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authorDizzyEggg <jajkodizzy@wp.pl>2017-09-28 17:38:07 +0200
committerDizzyEggg <jajkodizzy@wp.pl>2017-09-28 17:38:07 +0200
commit6d4d58a8a7759517b327a4017e05332888662e84 (patch)
tree472c89d23c6e93395761e07b381cfe9480c2e099 /src/battle_ai_script_commands.c
parent7273b8f26277e3f9a1b562454e2e7f88e5523731 (diff)
rename battle4 and battleai
Diffstat (limited to 'src/battle_ai_script_commands.c')
-rw-r--r--src/battle_ai_script_commands.c2922
1 files changed, 2922 insertions, 0 deletions
diff --git a/src/battle_ai_script_commands.c b/src/battle_ai_script_commands.c
new file mode 100644
index 000000000..dae43f13c
--- /dev/null
+++ b/src/battle_ai_script_commands.c
@@ -0,0 +1,2922 @@
+#include "global.h"
+#include "battle_ai_script_commands.h"
+#include "pokemon.h"
+#include "battle.h"
+#include "species.h"
+#include "abilities.h"
+#include "rng.h"
+#include "item.h"
+#include "battle_move_effects.h"
+
+#define AIScriptRead32(ptr) ((ptr)[0] | (ptr)[1] << 8 | (ptr)[2] << 16 | (ptr)[3] << 24)
+#define AIScriptRead16(ptr) ((ptr)[0] | (ptr)[1] << 8)
+#define AIScriptRead8(ptr) ((ptr)[0])
+#define AIScriptReadPtr(ptr) (u8*) AIScriptRead32(ptr)
+
+#define AI_ACTION_DONE 0x0001
+#define AI_ACTION_FLEE 0x0002
+#define AI_ACTION_WATCH 0x0004
+#define AI_ACTION_DO_NOT_ATTACK 0x0008
+#define AI_ACTION_UNK5 0x0010
+#define AI_ACTION_UNK6 0x0020
+#define AI_ACTION_UNK7 0x0040
+#define AI_ACTION_UNK8 0x0080
+
+#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
+#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
+
+enum
+{
+ AI_TARGET,
+ AI_USER,
+ AI_TARGET_PARTNER,
+ AI_USER_PARTNER
+};
+
+// AI states
+enum
+{
+ AIState_SettingUp,
+ AIState_Processing,
+ AIState_FinishedProcessing,
+ AIState_DoNotProcess
+};
+
+/*
+gAIScriptPtr is a pointer to the next battle AI cmd command to read.
+when a command finishes processing, gAIScriptPtr is incremented by
+the number of bytes that the current command had reserved for arguments
+in order to read the next command correctly. refer to battle_ai_scripts.s for the
+AI scripts.
+*/
+
+extern u32 gBattleTypeFlags;
+extern u8 gActiveBank;
+extern struct BattlePokemon gBattleMons[4];
+extern u16 gCurrentMove;
+extern u8 gBankTarget;
+extern u8 gAbsentBankFlags;
+extern u16 gLastUsedMovesByBanks[4];
+extern u16 gTrainerBattleOpponent_A;
+extern u16 gTrainerBattleOpponent_B;
+extern u32 gStatuses3[4];
+extern u16 gSideAffecting[2];
+extern u16 gBattlePartyID[4];
+extern u16 gDynamicBasePower;
+extern u8 gBattleMoveFlags;
+extern s32 gBattleMoveDamage;
+extern u8 gCritMultiplier;
+extern u16 gBattleWeather;
+
+extern const struct BattleMove gBattleMoves[];
+extern const struct BaseStats gBaseStats[];
+extern const u32 gBitTable[];
+extern u8 * const gBattleAI_ScriptsTable[];
+
+extern u8 b_first_side(u8, u8, u8);
+extern void AI_CalcDmg(u8, u8);
+
+extern u8 CheckMoveLimitations();
+extern u32 GetAiScriptsInRecordedBattle();
+extern u32 GetAiScriptsInBattleFactory();
+
+static u8 BattleAI_ChooseMoveOrAction_Singles(void);
+static u8 BattleAI_ChooseMoveOrAction_Doubles(void);
+static void RecordLastUsedMoveByTarget(void);
+static void BattleAI_DoAIProcessing(void);
+static void AIStackPushVar(const u8 *);
+static bool8 AIStackPop(void);
+
+static void BattleAICmd_if_random_less_than(void);
+static void BattleAICmd_if_random_greater_than(void);
+static void BattleAICmd_if_random_equal(void);
+static void BattleAICmd_if_random_not_equal(void);
+static void BattleAICmd_score(void);
+static void BattleAICmd_if_hp_less_than(void);
+static void BattleAICmd_if_hp_more_than(void);
+static void BattleAICmd_if_hp_equal(void);
+static void BattleAICmd_if_hp_not_equal(void);
+static void BattleAICmd_if_status(void);
+static void BattleAICmd_if_not_status(void);
+static void BattleAICmd_if_status2(void);
+static void BattleAICmd_if_not_status2(void);
+static void BattleAICmd_if_status3(void);
+static void BattleAICmd_if_not_status3(void);
+static void BattleAICmd_if_side_affecting(void);
+static void BattleAICmd_if_not_side_affecting(void);
+static void BattleAICmd_if_less_than(void);
+static void BattleAICmd_if_more_than(void);
+static void BattleAICmd_if_equal(void);
+static void BattleAICmd_if_not_equal(void);
+static void BattleAICmd_if_less_than_32(void);
+static void BattleAICmd_if_more_than_32(void);
+static void BattleAICmd_if_equal_32(void);
+static void BattleAICmd_if_not_equal_32(void);
+static void BattleAICmd_if_move(void);
+static void BattleAICmd_if_not_move(void);
+static void BattleAICmd_if_in_bytes(void);
+static void BattleAICmd_if_not_in_bytes(void);
+static void BattleAICmd_if_in_words(void);
+static void BattleAICmd_if_not_in_words(void);
+static void BattleAICmd_if_user_can_damage(void);
+static void BattleAICmd_if_user_cant_damage(void);
+static void BattleAICmd_get_turn_count(void);
+static void BattleAICmd_get_type(void);
+static void BattleAICmd_get_last_used_bank_move_power(void);
+static void BattleAICmd_is_most_powerful_move(void);
+static void BattleAICmd_get_last_used_bank_move(void);
+static void BattleAICmd_if_arg_equal(void);
+static void BattleAICmd_if_arg_not_equal(void);
+static void BattleAICmd_if_would_go_first(void);
+static void BattleAICmd_if_would_not_go_first(void);
+static void BattleAICmd_nullsub_2A(void);
+static void BattleAICmd_nullsub_2B(void);
+static void BattleAICmd_count_alive_pokemon(void);
+static void BattleAICmd_get_considered_move(void);
+static void BattleAICmd_get_considered_move_effect(void);
+static void BattleAICmd_get_ability(void);
