#include "global.h" #include "battle.h" #include "battle_anim.h" #include "battle_ai_script_commands.h" #include "battle_factory.h" #include "battle_setup.h" #include "data.h" #include "item.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/moves.h" #define AI_ACTION_DONE 0x0001 #define AI_ACTION_FLEE 0x0002 #define AI_ACTION_WATCH 0x0004 #define AI_ACTION_DO_NOT_ATTACK 0x0008 #define AI_ACTION_UNK5 0x0010 #define AI_ACTION_UNK6 0x0020 #define AI_ACTION_UNK7 0x0040 #define AI_ACTION_UNK8 0x0080 #define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai)) #define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory)) // AI states enum { AIState_SettingUp, AIState_Processing, AIState_FinishedProcessing, AIState_DoNotProcess }; /* gAIScriptPtr is a pointer to the next battle AI cmd command to read. when a command finishes processing, gAIScriptPtr is incremented by the number of bytes that the current command had reserved for arguments in order to read the next command correctly. refer to battle_ai_scripts.s for the AI scripts. */ extern const u8 *const gBattleAI_ScriptsTable[]; static u8 ChooseMoveOrAction_Singles(void); static u8 ChooseMoveOrAction_Doubles(void); static void RecordLastUsedMoveByTarget(void); static void BattleAI_DoAIProcessing(void); static void AIStackPushVar(const u8 *); static bool8 AIStackPop(void); static void Cmd_if_random_less_than(void); static void Cmd_if_random_greater_than(void); static void Cmd_if_random_equal(void); static void Cmd_if_random_not_equal(void); static void Cmd_score(void); static void Cmd_if_hp_less_than(void); static void Cmd_if_hp_more_than(void); static void Cmd_if_hp_equal(void); static void Cmd_if_hp_not_equal(void); static void Cmd_if_status(void); static void Cmd_if_not_status(void); static void Cmd_if_status2(void); static void Cmd_if_not_status2(void); static void Cmd_if_status3(void); static void Cmd_if_not_status3(void); static void Cmd_if_side_affecting(void); static void Cmd_if_not_side_affecting(void); static void Cmd_if_less_than(void); static void Cmd_if_more_than(void); static void Cmd_if_equal(void); static void Cmd_if_not_equal(void); static void Cmd_if_less_than_ptr(void); static void Cmd_if_more_than_ptr(void); static void Cmd_if_equal_ptr(void); static void Cmd_if_not_equal_ptr(void); static void Cmd_if_move(void); static void Cmd_if_not_move(void); static void Cmd_if_in_bytes(void); static void Cmd_if_not_in_bytes(void); static void Cmd_if_in_hwords(void); static void Cmd_if_not_in_hwords(void); static void Cmd_if_user_has_attacking_move(void); static void Cmd_if_user_has_no_attacking_moves(void); static void Cmd_get_turn_count(void); static void Cmd_get_type(void); static void Cmd_get_considered_move_power(void); static void Cmd_get_how_powerful_move_is(void); static void Cmd_get_last_used_battler_move(void); static void Cmd_if_equal_(void); static void Cmd_if_not_equal_(void); static void Cmd_if_user_goes(void); static void Cmd_if_user_doesnt_go(void); static void Cmd_nop_2A(void); static void Cmd_nop_2B(void); static void Cmd_count_usable_party_mons(void); static void Cmd_get_considered_move(void); static void Cmd_get_considered_move_effect(void); static void Cmd_get_ability(void); static void Cmd_get_highest_type_effectiveness(void); static void Cmd_if_type_effectiveness(void); static void Cmd_nop_32(void); static void Cmd_nop_33(void); static void Cmd_if_status_in_party(void); static void Cmd_if_status_not_in_party(void); static void Cmd_get_weather(void); static void Cmd_if_effect(void); static void Cmd_if_not_effect(void); static void Cmd_if_stat_level_less_than(void); static void Cmd_if_stat_level_more_than(void); static void Cmd_if_stat_level_equal(void); static void Cmd_if_stat_level_not_equal(void); static void Cmd_if_can_faint(void); static void Cmd_if_cant_faint(void); static void Cmd_if_has_move(void); static void Cmd_if_doesnt_have_move(void); static void Cmd_if_has_move_with_effect(void); static void Cmd_if_doesnt_have_move_with_effect(void); static void Cmd_if_any_move_disabled_or_encored(void); static void Cmd_if_curr_move_disabled_or_encored(void); static void Cmd_flee(void); static void Cmd_if_random_safari_flee(void); static void Cmd_watch(void); static void Cmd_get_hold_effect(void); static void Cmd_get_gender(void); static void Cmd_is_first_turn_for(void); static void Cmd_get_stockpile_count(void); static void Cmd_is_double_battle(void); static void Cmd_get_used_held_item(void); static void Cmd_get_move_type_from_result(void); static void Cmd_get_move_power_from_result(void); static void Cmd_get_move_effect_from_result(void); static void Cmd_get_protect_count(void); static void Cmd_nop_52(void); static void Cmd_nop_53(void); static void Cmd_nop_54(void); static void Cmd_nop_55(void); static void Cmd_nop_56(void); static void Cmd_nop_57(void); static void Cmd_call(void); static void Cmd_goto(void); static void Cmd_end(void); static void Cmd_if_level_cond(void); static void Cmd_if_target_taunted(void); static void Cmd_if_target_not_taunted(void); static void Cmd_check_ability(void); static void Cmd_is_of_type(void); static void Cmd_if_target_is_ally(void); static void Cmd_if_flash_fired(void); static void Cmd_if_holds_item(void); // ewram EWRAM_DATA const u8 *gAIScriptPtr = NULL; EWRAM_DATA static u8 sBattler_AI = 0; // const rom data typedef void (*BattleAICmdFunc)(void); static const BattleAICmdFunc sBattleAICmdTable[] = { Cmd_if_random_less_than, // 0x0 Cmd_if_random_greater_than, // 0x1 Cmd_if_random_equal, // 0x2 Cmd_if_random_not_equal, // 0x3 Cmd_score, // 0x4 Cmd_if_hp_less_than, // 0x5 Cmd_if_hp_more_than, // 0x6 Cmd_if_hp_equal, // 0x7 Cmd_if_hp_not_equal, // 0x8 Cmd_if_status, // 