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 PP_MASK 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 SmallFarFlagAction 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 maskbits NUM_MOVES 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