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battle_ai_switch_items.c
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#include "global.h"
#include "battle.h"
#include "constants/battle_ai.h"
#include "battle_ai_main.h"
#include "battle_ai_util.h"
#include "battle_util.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_main.h"
#include "constants/hold_effects.h"
#include "battle_setup.h"
#include "data.h"
#include "item.h"
#include "party_menu.h"
#include "pokemon.h"
#include "random.h"
#include "util.h"
#include "constants/abilities.h"
#include "constants/item_effects.h"
#include "constants/battle_move_effects.h"
#include "constants/items.h"
#include "constants/moves.h"
// this file's functions
static bool32 HasSuperEffectiveMoveAgainstOpponents(u32 battler, bool32 noRng);
static bool32 FindMonWithFlagsAndSuperEffective(u32 battler, u16 flags, u32 moduloPercent);
static bool32 ShouldUseItem(u32 battler);
static bool32 AiExpectsToFaintPlayer(u32 battler);
static bool32 AI_ShouldHeal(u32 battler, u32 healAmount);
static bool32 AI_OpponentCanFaintAiWithMod(u32 battler, u32 healAmount);
static u32 GetSwitchinHazardsDamage(u32 battler, struct BattlePokemon *battleMon);
static bool32 CanAbilityTrapOpponent(u16 ability, u32 opponent);
static void InitializeSwitchinCandidate(struct Pokemon *mon)
{
PokemonToBattleMon(mon, &AI_DATA->switchinCandidate.battleMon);
AI_DATA->switchinCandidate.hypotheticalStatus = FALSE;
}
u32 GetSwitchChance(enum ShouldSwitchScenario shouldSwitchScenario)
{
// Modify these cases if you want unique behaviour based on other data (trainer class, difficulty, etc.)
switch(shouldSwitchScenario)
{
case SHOULD_SWITCH_WONDER_GUARD:
return SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE;
case SHOULD_SWITCH_ABSORBS_MOVE:
return SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE;
case SHOULD_SWITCH_TRAPPER:
return SHOULD_SWITCH_TRAPPER_PERCENTAGE;
case SHOULD_SWITCH_FREE_TURN:
return SHOULD_SWITCH_FREE_TURN_PERCENTAGE;
case SHOULD_SWITCH_TRUANT:
return SHOULD_SWITCH_TRUANT_PERCENTAGE;
case SHOULD_SWITCH_ALL_MOVES_BAD:
return SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE;
case SHOULD_SWITCH_PERISH_SONG:
return SHOULD_SWITCH_PERISH_SONG_PERCENTAGE;
case SHOULD_SWITCH_YAWN:
return SHOULD_SWITCH_YAWN_PERCENTAGE;
case SHOULD_SWITCH_BADLY_POISONED:
return SHOULD_SWITCH_BADLY_POISONED_PERCENTAGE;
case SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED:
return SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_CURSED:
return SHOULD_SWITCH_CURSED_PERCENTAGE;
case SHOULD_SWITCH_CURSED_STATS_RAISED:
return SHOULD_SWITCH_CURSED_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_NIGHTMARE:
return SHOULD_SWITCH_NIGHTMARE_PERCENTAGE;
case SHOULD_SWITCH_NIGHTMARE_STATS_RAISED:
return SHOULD_SWITCH_NIGHTMARE_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_SEEDED:
return SHOULD_SWITCH_SEEDED_PERCENTAGE;
case SHOULD_SWITCH_SEEDED_STATS_RAISED:
return SHOULD_SWITCH_SEEDED_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_INFATUATION:
return SHOULD_SWITCH_INFATUATION_PERCENTAGE;
case SHOULD_SWITCH_HASBADODDS:
return SHOULD_SWITCH_HASBADODDS_PERCENTAGE;
case SHOULD_SWITCH_NATURAL_CURE_STRONG:
return SHOULD_SWITCH_NATURAL_CURE_STRONG_PERCENTAGE;
case SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED:
return SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_NATURAL_CURE_WEAK:
return SHOULD_SWITCH_NATURAL_CURE_WEAK_PERCENTAGE;
case SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED:
return SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_REGENERATOR:
return SHOULD_SWITCH_REGENERATOR_PERCENTAGE;
case SHOULD_SWITCH_REGENERATOR_STATS_RAISED:
return SHOULD_SWITCH_REGENERATOR_STATS_RAISED_PERCENTAGE;
case SHOULD_SWITCH_ENCORE_STATUS:
return SHOULD_SWITCH_ENCORE_STATUS_PERCENTAGE;
case SHOULD_SWITCH_ENCORE_DAMAGE:
return SHOULD_SWITCH_ENCORE_DAMAGE_PERCENTAGE;
case SHOULD_SWITCH_CHOICE_LOCKED:
return SHOULD_SWITCH_CHOICE_LOCKED_PERCENTAGE;
case SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO:
return SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO_PERCENTAGE;
case SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS:
return SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS_PERCENTAGE;
default:
return 100;
}
}
u32 GetThinkingBattler(u32 battler)
{
if (AI_DATA->aiSwitchPredictionInProgress)
return AI_DATA->battlerDoingPrediction;
return battler;
}
static bool32 IsAceMon(u32 battler, u32 monPartyId)
{
