|
else if (HasHealingEffect(battlerDef) || aiData->holdEffects[battlerDef] == HOLD_EFFECT_LEFTOVERS
|
|
|| (aiData->holdEffects[battlerDef] == HOLD_EFFECT_BLACK_SLUDGE && IS_BATTLER_OF_TYPE(battlerDef, TYPE_POISON)))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_SOAK:
|
|
if (HasMoveWithType(battlerAtk, TYPE_ELECTRIC) || HasMoveWithType(battlerAtk, TYPE_GRASS) || (HasMoveWithEffect(battlerAtk, EFFECT_SUPER_EFFECTIVE_ON_ARG) && GetMoveArgType(move) == TYPE_WATER) )
|
|
ADJUST_SCORE(DECENT_EFFECT); // Get some super effective moves
|
|
break;
|
|
case EFFECT_THIRD_TYPE:
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD)
|
|
ADJUST_SCORE(DECENT_EFFECT); // Give target more weaknesses
|
|
break;
|
|
case EFFECT_ELECTRIFY:
|
|
if (predictedMove != MOVE_NONE
|
|
&& (aiData->abilities[battlerAtk] == ABILITY_VOLT_ABSORB
|
|
|| aiData->abilities[battlerAtk] == ABILITY_MOTOR_DRIVE
|
|
|| (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5 && aiData->abilities[battlerAtk] == ABILITY_LIGHTNING_ROD)))
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case EFFECT_TOPSY_TURVY:
|
|
if (CountPositiveStatStages(battlerDef) > CountNegativeStatStages(battlerDef))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_FAIRY_LOCK:
|
|
if (ShouldTrap(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_QUASH:
|
|
if (isDoubleBattle && AI_IsSlower(BATTLE_PARTNER(battlerAtk), battlerDef, aiData->partnerMove))
|
|
ADJUST_SCORE(DECENT_EFFECT); // Attacker partner wouldn't go before target
|
|
break;
|
|
case EFFECT_TAILWIND:
|
|
if (GetBattlerSideSpeedAverage(battlerAtk) < GetBattlerSideSpeedAverage(battlerDef))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_LUCKY_CHANT:
|
|
if (!isDoubleBattle && CountUsablePartyMons(battlerDef) > 0)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_MAGNET_RISE:
|
|
if (IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_ELECTRIC)
|
|
&& !(effectiveness == UQ_4_12(0.0))) // Doesn't resist ground move
|
|
{
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move)) // Attacker goes first
|
|
{
|
|
if (predictedType == TYPE_GROUND)
|
|
ADJUST_SCORE(GOOD_EFFECT); // Cause the enemy's move to fail
|
|
break;
|
|
}
|
|
else // Opponent Goes First
|
|
{
|
|
if (HasDamagingMoveOfType(battlerDef, TYPE_GROUND))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case EFFECT_CAMOUFLAGE:
|
|
if (predictedMove != MOVE_NONE && AI_IsFaster(battlerAtk, battlerDef, move) // Attacker goes first
|
|
&& !IsBattleMoveStatus(move) && effectiveness != UQ_4_12(0.0))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_TOXIC_THREAD:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
break;
|
|
case EFFECT_COUNTER:
|
|
if ((!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) && predictedMove != MOVE_NONE)
|
|
&& (GetNoOfHitsToKOBattler(battlerDef, battlerAtk, predictedMoveSlot, AI_DEFENDING) >= 2)
|
|
&& (GetBattleMoveCategory(predictedMove) == DAMAGE_CATEGORY_PHYSICAL))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_MIRROR_COAT:
|
|
if ((!IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef]) && predictedMove != MOVE_NONE)
|
|
&& (GetNoOfHitsToKOBattler(battlerDef, battlerAtk, predictedMoveSlot, AI_DEFENDING) >= 2)
|
|
&& (GetBattleMoveCategory(predictedMove) == DAMAGE_CATEGORY_SPECIAL))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_SHORE_UP:
|
|
if ((AI_GetWeather() & B_WEATHER_SANDSTORM) && ShouldRecover(battlerAtk, battlerDef, move, 67, AI_DEFENDING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
else if (ShouldRecover(battlerAtk, battlerDef, move, 50, AI_DEFENDING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_ENDEAVOR:
|
|
if (AI_IsSlower(battlerAtk, battlerDef, move) && !CanTargetFaintAi(battlerDef, battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_REVIVAL_BLESSING:
|
|
if (GetFirstFaintedPartyIndex(battlerAtk) != PARTY_SIZE)
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gAiLogicData->shouldSwitch & (1u << battlerAtk)) // Bad matchup
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
if (gAiLogicData->mostSuitableMonId[battlerAtk] != PARTY_SIZE) // Good mon to send in after
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
break;
|
|
//case EFFECT_EXTREME_EVOBOOST: // TODO
|
|
//break;
|
|
//case EFFECT_CLANGOROUS_SOUL: // TODO
|
|
//break;
|
|
//case EFFECT_NO_RETREAT: // TODO
|
|
//break;
|
|
//case EFFECT_SKY_DROP
|
|
//break;
|
|
case EFFECT_JUNGLE_HEALING:
|
|
