pokecrystal-board/engine/battle/ai/scoring.asm
2020-10-06 13:50:02 -04:00

3245 lines
50 KiB
NASM

AIScoring: ; used only for BANK(AIScoring)
AI_Basic:
; Don't do anything redundant:
; -Using status-only moves if the player can't be statused
; -Using moves that fail if they've already been used
ld hl, wBuffer1 - 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]
ld c, a
; Dismiss moves with special effects if they are
; useless or not a good choice right now.
; For example, healing moves, weather moves, Dream Eater...
push hl
push de
push bc
farcall AI_Redundant
pop bc
pop de
pop hl
jr nz, .discourage
; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
push hl
push de
push bc
ld hl, StatusOnlyEffects
ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr nc, .checkmove
ld a, [wBattleMonStatus]
and a
jr nz, .discourage
; Dismiss Safeguard if it's already active.
ld a, [wPlayerScreens]
bit SCREENS_SAFEGUARD, a
jr z, .checkmove
.discourage
call AIDiscourageMove
jr .checkmove
INCLUDE "data/battle/ai/status_only_effects.asm"
AI_Setup:
; Use stat-modifying moves on turn 1.
; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon.
; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon.
; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
ld hl, wBuffer1 - 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_ATTACK_UP
jr c, .checkmove
cp EFFECT_EVASION_UP + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN - 1
jr z, .checkmove
cp EFFECT_EVASION_DOWN + 1
jr c, .statdown
cp EFFECT_ATTACK_UP_2
jr c, .checkmove
cp EFFECT_EVASION_UP_2 + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN_2 - 1
jr z, .checkmove
cp EFFECT_EVASION_DOWN_2 + 1
jr c, .statdown
jr .checkmove
.statup
ld a, [wEnemyTurnsTaken]
and a
jr nz, .discourage
jr .encourage
.statdown
ld a, [wPlayerTurnsTaken]
and a
jr nz, .discourage
.encourage
call AI_50_50
jr c, .checkmove
dec [hl]
dec [hl]
jr .checkmove
.discourage
call Random
cp 12 percent
jr c, .checkmove
inc [hl]
inc [hl]
jr .checkmove
AI_Types:
; Dismiss any move that the player is immune to.
; Encourage super-effective moves.
; Discourage not very effective moves unless
; all damaging moves are of the same type.
ld hl, wBuffer1 - 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
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 z, .immune
cp EFFECTIVE
jr z, .checkmove
jr c, .noteffective
; effective
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .checkmove
dec [hl]
jr .checkmove
.noteffective
; Discourage this move if there are any moves
; that do damage of a different type.
push hl
push de
push bc
ld a, [wEnemyMoveStruct + MOVE_TYPE]
ld d, a
ld hl, wEnemyMonMoves
ld b, NUM_MOVES + 1
ld c, 0
.checkmove2
dec b
jr z, .movesdone
ld a, [hli]
and a
jr z, .movesdone
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp d
jr z, .checkmove2
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr nz, .damaging
jr .checkmove2
.damaging
ld c, a
.movesdone
ld a, c
pop bc
pop de
pop hl
and a
jr z, .checkmove
inc [hl]
jr .checkmove
.immune
call AIDiscourageMove
jr .checkmove
AI_Offensive:
; Greatly discourage non-damaging moves.
ld hl, wBuffer1 - 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_POWER]
and a
jr nz, .checkmove
inc [hl]
inc [hl]
jr .checkmove
AI_Smart:
; Context-specific scoring.