if (AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_ACE_POKEMON
&& !gBattleStruct->battlerState[battler].forcedSwitch
&& monPartyId == CalculateEnemyPartyCountInSide(battler)-1)
return TRUE;
if (AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_DOUBLE_ACE_POKEMON
&& !gBattleStruct->battlerState[battler].forcedSwitch
&& (monPartyId == CalculateEnemyPartyCount()-1 || monPartyId == CalculateEnemyPartyCount()-2))
return TRUE;
return FALSE;
}
static bool32 AreStatsRaised(u32 battler)
{
u8 buffedStatsValue = 0;
s32 i;
for (i = 0; i < NUM_BATTLE_STATS; i++)
{
if (gBattleMons[battler].statStages[i] > DEFAULT_STAT_STAGE)
buffedStatsValue += gBattleMons[battler].statStages[i] - DEFAULT_STAT_STAGE;
}
return (buffedStatsValue > STAY_IN_STATS_RAISED);
}
void GetAIPartyIndexes(u32 battler, s32 *firstId, s32 *lastId)
{
if (BATTLE_TWO_VS_ONE_OPPONENT && (battler & BIT_SIDE) == B_SIDE_OPPONENT)
{
*firstId = 0, *lastId = PARTY_SIZE;
}
else if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_TOWER_LINK_MULTI))
{
if ((battler & BIT_FLANK) == B_FLANK_LEFT)
*firstId = 0, *lastId = PARTY_SIZE / 2;
else
*firstId = PARTY_SIZE / 2, *lastId = PARTY_SIZE;
}
else
{
*firstId = 0, *lastId = PARTY_SIZE;
}
}
static inline bool32 SetSwitchinAndSwitch(u32 battler, u32 switchinId)
{
gBattleStruct->AI_monToSwitchIntoId[battler] = switchinId;
return TRUE;
}
// Note that as many return statements as possible are INTENTIONALLY put after all of the loops;
// the function can take a max of about 0.06s to run, and this prevents the player from identifying
// whether the mon will switch or not by seeing how long the delay is before they select a move
static bool32 ShouldSwitchIfHasBadOdds(u32 battler)
{
//Variable initialization
u8 opposingPosition, atkType1, atkType2, defType1, defType2;
s32 i, damageDealt = 0, maxDamageDealt = 0, damageTaken = 0, maxDamageTaken = 0;
u32 aiMove, playerMove, aiBestMove = MOVE_NONE, aiAbility = AI_DATA->abilities[battler], opposingBattler, weather = AI_GetWeather();
bool32 getsOneShot = FALSE, hasStatusMove = FALSE, hasSuperEffectiveMove = FALSE;
u16 typeEffectiveness = UQ_4_12(1.0), aiMoveEffect; //baseline typing damage
uq4_12_t effectiveness;
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
// Double Battles aren't included in AI_FLAG_SMART_MON_CHOICE. Defaults to regular switch in logic
if (IsDoubleBattle())
return FALSE;
opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
opposingBattler = GetBattlerAtPosition(opposingPosition);
// Gets types of player (opposingBattler) and computer (battler)
atkType1 = gBattleMons[opposingBattler].types[0];
atkType2 = gBattleMons[opposingBattler].types[1];
defType1 = gBattleMons[battler].types[0];
defType2 = gBattleMons[battler].types[1];
// Check AI moves for damage dealt
for (i = 0; i < MAX_MON_MOVES; i++)
{
aiMove = gBattleMons[battler].moves[i];
aiMoveEffect = GetMoveEffect(aiMove);
if (aiMove != MOVE_NONE)
{
// Check if mon has an "important" status move
if (aiMoveEffect == EFFECT_REFLECT || aiMoveEffect == EFFECT_LIGHT_SCREEN
|| aiMoveEffect == EFFECT_SPIKES || aiMoveEffect == EFFECT_TOXIC_SPIKES || aiMoveEffect == EFFECT_STEALTH_ROCK || aiMoveEffect == EFFECT_STICKY_WEB || aiMoveEffect == EFFECT_LEECH_SEED
|| aiMoveEffect == EFFECT_EXPLOSION
|| aiMoveEffect == EFFECT_SLEEP || aiMoveEffect == EFFECT_YAWN || aiMoveEffect == EFFECT_TOXIC || aiMoveEffect == EFFECT_WILL_O_WISP || aiMoveEffect == EFFECT_PARALYZE
|| aiMoveEffect == EFFECT_TRICK || aiMoveEffect == EFFECT_TRICK_ROOM || aiMoveEffect== EFFECT_WONDER_ROOM || aiMoveEffect == EFFECT_PSYCHO_SHIFT || aiMoveEffect == EFFECT_FIRST_TURN_ONLY
)
{
hasStatusMove = TRUE;
}
// Only check damage if it's a damaging move
if (!IsBattleMoveStatus(aiMove))
{
// Check if mon has a super effective move
if (AI_GetMoveEffectiveness(aiMove, battler, opposingBattler) >= UQ_4_12(2.0))
hasSuperEffectiveMove = TRUE;
// Get maximum damage mon can deal
damageDealt = AI_DATA->simulatedDmg[battler][opposingBattler][i].expected;
if(damageDealt > maxDamageDealt)
{
maxDamageDealt = damageDealt;
aiBestMove = aiMove;
}
}
}
}
// Calculate type advantage
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType1)));
if (atkType2 != atkType1)
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType1)));
if (defType2 != defType1)
{
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType1, defType2)));
if (atkType2 != atkType1)
typeEffectiveness = uq4_12_multiply(typeEffectiveness, (GetTypeModifier(atkType2, defType2)));
