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battle_ai_main.c
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#include "global.h"
#include "main.h"
#include "malloc.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_ai_util.h"
#include "battle_ai_main.h"
#include "battle_controllers.h"
#include "battle_factory.h"
#include "battle_setup.h"
#include "battle_z_move.h"
#include "battle_terastal.h"
#include "data.h"
#include "debug.h"
#include "event_data.h"
#include "item.h"
#include "pokemon.h"
#include "random.h"
#include "recorded_battle.h"
#include "util.h"
#include "script.h"
#include "constants/abilities.h"
#include "constants/battle_ai.h"
#include "constants/battle_move_effects.h"
#include "constants/hold_effects.h"
#include "constants/moves.h"
#include "constants/items.h"
#include "constants/trainers.h"
#define AI_ACTION_DONE (1 << 0)
#define AI_ACTION_FLEE (1 << 1)
#define AI_ACTION_WATCH (1 << 2)
#define AI_ACTION_DO_NOT_ATTACK (1 << 3)
static u32 ChooseMoveOrAction_Singles(u32 battlerAi);
static u32 ChooseMoveOrAction_Doubles(u32 battlerAi);
static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battlerAi, u32 battlerDef);
static inline void BattleAI_DoAIProcessing_PredictedSwitchin(struct AI_ThinkingStruct *aiThink, struct AiLogicData *aiData, u32 battlerAi, u32 battlerDef);
static bool32 IsPinchBerryItemEffect(u32 holdEffect);
// ewram
EWRAM_DATA const u8 *gAIScriptPtr = NULL; // Still used in contests
EWRAM_DATA AiScoreFunc sDynamicAiFunc = NULL;
// const rom data
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_TryToFaint(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_ForceSetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_TryTo2HKO(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_PreferBatonPass(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_HPAware(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Roaming(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_Safari(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_FirstBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_PowerfulStatus(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_DynamicFunc(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 AI_PredictSwitch(u32 battlerAtk, u32 battlerDef, u32 move, s32 score);
static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) =
{
[0] = AI_CheckBadMove, // AI_FLAG_CHECK_BAD_MOVE
[1] = AI_TryToFaint, // AI_FLAG_TRY_TO_FAINT
[2] = AI_CheckViability, // AI_FLAG_CHECK_VIABILITY
[3] = AI_ForceSetupFirstTurn, // AI_FLAG_FORCE_SETUP_FIRST_TURN
[4] = AI_Risky, // AI_FLAG_RISKY
[5] = AI_TryTo2HKO, // AI_FLAG_TRY_TO_2HKO
[6] = AI_PreferBatonPass, // AI_FLAG_PREFER_BATON_PASS
[7] = AI_DoubleBattle, // AI_FLAG_DOUBLE_BATTLE
[8] = AI_HPAware, // AI_FLAG_HP_AWARE
[9] = AI_PowerfulStatus, // AI_FLAG_POWERFUL_STATUS
[10] = NULL, // AI_FLAG_NEGATE_UNAWARE
[11] = NULL, // AI_FLAG_WILL_SUICIDE
[12] = NULL, // Unused
[13] = NULL, // Unused
[14] = NULL, // Unused
[15] = NULL, // Unused
[16] = NULL, // Unused
[17] = NULL, // Unused
[18] = NULL, // Unused
[19] = NULL, // Unused
[20] = NULL, // Unused
[21] = NULL, // Unused
[22] = NULL, // Unused
[23] = AI_PredictSwitch, // AI_FLAG_PREDICT_SWITCH
[24] = NULL, // Unused
[25] = NULL, // Unused
[26] = NULL, // Unused
[27] = NULL, // Unused
[28] = AI_DynamicFunc, // AI_FLAG_DYNAMIC_FUNC
[29] = AI_Roaming, // AI_FLAG_ROAMING
[30] = AI_Safari, // AI_FLAG_SAFARI
[31] = AI_FirstBattle, // AI_FLAG_FIRST_BATTLE
};
// Functions
void BattleAI_SetupItems(void)
{
s32 i;
u8 *data = (u8 *)BATTLE_HISTORY;
const u16 *items = GetTrainerItemsFromId(TRAINER_BATTLE_PARAM.opponentA);
for (i = 0; i < sizeof(struct BattleHistory); i++)
data[i] = 0;
// Items are allowed to use in ONLY trainer battles.