ld hl, wBuffer1
ld de, wEnemyMonMoves
ld b, NUM_MOVES + 1
.checkmove
dec b
ret z
ld a, [de]
inc de
and a
ret z
push de
push bc
push hl
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld hl, AI_Smart_EffectHandlers
ld de, 3
call IsInArray
inc hl
jr nc, .nextmove
ld a, [hli]
ld e, a
ld d, [hl]
pop hl
push hl
ld bc, .nextmove
push bc
push de
ret
.nextmove
pop hl
pop bc
pop de
inc hl
jr .checkmove
AI_Smart_EffectHandlers:
dbw EFFECT_SLEEP, AI_Smart_Sleep
dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit
dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct
dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater
dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove
dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp
dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit
dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown
dbw EFFECT_RESET_STATS, AI_Smart_ResetStats
dbw EFFECT_BIDE, AI_Smart_Bide
dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch
dbw EFFECT_HEAL, AI_Smart_Heal
dbw EFFECT_TOXIC, AI_Smart_Toxic
dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen
dbw EFFECT_OHKO, AI_Smart_Ohko
dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind
dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang
dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget
dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B
dbw EFFECT_CONFUSE, AI_Smart_Confuse
dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2
dbw EFFECT_REFLECT, AI_Smart_Reflect
dbw EFFECT_PARALYZE, AI_Smart_Paralyze
dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit
dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute
dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam
dbw EFFECT_RAGE, AI_Smart_Rage
dbw EFFECT_MIMIC, AI_Smart_Mimic
dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed
dbw EFFECT_DISABLE, AI_Smart_Disable
dbw EFFECT_COUNTER, AI_Smart_Counter
dbw EFFECT_ENCORE, AI_Smart_Encore
dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit
dbw EFFECT_SNORE, AI_Smart_Snore
dbw EFFECT_CONVERSION2, AI_Smart_Conversion2
dbw EFFECT_LOCK_ON, AI_Smart_LockOn
dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent
dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk
dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond
dbw EFFECT_REVERSAL, AI_Smart_Reversal
dbw EFFECT_SPITE, AI_Smart_Spite
dbw EFFECT_HEAL_BELL, AI_Smart_HealBell
dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit
dbw EFFECT_THIEF, AI_Smart_Thief
dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook
dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare
dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel
dbw EFFECT_CURSE, AI_Smart_Curse
dbw EFFECT_PROTECT, AI_Smart_Protect
dbw EFFECT_FORESIGHT, AI_Smart_Foresight
dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong
dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm
dbw EFFECT_ENDURE, AI_Smart_Endure
dbw EFFECT_ROLLOUT, AI_Smart_Rollout
dbw EFFECT_SWAGGER, AI_Smart_Swagger
dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter
dbw EFFECT_ATTRACT, AI_Smart_Attract
dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard
dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude
dbw EFFECT_BATON_PASS, AI_Smart_BatonPass
dbw EFFECT_PURSUIT, AI_Smart_Pursuit
dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin
dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun
dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis
dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight
dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower
dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance
dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay
dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum
dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp
dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat
dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash
dbw EFFECT_TWISTER, AI_Smart_Twister
dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake
dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight
dbw EFFECT_GUST, AI_Smart_Gust
dbw EFFECT_STOMP, AI_Smart_Stomp
dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam
dbw EFFECT_THUNDER, AI_Smart_Thunder
dbw EFFECT_FLY, AI_Smart_Fly
db -1 ; end
AI_Smart_Sleep:
; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare.
; 50% chance to greatly encourage sleep inducing moves otherwise.
ld b, EFFECT_DREAM_EATER
call AIHasMoveEffect
jr c, .encourage
ld b, EFFECT_NIGHTMARE
call AIHasMoveEffect
ret nc
.encourage
call AI_50_50
ret c
dec [hl]
dec [hl]
ret
AI_Smart_LeechHit:
push hl
ld a, 1
ldh [hBattleTurn], a
callfar BattleCheckTypeMatchup
pop hl
; 60% chance to discourage this move if not very effective.
ld a, [wTypeMatchup]
cp EFFECTIVE
jr c, .discourage
; Do nothing if effectiveness is neutral.
ret z
; Do nothing if enemy's HP is full.
call AICheckEnemyMaxHP
ret c
; 80% chance to encourage this move otherwise.