if (ShouldRecover(battlerAtk, battlerDef, move, 25, AI_DEFENDING)
|
|
|| ShouldRecover(BATTLE_PARTNER(battlerAtk), battlerDef, move, 25, AI_DEFENDING)
|
|
|| gBattleMons[battlerAtk].status1 & STATUS1_ANY
|
|
|| gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & STATUS1_ANY)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_RAPID_SPIN:
|
|
if ((gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_HAZARDS_ANY && CountUsablePartyMons(battlerAtk) != 0)
|
|
|| (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
case EFFECT_SPECTRAL_THIEF:
|
|
ADJUST_SCORE(AI_ShouldCopyStatChanges(battlerAtk, battlerDef));
|
|
break;
|
|
case EFFECT_SMACK_DOWN:
|
|
if (!IsBattlerGrounded(battlerDef) && HasDamagingMoveOfType(battlerAtk, TYPE_GROUND) && !CanTargetFaintAi(battlerDef, battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_KNOCK_OFF:
|
|
if (CanKnockOffItem(battlerDef, aiData->items[battlerDef]))
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveWithEffect(battlerDef, EFFECT_FLING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
} // move effect checks
|
|
|
|
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, aiData->abilities[battlerAtk], additionalEffect))
|
|
continue;
|
|
|
|
// Consider move effects that target self
|
|
if (additionalEffect->self)
|
|
{
|
|
enum StatChange StageStatId;
|
|
|
|
if (aiData->abilities[battlerAtk] != ABILITY_CONTRARY)
|
|
{
|
|
switch (additionalEffect->moveEffect)
|
|
{
|
|
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:
|
|
StageStatId = STAT_CHANGE_ATK + additionalEffect->moveEffect - MOVE_EFFECT_ATK_PLUS_1;
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, StageStatId));
|
|
break;
|
|
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:
|
|
StageStatId = STAT_CHANGE_ATK_2 + additionalEffect->moveEffect - MOVE_EFFECT_ATK_PLUS_1;
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, StageStatId));
|
|
break;
|
|
case MOVE_EFFECT_ACC_PLUS_1:
|
|
case MOVE_EFFECT_ACC_PLUS_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ACC));
|
|
break;
|
|
case MOVE_EFFECT_EVS_PLUS_1:
|
|
case MOVE_EFFECT_EVS_PLUS_2:
|
|
ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_EVASION));
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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:
|
|
StageStatId = STAT_CHANGE_ATK + additionalEffect->moveEffect - MOVE_EFFECT_ATK_MINUS_1;
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, StageStatId));
|
|
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:
|
|
StageStatId = STAT_CHANGE_ATK + additionalEffect->moveEffect - MOVE_EFFECT_ATK_MINUS_2;
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, StageStatId));
|
|
break;
|
|
case MOVE_EFFECT_ACC_MINUS_1:
|
|
case MOVE_EFFECT_ACC_MINUS_2:
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_ACC));
|
|
break;
|
|
case MOVE_EFFECT_EVS_MINUS_1:
|
|
case MOVE_EFFECT_EVS_MINUS_2:
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_EVASION));
|
|
break;
|
|
case MOVE_EFFECT_DEF_SPDEF_DOWN:
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
case MOVE_EFFECT_ATK_DEF_DOWN:
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_ATK));
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
break;
|
|
case MOVE_EFFECT_V_CREATE:
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_DEF));
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_SPEED));
|
|
ADJUST_SCORE(IncreaseStatUpScoreContrary(battlerAtk, battlerDef, STAT_CHANGE_SPDEF));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else // consider move effects that hinder the target
|
|
{
|
|
switch (additionalEffect->moveEffect)
|
|
{
|
|
case MOVE_EFFECT_FLINCH:
|
|
score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
|
|
break;
|
|
case MOVE_EFFECT_SPD_MINUS_1:
|
|
case MOVE_EFFECT_SPD_MINUS_2:
|
|
if (!ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
|
|
break;
|
|
case MOVE_EFFECT_ATK_MINUS_1:
|
|
case MOVE_EFFECT_DEF_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 (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_ATK_MINUS_2:
|
|
case MOVE_EFFECT_DEF_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 (aiData->abilities[battlerDef] != ABILITY_CONTRARY)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_POISON:
|
|
IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
|
|
break;
|
|
case MOVE_EFFECT_CLEAR_SMOG:
|
|
score += AI_TryToClearStats(battlerAtk, battlerDef, FALSE);
|
|
break;
|
|
case MOVE_EFFECT_BUG_BITE: // And pluck