if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER
| BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_SECRET_BASE | BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED_LINK)
)
)
{
for (i = 0; i < MAX_TRAINER_ITEMS; i++)
{
if (items[i] != ITEM_NONE)
{
BATTLE_HISTORY->trainerItems[BATTLE_HISTORY->itemsNo] = items[i];
BATTLE_HISTORY->itemsNo++;
}
}
}
}
static u32 GetWildAiFlags(void)
{
u32 avgLevel = GetMonData(&gEnemyParty[0], MON_DATA_LEVEL);
u32 flags = 0;
if (IsDoubleBattle())
avgLevel = (GetMonData(&gEnemyParty[0], MON_DATA_LEVEL) + GetMonData(&gEnemyParty[1], MON_DATA_LEVEL)) / 2;
flags |= AI_FLAG_CHECK_BAD_MOVE;
if (avgLevel >= 20)
flags |= AI_FLAG_CHECK_VIABILITY;
if (avgLevel >= 60)
flags |= AI_FLAG_TRY_TO_2HKO;
if (avgLevel >= 80)
flags |= AI_FLAG_HP_AWARE;
if (B_VAR_WILD_AI_FLAGS != 0 && VarGet(B_VAR_WILD_AI_FLAGS) != 0)
flags |= VarGet(B_VAR_WILD_AI_FLAGS);
return flags;
}
static u32 GetAiFlags(u16 trainerId)
{
u32 flags = 0;
if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
return 0;
if (trainerId == 0xFFFF)
{
flags = GetWildAiFlags();
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
flags = GetAiScriptsInRecordedBattle();
else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
flags = AI_FLAG_SAFARI;
else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
flags = AI_FLAG_ROAMING;
// else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
// flags = AI_FLAG_FIRST_BATTLE;
else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
flags = GetAiScriptsInBattleFactory();
else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
flags = AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT;
else
flags = GetTrainerAIFlagsFromId(trainerId);
}
if (IsDoubleBattle())
{
flags |= AI_FLAG_DOUBLE_BATTLE;
}
// Automatically includes AI_FLAG_SMART_MON_CHOICES to improve smart switching
if (flags & AI_FLAG_SMART_SWITCHING)
flags |= AI_FLAG_SMART_MON_CHOICES;
// Automatically includes AI_FLAG_PREDICT_SWITCH if AI_FLAG_PREDICT_INCOMING_MON is being used
if (flags & AI_FLAG_PREDICT_INCOMING_MON)
flags |= AI_FLAG_PREDICT_SWITCH;
if (sDynamicAiFunc != NULL)
flags |= AI_FLAG_DYNAMIC_FUNC;
return flags;
}
void BattleAI_SetupFlags(void)
{
if (IsAiVsAiBattle())
AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_LEFT] = GetAiFlags(gPartnerTrainerId);
else
AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_LEFT] = 0; // player has no AI
if (DEBUG_OVERWORLD_MENU && gIsDebugBattle)
{
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] = gDebugAIFlags;
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] = gDebugAIFlags;
return;
}
if (IsWildMonSmart() && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)))
{
// smart wild AI
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] = GetAiFlags(0xFFFF);
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] = GetAiFlags(0xFFFF);
}
else
{
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] = GetAiFlags(TRAINER_BATTLE_PARAM.opponentA);
if (TRAINER_BATTLE_PARAM.opponentB != 0)
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] = GetAiFlags(TRAINER_BATTLE_PARAM.opponentB);
else
AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] = AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT];
}
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
{
AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_RIGHT] = GetAiFlags(gPartnerTrainerId - TRAINER_PARTNER(PARTNER_NONE));
}
else if (IsDoubleBattle() && IsAiVsAiBattle())
{
AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_RIGHT] = AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_LEFT];
}
else
{
AI_THINKING_STRUCT->aiFlags[B_POSITION_PLAYER_RIGHT] = 0; // player
}
}
void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
{
s32 i;
u8 moveLimitations;
u32 flags[MAX_BATTLERS_COUNT];
// Clear AI data but preserve the flags.
memcpy(&flags[0], &AI_THINKING_STRUCT->aiFlags[0], sizeof(u32) * MAX_BATTLERS_COUNT);
memset(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct));
memcpy(&AI_THINKING_STRUCT->aiFlags[0], &flags[0], sizeof(u32) * MAX_BATTLERS_COUNT);
// Conditional score reset, unlike Ruby.
