mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
3267 lines
52 KiB
NASM
3267 lines
52 KiB
NASM
AIScoring: ; used only for BANK(AIScoring)
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AI_Basic:
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; Don't do anything redundant:
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; -Using status-only moves if the player can't be statused
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; -Using moves that fail if they've already been used
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld c, a
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; Dismiss moves with special effects if they are
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; useless or not a good choice right now.
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; For example, healing moves, weather moves, Dream Eater...
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push hl
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push de
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push bc
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farcall AI_Redundant
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pop bc
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pop de
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pop hl
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jr nz, .discourage
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; Dismiss status-only moves if the player can't be statused.
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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push hl
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push de
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push bc
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ld hl, StatusOnlyEffects
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ld de, 1
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call IsInArray
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pop bc
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pop de
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pop hl
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jr nc, .checkmove
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ld a, [wBattleMonStatus]
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and a
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jr nz, .discourage
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; Dismiss Safeguard if it's already active.
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ld a, [wPlayerScreens]
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bit SCREENS_SAFEGUARD, a
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jr z, .checkmove
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.discourage
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call AIDiscourageMove
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jr .checkmove
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INCLUDE "data/battle/ai/status_only_effects.asm"
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AI_Setup:
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; Use stat-modifying moves on turn 1.
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; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon.
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; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon.
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; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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cp EFFECT_ATTACK_UP
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jr c, .checkmove
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cp EFFECT_EVASION_UP + 1
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jr c, .statup
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; cp EFFECT_ATTACK_DOWN - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN + 1
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jr c, .statdown
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cp EFFECT_ATTACK_UP_2
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jr c, .checkmove
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cp EFFECT_EVASION_UP_2 + 1
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jr c, .statup
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; cp EFFECT_ATTACK_DOWN_2 - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN_2 + 1
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jr c, .statdown
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jr .checkmove
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.statup
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ld a, [wEnemyTurnsTaken]
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and a
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jr nz, .discourage
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jr .encourage
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.statdown
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ld a, [wPlayerTurnsTaken]
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and a
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jr nz, .discourage
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.encourage
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call AI_50_50
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jr c, .checkmove
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dec [hl]
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dec [hl]
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jr .checkmove
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.discourage
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call Random
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cp 12 percent
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jr c, .checkmove
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inc [hl]
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inc [hl]
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jr .checkmove
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AI_Types:
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; Dismiss any move that the player is immune to.
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; Encourage super-effective moves.
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; Discourage not very effective moves unless
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; all damaging moves are of the same type.
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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push hl
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push bc
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push de
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ld a, 1
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ldh [hBattleTurn], a
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callfar BattleCheckTypeMatchup
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pop de
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pop bc
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pop hl
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ld a, [wTypeMatchup]
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and a
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jr z, .immune
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cp EFFECTIVE
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jr z, .checkmove
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jr c, .noteffective
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; effective
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr z, .checkmove
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dec [hl]
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jr .checkmove
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.noteffective
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; Discourage this move if there are any moves
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; that do damage of a different type.
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push hl
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push de
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push bc
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ld a, [wEnemyMoveStruct + MOVE_TYPE]
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ld d, a
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ld hl, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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ld c, 0
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.checkmove2
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dec b
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jr z, .movesdone
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ld a, [hli]
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and a
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jr z, .movesdone
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_TYPE]
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cp d
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jr z, .checkmove2
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr nz, .damaging
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jr .checkmove2
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.damaging
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ld c, a
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.movesdone
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ld a, c
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pop bc
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pop de
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pop hl
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and a
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jr z, .checkmove
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inc [hl]
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jr .checkmove
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.immune
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call AIDiscourageMove
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jr .checkmove
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AI_Offensive:
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; Greatly discourage non-damaging moves.
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr nz, .checkmove
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inc [hl]
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inc [hl]
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jr .checkmove
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AI_Smart:
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; Context-specific scoring.
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld b, NUM_MOVES + 1
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.checkmove
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dec b
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ret z
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ld a, [de]
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inc de
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and a
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ret z
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push de
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push bc
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push hl
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld hl, AI_Smart_EffectHandlers
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ld de, 3
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call IsInArray
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inc hl
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jr nc, .nextmove
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ld a, [hli]
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ld e, a
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ld d, [hl]
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pop hl
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push hl
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ld bc, .nextmove
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push bc
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push de
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ret
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.nextmove
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pop hl
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pop bc
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pop de
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inc hl
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jr .checkmove
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AI_Smart_EffectHandlers:
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dbw EFFECT_SLEEP, AI_Smart_Sleep
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dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit
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dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct
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dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater
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dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove
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dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp
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dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit
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dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown
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dbw EFFECT_RESET_STATS, AI_Smart_ResetStats
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dbw EFFECT_BIDE, AI_Smart_Bide
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dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch
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dbw EFFECT_HEAL, AI_Smart_Heal
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dbw EFFECT_TOXIC, AI_Smart_Toxic
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dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen
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dbw EFFECT_OHKO, AI_Smart_Ohko
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dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind
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dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang
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dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget
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dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B
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dbw EFFECT_CONFUSE, AI_Smart_Confuse
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dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2
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dbw EFFECT_REFLECT, AI_Smart_Reflect
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dbw EFFECT_PARALYZE, AI_Smart_Paralyze
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dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit
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dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute
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dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam
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dbw EFFECT_RAGE, AI_Smart_Rage
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dbw EFFECT_MIMIC, AI_Smart_Mimic
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dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed
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dbw EFFECT_DISABLE, AI_Smart_Disable
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dbw EFFECT_COUNTER, AI_Smart_Counter
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dbw EFFECT_ENCORE, AI_Smart_Encore
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dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit
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dbw EFFECT_SNORE, AI_Smart_Snore
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dbw EFFECT_CONVERSION2, AI_Smart_Conversion2
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dbw EFFECT_LOCK_ON, AI_Smart_LockOn
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dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent
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dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk
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dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond
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dbw EFFECT_REVERSAL, AI_Smart_Reversal
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dbw EFFECT_SPITE, AI_Smart_Spite
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dbw EFFECT_HEAL_BELL, AI_Smart_HealBell
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dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit
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dbw EFFECT_THIEF, AI_Smart_Thief
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dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook
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dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare
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dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel
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dbw EFFECT_CURSE, AI_Smart_Curse
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dbw EFFECT_PROTECT, AI_Smart_Protect
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dbw EFFECT_FORESIGHT, AI_Smart_Foresight
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dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong
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dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm
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dbw EFFECT_ENDURE, AI_Smart_Endure
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dbw EFFECT_ROLLOUT, AI_Smart_Rollout
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dbw EFFECT_SWAGGER, AI_Smart_Swagger
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dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter
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dbw EFFECT_ATTRACT, AI_Smart_Attract
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dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard
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dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude
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dbw EFFECT_BATON_PASS, AI_Smart_BatonPass
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dbw EFFECT_PURSUIT, AI_Smart_Pursuit
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dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin
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dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun
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dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis
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dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight
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dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower
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dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance
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dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay
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dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum
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dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp
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dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat
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dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash
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dbw EFFECT_TWISTER, AI_Smart_Twister
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dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake
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dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight
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dbw EFFECT_GUST, AI_Smart_Gust
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dbw EFFECT_STOMP, AI_Smart_Stomp
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dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam
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dbw EFFECT_THUNDER, AI_Smart_Thunder
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dbw EFFECT_FLY, AI_Smart_Fly
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db -1 ; end
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AI_Smart_Sleep:
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; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare.
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; 50% chance to greatly encourage sleep inducing moves otherwise.
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ld b, EFFECT_DREAM_EATER
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call AIHasMoveEffect
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jr c, .encourage
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ld b, EFFECT_NIGHTMARE
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call AIHasMoveEffect
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ret nc
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.encourage
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call AI_50_50
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ret c
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dec [hl]
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dec [hl]
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ret
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AI_Smart_LeechHit:
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push hl
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ld a, 1
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ldh [hBattleTurn], a
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callfar BattleCheckTypeMatchup
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pop hl
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; 60% chance to discourage this move if not very effective.
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ld a, [wTypeMatchup]
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cp EFFECTIVE
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jr c, .discourage
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; Do nothing if effectiveness is neutral.
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ret z
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; Do nothing if enemy's HP is full.
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call AICheckEnemyMaxHP
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ret c
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; 80% chance to encourage this move otherwise.