+static void BattleAICmd_get_highest_type_effectiveness(void);
+static void BattleAICmd_if_type_effectiveness(void);
+static void BattleAICmd_nullsub_32(void);
+static void BattleAICmd_nullsub_33(void);
+static void BattleAICmd_if_status_in_party(void);
+static void BattleAICmd_if_status_not_in_party(void);
+static void BattleAICmd_get_weather(void);
+static void BattleAICmd_if_effect(void);
+static void BattleAICmd_if_not_effect(void);
+static void BattleAICmd_if_stat_level_less_than(void);
+static void BattleAICmd_if_stat_level_more_than(void);
+static void BattleAICmd_if_stat_level_equal(void);
+static void BattleAICmd_if_stat_level_not_equal(void);
+static void BattleAICmd_if_can_faint(void);
+static void BattleAICmd_if_cant_faint(void);
+static void BattleAICmd_if_has_move(void);
+static void BattleAICmd_if_dont_have_move(void);
+static void BattleAICmd_if_move_effect(void);
+static void BattleAICmd_if_not_move_effect(void);
+static void BattleAICmd_if_any_move_disabled_or_encored(void);
+static void BattleAICmd_if_curr_move_disabled_or_encored(void);
+static void BattleAICmd_flee(void);
+static void BattleAICmd_if_random_100(void);
+static void BattleAICmd_watch(void);
+static void BattleAICmd_get_hold_effect(void);
+static void BattleAICmd_get_gender(void);
+static void BattleAICmd_is_first_turn(void);
+static void BattleAICmd_get_stockpile_count(void);
+static void BattleAICmd_is_double_battle(void);
+static void BattleAICmd_get_used_held_item(void);
+static void BattleAICmd_get_move_type_from_result(void);
+static void BattleAICmd_get_move_power_from_result(void);
+static void BattleAICmd_get_move_effect_from_result(void);
+static void BattleAICmd_get_protect_count(void);
+static void BattleAICmd_nullsub_52(void);
+static void BattleAICmd_nullsub_53(void);
+static void BattleAICmd_nullsub_54(void);
+static void BattleAICmd_nullsub_55(void);
+static void BattleAICmd_nullsub_56(void);
+static void BattleAICmd_nullsub_57(void);
+static void BattleAICmd_call(void);
+static void BattleAICmd_jump(void);
+static void BattleAICmd_end(void);
+static void BattleAICmd_if_level_cond(void);
+static void BattleAICmd_if_target_taunted(void);
+static void BattleAICmd_if_target_not_taunted(void);
+static void BattleAICmd_check_ability(void);
+static void BattleAICmd_is_of_type(void);
+static void BattleAICmd_if_target_is_ally(void);
+static void BattleAICmd_if_flash_fired(void);
+static void BattleAICmd_if_holds_item(void);
+
+// ewram
+
+EWRAM_DATA const u8 *gAIScriptPtr = NULL;
+EWRAM_DATA static u8 sBank_AI = 0;
+
+// const rom data
+
+typedef void (*BattleAICmdFunc)(void);
+
+static const BattleAICmdFunc sBattleAICmdTable[] =
+{
+ BattleAICmd_if_random_less_than, // 0x0
+ BattleAICmd_if_random_greater_than, // 0x1
+ BattleAICmd_if_random_equal, // 0x2
+ BattleAICmd_if_random_not_equal, // 0x3
+ BattleAICmd_score, // 0x4
+ BattleAICmd_if_hp_less_than, // 0x5
+ BattleAICmd_if_hp_more_than, // 0x6
+ BattleAICmd_if_hp_equal, // 0x7
+ BattleAICmd_if_hp_not_equal, // 0x8
+ BattleAICmd_if_status, // 0x9
+ BattleAICmd_if_not_status, // 0xA
+ BattleAICmd_if_status2, // 0xB
+ BattleAICmd_if_not_status2, // 0xC
+ BattleAICmd_if_status3, // 0xD
+ BattleAICmd_if_not_status3, // 0xE
+ BattleAICmd_if_side_affecting, // 0xF
+ BattleAICmd_if_not_side_affecting, // 0x10
+ BattleAICmd_if_less_than, // 0x11
+ BattleAICmd_if_more_than, // 0x12
+ BattleAICmd_if_equal, // 0x13
+ BattleAICmd_if_not_equal, // 0x14
+ BattleAICmd_if_less_than_32, // 0x15
+ BattleAICmd_if_more_than_32, // 0x16
+ BattleAICmd_if_equal_32, // 0x17
+ BattleAICmd_if_not_equal_32, // 0x18
+ BattleAICmd_if_move, // 0x19
+ BattleAICmd_if_not_move, // 0x1A
+ BattleAICmd_if_in_bytes, // 0x1B
+ BattleAICmd_if_not_in_bytes, // 0x1C
+ BattleAICmd_if_in_words, // 0x1D
+ BattleAICmd_if_not_in_words, // 0x1E
+ BattleAICmd_if_user_can_damage, // 0x1F
+ BattleAICmd_if_user_cant_damage, // 0x20
+ BattleAICmd_get_turn_count, // 0x21
+ BattleAICmd_get_type, // 0x22
+ BattleAICmd_get_last_used_bank_move_power, // 0x23
+ BattleAICmd_is_most_powerful_move, // 0x24
+ BattleAICmd_get_last_used_bank_move, // 0x25
+ BattleAICmd_if_arg_equal, // 0x26
+ BattleAICmd_if_arg_not_equal, // 0x27
+ BattleAICmd_if_would_go_first, // 0x28
+ BattleAICmd_if_would_not_go_first, // 0x29
+ BattleAICmd_nullsub_2A, // 0x2A
+ BattleAICmd_nullsub_2B, // 0x2B
+ BattleAICmd_count_alive_pokemon, // 0x2C
+ BattleAICmd_get_considered_move, // 0x2D
+ BattleAICmd_get_considered_move_effect, // 0x2E
+ BattleAICmd_get_ability, // 0x2F
+ BattleAICmd_get_highest_type_effectiveness, // 0x30
+ BattleAICmd_if_type_effectiveness, // 0x31
+ BattleAICmd_nullsub_32, // 0x32
+ BattleAICmd_nullsub_33, // 0x33
+ BattleAICmd_if_status_in_party, // 0x34
+ BattleAICmd_if_status_not_in_party, // 0x35
+ BattleAICmd_get_weather, // 0x36
+ BattleAICmd_if_effect, // 0x37
+ BattleAICmd_if_not_effect, // 0x38
+ BattleAICmd_if_stat_level_less_than, // 0x39
+ BattleAICmd_if_stat_level_more_than, // 0x3A
+ BattleAICmd_if_stat_level_equal, // 0x3B
+ BattleAICmd_if_stat_level_not_equal, // 0x3C
+ BattleAICmd_if_can_faint, // 0x3D
+ BattleAICmd_if_cant_faint, // 0x3E
+ BattleAICmd_if_has_move, // 0x3F
+ BattleAICmd_if_dont_have_move, // 0x40
+ BattleAICmd_if_move_effect, // 0x41
+ BattleAICmd_if_not_move_effect, // 0x42
+ BattleAICmd_if_any_move_disabled_or_encored, // 0x43
+ BattleAICmd_if_curr_move_disabled_or_encored, // 0x44
+ BattleAICmd_flee, // 0x45
+ BattleAICmd_if_random_100, // 0x46
+ BattleAICmd_watch, // 0x47
+ BattleAICmd_get_hold_effect, // 0x48