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (defaultScoreMoves & 1)
SET_SCORE(battler, i, AI_SCORE_DEFAULT);
else
SET_SCORE(battler, i, 0);
defaultScoreMoves >>= 1;
}
moveLimitations = AI_DATA->moveLimitations[battler];
// Ignore moves that aren't possible to use.
for (i = 0; i < MAX_MON_MOVES; i++)
{
if ((1u << i) & moveLimitations)
SET_SCORE(battler, i, 0);
}
gBattlerTarget = SetRandomTarget(battler);
gBattleStruct->aiChosenTarget[battler] = gBattlerTarget;
}
u32 BattleAI_ChooseMoveOrAction(u32 battler)
{
u32 ret;
if (!IsDoubleBattle())
ret = ChooseMoveOrAction_Singles(battler);
else
ret = ChooseMoveOrAction_Doubles(battler);
// Clear protect structures, some flags may be set during AI calcs
// e.g. pranksterElevated from GetBattleMovePriority
memset(&gProtectStructs, 0, MAX_BATTLERS_COUNT * sizeof(struct ProtectStruct));
#if TESTING
TestRunner_Battle_CheckAiMoveScores(battler);
#endif // TESTING
return ret;
}
static void CopyBattlerDataToAIParty(u32 bPosition, u32 side)
{
u32 battler = GetBattlerAtPosition(bPosition);
struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
struct BattlePokemon *bMon = &gBattleMons[battler];
aiMon->species = bMon->species;
aiMon->level = bMon->level;
aiMon->status = bMon->status1;
aiMon->gender = GetBattlerGender(battler);
aiMon->isFainted = FALSE;
aiMon->wasSentInBattle = TRUE;
aiMon->switchInCount++;
}
void Ai_InitPartyStruct(void)
{
u32 i;
bool32 isOmniscient = (AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_OMNISCIENT) || (AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_OMNISCIENT);
struct Pokemon *mon;
AI_PARTY->count[B_SIDE_PLAYER] = gPlayerPartyCount;
AI_PARTY->count[B_SIDE_OPPONENT] = gEnemyPartyCount;
// Save first 2 or 4(in doubles) mons
CopyBattlerDataToAIParty(B_POSITION_PLAYER_LEFT, B_SIDE_PLAYER);
if (IsDoubleBattle())
CopyBattlerDataToAIParty(B_POSITION_PLAYER_RIGHT, B_SIDE_PLAYER);
// If player's partner is AI, save opponent mons
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
{
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_LEFT, B_SIDE_OPPONENT);
CopyBattlerDataToAIParty(B_POSITION_OPPONENT_RIGHT, B_SIDE_OPPONENT);
}
// Find fainted mons
for (i = 0; i < AI_PARTY->count[B_SIDE_PLAYER]; i++)
{
if (GetMonData(&gPlayerParty[i], MON_DATA_HP) == 0)
AI_PARTY->mons[B_SIDE_PLAYER][i].isFainted = TRUE;
if (isOmniscient)
{
u32 j;
mon = &gPlayerParty[i];
AI_PARTY->mons[B_SIDE_PLAYER][i].item = GetMonData(mon, MON_DATA_HELD_ITEM);
AI_PARTY->mons[B_SIDE_PLAYER][i].heldEffect = ItemId_GetHoldEffect(AI_PARTY->mons[B_SIDE_PLAYER][i].item);
AI_PARTY->mons[B_SIDE_PLAYER][i].ability = GetMonAbility(mon);
for (j = 0; j < MAX_MON_MOVES; j++)
AI_PARTY->mons[B_SIDE_PLAYER][i].moves[j] = GetMonData(mon, MON_DATA_MOVE1 + j);
}
}
}
void Ai_UpdateSwitchInData(u32 battler)
{
u32 i;
u32 side = GetBattlerSide(battler);
struct AiPartyMon *aiMon = &AI_PARTY->mons[side][gBattlerPartyIndexes[battler]];
// See if the switched-in mon has been already in battle
if (aiMon->wasSentInBattle)
{
if (aiMon->ability)
BATTLE_HISTORY->abilities[battler] = aiMon->ability;
if (aiMon->heldEffect)
BATTLE_HISTORY->itemEffects[battler] = aiMon->heldEffect;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (aiMon->moves[i])
BATTLE_HISTORY->usedMoves[battler][i] = aiMon->moves[i];
}
aiMon->switchInCount++;
aiMon->status = gBattleMons[battler].status1; // Copy status, because it could've been changed in battle.
}
else // If not, copy the newly switched-in mon in battle and clear battle history.