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call AI_80_20
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ret c
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dec [hl]
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ret
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.discourage
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call Random
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cp 39 percent + 1
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ret c
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inc [hl]
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ret
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AI_Smart_LockOn:
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ld a, [wPlayerSubStatus5]
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bit SUBSTATUS_LOCK_ON, a
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jr nz, .player_locked_on
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push hl
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call AICheckEnemyQuarterHP
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jr nc, .discourage
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call AICheckEnemyHalfHP
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jr c, .skip_speed_check
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call AICompareSpeed
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jr nc, .discourage
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.skip_speed_check
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ld a, [wPlayerEvaLevel]
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cp BASE_STAT_LEVEL + 3
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jr nc, .maybe_encourage
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cp BASE_STAT_LEVEL + 1
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jr nc, .do_nothing
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ld a, [wEnemyAccLevel]
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cp BASE_STAT_LEVEL - 2
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jr c, .maybe_encourage
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cp BASE_STAT_LEVEL
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jr c, .do_nothing
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ld hl, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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.checkmove
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dec c
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jr z, .discourage
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ld a, [hli]
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and a
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jr z, .discourage
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
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cp 71 percent - 1
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jr nc, .checkmove
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ld a, 1
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ldh [hBattleTurn], a
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push hl
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push bc
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farcall BattleCheckTypeMatchup
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ld a, [wTypeMatchup]
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cp EFFECTIVE
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pop bc
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pop hl
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jr c, .checkmove
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.do_nothing
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pop hl
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ret
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.discourage
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pop hl
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inc [hl]
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ret
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.maybe_encourage
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pop hl
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call AI_50_50
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ret c
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dec [hl]
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dec [hl]
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ret
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.player_locked_on
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push hl
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES + 1
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.checkmove2
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inc hl
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dec c
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jr z, .dismiss
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ld a, [de]
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and a
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jr z, .dismiss
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
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cp 71 percent - 1
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jr nc, .checkmove2
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dec [hl]
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dec [hl]
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jr .checkmove2
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.dismiss
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pop hl
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jp AIDiscourageMove
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AI_Smart_Selfdestruct:
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; Selfdestruct, Explosion
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; Unless this is the enemy's last Pokemon...
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push hl
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farcall FindAliveEnemyMons
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pop hl
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jr nc, .notlastmon
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; ...greatly discourage this move unless this is the player's last Pokemon too.
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push hl
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call AICheckLastPlayerMon
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pop hl
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jr nz, .discourage
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.notlastmon
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; Greatly discourage this move if enemy's HP is above 50%.
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call AICheckEnemyHalfHP
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jr c, .discourage
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|
|
; Do nothing if enemy's HP is below 25%.
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
|
|
; If enemy's HP is between 25% and 50%,
|
|
; over 90% chance to greatly discourage this move.
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
|
|
.discourage
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_DreamEater:
|
|
; 90% chance to greatly encourage this move.
|
|
; The AI_Basic layer will make sure that
|
|
; Dream Eater is only used against sleeping targets.
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_EvasionUp:
|
|
; Dismiss this move if enemy's evasion can't raise anymore.
|
|
ld a, [wEnemyEvaLevel]
|
|
cp MAX_STAT_LEVEL
|
|
jp nc, AIDiscourageMove
|
|
|
|
; If enemy's HP is full...
|
|
call AICheckEnemyMaxHP
|
|
jr nc, .hp_mismatch_1
|
|
|
|
; ...greatly encourage this move if player is badly poisoned.
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .greatly_encourage
|
|
|
|
; ...70% chance to greatly encourage this move if player is not badly poisoned.
|
|
call Random
|
|
cp 70 percent
|
|
jr nc, .not_encouraged
|
|
|
|
.greatly_encourage
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.hp_mismatch_1
|
|
|
|
; Greatly discourage this move if enemy's HP is below 25%.
|
|
call AICheckEnemyQuarterHP
|
|
jr nc, .hp_mismatch_2
|
|
|
|
; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move.
|
|
call Random
|
|
cp 4 percent
|
|
jr c, .greatly_encourage
|
|
|
|
; If enemy's HP is between 25% and 50%,...
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .hp_mismatch_3
|
|
|
|
; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move.
|
|
call AI_80_20
|
|
jr c, .greatly_encourage
|
|
jr .not_encouraged
|
|
|
|
.hp_mismatch_3
|
|
; ...50% chance to greatly discourage this move.
|
|
call AI_50_50
|
|
jr c, .not_encouraged
|
|
|
|
.hp_mismatch_2
|
|
inc [hl]
|
|
inc [hl]
|
|
|
|
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
|
|
; 77% chance to end up here if enemy's HP is above 50% but not full.
|
|
; 96% chance to end up here if enemy's HP is between 25% and 50%.
|
|
; 100% chance to end up here if enemy's HP is below 25%.
|
|
; In other words, we only end up here if the move has not been encouraged or dismissed.
|
|
.not_encouraged
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .maybe_greatly_encourage
|
|
|
|
ld a, [wPlayerSubStatus4]
|
|
bit SUBSTATUS_LEECH_SEED, a
|
|
jr nz, .maybe_encourage
|
|
|
|
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
|
|
ld a, [wEnemyEvaLevel]
|
|
ld b, a
|
|
ld a, [wPlayerAccLevel]
|
|
cp b
|
|
jr c, .discourage
|
|
|
|
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
|
|
ld a, [wPlayerFuryCutterCount]
|
|
and a
|
|
jr nz, .greatly_encourage
|
|
|
|
ld a, [wPlayerSubStatus1]
|
|
bit SUBSTATUS_ROLLOUT, a
|
|
jr nz, .greatly_encourage
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
; Player is badly poisoned.
|
|
; 70% chance to greatly encourage this move.
|
|
; This would counter any previous discouragement.
|
|
.maybe_greatly_encourage
|
|
call Random
|
|
cp 31 percent + 1
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
; Player is seeded.
|
|
; 50% chance to encourage this move.
|
|
; This would partly counter any previous discouragement.
|
|
.maybe_encourage
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_AlwaysHit:
|
|
; 80% chance to greatly encourage this move if either...
|
|
|
|
; ...enemy's accuracy level has been lowered three or more stages
|
|
ld a, [wEnemyAccLevel]
|
|
cp BASE_STAT_LEVEL - 2
|
|
jr c, .encourage
|
|
|
|
; ...or player's evasion level has been raised three or more stages.
|
|
ld a, [wPlayerEvaLevel]
|
|
cp BASE_STAT_LEVEL + 3
|
|
ret c
|
|
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_MirrorMove:
|
|
; If the player did not use any move last turn...
|
|
ld a, [wLastPlayerCounterMove]
|
|
and a
|
|
jr nz, .usedmove
|
|
|
|
; ...do nothing if enemy is slower than player
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
; ...or dismiss this move if enemy is faster than player.
|
|
jp AIDiscourageMove
|
|
|
|
; If the player did use a move last turn...
|
|
.usedmove
|
|
push hl
|
|
ld hl, UsefulMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
pop hl
|
|
|
|
; ...do nothing if he didn't use a useful move.
|
|
ret nc
|
|
|
|
; If he did, 50% chance to encourage this move...
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
|
|
; ...and 90% chance to encourage this move again if the enemy is faster.
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_AccuracyDown:
|
|
; If player's HP is full...
|
|
call AICheckPlayerMaxHP
|
|
jr nc, .hp_mismatch_1
|
|
|
|
; ...and enemy's HP is above 50%...
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .hp_mismatch_1
|
|
|
|
; ...greatly encourage this move if player is badly poisoned.
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .greatly_encourage
|
|
|
|
; ...70% chance to greatly encourage this move if player is not badly poisoned.
|
|
call Random
|
|
cp 70 percent
|
|
jr nc, .not_encouraged
|
|
|
|
.greatly_encourage
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.hp_mismatch_1
|
|
|
|
; Greatly discourage this move if player's HP is below 25%.
|
|
call AICheckPlayerQuarterHP
|
|
jr nc, .hp_mismatch_2
|
|
|
|
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
|
|
call Random
|
|
cp 4 percent
|
|
jr c, .greatly_encourage
|
|
|
|
; If player's HP is between 25% and 50%,...
|
|
call AICheckPlayerHalfHP
|
|
jr nc, .hp_mismatch_3
|
|
|
|
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
|
|
call AI_80_20
|
|
jr c, .greatly_encourage
|
|
jr .not_encouraged
|
|
|
|
; ...50% chance to greatly discourage this move.
|
|
.hp_mismatch_3
|
|
call AI_50_50
|
|
jr c, .not_encouraged
|
|
|
|
.hp_mismatch_2
|
|
inc [hl]
|
|
inc [hl]
|
|
|
|
; We only end up here if the move has not been already encouraged.
|
|
.not_encouraged
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .maybe_greatly_encourage
|
|
|
|
ld a, [wPlayerSubStatus4]
|
|
bit SUBSTATUS_LEECH_SEED, a
|
|
jr nz, .encourage
|
|
|
|
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
|
|
ld a, [wEnemyEvaLevel]
|
|
ld b, a
|
|
ld a, [wPlayerAccLevel]
|
|
cp b
|
|
jr c, .discourage
|
|
|
|
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
|
|
ld a, [wPlayerFuryCutterCount]
|
|
and a
|
|
jr nz, .greatly_encourage
|
|
|
|
ld a, [wPlayerSubStatus1]
|
|
bit SUBSTATUS_ROLLOUT, a
|
|
jr nz, .greatly_encourage
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
; Player is badly poisoned.