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
break;
|
|
else if (GetItemPocket(aiData->items[battlerDef]) == POCKET_BERRIES)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_INCINERATE:
|
|
if (gBattleMons[battlerDef].status2 & STATUS2_SUBSTITUTE || aiData->abilities[battlerDef] == ABILITY_STICKY_HOLD)
|
|
break;
|
|
else if (GetItemPocket(aiData->items[battlerDef]) == POCKET_BERRIES || aiData->holdEffects[battlerDef] == HOLD_EFFECT_GEMS)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_STEAL_ITEM:
|
|
{
|
|
bool32 canSteal = FALSE;
|
|
|
|
if (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE)
|
|
canSteal = TRUE;
|
|
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER || IsOnPlayerSide(battlerAtk))
|
|
canSteal = TRUE;
|
|
|
|
if (canSteal && aiData->items[battlerAtk] == ITEM_NONE
|
|
&& aiData->items[battlerDef] != ITEM_NONE
|
|
&& CanBattlerGetOrLoseItem(battlerDef, aiData->items[battlerDef])
|
|
&& CanBattlerGetOrLoseItem(battlerAtk, aiData->items[battlerDef])
|
|
&& !HasMoveWithEffect(battlerAtk, EFFECT_ACROBATICS)
|
|
&& aiData->abilities[battlerDef] != ABILITY_STICKY_HOLD)
|
|
{
|
|
switch (aiData->holdEffects[battlerDef])
|
|
{
|
|
case HOLD_EFFECT_NONE:
|
|
break;
|
|
case HOLD_EFFECT_CHOICE_BAND:
|
|
case HOLD_EFFECT_CHOICE_SCARF:
|
|
case HOLD_EFFECT_CHOICE_SPECS:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_TOXIC_ORB:
|
|
if (ShouldPoison(battlerAtk, battlerAtk))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_FLAME_ORB:
|
|
if (ShouldBurn(battlerAtk, battlerAtk, aiData->abilities[battlerAtk]))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_BLACK_SLUDGE:
|
|
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_IRON_BALL:
|
|
if (HasMoveWithEffect(battlerAtk, EFFECT_FLING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case HOLD_EFFECT_LAGGING_TAIL:
|
|
case HOLD_EFFECT_STICKY_BARB:
|
|
break;
|
|
default:
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case MOVE_EFFECT_STEALTH_ROCK:
|
|
case MOVE_EFFECT_SPIKES:
|
|
if (AI_ShouldSetUpHazards(battlerAtk, battlerDef, aiData));
|
|
{
|
|
if (gDisableStructs[battlerAtk].isFirstTurn)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
else
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case MOVE_EFFECT_FEINT:
|
|
if (GetMoveEffect(predictedMove) == EFFECT_PROTECT)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_THROAT_CHOP:
|
|
if (IsSoundMove(GetBestDmgMoveFromBattler(battlerDef, battlerAtk, AI_DEFENDING)))
|
|
{
|
|
if (AI_IsFaster(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
break;
|
|
case MOVE_EFFECT_WRAP:
|
|
if (!HasMoveWithEffect(battlerDef, EFFECT_RAPID_SPIN) && ShouldTrap(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_SALT_CURE:
|
|
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_WATER) || IS_BATTLER_OF_TYPE(battlerDef, TYPE_STEEL))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// AI_FLAG_CHECK_VIABILITY - Chooses best possible move to hit player
|
|
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
// Targeting partner, check benefits of doing that instead
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (GetMovePower(move) != 0)
|
|
{
|
|
if (GetNoOfHitsToKOBattler(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, AI_ATTACKING) == 0)
|
|
ADJUST_AND_RETURN_SCORE(NO_DAMAGE_OR_FAILS); // No point in checking the move further so return early
|
|
else
|
|
{
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & (AI_FLAG_RISKY | AI_FLAG_PREFER_HIGHEST_DAMAGE_MOVE)
|
|
&& GetBestDmgMoveFromBattler(battlerAtk, battlerDef, AI_ATTACKING) == move)
|
|
ADJUST_SCORE(BEST_DAMAGE_MOVE);
|
|
}
|
|
}
|
|
|
|
ADJUST_SCORE(AI_CalcMoveEffectScore(battlerAtk, battlerDef, move));
|
|
ADJUST_SCORE(AI_CalcHoldEffectMoveScore(battlerAtk, battlerDef, move));
|
|
|
|
return score;
|
|
}
|
|
|
|
// Effects that are encouraged on the first turn of battle
|
|
static s32 AI_ForceSetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u8 i;
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| gBattleResults.battleTurnCounter != 0)
|
|
return score;
|
|
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_SMART_SWITCHING
|
|
&& AI_IsSlower(battlerAtk, battlerDef, move)
|
|
&& CanTargetFaintAi(battlerDef, battlerAtk)
|
|
&& GetBattleMovePriority(battlerAtk, gAiLogicData->abilities[battlerAtk], move) == 0)
|
|
{
|
|
RETURN_SCORE_MINUS(20); // No point in setting up if you will faint. Should just switch if possible..