0x9 Cmd_if_not_status, // 0xA Cmd_if_status2, // 0xB Cmd_if_not_status2, // 0xC Cmd_if_status3, // 0xD Cmd_if_not_status3, // 0xE Cmd_if_side_affecting, // 0xF Cmd_if_not_side_affecting, // 0x10 Cmd_if_less_than, // 0x11 Cmd_if_more_than, // 0x12 Cmd_if_equal, // 0x13 Cmd_if_not_equal, // 0x14 Cmd_if_less_than_ptr, // 0x15 Cmd_if_more_than_ptr, // 0x16 Cmd_if_equal_ptr, // 0x17 Cmd_if_not_equal_ptr, // 0x18 Cmd_if_move, // 0x19 Cmd_if_not_move, // 0x1A Cmd_if_in_bytes, // 0x1B Cmd_if_not_in_bytes, // 0x1C Cmd_if_in_hwords, // 0x1D Cmd_if_not_in_hwords, // 0x1E Cmd_if_user_has_attacking_move, // 0x1F Cmd_if_user_has_no_attacking_moves, // 0x20 Cmd_get_turn_count, // 0x21 Cmd_get_type, // 0x22 Cmd_get_considered_move_power, // 0x23 Cmd_get_how_powerful_move_is, // 0x24 Cmd_get_last_used_battler_move, // 0x25 Cmd_if_equal_, // 0x26 Cmd_if_not_equal_, // 0x27 Cmd_if_user_goes, // 0x28 Cmd_if_user_doesnt_go, // 0x29 Cmd_nop_2A, // 0x2A Cmd_nop_2B, // 0x2B Cmd_count_usable_party_mons, // 0x2C Cmd_get_considered_move, // 0x2D Cmd_get_considered_move_effect, // 0x2E Cmd_get_ability, // 0x2F Cmd_get_highest_type_effectiveness, // 0x30 Cmd_if_type_effectiveness, // 0x31 Cmd_nop_32, // 0x32 Cmd_nop_33, // 0x33 Cmd_if_status_in_party, // 0x34 Cmd_if_status_not_in_party, // 0x35 Cmd_get_weather, // 0x36 Cmd_if_effect, // 0x37 Cmd_if_not_effect, // 0x38 Cmd_if_stat_level_less_than, // 0x39 Cmd_if_stat_level_more_than, // 0x3A Cmd_if_stat_level_equal, // 0x3B Cmd_if_stat_level_not_equal, // 0x3C Cmd_if_can_faint, // 0x3D Cmd_if_cant_faint, // 0x3E Cmd_if_has_move, // 0x3F Cmd_if_doesnt_have_move, // 0x40 Cmd_if_has_move_with_effect, // 0x41 Cmd_if_doesnt_have_move_with_effect, // 0x42 Cmd_if_any_move_disabled_or_encored, // 0x43 Cmd_if_curr_move_disabled_or_encored, // 0x44 Cmd_flee, // 0x45 Cmd_if_random_safari_flee, // 0x46 Cmd_watch, // 0x47 Cmd_get_hold_effect, // 0x48 Cmd_get_gender, // 0x49 Cmd_is_first_turn_for, // 0x4A Cmd_get_stockpile_count, // 0x4B Cmd_is_double_battle, // 0x4C Cmd_get_used_held_item, // 0x4D Cmd_get_move_type_from_result, // 0x4E Cmd_get_move_power_from_result, // 0x4F Cmd_get_move_effect_from_result, // 0x50 Cmd_get_protect_count, // 0x51 Cmd_nop_52, // 0x52 Cmd_nop_53, // 0x53 Cmd_nop_54, // 0x54 Cmd_nop_55, // 0x55 Cmd_nop_56, // 0x56 Cmd_nop_57, // 0x57 Cmd_call, // 0x58 Cmd_goto, // 0x59 Cmd_end, // 0x5A Cmd_if_level_cond, // 0x5B Cmd_if_target_taunted, // 0x5C Cmd_if_target_not_taunted, // 0x5D Cmd_if_target_is_ally, // 0x5E Cmd_is_of_type, // 0x5F Cmd_check_ability, // 0x60 Cmd_if_flash_fired, // 0x61 Cmd_if_holds_item, // 0x62 }; // For the purposes of determining the most powerful move in a moveset, these // moves are treated the same as having a power of 0 or 1 #define IGNORED_MOVES_END 0xFFFF static const u16 sIgnoredPowerfulMoveEffects[] = { EFFECT_EXPLOSION, EFFECT_DREAM_EATER, EFFECT_RAZOR_WIND, EFFECT_SKY_ATTACK, EFFECT_RECHARGE, EFFECT_SKULL_BASH, EFFECT_SOLAR_BEAM, EFFECT_SPIT_UP, EFFECT_FOCUS_PUNCH, EFFECT_SUPERPOWER, EFFECT_ERUPTION, EFFECT_OVERHEAT, IGNORED_MOVES_END }; // code void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves) { s32 i; u8 *data = (u8 *)BATTLE_HISTORY; for (i = 0; i < sizeof(struct BattleHistory); i++) data[i] = 0; // Items are allowed to use in ONLY trainer battles. if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER) && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK) ) ) { for (i = 0; i < MAX_TRAINER_ITEMS; i++) { if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0) { BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i]; BATTLE_HISTORY->itemsNo++; } } } BattleAI_SetupAIData(defaultScoreMoves); } void BattleAI_SetupAIData(u8 defaultScoreMoves) { s32 i; u8 *data = (u8 *)AI_THINKING_STRUCT; u8 moveLimitations; // Clear AI data. for (i = 0; i < sizeof(struct AI_ThinkingStruct); i++) data[i] = 0; // Conditional score reset, unlike Ruby. for (i = 0; i < MAX_MON_MOVES; i++) { if (defaultScoreMoves & 1) AI_THINKING_STRUCT->score[i] = 100; else AI_THINKING_STRUCT->score[i] = 0; defaultScoreMoves >>= 1; } moveLimitations = CheckMoveLimitations(gActiveBattler, 0, MOVE_LIMITATIONS_ALL); // Ignore moves that aren't possible to use. for (i = 0; i < MAX_MON_MOVES; i++) { if (gBitTable[i] & moveLimitations) AI_THINKING_STRUCT->score[i] = 0; AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16); } gBattleResources->AI_ScriptsStack->size = 0; sBattler_AI = gActiveBattler; // Decide a random target battlerId in doubles. if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { gBattlerTarget = (Random() & BIT_FLANK) + (GetBattlerSide(gActiveBattler) ^ BIT_SIDE); if (gAbsentBattlerFlags & gBitTable[gBattlerTarget]) gBattlerTarget ^= BIT_FLANK; } // There's only one choice in single battles. else { gBattlerTarget = sBattler_AI ^ BIT_SIDE; } // Choose proper trainer ai scripts. if (gBattleTypeFlags & BATTLE_TYPE_RECORDED) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle(); else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_SAFARI; else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER) AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_ROAMING; else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE) AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_FIRST_BATTLE; else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY) AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory(); else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE)) AI_THINKING_STRUCT->aiFlags = AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_CHECK_VIABILITY | AI_SCRIPT_TRY_TO_FAINT; else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags | gTrainers[gTrainerBattleOpponent_B].aiFlags; else AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) AI_THINKING_STRUCT->aiFlags |= AI_SCRIPT_DOUBLE_BATTLE; // act smart in doubles and don't attack your partner } u8 BattleAI_ChooseMoveOrAction(void) { u16 savedCurrentMove = gCurrentMove; u8 ret; if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE)) ret = ChooseMoveOrAction_Singles(); else ret = ChooseMoveOrAction_Doubles(); gCurrentMove = savedCurrentMove; return ret; } static u8 ChooseMoveOrAction_Singles(void) { u8 currentMoveArray[MAX_MON_MOVES]; u8 consideredMoveArray[MAX_MON_MOVES]; u8 numOfBestMoves; s32 i; RecordLastUsedMoveByTarget(); while (AI_THINKING_STRUCT->aiFlags != 0) { if (AI_THINKING_STRUCT->aiFlags & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } AI_THINKING_STRUCT->aiFlags >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } // Check special AI actions. if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) return AI_CHOICE_FLEE; if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) return AI_CHOICE_WATCH; numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[0]; consideredMoveArray[0] = 0; for (i = 1; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] != MOVE_NONE) { // In ruby, the order of these if statements is reversed. if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i]) { currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[numOfBestMoves++] = i; } if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i]) { numOfBestMoves = 1; currentMoveArray[0] = AI_THINKING_STRUCT->score[i]; consideredMoveArray[0] = i; } } } return consideredMoveArray[Random() % numOfBestMoves]; } static u8 ChooseMoveOrAction_Doubles(void) { s32 i; s32 j; #ifndef BUGFIX s32 scriptsToRun; #else // the value assigned to this is a u32 (aiFlags) // this becomes relevant because aiFlags can have bit 31 set // and scriptsToRun is shifted // this never happens in the vanilla game because bit 31 is // only set when it's the first battle u32 scriptsToRun; #endif s16 bestMovePointsForTarget[MAX_BATTLERS_COUNT]; s8 mostViableTargetsArray[MAX_BATTLERS_COUNT]; u8 actionOrMoveIndex[MAX_BATTLERS_COUNT]; u8 mostViableMovesScores[MAX_MON_MOVES]; u8 mostViableMovesIndices[MAX_MON_MOVES]; s32 mostViableTargetsNo; s32 mostViableMovesNo; s16 mostMovePoints; for (i = 0; i < MAX_BATTLERS_COUNT; i++) { if (i == sBattler_AI || gBattleMons[i].hp == 0) { actionOrMoveIndex[i] = 0xFF; bestMovePointsForTarget[i] = -1; } else { if (gBattleTypeFlags & BATTLE_TYPE_PALACE) BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4); else BattleAI_SetupAIData((1 << MAX_MON_MOVES) - 1); gBattlerTarget = i; if ((i & BIT_SIDE) != (sBattler_AI & BIT_SIDE)) RecordLastUsedMoveByTarget(); AI_THINKING_STRUCT->aiLogicId = 0; AI_THINKING_STRUCT->movesetIndex = 0; scriptsToRun = AI_THINKING_STRUCT->aiFlags; while (scriptsToRun != 0) { if (scriptsToRun & 1) { AI_THINKING_STRUCT->aiState = AIState_SettingUp; BattleAI_DoAIProcessing(); } scriptsToRun >>= 1; AI_THINKING_STRUCT->aiLogicId++; AI_THINKING_STRUCT->movesetIndex = 0; } if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) { actionOrMoveIndex[i] = AI_CHOICE_FLEE; } else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) { actionOrMoveIndex[i] = AI_CHOICE_WATCH; } else { mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0]; mostViableMovesIndices[0] = 0; mostViableMovesNo = 1; for (j = 1; j < MAX_MON_MOVES; j++) { if (gBattleMons[sBattler_AI].moves[j] != 0) { if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j]) { mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j]; mostViableMovesIndices[mostViableMovesNo] = j; mostViableMovesNo++; } if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j]) { mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j]; mostViableMovesIndices[0] = j; mostViableMovesNo = 1; } } } actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo]; bestMovePointsForTarget[i] = mostViableMovesScores[0]; // Don't use a move against ally if it has less than 100 points. if (i == (sBattler_AI ^ BIT_FLANK) && bestMovePointsForTarget[i] < 100) { bestMovePointsForTarget[i] = -1; mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match. } } } } mostMovePoints = bestMovePointsForTarget[0]; mostViableTargetsArray[0] = 0; mostViableTargetsNo = 1; for (i = 1; i < MAX_BATTLERS_COUNT; i++) { if (mostMovePoints == bestMovePointsForTarget[i]) { mostViableTargetsArray[mostViableTargetsNo] = i; mostViableTargetsNo++; } if (mostMovePoints < bestMovePointsForTarget[i]) { mostMovePoints = bestMovePointsForTarget[i]; mostViableTargetsArray[0] = i; mostViableTargetsNo = 1; } } gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo]; return actionOrMoveIndex[gBattlerTarget]; } static void BattleAI_DoAIProcessing(void) { while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing) { switch (AI_THINKING_STRUCT->aiState) { case AIState_DoNotProcess: // Needed to match. break; case AIState_SettingUp: gAIScriptPtr = gBattleAI_ScriptsTable[AI_THINKING_STRUCT->aiLogicId]; // set AI ptr to logic ID. if (gBattleMons[sBattler_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0) { AI_THINKING_STRUCT->moveConsidered = 0; } else { AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBattler_AI].moves[AI_THINKING_STRUCT->movesetIndex]; } AI_THINKING_STRUCT->aiState++; break; case AIState_Processing: if (AI_THINKING_STRUCT->moveConsidered != 0) { sBattleAICmdTable[*gAIScriptPtr](); // Run AI command. } else { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE; } if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE) { AI_THINKING_STRUCT->movesetIndex++; if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK)) AI_THINKING_STRUCT->aiState = AIState_SettingUp; else