|
|
; 70% chance to greatly encourage this move.
|
|
; This would counter any previous discouragement.
|
|
.maybe_greatly_encourage
|
|
call Random
|
|
cp 31 percent + 1
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
; Player is seeded.
|
|
; 50% chance to encourage this move.
|
|
; This would partly counter any previous discouragement.
|
|
.encourage
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_ResetStats:
|
|
; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
|
|
push hl
|
|
ld hl, wEnemyAtkLevel
|
|
ld c, NUM_LEVEL_STATS
|
|
.enemystatsloop
|
|
dec c
|
|
jr z, .enemystatsdone
|
|
ld a, [hli]
|
|
cp BASE_STAT_LEVEL - 2
|
|
jr c, .encourage
|
|
jr .enemystatsloop
|
|
|
|
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
|
|
.enemystatsdone
|
|
ld hl, wPlayerAtkLevel
|
|
ld c, NUM_LEVEL_STATS
|
|
.playerstatsloop
|
|
dec c
|
|
jr z, .discourage
|
|
ld a, [hli]
|
|
cp BASE_STAT_LEVEL + 3
|
|
jr c, .playerstatsloop
|
|
|
|
.encourage
|
|
pop hl
|
|
call Random
|
|
cp 16 percent
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
; Discourage this move if neither:
|
|
; Any of enemy's stat levels is lower than -2.
|
|
; Any of player's stat levels is higher than +2.
|
|
.discourage
|
|
pop hl
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Bide:
|
|
; 90% chance to discourage this move unless enemy's HP is full.
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret c
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_ForceSwitch:
|
|
; Whirlwind, Roar.
|
|
|
|
; Discourage this move if the player has not shown
|
|
; a super-effective move against the enemy.
|
|
; Consider player's type(s) if its moves are unknown.
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp BASE_AI_SWITCH_SCORE
|
|
pop hl
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Heal:
|
|
AI_Smart_MorningSun:
|
|
AI_Smart_Synthesis:
|
|
AI_Smart_Moonlight:
|
|
; 90% chance to greatly encourage this move if enemy's HP is below 25%.
|
|
; Discourage this move if enemy's HP is higher than 50%.
|
|
; Do nothing otherwise.
|
|
|
|
call AICheckEnemyQuarterHP
|
|
jr nc, .encourage
|
|
call AICheckEnemyHalfHP
|
|
ret nc
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Toxic:
|
|
AI_Smart_LeechSeed:
|
|
; Discourage this move if player's HP is below 50%.
|
|
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_LightScreen:
|
|
AI_Smart_Reflect:
|
|
; Over 90% chance to discourage this move unless enemy's HP is full.
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret c
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Ohko:
|
|
; Dismiss this move if player's level is higher than enemy's level.
|
|
; Else, discourage this move is player's HP is below 50%.
|
|
|
|
ld a, [wBattleMonLevel]
|
|
ld b, a
|
|
ld a, [wEnemyMonLevel]
|
|
cp b
|
|
jp c, AIDiscourageMove
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_TrapTarget:
|
|
; Bind, Wrap, Fire Spin, Clamp
|
|
|
|
; 50% chance to discourage this move if the player is already trapped.
|
|
ld a, [wPlayerWrapCount]
|
|
and a
|
|
jr nz, .discourage
|
|
|
|
; 50% chance to greatly encourage this move if player is either
|
|
; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare.
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .encourage
|
|
|
|
ld a, [wPlayerSubStatus1]
|
|
and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE
|
|
jr nz, .encourage
|
|
|
|
; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn.
|
|
ld a, [wPlayerTurnsTaken]
|
|
and a
|
|
jr z, .encourage
|
|
|
|
; 50% chance to discourage this move otherwise.
|
|
.discourage
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_RazorWind:
|
|
AI_Smart_Unused2B:
|
|
ld a, [wEnemySubStatus1]
|
|
bit SUBSTATUS_PERISH, a
|
|
jr z, .no_perish_count
|
|
|
|
ld a, [wEnemyPerishCount]
|
|
cp 3
|
|
jr c, .discourage
|
|
|
|
.no_perish_count
|
|
push hl
|
|
ld hl, wPlayerUsedMoves
|
|
ld c, NUM_MOVES
|
|
|
|
.checkmove
|
|
ld a, [hli]
|
|
and a
|
|
jr z, .movesdone
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
cp EFFECT_PROTECT
|
|
jr z, .dismiss
|
|
dec c
|
|
jr nz, .checkmove
|
|
|
|
.movesdone
|
|
pop hl
|
|
ld a, [wEnemySubStatus3]
|
|
bit SUBSTATUS_CONFUSED, a
|
|
jr nz, .maybe_discourage
|
|
|
|
call AICheckEnemyHalfHP
|
|
ret c
|
|
|
|
.maybe_discourage
|
|
call Random
|
|
cp 79 percent - 1
|
|
ret c
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
.dismiss
|
|
pop hl
|
|
ld a, [hl]
|
|
add 6
|
|
ld [hl], a
|
|
ret
|
|
|
|
AI_Smart_Confuse:
|
|
; 90% chance to discourage this move if player's HP is between 25% and 50%.
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
call Random
|
|
cp 10 percent
|
|
jr c, .skipdiscourage
|
|
inc [hl]
|
|
|
|
.skipdiscourage
|
|
; Discourage again if player's HP is below 25%.
|
|
call AICheckPlayerQuarterHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_SpDefenseUp2:
|
|
; Discourage this move if enemy's HP is lower than 50%.
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .discourage
|
|
|
|
; Discourage this move if enemy's special defense level is higher than +3.
|
|
ld a, [wEnemySDefLevel]
|
|
cp BASE_STAT_LEVEL + 4
|
|
jr nc, .discourage
|
|
|
|
; 80% chance to greatly encourage this move if
|
|
; enemy's Special Defense level is lower than +2, and the player is of a special type.
|
|
cp BASE_STAT_LEVEL + 2
|
|
ret nc
|
|
|
|
ld a, [wBattleMonType1]
|
|
cp SPECIAL
|
|
jr nc, .encourage
|
|
ld a, [wBattleMonType2]
|
|
cp SPECIAL
|
|
ret c
|
|
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Fly:
|
|
; Fly, Dig
|
|
|
|
; Greatly encourage this move if the player is
|
|
; flying or underground, and slower than the enemy.
|
|
|
|
ld a, [wPlayerSubStatus3]
|
|
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
|
|
ret z
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_SuperFang:
|
|
; Discourage this move if player's HP is below 25%.
|
|
|
|
call AICheckPlayerQuarterHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Paralyze:
|
|
; 50% chance to discourage this move if player's HP is below 25%.
|
|
call AICheckPlayerQuarterHP
|
|
jr nc, .discourage
|
|
|
|
; 80% chance to greatly encourage this move
|
|
; if enemy is slower than player and its HP is above 25%.
|
|
call AICompareSpeed
|
|
ret c
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
call AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_SpeedDownHit:
|
|
; Icy Wind
|
|
|
|
; Almost 90% chance to greatly encourage this move if the following conditions all meet:
|
|
; Enemy's HP is higher than 25%.
|
|
; It's the first turn of player's Pokemon.
|
|
; Player is faster than enemy.
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_ANIM]
|
|
cp ICY_WIND
|
|
ret nz
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
ld a, [wPlayerTurnsTaken]
|
|
and a
|
|
ret nz
|
|
call AICompareSpeed
|
|
ret c
|
|
call Random
|
|
cp 12 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Substitute:
|
|
; Dismiss this move if enemy's HP is below 50%.
|
|
|
|
call AICheckEnemyHalfHP
|
|
ret c
|
|
jp AIDiscourageMove
|
|
|
|
AI_Smart_HyperBeam:
|
|
call AICheckEnemyHalfHP
|
|
jr c, .discourage
|
|
|
|
; 50% chance to encourage this move if enemy's HP is below 25%.
|
|
call AICheckEnemyQuarterHP
|
|
ret c
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
; If enemy's HP is above 50%, discourage this move at random
|
|
call Random
|
|
cp 16 percent
|
|
ret c
|
|
inc [hl]
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Rage:
|
|
ld a, [wEnemySubStatus4]
|
|
bit SUBSTATUS_RAGE, a
|
|
jr z, .notbuilding
|
|
|
|
; If enemy's Rage is building, 50% chance to encourage this move.
|
|
call AI_50_50
|
|
jr c, .skipencourage
|
|
|
|
dec [hl]
|
|
|
|
; Encourage this move based on Rage's counter.
|
|
.skipencourage
|
|
ld a, [wEnemyRageCounter]
|
|
cp 2
|
|
ret c
|
|
dec [hl]
|
|
ld a, [wEnemyRageCounter]
|
|
cp 3
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.notbuilding
|
|
; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%.