+ BattleAICmd_get_gender, // 0x49
+ BattleAICmd_is_first_turn, // 0x4A
+ BattleAICmd_get_stockpile_count, // 0x4B
+ BattleAICmd_is_double_battle, // 0x4C
+ BattleAICmd_get_used_held_item, // 0x4D
+ BattleAICmd_get_move_type_from_result, // 0x4E
+ BattleAICmd_get_move_power_from_result, // 0x4F
+ BattleAICmd_get_move_effect_from_result, // 0x50
+ BattleAICmd_get_protect_count, // 0x51
+ BattleAICmd_nullsub_52, // 0x52
+ BattleAICmd_nullsub_53, // 0x53
+ BattleAICmd_nullsub_54, // 0x54
+ BattleAICmd_nullsub_55, // 0x55
+ BattleAICmd_nullsub_56, // 0x56
+ BattleAICmd_nullsub_57, // 0x57
+ BattleAICmd_call, // 0x58
+ BattleAICmd_jump, // 0x59
+ BattleAICmd_end, // 0x5A
+ BattleAICmd_if_level_cond, // 0x5B
+ BattleAICmd_if_target_taunted, // 0x5C
+ BattleAICmd_if_target_not_taunted, // 0x5D
+ BattleAICmd_if_target_is_ally, // 0x5E
+ BattleAICmd_is_of_type, // 0x5F
+ BattleAICmd_check_ability, // 0x60
+ BattleAICmd_if_flash_fired, // 0x61
+ BattleAICmd_if_holds_item, // 0x62
+};
+
+static const u16 sDiscouragedPowerfulMoveEffects[] =
+{
+ EFFECT_EXPLOSION,
+ EFFECT_DREAM_EATER,
+ EFFECT_RAZOR_WIND,
+ EFFECT_SKY_ATTACK,
+ EFFECT_RECHARGE,
+ EFFECT_SKULL_BASH,
+ EFFECT_SOLARBEAM,
+ EFFECT_SPIT_UP,
+ EFFECT_FOCUS_PUNCH,
+ EFFECT_SUPERPOWER,
+ EFFECT_ERUPTION,
+ EFFECT_OVERHEAT,
+ 0xFFFF
+};
+
+void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves)
+{
+ s32 i;
+ u8 *data = (u8 *)gBattleResources->battleHistory;
+
+ for (i = 0; i < sizeof(struct BattleHistory); i++)
+ data[i] = 0;
+ // items are allowed to use in ONLY trainer battles
+ if ((gBattleTypeFlags &
+ (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER |
+ BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER
+ | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_x2000000 | BATTLE_TYPE_SECRET_BASE))
+ == BATTLE_TYPE_TRAINER)
+ {
+ for (i = 0; i < 4; i++)
+ {
+ if (gTrainers[gTrainerBattleOpponent_A].items[i] != 0)
+ {
+ gBattleResources->battleHistory->TrainerItems[gBattleResources->battleHistory->itemsNo] = gTrainers[gTrainerBattleOpponent_A].items[i];
+ gBattleResources->battleHistory->itemsNo++;
+ }
+ }
+ }
+
+ BattleAI_SetupAIData(defaultScoreMoves);
+}
+
+void BattleAI_SetupAIData(u8 defaultScoreMoves)
+{
+ s32 i;
+ u8 *data = (u8 *)AI_THINKING_STRUCT;
+ u8 moveLimitations;
+
+ // clear AI data.
+ for (i = 0; i < sizeof(struct AI_ThinkingStruct); i++)
+ data[i] = 0;
+
+ // conditional score reset, unlike Ruby.
+ for (i = 0; i < 4; i++)
+ {
+ if (defaultScoreMoves & 1)
+ AI_THINKING_STRUCT->score[i] = 100;
+ else
+ AI_THINKING_STRUCT->score[i] = 0;
+ defaultScoreMoves >>= 1;
+ }
+
+ moveLimitations = CheckMoveLimitations(gActiveBank, 0, 0xFF);
+
+ // ignore moves that aren't possible to use
+ for (i = 0; i < 4; i++)
+ {
+ if (gBitTable[i] & moveLimitations)
+ AI_THINKING_STRUCT->score[i] = 0;
+
+ AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
+ }
+ gBattleResources->AI_ScriptsStack->size = 0;
+ sBank_AI = gActiveBank;
+ // decide a random target bank in doubles
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ gBankTarget = (Random() & 2) + (GetBankSide(gActiveBank) ^ 1);
+ if (gAbsentBankFlags & gBitTable[gBankTarget])
+ gBankTarget ^= 2;
+ }
+ // in singles there's only one choice
+ else
+ gBankTarget = sBank_AI ^ 1;
+
+ if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
+ AI_THINKING_STRUCT->aiFlags = GetAiScriptsInRecordedBattle();
+ else if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
+ AI_THINKING_STRUCT->aiFlags = 0x40000000;
+ else if (gBattleTypeFlags & BATTLE_TYPE_ROAMER)
+ AI_THINKING_STRUCT->aiFlags = 0x20000000;
+ else if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
+ AI_THINKING_STRUCT->aiFlags = 0x80000000;
+ else if (gBattleTypeFlags & BATTLE_TYPE_FACTORY)
+ AI_THINKING_STRUCT->aiFlags = GetAiScriptsInBattleFactory();
+ else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_x4000000 | BATTLE_TYPE_SECRET_BASE))
+ AI_THINKING_STRUCT->aiFlags = 7; // the smartest possible set
+ else if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
+ AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags | gTrainers[gTrainerBattleOpponent_B].aiFlags;
+ else
+ AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent_A].aiFlags;
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ AI_THINKING_STRUCT->aiFlags |= 0x80; // act smart in doubles and don't attack your partner
+}
+
+u8 BattleAI_ChooseMoveOrAction(void)
+{
+ u16 savedCurrentMove = gCurrentMove;
+ u8 ret;
+
+ if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
+ ret = BattleAI_ChooseMoveOrAction_Singles();
+ else
+ ret = BattleAI_ChooseMoveOrAction_Doubles();
+
+ gCurrentMove = savedCurrentMove;
+ return ret;
+}
+
+static u8 BattleAI_ChooseMoveOrAction_Singles(void)
+{
+ u8 currentMoveArray[4];
+ u8 consideredMoveArray[4];
+ u8 numOfBestMoves;
+ s32 i;
+
+ RecordLastUsedMoveByTarget();
+
+ while (AI_THINKING_STRUCT->aiFlags != 0)
+ {
+ if (AI_THINKING_STRUCT->aiFlags & 1)
+ {
+ AI_THINKING_STRUCT->aiState = AIState_SettingUp;
+ BattleAI_DoAIProcessing();
+ }
+ AI_THINKING_STRUCT->aiFlags >>= 1;
+ AI_THINKING_STRUCT->aiLogicId++;
+ AI_THINKING_STRUCT->movesetIndex = 0;
+ }
+
+ // special flags for safari
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
+ return 4;
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
+ return 5;
+
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
+ consideredMoveArray[0] = 0;
+
+ for (i = 1; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] != 0) // emerald adds an extra move ID check for some reason.
