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Diffstat (limited to 'battle/ai/move.asm')
-rwxr-xr-x | battle/ai/move.asm | 221 |
1 files changed, 0 insertions, 221 deletions
diff --git a/battle/ai/move.asm b/battle/ai/move.asm deleted file mode 100755 index 11586c0da..000000000 --- a/battle/ai/move.asm +++ /dev/null @@ -1,221 +0,0 @@ -AIChooseMove: ; 440ce -; Score each move in EnemyMonMoves starting from Buffer1. Lower is better. -; Pick the move with the lowest score. - -; Wildmons attack at random. - ld a, [wBattleMode] - dec a - ret z - - ld a, [wLinkMode] - and a - ret nz - -; No use picking a move if there's no choice. - farcall CheckEnemyLockedIn - ret nz - - -; The default score is 20. Unusable moves are given a score of 80. - ld a, 20 - ld hl, Buffer1 - ld [hli], a - ld [hli], a - ld [hli], a - ld [hl], a - -; Don't pick disabled moves. - ld a, [EnemyDisabledMove] - and a - jr z, .CheckPP - - ld hl, EnemyMonMoves - ld c, 0 -.CheckDisabledMove: - cp [hl] - jr z, .ScoreDisabledMove - inc c - inc hl - jr .CheckDisabledMove -.ScoreDisabledMove: - ld hl, Buffer1 - ld b, 0 - add hl, bc - ld [hl], 80 - -; Don't pick moves with 0 PP. -.CheckPP: - ld hl, Buffer1 - 1 - ld de, EnemyMonPP - ld b, 0 -.CheckMovePP: - inc b - ld a, b - cp EnemyMonMovesEnd - EnemyMonMoves + 1 - jr z, .ApplyLayers - inc hl - ld a, [de] - inc de - and $3f - jr nz, .CheckMovePP - ld [hl], 80 - jr .CheckMovePP - - -; Apply AI scoring layers depending on the trainer class. -.ApplyLayers: - ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS - - ; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner) - ; so we have always the same AI, regardless of the loaded class of trainer - ld a, [InBattleTowerBattle] - bit 0, a - jr nz, .battle_tower_skip - - ld a, [TrainerClass] - dec a - ld bc, 7 ; Trainer2AI - Trainer1AI - call AddNTimes - -.battle_tower_skip - lb bc, CHECK_FLAG, 0 - push bc - push hl - -.CheckLayer: - pop hl - pop bc - - ld a, c - cp 16 ; up to 16 scoring layers - jr z, .DecrementScores - - push bc - ld d, BANK(TrainerClassAttributes) - predef FlagPredef - ld d, c - pop bc - - inc c - push bc - push hl - - ld a, d - and a - jr z, .CheckLayer - - ld hl, AIScoringPointers - dec c - ld b, 0 - add hl, bc - add hl, bc - ld a, [hli] - ld h, [hl] - ld l, a - ld a, BANK(AIScoring) - call FarCall_hl - - jr .CheckLayer - -; Decrement the scores of all moves one by one until one reaches 0. -.DecrementScores: - ld hl, Buffer1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves - -.DecrementNextScore: - ; If the enemy has no moves, this will infinite. - ld a, [de] - inc de - and a - jr z, .DecrementScores - - ; We are done whenever a score reaches 0 - dec [hl] - jr z, .PickLowestScoreMoves - - ; If we just decremented the fourth move's score, go back to the first move - inc hl - dec c - jr z, .DecrementScores - - jr .DecrementNextScore - -; In order to avoid bias towards the moves located first in memory, increment the scores -; that were decremented one more time than the rest (in case there was a tie). -; This means that the minimum score will be 1. -.PickLowestScoreMoves: - ld a, c - -.move_loop - inc [hl] - dec hl - inc a - cp NUM_MOVES + 1 - jr nz, .move_loop - - ld hl, Buffer1 - ld de, EnemyMonMoves - ld c, NUM_MOVES - -; Give a score of 0 to a blank move -.loop2 - ld a, [de] - and a - jr nz, .skip_load - ld [hl], a - -; Disregard the move if its score is not 1 -.skip_load - ld a, [hl] - dec a - jr z, .keep - xor a - ld [hli], a - jr .after_toss - -.keep - ld a, [de] - ld [hli], a -.after_toss - inc de - dec c - jr nz, .loop2 - -; Randomly choose one of the moves with a score of 1 -.ChooseMove: - ld hl, Buffer1 - call Random - and 3 - ld c, a - ld b, 0 - add hl, bc - ld a, [hl] - and a - jr z, .ChooseMove - - ld [CurEnemyMove], a - ld a, c - ld [CurEnemyMoveNum], a - ret -; 441af - - -AIScoringPointers: ; 441af - dw AI_Basic - dw AI_Setup - dw AI_Types - dw AI_Offensive - dw AI_Smart - dw AI_Opportunist - dw AI_Aggressive - dw AI_Cautious - dw AI_Status - dw AI_Risky - dw AI_None - dw AI_None - dw AI_None - dw AI_None - dw AI_None - dw AI_None -; 441cf |