call AI_80_20
ret c
dec [hl]
ret
.discourage
call Random
cp 39 percent + 1
ret c
inc [hl]
ret
AI_Smart_LockOn:
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .asm_38882
push hl
call AICheckEnemyQuarterHP
jr nc, .asm_38877
call AICheckEnemyHalfHP
jr c, .asm_38834
call AICompareSpeed
jr nc, .asm_38877
.asm_38834
ld a, [wPlayerEvaLevel]
cp BASE_STAT_LEVEL + 3
jr nc, .asm_3887a
cp BASE_STAT_LEVEL + 1
jr nc, .asm_38875
ld a, [wEnemyAccLevel]
cp BASE_STAT_LEVEL - 2
jr c, .asm_3887a
cp BASE_STAT_LEVEL
jr c, .asm_38875
ld hl, wEnemyMonMoves
ld c, NUM_MOVES + 1
.asm_3884f
dec c
jr z, .asm_38877
ld a, [hli]
and a
jr z, .asm_38877
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 71 percent - 1
jr nc, .asm_3884f
ld a, $1
ldh [hBattleTurn], a
push hl
push bc
farcall BattleCheckTypeMatchup
ld a, [wTypeMatchup]
cp EFFECTIVE
pop bc
pop hl
jr c, .asm_3884f
.asm_38875
pop hl
ret
.asm_38877
pop hl
inc [hl]
ret
.asm_3887a
pop hl
call AI_50_50
ret c
dec [hl]
dec [hl]
ret
.asm_38882
push hl
ld hl, wBuffer1 - 1
ld de, wEnemyMonMoves
ld c, NUM_MOVES + 1
.asm_3888b
inc hl
dec c
jr z, .asm_388a2
ld a, [de]
and a
jr z, .asm_388a2
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 71 percent - 1
jr nc, .asm_3888b
dec [hl]
dec [hl]
jr .asm_3888b
.asm_388a2
pop hl
jp AIDiscourageMove
AI_Smart_Selfdestruct:
; Selfdestruct, Explosion
; Unless this is the enemy's last Pokemon...
push hl
farcall FindAliveEnemyMons
pop hl
jr nc, .notlastmon
; ...greatly discourage this move unless this is the player's last Pokemon too.
push hl
call AICheckLastPlayerMon
pop hl
jr nz, .discourage
.notlastmon
; Greatly discourage this move if enemy's HP is above 50%.
call AICheckEnemyHalfHP
jr c, .discourage
; 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, .asm_388f2
; ...greatly encourage this move if player is badly poisoned.
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .encourage
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp 70 percent
jr nc, .asm_38911
.encourage
dec [hl]
dec [hl]
ret
.asm_388f2
; Greatly discourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_3890f
; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp 4 percent
jr c, .encourage
; If enemy's HP is between 25% and 50%,...
call AICheckEnemyHalfHP
jr nc, .asm_3890a
; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
jr c, .encourage
jr .asm_38911
.asm_3890a
; ...50% chance to greatly discourage this move.
call AI_50_50
jr c, .asm_38911
.asm_3890f
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.
.asm_38911
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38938
ld a, [wPlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_38941
; 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, .asm_38936
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [wPlayerFuryCutterCount]
and a
jr nz, .encourage
ld a, [wPlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
jr nz, .encourage
.asm_38936
inc [hl]
ret
; Player is badly poisoned.
; 70% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_38938
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.
.asm_38941
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, .asm_389a0
; ...and enemy's HP is above 50%...
call AICheckEnemyHalfHP
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .encourage
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp 70 percent
jr nc, .asm_389bf
.encourage
dec [hl]
dec [hl]
ret
.asm_389a0
; Greatly discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp 4 percent
jr c, .encourage
; If player's HP is between 25% and 50%,...
call AICheckPlayerHalfHP
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
jr c, .encourage
jr .asm_389bf
; ...50% chance to greatly discourage this move.
.asm_389b8
call AI_50_50
jr c, .asm_389bf
.asm_389bd
inc [hl]
inc [hl]
; We only end up here if the move has not been already encouraged.
