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Diffstat (limited to 'engine/battle/ai/scoring.asm')
-rw-r--r-- | engine/battle/ai/scoring.asm | 3598 |
1 files changed, 3598 insertions, 0 deletions
diff --git a/engine/battle/ai/scoring.asm b/engine/battle/ai/scoring.asm new file mode 100644 index 000000000..44194d6f7 --- /dev/null +++ b/engine/battle/ai/scoring.asm @@ -0,0 +1,3598 @@ +AIScoring: ; 38591 + +AI_Basic: ; 38591 +; Don't do anything redundant: +; -Using status-only moves if the player can't be statused +; -Using moves that fail if they've already been used + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + inc hl + ld a, [de] + and a + ret z + + inc de + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + ld c, a + +; Dismiss moves with special effects if they are +; useless or not a good choice right now. +; For example, healing moves, weather moves, Dream Eater... + push hl + push de + push bc + farcall AI_Redundant + pop bc + pop de + pop hl + jr nz, .discourage + +; Dismiss status-only moves if the player can't be statused. + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + push hl + push de + push bc + ld hl, .statusonlyeffects + ld de, 1 + call IsInArray + + pop bc + pop de + pop hl + jr nc, .checkmove + + ld a, [BattleMonStatus] + and a + jr nz, .discourage + +; Dismiss Safeguard if it's already active. + ld a, [PlayerScreens] + bit SCREENS_SAFEGUARD, a + jr z, .checkmove + +.discourage + call AIDiscourageMove + jr .checkmove +; 385db + +.statusonlyeffects + db EFFECT_SLEEP + db EFFECT_TOXIC + db EFFECT_POISON + db EFFECT_PARALYZE + db $ff +; 385e0 + + + +AI_Setup: ; 385e0 +; Use stat-modifying moves on turn 1. + +; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon. +; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon. +; Almost 90% chance to greatly discourage stat-modifying moves otherwise. + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + inc hl + ld a, [de] + and a + ret z + + inc de + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + + cp EFFECT_ATTACK_UP + jr c, .checkmove + cp EFFECT_EVASION_UP + 1 + jr c, .statup + +; cp EFFECT_ATTACK_DOWN - 1 + jr z, .checkmove + cp EFFECT_EVASION_DOWN + 1 + jr c, .statdown + + cp EFFECT_ATTACK_UP_2 + jr c, .checkmove + cp EFFECT_EVASION_UP_2 + 1 + jr c, .statup + +; cp EFFECT_ATTACK_DOWN_2 - 1 + jr z, .checkmove + cp EFFECT_EVASION_DOWN_2 + 1 + jr c, .statdown + + jr .checkmove + +.statup + ld a, [EnemyTurnsTaken] + and a + jr nz, .discourage + + jr .encourage + +.statdown + ld a, [PlayerTurnsTaken] + and a + jr nz, .discourage + +.encourage + call AI_50_50 + jr c, .checkmove + + dec [hl] + dec [hl] + jr .checkmove + +.discourage + call Random + cp 12 percent + jr c, .checkmove + inc [hl] + inc [hl] + jr .checkmove +; 38635 + + + +AI_Types: ; 38635 +; Dismiss any move that the player is immune to. +; Encourage super-effective moves. +; Discourage not very effective moves unless +; all damaging moves are of the same type. + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + inc hl + ld a, [de] + and a + ret z + + inc de + call AIGetEnemyMove + + push hl + push bc + push de + ld a, 1 + ld [hBattleTurn], a + callfar BattleCheckTypeMatchup + pop de + pop bc + pop hl + + ld a, [wd265] + and a + jr z, .immune + cp 10 ; 1.0 + jr z, .checkmove + jr c, .noteffective + +; effective + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .checkmove + dec [hl] + jr .checkmove + +.noteffective +; Discourage this move if there are any moves +; that do damage of a different type. + push hl + push de + push bc + ld a, [wEnemyMoveStruct + MOVE_TYPE] + ld d, a + ld hl, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld c, 0 +.checkmove2 + dec b + jr z, .asm_38693 + + ld a, [hli] + and a + jr z, .asm_38693 + + call AIGetEnemyMove + ld a, [wEnemyMoveStruct + MOVE_TYPE] + cp d + jr z, .checkmove2 + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr nz, .asm_38692 + jr .checkmove2 + +.asm_38692 + ld c, a +.asm_38693 + ld a, c + pop bc + pop de + pop hl + and a + jr z, .checkmove + inc [hl] + jr .checkmove + +.immune + call AIDiscourageMove + jr .checkmove +; 386a2 + + + +AI_Offensive: ; 386a2 +; Greatly discourage non-damaging moves. + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + inc hl + ld a, [de] + and a + ret z + + inc de + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr nz, .checkmove + + inc [hl] + inc [hl] + jr .checkmove +; 386be + + + +AI_Smart: ; 386be +; Context-specific scoring. + + ld hl, Buffer1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + ld a, [de] + inc de + and a + ret z + + push de + push bc + push hl + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + ld hl, .table_386f2 + ld de, 3 + call IsInArray + + inc hl + jr nc, .nextmove + + ld a, [hli] + ld e, a + ld d, [hl] + + pop hl + push hl + + ld bc, .nextmove + push bc + + push de + ret + +.nextmove + pop hl + pop bc + pop de + inc hl + jr .checkmove + +.table_386f2 + dbw EFFECT_SLEEP, AI_Smart_Sleep + dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit + dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct + dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater + dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove + dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp + dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit + dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown + dbw EFFECT_RESET_STATS, AI_Smart_ResetStats + dbw EFFECT_BIDE, AI_Smart_Bide + dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch + dbw EFFECT_HEAL, AI_Smart_Heal + dbw EFFECT_TOXIC, AI_Smart_Toxic + dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen + dbw EFFECT_OHKO, AI_Smart_Ohko + dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind + dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang + dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget + dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B + dbw EFFECT_CONFUSE, AI_Smart_Confuse + dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2 + dbw EFFECT_REFLECT, AI_Smart_Reflect + dbw EFFECT_PARALYZE, AI_Smart_Paralyze + dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit + dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute + dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam + dbw EFFECT_RAGE, AI_Smart_Rage + dbw EFFECT_MIMIC, AI_Smart_Mimic + dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed + dbw EFFECT_DISABLE, AI_Smart_Disable + dbw EFFECT_COUNTER, AI_Smart_Counter + dbw EFFECT_ENCORE, AI_Smart_Encore + dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit + dbw EFFECT_SNORE, AI_Smart_Snore + dbw EFFECT_CONVERSION2, AI_Smart_Conversion2 + dbw EFFECT_LOCK_ON, AI_Smart_LockOn + dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent + dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk + dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond + dbw EFFECT_REVERSAL, AI_Smart_Reversal + dbw EFFECT_SPITE, AI_Smart_Spite + dbw EFFECT_HEAL_BELL, AI_Smart_HealBell + dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit + dbw EFFECT_THIEF, AI_Smart_Thief + dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook + dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare + dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel + dbw EFFECT_CURSE, AI_Smart_Curse + dbw EFFECT_PROTECT, AI_Smart_Protect + dbw EFFECT_FORESIGHT, AI_Smart_Foresight + dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong + dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm + dbw EFFECT_ENDURE, AI_Smart_Endure + dbw EFFECT_ROLLOUT, AI_Smart_Rollout + dbw EFFECT_SWAGGER, AI_Smart_Swagger + dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter + dbw EFFECT_ATTRACT, AI_Smart_Attract + dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard + dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude + dbw EFFECT_BATON_PASS, AI_Smart_BatonPass + dbw EFFECT_PURSUIT, AI_Smart_Pursuit + dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin + dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun + dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis + dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight + dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower + dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance + dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay + dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum + dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp + dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat + dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash + dbw EFFECT_TWISTER, AI_Smart_Twister + dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake + dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight + dbw EFFECT_GUST, AI_Smart_Gust + dbw EFFECT_STOMP, AI_Smart_Stomp + dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam + dbw EFFECT_THUNDER, AI_Smart_Thunder + dbw EFFECT_FLY, AI_Smart_Fly + db $ff +; 387e3 + + +AI_Smart_Sleep: ; 387e3 +; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare. +; 50% chance to greatly encourage sleep inducing moves otherwise. + + ld b, EFFECT_DREAM_EATER + call AIHasMoveEffect + jr c, .asm_387f0 + + ld b, EFFECT_NIGHTMARE + call AIHasMoveEffect + ret nc + +.asm_387f0 + call AI_50_50 + ret c + dec [hl] + dec [hl] + ret +; 387f7 + + +AI_Smart_LeechHit: ; 387f7 + push hl + ld a, 1 + ld [hBattleTurn], a + callfar BattleCheckTypeMatchup + pop hl + +; 60% chance to discourage this move if not very effective. + ld a, [wd265] + cp 10 ; 1.0 + jr c, .asm_38815 + +; Do nothing if effectiveness is neutral. + ret z + +; Do nothing if enemy's HP is full. + call AICheckEnemyMaxHP + ret c + +; 80% chance to encourage this move otherwise. + call AI_80_20 + ret c + + dec [hl] + ret + +.asm_38815 + call Random + cp 39 percent + 1 + ret c + + inc [hl] + ret +; 3881d + + +AI_Smart_LockOn: ; 3881d + ld a, [PlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .asm_38882 + + push hl + call AICheckEnemyQuarterHP + jr nc, .asm_38877 + + call AICheckEnemyHalfHP + jr c, .asm_38834 + + call AICompareSpeed + jr nc, .asm_38877 + +.asm_38834 + ld a, [PlayerEvaLevel] + cp $a + jr nc, .asm_3887a + cp $8 + jr nc, .asm_38875 + + ld a, [EnemyAccLevel] + cp $5 + jr c, .asm_3887a + cp $7 + jr c, .asm_38875 + + ld hl, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 +.asm_3884f + dec c + jr z, .asm_38877 + + ld a, [hli] + and a + jr z, .asm_38877 + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_ACC] + cp 180 + jr nc, .asm_3884f + + ld a, $1 + ld [hBattleTurn], a + + push hl + push bc + farcall BattleCheckTypeMatchup + ld a, [wd265] + cp $a + pop bc + pop hl + jr c, .asm_3884f + +.asm_38875 + pop hl + ret + +.asm_38877 + pop hl + inc [hl] + ret + +.asm_3887a + pop hl + call AI_50_50 + ret c + + dec [hl] + dec [hl] + ret + +.asm_38882 + push hl + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + +.asm_3888b + inc hl + dec c + jr z, .asm_388a2 + + ld a, [de] + and a + jr z, .asm_388a2 + + inc de + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_ACC] + cp 180 + jr nc, .asm_3888b + + dec [hl] + dec [hl] + jr .asm_3888b + +.asm_388a2 + pop hl + jp AIDiscourageMove +; 388a6 + + +AI_Smart_Selfdestruct: ; 388a6 +; Selfdestruct, Explosion + +; Unless this is the enemy's last Pokemon... + push hl + farcall FindAliveEnemyMons + pop hl + jr nc, .asm_388b7 + +; ...greatly discourage this move unless this is the player's last Pokemon too. + push hl + call AICheckLastPlayerMon + pop hl + jr nz, .asm_388c6 + +.asm_388b7 +; Greatly discourage this move if enemy's HP is above 50%. + call AICheckEnemyHalfHP + jr c, .asm_388c6 + +; Do nothing if enemy's HP is below 25%. + call AICheckEnemyQuarterHP + ret nc + +; If enemy's HP is between 25% and 50%, +; over 90% chance to greatly discourage this move. + call Random + cp 9 percent - 2 + ret c + +.asm_388c6 + inc [hl] + inc [hl] + inc [hl] + ret +; 388ca + + +AI_Smart_DreamEater: ; 388ca +; 90% chance to greatly encourage this move. +; The AI_Basic layer will make sure that +; Dream Eater is only used against sleeping targets. + call Random + cp 10 percent + ret c + dec [hl] + dec [hl] + dec [hl] + ret +; 388d4 + + +AI_Smart_EvasionUp: ; 388d4 + +; Dismiss this move if enemy's evasion can't raise anymore. + ld a, [EnemyEvaLevel] + cp $d + jp nc, AIDiscourageMove + +; If enemy's HP is full... + call AICheckEnemyMaxHP + jr nc, .asm_388f2 + +; ...greatly encourage this move if player is badly poisoned. + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_388ef + +; ...70% chance to greatly encourage this move if player is not badly poisoned. + call Random + cp 70 percent + jr nc, .asm_38911 + +.asm_388ef + dec [hl] + dec [hl] + ret + +.asm_388f2 + +; Greatly discourage this move if enemy's HP is below 25%. + call AICheckEnemyQuarterHP + jr nc, .asm_3890f + +; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move. + call Random + cp 4 percent + jr c, .asm_388ef + +; If enemy's HP is between 25% and 50%,... + call AICheckEnemyHalfHP + jr nc, .asm_3890a + +; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move. + call AI_80_20 + jr c, .asm_388ef + jr .asm_38911 + +.asm_3890a +; ...50% chance to greatly discourage this move. + call AI_50_50 + jr c, .asm_38911 + +.asm_3890f + inc [hl] + inc [hl] + +; 30% chance to end up here if enemy's HP is full and player is not badly poisoned. +; 77% chance to end up here if enemy's HP is above 50% but not full. +; 96% chance to end up here if enemy's HP is between 25% and 50%. +; 100% chance to end up here if enemy's HP is below 25%. +; In other words, we only end up here if the move has not been encouraged or dismissed. +.asm_38911 + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_38938 + + ld a, [PlayerSubStatus4] + bit SUBSTATUS_LEECH_SEED, a + jr nz, .asm_38941 + +; Discourage this move if enemy's evasion level is higher than player's accuracy level. + ld a, [EnemyEvaLevel] + ld b, a + ld a, [PlayerAccLevel] + cp b + jr c, .asm_38936 + +; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. + ld a, [PlayerFuryCutterCount] + and a + jr nz, .asm_388ef + + ld a, [PlayerSubStatus1] + bit SUBSTATUS_ROLLOUT, a + jr nz, .asm_388ef + + +.asm_38936 + inc [hl] + ret + +; Player is badly poisoned. +; 70% chance to greatly encourage this move. +; This would counter any previous discouragement. +.asm_38938 + call Random + cp 31 percent + 1 + ret c + dec [hl] + dec [hl] + ret + +; Player is seeded. +; 50% chance to encourage this move. +; This would partly counter any previous discouragement. +.asm_38941 + call AI_50_50 + ret c + + dec [hl] + ret +; 38947 + + +AI_Smart_AlwaysHit: ; 38947 +; 80% chance to greatly encourage this move if either... + +; ...enemy's accuracy level has been lowered three or more stages + ld a, [EnemyAccLevel] + cp $5 + jr c, .asm_38954 + +; ...or player's evasion level has been raised three or more stages. + ld a, [PlayerEvaLevel] + cp $a + ret c + +.asm_38954 + call AI_80_20 + ret c + + dec [hl] + dec [hl] + ret +; 3895b + + +AI_Smart_MirrorMove: ; 3895b + +; If the player did not use any move last turn... + ld a, [LastPlayerCounterMove] + and a + jr nz, .asm_38968 + +; ...do nothing if enemy is slower than player + call AICompareSpeed + ret nc + +; ...or dismiss this move if enemy is faster than player. + jp AIDiscourageMove + +; If the player did use a move last turn... +.asm_38968 + push hl + ld hl, UsefulMoves + ld de, 1 + call IsInArray + pop hl + +; ...do nothing if he didn't use a useful move. + ret nc + +; If he did, 50% chance to encourage this move... + call AI_50_50 + ret c + + dec [hl] + +; ...and 90% chance to encourage this move again if the enemy is faster. + call AICompareSpeed + ret nc + + call Random + cp 10 percent + ret c + + dec [hl] + ret +; 38985 + + +AI_Smart_AccuracyDown: ; 38985 + +; If player's HP is full... + call AICheckPlayerMaxHP + jr nc, .asm_389a0 + +; ...and enemy's HP is above 50%... + call AICheckEnemyHalfHP + jr nc, .asm_389a0 + +; ...greatly encourage this move if player is badly poisoned. + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_3899d + +; ...70% chance to greatly encourage this move if player is not badly poisoned. + call Random + cp 70 percent + jr nc, .asm_389bf + +.asm_3899d + dec [hl] + dec [hl] + ret + +.asm_389a0 + +; Greatly discourage this move if player's HP is below 25%. + call AICheckPlayerQuarterHP + jr nc, .asm_389bd + +; If player's HP is above 25% but not full, 4% chance to greatly encourage this move. + call Random + cp 4 percent + jr c, .asm_3899d + +; If player's HP is between 25% and 50%,... + call AICheckPlayerHalfHP + jr nc, .asm_389b8 + +; If player's HP is above 50% but not full, 20% chance to greatly encourage this move. + call AI_80_20 + jr c, .asm_3899d + jr .asm_389bf + +; ...50% chance to greatly discourage this move. +.asm_389b8 + call AI_50_50 + jr c, .asm_389bf + +.asm_389bd + inc [hl] + inc [hl] + +; We only end up here if the move has not been already encouraged. +.asm_389bf + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_389e6 + + ld a, [PlayerSubStatus4] + bit SUBSTATUS_LEECH_SEED, a + jr nz, .asm_389ef + +; Discourage this move if enemy's evasion level is higher than player's accuracy level. + ld a, [EnemyEvaLevel] + ld b, a + ld a, [PlayerAccLevel] + cp b + jr c, .asm_389e4 + +; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. + ld a, [PlayerFuryCutterCount] + and a + jr nz, .asm_3899d + + ld a, [PlayerSubStatus1] + bit SUBSTATUS_ROLLOUT, a + jr nz, .asm_3899d + +.asm_389e4 + inc [hl] + ret + +; Player is badly poisoned. +; 70% chance to greatly encourage this move. +; This would counter any previous discouragement. +.asm_389e6 + call Random + cp 31 percent + 1 + ret c + dec [hl] + dec [hl] + ret + +; Player is seeded. +; 50% chance to encourage this move. +; This would partly counter any previous discouragement. +.asm_389ef + call AI_50_50 + ret c + + dec [hl] + ret +; 389f5 + + +AI_Smart_ResetStats: ; 389f5 + +; 85% chance to encourage this move if any of enemy's stat levels is lower than -2. + push hl + ld hl, EnemyAtkLevel + ld c, $8 +.asm_389fb + dec c + jr z, .asm_38a05 + ld a, [hli] + cp $5 + jr c, .asm_38a12 + jr .asm_389fb + +; 85% chance to encourage this move if any of player's stat levels is higher than +2. +.asm_38a05 + ld hl, PlayerAtkLevel + ld c, $8 +.asm_38a0a + dec c + jr z, .asm_38a1b + ld a, [hli] + cp $a + jr c, .asm_38a0a + +.asm_38a12 + pop hl + call Random + cp 16 percent + ret c + dec [hl] + ret + +; Discourage this move if neither: +; Any of enemy's stat levels is lower than -2. +; Any of player's stat levels is higher than +2. +.asm_38a1b + pop hl + inc [hl] + ret +; 38a1e + + +AI_Smart_Bide: ; 38a1e +; 90% chance to discourage this move unless enemy's HP is full. + + call AICheckEnemyMaxHP + ret c + call Random + cp 10 percent + ret c + inc [hl] + ret +; 38a2a + + +AI_Smart_ForceSwitch: ; 38a2a +; Whirlwind, Roar. + +; Discourage this move if the player has not shown +; a super-effective move against the enemy. +; Consider player's type(s) if its moves are unknown. + + push hl + callfar CheckPlayerMoveTypeMatchups + ld a, [wEnemyAISwitchScore] + cp 10 ; neutral + pop hl + ret c + inc [hl] + ret +; 38a3a + + +AI_Smart_Heal: +AI_Smart_MorningSun: +AI_Smart_Synthesis: +AI_Smart_Moonlight: ; 38a3a +; 90% chance to greatly encourage this move if enemy's HP is below 25%. +; Discourage this move if enemy's HP is higher than 50%. +; Do nothing otherwise. + + call AICheckEnemyQuarterHP + jr nc, .asm_38a45 + call AICheckEnemyHalfHP + ret nc + inc [hl] + ret + +.asm_38a45 + call Random + cp 10 percent + ret c + dec [hl] + dec [hl] + ret +; 38a4e + + +AI_Smart_Toxic: +AI_Smart_LeechSeed: ; 38a4e +; Discourage this move if player's HP is below 50%. + + call AICheckPlayerHalfHP + ret c + inc [hl] + ret +; 38a54 + + +AI_Smart_LightScreen: +AI_Smart_Reflect: ; 38a54 +; Over 90% chance to discourage this move unless enemy's HP is full. + + call AICheckEnemyMaxHP + ret c + call Random + cp 8 percent + ret c + inc [hl] + ret +; 38a60 + + +AI_Smart_Ohko: ; 38a60 +; Dismiss this move if player's level is higher than enemy's level. +; Else, discourage this move is player's HP is below 50%. + + ld a, [BattleMonLevel] + ld b, a + ld a, [EnemyMonLevel] + cp b + jp c, AIDiscourageMove + call AICheckPlayerHalfHP + ret c + inc [hl] + ret +; 38a71 + + +AI_Smart_TrapTarget: ; 38a71 +; Bind, Wrap, Fire Spin, Clamp + +; 50% chance to discourage this move if the player is already trapped. + ld a, [wPlayerWrapCount] + and a + jr nz, .asm_38a8b + +; 50% chance to greatly encourage this move if player is either +; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare. + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_38a91 + + ld a, [PlayerSubStatus1] + and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE + jr nz, .asm_38a91 + +; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn. + ld a, [PlayerTurnsTaken] + and a + jr z, .asm_38a91 + +; 50% chance to discourage this move otherwise. +.asm_38a8b + call AI_50_50 + ret c + inc [hl] + ret + +.asm_38a91 + call AICheckEnemyQuarterHP + ret nc + call AI_50_50 + ret c + dec [hl] + dec [hl] + ret +; 38a9c + + +AI_Smart_RazorWind: +AI_Smart_Unused2B: ; 38a9c + ld a, [EnemySubStatus1] + bit SUBSTATUS_PERISH, a + jr z, .asm_38aaa + + ld a, [EnemyPerishCount] + cp 3 + jr c, .asm_38ad3 + +.asm_38aaa + push hl + ld hl, PlayerUsedMoves + ld c, 4 + +.asm_38ab0 + ld a, [hli] + and a + jr z, .asm_38ac1 + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + cp