}
// Get max damage mon could take
for (i = 0; i < MAX_MON_MOVES; i++)
{
playerMove = gBattleMons[opposingBattler].moves[i];
if (playerMove != MOVE_NONE && !IsBattleMoveStatus(playerMove) && GetMoveEffect(playerMove) != EFFECT_FOCUS_PUNCH)
{
damageTaken = AI_CalcDamage(playerMove, opposingBattler, battler, &effectiveness, FALSE, weather, DMG_ROLL_HIGHEST).expected;
if (damageTaken > maxDamageTaken)
maxDamageTaken = damageTaken;
}
}
// Check if mon gets one shot
if(maxDamageTaken > gBattleMons[battler].hp)
{
getsOneShot = TRUE;
}
// Check if current mon can outspeed and KO in spite of bad matchup, and don't switch out if it can
if(damageDealt > gBattleMons[opposingBattler].hp)
{
if (AI_IsFaster(battler, opposingBattler, aiBestMove))
return FALSE;
}
// If we don't have any other viable options, don't switch out
if (AI_DATA->mostSuitableMonId[battler] == PARTY_SIZE)
return FALSE;
// Start assessing whether or not mon has bad odds
// Jump straight to switching out in cases where mon gets OHKO'd
if (((getsOneShot && gBattleMons[opposingBattler].speed > gBattleMons[battler].speed) // If the player OHKOs and outspeeds OR OHKOs, doesn't outspeed but isn't 2HKO'd
|| (getsOneShot && gBattleMons[opposingBattler].speed <= gBattleMons[battler].speed && maxDamageDealt < gBattleMons[opposingBattler].hp / 2))
&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2 // And the current mon has at least 1/2 their HP, or 1/4 HP and Regenerator
|| (aiAbility == ABILITY_REGENERATOR
&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 4)))
{
// 50% chance to stay in regardless
if (RandomPercentage(RNG_AI_SWITCH_HASBADODDS, (100 - GetSwitchChance(SHOULD_SWITCH_HASBADODDS))) && !AI_DATA->aiSwitchPredictionInProgress)
return FALSE;
// Switch mon out
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
// General bad type matchups have more wiggle room
if (typeEffectiveness >= UQ_4_12(2.0)) // If the player has at least a 2x type advantage
{
if (!hasSuperEffectiveMove // If the AI doesn't have a super effective move
&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2 // And the current mon has at least 1/2 their HP, or 1/4 HP and Regenerator
|| (aiAbility == ABILITY_REGENERATOR
&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 4)))
{
// Then check if they have an important status move, which is worth using even in a bad matchup
if (hasStatusMove)
return FALSE;
// 50% chance to stay in regardless
if (RandomPercentage(RNG_AI_SWITCH_HASBADODDS, (100 - GetSwitchChance(SHOULD_SWITCH_HASBADODDS))) && !AI_DATA->aiSwitchPredictionInProgress)
return FALSE;
// Switch mon out
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
}
return FALSE;
}
static bool32 ShouldSwitchIfTruant(u32 battler)
{
// Switch if mon with truant is bodied by Protect or invulnerability spam
if (AI_DATA->abilities[battler] == ABILITY_TRUANT
&& IsTruantMonVulnerable(battler, gBattlerTarget)
&& gDisableStructs[battler].truantCounter
&& gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE)
{
if (RandomPercentage(RNG_AI_SWITCH_TRUANT, GetSwitchChance(SHOULD_SWITCH_TRUANT)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
return FALSE;
}
static bool32 ShouldSwitchIfAllMovesBad(u32 battler)
{
u32 moveIndex;
u32 opposingBattler = GetOppositeBattler(battler);
u32 aiMove;
// Switch if no moves affect opponents
if (IsDoubleBattle())
{
u32 opposingPartner = GetBattlerAtPosition(BATTLE_PARTNER(opposingBattler));
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
aiMove = gBattleMons[battler].moves[moveIndex];
if ((AI_GetMoveEffectiveness(aiMove, battler, opposingBattler) > UQ_4_12(0.0)
|| AI_GetMoveEffectiveness(aiMove, battler, opposingPartner) > UQ_4_12(0.0))
&& aiMove != MOVE_NONE)
return FALSE;
}
}
else
{
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
aiMove = gBattleMons[battler].moves[moveIndex];
if (AI_GetMoveEffectiveness(aiMove, battler, opposingBattler) > UQ_4_12(0.0) && aiMove != MOVE_NONE)
return FALSE;
}
}
if (RandomPercentage(RNG_AI_SWITCH_ALL_MOVES_BAD, GetSwitchChance(SHOULD_SWITCH_ALL_MOVES_BAD)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
return FALSE;
}
static bool32 FindMonThatHitsWonderGuard(u32 battler)
{
u32 opposingBattler = GetOppositeBattler(battler);
s32 i, j;
s32 firstId;
s32 lastId; // + 1
struct Pokemon *party = NULL;
u16 move;
if (IsDoubleBattle())
return FALSE;
if (AI_DATA->abilities[opposingBattler] != ABILITY_WONDER_GUARD)
return FALSE;
// Check if Pokémon has a super effective move.
