Split battle/ into data/ and engine/ components

This commit is contained in:
Remy Oukaour
2017-12-26 17:47:05 -05:00
parent 2f98c2032f
commit b5417fafec
170 changed files with 1790 additions and 1799 deletions

882
engine/battle/ai/items.asm Normal file

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221
engine/battle/ai/move.asm Executable file
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AIChooseMove: ; 440ce
; Score each move in EnemyMonMoves starting from Buffer1. Lower is better.
; Pick the move with the lowest score.
; Wildmons attack at random.
ld a, [wBattleMode]
dec a
ret z
ld a, [wLinkMode]
and a
ret nz
; No use picking a move if there's no choice.
farcall CheckEnemyLockedIn
ret nz
; The default score is 20. Unusable moves are given a score of 80.
ld a, 20
ld hl, Buffer1
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
; Don't pick disabled moves.
ld a, [EnemyDisabledMove]
and a
jr z, .CheckPP
ld hl, EnemyMonMoves
ld c, 0
.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
.ScoreDisabledMove:
ld hl, Buffer1
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
.CheckPP:
ld hl, Buffer1 - 1
ld de, EnemyMonPP
ld b, 0
.CheckMovePP:
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
jr z, .ApplyLayers
inc hl
ld a, [de]
inc de
and $3f
jr nz, .CheckMovePP
ld [hl], 80
jr .CheckMovePP
; Apply AI scoring layers depending on the trainer class.
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
; so we have always the same AI, regardless of the loaded class of trainer
ld a, [InBattleTowerBattle]
bit 0, a
jr nz, .battle_tower_skip
ld a, [TrainerClass]
dec a
ld bc, 7 ; Trainer2AI - Trainer1AI
call AddNTimes
.battle_tower_skip
lb bc, CHECK_FLAG, 0
push bc
push hl
.CheckLayer:
pop hl
pop bc
ld a, c
cp 16 ; up to 16 scoring layers
jr z, .DecrementScores
push bc
ld d, BANK(TrainerClassAttributes)
predef FlagPredef
ld d, c
pop bc
inc c
push bc
push hl
ld a, d
and a
jr z, .CheckLayer
ld hl, AIScoringPointers
dec c
ld b, 0
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, BANK(AIScoring)
call FarCall_hl
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores:
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
and a
jr z, .DecrementScores
; We are done whenever a score reaches 0
dec [hl]
jr z, .PickLowestScoreMoves
; If we just decremented the fourth move's score, go back to the first move
inc hl
dec c
jr z, .DecrementScores
jr .DecrementNextScore
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves:
ld a, c
.move_loop
inc [hl]
dec hl
inc a
cp NUM_MOVES + 1
jr nz, .move_loop
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, NUM_MOVES
; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
jr z, .keep
xor a
ld [hli], a
jr .after_toss
.keep
ld a, [de]
ld [hli], a
.after_toss
inc de
dec c
jr nz, .loop2
; Randomly choose one of the moves with a score of 1
.ChooseMove:
ld hl, Buffer1
call Random
and 3
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
and a
jr z, .ChooseMove
ld [CurEnemyMove], a
ld a, c
ld [CurEnemyMoveNum], a
ret
; 441af
AIScoringPointers: ; 441af
dw AI_Basic
dw AI_Setup
dw AI_Types
dw AI_Offensive
dw AI_Smart
dw AI_Opportunist
dw AI_Aggressive
dw AI_Cautious
dw AI_Status
dw AI_Risky
dw AI_None
dw AI_None
dw AI_None
dw AI_None
dw AI_None
dw AI_None
; 441cf

198
engine/battle/ai/redundant.asm Executable file
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AI_Redundant: ; 2c41a
; 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
.Moves: ; 2c42c
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
.LightScreen: ; 2c487
ld a, [EnemyScreens]
bit SCREENS_LIGHT_SCREEN, a
ret
.Mist: ; 2c48d
ld a, [EnemySubStatus4]
bit SUBSTATUS_MIST, a
ret
.FocusEnergy: ; 2c493
ld a, [EnemySubStatus4]
bit SUBSTATUS_FOCUS_ENERGY, a
ret
.Confuse: ; 2c499
ld a, [PlayerSubStatus3]
bit SUBSTATUS_CONFUSED, a
ret nz
ld a, [PlayerScreens]
bit SCREENS_SAFEGUARD, a
ret
.Transform: ; 2c4a5
ld a, [EnemySubStatus5]
bit SUBSTATUS_TRANSFORMED, a
ret
.Reflect: ; 2c4ab
ld a, [EnemyScreens]
bit SCREENS_REFLECT, a
ret
.Substitute: ; 2c4b1
ld a, [EnemySubStatus4]
bit SUBSTATUS_SUBSTITUTE, a
ret
.LeechSeed: ; 2c4b7
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
ret
.Disable: ; 2c4bd
ld a, [PlayerDisableCount]
and a
ret
.Encore: ; 2c4c2
ld a, [PlayerSubStatus5]
bit SUBSTATUS_ENCORED, a
ret
.Snore:
.SleepTalk: ; 2c4c8
ld a, [EnemyMonStatus]
and SLP
jr z, .Redundant
jr .NotRedundant
.MeanLook: ; 2c4d1
ld a, [EnemySubStatus5]
bit SUBSTATUS_CANT_RUN, a
ret
.Nightmare: ; 2c4d7
ld a, [BattleMonStatus]
and a
jr z, .Redundant
ld a, [PlayerSubStatus1]
bit SUBSTATUS_NIGHTMARE, a
ret
.Spikes: ; 2c4e3
ld a, [PlayerScreens]
bit SCREENS_SPIKES, a
ret
.Foresight: ; 2c4e9
ld a, [PlayerSubStatus1]
bit SUBSTATUS_IDENTIFIED, a
ret
.PerishSong: ; 2c4ef
ld a, [PlayerSubStatus1]
bit SUBSTATUS_PERISH, a
ret
.Sandstorm: ; 2c4f5
ld a, [Weather]
cp WEATHER_SANDSTORM
jr z, .Redundant
jr .NotRedundant
.Attract: ; 2c4fe
farcall CheckOppositeGender
jr c, .Redundant
ld a, [PlayerSubStatus1]
bit SUBSTATUS_IN_LOVE, a
ret
.Safeguard: ; 2c50c
ld a, [EnemyScreens]
bit SCREENS_SAFEGUARD, a
ret
.RainDance: ; 2c512
ld a, [Weather]
cp WEATHER_RAIN
jr z, .Redundant
jr .NotRedundant
.SunnyDay: ; 2c51b
ld a, [Weather]
cp WEATHER_SUN
jr z, .Redundant
jr .NotRedundant
.DreamEater: ; 2c524
ld a, [BattleMonStatus]
and SLP
jr z, .Redundant
jr .NotRedundant
.Swagger: ; 2c52d
ld a, [PlayerSubStatus3]
bit SUBSTATUS_CONFUSED, a
ret
.FutureSight: ; 2c533
ld a, [EnemyScreens]
bit 5, a
ret
.Heal:
.MorningSun:
.Synthesis:
.Moonlight: ; 2c539
farcall AICheckEnemyMaxHP
jr nc, .NotRedundant
.Teleport:
.Redundant: ; 2c541
ld a, 1
and a
ret
.NotRedundant: ; 2c545
xor a
ret

3598
engine/battle/ai/scoring.asm Normal file

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672
engine/battle/ai/switch.asm Executable file

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