{
ClearBattlerMoveHistory(battler);
ClearBattlerAbilityHistory(battler);
ClearBattlerItemEffectHistory(battler);
CopyBattlerDataToAIParty(GetBattlerPosition(battler), side);
}
}
void Ai_UpdateFaintData(u32 battler)
{
struct AiPartyMon *aiMon = &AI_PARTY->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]];
ClearBattlerMoveHistory(battler);
ClearBattlerAbilityHistory(battler);
ClearBattlerItemEffectHistory(battler);
aiMon->isFainted = TRUE;
}
void SetBattlerAiData(u32 battler, struct AiLogicData *aiData)
{
u32 ability, holdEffect;
ability = aiData->abilities[battler] = AI_DecideKnownAbilityForTurn(battler);
aiData->items[battler] = gBattleMons[battler].item;
holdEffect = aiData->holdEffects[battler] = AI_DecideHoldEffectForTurn(battler);
aiData->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
aiData->lastUsedMove[battler] = gLastMoves[battler];
aiData->hpPercents[battler] = GetHealthPercentage(battler);
aiData->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
aiData->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
}
static u32 Ai_SetMoveAccuracy(struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef, u32 move)
{
u32 accuracy;
u32 abilityAtk = aiData->abilities[battlerAtk];
u32 abilityDef = aiData->abilities[battlerDef];
if (abilityAtk == ABILITY_NO_GUARD || abilityDef == ABILITY_NO_GUARD || GetMoveAccuracy(move) == 0) // Moves with accuracy 0 or no guard ability always hit.
accuracy = 100;
else
accuracy = GetTotalAccuracy(battlerAtk, battlerDef, move, abilityAtk, abilityDef, aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef]);
return accuracy;
}
static void CalcBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef, u32 weather)
{
u32 moveIndex, move;
u32 rollType = GetDmgRollType(battlerAtk);
u16 *moves = GetMovesArray(battlerAtk);
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
struct SimulatedDamage dmg = {0};
uq4_12_t effectiveness = Q_4_12(0.0);
move = moves[moveIndex];
if (move != MOVE_NONE
&& move != MOVE_UNAVAILABLE
//&& !IsBattleMoveStatus(move) /* we want to get effectiveness and accuracy of status moves */
&& !(aiData->moveLimitations[battlerAtk] & (1u << moveIndex)))
{
dmg = AI_CalcDamage(move, battlerAtk, battlerDef, &effectiveness, TRUE, weather, rollType);
aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex] = Ai_SetMoveAccuracy(aiData, battlerAtk, battlerDef, move);
}
aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex] = dmg;
aiData->effectiveness[battlerAtk][battlerDef][moveIndex] = effectiveness;
}
}
static void SetBattlerAiMovesData(struct AiLogicData *aiData, u32 battlerAtk, u32 battlersCount, u32 weather)
{
u32 battlerDef;
SaveBattlerData(battlerAtk);
SetBattlerData(battlerAtk);
// Simulate dmg for both ai controlled mons and for player controlled mons.
for (battlerDef = 0; battlerDef < battlersCount; battlerDef++)
{
if (battlerAtk == battlerDef || !IsBattlerAlive(battlerDef))
continue;
SaveBattlerData(battlerDef);
SetBattlerData(battlerDef);
CalcBattlerAiMovesData(aiData, battlerAtk, battlerDef, weather);
RestoreBattlerData(battlerDef);
}
RestoreBattlerData(battlerAtk);
}
void SetAiLogicDataForTurn(struct AiLogicData *aiData)
{
u32 battlerAtk, battlersCount, weather;
memset(aiData, 0, sizeof(struct AiLogicData));
if (!(gBattleTypeFlags & BATTLE_TYPE_HAS_AI) && !IsWildMonSmart())
return;
// Set delay timer to count how long it takes for AI to choose action/move
gBattleStruct->aiDelayTimer = gMain.vblankCounter1;
aiData->weatherHasEffect = HasWeatherEffect();
weather = AI_GetWeather();
// get/assume all battler data and simulate AI damage
battlersCount = gBattlersCount;
AI_DATA->aiCalcInProgress = TRUE;
for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
{
if (!IsBattlerAlive(battlerAtk))
continue;
SetBattlerAiData(battlerAtk, aiData);
}
for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
{
if (!IsBattlerAlive(battlerAtk))
continue;
SetBattlerAiMovesData(aiData, battlerAtk, battlersCount, weather);
}
AI_DATA->aiCalcInProgress = FALSE;
}
static u32 ChooseMoveOrAction_Singles(u32 battlerAi)
{
u8 currentMoveArray[MAX_MON_MOVES];
u8 consideredMoveArray[MAX_MON_MOVES];
u32 numOfBestMoves;
s32 i;
u32 flags = AI_THINKING_STRUCT->aiFlags[battlerAi];
AI_DATA->partnerMove = 0; // no ally
while (flags != 0)
{
if (flags & 1)
{
if (IsBattlerPredictedToSwitch(gBattlerTarget) && (AI_THINKING_STRUCT->aiFlags[battlerAi] & AI_FLAG_PREDICT_INCOMING_MON))
BattleAI_DoAIProcessing_PredictedSwitchin(AI_THINKING_STRUCT, AI_DATA, battlerAi, gBattlerTarget);
else
BattleAI_DoAIProcessing(AI_THINKING_STRUCT, battlerAi, gBattlerTarget);
}
flags >>= 1;
AI_THINKING_STRUCT->aiLogicId++;
}
for (i = 0; i < MAX_MON_MOVES; i++)
{
gBattleStruct->aiFinalScore[battlerAi][gBattlerTarget][i] = AI_THINKING_STRUCT->score[i];
}
// Check special AI actions.