for (i = 0; i < MAX_MON_MOVES; i++)
{
move = gBattleMons[battler].moves[i];
if (move != MOVE_NONE)
{
if (AI_GetMoveEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
return FALSE;
}
}
// Get party information.
GetAIPartyIndexes(battler, &firstId, &lastId);
party = GetBattlerParty(battler);
// Find a Pokémon in the party that has a super effective move.
for (i = firstId; i < lastId; i++)
{
if (!IsValidForBattle(&party[i]))
continue;
if (i == gBattlerPartyIndexes[battler])
continue;
if (IsAceMon(battler, i))
continue;
for (j = 0; j < MAX_MON_MOVES; j++)
{
move = GetMonData(&party[i], MON_DATA_MOVE1 + j);
if (move != MOVE_NONE)
{
// Found a mon
if (AI_GetMoveEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0) && RandomPercentage(RNG_AI_SWITCH_WONDER_GUARD, GetSwitchChance(SHOULD_SWITCH_WONDER_GUARD)))
return SetSwitchinAndSwitch(battler, i);
}
}
}
return FALSE; // There is not a single Pokémon in the party that has a super effective move against a mon with Wonder Guard.
}
static bool32 FindMonThatAbsorbsOpponentsMove(u32 battler)
{
u8 battlerIn1, battlerIn2;
u8 numAbsorbingAbilities = 0;
u16 absorbingTypeAbilities[3]; // Array size is maximum number of absorbing abilities for a single type
s32 firstId;
s32 lastId;
struct Pokemon *party;
u16 monAbility, aiMove;
u32 opposingBattler = GetOppositeBattler(battler);
u32 incomingMove = AI_DATA->lastUsedMove[opposingBattler];
u32 incomingType = GetMoveType(incomingMove);
u32 predictedMove = incomingMove; // Update for move prediction
u32 predictedType = GetMoveType(predictedMove);
bool32 isOpposingBattlerChargingOrInvulnerable = (IsSemiInvulnerable(opposingBattler, incomingMove) || IsTwoTurnNotSemiInvulnerableMove(opposingBattler, incomingMove));
s32 i, j;
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
if (gBattleStruct->prevTurnSpecies[battler] != gBattleMons[battler].species) // AI mon has changed, player's behaviour no longer reliable; note to override this if using AI_FLAG_PREDICT_MOVE
return FALSE;
if (HasSuperEffectiveMoveAgainstOpponents(battler, TRUE) && (RandomPercentage(RNG_AI_SWITCH_ABSORBING_STAY_IN, STAY_IN_ABSORBING_PERCENTAGE) || AI_DATA->aiSwitchPredictionInProgress))
return FALSE;
if (AreStatsRaised(battler))
return FALSE;
// Don't switch if mon could OHKO
for (i = 0; i < MAX_MON_MOVES; i++)
{
aiMove = gBattleMons[battler].moves[i];
if (aiMove != MOVE_NONE)
{
// Only check damage if it's a damaging move
if (!IsBattleMoveStatus(aiMove))
{
if (AI_DATA->simulatedDmg[battler][opposingBattler][i].expected > gBattleMons[opposingBattler].hp)
return FALSE;
}
}
}
if (IsDoubleBattle())
{
battlerIn1 = battler;
if (gAbsentBattlerFlags & (1u << GetPartnerBattler(battler)))
battlerIn2 = battler;
else
battlerIn2 = GetPartnerBattler(battler);
}
else
{
battlerIn1 = battler;
battlerIn2 = battler;
}
// Create an array of possible absorb abilities so the AI considers all of them
if (predictedType == TYPE_FIRE)
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_FLASH_FIRE;
}
else if (predictedType == TYPE_WATER || (isOpposingBattlerChargingOrInvulnerable && incomingType == TYPE_WATER))
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_WATER_ABSORB;
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_DRY_SKIN;
if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5)
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_STORM_DRAIN;
}
else if (predictedType == TYPE_ELECTRIC || (isOpposingBattlerChargingOrInvulnerable && incomingType == TYPE_ELECTRIC))
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_VOLT_ABSORB;
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_MOTOR_DRIVE;
if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5)
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_LIGHTNING_ROD;
}
else if (predictedType == TYPE_GRASS || (isOpposingBattlerChargingOrInvulnerable && incomingType == TYPE_GRASS))
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_SAP_SIPPER;
}
