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battle_ai_util.c
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#include "global.h"
#include "battle_z_move.h"
#include "malloc.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_ai_util.h"
#include "battle_ai_main.h"
#include "battle_ai_switch_items.h"
#include "battle_factory.h"
#include "battle_setup.h"
#include "event_data.h"
#include "data.h"
#include "item.h"
#include "pokemon.h"
#include "random.h"
#include "recorded_battle.h"
#include "util.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"
#define CHECK_MOVE_FLAG(flag) \
s32 i; \
u16 *moves = GetMovesArray(battler); \
for (i = 0; i < MAX_MON_MOVES; i++) \
{ \
if (moves[i] != MOVE_NONE && moves[i] != MOVE_UNAVAILABLE && gMovesInfo[moves[i]].flag) \
return TRUE; \
} \
return FALSE
static u32 AI_GetEffectiveness(uq4_12_t multiplier);
// Functions
bool32 AI_IsFaster(u32 battlerAi, u32 battlerDef, u32 move)
{
return (AI_WhoStrikesFirst(battlerAi, battlerDef, move) == AI_IS_FASTER);
}
bool32 AI_IsSlower(u32 battlerAi, u32 battlerDef, u32 move)
{
return (AI_WhoStrikesFirst(battlerAi, battlerDef, move) == AI_IS_SLOWER);
}
u32 GetAIChosenMove(u32 battlerId)
{
return (gBattleMons[battlerId].moves[gBattleStruct->aiMoveOrAction[battlerId]]);
}
bool32 AI_RandLessThan(u32 val)
{
if ((Random() % 0xFF) < val)
return TRUE;
return FALSE;
}
bool32 IsAiVsAiBattle(void)
{
return (B_FLAG_AI_VS_AI_BATTLE && FlagGet(B_FLAG_AI_VS_AI_BATTLE));
}
bool32 BattlerHasAi(u32 battlerId)
{
switch (GetBattlerPosition(battlerId))
{
case B_POSITION_PLAYER_LEFT:
if (IsAiVsAiBattle())
return TRUE;
default:
return FALSE;
case B_POSITION_OPPONENT_LEFT:
return TRUE;
case B_POSITION_PLAYER_RIGHT:
if ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || IsAiVsAiBattle())
return TRUE;
else
return FALSE;
case B_POSITION_OPPONENT_RIGHT:
return TRUE;
}
}
bool32 IsAiBattlerAware(u32 battlerId)
{
if (AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_LEFT] & AI_FLAG_OMNISCIENT
|| AI_THINKING_STRUCT->aiFlags[B_POSITION_OPPONENT_RIGHT] & AI_FLAG_OMNISCIENT)
return TRUE;
return BattlerHasAi(battlerId);
}
void ClearBattlerMoveHistory(u32 battlerId)
{
memset(BATTLE_HISTORY->usedMoves[battlerId], 0, sizeof(BATTLE_HISTORY->usedMoves[battlerId]));
memset(BATTLE_HISTORY->moveHistory[battlerId], 0, sizeof(BATTLE_HISTORY->moveHistory[battlerId]));
BATTLE_HISTORY->moveHistoryIndex[battlerId] = 0;
}
void RecordLastUsedMoveBy(u32 battlerId, u32 move)
{
u8 *index = &BATTLE_HISTORY->moveHistoryIndex[battlerId];
if (++(*index) >= AI_MOVE_HISTORY_COUNT)
*index = 0;
BATTLE_HISTORY->moveHistory[battlerId][*index] = move;
}
void RecordKnownMove(u32 battlerId, u32 move)
{
s32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (BATTLE_HISTORY->usedMoves[battlerId][i] == move)
break;
if (BATTLE_HISTORY->usedMoves[battlerId][i] == MOVE_NONE)
{
BATTLE_HISTORY->usedMoves[battlerId][i] = move;
AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].moves[i] = move;
break;
}
}
}
void RecordAllMoves(u32 battler)
{
memcpy(AI_PARTY->mons[GetBattlerSide(battler)][gBattlerPartyIndexes[battler]].moves, gBattleMons[battler].moves, MAX_MON_MOVES * sizeof(u16));
}
void RecordAbilityBattle(u32 battlerId, u32 abilityId)
{
BATTLE_HISTORY->abilities[battlerId] = abilityId;
AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability = abilityId;
}
void ClearBattlerAbilityHistory(u32 battlerId)
{
BATTLE_HISTORY->abilities[battlerId] = ABILITY_NONE;
}
void RecordItemEffectBattle(u32 battlerId, u32 itemEffect)
{
BATTLE_HISTORY->itemEffects[battlerId] = itemEffect;
AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect = itemEffect;
}
void ClearBattlerItemEffectHistory(u32 battlerId)
{
BATTLE_HISTORY->itemEffects[battlerId] = 0;
}
void SaveBattlerData(u32 battlerId)
{
if (!BattlerHasAi(battlerId) && !AI_THINKING_STRUCT->saved[battlerId].saved)
{
u32 i;
AI_THINKING_STRUCT->saved[battlerId].saved = TRUE;
AI_THINKING_STRUCT->saved[battlerId].ability = gBattleMons[battlerId].ability;
AI_THINKING_STRUCT->saved[battlerId].heldItem = gBattleMons[battlerId].item;
AI_THINKING_STRUCT->saved[battlerId].species = gBattleMons[battlerId].species;
for (i = 0; i < 4; i++)
AI_THINKING_STRUCT->saved[battlerId].moves[i] = gBattleMons[battlerId].moves[i];
}
// Save and restore types even for AI controlled battlers in case it gets changed during move evaluation process.
