pokecrystal-board/engine/battle/ai/redundant.asm

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AI_Redundant:
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; Check if move effect c will fail because it's already been used.
; Return z if the move is a good choice.
; Return nz if the move is a bad choice.
ld a, c
ld de, 3
ld hl, .Moves
call IsInArray
jp nc, .NotRedundant
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
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.Moves:
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dbw EFFECT_DREAM_EATER, .DreamEater
dbw EFFECT_HEAL, .Heal
dbw EFFECT_LIGHT_SCREEN, .LightScreen
dbw EFFECT_MIST, .Mist
dbw EFFECT_FOCUS_ENERGY, .FocusEnergy
dbw EFFECT_CONFUSE, .Confuse
dbw EFFECT_TRANSFORM, .Transform
dbw EFFECT_REFLECT, .Reflect
dbw EFFECT_SUBSTITUTE, .Substitute
dbw EFFECT_LEECH_SEED, .LeechSeed
dbw EFFECT_DISABLE, .Disable
dbw EFFECT_ENCORE, .Encore
dbw EFFECT_SNORE, .Snore
dbw EFFECT_SLEEP_TALK, .SleepTalk
dbw EFFECT_MEAN_LOOK, .MeanLook
dbw EFFECT_NIGHTMARE, .Nightmare
dbw EFFECT_SPIKES, .Spikes
dbw EFFECT_FORESIGHT, .Foresight
dbw EFFECT_PERISH_SONG, .PerishSong
dbw EFFECT_SANDSTORM, .Sandstorm
dbw EFFECT_ATTRACT, .Attract
dbw EFFECT_SAFEGUARD, .Safeguard
dbw EFFECT_RAIN_DANCE, .RainDance
dbw EFFECT_SUNNY_DAY, .SunnyDay
dbw EFFECT_TELEPORT, .Teleport
dbw EFFECT_MORNING_SUN, .MorningSun
dbw EFFECT_SYNTHESIS, .Synthesis
dbw EFFECT_MOONLIGHT, .Moonlight
dbw EFFECT_SWAGGER, .Swagger
dbw EFFECT_FUTURE_SIGHT, .FutureSight
db -1
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.LightScreen:
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ld a, [wEnemyScreens]
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bit SCREENS_LIGHT_SCREEN, a
ret
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.Mist:
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ld a, [wEnemySubStatus4]
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bit SUBSTATUS_MIST, a
ret
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.FocusEnergy:
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ld a, [wEnemySubStatus4]
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bit SUBSTATUS_FOCUS_ENERGY, a
ret
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.Confuse:
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ld a, [wPlayerSubStatus3]
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bit SUBSTATUS_CONFUSED, a
ret nz
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ld a, [wPlayerScreens]
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bit SCREENS_SAFEGUARD, a
ret
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.Transform:
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ld a, [wEnemySubStatus5]
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bit SUBSTATUS_TRANSFORMED, a
ret
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.Reflect:
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ld a, [wEnemyScreens]
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bit SCREENS_REFLECT, a
ret
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.Substitute:
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ld a, [wEnemySubStatus4]
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bit SUBSTATUS_SUBSTITUTE, a
ret
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.LeechSeed:
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ld a, [wPlayerSubStatus4]
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bit SUBSTATUS_LEECH_SEED, a
ret
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.Disable:
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ld a, [wPlayerDisableCount]
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and a
ret
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.Encore:
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ld a, [wPlayerSubStatus5]
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bit SUBSTATUS_ENCORED, a
ret
.Snore:
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.SleepTalk:
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ld a, [wEnemyMonStatus]
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and SLP
jr z, .Redundant
jr .NotRedundant
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.MeanLook:
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ld a, [wEnemySubStatus5]
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bit SUBSTATUS_CANT_RUN, a
ret
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.Nightmare:
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ld a, [wBattleMonStatus]
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and a
jr z, .Redundant
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ld a, [wPlayerSubStatus1]
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bit SUBSTATUS_NIGHTMARE, a
ret
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.Spikes:
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ld a, [wPlayerScreens]
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bit SCREENS_SPIKES, a
ret
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.Foresight:
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ld a, [wPlayerSubStatus1]
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bit SUBSTATUS_IDENTIFIED, a
ret
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.PerishSong:
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ld a, [wPlayerSubStatus1]
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bit SUBSTATUS_PERISH, a
ret
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.Sandstorm:
ld a, [wBattleWeather]
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cp WEATHER_SANDSTORM
jr z, .Redundant
jr .NotRedundant
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.Attract:
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farcall CheckOppositeGender
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jr c, .Redundant
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ld a, [wPlayerSubStatus1]
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bit SUBSTATUS_IN_LOVE, a
ret
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.Safeguard:
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ld a, [wEnemyScreens]
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bit SCREENS_SAFEGUARD, a
ret
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.RainDance:
ld a, [wBattleWeather]
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cp WEATHER_RAIN
jr z, .Redundant
jr .NotRedundant
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.SunnyDay:
ld a, [wBattleWeather]
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cp WEATHER_SUN
jr z, .Redundant
jr .NotRedundant
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.DreamEater:
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ld a, [wBattleMonStatus]
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and SLP
jr z, .Redundant
jr .NotRedundant
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.Swagger:
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ld a, [wPlayerSubStatus3]
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bit SUBSTATUS_CONFUSED, a
ret
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.FutureSight:
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ld a, [wEnemyScreens]
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bit 5, a
ret
.Heal:
.MorningSun:
.Synthesis:
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.Moonlight:
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farcall AICheckEnemyMaxHP
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jr nc, .NotRedundant
.Teleport:
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.Redundant:
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ld a, 1
and a
ret
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.NotRedundant:
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xor a
ret