|
|
}
|
|
|
|
// check effects to prioritize first turn
|
|
switch (GetMoveEffect(move))
|
|
{
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_SPEED_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_EVASION_UP:
|
|
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_CONVERSION:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_CONFUSE:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_SPEED_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
case EFFECT_EVASION_UP_2:
|
|
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_REFLECT:
|
|
case EFFECT_NON_VOLATILE_STATUS:
|
|
case EFFECT_SUBSTITUTE:
|
|
case EFFECT_LEECH_SEED:
|
|
case EFFECT_MINIMIZE:
|
|
case EFFECT_CURSE:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_CAMOUFLAGE:
|
|
case EFFECT_YAWN:
|
|
case EFFECT_DEFENSE_CURL:
|
|
case EFFECT_TORMENT:
|
|
case EFFECT_FLATTER:
|
|
case EFFECT_INGRAIN:
|
|
case EFFECT_IMPRISON:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_COSMIC_POWER:
|
|
case EFFECT_BULK_UP:
|
|
case EFFECT_CALM_MIND:
|
|
case EFFECT_ACUPRESSURE:
|
|
case EFFECT_AUTOTOMIZE:
|
|
case EFFECT_SHIFT_GEAR:
|
|
case EFFECT_SHELL_SMASH:
|
|
case EFFECT_GROWTH:
|
|
case EFFECT_QUIVER_DANCE:
|
|
case EFFECT_ATTACK_SPATK_UP:
|
|
case EFFECT_ATTACK_ACCURACY_UP:
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
case EFFECT_MISTY_TERRAIN:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
case EFFECT_TRICK_ROOM:
|
|
case EFFECT_WONDER_ROOM:
|
|
case EFFECT_MAGIC_ROOM:
|
|
case EFFECT_TAILWIND:
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_TIDY_UP:
|
|
case EFFECT_STICKY_WEB:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_CHILLY_RECEPTION:
|
|
case EFFECT_GEOMANCY:
|
|
case EFFECT_VICTORY_DANCE:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_HIT:
|
|
{
|
|
// TEMPORARY - should applied to all moves regardless of EFFECT
|
|
// Consider move effects
|
|
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_SPIKES:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// Adds score bonus to 'riskier' move effects and high crit moves
|
|
static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u8 i;
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (GetMoveCriticalHitStage(move) > 0)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
|
|
// +3 Score
|
|
switch (GetMoveEffect(move))
|
|
{
|
|
case EFFECT_COUNTER:
|
|
if (gSpeciesInfo[gBattleMons[battlerDef].species].baseAttack >= gSpeciesInfo[gBattleMons[battlerDef].species].baseSpAttack + 10)
|
|
ADJUST_SCORE(STRONG_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_MIRROR_COAT:
|
|
if (gSpeciesInfo[gBattleMons[battlerDef].species].baseSpAttack >= gSpeciesInfo[gBattleMons[battlerDef].species].baseAttack + 10)
|
|
ADJUST_SCORE(STRONG_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_EXPLOSION:
|
|
ADJUST_SCORE(STRONG_RISKY_EFFECT);
|
|
break;
|
|
|
|
// +2 Score
|
|
case EFFECT_MEMENTO:
|
|
if (aiData->hpPercents[battlerAtk] < 50 && AI_RandLessThan(128))
|
|
ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_REVENGE:
|
|
if (gSpeciesInfo[gBattleMons[battlerDef].species].baseSpeed >= gSpeciesInfo[gBattleMons[battlerAtk].species].baseSpeed + 10)
|
|
ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_BELLY_DRUM:
|
|
if (aiData->hpPercents[battlerAtk] >= 90)
|
|
ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_MAX_HP_50_RECOIL:
|
|
case EFFECT_MIND_BLOWN:
|
|
case EFFECT_CHLOROBLAST:
|
|
case EFFECT_SWAGGER:
|
|
case EFFECT_FLATTER:
|
|
case EFFECT_ATTRACT:
|
|
case EFFECT_OHKO:
|
|
ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
|
|
break;
|
|
case EFFECT_HIT:
|
|
{
|
|
// TEMPORARY - should applied to all moves regardless of EFFECT
|
|
// Consider move effects
|
|
u32 additionalEffectCount = GetMoveAdditionalEffectCount(move);
|
|
for (i = 0; i < additionalEffectCount; i++)
|
|
{
|
|
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
|
|
switch (additionalEffect->moveEffect)
|
|
{
|
|
case MOVE_EFFECT_ALL_STATS_UP:
|
|
if (Random() & 1)
|
|
ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
// Adds score bonus to OHKOs and 2HKOs
|
|
static s32 AI_TryTo2HKO(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