AI_THINKING_STRUCT->aiState++; AI_THINKING_STRUCT->aiAction &= ~(AI_ACTION_DONE); } break; } } } static void RecordLastUsedMoveByTarget(void) { s32 i; for (i = 0; i < MAX_MON_MOVES; i++) { if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == gLastMoves[gBattlerTarget]) break; if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == MOVE_NONE) { BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] = gLastMoves[gBattlerTarget]; break; } } } void ClearBattlerMoveHistory(u8 battlerId) { s32 i; for (i = 0; i < MAX_MON_MOVES; i++) BATTLE_HISTORY->usedMoves[battlerId].moves[i] = MOVE_NONE; } void RecordAbilityBattle(u8 battlerId, u8 abilityId) { BATTLE_HISTORY->abilities[battlerId] = abilityId; } void ClearBattlerAbilityHistory(u8 battlerId) { BATTLE_HISTORY->abilities[battlerId] = ABILITY_NONE; } void RecordItemEffectBattle(u8 battlerId, u8 itemEffect) { BATTLE_HISTORY->itemEffects[battlerId] = itemEffect; } void ClearBattlerItemEffectHistory(u8 battlerId) { BATTLE_HISTORY->itemEffects[battlerId] = 0; } static void Cmd_if_random_less_than(void) { u16 random = Random(); if (random % 256 < gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_random_greater_than(void) { u16 random = Random(); if (random % 256 > gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_random_equal(void) { u16 random = Random(); if (random % 256 == gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_random_not_equal(void) { u16 random = Random(); if (random % 256 != gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_score(void) { AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += gAIScriptPtr[1]; // Add the result to the array of the move consider's score. if (AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] < 0) // If the score is negative, flatten it to 0. AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; gAIScriptPtr += 2; // AI return. } static void Cmd_if_hp_less_than(void) { u16 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) < gAIScriptPtr[2]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_hp_more_than(void) { u16 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) > gAIScriptPtr[2]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_hp_equal(void) { u16 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) == gAIScriptPtr[2]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_hp_not_equal(void) { u16 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if ((u32)(100 * gBattleMons[battlerId].hp / gBattleMons[battlerId].maxHP) != gAIScriptPtr[2]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_status(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if (gBattleMons[battlerId].status1 & status) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_not_status(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if (!(gBattleMons[battlerId].status1 & status)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_status2(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if ((gBattleMons[battlerId].status2 & status)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_not_status2(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if (!(gBattleMons[battlerId].status2 & status)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_status3(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if (gStatuses3[battlerId] & status) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_not_status3(void) { u16 battlerId; u32 status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; status = T1_READ_32(gAIScriptPtr + 2); if (!(gStatuses3[battlerId] & status)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_side_affecting(void) { u16 battlerId; u32 side, status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; side = GET_BATTLER_SIDE(battlerId); status = T1_READ_32(gAIScriptPtr + 2); if (gSideStatuses[side] & status) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_not_side_affecting(void) { u16 battlerId; u32 side, status; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; side = GET_BATTLER_SIDE(battlerId); status = T1_READ_32(gAIScriptPtr + 2); if (!(gSideStatuses[side] & status)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void Cmd_if_less_than(void) { if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_more_than(void) { if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_equal(void) { if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_not_equal(void) { if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_less_than_ptr(void) { const u8 *value = T1_READ_PTR(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult < *value) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void Cmd_if_more_than_ptr(void) { const u8 *value = T1_READ_PTR(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult > *value) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void Cmd_if_equal_ptr(void) { const u8 *value = T1_READ_PTR(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult == *value) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void Cmd_if_not_equal_ptr(void) { const u8 *value = T1_READ_PTR(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult != *value) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void Cmd_if_move(void) { u16 move = T1_READ_16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered == move) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_not_move(void) { u16 move = T1_READ_16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered != move) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void Cmd_if_in_bytes(void) { const u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void Cmd_if_not_in_bytes(void) { const u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); } static void Cmd_if_in_hwords(void) { const