.asm_389bf
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_389e6
ld a, [wPlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_389ef
; 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, .asm_389e4
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [wPlayerFuryCutterCount]
and a
jr nz, .encourage
ld a, [wPlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
jr nz, .encourage
.asm_389e4
inc [hl]
ret
; Player is badly poisoned.
; 70% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_389e6
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.
.asm_389ef
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 10 ; neutral
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, .asm_38aaa
ld a, [wEnemyPerishCount]
cp 3
jr c, .asm_38ad3
.asm_38aaa
push hl
ld hl, wPlayerUsedMoves
ld c, NUM_MOVES
.asm_38ab0
ld a, [hli]
and a
jr z, .asm_38ac1
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
cp EFFECT_PROTECT
jr z, .asm_38ad5
dec c
jr nz, .asm_38ab0
.asm_38ac1
pop hl
ld a, [wEnemySubStatus3]
bit SUBSTATUS_CONFUSED, a
jr nz, .asm_38acd
call AICheckEnemyHalfHP
ret c
.asm_38acd
call Random
cp 79 percent - 1
ret c
.asm_38ad3
inc [hl]
ret
.asm_38ad5
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:
ld a, [wLastPlayerCounterMove]
and a
jr z, .asm_38be9
call AICheckEnemyHalfHP
jr nc, .asm_38bef
push hl
ld a, [wLastPlayerCounterMove]
call AIGetEnemyMove
ld a, $1
ldh [hBattleTurn], a
callfar BattleCheckTypeMatchup
ld a, [wTypeMatchup]
cp EFFECTIVE
pop hl
jr c, .asm_38bef
jr z, .asm_38bd4
call AI_50_50
jr c, .asm_38bd4
dec [hl]
.asm_38bd4
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
.asm_38be9
call AICompareSpeed
jp c, AIDiscourageMove
.asm_38bef
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
CallAIDiscourageMove: ; 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
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 $b ; 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, .ghostcurse
ld a, [wEnemyMonType2]
cp GHOST
jr z, .ghostcurse
call AICheckEnemyHalfHP
jr nc, .asm_38e93
ld a, [wEnemyAtkLevel]
cp BASE_STAT_LEVEL + 4
jr nc, .asm_38e93
cp BASE_STAT_LEVEL + 2
ret nc
ld a, [wBattleMonType1]
cp GHOST
jr z, .asm_38e92
cp SPECIAL
ret nc
ld a, [wBattleMonType2]
cp SPECIAL
ret nc
call AI_80_20
ret c
dec [hl]
dec [hl]
ret
.asm_38e90
inc [hl]
inc [hl]
.asm_38e92
inc [hl]
.asm_38e93
inc [hl]
ret
.ghostcurse
ld a, [wPlayerSubStatus1]
bit SUBSTATUS_CURSE, a
jp nz, AIDiscourageMove
push hl
farcall FindAliveEnemyMons
pop hl
jr nc, .asm_38eb0
push hl
call AICheckLastPlayerMon
pop hl
jr nz, .asm_38e90
jr .asm_38eb7
.asm_38eb0
push hl
call AICheckLastPlayerMon
pop hl
jr z, .asm_38ecb
.asm_38eb7
call AICheckEnemyQuarterHP
jp nc, .asm_38e90
call AICheckEnemyHalfHP
jr nc, .asm_38e92
call AICheckEnemyMaxHP
ret nc
ld a, [wPlayerTurnsTaken]
and a
ret nz
.asm_38ecb
call AI_50_50
ret c
dec [hl]
dec [hl]
ret
AI_Smart_Protect:
ld a, [wEnemyProtectCount]
and a
jr nz, .asm_38f13
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .asm_38f14
ld a, [wPlayerFuryCutterCount]
cp 3
jr nc, .asm_38f0d
ld a, [wPlayerSubStatus3]
bit SUBSTATUS_CHARGED, a
jr nz, .asm_38f0d
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38f0d