return score;
|
|
|
|
if (GetNoOfHitsToKOBattler(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, AI_ATTACKING) == 1)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
else if (GetNoOfHitsToKOBattler(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, AI_ATTACKING) == 2)
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
|
|
return score;
|
|
}
|
|
|
|
// Prefers moves that are good for baton pass
|
|
static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef)
|
|
|| CountUsablePartyMons(battlerAtk) == 0
|
|
|| !IsBattleMoveStatus(move)
|
|
|| !HasMoveWithEffect(battlerAtk, EFFECT_BATON_PASS)
|
|
|| (!AI_CanBattlerEscape(battlerAtk) && IsBattlerTrapped(battlerDef, battlerAtk)))
|
|
return score;
|
|
|
|
enum BattleMoveEffects effect = GetMoveEffect(move);
|
|
|
|
if (IsStatRaisingEffect(effect))
|
|
{
|
|
if (gBattleResults.battleTurnCounter == 0)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (gAiLogicData->hpPercents[battlerAtk] < 60)
|
|
ADJUST_SCORE(-10);
|
|
else
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
|
|
// other specific checks
|
|
switch (effect)
|
|
{
|
|
case EFFECT_INGRAIN:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_ROOTED))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_AQUA_RING:
|
|
if (!(gStatuses3[battlerAtk] & STATUS3_AQUA_RING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_PROTECT:
|
|
if (gLastMoves[battlerAtk] == MOVE_PROTECT || gLastMoves[battlerAtk] == MOVE_DETECT)
|
|
ADJUST_SCORE(-2);
|
|
else
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_BATON_PASS:
|
|
if (gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_AQUA_RING))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED)
|
|
ADJUST_SCORE(-3);
|
|
ADJUST_SCORE(CountPositiveStatStages(battlerAtk) - CountNegativeStatStages(battlerAtk));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
enum BattleMoveEffects effect = GetMoveEffect(move);
|
|
u32 moveType = 0;
|
|
|
|
SetTypeBeforeUsingMove(move, battlerAtk);
|
|
moveType = GetBattleMoveType(move);
|
|
|
|
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
|
|
{
|
|
if ((effect == EFFECT_HEAL_PULSE || effect == EFFECT_HIT_ENEMY_HEAL_ALLY)
|
|
|| (moveType == TYPE_ELECTRIC && gAiLogicData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_VOLT_ABSORB)
|
|
|| (moveType == TYPE_GROUND && gAiLogicData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_EARTH_EATER)
|
|
|| (moveType == TYPE_WATER && (gAiLogicData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_DRY_SKIN || gAiLogicData->abilities[BATTLE_PARTNER(battlerAtk)] == ABILITY_WATER_ABSORB)))
|
|
{
|
|
if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
|
|
return 0;
|
|
|
|
if (CanTargetFaintAi(FOE(battlerAtk), BATTLE_PARTNER(battlerAtk))
|
|
|| (CanTargetFaintAi(BATTLE_PARTNER(FOE(battlerAtk)), BATTLE_PARTNER(battlerAtk))))
|
|
ADJUST_SCORE(-1);
|
|
|
|
if (gAiLogicData->hpPercents[battlerDef] <= 50)
|
|
ADJUST_SCORE(WEAK_EFFECT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Consider AI HP
|
|
if (gAiLogicData->hpPercents[battlerAtk] > 70)
|
|
{
|
|
// high hp
|
|
switch (effect)
|
|
{
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_RESTORE_HP:
|
|
case EFFECT_REST:
|
|
case EFFECT_DESTINY_BOND:
|
|
case EFFECT_FLAIL:
|
|
case EFFECT_ENDURE:
|
|
case EFFECT_MORNING_SUN:
|
|
case EFFECT_SYNTHESIS:
|
|
case EFFECT_MOONLIGHT:
|
|
case EFFECT_SHORE_UP:
|
|
case EFFECT_SOFTBOILED:
|
|
case EFFECT_ROOST:
|
|
case EFFECT_MEMENTO:
|
|
case EFFECT_GRUDGE:
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (gAiLogicData->hpPercents[battlerAtk] > 30)
|
|
{
|
|
// med hp
|
|
if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect))
|
|
ADJUST_SCORE(-2);
|
|
|
|
switch (effect)
|
|
{
|
|
case EFFECT_EXPLOSION:
|
|
case EFFECT_BIDE:
|
|
case EFFECT_CONVERSION:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_CONVERSION_2:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_BELLY_DRUM:
|
|
case EFFECT_FILLET_AWAY:
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// low hp
|
|
if (IsStatRaisingEffect(effect) || IsStatLoweringEffect(effect))
|
|
ADJUST_SCORE(-2);