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .discourage
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_80_20
|
|
ret nc
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Mimic:
|
|
; Discourage this move if the player did not use any move last turn.
|
|
ld a, [wLastPlayerCounterMove]
|
|
and a
|
|
jr z, .dismiss
|
|
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .discourage
|
|
|
|
push hl
|
|
ld a, [wLastPlayerCounterMove]
|
|
call AIGetEnemyMove
|
|
|
|
ld a, 1
|
|
ldh [hBattleTurn], a
|
|
callfar BattleCheckTypeMatchup
|
|
|
|
ld a, [wTypeMatchup]
|
|
cp EFFECTIVE
|
|
pop hl
|
|
jr c, .discourage
|
|
jr z, .skip_encourage
|
|
|
|
call AI_50_50
|
|
jr c, .skip_encourage
|
|
|
|
dec [hl]
|
|
|
|
.skip_encourage
|
|
ld a, [wLastPlayerCounterMove]
|
|
push hl
|
|
ld hl, UsefulMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop hl
|
|
ret nc
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.dismiss
|
|
; Dismiss this move if the enemy is faster than the player.
|
|
call AICompareSpeed
|
|
jp c, AIDiscourageMove
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Counter:
|
|
push hl
|
|
ld hl, wPlayerUsedMoves
|
|
ld c, NUM_MOVES
|
|
ld b, 0
|
|
|
|
.playermoveloop
|
|
ld a, [hli]
|
|
and a
|
|
jr z, .skipmove
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .skipmove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_TYPE]
|
|
cp SPECIAL
|
|
jr nc, .skipmove
|
|
|
|
inc b
|
|
|
|
.skipmove
|
|
dec c
|
|
jr nz, .playermoveloop
|
|
|
|
pop hl
|
|
ld a, b
|
|
and a
|
|
jr z, .discourage
|
|
|
|
cp 3
|
|
jr nc, .encourage
|
|
|
|
ld a, [wLastPlayerCounterMove]
|
|
and a
|
|
jr z, .done
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .done
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_TYPE]
|
|
cp SPECIAL
|
|
jr nc, .done
|
|
|
|
.encourage
|
|
call Random
|
|
cp 39 percent + 1
|
|
jr c, .done
|
|
|
|
dec [hl]
|
|
|
|
.done
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Encore:
|
|
call AICompareSpeed
|
|
jr nc, .discourage
|
|
|
|
ld a, [wLastPlayerMove]
|
|
and a
|
|
jp z, AIDiscourageMove
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .weakmove
|
|
|
|
push hl
|
|
ld a, [wEnemyMoveStruct + MOVE_TYPE]
|
|
ld hl, wEnemyMonType1
|
|
predef CheckTypeMatchup
|
|
|
|
pop hl
|
|
ld a, [wTypeMatchup]
|
|
cp EFFECTIVE
|
|
jr nc, .weakmove
|
|
|
|
and a
|
|
ret nz
|
|
jr .encourage
|
|
|
|
.weakmove
|
|
push hl
|
|
ld a, [wLastPlayerCounterMove]
|
|
ld hl, EncoreMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
pop hl
|
|
jr nc, .discourage
|
|
|
|
.encourage
|
|
call Random
|
|
cp 28 percent - 1
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/encore_moves.asm"
|
|
|
|
AI_Smart_PainSplit:
|
|
; Discourage this move if [enemy's current HP * 2 > player's current HP].
|
|
|
|
push hl
|
|
ld hl, wEnemyMonHP
|
|
ld b, [hl]
|
|
inc hl
|
|
ld c, [hl]
|
|
sla c
|
|
rl b
|
|
ld hl, wBattleMonHP + 1
|
|
ld a, [hld]
|
|
cp c
|
|
ld a, [hl]
|
|
sbc b
|
|
pop hl
|
|
ret nc
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Snore:
|
|
AI_Smart_SleepTalk:
|
|
; Greatly encourage this move if enemy is fast asleep.
|
|
; Greatly discourage this move otherwise.
|
|
|
|
ld a, [wEnemyMonStatus]
|
|
and SLP
|
|
cp 1
|
|
jr z, .discourage
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_DefrostOpponent:
|
|
; Greatly encourage this move if enemy is frozen.
|
|
; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused.
|
|
|
|
ld a, [wEnemyMonStatus]
|
|
and 1 << FRZ
|
|
ret z
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Spite:
|
|
ld a, [wLastPlayerCounterMove]
|
|
and a
|
|
jr nz, .usedmove
|
|
|
|
call AICompareSpeed
|
|
jp c, AIDiscourageMove
|
|
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.usedmove
|
|
push hl
|
|
ld b, a
|
|
ld c, NUM_MOVES
|
|
ld hl, wBattleMonMoves
|
|
ld de, wBattleMonPP
|
|
|
|
.moveloop
|
|
ld a, [hli]
|
|
cp b
|
|
jr z, .foundmove
|
|
|
|
inc de
|
|
dec c
|
|
jr nz, .moveloop
|
|
|
|
pop hl
|
|
ret
|
|
|
|
.foundmove
|
|
pop hl
|
|
ld a, [de]
|
|
cp 6
|
|
jr c, .encourage
|
|
cp 15
|
|
jr nc, .discourage
|
|
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret nc
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.dismiss ; unreferenced
|
|
jp AIDiscourageMove
|
|
|
|
AI_Smart_DestinyBond:
|
|
AI_Smart_Reversal:
|
|
AI_Smart_SkullBash:
|
|
; Discourage this move if enemy's HP is above 25%.
|
|
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_HealBell:
|
|
; Dismiss this move if none of the opponent's Pokemon is statused.
|
|
; Encourage this move if the enemy is statused.
|
|
; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen.
|
|
|
|
push hl
|
|
ld a, [wOTPartyCount]
|
|
ld b, a
|
|
ld c, 0
|
|
ld hl, wOTPartyMon1HP
|
|
ld de, PARTYMON_STRUCT_LENGTH
|
|
|
|
.loop
|
|
push hl
|
|
ld a, [hli]
|
|
or [hl]
|
|
jr z, .next
|
|
|
|
; status
|
|
dec hl
|
|
dec hl
|
|
dec hl
|
|
ld a, [hl]
|
|
or c
|
|
ld c, a
|
|
|
|
.next
|
|
pop hl
|
|
add hl, de
|
|
dec b
|
|
jr nz, .loop
|
|
|
|
pop hl
|
|
ld a, c
|
|
and a
|
|
jr z, .no_status
|
|
|
|
ld a, [wEnemyMonStatus]
|
|
and a
|
|
jr z, .ok
|
|
dec [hl]
|
|
.ok
|
|
and 1 << FRZ | SLP
|
|
ret z
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.no_status
|
|
ld a, [wEnemyMonStatus]
|
|
and a
|
|
ret nz
|
|
jp AIDiscourageMove
|
|
|
|
|
|
AI_Smart_PriorityHit:
|
|
call AICompareSpeed
|
|
ret c
|
|
|
|
; Dismiss this move if the player is flying or underground.
|
|
ld a, [wPlayerSubStatus3]
|
|
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
|
|
jp nz, AIDiscourageMove
|
|
|
|
; Greatly encourage this move if it will KO the player.
|
|
ld a, 1
|
|
ldh [hBattleTurn], a
|
|
push hl
|
|
callfar EnemyAttackDamage
|
|
callfar BattleCommand_DamageCalc
|
|
callfar BattleCommand_Stab
|
|
pop hl
|
|
ld a, [wCurDamage + 1]
|
|
ld c, a
|
|
ld a, [wCurDamage]
|
|
ld b, a
|
|
ld a, [wBattleMonHP + 1]
|
|
cp c
|
|
ld a, [wBattleMonHP]
|
|
sbc b
|
|
ret nc
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Thief:
|
|
; Don't use Thief unless it's the only move available.
|
|
|
|
ld a, [hl]
|
|
add $1e
|
|
ld [hl], a
|
|
ret
|
|
|
|
AI_Smart_Conversion2:
|
|
ld a, [wLastPlayerMove]
|
|
and a
|
|
jr nz, .discourage ; should be jr z
|
|
|
|
push hl
|
|
dec a
|
|
ld hl, Moves + MOVE_TYPE
|
|
ld bc, MOVE_LENGTH
|
|
call AddNTimes
|
|
|
|
ld a, BANK(Moves)
|
|
call GetFarByte
|
|
ld [wPlayerMoveStruct + MOVE_TYPE], a
|
|
|
|
xor a
|
|
ldh [hBattleTurn], a
|
|
|
|
callfar BattleCheckTypeMatchup
|
|
|
|
ld a, [wTypeMatchup]
|
|
cp EFFECTIVE
|
|
pop hl
|
|
jr c, .discourage
|
|
ret z
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Disable:
|
|
call AICompareSpeed
|
|
jr nc, .discourage
|
|
|
|
push hl
|
|
ld a, [wLastPlayerCounterMove]
|
|
ld hl, UsefulMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop hl
|
|
jr nc, .notencourage
|
|
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.notencourage
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
ret nz
|
|
|
|
.discourage
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_MeanLook:
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .discourage
|
|
|
|
push hl
|
|
call AICheckLastPlayerMon
|
|
pop hl
|
|
jp z, AIDiscourageMove
|
|
|
|
; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy).