+ {
+ // in ruby, the order of these if statements are reversed.
+ if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
+ {
+ currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[numOfBestMoves++] = i;
+ }
+ if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
+ {
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[0] = i;
+ }
+ }
+ }
+ return consideredMoveArray[Random() % numOfBestMoves];
+}
+
+#ifdef NONMATCHING
+static u8 BattleAI_ChooseMoveOrAction_Doubles(void)
+{
+ s32 i;
+ s32 j;
+ s32 scriptsToRun;
+ s16 mostMovePoints;
+ s16 bestMovePointsForTarget[4];
+ s8 mostViableTargetsArray[4];
+ u8 actionOrMoveIndex[4];
+ u8 mostViableMovesScores[4];
+ u8 mostViableMovesIndices[4];
+ s32 mostViableTargetsNo;
+ s32 mostViableMovesNo;
+
+ for (i = 0; i < 4; i++) //08130D14
+ {
+ if (i == sBank_AI || gBattleMons[i].hp == 0)
+ {
+ //_08130D2E
+ actionOrMoveIndex[i] = -1;
+ bestMovePointsForTarget[i] = -1;
+ }
+ //_08130D48
+ else
+ {
+ if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
+ BattleAI_SetupAIData(gBattleStruct->field_92 >> 4);
+ else
+ BattleAI_SetupAIData(0xF);
+ //_08130D76
+ gBankTarget = i;
+ if ((i & 1) != (sBank_AI & 1))
+ RecordLastUsedMoveByTarget();
+ //_08130D90
+ AI_THINKING_STRUCT->aiLogicId = 0;
+ AI_THINKING_STRUCT->movesetIndex = 0;
+ scriptsToRun = AI_THINKING_STRUCT->aiFlags;
+ while (scriptsToRun != 0)
+ {
+ if (scriptsToRun & 1)
+ {
+ AI_THINKING_STRUCT->aiState = AIState_SettingUp;
+ BattleAI_DoAIProcessing();
+ }
+ scriptsToRun >>= 1;
+ AI_THINKING_STRUCT->aiLogicId++;
+ AI_THINKING_STRUCT->movesetIndex = 0;
+ }
+ //_08130DD8
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE)
+ actionOrMoveIndex[i] = 4;
+ else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH)
+ actionOrMoveIndex[i] = 5;
+ else
+ {
+ //_08130E10
+ mostViableMovesScores[0] = AI_THINKING_STRUCT->score[0];
+ mostViableMovesIndices[0] = 0;
+ mostViableMovesNo = 1;
+ for (j = 1; j < 4; j++)
+ {
+ if (gBattleMons[sBank_AI].moves[j] != 0)
+ {
+ if (mostViableMovesScores[0] == AI_THINKING_STRUCT->score[j])
+ {
+ mostViableMovesScores[mostViableMovesNo] = AI_THINKING_STRUCT->score[j];
+ mostViableMovesIndices[mostViableMovesNo] = j;
+ mostViableMovesNo++;
+ }
+ if (mostViableMovesScores[0] < AI_THINKING_STRUCT->score[j])
+ {
+ mostViableMovesScores[0] = AI_THINKING_STRUCT->score[j];
+ mostViableMovesIndices[0] = j;
+ mostViableMovesNo = 1;
+ }
+ }
+ //_08130E72
+ }
+ actionOrMoveIndex[i] = mostViableMovesIndices[Random() % mostViableMovesNo];
+ bestMovePointsForTarget[i] = mostViableMovesScores[0];
+
+ // don't use a move against ally if it has less than 100 pts
+ if (i == (sBank_AI ^ 2) && bestMovePointsForTarget[i] < 100)
+ bestMovePointsForTarget[i] = -1;
+ }
+ }
+ //_08130EAE
+ }
+
+ //08130EC4
+ mostMovePoints = bestMovePointsForTarget[0];
+ mostViableTargetsArray[0] = 0;
+ mostViableTargetsNo = 1;
+ for (i = 1; i < 4; i++)
+ {
+ //_08130EDA
+ if (mostMovePoints == bestMovePointsForTarget[i])
+ {
+ mostViableTargetsArray[mostViableTargetsNo] = i;
+ mostViableTargetsNo++;
+ }
+ //_08130EEE
+ if (mostMovePoints < bestMovePointsForTarget[i])
+ {
+ mostMovePoints = bestMovePointsForTarget[i];
+ mostViableTargetsArray[0] = i;
+ mostViableTargetsNo = 1;
+ }
+ }
+ gBankTarget = mostViableTargetsArray[Random() % mostViableTargetsNo];
+ return actionOrMoveIndex[gBankTarget];
+}
+#else
+__attribute__((naked))
+static u8 BattleAI_ChooseMoveOrAction_Doubles(void)
+{
+ asm(".syntax unified\n\
+ push {r4-r7,lr}\n\
+ mov r7, r10\n\
+ mov r6, r9\n\
+ mov r5, r8\n\
+ push {r5-r7}\n\
+ sub sp, 0x24\n\
+ movs r0, 0\n\
+ mov r8, r0\n\
+ mov r1, sp\n\
+ adds r1, 0xC\n\
+ str r1, [sp, 0x1C]\n\
+ mov r2, sp\n\
+ adds r2, 0x8\n\
+ str r2, [sp, 0x18]\n\
+ str r1, [sp, 0x20]\n\
+ mov r10, sp\n\
+_08130D14:\n\
+ ldr r0, =sBank_AI\n\
+ ldrb r0, [r0]\n\
+ cmp r8, r0\n\
+ beq _08130D2E\n\
+ movs r0, 0x58\n\
+ mov r7, r8\n\
+ muls r7, r0\n\
+ adds r0, r7, 0\n\
+ ldr r1, =gBattleMons\n\
+ adds r0, r1\n\
+ ldrh r0, [r0, 0x28]\n\
+ cmp r0, 0\n\