EFFECT_PROTECT + jr z, .asm_38ad5 + dec c + jr nz, .asm_38ab0 + +.asm_38ac1 + pop hl + ld a, [EnemySubStatus3] + bit SUBSTATUS_CONFUSED, a + jr nz, .asm_38acd + + call AICheckEnemyHalfHP + ret c + +.asm_38acd + call Random + cp 79 percent - 1 + ret c + +.asm_38ad3 + inc [hl] + ret + +.asm_38ad5 + pop hl + ld a, [hl] + add 6 + ld [hl], a + ret +; 38adb + + +AI_Smart_Confuse: ; 38adb + +; 90% chance to discourage this move if player's HP is between 25% and 50%. + call AICheckPlayerHalfHP + ret c + call Random + cp 10 percent + jr c, .asm_38ae7 + inc [hl] + +.asm_38ae7 +; Discourage again if player's HP is below 25%. + call AICheckPlayerQuarterHP + ret c + inc [hl] + ret +; 38aed + + +AI_Smart_SpDefenseUp2: ; 38aed + +; Discourage this move if enemy's HP is lower than 50%. + call AICheckEnemyHalfHP + jr nc, .asm_38b10 + +; Discourage this move if enemy's special defense level is higher than +3. + ld a, [EnemySDefLevel] + cp $b + jr nc, .asm_38b10 + +; 80% chance to greatly encourage this move if +; enemy's Special Defense level is lower than +2, and the player is of a special type. + cp $9 + ret nc + + ld a, [BattleMonType1] + cp SPECIAL + jr nc, .asm_38b09 + ld a, [BattleMonType2] + cp SPECIAL + ret c + +.asm_38b09 + call AI_80_20 + ret c + dec [hl] + dec [hl] + ret + +.asm_38b10 + inc [hl] + ret +; 38b12 + + +AI_Smart_Fly: ; 38b12 +; Fly, Dig + +; Greatly encourage this move if the player is +; flying or underground, and slower than the enemy. + + ld a, [PlayerSubStatus3] + and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND + ret z + + call AICompareSpeed + ret nc + + dec [hl] + dec [hl] + dec [hl] + ret +; 38b20 + + +AI_Smart_SuperFang: ; 38b20 +; Discourage this move if player's HP is below 25%. + + call AICheckPlayerQuarterHP + ret c + inc [hl] + ret +; 38b26 + + +AI_Smart_Paralyze: ; 38b26 + +; 50% chance to discourage this move if player's HP is below 25%. + call AICheckPlayerQuarterHP + jr nc, .asm_38b3a + +; 80% chance to greatly encourage this move +; if enemy is slower than player and its HP is above 25%. + call AICompareSpeed + ret c + call AICheckEnemyQuarterHP + ret nc + call AI_80_20 + ret c + dec [hl] + dec [hl] + ret + +.asm_38b3a + call AI_50_50 + ret c + inc [hl] + ret +; 38b40 + + +AI_Smart_SpeedDownHit: ; 38b40 +; Icy Wind + +; Almost 90% chance to greatly encourage this move if the following conditions all meet: +; Enemy's HP is higher than 25%. +; It's the first turn of player's Pokemon. +; Player is faster than enemy. + + ld a, [wEnemyMoveStruct + MOVE_ANIM] + cp ICY_WIND + ret nz + call AICheckEnemyQuarterHP + ret nc + ld a, [PlayerTurnsTaken] + and a + ret nz + call AICompareSpeed + ret c + call Random + cp 12 percent + ret c + dec [hl] + dec [hl] + ret +; 38b5c + + +AI_Smart_Substitute: ; 38b5c +; Dismiss this move if enemy's HP is below 50%. + + call AICheckEnemyHalfHP + ret c + jp AIDiscourageMove +; 38b63 + + +AI_Smart_HyperBeam: ; 38b63 + call AICheckEnemyHalfHP + jr c, .asm_38b72 + +; 50% chance to encourage this move if enemy's HP is below 25%. + call AICheckEnemyQuarterHP + ret c + call AI_50_50 + ret c + dec [hl] + ret + +.asm_38b72 +; If enemy's HP is above 50%, discourage this move at random + call Random + cp 16 percent + ret c + inc [hl] + call AI_50_50 + ret c + inc [hl] + ret +; 38b7f + + +AI_Smart_Rage: ; 38b7f + ld a, [EnemySubStatus4] + bit SUBSTATUS_RAGE, a + jr z, .asm_38b9b + +; If enemy's Rage is building, 50% chance to encourage this move. + call AI_50_50 + jr c, .asm_38b8c + + dec [hl] + +; Encourage this move based on Rage's counter. +.asm_38b8c + ld a, [wEnemyRageCounter] + cp $2 + ret c + dec [hl] + ld a, [wEnemyRageCounter] + cp $3 + ret c + dec [hl] + ret + +.asm_38b9b +; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%. + call AICheckEnemyHalfHP + jr nc, .asm_38ba6 + +; 50% chance to encourage this move otherwise. + call AI_80_20 + ret nc + dec [hl] + ret + +.asm_38ba6 + inc [hl] + ret +; 38ba8 + + +AI_Smart_Mimic: ; 38ba8 + ld a, [LastPlayerCounterMove] + and a + jr z, .asm_38be9 + + call AICheckEnemyHalfHP + jr nc, .asm_38bef + + push hl + ld a, [LastPlayerCounterMove] + call AIGetEnemyMove + + ld a, $1 + ld [hBattleTurn], a + callfar BattleCheckTypeMatchup + + ld a, [wd265] + cp $a + pop hl + jr c, .asm_38bef + jr z, .asm_38bd4 + + call AI_50_50 + jr c, .asm_38bd4 + + dec [hl] + +.asm_38bd4 + ld a, [LastPlayerCounterMove] + push hl + ld hl, UsefulMoves + ld de, 1 + call IsInArray + + pop hl + ret nc + call AI_50_50 + ret c + dec [hl] + ret + +.asm_38be9 + call AICompareSpeed + jp c, AIDiscourageMove + +.asm_38bef + inc [hl] + ret +; 38bf1 + + +AI_Smart_Counter: ; 38bf1 + push hl + ld hl, PlayerUsedMoves + ld c, 4 + ld b, 0 + +.asm_38bf9 + ld a, [hli] + and a + jr z, .asm_38c0e + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .asm_38c0e + + ld a, [wEnemyMoveStruct + MOVE_TYPE] + cp SPECIAL + jr nc, .asm_38c0e + + inc b + +.asm_38c0e + dec c + jr nz, .asm_38bf9 + + pop hl + ld a, b + and a + jr z, .asm_38c39 + + cp $3 + jr nc, .asm_38c30 + + ld a, [LastPlayerCounterMove] + and a + jr z, .asm_38c38 + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .asm_38c38 + + ld a, [wEnemyMoveStruct + MOVE_TYPE] + cp SPECIAL + jr nc, .asm_38c38 + + +.asm_38c30 + call Random + cp 39 percent + 1 + jr c, .asm_38c38 + + dec [hl] + +.asm_38c38 + ret + +.asm_38c39 + inc [hl] + ret +; 38c3b + + +AI_Smart_Encore: ; 38c3b + call AICompareSpeed + jr nc, .asm_38c81 + + ld a, [LastPlayerMove] + and a + jp z, AIDiscourageMove + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .asm_38c68 + + push hl + ld a, [wEnemyMoveStruct + MOVE_TYPE] + ld hl, EnemyMonType1 + predef CheckTypeMatchup + + pop hl + ld a, [wd265] + cp $a + jr nc, .asm_38c68 + + and a + ret nz + jr .asm_38c78 + +.asm_38c68 + push hl + ld a, [LastPlayerCounterMove] + ld hl, .EncoreMoves + ld de, 1 + call IsInArray + pop hl + jr nc, .asm_38c81 + +.asm_38c78 + call Random + cp 28 percent - 1 + ret c + dec [hl] + dec [hl] + ret + +.asm_38c81 + inc [hl] + inc [hl] + inc [hl] + ret + +.EncoreMoves: + db SWORDS_DANCE + db WHIRLWIND + db LEER + db ROAR + db DISABLE + db MIST + db LEECH_SEED + db GROWTH + db POISONPOWDER + db STRING_SHOT + db MEDITATE + db AGILITY + db TELEPORT + db SCREECH + db HAZE + db FOCUS_ENERGY + db DREAM_EATER + db POISON_GAS + db SPLASH + db SHARPEN + db CONVERSION + db SUPER_FANG + db SUBSTITUTE + db TRIPLE_KICK + db SPIDER_WEB + db MIND_READER + db FLAME_WHEEL + db AEROBLAST + db COTTON_SPORE + db POWDER_SNOW + db $ff +; 38ca4 + + +AI_Smart_PainSplit: ; 38ca4 +; Discourage this move if [enemy's current HP * 2 > player's current HP]. + + push hl + ld hl, EnemyMonHP + ld b, [hl] + inc hl + ld c, [hl] + sla c + rl b + ld hl, BattleMonHP + 1 + ld a, [hld] + cp c + ld a, [hl] + sbc b + pop hl + ret nc + inc [hl] + ret +; 38cba + + +AI_Smart_Snore: +AI_Smart_SleepTalk: ; 38cba +; Greatly encourage this move if enemy is fast asleep. +; Greatly discourage this move otherwise. + + ld a, [EnemyMonStatus] + and $7 + cp $1 + jr z, .asm_38cc7 + + dec [hl] + dec [hl] + dec [hl] + ret + +.asm_38cc7 + inc [hl] + inc [hl] + inc [hl] + ret +; 38ccb + + +AI_Smart_DefrostOpponent: ; 38ccb +; Greatly encourage this move