AI_THINKING_STRUCT->saved[battlerId].types[0] = gBattleMons[battlerId].types[0];
AI_THINKING_STRUCT->saved[battlerId].types[1] = gBattleMons[battlerId].types[1];
}
static bool32 ShouldFailForIllusion(u32 illusionSpecies, u32 battlerId)
{
u32 i, j;
const struct LevelUpMove *learnset;
if (BATTLE_HISTORY->abilities[battlerId] == ABILITY_ILLUSION)
return FALSE;
// Don't fall for Illusion if the mon used a move it cannot know.
for (i = 0; i < MAX_MON_MOVES; i++)
{
u32 move = BATTLE_HISTORY->usedMoves[battlerId][i];
if (move == MOVE_NONE)
continue;
learnset = GetSpeciesLevelUpLearnset(illusionSpecies);
for (j = 0; learnset[j].move != MOVE_UNAVAILABLE; j++)
{
if (learnset[j].move == move)
break;
}
// The used move is in the learnsets of the fake species.
if (learnset[j].move != MOVE_UNAVAILABLE)
continue;
// The used move can be learned from Tm/Hm or Move Tutors.
if (CanLearnTeachableMove(illusionSpecies, move))
continue;
// 'Illegal move', AI won't fail for the illusion.
return FALSE;
}
return TRUE;
}
void SetBattlerData(u32 battlerId)
{
if (!BattlerHasAi(battlerId) && AI_THINKING_STRUCT->saved[battlerId].saved)
{
u32 i, species, illusionSpecies, side;
side = GetBattlerSide(battlerId);
// Simulate Illusion
species = gBattleMons[battlerId].species;
illusionSpecies = GetIllusionMonSpecies(battlerId);
if (illusionSpecies != SPECIES_NONE && ShouldFailForIllusion(illusionSpecies, battlerId))
{
// If the battler's type has not been changed, AI assumes the types of the illusion mon.
if (gBattleMons[battlerId].types[0] == gSpeciesInfo[species].types[0]
&& gBattleMons[battlerId].types[1] == gSpeciesInfo[species].types[1])
{
gBattleMons[battlerId].types[0] = gSpeciesInfo[illusionSpecies].types[0];
gBattleMons[battlerId].types[1] = gSpeciesInfo[illusionSpecies].types[1];
}
species = illusionSpecies;
}
// Use the known battler's ability.
if (AI_PARTY->mons[side][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE)
gBattleMons[battlerId].ability = AI_PARTY->mons[side][gBattlerPartyIndexes[battlerId]].ability;
// Check if mon can only have one ability.
else if (gSpeciesInfo[species].abilities[1] == ABILITY_NONE
|| gSpeciesInfo[species].abilities[1] == gSpeciesInfo[species].abilities[0])
gBattleMons[battlerId].ability = gSpeciesInfo[species].abilities[0];
// The ability is unknown.