+ bne _08130D48\n\
+_08130D2E:\n\
+ movs r0, 0xFF\n\
+ ldr r2, [sp, 0x20]\n\
+ strb r0, [r2]\n\
+ ldr r0, =0x0000ffff\n\
+ mov r7, r10\n\
+ strh r0, [r7]\n\
+ b _08130EAE\n\
+ .pool\n\
+_08130D48:\n\
+ ldr r0, =gBattleTypeFlags\n\
+ ldr r0, [r0]\n\
+ movs r1, 0x80\n\
+ lsls r1, 10\n\
+ ands r0, r1\n\
+ cmp r0, 0\n\
+ beq _08130D70\n\
+ ldr r0, =gBattleStruct\n\
+ ldr r0, [r0]\n\
+ adds r0, 0x92\n\
+ ldrb r0, [r0]\n\
+ lsrs r0, 4\n\
+ bl BattleAI_SetupAIData\n\
+ b _08130D76\n\
+ .pool\n\
+_08130D70:\n\
+ movs r0, 0xF\n\
+ bl BattleAI_SetupAIData\n\
+_08130D76:\n\
+ ldr r0, =gBankTarget\n\
+ mov r1, r8\n\
+ strb r1, [r0]\n\
+ movs r1, 0x1\n\
+ mov r2, r8\n\
+ ands r2, r1\n\
+ ldr r0, =sBank_AI\n\
+ ldrb r0, [r0]\n\
+ ands r1, r0\n\
+ cmp r2, r1\n\
+ beq _08130D90\n\
+ bl RecordLastUsedMoveByTarget\n\
+_08130D90:\n\
+ ldr r2, =gBattleResources\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ movs r1, 0\n\
+ strb r1, [r0, 0x11]\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ strb r1, [r0, 0x1]\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldr r4, [r0, 0xC]\n\
+ mov r9, r2\n\
+ cmp r4, 0\n\
+ beq _08130DD8\n\
+ mov r5, r9\n\
+ movs r6, 0\n\
+_08130DB0:\n\
+ movs r0, 0x1\n\
+ ands r0, r4\n\
+ cmp r0, 0\n\
+ beq _08130DC2\n\
+ ldr r0, [r5]\n\
+ ldr r0, [r0, 0x14]\n\
+ strb r6, [r0]\n\
+ bl BattleAI_DoAIProcessing\n\
+_08130DC2:\n\
+ asrs r4, 1\n\
+ ldr r0, [r5]\n\
+ ldr r1, [r0, 0x14]\n\
+ ldrb r0, [r1, 0x11]\n\
+ adds r0, 0x1\n\
+ strb r0, [r1, 0x11]\n\
+ ldr r0, [r5]\n\
+ ldr r0, [r0, 0x14]\n\
+ strb r6, [r0, 0x1]\n\
+ cmp r4, 0\n\
+ bne _08130DB0\n\
+_08130DD8:\n\
+ mov r2, r9\n\
+ ldr r0, [r2]\n\
+ ldr r3, [r0, 0x14]\n\
+ ldrb r1, [r3, 0x10]\n\
+ movs r0, 0x2\n\
+ ands r0, r1\n\
+ cmp r0, 0\n\
+ beq _08130DFC\n\
+ movs r0, 0x4\n\
+ ldr r7, [sp, 0x20]\n\
+ strb r0, [r7]\n\
+ b _08130EAE\n\
+ .pool\n\
+_08130DFC:\n\
+ movs r0, 0x4\n\
+ ands r0, r1\n\
+ lsls r0, 24\n\
+ lsrs r2, r0, 24\n\
+ cmp r2, 0\n\
+ beq _08130E10\n\
+ movs r0, 0x5\n\
+ ldr r1, [sp, 0x20]\n\
+ strb r0, [r1]\n\
+ b _08130EAE\n\
+_08130E10:\n\
+ add r1, sp, 0x10\n\
+ ldrb r0, [r3, 0x4]\n\
+ strb r0, [r1]\n\
+ add r0, sp, 0x14\n\
+ strb r2, [r0]\n\
+ movs r5, 0x1\n\
+ movs r3, 0x1\n\
+ adds r6, r1, 0\n\
+ ldr r0, =sBank_AI\n\
+ ldrb r1, [r0]\n\
+ movs r0, 0x58\n\
+ muls r0, r1\n\
+ ldr r2, =gBattleMons + 0xC\n\
+ adds r0, r2\n\
+ adds r4, r0, 0x2\n\
+ add r7, sp, 0x14\n\
+_08130E30:\n\
+ ldrh r0, [r4]\n\
+ cmp r0, 0\n\
+ beq _08130E72\n\
+ ldrb r1, [r6]\n\
+ mov r2, r9\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ adds r0, 0x4\n\
+ adds r2, r0, r3\n\
+ movs r0, 0\n\
+ ldrsb r0, [r2, r0]\n\
+ cmp r1, r0\n\
+ bne _08130E56\n\
+ adds r0, r6, r5\n\
+ ldrb r1, [r2]\n\
+ strb r1, [r0]\n\
+ adds r0, r7, r5\n\
+ strb r3, [r0]\n\
+ adds r5, 0x1\n\
+_08130E56:\n\
+ ldrb r1, [r6]\n\
+ mov r2, r9\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ adds r0, 0x4\n\
+ adds r2, r0, r3\n\
+ movs r0, 0\n\
+ ldrsb r0, [r2, r0]\n\
+ cmp r1, r0\n\
+ bge _08130E72\n\
+ ldrb r0, [r2]\n\
+ strb r0, [r6]\n\
+ strb r3, [r7]\n\
+ movs r5, 0x1\n\
+_08130E72:\n\
+ adds r4, 0x2\n\
+ adds r3, 0x1\n\
+ cmp r3, 0x3\n\
+ ble _08130E30\n\
+ bl Random\n\
+ lsls r0, 16\n\
+ lsrs r0, 16\n\
+ adds r1, r5, 0\n\
+ bl __modsi3\n\
+ add r0, sp\n\
+ adds r0, 0x14\n\
+ ldrb r0, [r0]\n\
+ ldr r7, [sp, 0x20]\n\
+ strb r0, [r7]\n\
+ ldrb r2, [r6]\n\
+ mov r0, r10\n\
+ strh r2, [r0]\n\
+ ldr r0, =sBank_AI\n\
+ ldrb r1, [r0]\n\
+ movs r0, 0x2\n\
+ eors r0, r1\n\
+ cmp r8, r0\n\
+ bne _08130EAE\n\
+ cmp r2, 0x63\n\
+ bgt _08130EAE\n\
+ ldr r0, =0x0000ffff\n\
+ mov r1, r10\n\
+ strh r0, [r1]\n\
+_08130EAE:\n\
+ ldr r2, [sp, 0x20]\n\
+ adds r2, 0x1\n\
+ str r2, [sp, 0x20]\n\
+ movs r7, 0x2\n\
+ add r10, r7\n\
+ movs r0, 0x1\n\
+ add r8, r0\n\
+ mov r1, r8\n\
+ cmp r1, 0x3\n\
+ bgt _08130EC4\n\
+ b _08130D14\n\
+_08130EC4:\n\
+ mov r0, sp\n\
+ ldrh r5, [r0]\n\
+ movs r0, 0\n\
+ ldr r2, [sp, 0x18]\n\
+ strb r0, [r2]\n\
+ movs r4, 0x1\n\
+ mov r8, r4\n\
+ ldr r6, =gBankTarget\n\