if enemy is frozen. +; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused. + + ld a, [EnemyMonStatus] + and $20 + ret z + dec [hl] + dec [hl] + dec [hl] + ret +; 38cd5 + + +AI_Smart_Spite: ; 38cd5 + ld a, [LastPlayerCounterMove] + and a + jr nz, .asm_38ce7 + + call AICompareSpeed + jp c, AIDiscourageMove + + call AI_50_50 + ret c + inc [hl] + ret + +.asm_38ce7 + push hl + ld b, a + ld c, 4 + ld hl, BattleMonMoves + ld de, BattleMonPP + +.asm_38cf1 + ld a, [hli] + cp b + jr z, .asm_38cfb + + inc de + dec c + jr nz, .asm_38cf1 + + pop hl + ret + +.asm_38cfb + pop hl + ld a, [de] + cp $6 + jr c, .asm_38d0d + cp $f + jr nc, .asm_38d0b + + call Random + cp 39 percent + 1 + ret nc + +.asm_38d0b + inc [hl] + ret + +.asm_38d0d + call Random + cp 39 percent + 1 + ret c + dec [hl] + dec [hl] + ret +; 38d16 + + +Function_0x38d16; 38d16 + jp AIDiscourageMove +; 38d19 + + +AI_Smart_DestinyBond: +AI_Smart_Reversal: +AI_Smart_SkullBash: ; 38d19 +; Discourage this move if enemy's HP is above 25%. + + call AICheckEnemyQuarterHP + ret nc + inc [hl] + ret +; 38d1f + + +AI_Smart_HealBell: ; 38d1f +; Dismiss this move if none of the opponent's Pokemon is statused. +; Encourage this move if the enemy is statused. +; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen. + + push hl + ld a, [OTPartyCount] + ld b, a + ld c, 0 + ld hl, OTPartyMon1HP + ld de, PARTYMON_STRUCT_LENGTH + +.loop + push hl + ld a, [hli] + or [hl] + jr z, .next + + ; status + dec hl + dec hl + dec hl + ld a, [hl] + or c + ld c, a + +.next + pop hl + add hl, de + dec b + jr nz, .loop + + pop hl + ld a, c + and a + jr z, .no_status + + ld a, [EnemyMonStatus] + and a + jr z, .ok + dec [hl] +.ok + and 1 << FRZ | SLP + ret z + call AI_50_50 + ret c + dec [hl] + dec [hl] + ret + +.no_status + ld a, [EnemyMonStatus] + and a + ret nz + jp AIDiscourageMove + +; 38d5a + + +AI_Smart_PriorityHit: ; 38d5a + call AICompareSpeed + ret c + +; Dismiss this move if the player is flying or underground. + ld a, [PlayerSubStatus3] + and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND + jp nz, AIDiscourageMove + +; Greatly encourage this move if it will KO the player. + ld a, $1 + ld [hBattleTurn], a + push hl + callfar EnemyAttackDamage + callfar BattleCommand_DamageCalc + callfar BattleCommand_Stab + pop hl + ld a, [CurDamage + 1] + ld c, a + ld a, [CurDamage] + ld b, a + ld a, [BattleMonHP + 1] + cp c + ld a, [BattleMonHP] + sbc b + ret nc + dec [hl] + dec [hl] + dec [hl] + ret +; 38d93 + + +AI_Smart_Thief: ; 38d93 +; Don't use Thief unless it's the only move available. + + ld a, [hl] + add $1e + ld [hl], a + ret +; 38d98 + + +AI_Smart_Conversion2: ; 38d98 + ld a, [LastPlayerMove] + and a + jr nz, .asm_38dc9 + + push hl + dec a + ld hl, Moves + MOVE_TYPE + ld bc, MOVE_LENGTH + call AddNTimes + + ld a, BANK(Moves) + call GetFarByte + ld [wPlayerMoveStruct + MOVE_TYPE], a + + xor a + ld [hBattleTurn], a + + callfar BattleCheckTypeMatchup + + ld a, [wd265] + cp $a + pop hl + jr c, .asm_38dc9 + ret z + + call AI_50_50 + ret c + + dec [hl] + ret + +.asm_38dc9 + call Random + cp 10 percent + ret c + inc [hl] + ret +; 38dd1 + + +AI_Smart_Disable: ; 38dd1 + call AICompareSpeed + jr nc, .asm_38df3 + + push hl + ld a, [LastPlayerCounterMove] + ld hl, UsefulMoves + ld de, 1 + call IsInArray + + pop hl + jr nc, .asm_38dee + + call Random + cp 39 percent + 1 + ret c + dec [hl] + ret + +.asm_38dee + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + ret nz + +.asm_38df3 + call Random + cp 8 percent + ret c + inc [hl] + ret +; 38dfb + + +AI_Smart_MeanLook: ; 38dfb + call AICheckEnemyHalfHP + jr nc, .asm_38e24 + + push hl + call AICheckLastPlayerMon + pop hl + jp z, AIDiscourageMove + +; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy). +; Should check PlayerSubStatus5 instead. + ld a, [EnemySubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_38e26 + +; 80% chance to greatly encourage this move if the player is either +; in love, identified, stuck in Rollout, or has a Nightmare. + ld a, [PlayerSubStatus1] + and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE + jr nz, .asm_38e26 + +; Otherwise, discourage this move unless the player only has not very effective moves against the enemy. + push hl + callfar CheckPlayerMoveTypeMatchups + ld a, [wEnemyAISwitchScore] + cp $b ; not very effective + pop hl + ret nc + +.asm_38e24 + inc [hl] + ret + +.asm_38e26 + call AI_80_20 + ret c + dec [hl] + dec [hl] + dec [hl] + ret +; 38e2e + + +AICheckLastPlayerMon: ; 38e2e + ld a, [PartyCount] + ld b, a + ld c, 0 + ld hl, PartyMon1HP + ld de, PARTYMON_STRUCT_LENGTH + +.loop + ld a, [CurBattleMon] + cp c + jr z, .asm_38e44 + + ld a, [hli] + or [hl] + ret nz + dec hl + +.asm_38e44 + add hl, de + inc c + dec b + jr nz, .loop + + ret +; 38e4a + + +AI_Smart_Nightmare: ; 38e4a +; 50% chance to encourage this move. +; The AI_Basic layer will make sure that +; Dream Eater is only used against sleeping targets. + + call AI_50_50 + ret c + dec [hl] + ret +; 38e50 + + +AI_Smart_FlameWheel: ; 38e50 +; Use this move if the enemy is frozen. + + ld a, [EnemyMonStatus] + bit FRZ, a + ret z +rept 5 + dec [hl] +endr + ret +; 38e5c + + +AI_Smart_Curse: ; 38e5c + ld a, [EnemyMonType1] + cp GHOST + jr z, .ghostcurse + ld a, [EnemyMonType2] + cp GHOST + jr z, .ghostcurse + + call AICheckEnemyHalfHP + jr nc, .asm_38e93 + + ld a, [EnemyAtkLevel] + cp $b + jr nc, .asm_38e93 + cp $9 + ret nc + + ld a, [BattleMonType1] + cp GHOST + jr z, .asm_38e92 + cp SPECIAL + ret nc + ld a, [BattleMonType2] + cp SPECIAL + ret nc + call AI_80_20 + ret c + dec [hl] + dec [hl] + ret + +.asm_38e90 + inc [hl] + inc [hl] +.asm_38e92 + inc [hl] +.asm_38e93 + inc [hl] + ret + +.ghostcurse + ld a, [PlayerSubStatus1] + bit SUBSTATUS_CURSE, a + jp nz, AIDiscourageMove + + push hl + farcall FindAliveEnemyMons + pop hl + jr nc, .asm_38eb0 + + push hl + call AICheckLastPlayerMon + pop hl + jr nz, .asm_38e90 + + jr .asm_38eb7 + + +.asm_38eb0 + push hl + call AICheckLastPlayerMon + pop hl + jr z, .asm_38ecb + + +.asm_38eb7 + call AICheckEnemyQuarterHP + jp nc, .asm_38e90 + + call AICheckEnemyHalfHP + jr nc, .asm_38e92 + + call AICheckEnemyMaxHP + ret nc + + ld a, [PlayerTurnsTaken] + and a + ret nz + +.asm_38ecb + call AI_50_50 + ret c + + dec [hl] + dec [hl] + ret +; 38ed2 + + +AI_Smart_Protect: ; 38ed2 + ld a, [EnemyProtectCount] + and a + jr nz, .asm_38f13 + + ld a, [PlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .asm_38f14 + + ld a, [PlayerFuryCutterCount] + cp 3 + jr nc, .asm_38f0d + + ld a, [PlayerSubStatus3] + bit SUBSTATUS_CHARGED, a + jr nz, .asm_38f0d + + ld a, [PlayerSubStatus5] + bit SUBSTATUS_TOXIC, a + jr nz, .asm_38f0d + ld a, [PlayerSubStatus4] + bit SUBSTATUS_LEECH_SEED, a + jr nz, .asm_38f0d + ld a, [PlayerSubStatus1] + bit SUBSTATUS_CURSE, a + jr nz, .asm_38f0d + + bit SUBSTATUS_ROLLOUT, a + jr z, .asm_38f14 + + ld a, [PlayerRolloutCount] + cp 3 + jr c, .asm_38f14 + +.asm_38f0d + call AI_80_20 + ret c + dec [hl] + ret + +.asm_38f13 + inc [hl] + +.asm_38f14 + call Random + cp 8 percent + ret c + inc [hl] + inc [hl] + ret +; 38f1d + + +AI_Smart_Foresight: ; 38f1d + ld a, [EnemyAccLevel] + cp $5 + jr c, .asm_38f41 + ld