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
return AI_CHOICE_FLEE;
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
return AI_CHOICE_WATCH;
numOfBestMoves = 1;
currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
consideredMoveArray[0] = 0;
for (i = 1; i < MAX_MON_MOVES; i++)
{
if (gBattleMons[battlerAi].moves[i] != MOVE_NONE)
{
// In ruby, the order of these if statements is reversed.
if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
{
currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
consideredMoveArray[numOfBestMoves++] = i;
}
if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
{
numOfBestMoves = 1;
currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
consideredMoveArray[0] = i;
}
}
}
return consideredMoveArray[Random() % numOfBestMoves];
}
static u32 ChooseMoveOrAction_Doubles(u32 battlerAi)
{
s32 i, j;
u32 flags;
s32 bestMovePointsForTarget[MAX_BATTLERS_COUNT];
u8 mostViableTargetsArray[MAX_BATTLERS_COUNT];
u8 actionOrMoveIndex[MAX_BATTLERS_COUNT];
s32 mostViableMovesScores[MAX_MON_MOVES];
u8 mostViableMovesIndices[MAX_MON_MOVES];
u32 mostViableTargetsNo;
u32 mostViableMovesNo;
s32 mostMovePoints;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (i == battlerAi || gBattleMons[i].hp == 0)
{
actionOrMoveIndex[i] = 0xFF;
bestMovePointsForTarget[i] = -1;
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4, battlerAi);
else
BattleAI_SetupAIData(0xF, battlerAi);
gBattlerTarget = i;
AI_DATA->partnerMove = GetAllyChosenMove(battlerAi);
AI_THINKING_STRUCT->aiLogicId = 0;
AI_THINKING_STRUCT->movesetIndex = 0;
flags = AI_THINKING_STRUCT->aiFlags[battlerAi];
while (flags != 0)
{
if (flags & 1)
{
if (IsBattlerPredictedToSwitch(gBattlerTarget) && (AI_THINKING_STRUCT->aiFlags[battlerAi] & AI_FLAG_PREDICT_INCOMING_MON))
BattleAI_DoAIProcessing_PredictedSwitchin(AI_THINKING_STRUCT, AI_DATA, battlerAi, gBattlerTarget);
else
BattleAI_DoAIProcessing(AI_THINKING_STRUCT, battlerAi, gBattlerTarget);
}
flags >>= 1;
AI_THINKING_STRUCT->aiLogicId++;
}
if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
{
actionOrMoveIndex[i] = AI_CHOICE_FLEE;
}
else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
{
actionOrMoveIndex[i] = AI_CHOICE_WATCH;
}
else
{
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0];
mostViableMovesIndices[0] = 0;
mostViableMovesNo = 1;
for (j = 1; j < MAX_MON_MOVES; j++)
{
if (gBattleMons[battlerAi].moves[j] != 0)
{
if (!CanTargetBattler(battlerAi, i, gBattleMons[battlerAi].moves[j]))
continue;
if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j])
{
mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j];
mostViableMovesIndices[mostViableMovesNo] = j;
mostViableMovesNo++;
}
if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j])
{
mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j];
mostViableMovesIndices[0] = j;
mostViableMovesNo = 1;
}
}
}
actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo];
bestMovePointsForTarget[i] = mostViableMovesScores[0];
// Don't use a move against ally if it has less than 100 points.