u16 *ptr = (const u16 *)T1_READ_PTR(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void Cmd_if_not_in_hwords(void) { const u16 *ptr = (const u16 *)T1_READ_PTR(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5); } static void Cmd_if_user_has_attacking_move(void) { s32 i; for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0) break; } if (i == MAX_MON_MOVES) gAIScriptPtr += 5; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); } static void Cmd_if_user_has_no_attacking_moves(void) { s32 i; for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].power != 0) break; } if (i != MAX_MON_MOVES) gAIScriptPtr += 5; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); } static void Cmd_get_turn_count(void) { AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter; gAIScriptPtr += 1; } static void Cmd_get_type(void) { u8 typeVar = gAIScriptPtr[1]; switch (typeVar) { case AI_TYPE1_USER: // AI user primary type AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type1; break; case AI_TYPE1_TARGET: // target primary type AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type1; break; case AI_TYPE2_USER: // AI user secondary type AI_THINKING_STRUCT->funcResult = gBattleMons[sBattler_AI].type2; break; case AI_TYPE2_TARGET: // target secondary type AI_THINKING_STRUCT->funcResult = gBattleMons[gBattlerTarget].type2; break; case AI_TYPE_MOVE: // type of move being pointed to AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type; break; } gAIScriptPtr += 2; } static u8 BattleAI_GetWantedBattler(u8 wantedBattler) { switch (wantedBattler) { case AI_USER: return sBattler_AI; case AI_TARGET: default: return gBattlerTarget; case AI_USER_PARTNER: return sBattler_AI ^ BIT_FLANK; case AI_TARGET_PARTNER: return gBattlerTarget ^ BIT_FLANK; } } static void Cmd_is_of_type(void) { u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]); if (IS_BATTLER_OF_TYPE(battlerId, gAIScriptPtr[2])) AI_THINKING_STRUCT->funcResult = TRUE; else AI_THINKING_STRUCT->funcResult = FALSE; gAIScriptPtr += 3; } static void Cmd_get_considered_move_power(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power; gAIScriptPtr += 1; } static void Cmd_get_how_powerful_move_is(void) { s32 i, checkedMove; s32 moveDmgs[MAX_MON_MOVES]; for (i = 0; sIgnoredPowerfulMoveEffects[i] != IGNORED_MOVES_END; i++) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sIgnoredPowerfulMoveEffects[i]) break; } if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1 && sIgnoredPowerfulMoveEffects[i] == IGNORED_MOVES_END) { gDynamicBasePower = 0; *(&gBattleStruct->dynamicMoveType) = 0; gBattleScripting.dmgMultiplier = 1; gMoveResultFlags = 0; gCritMultiplier = 1; // Considered move has power and is not in sIgnoredPowerfulMoveEffects // Check all other moves and calculate their power for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++) { for (i = 0; sIgnoredPowerfulMoveEffects[i] != IGNORED_MOVES_END; i++) { if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sIgnoredPowerfulMoveEffects[i]) break; } if (gBattleMons[sBattler_AI].moves[checkedMove] != MOVE_NONE && sIgnoredPowerfulMoveEffects[i] == IGNORED_MOVES_END && gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].power > 1) { gCurrentMove = gBattleMons[sBattler_AI].moves[checkedMove]; AI_CalcDmg(sBattler_AI, gBattlerTarget); TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget); moveDmgs[checkedMove] = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[checkedMove] / 100; if (moveDmgs[checkedMove] == 0) moveDmgs[checkedMove] = 1; } else { moveDmgs[checkedMove] = 0; } } // Is the considered move the most powerful move available? for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++) { if (moveDmgs[checkedMove] > moveDmgs[AI_THINKING_STRUCT->movesetIndex]) break; } if (checkedMove == MAX_MON_MOVES) AI_THINKING_STRUCT->funcResult = MOVE_MOST_POWERFUL; else AI_THINKING_STRUCT->funcResult = MOVE_NOT_MOST_POWERFUL; } else { // Move has a power of 0/1, or is in the group sIgnoredPowerfulMoveEffects AI_THINKING_STRUCT->funcResult = MOVE_POWER_OTHER; } gAIScriptPtr++; } static void Cmd_get_last_used_battler_move(void) { if (gAIScriptPtr[1] == AI_USER) AI_THINKING_STRUCT->funcResult = gLastMoves[sBattler_AI]; else AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerTarget]; gAIScriptPtr += 2; } static void Cmd_if_equal_(void) // Same as if_equal. { if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_not_equal_(void) // Same as if_not_equal. { if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_user_goes(void) { if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) == gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_user_doesnt_go(void) { if (GetWhoStrikesFirst(sBattler_AI, gBattlerTarget, TRUE) != gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_nop_2A(void) { } static void Cmd_nop_2B(void) { } static void Cmd_count_usable_party_mons(void) { u8 battlerId; u8 battlerOnField1, battlerOnField2; struct Pokemon *party; s32 i; AI_THINKING_STRUCT->funcResult = 0; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (GetBattlerSide(battlerId) == B_SIDE_PLAYER) party = gPlayerParty; else party = gEnemyParty; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { u32 position; battlerOnField1 = gBattlerPartyIndexes[battlerId]; position = GetBattlerPosition(battlerId) ^ BIT_FLANK; battlerOnField2 = gBattlerPartyIndexes[GetBattlerAtPosition(position)]; } else // In singles there's only one battlerId by side. { battlerOnField1 = gBattlerPartyIndexes[battlerId]; battlerOnField2 = gBattlerPartyIndexes[battlerId]; } for (i = 0; i < PARTY_SIZE; i++) { if (i != battlerOnField1 && i != battlerOnField2 && GetMonData(&party[i], MON_DATA_HP) != 