a, [PlayerEvaLevel] + cp $a + jr nc, .asm_38f41 + + ld a, [BattleMonType1] + cp GHOST + jr z, .asm_38f41 + ld a, [BattleMonType2] + cp GHOST + jr z, .asm_38f41 + + call Random + cp 8 percent + ret c + inc [hl] + ret + +.asm_38f41 + call Random + cp 39 percent + 1 + ret c + dec [hl] + dec [hl] + ret +; 38f4a + + +AI_Smart_PerishSong: ; 38f4a + push hl + callfar FindAliveEnemyMons + pop hl + jr c, .no + + ld a, [PlayerSubStatus5] + bit SUBSTATUS_CANT_RUN, a + jr nz, .yes + + push hl + callfar CheckPlayerMoveTypeMatchups + ld a, [wEnemyAISwitchScore] + cp 10 ; 1.0 + pop hl + ret c + + call AI_50_50 + ret c + + inc [hl] + ret + +.yes + call AI_50_50 + ret c + + dec [hl] + ret + +.no + ld a, [hl] + add 5 + ld [hl], a + ret +; 38f7a + + +AI_Smart_Sandstorm: ; 38f7a + +; Greatly discourage this move if the player is immune to Sandstorm damage. + ld a, [BattleMonType1] + push hl + ld hl, .SandstormImmuneTypes + ld de, 1 + call IsInArray + pop hl + jr c, .asm_38fa5 + + ld a, [BattleMonType2] + push hl + ld hl, .SandstormImmuneTypes + ld de, 1 + call IsInArray + pop hl + jr c, .asm_38fa5 + +; Discourage this move if player's HP is below 50%. + call AICheckPlayerHalfHP + jr nc, .asm_38fa6 + +; 50% chance to encourage this move otherwise. + call AI_50_50 + ret c + + dec [hl] + ret + +.asm_38fa5 + inc [hl] + +.asm_38fa6 + inc [hl] + ret + +.SandstormImmuneTypes: + db ROCK + db GROUND + db STEEL + db $ff +; 38fac + + +AI_Smart_Endure: ; 38fac + ld a, [EnemyProtectCount] + and a + jr nz, .asm_38fd8 + + call AICheckEnemyMaxHP + jr c, .asm_38fd8 + + call AICheckEnemyQuarterHP + jr c, .asm_38fd9 + + ld b, EFFECT_REVERSAL + call AIHasMoveEffect + jr nc, .asm_38fcb + + call AI_80_20 + ret c + + dec [hl] + dec [hl] + dec [hl] + ret + +.asm_38fcb + ld a, [EnemySubStatus5] + bit SUBSTATUS_LOCK_ON, a + ret z + + call AI_50_50 + ret c + + dec [hl] + dec [hl] + ret + +.asm_38fd8 + inc [hl] + +.asm_38fd9 + inc [hl] + ret +; 38fdb + + +AI_Smart_FuryCutter: ; 38fdb +; Encourage this move based on Fury Cutter's count. + + ld a, [EnemyFuryCutterCount] + and a + jr z, .end + dec [hl] + + cp 2 + jr c, .end + dec [hl] + dec [hl] + + cp 3 + jr c, .end + dec [hl] + dec [hl] + dec [hl] + +.end + + ; fallthrough +; 38fef + + +AI_Smart_Rollout: ; 38fef +; Rollout, Fury Cutter + +; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed. + ld a, [EnemySubStatus1] + bit SUBSTATUS_IN_LOVE, a + jr nz, .asm_39020 + + ld a, [EnemySubStatus3] + bit SUBSTATUS_CONFUSED, a + jr nz, .asm_39020 + + ld a, [EnemyMonStatus] + bit PAR, a + jr nz, .asm_39020 + +; 80% chance to discourage this move if the enemy's HP is below 25%, +; or if accuracy or evasion modifiers favour the player. + call AICheckEnemyQuarterHP + jr nc, .asm_39020 + + ld a, [EnemyAccLevel] + cp 7 + jr c, .asm_39020 + ld a, [PlayerEvaLevel] + cp 8 + jr nc, .asm_39020 + +; Otherwise, 80% chance to greatly encourage this move. + call Random + cp 79 percent - 1 + ret nc + dec [hl] + dec [hl] + ret + +.asm_39020 + call AI_80_20 + ret c + inc [hl] + ret +; 39026 + + +AI_Smart_Swagger: +AI_Smart_Attract: ; 39026 +; 80% chance to encourage this move during the first turn of player's Pokemon. +; 80% chance to discourage this move otherwise. + + ld a, [PlayerTurnsTaken] + and a + jr z, .first_turn + + call AI_80_20 + ret c + inc [hl] + ret + +.first_turn + call Random + cp 79 percent - 1 + ret nc + dec [hl] + ret +; 3903a + + +AI_Smart_Safeguard: ; 3903a +; 80% chance to discourage this move if player's HP is below 50%. + + call AICheckPlayerHalfHP + ret c + call AI_80_20 + ret c + inc [hl] + ret +; 39044 + + +AI_Smart_Magnitude: +AI_Smart_Earthquake: ; 39044 + +; Greatly encourage this move if the player is underground and the enemy is faster. + ld a, [LastPlayerCounterMove] + cp DIG + ret nz + + ld a, [PlayerSubStatus3] + bit SUBSTATUS_UNDERGROUND, a + jr z, .could_dig + + call AICompareSpeed + ret nc + dec [hl] + dec [hl] + ret + +.could_dig + ; Try to predict if the player will use Dig this turn. + + ; 50% chance to encourage this move if the enemy is slower than the player. + call AICompareSpeed + ret c + + call AI_50_50 + ret c + + dec [hl] + ret +; 39062 + + +AI_Smart_BatonPass: ; 39062 +; Discourage this move if the player hasn't shown super-effective moves against the enemy. +; Consider player's type(s) if its moves are unknown. + + push hl + callfar CheckPlayerMoveTypeMatchups + ld a, [wEnemyAISwitchScore] + cp 10 ; neutral + pop hl + ret c + inc [hl] + ret +; 39072 + + +AI_Smart_Pursuit: ; 39072 +; 50% chance to greatly encourage this move if player's HP is below 25%. +; 80% chance to discourage this move otherwise. + + call AICheckPlayerQuarterHP + jr nc, .asm_3907d + call AI_80_20 + ret c + inc [hl] + ret + +.asm_3907d + call AI_50_50 + ret c + dec [hl] + dec [hl] + ret +; 39084 + + +AI_Smart_RapidSpin: ; 39084 +; 80% chance to greatly encourage this move if the enemy is +; trapped (Bind effect), seeded, or scattered with spikes. + + ld a, [wEnemyWrapCount] + and a + jr nz, .asm_39097 + + ld a, [EnemySubStatus4] + bit SUBSTATUS_LEECH_SEED, a + jr nz, .asm_39097 + + ld a, [EnemyScreens] + bit SCREENS_SPIKES, a + ret z + +.asm_39097 + call AI_80_20 + ret c + + dec [hl] + dec [hl] + ret +; 3909e + + +AI_Smart_HiddenPower: ; 3909e + push hl + ld a, 1 + ld [hBattleTurn], a + +; Calculate Hidden Power's type and base power based on enemy's DVs. + callfar HiddenPowerDamage + callfar BattleCheckTypeMatchup + pop hl + +; Discourage Hidden Power if not very effective. + ld a, [wd265] + cp 10 + jr c, .bad + +; Discourage Hidden Power if its base power is lower than 50. + ld a, d + cp 50 + jr c, .bad + +; Encourage Hidden Power if super-effective. + ld a, [wd265] + cp 11 + jr nc, .good + +; Encourage Hidden Power if its base power is 70. + ld a, d + cp 70 + ret c + +.good + dec [hl] + ret + +.bad + inc [hl] + ret +; 390cb + + +AI_Smart_RainDance: ; 390cb + +; Greatly discourage this move if it would favour the player type-wise. +; Particularly, if the player is a Water-type. + ld a, [BattleMonType1] + cp WATER + jr z, AIBadWeatherType + cp FIRE + jr z, AIGoodWeatherType + + ld a, [BattleMonType2] + cp WATER + jr z, AIBadWeatherType + cp FIRE + jr z, AIGoodWeatherType + + push hl + ld hl, RainDanceMoves + jr AI_Smart_WeatherMove +; 390e7 + +RainDanceMoves: ; 390e7 + db WATER_GUN + db HYDRO_PUMP + db SURF + db BUBBLEBEAM + db THUNDER + db WATERFALL + db CLAMP + db BUBBLE + db CRABHAMMER + db OCTAZOOKA + db WHIRLPOOL + db $ff +; 390f3 + + +AI_Smart_SunnyDay: ; 390f3 + +; Greatly discourage this move if it would favour the player type-wise. +; Particularly, if the player is a Fire-type. + ld a, [BattleMonType1] + cp FIRE + jr z, AIBadWeatherType + cp WATER + jr z, AIGoodWeatherType + + ld a, [BattleMonType2] + cp FIRE + jr z, AIBadWeatherType + cp WATER + jr z, AIGoodWeatherType + + push hl + ld hl, SunnyDayMoves + + ; fallthrough +; 3910d + + +AI_Smart_WeatherMove: ; 3910d +; Rain Dance, Sunny Day + +; Greatly discourage this move if the enemy doesn't have +; one of the useful Rain Dance or Sunny Day moves. + call AIHasMoveInArray + pop hl + jr nc, AIBadWeatherType + +; Greatly discourage this move if player's HP is below 50%. + call