|
|
; Should check wPlayerSubStatus5 instead.
|
|
ld a, [wEnemySubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .encourage
|
|
|
|
; 80% chance to greatly encourage this move if the player is either
|
|
; in love, identified, stuck in Rollout, or has a Nightmare.
|
|
ld a, [wPlayerSubStatus1]
|
|
and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE
|
|
jr nz, .encourage
|
|
|
|
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp BASE_AI_SWITCH_SCORE + 1 ; not very effective
|
|
pop hl
|
|
ret nc
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AICheckLastPlayerMon:
|
|
ld a, [wPartyCount]
|
|
ld b, a
|
|
ld c, 0
|
|
ld hl, wPartyMon1HP
|
|
ld de, PARTYMON_STRUCT_LENGTH
|
|
|
|
.loop
|
|
ld a, [wCurBattleMon]
|
|
cp c
|
|
jr z, .skip
|
|
|
|
ld a, [hli]
|
|
or [hl]
|
|
ret nz
|
|
dec hl
|
|
|
|
.skip
|
|
add hl, de
|
|
inc c
|
|
dec b
|
|
jr nz, .loop
|
|
|
|
ret
|
|
|
|
AI_Smart_Nightmare:
|
|
; 50% chance to encourage this move.
|
|
; The AI_Basic layer will make sure that
|
|
; Dream Eater is only used against sleeping targets.
|
|
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_FlameWheel:
|
|
; Use this move if the enemy is frozen.
|
|
|
|
ld a, [wEnemyMonStatus]
|
|
bit FRZ, a
|
|
ret z
|
|
rept 5
|
|
dec [hl]
|
|
endr
|
|
ret
|
|
|
|
AI_Smart_Curse:
|
|
ld a, [wEnemyMonType1]
|
|
cp GHOST
|
|
jr z, .ghost_curse
|
|
ld a, [wEnemyMonType2]
|
|
cp GHOST
|
|
jr z, .ghost_curse
|
|
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .encourage
|
|
|
|
ld a, [wEnemyAtkLevel]
|
|
cp BASE_STAT_LEVEL + 4
|
|
jr nc, .encourage
|
|
cp BASE_STAT_LEVEL + 2
|
|
ret nc
|
|
|
|
ld a, [wBattleMonType1]
|
|
cp GHOST
|
|
jr z, .greatly_encourage
|
|
cp SPECIAL
|
|
ret nc
|
|
ld a, [wBattleMonType2]
|
|
cp SPECIAL
|
|
ret nc
|
|
call AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.approve
|
|
inc [hl]
|
|
inc [hl]
|
|
.greatly_encourage
|
|
inc [hl]
|
|
.encourage
|
|
inc [hl]
|
|
ret
|
|
|
|
.ghost_curse
|
|
ld a, [wPlayerSubStatus1]
|
|
bit SUBSTATUS_CURSE, a
|
|
jp nz, AIDiscourageMove
|
|
|
|
push hl
|
|
farcall FindAliveEnemyMons
|
|
pop hl
|
|
jr nc, .notlastmon
|
|
|
|
push hl
|
|
call AICheckLastPlayerMon
|
|
pop hl
|
|
jr nz, .approve
|
|
|
|
jr .ghost_continue
|
|
|
|
.notlastmon
|
|
push hl
|
|
call AICheckLastPlayerMon
|
|
pop hl
|
|
jr z, .maybe_greatly_encourage
|
|
|
|
.ghost_continue
|
|
call AICheckEnemyQuarterHP
|
|
jp nc, .approve
|
|
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .greatly_encourage
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret nc
|
|
|
|
ld a, [wPlayerTurnsTaken]
|
|
and a
|
|
ret nz
|
|
|
|
.maybe_greatly_encourage
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Protect:
|
|
; Greatly discourage this move if the enemy already used Protect.
|
|
ld a, [wEnemyProtectCount]
|
|
and a
|
|
jr nz, .greatly_discourage
|
|
|
|
; Discourage this move if the player is locked on.
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_LOCK_ON, a
|
|
jr nz, .discourage
|
|
|
|
; Encourage this move if the player's Fury Cutter is boosted enough.
|
|
ld a, [wPlayerFuryCutterCount]
|
|
cp 3
|
|
jr nc, .encourage
|
|
|
|
; Encourage this move if the player has charged a two-turn move.
|
|
ld a, [wPlayerSubStatus3]
|
|
bit SUBSTATUS_CHARGED, a
|
|
jr nz, .encourage
|
|
|
|
; Encourage this move if the player is affected by Toxic, Leech Seed, or Curse.
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
jr nz, .encourage
|
|
ld a, [wPlayerSubStatus4]
|
|
bit SUBSTATUS_LEECH_SEED, a
|
|
jr nz, .encourage
|
|
ld a, [wPlayerSubStatus1]
|
|
bit SUBSTATUS_CURSE, a
|
|
jr nz, .encourage
|
|
|
|
; Discourage this move if the player's Rollout count is not boosted enough.
|
|
bit SUBSTATUS_ROLLOUT, a
|
|
jr z, .discourage
|
|
ld a, [wPlayerRolloutCount]
|
|
cp 3
|
|
jr c, .discourage
|
|
|
|
; 80% chance to encourage this move otherwise.
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.greatly_discourage
|
|
inc [hl]
|
|
|
|
.discourage
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Foresight:
|
|
; 60% chance to encourage this move if the enemy's accuracy is sharply lowered.
|
|
ld a, [wEnemyAccLevel]
|
|
cp BASE_STAT_LEVEL - 2
|
|
jr c, .encourage
|
|
|
|
; 60% chance to encourage this move if the player's evasion is sharply raised.
|
|
ld a, [wPlayerEvaLevel]
|
|
cp BASE_STAT_LEVEL + 3
|
|
jr nc, .encourage
|
|
|
|
; 60% chance to encourage this move if the player is a Ghost type.
|
|
ld a, [wBattleMonType1]
|
|
cp GHOST
|
|
jr z, .encourage
|
|
ld a, [wBattleMonType2]
|
|
cp GHOST
|
|
jr z, .encourage
|
|
|
|
; 92% chance to discourage this move otherwise.
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_PerishSong:
|
|
push hl
|
|
callfar FindAliveEnemyMons
|
|
pop hl
|
|
jr c, .no
|
|
|
|
ld a, [wPlayerSubStatus5]
|
|
bit SUBSTATUS_CANT_RUN, a
|
|
jr nz, .yes
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp BASE_AI_SWITCH_SCORE
|
|
pop hl
|
|
ret c
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
inc [hl]
|
|
ret
|
|
|
|
.yes
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.no
|
|
ld a, [hl]
|
|
add 5
|
|
ld [hl], a
|
|
ret
|
|
|
|
AI_Smart_Sandstorm:
|
|
; Greatly discourage this move if the player is immune to Sandstorm damage.
|
|
ld a, [wBattleMonType1]
|
|
push hl
|
|
ld hl, .SandstormImmuneTypes
|
|
ld de, 1
|
|
call IsInArray
|
|
pop hl
|
|
jr c, .greatly_discourage
|
|
|
|
ld a, [wBattleMonType2]
|
|
push hl
|
|
ld hl, .SandstormImmuneTypes
|
|
ld de, 1
|
|
call IsInArray
|
|
pop hl
|
|
jr c, .greatly_discourage
|
|
|
|
; Discourage this move if player's HP is below 50%.
|
|
call AICheckPlayerHalfHP
|
|
jr nc, .discourage
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.greatly_discourage
|
|
inc [hl]
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
.SandstormImmuneTypes:
|
|
db ROCK
|
|
db GROUND
|
|
db STEEL
|
|
db -1 ; end
|
|
|
|
AI_Smart_Endure:
|
|
; Greatly discourage this move if the enemy already used Protect.
|
|
ld a, [wEnemyProtectCount]
|
|
and a
|
|
jr nz, .greatly_discourage
|
|
|
|
; Greatly discourage this move if the enemy's HP is full.
|
|
call AICheckEnemyMaxHP
|
|
jr c, .greatly_discourage
|
|
|
|
; Discourage this move if the enemy's HP is at least 25%.
|
|
call AICheckEnemyQuarterHP
|
|
jr c, .discourage
|
|
|
|
; If the enemy has Reversal...
|
|
ld b, EFFECT_REVERSAL
|
|
call AIHasMoveEffect
|
|
jr nc, .no_reversal
|
|
|
|
; ...80% chance to greatly encourage this move.