+ ldr r3, [sp, 0x18]\n\
+ mov r1, sp\n\
+ adds r1, 0x2\n\
+_08130EDA:\n\
+ lsls r0, r5, 16\n\
+ asrs r2, r0, 16\n\
+ movs r7, 0\n\
+ ldrsh r0, [r1, r7]\n\
+ cmp r2, r0\n\
+ bne _08130EEE\n\
+ adds r0, r3, r4\n\
+ mov r7, r8\n\
+ strb r7, [r0]\n\
+ adds r4, 0x1\n\
+_08130EEE:\n\
+ movs r7, 0\n\
+ ldrsh r0, [r1, r7]\n\
+ cmp r2, r0\n\
+ bge _08130EFE\n\
+ ldrh r5, [r1]\n\
+ mov r0, r8\n\
+ strb r0, [r3]\n\
+ movs r4, 0x1\n\
+_08130EFE:\n\
+ adds r1, 0x2\n\
+ movs r2, 0x1\n\
+ add r8, r2\n\
+ mov r7, r8\n\
+ cmp r7, 0x3\n\
+ ble _08130EDA\n\
+ bl Random\n\
+ lsls r0, 16\n\
+ lsrs r0, 16\n\
+ adds r1, r4, 0\n\
+ bl __modsi3\n\
+ ldr r1, [sp, 0x18]\n\
+ adds r0, r1, r0\n\
+ ldrb r0, [r0]\n\
+ strb r0, [r6]\n\
+ ldrb r0, [r6]\n\
+ ldr r2, [sp, 0x1C]\n\
+ adds r0, r2, r0\n\
+ ldrb r0, [r0]\n\
+ add sp, 0x24\n\
+ pop {r3-r5}\n\
+ mov r8, r3\n\
+ mov r9, r4\n\
+ mov r10, r5\n\
+ pop {r4-r7}\n\
+ pop {r1}\n\
+ bx r1\n\
+ .pool\n\
+ .syntax divided\n");
+}
+#endif
+
+static void BattleAI_DoAIProcessing(void)
+{
+ while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing)
+ {
+ switch (AI_THINKING_STRUCT->aiState)
+ {
+ case AIState_DoNotProcess: //Needed to match.
+ break;
+ case AIState_SettingUp:
+ gAIScriptPtr = gBattleAI_ScriptsTable[AI_THINKING_STRUCT->aiLogicId]; // set AI ptr to logic ID.
+ if (gBattleMons[sBank_AI].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
+ {
+ AI_THINKING_STRUCT->moveConsidered = 0;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->moveConsidered = gBattleMons[sBank_AI].moves[AI_THINKING_STRUCT->movesetIndex];
+ }
+ AI_THINKING_STRUCT->aiState++;
+ break;
+ case AIState_Processing:
+ if (AI_THINKING_STRUCT->moveConsidered != 0)
+ sBattleAICmdTable[*gAIScriptPtr](); // run AI command.
+ else
+ {
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+ }
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE)
+ {
+ AI_THINKING_STRUCT->movesetIndex++;
+
+ if (AI_THINKING_STRUCT->movesetIndex < 4 && !(AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK))
+ AI_THINKING_STRUCT->aiState = AIState_SettingUp;
+ else
+ AI_THINKING_STRUCT->aiState++;
+
+ AI_THINKING_STRUCT->aiAction &= ~(AI_ACTION_DONE);
+ }
+ break;
+ }
+ }
+}
+
+static void RecordLastUsedMoveByTarget(void)
+{
+ s32 i;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] == gLastUsedMovesByBanks[gBankTarget])
+ break;
+ if (gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] != gLastUsedMovesByBanks[gBankTarget] //HACK: This redundant condition is a hack to make the asm match.
+ && gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] == 0)
+ {
+ gBattleResources->battleHistory->usedMoves[gBankTarget].moves[i] = gLastUsedMovesByBanks[gBankTarget];
+ break;
+ }
+ }
+}
+
+void ClearBankMoveHistory(u8 bank)
+{
+ s32 i;
+
+ for (i = 0; i < 4; i++)
+ gBattleResources->battleHistory->usedMoves[bank].moves[i] = 0;
+}
+
+void RecordAbilityBattle(u8 bank, u8 abilityId)
+{
+ gBattleResources->battleHistory->abilities[bank] = abilityId;
+}
+
+void ClearBankAbilityHistory(u8 bank)
+{
+ gBattleResources->battleHistory->abilities[bank] = 0;
+}
+
+void RecordItemEffectBattle(u8 bank, u8 itemEffect)
+{
+ gBattleResources->battleHistory->itemEffects[bank] = itemEffect;
+}
+
+void ClearBankItemEffectHistory(u8 bank)
+{
+ gBattleResources->battleHistory->itemEffects[bank] = 0;
+}
+
+static void BattleAICmd_if_random_less_than(void)
+{
+ u16 random = Random();
+
+ if (random % 256 < gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_greater_than(void)
+{
+ u16 random = Random();
+
+ if (random % 256 > gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_equal(void)
+{
+ u16 random = Random();
+
+ if (random % 256 == gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_not_equal(void)
+{
+ u16 random = Random();
+
+ if (random % 256 != gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_score(void)
+{
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] += gAIScriptPtr[1]; // add the result to the array of the move consider's score.