else
gBattleMons[battlerId].ability = ABILITY_NONE;
if (AI_PARTY->mons[side][gBattlerPartyIndexes[battlerId]].heldEffect == 0)
gBattleMons[battlerId].item = 0;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (AI_PARTY->mons[side][gBattlerPartyIndexes[battlerId]].moves[i] == 0)
gBattleMons[battlerId].moves[i] = 0;
}
}
}
void RestoreBattlerData(u32 battlerId)
{
if (!BattlerHasAi(battlerId) && AI_THINKING_STRUCT->saved[battlerId].saved)
{
u32 i;
AI_THINKING_STRUCT->saved[battlerId].saved = FALSE;
gBattleMons[battlerId].ability = AI_THINKING_STRUCT->saved[battlerId].ability;
gBattleMons[battlerId].item = AI_THINKING_STRUCT->saved[battlerId].heldItem;
gBattleMons[battlerId].species = AI_THINKING_STRUCT->saved[battlerId].species;
for (i = 0; i < 4; i++)
gBattleMons[battlerId].moves[i] = AI_THINKING_STRUCT->saved[battlerId].moves[i];
}
gBattleMons[battlerId].types[0] = AI_THINKING_STRUCT->saved[battlerId].types[0];
gBattleMons[battlerId].types[1] = AI_THINKING_STRUCT->saved[battlerId].types[1];
}
u32 GetHealthPercentage(u32 battlerId)
{
return (u32)((100 * gBattleMons[battlerId].hp) / gBattleMons[battlerId].maxHP);
}
bool32 AtMaxHp(u32 battlerId)
{
if (AI_DATA->hpPercents[battlerId] == 100)
return TRUE;
return FALSE;
}
bool32 IsBattlerTrapped(u32 battler, bool32 checkSwitch)
{
u32 holdEffect = AI_DATA->holdEffects[battler];
if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
return FALSE;
if (checkSwitch && holdEffect == HOLD_EFFECT_SHED_SHELL)
return FALSE;
else if (!checkSwitch && AI_DATA->abilities[battler] == ABILITY_RUN_AWAY)
return FALSE;
else if (!checkSwitch && holdEffect == HOLD_EFFECT_CAN_ALWAYS_RUN)
return FALSE;
else if (gBattleMons[battler].status2 & (STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED))
return TRUE;
else if (gStatuses3[battler] & (STATUS3_ROOTED | STATUS3_SKY_DROPPED))
return TRUE;
else if (gFieldStatuses & STATUS_FIELD_FAIRY_LOCK)
return TRUE;
else if (IsAbilityPreventingEscape(battler))
return TRUE;
return FALSE;
}
u32 GetTotalBaseStat(u32 species)
{
return gSpeciesInfo[species].baseHP
+ gSpeciesInfo[species].baseAttack
+ gSpeciesInfo[species].baseDefense
+ gSpeciesInfo[species].baseSpeed
+ gSpeciesInfo[species].baseSpAttack
+ gSpeciesInfo[species].baseSpDefense;
}
bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler)
{
int i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
u32 move = gBattleResources->battleHistory->usedMoves[opposingBattler][i];
if (gMovesInfo[move].effect == EFFECT_PROTECT && move != MOVE_ENDURE)
return TRUE;
if (gMovesInfo[move].effect == EFFECT_SEMI_INVULNERABLE && AI_IsSlower(battlerAI, opposingBattler, GetAIChosenMove(battlerAI)))
return TRUE;
}
return FALSE;
}
// move checks
bool32 IsAffectedByPowder(u32 battler, u32 ability, u32 holdEffect)
{
if (ability == ABILITY_OVERCOAT
|| (B_POWDER_GRASS >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GRASS))
|| holdEffect == HOLD_EFFECT_SAFETY_GOGGLES)
return FALSE;
return TRUE;
}
// This function checks if all physical/special moves are either unusable or unreasonable to use.
// Consider a pokemon boosting their attack against a ghost pokemon having only normal-type physical attacks.
bool32 MovesWithCategoryUnusable(u32 attacker, u32 target, u32 category)
{
s32 i, moveType;
u32 usable = 0;
u32 unusable = AI_DATA->moveLimitations[attacker];
u16 *moves = GetMovesArray(attacker);
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] != MOVE_NONE
&& moves[i] != MOVE_UNAVAILABLE
&& GetBattleMoveCategory(moves[i]) == category
&& !(unusable & gBitTable[i]))
{
SetTypeBeforeUsingMove(moves[i], attacker);
GET_MOVE_TYPE(moves[i], moveType);
if (CalcTypeEffectivenessMultiplier(moves[i], moveType, attacker, target, AI_DATA->abilities[target], FALSE) != 0)
usable |= gBitTable[i];
}
}
return (usable == 0);
}
// To save computation time this function has 2 variants. One saves, sets and restores battlers, while the other doesn't.