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.no_reversal
|
|
; If the enemy is not locked on, do nothing.
|
|
ld a, [wEnemySubStatus5]
|
|
bit SUBSTATUS_LOCK_ON, a
|
|
ret z
|
|
|
|
; 50% chance to greatly encourage this move.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.greatly_discourage
|
|
inc [hl]
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_FuryCutter:
|
|
; Encourage this move based on Fury Cutter's count.
|
|
|
|
ld a, [wEnemyFuryCutterCount]
|
|
and a
|
|
jr z, AI_Smart_Rollout
|
|
dec [hl]
|
|
|
|
cp 2
|
|
jr c, AI_Smart_Rollout
|
|
dec [hl]
|
|
dec [hl]
|
|
|
|
cp 3
|
|
jr c, AI_Smart_Rollout
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
|
|
; fallthrough
|
|
|
|
AI_Smart_Rollout:
|
|
; Rollout, Fury Cutter
|
|
|
|
; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed.
|
|
ld a, [wEnemySubStatus1]
|
|
bit SUBSTATUS_IN_LOVE, a
|
|
jr nz, .maybe_discourage
|
|
|
|
ld a, [wEnemySubStatus3]
|
|
bit SUBSTATUS_CONFUSED, a
|
|
jr nz, .maybe_discourage
|
|
|
|
ld a, [wEnemyMonStatus]
|
|
bit PAR, a
|
|
jr nz, .maybe_discourage
|
|
|
|
; 80% chance to discourage this move if the enemy's HP is below 25%,
|
|
; or if accuracy or evasion modifiers favour the player.
|
|
call AICheckEnemyQuarterHP
|
|
jr nc, .maybe_discourage
|
|
|
|
ld a, [wEnemyAccLevel]
|
|
cp BASE_STAT_LEVEL
|
|
jr c, .maybe_discourage
|
|
ld a, [wPlayerEvaLevel]
|
|
cp BASE_STAT_LEVEL + 1
|
|
jr nc, .maybe_discourage
|
|
|
|
; 80% chance to greatly encourage this move otherwise.
|
|
call Random
|
|
cp 79 percent - 1
|
|
ret nc
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.maybe_discourage
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Swagger:
|
|
AI_Smart_Attract:
|
|
; 80% chance to encourage this move during the first turn of player's Pokemon.
|
|
; 80% chance to discourage this move otherwise.
|
|
|
|
ld a, [wPlayerTurnsTaken]
|
|
and a
|
|
jr z, .first_turn
|
|
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.first_turn
|
|
call Random
|
|
cp 79 percent - 1
|
|
ret nc
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Safeguard:
|
|
; 80% chance to discourage this move if player's HP is below 50%.
|
|
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Magnitude:
|
|
AI_Smart_Earthquake:
|
|
; Greatly encourage this move if the player is underground and the enemy is faster.
|
|
ld a, [wLastPlayerCounterMove]
|
|
cp DIG
|
|
ret nz
|
|
|
|
ld a, [wPlayerSubStatus3]
|
|
bit SUBSTATUS_UNDERGROUND, a
|
|
jr z, .could_dig
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.could_dig
|
|
; Try to predict if the player will use Dig this turn.
|
|
|
|
; 50% chance to encourage this move if the enemy is slower than the player.
|
|
call AICompareSpeed
|
|
ret c
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_BatonPass:
|
|
; Discourage this move if the player hasn't shown super-effective moves against the enemy.
|
|
; Consider player's type(s) if its moves are unknown.
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp BASE_AI_SWITCH_SCORE
|
|
pop hl
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Pursuit:
|
|
; 50% chance to greatly encourage this move if player's HP is below 25%.
|
|
; 80% chance to discourage this move otherwise.
|
|
|
|
call AICheckPlayerQuarterHP
|
|
jr nc, .encourage
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_RapidSpin:
|
|
; 80% chance to greatly encourage this move if the enemy is
|
|
; trapped (Bind effect), seeded, or scattered with spikes.
|
|
|
|
ld a, [wEnemyWrapCount]
|
|
and a
|
|
jr nz, .encourage
|
|
|
|
ld a, [wEnemySubStatus4]
|
|
bit SUBSTATUS_LEECH_SEED, a
|
|
jr nz, .encourage
|
|
|
|
ld a, [wEnemyScreens]
|
|
bit SCREENS_SPIKES, a
|
|
ret z
|
|
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_HiddenPower:
|
|
push hl
|
|
ld a, 1
|
|
ldh [hBattleTurn], a
|
|
|
|
; Calculate Hidden Power's type and base power based on enemy's DVs.
|
|
callfar HiddenPowerDamage
|
|
callfar BattleCheckTypeMatchup
|
|
pop hl
|
|
|
|
; Discourage Hidden Power if not very effective.
|
|
ld a, [wTypeMatchup]
|
|
cp EFFECTIVE
|
|
jr c, .bad
|
|
|
|
; Discourage Hidden Power if its base power is lower than 50.
|
|
ld a, d
|
|
cp 50
|
|
jr c, .bad
|
|
|
|
; Encourage Hidden Power if super-effective.
|
|
ld a, [wTypeMatchup]
|
|
cp EFFECTIVE + 1
|
|
jr nc, .good
|
|
|
|
; Encourage Hidden Power if its base power is 70.
|
|
ld a, d
|
|
cp 70
|
|
ret c
|
|
|
|
.good
|
|
dec [hl]
|
|
ret
|
|
|
|
.bad
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_RainDance:
|
|
; Greatly discourage this move if it would favour the player type-wise.
|
|
; Particularly, if the player is a Water-type.
|
|
ld a, [wBattleMonType1]
|
|
cp WATER
|
|
jr z, AIBadWeatherType
|
|
cp FIRE
|
|
jr z, AIGoodWeatherType
|
|
|
|
ld a, [wBattleMonType2]
|
|
cp WATER
|
|
jr z, AIBadWeatherType
|
|
cp FIRE
|
|
jr z, AIGoodWeatherType
|
|
|
|
push hl
|
|
ld hl, RainDanceMoves
|
|
jr AI_Smart_WeatherMove
|
|
|
|
INCLUDE "data/battle/ai/rain_dance_moves.asm"
|
|
|
|
AI_Smart_SunnyDay:
|
|
; Greatly discourage this move if it would favour the player type-wise.
|
|
; Particularly, if the player is a Fire-type.
|
|
ld a, [wBattleMonType1]
|
|
cp FIRE
|
|
jr z, AIBadWeatherType
|
|
cp WATER
|
|
jr z, AIGoodWeatherType
|
|
|
|
ld a, [wBattleMonType2]
|
|
cp FIRE
|
|
jr z, AIBadWeatherType
|
|
cp WATER
|
|
jr z, AIGoodWeatherType
|
|
|
|
push hl
|
|
ld hl, SunnyDayMoves
|
|
|
|
; fallthrough
|
|
|
|
AI_Smart_WeatherMove:
|
|
; Rain Dance, Sunny Day
|
|
|
|
; Greatly discourage this move if the enemy doesn't have
|
|
; one of the useful Rain Dance or Sunny Day moves.
|
|
call AIHasMoveInArray
|
|
pop hl
|
|
jr nc, AIBadWeatherType
|
|
|
|
; Greatly discourage this move if player's HP is below 50%.
|
|
call AICheckPlayerHalfHP
|
|
jr nc, AIBadWeatherType
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AIBadWeatherType:
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
AIGoodWeatherType:
|
|
; Rain Dance, Sunny Day
|
|
|
|
; Greatly encourage this move if it would disfavour the player type-wise and player's HP is above 50%...
|
|
call AICheckPlayerHalfHP
|
|
ret nc
|
|
|
|
; ...as long as one of the following conditions meet:
|
|
; It's the first turn of the player's Pokemon.
|
|
ld a, [wPlayerTurnsTaken]
|
|
and a
|
|
jr z, .good
|
|
|
|
; Or it's the first turn of the enemy's Pokemon.
|
|
ld a, [wEnemyTurnsTaken]
|
|
and a
|
|
ret nz
|
|
|
|
.good
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/sunny_day_moves.asm"
|
|
|
|
AI_Smart_BellyDrum:
|
|
; Dismiss this move if enemy's attack is higher than +2 or if enemy's HP is below 50%.
|
|
; Else, discourage this move if enemy's HP is not full.
|
|
|
|
ld a, [wEnemyAtkLevel]
|
|
cp BASE_STAT_LEVEL + 3
|
|
jr nc, .discourage
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret c
|
|
|
|
inc [hl]
|
|
|
|
call AICheckEnemyHalfHP
|
|
ret c
|
|
|
|
.discourage
|
|
ld a, [hl]
|
|
add 5
|
|
ld [hl], a
|
|
ret
|
|
|
|
AI_Smart_PsychUp:
|
|
push hl
|
|
ld hl, wEnemyAtkLevel
|
|
ld b, NUM_LEVEL_STATS
|
|
ld c, 100
|
|
|
|
; Calculate the sum of all enemy's stat level modifiers. Add 100 first to prevent underflow.