+
+ if (AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] < 0) // if the score is negative, flatten it to 0.
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0;
+
+ gAIScriptPtr += 2; // AI return.
+}
+
+static void BattleAICmd_if_hp_less_than(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_more_than(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_not_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) != 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) == 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) != 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) == 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) != 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) == 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_side_affecting(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg1 = GetBankIdentity(index) & 1;
+ arg2 = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) != 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_side_affecting(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ arg1 = GetBankIdentity(index) & 1;
+ arg2 = AIScriptRead32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) == 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_less_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_more_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_less_than_32(void)
+{
+ u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult < *temp)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_more_than_32(void)
+{
+ u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult > *temp)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_equal_32(void)
+{
+ u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult == *temp)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_equal_32(void)
+{
+ u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult != *temp)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_move(void)
+{
+ u16 move = AIScriptRead16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered == move)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_not_move(void)
+{
+ u16 move = AIScriptRead16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered != move)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_in_bytes(void)
+{
+ u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_bytes(void)
+{
+ u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_in_words(void)
+{
+ u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_words(void)
+{
+ u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_user_can_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] != 0
+ && gBattleMoves[gBattleMons[sBank_AI].moves[i]].power != 0)
+ break;
+ }
+ if (i == 4)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_if_user_cant_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] != 0
+ && gBattleMoves[gBattleMons[sBank_AI].moves[i]].power != 0)
+ break;
+ }
+ if (i != 4)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_get_turn_count(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_type(void)
+{
+ u8 typeVar = gAIScriptPtr[1];
+
+ switch (typeVar)
+ {
+ case 1: // player primary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[sBank_AI].type1;
+ break;
+ case 0: // enemy primary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].type1;
+ break;
+ case 3: // player secondary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[sBank_AI].type2;
+ break;
+ case 2: // enemy secondary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[gBankTarget].type2;
+ break;
+ case 4: // type of move being pointed to
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].type;
+ break;
+ }
+ gAIScriptPtr += 2;
+}
+
+static u8 BattleAI_GetWantedBank(u8 index)
+{
+ switch (index)
+ {
+ case AI_USER:
+ return sBank_AI;
+ case AI_TARGET:
+ default:
+ return gBankTarget;
+ case AI_USER_PARTNER:
+ return sBank_AI ^ 2;
+ case AI_TARGET_PARTNER:
+ return gBankTarget ^ 2;
+ }
+}
+
+static void BattleAICmd_is_of_type(void)
+{
+ u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]);
+
+ if(gBattleMons[bank].type1 == gAIScriptPtr[2] || gBattleMons[bank].type2 == gAIScriptPtr[2])
+ {
+ AI_THINKING_STRUCT->funcResult = 1;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = 0;
+ }
+
+ gAIScriptPtr += 3;
+}
+
+static void BattleAICmd_get_last_used_bank_move_power(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
+ gAIScriptPtr += 1;
+}
+
+__attribute__((naked)) // not even going to try. if it doesnt match in ruby, it wont match in emerald (yet).
+static void BattleAICmd_is_most_powerful_move(void)
+{
+ asm(".syntax unified\n\
+ push {r4-r7,lr}\n\
+ mov r7, r10\n\
+ mov r6, r9\n\
+ mov r5, r8\n\
+ push {r5-r7}\n\
+ sub sp, 0x14\n\
+ movs r3, 0\n\
+ ldr r0, =sDiscouragedPowerfulMoveEffects\n\
+ ldrh r1, [r0]\n\
+ ldr r5, =0x0000ffff\n\
+ ldr r6, =gBattleMoves\n\
+ ldr r2, =gBattleResources\n\
+ cmp r1, r5\n\
+ beq _08131F86\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrh r1, [r0, 0x2]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r6\n\
+ ldrb r4, [r0]\n\
+ ldr r1, =sDiscouragedPowerfulMoveEffects\n\
+_08131F76:\n\
+ ldrh r0, [r1]\n\
+ cmp r4, r0\n\
+ beq _08131F86\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r5\n\
+ bne _08131F76\n\
+_08131F86:\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrh r1, [r0, 0x2]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r6\n\
+ ldrb r0, [r0, 0x1]\n\
+ cmp r0, 0x1\n\
+ bhi _08131F9C\n\
+ b _08132126\n\
+_08131F9C:\n\
+ lsls r0, r3, 1\n\
+ ldr r1, =sDiscouragedPowerfulMoveEffects\n\
+ adds r0, r1\n\
+ ldrh r3, [r0]\n\
+ ldr r0, =0x0000ffff\n\
+ cmp r3, r0\n\
+ beq _08131FAC\n\
+ b _08132126\n\
+_08131FAC:\n\
+ ldr r0, =gDynamicBasePower\n\
+ movs r1, 0\n\
+ strh r1, [r0]\n\
+ ldr r0, =gBattleStruct\n\
