pokeemmo/src/battle_ai_util.c
Pawkkie 0e37bfd7ff
Fix stat change / stat ID ambiguity (#7346)
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
2025-07-15 12:07:26 -04:00

4771 lines
163 KiB
C

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