struct SimulatedDamage AI_CalcDamageSaveBattlers(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower, enum DamageRollType rollType)
{
struct SimulatedDamage dmg;
SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef);
SetBattlerData(battlerAtk);
SetBattlerData(battlerDef);
dmg = AI_CalcDamage(move, battlerAtk, battlerDef, typeEffectiveness, considerZPower, AI_GetWeather(AI_DATA), rollType);
RestoreBattlerData(battlerAtk);
RestoreBattlerData(battlerDef);
return dmg;
}
static inline s32 LowestRollDmg(s32 dmg)
{
dmg *= MIN_ROLL_PERCENTAGE;
dmg /= 100;
return dmg;
}
static inline s32 HighestRollDmg(s32 dmg)
{
dmg *= MAX_ROLL_PERCENTAGE;
dmg /= 100;
return dmg;
}
static inline s32 DmgRoll(s32 dmg)
{
dmg *= DMG_ROLL_PERCENTAGE;
dmg /= 100;
return dmg;
}
bool32 IsDamageMoveUnusable(u32 move, u32 battlerAtk, u32 battlerDef)
{
s32 moveType;
struct AiLogicData *aiData = AI_DATA;
u32 battlerDefAbility;
GET_MOVE_TYPE(move, moveType);
if (DoesBattlerIgnoreAbilityChecks(aiData->abilities[battlerAtk], move))
battlerDefAbility = ABILITY_NONE;
else
battlerDefAbility = aiData->abilities[battlerDef];
if (battlerDef == BATTLE_PARTNER(battlerAtk))
battlerDefAbility = aiData->abilities[battlerDef];
switch (battlerDefAbility)
{
case ABILITY_LIGHTNING_ROD:
if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5)
break;
// Fallthrough
case ABILITY_VOLT_ABSORB:
case ABILITY_MOTOR_DRIVE:
if (moveType == TYPE_ELECTRIC)
return TRUE;
break;
case ABILITY_STORM_DRAIN:
if (B_REDIRECT_ABILITY_IMMUNITY < GEN_5)
break;
// Fallthrough
case ABILITY_WATER_ABSORB:
case ABILITY_DRY_SKIN:
if (moveType == TYPE_WATER)
return TRUE;
break;
case ABILITY_FLASH_FIRE:
if (moveType == TYPE_FIRE)
return TRUE;
break;
case ABILITY_SOUNDPROOF:
if (gMovesInfo[move].soundMove)
return TRUE;
break;
case ABILITY_BULLETPROOF:
if (gMovesInfo[move].ballisticMove)
return TRUE;
break;
case ABILITY_SAP_SIPPER:
if (moveType == TYPE_GRASS)
return TRUE;
break;
case ABILITY_EARTH_EATER:
if (moveType == TYPE_GROUND)
return TRUE;
break;
}
switch (gMovesInfo[move].effect)
{
case EFFECT_DREAM_EATER:
if (!AI_IsBattlerAsleepOrComatose(battlerDef))
return TRUE;
break;
case EFFECT_BELCH:
if (IsBelchPreventingMove(battlerAtk, move))
return TRUE;
break;
case EFFECT_LAST_RESORT:
if (!CanUseLastResort(battlerAtk))
return TRUE;
break;
case EFFECT_LOW_KICK:
case EFFECT_HEAT_CRASH:
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
return TRUE;
break;
case EFFECT_FAIL_IF_NOT_ARG_TYPE:
if (!IS_BATTLER_OF_TYPE(battlerAtk, gMovesInfo[move].argument))
return TRUE;
break;
case EFFECT_HIT_SET_REMOVE_TERRAIN:
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY) && gMovesInfo[move].argument == ARG_TRY_REMOVE_TERRAIN_FAIL)
return TRUE;
break;
case EFFECT_POLTERGEIST:
if (AI_DATA->items[battlerDef] == ITEM_NONE || gFieldStatuses & STATUS_FIELD_MAGIC_ROOM || battlerDefAbility == ABILITY_KLUTZ)
return TRUE;
break;
case EFFECT_FIRST_TURN_ONLY:
if (!gDisableStructs[battlerAtk].isFirstTurn)
return TRUE;
break;
case EFFECT_FOCUS_PUNCH:
if (HasDamagingMove(battlerDef) && !((gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE)
|| IsBattlerIncapacitated(battlerDef, aiData->abilities[battlerDef])
|| gBattleMons[battlerDef].status2 & (STATUS2_INFATUATION | STATUS2_CONFUSION)))
// TODO: || IsPredictedToSwitch(battlerDef, battlerAtk)
return TRUE;
// If AI could Sub and doesn't have a Sub, don't Punch yet
if (HasMoveEffect(battlerAtk, EFFECT_SUBSTITUTE) && !(gBattleMons[battlerAtk].status2 & STATUS2_SUBSTITUTE))
return TRUE;
break;
}
return FALSE;
}
static inline s32 GetDamageByRollType(s32 dmg, enum DamageRollType rollType)
{
if (rollType == DMG_ROLL_LOWEST)
return LowestRollDmg(dmg);
else if (rollType == DMG_ROLL_HIGHEST)
return HighestRollDmg(dmg);