else if (predictedType == TYPE_GROUND || (isOpposingBattlerChargingOrInvulnerable && incomingType == TYPE_GROUND))
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_EARTH_EATER;
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_LEVITATE;
}
else if (IsSoundMove(predictedMove) || (isOpposingBattlerChargingOrInvulnerable && IsSoundMove(incomingMove)))
{
absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_SOUNDPROOF;
}
else
{
return FALSE;
}
// Check current mon for all absorbing abilities
for (i = 0; i < numAbsorbingAbilities; i++)
{
if (gBattleMons[battler].ability == absorbingTypeAbilities[i])
return FALSE;
}
// Check party for mon with ability that absorbs move
GetAIPartyIndexes(battler, &firstId, &lastId);
party = GetBattlerParty(battler);
for (i = firstId; i < lastId; i++)
{
if (!IsValidForBattle(&party[i]))
continue;
if (i == gBattlerPartyIndexes[battlerIn1])
continue;
if (i == gBattlerPartyIndexes[battlerIn2])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
continue;
if (IsAceMon(battler, i))
continue;
monAbility = GetMonAbility(&party[i]);
for (j = 0; j < numAbsorbingAbilities; j++)
{
// Found a mon
if (absorbingTypeAbilities[j] == monAbility && RandomPercentage(RNG_AI_SWITCH_ABSORBING, GetSwitchChance(SHOULD_SWITCH_ABSORBS_MOVE)))
return SetSwitchinAndSwitch(battler, i);
}
}
return FALSE;
}
static bool32 ShouldSwitchIfOpponentChargingOrInvulnerable(u32 battler)
{
u32 opposingBattler = GetOppositeBattler(battler);
u32 incomingMove = AI_DATA->lastUsedMove[opposingBattler];
bool32 isOpposingBattlerChargingOrInvulnerable = (IsSemiInvulnerable(opposingBattler, incomingMove) || IsTwoTurnNotSemiInvulnerableMove(opposingBattler, incomingMove));
if (IsDoubleBattle() || !(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
if (isOpposingBattlerChargingOrInvulnerable && AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE && RandomPercentage(RNG_AI_SWITCH_FREE_TURN, GetSwitchChance(SHOULD_SWITCH_FREE_TURN)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
return FALSE;
}
static bool32 ShouldSwitchIfTrapperInParty(u32 battler)
{
s32 firstId;
s32 lastId;
struct Pokemon *party;
s32 i;
u16 monAbility;
s32 opposingBattler = GetOppositeBattler(battler);
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
// Check if current mon has an ability that traps opponent
if (CanAbilityTrapOpponent(gBattleMons[battler].ability, opposingBattler))
return FALSE;
// Check party for mon with ability that traps opponent
GetAIPartyIndexes(battler, &firstId, &lastId);
party = GetBattlerParty(battler);
for (i = firstId; i < lastId; i++)
{
if (IsAceMon(battler, i))
return FALSE;
monAbility = GetMonAbility(&party[i]);
if (CanAbilityTrapOpponent(monAbility, opposingBattler) || (CanAbilityTrapOpponent(AI_GetBattlerAbility(opposingBattler), opposingBattler) && monAbility == ABILITY_TRACE))
{
// If mon in slot i is the most suitable switchin candidate, then it's a trapper than wins 1v1
if (i == AI_DATA->mostSuitableMonId[battler] && RandomPercentage(RNG_AI_SWITCH_FREE_TURN, GetSwitchChance(SHOULD_SWITCH_FREE_TURN)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
}
return FALSE;
}
static bool32 ShouldSwitchIfBadlyStatused(u32 battler)
{
bool32 switchMon = FALSE;
u16 monAbility = AI_DATA->abilities[battler];
u16 holdEffect = AI_DATA->holdEffects[battler];
u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
u8 opposingBattler = GetBattlerAtPosition(opposingPosition);
bool32 hasStatRaised = AnyStatIsRaised(battler);
//Perish Song
if (gStatuses3[battler] & STATUS3_PERISH_SONG
&& gDisableStructs[battler].perishSongTimer == 0
&& monAbility != ABILITY_SOUNDPROOF
&& RandomPercentage(RNG_AI_SWITCH_PERISH_SONG, GetSwitchChance(SHOULD_SWITCH_PERISH_SONG)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
if (AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING)
{
//Yawn
if (gStatuses3[battler] & STATUS3_YAWN
&& CanBeSlept(battler, monAbility, BLOCKED_BY_SLEEP_CLAUSE)
&& gBattleMons[battler].hp > gBattleMons[battler].maxHP / 3