|
|
|
|
// check other discouraged low hp effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_BIDE:
|
|
case EFFECT_CONVERSION:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_RAGE:
|
|
case EFFECT_CONVERSION_2:
|
|
case EFFECT_LOCK_ON:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_BELLY_DRUM:
|
|
case EFFECT_PSYCH_UP:
|
|
case EFFECT_MIRROR_COAT:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_FILLET_AWAY:
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// consider target HP
|
|
if (CanIndexMoveFaintTarget(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, AI_ATTACKING))
|
|
{
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
}
|
|
else
|
|
{
|
|
if (gAiLogicData->hpPercents[battlerDef] > 70)
|
|
{
|
|
// high HP
|
|
; // nothing yet
|
|
}
|
|
else if (gAiLogicData->hpPercents[battlerDef] > 30)
|
|
{
|
|
// med HP - check discouraged effects
|
|
switch (effect)
|
|
{
|
|
case EFFECT_ATTACK_UP:
|
|
case EFFECT_ATTACK_UP_USER_ALLY:
|
|
case EFFECT_DEFENSE_UP:
|
|
case EFFECT_SPEED_UP:
|
|
case EFFECT_SPECIAL_ATTACK_UP:
|
|
case EFFECT_SPECIAL_DEFENSE_UP:
|
|
case EFFECT_ACCURACY_UP:
|
|
case EFFECT_EVASION_UP:
|
|
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_MIST:
|
|
case EFFECT_FOCUS_ENERGY:
|
|
case EFFECT_ATTACK_UP_2:
|
|
case EFFECT_DEFENSE_UP_2:
|
|
case EFFECT_SPEED_UP_2:
|
|
case EFFECT_SPECIAL_ATTACK_UP_2:
|
|
case EFFECT_SPECIAL_DEFENSE_UP_2:
|
|
case EFFECT_ACCURACY_UP_2:
|
|
case EFFECT_EVASION_UP_2:
|
|
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_PAIN_SPLIT:
|
|
case EFFECT_PERISH_SONG:
|
|
case EFFECT_SAFEGUARD:
|
|
case EFFECT_TICKLE:
|
|
case EFFECT_COSMIC_POWER:
|
|
case EFFECT_BULK_UP:
|
|
case EFFECT_CALM_MIND:
|
|
case EFFECT_DRAGON_DANCE:
|
|
case EFFECT_DEFENSE_UP_3:
|
|
case EFFECT_SPECIAL_ATTACK_UP_3:
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch(GetMoveNonVolatileStatus(move))
|
|
{
|
|
case MOVE_EFFECT_POISON:
|
|
ADJUST_SCORE(-2);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// low HP
|
|
if (IsBattleMoveStatus(move))
|
|
ADJUST_SCORE(-2); // don't use status moves if target is at low health
|
|
}
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_PowerfulStatus(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
|
|
|
|
if (GetMoveCategory(move) != DAMAGE_CATEGORY_STATUS || GetMoveEffect(gAiLogicData->partnerMove) == moveEffect)
|
|
return score;
|
|
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_TAILWIND:
|
|
if (!gSideTimers[GetBattlerSide(battlerAtk)].tailwindTimer && !(gFieldStatuses & STATUS_FIELD_TRICK_ROOM))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_TRICK_ROOM:
|
|
if (!(gFieldStatuses & STATUS_FIELD_TRICK_ROOM) && !HasMoveWithEffect(battlerDef, EFFECT_TRICK_ROOM))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_MAGIC_ROOM:
|
|
if (!(gFieldStatuses & STATUS_FIELD_MAGIC_ROOM) && !HasMoveWithEffect(battlerDef, EFFECT_MAGIC_ROOM))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_WONDER_ROOM:
|
|
if (!(gFieldStatuses & STATUS_FIELD_WONDER_ROOM) && !HasMoveWithEffect(battlerDef, EFFECT_WONDER_ROOM))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_GRAVITY:
|
|
if (!(gFieldStatuses & STATUS_FIELD_GRAVITY))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_SAFEGUARD:
|
|
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_SAFEGUARD))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_MIST:
|
|
if (!(gSideStatuses[GetBattlerSide(battlerAtk)] & SIDE_STATUS_MIST))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_AURORA_VEIL:
|
|
if (ShouldSetScreen(battlerAtk, battlerDef, moveEffect))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_SPIKES:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_STICKY_WEB:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
if (AI_ShouldSetUpHazards(battlerAtk, battlerDef, gAiLogicData))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
if (!(gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
if (!(gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
if (!(gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_MISTY_TERRAIN:
|
|
if (!(gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_SANDSTORM:
|
|
if (!(AI_GetWeather() & (B_WEATHER_SANDSTORM | B_WEATHER_PRIMAL_ANY)))
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_SUNNY_DAY:
|
|
if (IsWeatherActive(B_WEATHER_SUN | B_WEATHER_PRIMAL_ANY) == WEATHER_INACTIVE)
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_RAIN_DANCE:
|
|
if (IsWeatherActive(B_WEATHER_RAIN | B_WEATHER_PRIMAL_ANY) == WEATHER_INACTIVE)
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_HAIL:
|
|
if (IsWeatherActive(B_WEATHER_HAIL | B_WEATHER_PRIMAL_ANY) == WEATHER_INACTIVE)
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
case EFFECT_SNOWSCAPE:
|
|
if (IsWeatherActive(B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY) == WEATHER_INACTIVE)
|
|
ADJUST_SCORE(POWERFUL_STATUS_MOVE);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_PredictSwitch(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 i;
|
|
u32 unmodifiedScore = score;
|
|
u32 ability = gBattleMons[battlerAtk].ability;
|
|
u32 opposingHazardFlags = gSideStatuses[GetBattlerSide(battlerDef)] & (SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_TOXIC_SPIKES);
|
|
u32 aiHazardFlags = gSideStatuses[GetBattlerSide(battlerAtk)] & (SIDE_STATUS_HAZARDS_ANY);
|
|
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
|
|
struct AiLogicData *aiData = gAiLogicData;
|
|
uq4_12_t effectiveness = aiData->effectiveness[battlerAtk][battlerDef][gAiThinkingStruct->movesetIndex];
|
|
u32 predictedMove = GetIncomingMove(battlerAtk, battlerDef, gAiLogicData);
|
|
|
|
// Switch benefit
|
|
switch (moveEffect)
|
|
{
|
|
case EFFECT_PURSUIT:
|
|
{
|
|
u32 hitsToKO = GetNoOfHitsToKOBattler(battlerAtk, battlerDef, gAiThinkingStruct->movesetIndex, AI_ATTACKING);
|
|
if (hitsToKO == 2)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
else if (hitsToKO == 1)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
else if (IsSwitchOutEffect(GetMoveEffect(predictedMove)) && AI_WhoStrikesFirst(battlerAtk, battlerDef, move) == AI_IS_SLOWER) // Pursuit against fast U-Turn
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
}
|
|
|
|
case EFFECT_FOCUS_PUNCH:
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
if (gAiThinkingStruct->aiFlags[battlerAtk] & AI_FLAG_CHECK_BAD_MOVE)
|
|
{
|
|
if (aiData->abilities[battlerDef] == ABILITY_WONDER_GUARD && effectiveness < UQ_4_12(2.0))
|
|
ADJUST_SCORE(10);
|
|
if (HasDamagingMove(battlerDef) && !((gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE)
|
|
|| IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
|
|
|| gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)))
|
|
ADJUST_SCORE(10);
|
|
}
|
|
break;
|
|
|
|
// Free setup (U-Turn etc. handled in Check Viability by ShouldPivot)
|
|
case EFFECT_BOLT_BEAK:
|
|
case EFFECT_LIGHT_SCREEN:
|
|
case EFFECT_REFLECT:
|
|
case EFFECT_MAGNET_RISE:
|
|
case EFFECT_TRICK_ROOM:
|
|
case EFFECT_STEALTH_ROCK:
|
|
case EFFECT_SPIKES:
|
|
case EFFECT_TOXIC_SPIKES:
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_FUTURE_SIGHT:
|
|
case EFFECT_TELEKINESIS:
|
|
case EFFECT_GRAVITY:
|
|
case EFFECT_RAIN_DANCE:
|
|
case EFFECT_SANDSTORM:
|
|
case EFFECT_SNOWSCAPE:
|
|
case EFFECT_HAIL:
|
|
case EFFECT_SUNNY_DAY:
|
|
case EFFECT_AQUA_RING:
|
|
case EFFECT_ELECTRIC_TERRAIN:
|
|
case EFFECT_PSYCHIC_TERRAIN:
|
|
case EFFECT_GRASSY_TERRAIN:
|
|
case EFFECT_MISTY_TERRAIN:
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_HIT_SWITCH_TARGET:
|
|
if (opposingHazardFlags != 0)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
else
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_ROAR:
|
|
if (opposingHazardFlags != 0)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_RAPID_SPIN:
|
|
if (aiHazardFlags != 0)
|
|
ADJUST_SCORE(BEST_EFFECT);
|
|
break;
|
|
case EFFECT_DEFOG:
|
|
if (aiHazardFlags != 0)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
case EFFECT_WISH:
|
|
case EFFECT_HEAL_BELL:
|
|
if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move))
|
|
ADJUST_SCORE(DECENT_EFFECT);
|
|
break;
|
|
case EFFECT_RESTORE_HP:
|
|
if (gAiLogicData->hpPercents[battlerAtk] < 60)
|
|
ADJUST_SCORE(GOOD_EFFECT);
|
|
break;
|
|
|
|
// Fails if opponent switches
|
|
case EFFECT_PROTECT:
|
|
case EFFECT_COUNTER:
|
|
case EFFECT_MIRROR_COAT:
|
|
case EFFECT_SHELL_TRAP:
|
|
case EFFECT_METAL_BURST:
|
|
case EFFECT_SUCKER_PUNCH:
|
|
case EFFECT_UPPER_HAND:
|
|
case EFFECT_ENCORE:
|
|
case EFFECT_FOLLOW_ME:
|
|
case EFFECT_ME_FIRST:
|
|
case EFFECT_DISABLE:
|
|
case EFFECT_ELECTRIFY:
|
|
case EFFECT_ENDURE:
|
|
case EFFECT_HAZE:
|
|
case EFFECT_TOPSY_TURVY:
|
|
case EFFECT_ION_DELUGE:
|
|
case EFFECT_MAGIC_COAT:
|
|
case EFFECT_SNATCH:
|
|
ADJUST_SCORE(-BEST_EFFECT);
|
|
break;
|
|
|
|
// Get stuck in bad matchup
|
|
case EFFECT_IMPRISON:
|
|
case EFFECT_EMBARGO:
|
|
case EFFECT_TAUNT:
|
|
case EFFECT_INGRAIN:
|
|
case EFFECT_NO_RETREAT:
|
|
case EFFECT_MEAN_LOOK:
|
|
ADJUST_SCORE(-GOOD_EFFECT);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Additional effects
|
|
for (i = 0; i < GetMoveAdditionalEffectCount(move); i++)
|
|
{
|
|
switch (GetMoveAdditionalEffectById(move, i)->moveEffect)
|
|
{
|
|
case MOVE_EFFECT_WRAP:
|
|
ADJUST_SCORE(-GOOD_EFFECT);
|
|
break;
|
|
case MOVE_EFFECT_FEINT:
|
|
ADJUST_SCORE(-BEST_EFFECT);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Take advantage of ability damage bonus
|
|
if ((ability == ABILITY_STAKEOUT || ability == ABILITY_ANALYTIC) && IsBattleMoveStatus(move))
|
|
ADJUST_SCORE(-WEAK_EFFECT);
|
|
|
|
// This must be last or the player can gauge whether the AI is predicting based on how long it thinks
|
|
if (!IsBattlerPredictedToSwitch(battlerDef))
|
|
return unmodifiedScore;
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_CheckPpStall(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (!IsOnPlayerSide(battlerAtk))
|
|
score -= PpStallReduction(move, battlerAtk);
|
|
return score;
|
|
}
|
|
|
|
static void AI_Flee(void)
|
|
{
|
|
gAiThinkingStruct->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK);
|
|
}
|
|
|
|
static void AI_Watch(void)
|
|
{
|
|
gAiThinkingStruct->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK);
|
|
}
|
|
|
|
// Roaming pokemon logic
|
|
static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
bool32 roamerCanFlee = FALSE;
|
|
|
|
if (AI_CanBattlerEscape(battlerAtk))
|
|
roamerCanFlee = TRUE;
|
|
else if (gAiLogicData->abilities[battlerAtk] == ABILITY_RUN_AWAY)
|
|
roamerCanFlee = TRUE;
|
|
else if (gAiLogicData->holdEffects[battlerAtk] == HOLD_EFFECT_CAN_ALWAYS_RUN)
|
|
roamerCanFlee = TRUE;
|
|
|
|
if (!roamerCanFlee && IsBattlerTrapped(battlerDef, battlerAtk))
|
|
return score;
|
|
|
|
AI_Flee();
|
|
return score;
|
|
}
|
|
|
|
// Safari pokemon logic
|
|
static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
u32 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20.
|
|
|
|
if ((Random() % 100) < safariFleeRate)
|
|
AI_Flee();
|
|
else
|
|
AI_Watch();
|
|
|
|
return score;
|
|
}
|
|
|
|
// First battle logic
|
|
static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (gAiLogicData->hpPercents[battlerDef] <= 20)
|
|
AI_Flee();
|
|
|
|
return score;
|
|
}
|
|
|
|
|
|
// Dynamic AI Functions
|
|
// For specific battle scenarios
|
|
|
|
// Example - prefer attacking opposite foe in a tag battle
|
|
s32 AI_TagBattlePreferFoe(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (!(gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER))
|
|
{
|
|
/* not a partner battle */
|
|
return score;
|
|
}
|
|
else if (!IsBattlerAlive(BATTLE_OPPOSITE(battlerAtk)) || !IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerAtk))))
|
|
{
|
|
/* partner is defeated so attack normally */
|
|
return score;
|
|
}
|
|
else if (battlerDef == BATTLE_OPPOSITE(battlerAtk))
|
|
{
|
|
/* attacking along the diagonal */
|
|
ADJUST_SCORE(-20);
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
static s32 AI_DynamicFunc(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
|
|
{
|
|
if (sDynamicAiFunc != NULL)
|
|
score = sDynamicAiFunc(battlerAtk, battlerDef, move, score);
|
|
return score;
|
|
}
|
|
|
|
void ScriptSetDynamicAiFunc(struct ScriptContext *ctx)
|
|
{
|
|
Script_RequestEffects(SCREFF_V1);
|
|
|
|
AiScoreFunc func = (AiScoreFunc)ScriptReadWord(ctx);
|
|
sDynamicAiFunc = func;
|
|
}
|
|
|
|
void ResetDynamicAiFunc(void)
|
|
{
|
|
sDynamicAiFunc = NULL;
|
|
}
|