|
|
; Put the result in c. c will range between 58 and 142.
|
|
.enemy_loop
|
|
ld a, [hli]
|
|
sub BASE_STAT_LEVEL
|
|
add c
|
|
ld c, a
|
|
dec b
|
|
jr nz, .enemy_loop
|
|
|
|
; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow.
|
|
; Put the result in d. d will range between 58 and 142.
|
|
ld hl, wPlayerAtkLevel
|
|
ld b, NUM_LEVEL_STATS
|
|
ld d, 100
|
|
|
|
.player_loop
|
|
ld a, [hli]
|
|
sub BASE_STAT_LEVEL
|
|
add d
|
|
ld d, a
|
|
dec b
|
|
jr nz, .player_loop
|
|
|
|
; Greatly discourage this move if enemy's stat levels are higher than player's (if c>=d).
|
|
ld a, c
|
|
sub d
|
|
pop hl
|
|
jr nc, .discourage
|
|
|
|
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
|
|
ld a, [wPlayerAccLevel]
|
|
cp BASE_STAT_LEVEL - 1
|
|
ret c
|
|
|
|
; ...or enemy's evasion level is higher than +0.
|
|
ld a, [wEnemyEvaLevel]
|
|
cp BASE_STAT_LEVEL + 1
|
|
ret nc
|
|
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_MirrorCoat:
|
|
push hl
|
|
ld hl, wPlayerUsedMoves
|
|
ld c, NUM_MOVES
|
|
ld b, 0
|
|
|
|
.playermoveloop
|
|
ld a, [hli]
|
|
and a
|
|
jr z, .skipmove
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .skipmove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_TYPE]
|
|
cp SPECIAL
|
|
jr c, .skipmove
|
|
|
|
inc b
|
|
|
|
.skipmove
|
|
dec c
|
|
jr nz, .playermoveloop
|
|
|
|
pop hl
|
|
ld a, b
|
|
and a
|
|
jr z, .discourage
|
|
|
|
cp 3
|
|
jr nc, .encourage
|
|
|
|
ld a, [wLastPlayerCounterMove]
|
|
and a
|
|
jr z, .done
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .done
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_TYPE]
|
|
cp SPECIAL
|
|
jr c, .done
|
|
|
|
.encourage
|
|
call Random
|
|
cp 39 percent + 1
|
|
jr c, .done
|
|
dec [hl]
|
|
|
|
.done
|
|
ret
|
|
|
|
.discourage
|
|
inc [hl]
|
|
ret
|
|
|
|
AI_Smart_Twister:
|
|
AI_Smart_Gust:
|
|
; Greatly encourage this move if the player is flying and the enemy is faster.
|
|
ld a, [wLastPlayerCounterMove]
|
|
cp FLY
|
|
ret nz
|
|
|
|
ld a, [wPlayerSubStatus3]
|
|
bit SUBSTATUS_FLYING, a
|
|
jr z, .couldFly
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
; Try to predict if the player will use Fly this turn.
|
|
.couldFly
|
|
|
|
; 50% chance to encourage this move if the enemy is slower than the player.
|
|
call AICompareSpeed
|
|
ret c
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_FutureSight:
|
|
; Greatly encourage this move if the player is
|
|
; flying or underground, and slower than the enemy.
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
ld a, [wPlayerSubStatus3]
|
|
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
|
|
ret z
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Stomp:
|
|
; 80% chance to encourage this move if the player has used Minimize.
|
|
|
|
ld a, [wPlayerMinimized]
|
|
and a
|
|
ret z
|
|
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Solarbeam:
|
|
; 80% chance to encourage this move when it's sunny.
|
|
; 90% chance to discourage this move when it's raining.
|
|
|
|
ld a, [wBattleWeather]
|
|
cp WEATHER_SUN
|
|
jr z, .encourage
|
|
|
|
cp WEATHER_RAIN
|
|
ret nz
|
|
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
.encourage
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
AI_Smart_Thunder:
|
|
; 90% chance to discourage this move when it's sunny.
|
|
|
|
ld a, [wBattleWeather]
|
|
cp WEATHER_SUN
|
|
ret nz
|
|
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
|
|
inc [hl]
|
|
ret
|
|
|
|
AICompareSpeed:
|
|
; Return carry if enemy is faster than player.
|
|
|
|
push bc
|
|
ld a, [wEnemyMonSpeed + 1]
|
|
ld b, a
|
|
ld a, [wBattleMonSpeed + 1]
|
|
cp b
|
|
ld a, [wEnemyMonSpeed]
|
|
ld b, a
|
|
ld a, [wBattleMonSpeed]
|
|
sbc b
|
|
pop bc
|
|
ret
|
|
|
|
AICheckPlayerMaxHP:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld de, wBattleMonHP
|
|
ld hl, wBattleMonMaxHP
|
|
jr AICheckMaxHP
|
|
|
|
AICheckEnemyMaxHP:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld de, wEnemyMonHP
|
|
ld hl, wEnemyMonMaxHP
|
|
; fallthrough
|
|
|
|
AICheckMaxHP:
|
|
; Return carry if hp at de matches max hp at hl.
|
|
|
|
ld a, [de]
|
|
inc de
|
|
cp [hl]
|
|
jr nz, .not_max
|
|
|
|
inc hl
|
|
ld a, [de]
|
|
cp [hl]
|
|
jr nz, .not_max
|
|
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
scf
|
|
ret
|
|
|
|
.not_max
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
and a
|
|
ret
|
|
|
|
AICheckPlayerHalfHP:
|
|
push hl
|
|
ld hl, wBattleMonHP
|
|
ld b, [hl]
|
|
inc hl
|
|
ld c, [hl]
|
|
sla c
|
|
rl b
|
|
inc hl
|
|
inc hl
|
|
ld a, [hld]
|
|
cp c
|
|
ld a, [hl]
|
|
sbc b
|
|
pop hl
|
|
ret
|
|
|
|
AICheckEnemyHalfHP:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld hl, wEnemyMonHP
|
|
ld b, [hl]
|
|
inc hl
|
|
ld c, [hl]
|
|
sla c
|
|
rl b
|
|
inc hl
|
|
inc hl
|
|
ld a, [hld]
|
|
cp c
|
|
ld a, [hl]
|
|
sbc b
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
AICheckEnemyQuarterHP:
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld hl, wEnemyMonHP
|
|
ld b, [hl]
|
|
inc hl
|
|
ld c, [hl]
|
|
sla c
|
|
rl b
|
|
sla c
|
|
rl b
|
|
inc hl
|
|
inc hl
|
|
ld a, [hld]
|
|
cp c
|
|
ld a, [hl]
|
|
sbc b
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
AICheckPlayerQuarterHP:
|
|
push hl
|
|
ld hl, wBattleMonHP
|
|
ld b, [hl]
|
|
inc hl
|
|
ld c, [hl]
|
|
sla c
|
|
rl b
|
|
sla c
|
|
rl b
|
|
inc hl
|
|
inc hl
|
|
ld a, [hld]
|
|
cp c
|
|
ld a, [hl]
|
|
sbc b
|
|
pop hl
|
|
ret
|
|
|
|
AIHasMoveEffect:
|
|
; Return carry if the enemy has move b.
|
|
|
|
push hl
|
|
ld hl, wEnemyMonMoves
|
|
ld c, NUM_MOVES
|
|
|
|
.checkmove
|
|
ld a, [hli]
|
|
and a
|
|
jr z, .no
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
cp b
|
|
jr z, .yes
|
|
|
|
dec c
|
|
jr nz, .checkmove
|
|
|
|
.no
|
|
pop hl
|
|
and a
|
|
ret
|
|
|
|
.yes
|
|
pop hl
|
|
scf
|
|
ret
|
|
|
|
AIHasMoveInArray:
|
|
; Return carry if the enemy has a move in array hl.