if (i == BATTLE_PARTNER(battlerAi) && bestMovePointsForTarget[i] < AI_SCORE_DEFAULT)
{
bestMovePointsForTarget[i] = -1;
}
}
for (j = 0; j < MAX_MON_MOVES; j++)
{
gBattleStruct->aiFinalScore[battlerAi][gBattlerTarget][j] = AI_THINKING_STRUCT->score[j];
}
}
}
mostMovePoints = bestMovePointsForTarget[0];
mostViableTargetsArray[0] = 0;
mostViableTargetsNo = 1;
for (i = 1; i < MAX_BATTLERS_COUNT; i++)
{
if (mostMovePoints == bestMovePointsForTarget[i])
{
mostViableTargetsArray[mostViableTargetsNo] = i;
mostViableTargetsNo++;
}
if (mostMovePoints < bestMovePointsForTarget[i])
{
mostMovePoints = bestMovePointsForTarget[i];
mostViableTargetsArray[0] = i;
mostViableTargetsNo = 1;
}
}
gBattlerTarget = mostViableTargetsArray[Random() % mostViableTargetsNo];
gBattleStruct->aiChosenTarget[battlerAi] = gBattlerTarget;
return actionOrMoveIndex[gBattlerTarget];
}
static inline bool32 ShouldConsiderMoveForBattler(u32 battlerAi, u32 battlerDef, u32 move)
{
if (battlerAi == BATTLE_PARTNER(battlerDef))
{
u32 target = GetBattlerMoveTargetType(battlerAi, move);
if (target == MOVE_TARGET_BOTH || target == MOVE_TARGET_OPPONENTS_FIELD)
return FALSE;
}
return TRUE;
}
static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battlerAi, u32 battlerDef)
{
do
{
if (gBattleMons[battlerAi].pp[aiThink->movesetIndex] == 0)
aiThink->moveConsidered = MOVE_NONE;
else
aiThink->moveConsidered = gBattleMons[battlerAi].moves[aiThink->movesetIndex];
// There is no point in calculating scores for all 3 battlers(2 opponents + 1 ally) with certain moves.
if (aiThink->moveConsidered != MOVE_NONE
&& aiThink->score[aiThink->movesetIndex] > 0
&& ShouldConsiderMoveForBattler(battlerAi, battlerDef, aiThink->moveConsidered))
{
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
{
// Call AI function
aiThink->score[aiThink->movesetIndex] =
sBattleAiFuncTable[aiThink->aiLogicId](battlerAi,
battlerDef,
aiThink->moveConsidered,
aiThink->score[aiThink->movesetIndex]);
}
}
else
{
aiThink->score[aiThink->movesetIndex] = 0;
}
aiThink->movesetIndex++;
} while (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK));
aiThink->movesetIndex = 0;
}
void BattleAI_DoAIProcessing_PredictedSwitchin(struct AI_ThinkingStruct *aiThink, struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef)
{
struct BattlePokemon switchoutCandidate = gBattleMons[battlerDef];
struct SimulatedDamage simulatedDamageSwitchout[MAX_MON_MOVES];
uq4_12_t effectivenessSwitchout[MAX_MON_MOVES];
u8 moveAccuracySwitchout[MAX_MON_MOVES];
struct BattlePokemon switchinCandidate;
struct SimulatedDamage simulatedDamageSwitchin[MAX_MON_MOVES];
uq4_12_t effectivenessSwitchin[MAX_MON_MOVES];
u8 moveAccuracySwitchin[MAX_MON_MOVES];
struct Pokemon *party = GetBattlerParty(battlerDef);
struct BattlePokemon *savedBattleMons = AllocSaveBattleMons();
u32 moveIndex;
// Store battler moves data to save time over recalculating it
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
simulatedDamageSwitchout[moveIndex] = aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex];
effectivenessSwitchout[moveIndex] = aiData->effectiveness[battlerAtk][battlerDef][moveIndex];
moveAccuracySwitchout[moveIndex] = aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex];
}
// Get battler and move data for predicted switchin
PokemonToBattleMon(&party[aiData->mostSuitableMonId[battlerDef]], &switchinCandidate);
gBattleMons[battlerDef] = switchinCandidate;
SetBattlerAiData(battlerDef, aiData);
CalcBattlerAiMovesData(aiData, battlerAtk, battlerDef, AI_GetWeather());
// Regular processing with new battler
do
{
if (gBattleMons[battlerAtk].pp[aiThink->movesetIndex] == 0)
aiThink->moveConsidered = MOVE_NONE;
else
aiThink->moveConsidered = gBattleMons[battlerAtk].moves[aiThink->movesetIndex];
// There is no point in calculating scores for all 3 battlers(2 opponents + 1 ally) with certain moves.