else
return DmgRoll(dmg);
}
struct SimulatedDamage AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectiveness, bool32 considerZPower, u32 weather, enum DamageRollType rollType)
{
struct SimulatedDamage simDamage;
s32 moveType;
u32 moveEffect = gMovesInfo[move].effect;
uq4_12_t effectivenessMultiplier;
bool32 isDamageMoveUnusable = FALSE;
bool32 toggledGimmick = FALSE;
struct AiLogicData *aiData = AI_DATA;
gBattleStruct->aiCalcInProgress = TRUE;
if (moveEffect == EFFECT_NATURE_POWER)
move = GetNaturePowerMove(battlerAtk);
// Temporarily enable gimmicks for damage calcs if planned
if (gBattleStruct->gimmick.usableGimmick[battlerAtk] && GetActiveGimmick(battlerAtk) == GIMMICK_NONE
&& !(gBattleStruct->gimmick.usableGimmick[battlerAtk] == GIMMICK_Z_MOVE && !considerZPower))
{
// Set Z-Move variables if needed
if (gBattleStruct->gimmick.usableGimmick[battlerAtk] == GIMMICK_Z_MOVE && IsViableZMove(battlerAtk, move))
gBattleStruct->zmove.baseMoves[battlerAtk] = move;
toggledGimmick = TRUE;
SetActiveGimmick(battlerAtk, gBattleStruct->gimmick.usableGimmick[battlerAtk]);
}
moveEffect = gMovesInfo[move].effect;
switch (moveEffect)
{
case EFFECT_PHOTON_GEYSER:
gBattleStruct->swapDamageCategory = (GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL);
break;
case EFFECT_SHELL_SIDE_ARM:
if (gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] == DAMAGE_CATEGORY_PHYSICAL)
gBattleStruct->swapDamageCategory = TRUE;
break;
case EFFECT_TERA_BLAST:
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA)
gBattleStruct->swapDamageCategory = GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL;
break;
case EFFECT_TERA_STARSTORM:
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA && gBattleMons[battlerAtk].species == SPECIES_TERAPAGOS_STELLAR)
gBattleStruct->swapDamageCategory = GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL;
break;
}
SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType);
effectivenessMultiplier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, aiData->abilities[battlerDef], FALSE);
if (gMovesInfo[move].power)
isDamageMoveUnusable = IsDamageMoveUnusable(move, battlerAtk, battlerDef);
if (gMovesInfo[move].power && !isDamageMoveUnusable)
{
s32 critChanceIndex, fixedBasePower, n;
ProteanTryChangeType(battlerAtk, aiData->abilities[battlerAtk], move, moveType);
// Certain moves like Rollout calculate damage based on values which change during the move execution, but before calling dmg calc.
switch (moveEffect)
{
case EFFECT_ROLLOUT:
n = gDisableStructs[battlerAtk].rolloutTimer - 1;
fixedBasePower = CalcRolloutBasePower(battlerAtk, gMovesInfo[move].power, n < 0 ? 5 : n);
break;
case EFFECT_FURY_CUTTER:
fixedBasePower = CalcFuryCutterBasePower(gMovesInfo[move].power, min(gDisableStructs[battlerAtk].furyCutterCounter + 1, 5));
break;
default:
fixedBasePower = 0;
break;
}
critChanceIndex = CalcCritChanceStageArgs(battlerAtk, battlerDef, move, FALSE, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], aiData->holdEffects[battlerAtk]);
if (critChanceIndex > 1) // Consider crit damage only if a move has at least +2 crit chance
{
s32 nonCritDmg = CalculateMoveDamageVars(move, battlerAtk, battlerDef, moveType, fixedBasePower,
effectivenessMultiplier, weather, FALSE,
aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef],
aiData->abilities[battlerAtk], aiData->abilities[battlerDef]);
s32 critDmg = CalculateMoveDamageVars(move, battlerAtk, battlerDef, moveType, fixedBasePower,
effectivenessMultiplier, weather, TRUE,
aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef],
aiData->abilities[battlerAtk], aiData->abilities[battlerDef]);
u32 critOdds = GetCritHitOdds(critChanceIndex);
// With critOdds getting closer to 1, dmg gets closer to critDmg.