ld a, [wPlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_38f0d
ld a, [wPlayerSubStatus1]
bit SUBSTATUS_CURSE, a
jr nz, .asm_38f0d
bit SUBSTATUS_ROLLOUT, a
jr z, .asm_38f14
ld a, [wPlayerRolloutCount]
cp 3
jr c, .asm_38f14
.asm_38f0d
call AI_80_20
ret c
dec [hl]
ret
.asm_38f13
inc [hl]
.asm_38f14
call Random
cp 8 percent
ret c
inc [hl]
inc [hl]
ret
AI_Smart_Foresight:
ld a, [wEnemyAccLevel]
cp BASE_STAT_LEVEL - 2
jr c, .asm_38f41
ld a, [wPlayerEvaLevel]
cp BASE_STAT_LEVEL + 3
jr nc, .asm_38f41
ld a, [wBattleMonType1]
cp GHOST
jr z, .asm_38f41
ld a, [wBattleMonType2]
cp GHOST
jr z, .asm_38f41
call Random
cp 8 percent
ret c
inc [hl]
ret
.asm_38f41
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 10 ; 1.0
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, .asm_38fa5
ld a, [wBattleMonType2]
push hl
ld hl, .SandstormImmuneTypes
ld de, 1
call IsInArray
pop hl
jr c, .asm_38fa5
; Discourage this move if player's HP is below 50%.
call AICheckPlayerHalfHP
jr nc, .asm_38fa6
; 50% chance to encourage this move otherwise.
call AI_50_50
ret c
dec [hl]
ret
.asm_38fa5
inc [hl]
.asm_38fa6
inc [hl]
ret
.SandstormImmuneTypes:
db ROCK
db GROUND
db STEEL
db -1 ; end
AI_Smart_Endure:
ld a, [wEnemyProtectCount]
and a
jr nz, .asm_38fd8
call AICheckEnemyMaxHP
jr c, .asm_38fd8
call AICheckEnemyQuarterHP
jr c, .asm_38fd9
ld b, EFFECT_REVERSAL
call AIHasMoveEffect
jr nc, .asm_38fcb
call AI_80_20
ret c
dec [hl]
dec [hl]
dec [hl]
ret
.asm_38fcb
ld a, [wEnemySubStatus5]
bit SUBSTATUS_LOCK_ON, a
ret z
call AI_50_50
ret c
dec [hl]
dec [hl]
ret
.asm_38fd8
inc [hl]
.asm_38fd9
inc [hl]
ret
AI_Smart_FuryCutter:
; Encourage this move based on Fury Cutter's count.
ld a, [wEnemyFuryCutterCount]
and a
jr z, .end
dec [hl]
cp 2
jr c, .end
dec [hl]
dec [hl]
cp 3
jr c, .end
dec [hl]
dec [hl]
dec [hl]
.end
; 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, .asm_39020
ld a, [wEnemySubStatus3]
bit SUBSTATUS_CONFUSED, a
jr nz, .asm_39020
ld a, [wEnemyMonStatus]
bit PAR, a
jr nz, .asm_39020
; 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, .asm_39020
ld a, [wEnemyAccLevel]
cp BASE_STAT_LEVEL
jr c, .asm_39020
ld a, [wPlayerEvaLevel]
cp BASE_STAT_LEVEL + 1
jr nc, .asm_39020
; Otherwise, 80% chance to greatly encourage this move.
call Random
cp 79 percent - 1
ret nc
dec [hl]
dec [hl]
ret
.asm_39020
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 10 ; neutral
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, $8
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.
.asm_3915a
ld a, [hli]
sub $7
add c
ld c, a
dec b
jr nz, .asm_3915a
; 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, $8
ld d, 100
.asm_39169
ld a, [hli]
sub $7
add d
ld d, a
dec b
jr nz, .asm_39169
; 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, .asm_39188
; 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
.asm_39188
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, wBuffer1 - 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, wBuffer1 - 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, wBuffer1 - 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, wBuffer1 - 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, wBuffer1 - 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