if (aiThink->moveConsidered != MOVE_NONE
&& aiThink->score[aiThink->movesetIndex] > 0
&& ShouldConsiderMoveForBattler(battlerAtk, battlerDef, aiThink->moveConsidered))
{
if (IsChaseEffect(GetMoveEffect(aiThink->moveConsidered)))
{
// Save new switchin data
simulatedDamageSwitchin[aiThink->movesetIndex] = aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex];
effectivenessSwitchin[aiThink->movesetIndex] = aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex];
moveAccuracySwitchin[aiThink->movesetIndex] = aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex];
// Restore old switchout data
gBattleMons[battlerDef] = switchoutCandidate;
SetBattlerAiData(battlerDef, aiData);
aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex] = simulatedDamageSwitchout[aiThink->movesetIndex];
aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex] = effectivenessSwitchout[aiThink->movesetIndex];
aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex] = moveAccuracySwitchout[aiThink->movesetIndex];
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
{
// Call AI function
aiThink->score[aiThink->movesetIndex] =
sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
battlerDef,
aiThink->moveConsidered,
aiThink->score[aiThink->movesetIndex]);
}
// Restore new switchin data
gBattleMons[battlerDef] = switchinCandidate;
SetBattlerAiData(battlerDef, aiData);
aiData->simulatedDmg[battlerAtk][battlerDef][aiThink->movesetIndex] = simulatedDamageSwitchin[aiThink->movesetIndex];
aiData->effectiveness[battlerAtk][battlerDef][aiThink->movesetIndex] = effectivenessSwitchin[aiThink->movesetIndex];
aiData->moveAccuracy[battlerAtk][battlerDef][aiThink->movesetIndex] = moveAccuracySwitchin[aiThink->movesetIndex];
}
else
{
if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
{
// Call AI function
aiThink->score[aiThink->movesetIndex] =
sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
battlerDef,
aiThink->moveConsidered,
aiThink->score[aiThink->movesetIndex]);
}
}
}
else
{
aiThink->score[aiThink->movesetIndex] = 0;
}
aiThink->movesetIndex++;
} while (aiThink->movesetIndex < MAX_MON_MOVES && !(aiThink->aiAction & AI_ACTION_DO_NOT_ATTACK));
aiThink->movesetIndex = 0;
// Restore original battler data and moves
FreeRestoreBattleMons(savedBattleMons);
SetBattlerAiData(battlerDef, aiData);
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
aiData->simulatedDmg[battlerAtk][battlerDef][moveIndex] = simulatedDamageSwitchout[moveIndex];
aiData->effectiveness[battlerAtk][battlerDef][moveIndex] = effectivenessSwitchout[moveIndex];
aiData->moveAccuracy[battlerAtk][battlerDef][moveIndex] = moveAccuracySwitchout[moveIndex];
}
}
// AI Score Functions
// AI_FLAG_CHECK_BAD_MOVE - decreases move scores
static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
{
// move data
s8 atkPriority = GetBattleMovePriority(battlerAtk, move);
u32 moveEffect = GetMoveEffect(move);
s32 moveType;
u32 moveTarget = GetBattlerMoveTargetType(battlerAtk, move);
struct AiLogicData *aiData = AI_DATA;
uq4_12_t effectiveness = aiData->effectiveness[battlerAtk][battlerDef][AI_THINKING_STRUCT->movesetIndex];
bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
u32 i;
u32 weather;
u32 predictedMove = aiData->lastUsedMove[battlerDef];
if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
return score;
SetTypeBeforeUsingMove(move, battlerAtk);
moveType = GetBattleMoveType(move);
if (IsPowderMove(move) && !IsAffectedByPowder(battlerDef, aiData->abilities[battlerDef], aiData->holdEffects[battlerDef]))
RETURN_SCORE_MINUS(10);
if (IsSemiInvulnerable(battlerDef, move) && moveEffect != EFFECT_SEMI_INVULNERABLE && AI_IsFaster(battlerAtk, battlerDef, move))
RETURN_SCORE_MINUS(10);
if (IsTwoTurnNotSemiInvulnerableMove(battlerAtk, move) && CanTargetFaintAi(battlerDef, battlerAtk))
RETURN_SCORE_MINUS(10);
if (gBattleStruct->battlerState[battlerDef].commandingDondozo)
RETURN_SCORE_MINUS(20);
if (effectiveness == UQ_4_12(0.0))
{
RETURN_SCORE_MINUS(20);
}
else if (effectiveness < UQ_4_12(0.5))
{
switch (moveEffect)
{
case EFFECT_FIXED_DAMAGE_ARG:
case EFFECT_LEVEL_DAMAGE:
case EFFECT_PSYWAVE:
case EFFECT_OHKO:
case EFFECT_BIDE:
case EFFECT_SUPER_FANG:
case EFFECT_ENDEAVOR:
case EFFECT_COUNTER:
case EFFECT_MIRROR_COAT:
case EFFECT_METAL_BURST:
case EFFECT_FINAL_GAMBIT:
case EFFECT_GUARDIAN_OF_ALOLA:
break;
default:
RETURN_SCORE_MINUS(10);
}
}
// check non-user target
if (!(moveTarget & MOVE_TARGET_USER))
{
// target ability checks
if (!DoesBattlerIgnoreAbilityChecks(battlerAtk, aiData->abilities[battlerAtk], move))
{
if (CanAbilityBlockMove(battlerAtk, battlerDef, move, aiData->abilities[battlerDef], ABILITY_CHECK_TRIGGER))
RETURN_SCORE_MINUS(20);
if (CanAbilityAbsorbMove(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, moveType, ABILITY_CHECK_TRIGGER))
RETURN_SCORE_MINUS(20);
switch (aiData->abilities[battlerDef])
{
case ABILITY_MAGIC_GUARD:
switch (moveEffect)
{
case EFFECT_POISON:
case EFFECT_WILL_O_WISP:
case EFFECT_TOXIC:
case EFFECT_LEECH_SEED:
ADJUST_SCORE(-5);
break;
case EFFECT_FORESTS_CURSE:
case EFFECT_CURSE:
if (IS_BATTLER_OF_TYPE(battlerAtk, TYPE_GHOST)) // Don't use Curse if you're a ghost type vs a Magic Guard user, they'll take no damage.