simDamage.expected = GetDamageByRollType((critDmg + nonCritDmg * (critOdds - 1)) / critOdds, rollType);
if (critOdds == 1)
simDamage.minimum = LowestRollDmg(critDmg);
else
simDamage.minimum = LowestRollDmg(nonCritDmg);
}
else if (critChanceIndex == -2) // Guaranteed critical
{
s32 critDmg = CalculateMoveDamageVars(move, battlerAtk, battlerDef, moveType, fixedBasePower,
effectivenessMultiplier, weather, TRUE,
aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef],
aiData->abilities[battlerAtk], aiData->abilities[battlerDef]);
simDamage.expected = GetDamageByRollType(critDmg, rollType);
simDamage.minimum = LowestRollDmg(critDmg);
}
else
{
s32 nonCritDmg = 0;
if (moveEffect == EFFECT_TRIPLE_KICK)
{
for (gMultiHitCounter = gMovesInfo[move].strikeCount; gMultiHitCounter > 0; gMultiHitCounter--) // The global is used to simulate actual damage done
{
nonCritDmg += CalculateMoveDamageVars(move, battlerAtk, battlerDef, moveType, fixedBasePower,
effectivenessMultiplier, weather, FALSE,
aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef],
aiData->abilities[battlerAtk], aiData->abilities[battlerDef]);
}
}
else
{
nonCritDmg = CalculateMoveDamageVars(move, battlerAtk, battlerDef, moveType, fixedBasePower,
effectivenessMultiplier, weather, FALSE,
aiData->holdEffects[battlerAtk], aiData->holdEffects[battlerDef],
aiData->abilities[battlerAtk], aiData->abilities[battlerDef]);
}
simDamage.expected = GetDamageByRollType(nonCritDmg, rollType);
simDamage.minimum = LowestRollDmg(nonCritDmg);
}
if (GetActiveGimmick(battlerAtk) != GIMMICK_Z_MOVE)
{
// Handle dynamic move damage
switch (moveEffect)
{
case EFFECT_LEVEL_DAMAGE:
simDamage.expected = simDamage.minimum = gBattleMons[battlerAtk].level * (aiData->abilities[battlerAtk] == ABILITY_PARENTAL_BOND ? 2 : 1);
break;
case EFFECT_PSYWAVE:
simDamage.expected = gBattleMons[battlerAtk].level * (aiData->abilities[battlerAtk] == ABILITY_PARENTAL_BOND ? 2 : 1);
simDamage.minimum = simDamage.expected / 2;
break;
case EFFECT_FIXED_DAMAGE_ARG:
simDamage.expected = simDamage.minimum = gMovesInfo[move].argument * (aiData->abilities[battlerAtk] == ABILITY_PARENTAL_BOND ? 2 : 1);
break;
case EFFECT_MULTI_HIT:
if (move == MOVE_WATER_SHURIKEN && gBattleMons[battlerAtk].species == SPECIES_GRENINJA_ASH)
{
simDamage.expected *= 3;
simDamage.minimum *= 3;
}
else if (aiData->abilities[battlerAtk] == ABILITY_SKILL_LINK)
{
simDamage.expected *= 5;
simDamage.minimum *= 5;
}
else if (aiData->holdEffects[battlerAtk] == HOLD_EFFECT_LOADED_DICE)
{
simDamage.expected *= 9;
simDamage.expected /= 2;
simDamage.minimum *= 4;
}
else
{
simDamage.expected *= 3;
simDamage.minimum *= 2;
}
break;
case EFFECT_ENDEAVOR:
// If target has less HP than user, Endeavor does no damage
simDamage.expected = simDamage.minimum = max(0, gBattleMons[battlerDef].hp - gBattleMons[battlerAtk].hp);
break;
case EFFECT_SUPER_FANG:
simDamage.expected = simDamage.minimum = (aiData->abilities[battlerAtk] == ABILITY_PARENTAL_BOND
? max(2, gBattleMons[battlerDef].hp * 3 / 4)
: max(1, gBattleMons[battlerDef].hp / 2));
break;
case EFFECT_FINAL_GAMBIT:
simDamage.expected = simDamage.minimum = gBattleMons[battlerAtk].hp;
break;
case EFFECT_BEAT_UP:
if (B_BEAT_UP >= GEN_5)
{
u32 partyCount = CalculatePartyCount(GetBattlerParty(battlerAtk));
u32 i;
gBattleStruct->beatUpSlot = 0;
simDamage.expected = 0;
for (i = 0; i < partyCount; i++)
{
simDamage.expected += CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, FALSE, FALSE, FALSE);
}
simDamage.minimum = simDamage.expected;
gBattleStruct->beatUpSlot = 0;
}
break;
}
// Handle other multi-strike moves
if (gMovesInfo[move].strikeCount > 1 && gMovesInfo[move].effect != EFFECT_TRIPLE_KICK)
{
simDamage.expected *= gMovesInfo[move].strikeCount;
simDamage.minimum *= gMovesInfo[move].strikeCount;
}
if (simDamage.expected == 0)
simDamage.expected = 1;
if (simDamage.minimum == 0)
simDamage.minimum = 1;
}
}
else
{
simDamage.expected = 0;
simDamage.minimum = 0;
}
// convert multiper to AI_EFFECTIVENESS_xX
*typeEffectiveness = AI_GetEffectiveness(effectivenessMultiplier);
// Undo temporary settings
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->aiCalcInProgress = FALSE;
gBattleStruct->swapDamageCategory = FALSE;
gBattleStruct->zmove.baseMoves[battlerAtk] = MOVE_NONE;
if (toggledGimmick)
SetActiveGimmick(battlerAtk, GIMMICK_NONE);
return simDamage;
}
bool32 AI_IsDamagedByRecoil(u32 battler)
{
u32 ability = AI_DATA->abilities[battler];
if (ability == ABILITY_MAGIC_GUARD || ability == ABILITY_ROCK_HEAD)
return FALSE;
return TRUE;
}
// Decide whether move having an additional effect for .
