diff options
Diffstat (limited to 'engine/battle/ai/move.asm')
-rwxr-xr-x | engine/battle/ai/move.asm | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/engine/battle/ai/move.asm b/engine/battle/ai/move.asm index 7ccb20972..b5ac966f8 100755 --- a/engine/battle/ai/move.asm +++ b/engine/battle/ai/move.asm @@ -1,5 +1,5 @@ AIChooseMove: ; 440ce -; Score each move in EnemyMonMoves starting from Buffer1. Lower is better. +; Score each move in wEnemyMonMoves starting from wBuffer1. Lower is better. ; Pick the move with the lowest score. ; Wildmons attack at random. @@ -18,18 +18,18 @@ AIChooseMove: ; 440ce ; The default score is 20. Unusable moves are given a score of 80. ld a, 20 - ld hl, Buffer1 + ld hl, wBuffer1 ld [hli], a ld [hli], a ld [hli], a ld [hl], a ; Don't pick disabled moves. - ld a, [EnemyDisabledMove] + ld a, [wEnemyDisabledMove] and a jr z, .CheckPP - ld hl, EnemyMonMoves + ld hl, wEnemyMonMoves ld c, 0 .CheckDisabledMove: cp [hl] @@ -38,20 +38,20 @@ AIChooseMove: ; 440ce inc hl jr .CheckDisabledMove .ScoreDisabledMove: - ld hl, Buffer1 + ld hl, wBuffer1 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 hl, wBuffer1 - 1 + ld de, wEnemyMonPP ld b, 0 .CheckMovePP: inc b ld a, b - cp EnemyMonMovesEnd - EnemyMonMoves + 1 + cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .ApplyLayers inc hl ld a, [de] @@ -66,13 +66,13 @@ AIChooseMove: ; 440ce .ApplyLayers: ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS - ; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner) + ; If we have a battle in BattleTower just load the Attributes of the first trainer class in wTrainerClass (Falkner) ; so we have always the same AI, regardless of the loaded class of trainer - ld a, [InBattleTowerBattle] + ld a, [wInBattleTowerBattle] bit 0, a jr nz, .battle_tower_skip - ld a, [TrainerClass] + ld a, [wTrainerClass] dec a ld bc, 7 ; Trainer2AI - Trainer1AI call AddNTimes @@ -119,9 +119,9 @@ AIChooseMove: ; 440ce ; Decrement the scores of all moves one by one until one reaches 0. .DecrementScores: - ld hl, Buffer1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + ld hl, wBuffer1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves .DecrementNextScore: ; If the enemy has no moves, this will infinite. @@ -154,8 +154,8 @@ AIChooseMove: ; 440ce cp NUM_MOVES + 1 jr nz, .move_loop - ld hl, Buffer1 - ld de, EnemyMonMoves + ld hl, wBuffer1 + ld de, wEnemyMonMoves ld c, NUM_MOVES ; Give a score of 0 to a blank move @@ -184,7 +184,7 @@ AIChooseMove: ; 440ce ; Randomly choose one of the moves with a score of 1 .ChooseMove: - ld hl, Buffer1 + ld hl, wBuffer1 call Random maskbits NUM_MOVES ld c, a @@ -194,9 +194,9 @@ AIChooseMove: ; 440ce and a jr z, .ChooseMove - ld [CurEnemyMove], a + ld [wCurEnemyMove], a ld a, c - ld [CurEnemyMoveNum], a + ld [wCurEnemyMoveNum], a ret ; 441af |