0 && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG) { AI_THINKING_STRUCT->funcResult++; } } gAIScriptPtr += 2; } static void Cmd_get_considered_move(void) { AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered; gAIScriptPtr += 1; } static void Cmd_get_considered_move_effect(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect; gAIScriptPtr += 1; } static void Cmd_get_ability(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gActiveBattler != battlerId) { if (BATTLE_HISTORY->abilities[battlerId] != 0) { AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[battlerId]; gAIScriptPtr += 2; return; } // abilities that prevent fleeing. if (gBattleMons[battlerId].ability == ABILITY_SHADOW_TAG || gBattleMons[battlerId].ability == ABILITY_MAGNET_PULL || gBattleMons[battlerId].ability == ABILITY_ARENA_TRAP) { AI_THINKING_STRUCT->funcResult = gBattleMons[battlerId].ability; gAIScriptPtr += 2; return; } if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE) { if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE) { // AI has no knowledge of opponent, so it guesses which ability. if (Random() & 1) AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[0]; else AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[1]; } else { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[0]; // It's definitely ability 1. } } else { AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[battlerId].species].abilities[1]; // AI can't actually reach this part since no pokemon has ability 2 and no ability 1. } } else { // The AI knows its own ability. AI_THINKING_STRUCT->funcResult = gBattleMons[battlerId].ability; } gAIScriptPtr += 2; } static void Cmd_check_ability(void) { u32 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]); u32 ability = gAIScriptPtr[2]; if (gAIScriptPtr[1] == AI_TARGET || gAIScriptPtr[1] == AI_TARGET_PARTNER) { if (BATTLE_HISTORY->abilities[battlerId] != ABILITY_NONE) { ability = BATTLE_HISTORY->abilities[battlerId]; AI_THINKING_STRUCT->funcResult = ability; } // Abilities that prevent fleeing. else if (gBattleMons[battlerId].ability == ABILITY_SHADOW_TAG || gBattleMons[battlerId].ability == ABILITY_MAGNET_PULL || gBattleMons[battlerId].ability == ABILITY_ARENA_TRAP) { ability = gBattleMons[battlerId].ability; } else if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != ABILITY_NONE) { if (gBaseStats[gBattleMons[battlerId].species].abilities[1] != ABILITY_NONE) { u8 abilityDummyVariable = ability; // Needed to match. if (gBaseStats[gBattleMons[battlerId].species].abilities[0] != abilityDummyVariable && gBaseStats[gBattleMons[battlerId].species].abilities[1] != abilityDummyVariable) { ability = gBaseStats[gBattleMons[battlerId].species].abilities[0]; } else { ability = ABILITY_NONE; } } else { ability = gBaseStats[gBattleMons[battlerId].species].abilities[0]; } } else { ability = gBaseStats[gBattleMons[battlerId].species].abilities[1]; // AI can't actually reach this part since no pokemon has ability 2 and no ability 1. } } else { // The AI knows its own or partner's ability. ability = gBattleMons[battlerId].ability; } if (ability == 0) AI_THINKING_STRUCT->funcResult = 2; // Unable to answer. else if (ability == gAIScriptPtr[2]) AI_THINKING_STRUCT->funcResult = 1; // Pokemon has the ability we wanted to check. else AI_THINKING_STRUCT->funcResult = 0; // Pokemon doesn't have the ability we wanted to check. gAIScriptPtr += 3; } static void Cmd_get_highest_type_effectiveness(void) { s32 i; u8 *dynamicMoveType; gDynamicBasePower = 0; dynamicMoveType = &gBattleStruct->dynamicMoveType; *dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gMoveResultFlags = 0; gCritMultiplier = 1; AI_THINKING_STRUCT->funcResult = 0; for (i = 0; i < MAX_MON_MOVES; i++) { gBattleMoveDamage = 40; gCurrentMove = gBattleMons[sBattler_AI].moves[i]; if (gCurrentMove != MOVE_NONE) { TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget); if (gBattleMoveDamage == 120) // Super effective STAB. gBattleMoveDamage = AI_EFFECTIVENESS_x2; if (gBattleMoveDamage == 240) gBattleMoveDamage = AI_EFFECTIVENESS_x4; if (gBattleMoveDamage == 30) // Not very effective STAB. gBattleMoveDamage = AI_EFFECTIVENESS_x0_5; if (gBattleMoveDamage == 15) gBattleMoveDamage = AI_EFFECTIVENESS_x0_25; if (gMoveResultFlags & MOVE_RESULT_DOESNT_AFFECT_FOE) gBattleMoveDamage = AI_EFFECTIVENESS_x0; if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage) AI_THINKING_STRUCT->funcResult = gBattleMoveDamage; } } gAIScriptPtr += 1; } static void Cmd_if_type_effectiveness(void) { u8 damageVar; gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gMoveResultFlags = 0; gCritMultiplier = 1; gBattleMoveDamage = AI_EFFECTIVENESS_x1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget); if (gBattleMoveDamage == 120) // Super effective STAB. gBattleMoveDamage = AI_EFFECTIVENESS_x2; if (gBattleMoveDamage == 240) gBattleMoveDamage = AI_EFFECTIVENESS_x4; if (gBattleMoveDamage == 30) // Not very effective STAB. gBattleMoveDamage = AI_EFFECTIVENESS_x0_5; if (gBattleMoveDamage == 15) gBattleMoveDamage = AI_EFFECTIVENESS_x0_25; if (gMoveResultFlags & MOVE_RESULT_DOESNT_AFFECT_FOE) gBattleMoveDamage = AI_EFFECTIVENESS_x0; // Store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8. damageVar = gBattleMoveDamage; if (damageVar == gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_nop_32(void) { } static void Cmd_nop_33(void) { } static void Cmd_if_status_in_party(void) { struct Pokemon *party; s32 i; u32 statusToCompareTo; u8 battlerId; switch (gAIScriptPtr[1]) { case AI_USER: battlerId = sBattler_AI; break; default: battlerId = gBattlerTarget; break; } party = (GetBattlerSide(battlerId) == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty; statusToCompareTo = T1_READ_32(gAIScriptPtr + 2); for (i = 0; i < PARTY_SIZE; i++) { u16 species = GetMonData(&party[i], MON_DATA_SPECIES); u16 hp = GetMonData(&party[i], MON_DATA_HP); u32 status = GetMonData(&party[i], MON_DATA_STATUS); if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo) { gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); return; } } gAIScriptPtr += 10; } static void Cmd_if_status_not_in_party(void) { struct Pokemon *party; s32 i; u32 statusToCompareTo; u8 battlerId; switch(gAIScriptPtr[1]) { case 1: battlerId = sBattler_AI; break; default: battlerId = gBattlerTarget; break; } party = (GetBattlerSide(battlerId) == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty; statusToCompareTo = T1_READ_32(gAIScriptPtr + 2); for (i = 0; i < PARTY_SIZE; i++) { u16 species = GetMonData(&party[i], MON_DATA_SPECIES); u16 hp = GetMonData(&party[i], MON_DATA_HP); u32 status = GetMonData(&party[i], MON_DATA_STATUS); if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo) { gAIScriptPtr += 10; #ifdef UBFIX return; #endif } } gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6); } static void Cmd_get_weather(void) { if (gBattleWeather & B_WEATHER_RAIN) AI_THINKING_STRUCT->funcResult = AI_WEATHER_RAIN; if (gBattleWeather & B_WEATHER_SANDSTORM) AI_THINKING_STRUCT->funcResult = AI_WEATHER_SANDSTORM; if (gBattleWeather & B_WEATHER_SUN) AI_THINKING_STRUCT->funcResult = AI_WEATHER_SUN; if (gBattleWeather & B_WEATHER_HAIL) AI_THINKING_STRUCT->funcResult = AI_WEATHER_HAIL; gAIScriptPtr += 1; } static void Cmd_if_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_not_effect(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void Cmd_if_stat_level_less_than(void) { u32 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void Cmd_if_stat_level_more_than(void) { u32 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void Cmd_if_stat_level_equal(void) { u32 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void Cmd_if_stat_level_not_equal(void) { u32 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gBattleMons[battlerId].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3]) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void Cmd_if_can_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gMoveResultFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; AI_CalcDmg(sBattler_AI, gBattlerTarget); TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100; // Moves always do at least 1 damage. if (gBattleMoveDamage == 0) gBattleMoveDamage = 1; if (gBattleMons[gBattlerTarget].hp <= gBattleMoveDamage) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_if_cant_faint(void) { if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2) { gAIScriptPtr += 5; return; } gDynamicBasePower = 0; gBattleStruct->dynamicMoveType = 0; gBattleScripting.dmgMultiplier = 1; gMoveResultFlags = 0; gCritMultiplier = 1; gCurrentMove = AI_THINKING_STRUCT->moveConsidered; AI_CalcDmg(sBattler_AI, gBattlerTarget); TypeCalc(gCurrentMove, sBattler_AI, gBattlerTarget); gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100; #ifdef BUGFIX // Moves always do at least 1 damage. if (gBattleMoveDamage == 0) gBattleMoveDamage = 1; #endif if (gBattleMons[gBattlerTarget].hp > gBattleMoveDamage) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_if_has_move(void) { s32 i; const u16 *movePtr = (u16 *)(gAIScriptPtr + 2); switch (gAIScriptPtr[1]) { case AI_USER: for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] == *movePtr) break; } if (i == MAX_MON_MOVES) gAIScriptPtr += 8; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); break; case AI_USER_PARTNER: if (gBattleMons[sBattler_AI ^ BIT_FLANK].hp == 0) { gAIScriptPtr += 8; break; } else { for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI ^ BIT_FLANK].moves[i] == *movePtr) break; } } if (i == MAX_MON_MOVES) gAIScriptPtr += 8; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == *movePtr) break; } if (i == MAX_MON_MOVES) gAIScriptPtr += 8; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); break; } } static void Cmd_if_doesnt_have_move(void) { s32 i; const u16 *movePtr = (u16 *)(gAIScriptPtr + 2); switch(gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: // UB: no separate check for user partner. for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] == *movePtr) break; } if (i != MAX_MON_MOVES) gAIScriptPtr += 8; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] == *movePtr) break; } if (i != MAX_MON_MOVES) gAIScriptPtr += 8; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); break; } } static void Cmd_if_has_move_with_effect(void) { s32 i; switch (gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2]) break; } if (i == MAX_MON_MOVES) gAIScriptPtr += 7; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { // BUG: checks sBattler_AI instead of gBattlerTarget. #ifndef BUGFIX if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2]) break; #else if (gBattleMons[gBattlerTarget].