static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s32 noOfHitsToKo)
{
u32 i;
u32 abilityDef = AI_DATA->abilities[battlerDef];
u32 abilityAtk = AI_DATA->abilities[battlerAtk];
switch (gMovesInfo[move].effect)
{
case EFFECT_HIT_ESCAPE:
if (CountUsablePartyMons(battlerAtk) != 0 && ShouldPivot(battlerAtk, battlerDef, abilityDef, move, AI_THINKING_STRUCT->movesetIndex))
return TRUE;
break;
case EFFECT_FELL_STINGER:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK))
return TRUE;
break;
}
// check ADDITIONAL_EFFECTS
for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
{
// Consider move effects that target self
if (gMovesInfo[move].additionalEffects[i].self)
{
switch (gMovesInfo[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_ATK_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK))
return TRUE;
break;
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_DEF))
return TRUE;
break;
case MOVE_EFFECT_SPD_PLUS_1:
case MOVE_EFFECT_SPD_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_SPEED))
return TRUE;
break;
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_SPATK))
return TRUE;
break;
case MOVE_EFFECT_EVS_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_EVASION))
return TRUE;
break;
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_2:
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ACC))
return TRUE;
break;
case MOVE_EFFECT_ALL_STATS_UP:
for (i = STAT_ATK; i <= NUM_STATS; i++)
{
if (BattlerStatCanRise(battlerAtk, abilityAtk, i))
return TRUE;
}
break;
}
}
else // consider move effects that hinder the target
{
switch (gMovesInfo[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_POISON:
case MOVE_EFFECT_TOXIC:
if (AI_CanPoison(battlerAtk, battlerDef, abilityDef, move, MOVE_NONE))
return TRUE;
break;
case MOVE_EFFECT_BURN:
if (AI_CanBurn(battlerAtk, battlerDef, abilityDef, BATTLE_PARTNER(battlerAtk), move, MOVE_NONE))
return TRUE;
break;
case MOVE_EFFECT_FREEZE_OR_FROSTBITE:
if (AI_CanGetFrostbite(battlerDef, abilityDef))
return TRUE;
break;
case MOVE_EFFECT_PARALYSIS:
if (AI_CanParalyze(battlerAtk, battlerDef, abilityDef, move, MOVE_NONE))
return TRUE;
break;
case MOVE_EFFECT_CONFUSION:
if (AI_CanConfuse(battlerAtk, battlerDef, abilityDef, BATTLE_PARTNER(battlerAtk), move, MOVE_NONE))
return TRUE;
break;
case MOVE_EFFECT_FLINCH:
if (ShouldTryToFlinch(battlerAtk, battlerDef, abilityAtk, abilityDef, move))
return TRUE;
break;
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1)
return TRUE;
break;
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SPD_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_2)) && noOfHitsToKo != 1)
return TRUE;
break;
}
}
}
return FALSE;
}
static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s32 noOfHitsToKo)
{
u32 abilityAtk = AI_DATA->abilities[battlerAtk];
u32 abilityDef = AI_DATA->abilities[battlerDef];
u8 i;
// recoil
if (gMovesInfo[move].recoil > 0 && AI_IsDamagedByRecoil(battlerAtk))
return TRUE;
switch (gMovesInfo[move].effect)
{
case EFFECT_MAX_HP_50_RECOIL:
case EFFECT_MIND_BLOWN:
case EFFECT_EXPLOSION:
case EFFECT_FINAL_GAMBIT:
return TRUE;
case EFFECT_RECOIL_IF_MISS:
if (AI_IsDamagedByRecoil(battlerAtk))
return TRUE;
break;
default:
{