ADJUST_SCORE(-5);
break;
}
break;
case ABILITY_WONDER_GUARD:
if (effectiveness < UQ_4_12(2.0))
RETURN_SCORE_MINUS(20);
break;
case ABILITY_JUSTIFIED:
if (moveType == TYPE_DARK && !IsBattleMoveStatus(move))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_RATTLED:
if (!IsBattleMoveStatus(move)
&& (moveType == TYPE_DARK || moveType == TYPE_GHOST || moveType == TYPE_BUG))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_AROMA_VEIL:
if (IsAromaVeilProtectedEffect(moveEffect))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_SWEET_VEIL:
if (moveEffect == EFFECT_SLEEP || moveEffect == EFFECT_YAWN)
RETURN_SCORE_MINUS(10);
break;
case ABILITY_FLOWER_VEIL:
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_GRASS) && (IsNonVolatileStatusMoveEffect(moveEffect) || IsStatLoweringEffect(moveEffect)))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_MAGIC_BOUNCE:
if (MoveCanBeBouncedBack(move))
RETURN_SCORE_MINUS(20);
break;
case ABILITY_CONTRARY:
if (IsStatLoweringEffect(moveEffect))
RETURN_SCORE_MINUS(20);
break;
case ABILITY_CLEAR_BODY:
case ABILITY_FULL_METAL_BODY:
case ABILITY_WHITE_SMOKE:
if (IsStatLoweringEffect(moveEffect))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_HYPER_CUTTER:
if ((moveEffect == EFFECT_ATTACK_DOWN || moveEffect == EFFECT_ATTACK_DOWN_2)
&& move != MOVE_PLAY_NICE && move != MOVE_NOBLE_ROAR && move != MOVE_TEARFUL_LOOK && move != MOVE_VENOM_DRENCH)
RETURN_SCORE_MINUS(10);
break;
case ABILITY_ILLUMINATE:
if (B_ILLUMINATE_EFFECT < GEN_9)
break;
// fallthrough
case ABILITY_KEEN_EYE:
case ABILITY_MINDS_EYE:
if (moveEffect == EFFECT_ACCURACY_DOWN || moveEffect == EFFECT_ACCURACY_DOWN_2)
RETURN_SCORE_MINUS(10);
break;
case ABILITY_BIG_PECKS:
if (moveEffect == EFFECT_DEFENSE_DOWN || moveEffect == EFFECT_DEFENSE_DOWN_2)
RETURN_SCORE_MINUS(10);
break;
case ABILITY_DEFIANT:
case ABILITY_COMPETITIVE:
if (IsStatLoweringEffect(moveEffect) && !IS_TARGETING_PARTNER(battlerAtk, battlerDef))
RETURN_SCORE_MINUS(8);
break;
case ABILITY_COMATOSE:
if (IsNonVolatileStatusMoveEffect(moveEffect))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_SHIELDS_DOWN:
if (IsShieldsDownProtected(battlerAtk, aiData->abilities[battlerAtk]) && IsNonVolatileStatusMoveEffect(moveEffect))
RETURN_SCORE_MINUS(10);
break;
case ABILITY_LEAF_GUARD:
if ((AI_GetWeather() & B_WEATHER_SUN)
&& aiData->holdEffects[battlerDef] != HOLD_EFFECT_UTILITY_UMBRELLA
&& IsNonVolatileStatusMoveEffect(moveEffect))
RETURN_SCORE_MINUS(10);
break;
} // def ability checks
// target partner ability checks & not attacking partner
if (isDoubleBattle)
{