AICheckPlayerHalfHP + jr nc, AIBadWeatherType + +; 50% chance to encourage this move otherwise. + call AI_50_50 + ret c + + dec [hl] + ret +; 3911e + +AIBadWeatherType: ; 3911e + inc [hl] + inc [hl] + inc [hl] + ret +; 39122 + +AIGoodWeatherType: ; 39122 +; Rain Dance, Sunny Day + +; Greatly encourage this move if it would disfavour the player type-wise and player's HP is above 50%... + call AICheckPlayerHalfHP + ret nc + +; ...as long as one of the following conditions meet: +; It's the first turn of the player's Pokemon. + ld a, [PlayerTurnsTaken] + and a + jr z, .good + +; Or it's the first turn of the enemy's Pokemon. + ld a, [EnemyTurnsTaken] + and a + ret nz + +.good + dec [hl] + dec [hl] + ret +; 39134 + + +SunnyDayMoves: ; 39134 + db FIRE_PUNCH + db EMBER + db FLAMETHROWER + db FIRE_SPIN + db FIRE_BLAST + db SACRED_FIRE + db MORNING_SUN + db SYNTHESIS + db $ff +; 3913d + + +AI_Smart_BellyDrum: ; 3913d +; Dismiss this move if enemy's attack is higher than +2 or if enemy's HP is below 50%. +; Else, discourage this move if enemy's HP is not full. + + ld a, [EnemyAtkLevel] + cp $a + jr nc, .asm_3914d + + call AICheckEnemyMaxHP + ret c + + inc [hl] + + call AICheckEnemyHalfHP + ret c + +.asm_3914d + ld a, [hl] + add $5 + ld [hl], a + ret +; 39152 + + +AI_Smart_PsychUp: ; 39152 + push hl + ld hl, EnemyAtkLevel + ld b, $8 + ld c, 100 + +; Calculate the sum of all enemy's stat level modifiers. Add 100 first to prevent underflow. +; Put the result in c. c will range between 58 and 142. +.asm_3915a + ld a, [hli] + sub $7 + add c + ld c, a + dec b + jr nz, .asm_3915a + +; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow. +; Put the result in d. d will range between 58 and 142. + ld hl, PlayerAtkLevel + ld b, $8 + ld d, 100 + +.asm_39169 + ld a, [hli] + sub $7 + add d + ld d, a + dec b + jr nz, .asm_39169 + +; Greatly discourage this move if enemy's stat levels are higher than player's (if c>=d). + ld a, c + sub d + pop hl + jr nc, .asm_39188 + +; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1... + ld a, [PlayerAccLevel] + cp $6 + ret c + +; ...or enemy's evasion level is higher than +0. + ld a, [EnemyEvaLevel] + cp $8 + ret nc + + call AI_80_20 + ret c + + dec [hl] + ret + +.asm_39188 + inc [hl] + inc [hl] + ret +; 3918b + + +AI_Smart_MirrorCoat: ; 3918b + push hl + ld hl, PlayerUsedMoves + ld c, $4 + ld b, $0 + +.asm_39193 + ld a, [hli] + and a + jr z, .asm_391a8 + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .asm_391a8 + + ld a, [wEnemyMoveStruct + MOVE_TYPE] + cp SPECIAL + jr c, .asm_391a8 + + inc b + +.asm_391a8 + dec c + jr nz, .asm_39193 + + pop hl + ld a, b + and a + jr z, .asm_391d3 + + cp $3 + jr nc, .asm_391ca + + ld a, [LastPlayerCounterMove] + and a + jr z, .asm_391d2 + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .asm_391d2 + + ld a, [wEnemyMoveStruct + MOVE_TYPE] + cp SPECIAL + jr c, .asm_391d2 + + +.asm_391ca + call Random + cp 100 + jr c, .asm_391d2 + dec [hl] + +.asm_391d2 + ret + +.asm_391d3 + inc [hl] + ret +; 391d5 + + +AI_Smart_Twister: +AI_Smart_Gust: ; 391d5 + +; Greatly encourage this move if the player is flying and the enemy is faster. + ld a, [LastPlayerCounterMove] + cp FLY + ret nz + + ld a, [PlayerSubStatus3] + bit SUBSTATUS_FLYING, a + jr z, .couldFly + + call AICompareSpeed + ret nc + + dec [hl] + dec [hl] + ret + +; Try to predict if the player will use Fly this turn. +.couldFly + +; 50% chance to encourage this move if the enemy is slower than the player. + call AICompareSpeed + ret c + call AI_50_50 + ret c + dec [hl] + ret +; 391f3 + + +AI_Smart_FutureSight: ; 391f3 +; Greatly encourage this move if the player is +; flying or underground, and slower than the enemy. + + call AICompareSpeed + ret nc + + ld a, [PlayerSubStatus3] + and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND + ret z + + dec [hl] + dec [hl] + ret +; 39200 + + +AI_Smart_Stomp: ; 39200 +; 80% chance to encourage this move if the player has used Minimize. + + ld a, [wPlayerMinimized] + and a + ret z + + call AI_80_20 + ret c + + dec [hl] + ret +; 3920b + + +AI_Smart_Solarbeam: ; 3920b +; 80% chance to encourage this move when it's sunny. +; 90% chance to discourage this move when it's raining. + + ld a, [Weather] + cp WEATHER_SUN + jr z, .asm_3921e + + cp WEATHER_RAIN + ret nz + + call Random + cp 10 percent + ret c + + inc [hl] + inc [hl] + ret + +.asm_3921e + call AI_80_20 + ret c + + dec [hl] + dec [hl] + ret +; 39225 + + +AI_Smart_Thunder: ; 39225 +; 90% chance to discourage this move when it's sunny. + + ld a, [Weather] + cp WEATHER_SUN + ret nz + + call Random + cp 10 percent + ret c + + inc [hl] + ret +; 39233 + + +AICompareSpeed: ; 39233 +; Return carry if enemy is faster than player. + + push bc + ld a, [EnemyMonSpeed + 1] + ld b, a + ld a, [BattleMonSpeed + 1] + cp b + ld a, [EnemyMonSpeed] + ld b, a + ld a, [BattleMonSpeed] + sbc b + pop bc + ret +; 39246 + + +AICheckPlayerMaxHP: ; 39246 + push hl + push de + push bc + ld de, BattleMonHP + ld hl, BattleMonMaxHP + jr AICheckMaxHP +; 39251 + + +AICheckEnemyMaxHP: ; 39251 + push hl + push de + push bc + ld de, EnemyMonHP + ld hl, EnemyMonMaxHP + ; fallthrough +; 3925a + + +AICheckMaxHP: ; 3925a +; Return carry if hp at de matches max hp at hl. + + ld a, [de] + inc de + cp [hl] + jr nz, .asm_39269 + + inc hl + ld a, [de] + cp [hl] + jr nz, .asm_39269 + + pop bc + pop de + pop hl + scf + ret + +.asm_39269 + pop bc + pop de + pop hl + and a + ret +; 3926e + + +AICheckPlayerHalfHP: ; 3926e + push hl + ld hl, BattleMonHP + ld b, [hl] + inc hl + ld c, [hl] + sla c + rl b + inc hl + inc hl + ld a, [hld] + cp c + ld a, [hl] + sbc b + pop hl + ret +; 39281 + + +AICheckEnemyHalfHP: ; 39281 + push hl + push de + push bc + ld hl, EnemyMonHP + ld b, [hl] + inc hl + ld c, [hl] + sla c + rl b + inc hl + inc hl + ld a, [hld] + cp c + ld a, [hl] + sbc b + pop bc + pop de + pop hl + ret +; 39298 + + +AICheckEnemyQuarterHP: ; 39298 + push hl + push de + push bc + ld hl, EnemyMonHP + ld b, [hl] + inc hl + ld c, [hl] + sla c + rl b + sla c + rl b + inc hl + inc hl + ld a, [hld] + cp c + ld a, [hl] + sbc b + pop bc + pop de + pop hl + ret +; 392b3 + + +AICheckPlayerQuarterHP: ; 392b3 + push hl + ld hl, BattleMonHP + ld b, [hl] + inc hl + ld c, [hl] + sla c + rl b + sla c + rl b + inc hl + inc hl + ld a, [hld] + cp c + ld a, [hl] + sbc b + pop hl + ret +; 392ca + + +AIHasMoveEffect: ; 392ca +; Return carry if the enemy has move b. + + push hl + ld hl, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + +.checkmove + ld a, [hli] + and a + jr z, .no + + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + cp b + jr z, .yes + + dec c + jr nz, .checkmove + +.no + pop hl + and a + ret + +.yes + pop hl + scf + ret +; 392e6 + + +AIHasMoveInArray: ; 392e6 +; Return carry if the enemy has a move in array hl. + + push hl + push de + push bc + +.next + ld a, [hli] + cp $ff + jr z, .done + + ld b, a + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld de, EnemyMonMoves + +.check + dec c + jr z, .next + + ld a, [de] + inc de + cp b + jr nz, .check + + scf + +.done + pop bc + pop de + pop hl + ret +; 39301 + + +UsefulMoves: ; 39301 +; Moves that are usable all-around. + db