&& RandomPercentage(RNG_AI_SWITCH_YAWN, GetSwitchChance(SHOULD_SWITCH_YAWN)))
{
switchMon = TRUE;
// If we don't have a good switchin, not worth switching
if (AI_DATA->mostSuitableMonId[battler] == PARTY_SIZE)
switchMon = FALSE;
// Check if Active Pokemon can KO opponent instead of switching
// Will still fall asleep, but take out opposing Pokemon first
if (AiExpectsToFaintPlayer(battler))
switchMon = FALSE;
// Checks to see if active Pokemon can do something against sleep
if ((monAbility == ABILITY_NATURAL_CURE
|| monAbility == ABILITY_SHED_SKIN
|| monAbility == ABILITY_EARLY_BIRD)
|| holdEffect == (HOLD_EFFECT_CURE_SLP | HOLD_EFFECT_CURE_STATUS)
|| HasMove(battler, MOVE_SLEEP_TALK)
|| (HasMoveEffect(battler, MOVE_SNORE) && AI_GetMoveEffectiveness(MOVE_SNORE, battler, opposingBattler) >= UQ_4_12(2.0))
|| (IsBattlerGrounded(battler)
&& (HasMove(battler, MOVE_MISTY_TERRAIN) || HasMove(battler, MOVE_ELECTRIC_TERRAIN)))
)
switchMon = FALSE;
// Check if Active Pokemon evasion boosted and might be able to dodge until awake
if (gBattleMons[battler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3)
&& AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE
&& AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE
&& AI_DATA->abilities[opposingBattler] != ABILITY_MINDS_EYE
&& (B_ILLUMINATE_EFFECT >= GEN_9 && AI_DATA->abilities[opposingBattler] != ABILITY_ILLUMINATE)
&& !(gBattleMons[battler].status2 & STATUS2_FORESIGHT)
&& !(gStatuses3[battler] & STATUS3_MIRACLE_EYED))
switchMon = FALSE;
if (switchMon)
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
// Secondary Damage
if (monAbility != ABILITY_MAGIC_GUARD
&& !AiExpectsToFaintPlayer(battler)
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE)
{
//Toxic
if (((gBattleMons[battler].status1 & STATUS1_TOXIC_COUNTER) >= STATUS1_TOXIC_TURN(2))
&& gBattleMons[battler].hp >= (gBattleMons[battler].maxHP / 3)
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_BADLY_POISONED, GetSwitchChance(SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_BADLY_POISONED, GetSwitchChance(SHOULD_SWITCH_BADLY_POISONED))))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
//Cursed
if (gBattleMons[battler].status2 & STATUS2_CURSED
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_CURSED, GetSwitchChance(SHOULD_SWITCH_CURSED_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_CURSED, GetSwitchChance(SHOULD_SWITCH_CURSED))))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
//Nightmare
if (gBattleMons[battler].status2 & STATUS2_NIGHTMARE
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_NIGHTMARE, GetSwitchChance(SHOULD_SWITCH_NIGHTMARE_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_NIGHTMARE, GetSwitchChance(SHOULD_SWITCH_NIGHTMARE))))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
//Leech Seed
if (gStatuses3[battler] & STATUS3_LEECHSEED
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_SEEDED, GetSwitchChance(SHOULD_SWITCH_SEEDED_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_SEEDED, GetSwitchChance(SHOULD_SWITCH_SEEDED))))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
// Infatuation
if (gBattleMons[battler].status2 & STATUS2_INFATUATION
&& !AiExpectsToFaintPlayer(battler)
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
&& RandomPercentage(RNG_AI_SWITCH_INFATUATION, GetSwitchChance(SHOULD_SWITCH_INFATUATION)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
return FALSE;
}
static bool32 ShouldSwitchIfAbilityBenefit(u32 battler)
{
bool32 hasStatRaised = AnyStatIsRaised(battler);
//Check if ability is blocked
if (gStatuses3[battler] & STATUS3_GASTRO_ACID
|| IsNeutralizingGasOnField())
return FALSE;
switch(AI_DATA->abilities[battler])
{
case ABILITY_NATURAL_CURE:
//Attempt to cure bad ailment
if (gBattleMons[battler].status1 & (STATUS1_SLEEP | STATUS1_FREEZE | STATUS1_TOXIC_POISON)
