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-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