for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
{
switch (gMovesInfo[move].additionalEffects[i].moveEffect)
{
case MOVE_EFFECT_ATK_MINUS_1:
case MOVE_EFFECT_DEF_MINUS_1:
case MOVE_EFFECT_SPD_MINUS_1:
case MOVE_EFFECT_SP_ATK_MINUS_1:
case MOVE_EFFECT_SP_DEF_MINUS_1:
case MOVE_EFFECT_EVS_MINUS_1:
case MOVE_EFFECT_ACC_MINUS_1:
case MOVE_EFFECT_ATK_MINUS_2:
case MOVE_EFFECT_DEF_MINUS_2:
case MOVE_EFFECT_SPD_MINUS_2:
case MOVE_EFFECT_SP_ATK_MINUS_2:
case MOVE_EFFECT_SP_DEF_MINUS_2:
case MOVE_EFFECT_EVS_MINUS_2:
case MOVE_EFFECT_ACC_MINUS_2:
case MOVE_EFFECT_V_CREATE:
case MOVE_EFFECT_ATK_DEF_DOWN:
case MOVE_EFFECT_DEF_SPDEF_DOWN:
if ((gMovesInfo[move].additionalEffects[i].self && abilityAtk != ABILITY_CONTRARY)
|| (noOfHitsToKo != 1 && abilityDef == ABILITY_CONTRARY && !DoesBattlerIgnoreAbilityChecks(abilityAtk, move)))
return TRUE;
break;
case MOVE_EFFECT_RECHARGE:
return gMovesInfo[move].additionalEffects[i].self;
case MOVE_EFFECT_ATK_PLUS_1:
case MOVE_EFFECT_DEF_PLUS_1:
case MOVE_EFFECT_SPD_PLUS_1:
case MOVE_EFFECT_SP_ATK_PLUS_1:
case MOVE_EFFECT_SP_DEF_PLUS_1:
case MOVE_EFFECT_EVS_PLUS_1:
case MOVE_EFFECT_ACC_PLUS_1:
case MOVE_EFFECT_ATK_PLUS_2:
case MOVE_EFFECT_DEF_PLUS_2:
case MOVE_EFFECT_SPD_PLUS_2:
case MOVE_EFFECT_SP_ATK_PLUS_2:
case MOVE_EFFECT_SP_DEF_PLUS_2:
case MOVE_EFFECT_EVS_PLUS_2:
case MOVE_EFFECT_ACC_PLUS_2:
case MOVE_EFFECT_ALL_STATS_UP:
if ((gMovesInfo[move].additionalEffects[i].self && abilityAtk == ABILITY_CONTRARY)
|| (noOfHitsToKo != 1 && !(abilityDef == ABILITY_CONTRARY && !DoesBattlerIgnoreAbilityChecks(abilityAtk, move))))
return TRUE;
break;
}
}
break;
}
}
return FALSE;
}
// Checks if one of the moves has side effects or perks, assuming equal dmg or equal no of hits to KO
s32 AI_WhichMoveBetter(u32 move1, u32 move2, u32 battlerAtk, u32 battlerDef, s32 noOfHitsToKo)
{
bool32 effect1, effect2;
u32 defAbility = AI_DATA->abilities[battlerDef];
u32 atkAbility = AI_DATA->abilities[battlerAtk];
// Check if physical moves hurt.
if (AI_DATA->holdEffects[battlerAtk] != HOLD_EFFECT_PROTECTIVE_PADS && atkAbility != ABILITY_LONG_REACH
&& (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_ROCKY_HELMET
|| defAbility == ABILITY_IRON_BARBS || defAbility == ABILITY_ROUGH_SKIN))
{
if (gMovesInfo[move1].makesContact && !gMovesInfo[move2].makesContact)
return -1;
if (gMovesInfo[move2].makesContact && !gMovesInfo[move1].makesContact)
return 1;
}
// Check additional effects.
effect1 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move1, noOfHitsToKo);
effect2 = AI_IsMoveEffectInMinus(battlerAtk, battlerDef, move2, noOfHitsToKo);
if (effect2 && !effect1)
return 1;
if (effect1 && !effect2)
return -1;
effect1 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move1, noOfHitsToKo);
effect2 = AI_IsMoveEffectInPlus(battlerAtk, battlerDef, move2, noOfHitsToKo);
if (effect2 && !effect1)
return -1;
if (effect1 && !effect2)
return 1;
return 0;
}
u32 GetNoOfHitsToKO(u32 dmg, s32 hp)
{
if (dmg == 0)
return 0;
return hp / (dmg + 1) + 1;
}
u32 GetNoOfHitsToKOBattlerDmg(u32 dmg, u32 battlerDef)
{
return GetNoOfHitsToKO(dmg, gBattleMons[battlerDef].hp);
}
u32 GetNoOfHitsToKOBattler(u32 battlerAtk, u32 battlerDef, u32 moveIndex)