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_NATURAL_CURE, GetSwitchChance(SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_NATURAL_CURE, GetSwitchChance(SHOULD_SWITCH_NATURAL_CURE_STRONG))))
break;
//Attempt to cure lesser ailment
if ((gBattleMons[battler].status1 & STATUS1_ANY)
&& (gBattleMons[battler].hp >= gBattleMons[battler].maxHP / 2)
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_NATURAL_CURE, GetSwitchChance(SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_NATURAL_CURE, GetSwitchChance(SHOULD_SWITCH_NATURAL_CURE_WEAK))))
break;
return FALSE;
case ABILITY_REGENERATOR:
//Don't switch if ailment
if (gBattleMons[battler].status1 & STATUS1_ANY)
return FALSE;
if ((gBattleMons[battler].hp <= ((gBattleMons[battler].maxHP * 2) / 3))
&& AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE
&& (hasStatRaised ? RandomPercentage(RNG_AI_SWITCH_REGENERATOR, GetSwitchChance(SHOULD_SWITCH_REGENERATOR_STATS_RAISED)) : RandomPercentage(RNG_AI_SWITCH_REGENERATOR, GetSwitchChance(SHOULD_SWITCH_REGENERATOR))))
break;
return FALSE;
default:
return FALSE;
}
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
static bool32 HasSuperEffectiveMoveAgainstOpponents(u32 battler, bool32 noRng)
{
s32 i;
u16 move;
u32 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(battler));
u32 opposingBattler = GetBattlerAtPosition(opposingPosition);
if (!(gAbsentBattlerFlags & (1u << opposingBattler)))
{
for (i = 0; i < MAX_MON_MOVES; i++)
{
move = gBattleMons[battler].moves[i];
if (move == MOVE_NONE)
continue;
if (AI_GetMoveEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
{
if (noRng)
return TRUE;
if (Random() % 10 != 0)
return TRUE;
}
}
}
if (!IsDoubleBattle())
return FALSE;
opposingBattler = GetBattlerAtPosition(BATTLE_PARTNER(opposingPosition));
if (!(gAbsentBattlerFlags & (1u << opposingBattler)))
{
for (i = 0; i < MAX_MON_MOVES; i++)
{
move = gBattleMons[battler].moves[i];
if (move == MOVE_NONE)
continue;
if (AI_GetMoveEffectiveness(move, battler, opposingBattler) >= UQ_4_12(2.0))
{
if (noRng)
return TRUE;
if (Random() % 10 != 0)
return TRUE;
}
}
}
return FALSE;
}
static bool32 FindMonWithFlagsAndSuperEffective(u32 battler, u16 flags, u32 percentChance)
{
u32 battlerIn1, battlerIn2;
s32 firstId;
s32 lastId; // + 1
struct Pokemon *party;
s32 i, j;
u16 move;
// Similar functionality handled more thoroughly by ShouldSwitchIfHasBadOdds
if (AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING)
return FALSE;
if (gLastLandedMoves[battler] == MOVE_NONE)
return FALSE;
if (gLastLandedMoves[battler] == MOVE_UNAVAILABLE)
return FALSE;
if (gLastHitBy[battler] == 0xFF)
return FALSE;
if (IsBattleMoveStatus(gLastLandedMoves[battler]))
return FALSE;
if (IsDoubleBattle())
{
battlerIn1 = battler;
if (gAbsentBattlerFlags & (1u << GetPartnerBattler(battler)))
battlerIn2 = battler;
else
battlerIn2 = GetPartnerBattler(battler);
}
else
{
battlerIn1 = battler;
battlerIn2 = battler;
}
GetAIPartyIndexes(battler, &firstId, &lastId);
party = GetBattlerParty(battler);
for (i = firstId; i < lastId; i++)
{
u16 species, monAbility;
uq4_12_t typeMultiplier;
u16 moveFlags = 0;
if (!IsValidForBattle(&party[i]))
continue;
if (i == gBattlerPartyIndexes[battlerIn1])
continue;
if (i == gBattlerPartyIndexes[battlerIn2])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
continue;
if (IsAceMon(battler, i))
continue;
species = GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG);
monAbility = GetMonAbility(&party[i]);
typeMultiplier = CalcPartyMonTypeEffectivenessMultiplier(gLastLandedMoves[battler], species, monAbility);
UpdateMoveResultFlags(typeMultiplier, &moveFlags);
if (moveFlags & flags)
{
battlerIn1 = gLastHitBy[battler];
for (j = 0; j < MAX_MON_MOVES; j++)
{
move = GetMonData(&party[i], MON_DATA_MOVE1 + j);
if (move == 0)
continue;
if (AI_GetMoveEffectiveness(move, battler, battlerIn1) >= UQ_4_12(2.0) && (RandomPercentage(RNG_AI_SWITCH_SE_DEFENSIVE, percentChance) || AI_DATA->aiSwitchPredictionInProgress))
return SetSwitchinAndSwitch(battler, i);
}
}
}
return FALSE;
}