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2]) break; #endif } if (i == MAX_MON_MOVES) gAIScriptPtr += 7; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); break; } } static void Cmd_if_doesnt_have_move_with_effect(void) { s32 i; switch (gAIScriptPtr[1]) { case AI_USER: case AI_USER_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { if(gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBattler_AI].moves[i]].effect == gAIScriptPtr[2]) break; } if (i != MAX_MON_MOVES) gAIScriptPtr += 7; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); break; case AI_TARGET: case AI_TARGET_PARTNER: for (i = 0; i < MAX_MON_MOVES; i++) { if (BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i] && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2]) break; } if (i != MAX_MON_MOVES) gAIScriptPtr += 7; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); break; } } static void Cmd_if_any_move_disabled_or_encored(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gAIScriptPtr[2] == 0) { if (gDisableStructs[battlerId].disabledMove == MOVE_NONE) gAIScriptPtr += 7; else gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); } else if (gAIScriptPtr[2] != 1) { gAIScriptPtr += 7; } else { if (gDisableStructs[battlerId].encoredMove != MOVE_NONE) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3); else gAIScriptPtr += 7; } } static void Cmd_if_curr_move_disabled_or_encored(void) { switch (gAIScriptPtr[1]) { case 0: if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; break; case 1: if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; break; default: gAIScriptPtr += 6; break; } } static void Cmd_flee(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); } static void Cmd_if_random_safari_flee(void) { u8 safariFleeRate = gBattleStruct->safariEscapeFactor * 5; // Safari flee rate, from 0-20. if ((u8)(Random() % 100) < safariFleeRate) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_watch(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); } static void Cmd_get_hold_effect(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; if (gActiveBattler != battlerId) AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(BATTLE_HISTORY->itemEffects[battlerId]); else AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[battlerId].item); gAIScriptPtr += 2; } static void Cmd_if_holds_item(void) { u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]); u16 item; u8 itemLo, itemHi; if ((battlerId & BIT_SIDE) == (sBattler_AI & BIT_SIDE)) item = gBattleMons[battlerId].item; else item = BATTLE_HISTORY->itemEffects[battlerId]; itemHi = gAIScriptPtr[2]; itemLo = gAIScriptPtr[3]; #ifdef BUGFIX // This bug doesn't affect the vanilla game because this script command // is only used to check ITEM_PERSIM_BERRY, whose high byte happens to // be 0. if (((itemHi << 8) | itemLo) == item) #else if ((itemLo | itemHi) == item) #endif gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4); else gAIScriptPtr += 8; } static void Cmd_get_gender(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[battlerId].species, gBattleMons[battlerId].personality); gAIScriptPtr += 2; } static void Cmd_is_first_turn_for(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].isFirstTurn; gAIScriptPtr += 2; } static void Cmd_get_stockpile_count(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].stockpileCounter; gAIScriptPtr += 2; } static void Cmd_is_double_battle(void) { AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE; gAIScriptPtr += 1; } static void Cmd_get_used_held_item(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; AI_THINKING_STRUCT->funcResult = *(u8 *)&gBattleStruct->usedHeldItems[battlerId]; gAIScriptPtr += 2; } static void Cmd_get_move_type_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type; gAIScriptPtr += 1; } static void Cmd_get_move_power_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power; gAIScriptPtr += 1; } static void Cmd_get_move_effect_from_result(void) { AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect; gAIScriptPtr += 1; } static void Cmd_get_protect_count(void) { u8 battlerId; if (gAIScriptPtr[1] == AI_USER) battlerId = sBattler_AI; else battlerId = gBattlerTarget; AI_THINKING_STRUCT->funcResult = gDisableStructs[battlerId].protectUses; gAIScriptPtr += 2; } static void Cmd_nop_52(void) { } static void Cmd_nop_53(void) { } static void Cmd_nop_54(void) { } static void Cmd_nop_55(void) { } static void Cmd_nop_56(void) { } static void Cmd_nop_57(void) { } static void Cmd_call(void) { AIStackPushVar(gAIScriptPtr + 5); gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); } static void Cmd_goto(void) { gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); } static void Cmd_end(void) { if (AIStackPop() == 0) AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE; } static void Cmd_if_level_cond(void) { switch (gAIScriptPtr[1]) { case 0: // greater than if (gBattleMons[sBattler_AI].level > gBattleMons[gBattlerTarget].level) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; break; case 1: // less than if (gBattleMons[sBattler_AI].level < gBattleMons[gBattlerTarget].level) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; break; case 2: // equal if (gBattleMons[sBattler_AI].level == gBattleMons[gBattlerTarget].level) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; break; } } static void Cmd_if_target_taunted(void) { if (gDisableStructs[gBattlerTarget].tauntTimer != 0) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_if_target_not_taunted(void) { if (gDisableStructs[gBattlerTarget].tauntTimer == 0) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_if_target_is_ally(void) { if ((sBattler_AI & BIT_SIDE) == (gBattlerTarget & BIT_SIDE)) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void Cmd_if_flash_fired(void) { u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]); if (gBattleResources->flags->flags[battlerId] & RESOURCE_FLAG_FLASH_FIRE) gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void AIStackPushVar(const u8 *var) { gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var; } static void AIStackPushVar_cursor(void) { gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr; } static bool8 AIStackPop(void) { if (gBattleResources->AI_ScriptsStack->size != 0) { --gBattleResources->AI_ScriptsStack->size; gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size]; return TRUE; } else { return FALSE; } }