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
|
|
.next
|
|
ld a, [hli]
|
|
cp -1
|
|
jr z, .done
|
|
|
|
ld b, a
|
|
ld c, NUM_MOVES + 1
|
|
ld de, wEnemyMonMoves
|
|
|
|
.check
|
|
dec c
|
|
jr z, .next
|
|
|
|
ld a, [de]
|
|
inc de
|
|
cp b
|
|
jr nz, .check
|
|
|
|
scf
|
|
|
|
.done
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/useful_moves.asm"
|
|
|
|
AI_Opportunist:
|
|
; Discourage stall moves when the enemy's HP is low.
|
|
|
|
; Do nothing if enemy's HP is above 50%.
|
|
call AICheckEnemyHalfHP
|
|
ret c
|
|
|
|
; Discourage stall moves if enemy's HP is below 25%.
|
|
call AICheckEnemyQuarterHP
|
|
jr nc, .lowhp
|
|
|
|
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
.lowhp
|
|
ld hl, wEnemyAIMoveScores - 1
|
|
ld de, wEnemyMonMoves
|
|
ld c, NUM_MOVES + 1
|
|
.checkmove
|
|
inc hl
|
|
dec c
|
|
jr z, .done
|
|
|
|
ld a, [de]
|
|
inc de
|
|
and a
|
|
jr z, .done
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld hl, StallMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
jr nc, .checkmove
|
|
|
|
inc [hl]
|
|
jr .checkmove
|
|
|
|
.done
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/stall_moves.asm"
|
|
|
|
|
|
AI_Aggressive:
|
|
; Use whatever does the most damage.
|
|
|
|
; Discourage all damaging moves but the one that does the most damage.
|
|
; If no damaging move deals damage to the player (immune),
|
|
; no move will be discouraged
|
|
|
|
; Figure out which attack does the most damage and put it in c.
|
|
ld hl, wEnemyMonMoves
|
|
ld bc, 0
|
|
ld de, 0
|
|
.checkmove
|
|
inc b
|
|
ld a, b
|
|
cp NUM_MOVES + 1
|
|
jr z, .gotstrongestmove
|
|
|
|
ld a, [hli]
|
|
and a
|
|
jr z, .gotstrongestmove
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
call AIGetEnemyMove
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .nodamage
|
|
call AIDamageCalc
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
|
|
; Update current move if damage is highest so far
|
|
ld a, [wCurDamage + 1]
|
|
cp e
|
|
ld a, [wCurDamage]
|
|
sbc d
|
|
jr c, .checkmove
|
|
|
|
ld a, [wCurDamage + 1]
|
|
ld e, a
|
|
ld a, [wCurDamage]
|
|
ld d, a
|
|
ld c, b
|
|
jr .checkmove
|
|
|
|
.nodamage
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
jr .checkmove
|
|
|
|
.gotstrongestmove
|
|
; Nothing we can do if no attacks did damage.
|
|
ld a, c
|
|
and a
|
|
jr z, .done
|
|
|
|
; Discourage moves that do less damage unless they're reckless too.
|
|
ld hl, wEnemyAIMoveScores - 1
|
|
ld de, wEnemyMonMoves
|
|
ld b, 0
|
|
.checkmove2
|
|
inc b
|
|
ld a, b
|
|
cp NUM_MOVES + 1
|
|
jr z, .done
|
|
|
|
; Ignore this move if it is the highest damaging one.
|
|
cp c
|
|
ld a, [de]
|
|
inc de
|
|
inc hl
|
|
jr z, .checkmove2
|
|
|
|
call AIGetEnemyMove
|
|
|
|
; Ignore this move if its power is 0 or 1.
|
|
; Moves such as Seismic Toss, Hidden Power,
|
|
; Counter and Fissure have a base power of 1.
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
cp 2
|
|
jr c, .checkmove2
|
|
|
|
; Ignore this move if it is reckless.
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
ld hl, RecklessMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
jr c, .checkmove2
|
|
|
|
; If we made it this far, discourage this move.
|
|
inc [hl]
|
|
jr .checkmove2
|
|
|
|
.done
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/reckless_moves.asm"
|
|
|
|
AIDamageCalc:
|
|
ld a, 1
|
|
ldh [hBattleTurn], a
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
ld de, 1
|
|
ld hl, ConstantDamageEffects
|
|
call IsInArray
|
|
jr nc, .notconstant
|
|
callfar BattleCommand_ConstantDamage
|
|
ret
|
|
|
|
.notconstant
|
|
callfar EnemyAttackDamage
|
|
callfar BattleCommand_DamageCalc
|
|
callfar BattleCommand_Stab
|
|
ret
|
|
|
|
INCLUDE "data/battle/ai/constant_damage_effects.asm"
|
|
|
|
AI_Cautious:
|
|
; 90% chance to discourage moves with residual effects after the first turn.
|
|
|
|
ld a, [wEnemyTurnsTaken]
|
|
and a
|
|
ret z
|
|
|
|
ld hl, wEnemyAIMoveScores - 1
|
|
ld de, wEnemyMonMoves
|
|
ld c, NUM_MOVES + 1
|
|
.loop
|
|
inc hl
|
|
dec c
|
|
ret z
|
|
|
|
ld a, [de]
|
|
inc de
|
|
and a
|
|
ret z
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
ld hl, ResidualMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
jr nc, .loop
|
|
|
|
call Random
|
|
cp 90 percent + 1
|
|
ret nc
|
|
|
|
inc [hl]
|
|
jr .loop
|
|
|
|
INCLUDE "data/battle/ai/residual_moves.asm"
|
|
|
|
|
|
AI_Status:
|
|
; Dismiss status moves that don't affect the player.
|
|
|
|
ld hl, wEnemyAIMoveScores - 1
|
|
ld de, wEnemyMonMoves
|
|
ld b, NUM_MOVES + 1
|
|
.checkmove
|
|
dec b
|
|
ret z
|
|
|
|
inc hl
|
|
ld a, [de]
|
|
and a
|
|
ret z
|
|
|
|
inc de
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
cp EFFECT_TOXIC
|
|
jr z, .poisonimmunity
|
|
cp EFFECT_POISON
|
|
jr z, .poisonimmunity
|
|
cp EFFECT_SLEEP
|
|
jr z, .typeimmunity
|
|
cp EFFECT_PARALYZE
|
|
jr z, .typeimmunity
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .checkmove
|
|
|
|
jr .typeimmunity
|
|
|
|
.poisonimmunity
|
|
ld a, [wBattleMonType1]
|
|
cp POISON
|
|
jr z, .immune
|
|
ld a, [wBattleMonType2]
|
|
cp POISON
|
|
jr z, .immune
|
|
|
|
.typeimmunity
|
|
push hl
|
|
push bc
|
|
push de
|
|
ld a, 1
|
|
ldh [hBattleTurn], a
|
|
callfar BattleCheckTypeMatchup
|
|
pop de
|
|
pop bc
|
|
pop hl
|
|
|
|
ld a, [wTypeMatchup]
|
|
and a
|
|
jr nz, .checkmove
|
|
|
|
.immune
|
|
call AIDiscourageMove
|
|
jr .checkmove
|
|
|
|
|
|
AI_Risky:
|
|
; Use any move that will KO the target.
|
|
; Risky moves will often be an exception (see below).
|
|
|
|
ld hl, wEnemyAIMoveScores - 1
|
|
ld de, wEnemyMonMoves
|
|
ld c, NUM_MOVES + 1
|
|
.checkmove
|
|
inc hl
|
|
dec c
|
|
ret z
|
|
|
|
ld a, [de]
|
|
inc de
|
|
and a
|
|
ret z
|
|
|
|
push de
|
|
push bc
|
|
push hl
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
jr z, .nextmove
|
|
|
|
; Don't use risky moves at max hp.
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
ld de, 1
|
|
ld hl, RiskyEffects
|
|
call IsInArray
|
|
jr nc, .checkko
|
|
|
|
call AICheckEnemyMaxHP
|
|
jr c, .nextmove
|
|
|
|
; Else, 80% chance to exclude them.
|
|
call Random
|
|
cp 79 percent - 1
|
|
jr c, .nextmove
|
|
|
|
.checkko
|
|
call AIDamageCalc
|
|
|
|
ld a, [wCurDamage + 1]
|
|
ld e, a
|
|
ld a, [wCurDamage]
|
|
ld d, a
|
|
ld a, [wBattleMonHP + 1]
|
|
cp e
|
|
ld a, [wBattleMonHP]
|
|
sbc d
|
|
jr nc, .nextmove
|
|
|
|
pop hl
|
|
rept 5
|
|
dec [hl]
|
|
endr
|
|
push hl
|
|
|
|
.nextmove
|
|
pop hl
|
|
pop bc
|
|
pop de
|
|
jr .checkmove
|
|
|
|
INCLUDE "data/battle/ai/risky_effects.asm"
|
|
|
|
|
|
AI_None:
|
|
ret
|
|
|
|
AIDiscourageMove:
|
|
ld a, [hl]
|
|
add 10
|
|
ld [hl], a
|
|
ret
|
|
|
|
AIGetEnemyMove:
|
|
; Load attributes of move a into ram
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
dec a
|
|
ld hl, Moves
|
|
ld bc, MOVE_LENGTH
|
|
call AddNTimes
|
|
|
|
ld de, wEnemyMoveStruct
|
|
ld a, BANK(Moves)
|
|
call FarCopyBytes
|
|
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
|
|
AI_80_20:
|
|
call Random
|
|
cp 20 percent - 1
|
|
ret
|
|
|
|
AI_50_50:
|
|
call Random
|
|
cp 50 percent + 1
|
|
ret
|