static bool32 CanMonSurviveHazardSwitchin(u32 battler)
{
u32 battlerIn1, battlerIn2;
u32 hazardDamage = 0, battlerHp = gBattleMons[battler].hp;
u32 ability = AI_DATA->abilities[battler], aiMove;
s32 firstId, lastId, i, j;
struct Pokemon *party;
if (ability == ABILITY_REGENERATOR)
battlerHp = (battlerHp * 133) / 100; // Account for Regenerator healing
hazardDamage = GetSwitchinHazardsDamage(battler, &gBattleMons[battler]);
// Battler will faint to hazards, check to see if another mon can clear them
if (hazardDamage > battlerHp)
{
if (IsDoubleBattle())
{
battlerIn1 = battler;
if (gAbsentBattlerFlags & (1u << GetPartnerBattler(battler)))
battlerIn2 = battler;
else
battlerIn2 = GetPartnerBattler(battler);
}
else
{
battlerIn1 = battler;
battlerIn2 = battler;
}
GetAIPartyIndexes(battler, &firstId, &lastId);
party = GetBattlerParty(battler);
for (i = firstId; i < lastId; i++)
{
if (!IsValidForBattle(&party[i]))
continue;
if (i == gBattlerPartyIndexes[battlerIn1])
continue;
if (i == gBattlerPartyIndexes[battlerIn2])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn1])
continue;
if (i == gBattleStruct->monToSwitchIntoId[battlerIn2])
continue;
if (IsAceMon(battler, i))
continue;
for (j = 0; j < MAX_MON_MOVES; j++)
{
aiMove = GetMonData(&party[i], MON_DATA_MOVE1 + j, NULL);
if (IsHazardClearingMove(aiMove)) // Have a mon that can clear the hazards, so switching out is okay
return TRUE;
}
}
// Faints to hazards and party can't clear them, don't switch out
return FALSE;
}
return TRUE;
}
static bool32 ShouldSwitchIfEncored(u32 battler)
{
u32 encoredMove = gDisableStructs[battler].encoredMove;
u32 opposingBattler = GetOppositeBattler(battler);
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
// If not Encore'd don't switch
if (encoredMove == MOVE_NONE)
return FALSE;
// Switch out if status move
if (GetMoveCategory(encoredMove) == DAMAGE_CATEGORY_STATUS && RandomPercentage(RNG_AI_SWITCH_ENCORE, GetSwitchChance(SHOULD_SWITCH_ENCORE_STATUS)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
// Stay in if effective move
else if (AI_GetMoveEffectiveness(encoredMove, battler, opposingBattler) >= UQ_4_12(2.0))
return FALSE;
// Switch out 50% of the time otherwise
else if ((RandomPercentage(RNG_AI_SWITCH_ENCORE, GetSwitchChance(SHOULD_SWITCH_ENCORE_DAMAGE)) || AI_DATA->aiSwitchPredictionInProgress) && AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE)
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
return FALSE;
}
static bool32 ShouldSwitchIfBadChoiceLock(u32 battler)
{
u32 holdEffect = GetBattlerHoldEffect(battler, FALSE);
if (HOLD_EFFECT_CHOICE(holdEffect) && IsBattlerItemEnabled(battler))
{
if (GetMoveCategory(AI_DATA->lastUsedMove[battler]) == DAMAGE_CATEGORY_STATUS && RandomPercentage(RNG_AI_SWITCH_CHOICE_LOCKED, GetSwitchChance(SHOULD_SWITCH_CHOICE_LOCKED)))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
return FALSE;
}
// AI should switch if it's become setup fodder and has something better to switch to
static bool32 ShouldSwitchIfAttackingStatsLowered(u32 battler)
{
s8 attackingStage = gBattleMons[battler].statStages[STAT_ATK];
s8 spAttackingStage = gBattleMons[battler].statStages[STAT_SPATK];
// Only use this if AI_FLAG_SMART_SWITCHING is set for the trainer
if (!(AI_THINKING_STRUCT->aiFlags[GetThinkingBattler(battler)] & AI_FLAG_SMART_SWITCHING))
return FALSE;
// Physical attacker
if (gBattleMons[battler].attack > gBattleMons[battler].spAttack)
{
// Don't switch if attack isn't below -1
if (attackingStage > DEFAULT_STAT_STAGE - 2)
return FALSE;
// 50% chance if attack at -2 and have a good candidate mon
else if (attackingStage == DEFAULT_STAT_STAGE - 2)
{
if (AI_DATA->mostSuitableMonId[battler] != PARTY_SIZE && (RandomPercentage(RNG_AI_SWITCH_STATS_LOWERED, GetSwitchChance(SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO)) || AI_DATA->aiSwitchPredictionInProgress))
return SetSwitchinAndSwitch(battler, PARTY_SIZE);
}
// If at -3 or worse, switch out regardless