DOUBLE_EDGE + db SING + db FLAMETHROWER + db HYDRO_PUMP + db SURF + db ICE_BEAM + db BLIZZARD + db HYPER_BEAM + db SLEEP_POWDER + db THUNDERBOLT + db THUNDER + db EARTHQUAKE + db TOXIC + db PSYCHIC_M + db HYPNOSIS + db RECOVER + db FIRE_BLAST + db SOFTBOILED + db SUPER_FANG + db $ff +; 39315 + + +AI_Opportunist: ; 39315 +; Discourage stall moves when the enemy's HP is low. + +; Do nothing if enemy's HP is above 50%. + call AICheckEnemyHalfHP + ret c + +; Discourage stall moves if enemy's HP is below 25%. + call AICheckEnemyQuarterHP + jr nc, .asm_39322 + +; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%. + call AI_50_50 + ret c + +.asm_39322 + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + inc hl + dec c + jr z, .asm_39347 + + ld a, [de] + inc de + and a + jr z, .asm_39347 + + push hl + push de + push bc + ld hl, .stallmoves + ld de, 1 + call IsInArray + + pop bc + pop de + pop hl + jr nc, .checkmove + + inc [hl] + jr .checkmove + +.asm_39347 + ret + +.stallmoves + db SWORDS_DANCE + db TAIL_WHIP + db LEER + db GROWL + db DISABLE + db MIST + db COUNTER + db LEECH_SEED + db GROWTH + db STRING_SHOT + db MEDITATE + db AGILITY + db RAGE + db MIMIC + db SCREECH + db HARDEN + db WITHDRAW + db DEFENSE_CURL + db BARRIER + db LIGHT_SCREEN + db HAZE + db REFLECT + db FOCUS_ENERGY + db BIDE + db AMNESIA + db TRANSFORM + db SPLASH + db ACID_ARMOR + db SHARPEN + db CONVERSION + db SUBSTITUTE + db FLAME_WHEEL + db $ff +; 39369 + + + +AI_Aggressive: ; 39369 +; Use whatever does the most damage. + +; Discourage all damaging moves but the one that does the most damage. +; If no damaging move deals damage to the player (immune), +; no move will be discouraged + +; Figure out which attack does the most damage and put it in c. + ld hl, EnemyMonMoves + ld bc, 0 + ld de, 0 +.checkmove + inc b + ld a, b + cp EnemyMonMovesEnd - EnemyMonMoves + 1 + jr z, .gotstrongestmove + + ld a, [hli] + and a + jr z, .gotstrongestmove + + push hl + push de + push bc + call AIGetEnemyMove + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .nodamage + call AIDamageCalc + pop bc + pop de + pop hl + +; Update current move if damage is highest so far + ld a, [CurDamage + 1] + cp e + ld a, [CurDamage] + sbc d + jr c, .checkmove + + ld a, [CurDamage + 1] + ld e, a + ld a, [CurDamage] + ld d, a + ld c, b + jr .checkmove + +.nodamage + pop bc + pop de + pop hl + jr .checkmove + +.gotstrongestmove +; Nothing we can do if no attacks did damage. + ld a, c + and a + jr z, .done + +; Discourage moves that do less damage unless they're reckless too. + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, 0 +.checkmove2 + inc b + ld a, b + cp EnemyMonMovesEnd - EnemyMonMoves + 1 + jr z, .done + +; Ignore this move if it is the highest damaging one. + cp c + ld a, [de] + inc de + inc hl + jr z, .checkmove2 + + call AIGetEnemyMove + +; Ignore this move if its power is 0 or 1. +; Moves such as Seismic Toss, Hidden Power, +; Counter and Fissure have a base power of 1. + ld a, [wEnemyMoveStruct + MOVE_POWER] + cp 2 + jr c, .checkmove2 + +; Ignore this move if it is reckless. + push hl + push de + push bc + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + ld hl, .RecklessMoves + ld de, 1 + call IsInArray + pop bc + pop de + pop hl + jr c, .checkmove2 + +; If we made it this far, discourage this move. + inc [hl] + jr .checkmove2 + +.done + ret + +.RecklessMoves: + db EFFECT_SELFDESTRUCT + db EFFECT_RAMPAGE + db EFFECT_MULTI_HIT + db EFFECT_DOUBLE_HIT + db $ff +; 393e7 + + +AIDamageCalc: ; 393e7 + ld a, 1 + ld [hBattleTurn], a + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + ld de, 1 + ld hl, .ConstantDamageEffects + call IsInArray + jr nc, .asm_39400 + callfar BattleCommand_ConstantDamage + ret + +.asm_39400 + callfar EnemyAttackDamage + callfar BattleCommand_DamageCalc + callfar BattleCommand_Stab + ret + +.ConstantDamageEffects: + db EFFECT_SUPER_FANG + db EFFECT_STATIC_DAMAGE + db EFFECT_LEVEL_DAMAGE + db EFFECT_PSYWAVE + db $ff +; 39418 + + +AI_Cautious: ; 39418 +; 90% chance to discourage moves with residual effects after the first turn. + + ld a, [EnemyTurnsTaken] + and a + ret z + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 +.asm_39425 + inc hl + dec c + ret z + + ld a, [de] + inc de + and a + ret z + + push hl + push de + push bc + ld hl, .residualmoves + ld de, 1 + call IsInArray + + pop bc + pop de + pop hl + jr nc, .asm_39425 + + call Random + cp 90 percent + 1 + ret nc + + inc [hl] + jr .asm_39425 + +.residualmoves + db MIST + db LEECH_SEED + db POISONPOWDER + db STUN_SPORE + db THUNDER_WAVE + db FOCUS_ENERGY + db BIDE + db POISON_GAS + db TRANSFORM + db CONVERSION + db SUBSTITUTE + db SPIKES + db $ff +; 39453 + + + +AI_Status: ; 39453 +; Dismiss status moves that don't affect the player. + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + dec b + ret z + + inc hl + ld a, [de] + and a + ret z + + inc de + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + cp EFFECT_TOXIC + jr z, .poisonimmunity + cp EFFECT_POISON + jr z, .poisonimmunity + cp EFFECT_SLEEP + jr z, .typeimmunity + cp EFFECT_PARALYZE + jr z, .typeimmunity + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .checkmove + + jr .typeimmunity + +.poisonimmunity + ld a, [BattleMonType1] + cp POISON + jr z, .immune + ld a, [BattleMonType2] + cp POISON + jr z, .immune + +.typeimmunity + push hl + push bc + push de + ld a, 1 + ld [hBattleTurn], a + callfar BattleCheckTypeMatchup + pop de + pop bc + pop hl + + ld a, [wd265] + and a + jr nz, .checkmove + +.immune + call AIDiscourageMove + jr .checkmove +; 394a9 + + + +AI_Risky: ; 394a9 +; Use any move that will KO the target. +; Risky moves will often be an exception (see below). + + ld hl, Buffer1 - 1 + ld de, EnemyMonMoves + ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 +.checkmove + inc hl + dec c + ret z + + ld a, [de] + inc de + and a + ret z + + push de + push bc + push hl + call AIGetEnemyMove + + ld a, [wEnemyMoveStruct + MOVE_POWER] + and a + jr z, .nextmove + +; Don't use risky moves at max hp. + ld a, [wEnemyMoveStruct + MOVE_EFFECT] + ld de, 1 + ld hl, .RiskyMoves + call IsInArray + jr nc, .checkko + + call AICheckEnemyMaxHP + jr c, .nextmove + +; Else, 80% chance to exclude them. + call Random + cp 79 percent - 1 + jr c, .nextmove + +.checkko + call AIDamageCalc + + ld a, [CurDamage + 1] + ld e, a + ld a, [CurDamage] + ld d, a + ld a, [BattleMonHP + 1] + cp e + ld a, [BattleMonHP] + sbc d + jr nc, .nextmove + + pop hl +rept 5 + dec [hl] +endr + push hl + +.nextmove + pop hl + pop bc + pop de + jr .checkmove + +.RiskyMoves: + db EFFECT_SELFDESTRUCT + db EFFECT_OHKO + db $ff +; 39502 + + + +AI_None: ; 39502 + ret +; 39503 + + +AIDiscourageMove: ; 39503 + ld a, [hl] + add 10 + ld [hl], a + ret +; 39508 + + +AIGetEnemyMove: ; 39508 +; Load attributes of move a into ram + + push hl + push de + push bc + dec a + ld hl, Moves + ld bc, MOVE_LENGTH + call AddNTimes + + ld de, wEnemyMoveStruct + ld a, BANK(Moves) + call FarCopyBytes + + pop bc + pop de + pop hl + ret +; 39521 + + +AI_80_20: ; 39521 + call Random + cp 20 percent - 1 + ret +; 39527 + + +AI_50_50: ; 39527 + call Random + cp 50 percent + 1 + ret +; 3952d |