+ ldr r0, [r0]\n\
+ strb r1, [r0, 0x13]\n\
+ ldr r0, =gBattleScripting\n\
+ movs r2, 0x1\n\
+ strb r2, [r0, 0xE]\n\
+ ldr r0, =gBattleMoveFlags\n\
+ strb r1, [r0]\n\
+ ldr r0, =gCritMultiplier\n\
+ strb r2, [r0]\n\
+ movs r6, 0\n\
+ mov r9, r3\n\
+ ldr r2, =sDiscouragedPowerfulMoveEffects\n\
+ ldrh r2, [r2]\n\
+ str r2, [sp, 0x10]\n\
+_08131FD0:\n\
+ movs r3, 0\n\
+ ldr r5, =gBattleMons\n\
+ lsls r4, r6, 1\n\
+ ldr r7, =sBank_AI\n\
+ lsls r0, r6, 2\n\
+ mov r8, r0\n\
+ adds r1, r6, 0x1\n\
+ mov r10, r1\n\
+ ldr r2, [sp, 0x10]\n\
+ cmp r2, r9\n\
+ beq _08132014\n\
+ ldr r2, =gBattleMoves\n\
+ ldrb r1, [r7]\n\
+ movs r0, 0x58\n\
+ muls r0, r1\n\
+ adds r0, r4, r0\n\
+ adds r1, r5, 0\n\
+ adds r1, 0xC\n\
+ adds r0, r1\n\
+ ldrh r1, [r0]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r2\n\
+ ldrb r2, [r0]\n\
+ ldr r1, =sDiscouragedPowerfulMoveEffects\n\
+_08132004:\n\
+ ldrh r0, [r1]\n\
+ cmp r2, r0\n\
+ beq _08132014\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r9\n\
+ bne _08132004\n\
+_08132014:\n\
+ ldrb r1, [r7]\n\
+ movs r0, 0x58\n\
+ muls r0, r1\n\
+ adds r0, r4, r0\n\
+ adds r1, r5, 0\n\
+ adds r1, 0xC\n\
+ adds r1, r0, r1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, 0\n\
+ beq _081320C0\n\
+ lsls r0, r3, 1\n\
+ ldr r2, =sDiscouragedPowerfulMoveEffects\n\
+ adds r0, r2\n\
+ ldrh r0, [r0]\n\
+ cmp r0, r9\n\
+ bne _081320C0\n\
+ ldr r0, =gBattleMoves\n\
+ ldrh r2, [r1]\n\
+ lsls r1, r2, 1\n\
+ adds r1, r2\n\
+ lsls r1, 2\n\
+ adds r1, r0\n\
+ ldrb r0, [r1, 0x1]\n\
+ cmp r0, 0x1\n\
+ bls _081320C0\n\
+ ldr r5, =gCurrentMove\n\
+ strh r2, [r5]\n\
+ ldrb r0, [r7]\n\
+ ldr r4, =gBankTarget\n\
+ ldrb r1, [r4]\n\
+ bl AI_CalcDmg\n\
+ ldrh r0, [r5]\n\
+ ldrb r1, [r7]\n\
+ ldrb r2, [r4]\n\
+ bl TypeCalc\n\
+ mov r4, sp\n\
+ add r4, r8\n\
+ ldr r2, =gBattleMoveDamage\n\
+ ldr r0, =gBattleResources\n\
+ ldr r0, [r0]\n\
+ ldr r0, [r0, 0x14]\n\
+ adds r0, 0x18\n\
+ adds r0, r6\n\
+ ldrb r1, [r0]\n\
+ ldr r0, [r2]\n\
+ muls r0, r1\n\
+ movs r1, 0x64\n\
+ bl __divsi3\n\
+ str r0, [r4]\n\
+ cmp r0, 0\n\
+ bne _081320C8\n\
+ movs r0, 0x1\n\
+ str r0, [r4]\n\
+ b _081320C8\n\
+ .pool\n\
+_081320C0:\n\
+ mov r1, sp\n\
+ add r1, r8\n\
+ movs r0, 0\n\
+ str r0, [r1]\n\
+_081320C8:\n\
+ mov r6, r10\n\
+ cmp r6, 0x3\n\
+ bgt _081320D0\n\
+ b _08131FD0\n\
+_081320D0:\n\
+ movs r6, 0\n\
+ ldr r2, =gBattleResources\n\
+ ldr r0, [r2]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrb r0, [r0, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r1, [sp]\n\
+ ldr r0, [r0]\n\
+ ldr r5, =gAIScriptPtr\n\
+ cmp r1, r0\n\
+ bgt _08132106\n\
+ adds r4, r2, 0\n\
+ mov r3, sp\n\
+_081320EC:\n\
+ adds r3, 0x4\n\
+ adds r6, 0x1\n\
+ cmp r6, 0x3\n\
+ bgt _08132106\n\
+ ldr r0, [r4]\n\
+ ldr r0, [r0, 0x14]\n\
+ ldrb r0, [r0, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r1, [r3]\n\
+ ldr r0, [r0]\n\
+ cmp r1, r0\n\
+ ble _081320EC\n\
+_08132106:\n\
+ cmp r6, 0x4\n\
+ bne _0813211C\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x2\n\
+ str r0, [r1, 0x8]\n\
+ b _08132130\n\
+ .pool\n\
+_0813211C:\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x1\n\
+ str r0, [r1, 0x8]\n\
+ b _08132130\n\
+_08132126:\n\
+ ldr r0, [r2]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0\n\
+ str r0, [r1, 0x8]\n\
+ ldr r5, =gAIScriptPtr\n\
+_08132130:\n\
+ ldr r0, [r5]\n\
+ adds r0, 0x1\n\
+ str r0, [r5]\n\
+ add sp, 0x14\n\
+ pop {r3-r5}\n\
+ mov r8, r3\n\
+ mov r9, r4\n\
+ mov r10, r5\n\
+ pop {r4-r7}\n\
+ pop {r0}\n\
+ bx r0\n\
+ .pool\n\
+ .syntax divided");
+}
+
+static void BattleAICmd_get_last_used_bank_move(void)
+{
+ if (gAIScriptPtr[1] == AI_USER)
+ AI_THINKING_STRUCT->funcResult = gLastUsedMovesByBanks[sBank_AI];
+ else
+ AI_THINKING_STRUCT->funcResult = gLastUsedMovesByBanks[gBankTarget];
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_if_arg_equal(void)
+{
+ if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_arg_not_equal(void)
+{
+ if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_go_first(void)
+{
+ if (b_first_side(sBank_AI, gBankTarget, 1) == gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_not_go_first(void)
+{
+ if (b_first_side(sBank_AI, gBankTarget, 1) != gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_nullsub_2A(void)
+{
+}
+
+static void BattleAICmd_nullsub_2B(void)
+{
+}
+
+static void BattleAICmd_count_alive_pokemon(void)
+{
+ u8 index;
+ u8 bankOnField1, bankOnField2;
+ struct Pokemon *party;
+ int i;
+
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if (GetBankSide(index) == 0)
+ party = gPlayerParty;
+ else
+ party = gEnemyParty;
+
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ u32 status;
+ bankOnField1 = gBattlePartyID[index];
+ status = GetBankIdentity(index) ^ 2;
+ bankOnField2 = gBattlePartyID[GetBankByIdentity(status)];
+ }
+ else // in singles there's only one bank by side
+ {
+ bankOnField1 = gBattlePartyID[index];
+ bankOnField2 = gBattlePartyID[index];
+ }
+
+ for (i = 0; i < 6; i++)
+ {
+ if (i != bankOnField1 && i != bankOnField2
+ && GetMonData(&party[i], MON_DATA_HP) != 0
+ && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_NONE
+ && GetMonData(&party[i], MON_DATA_SPECIES2) != SPECIES_EGG)
+ {
+ AI_THINKING_STRUCT->funcResult++;
+ }
+ }
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_considered_move(void)
+{
+ AI_THINKING_STRUCT->funcResult = AI_THINKING_STRUCT->moveConsidered;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_considered_move_effect(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_ability(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ index = sBank_AI;
+ else
+ index = gBankTarget;
+
+ if(gActiveBank != index)
+ {
+ if(BATTLE_HISTORY->abilities[index] != 0)
+ {
+ AI_THINKING_STRUCT->funcResult = BATTLE_HISTORY->abilities[index];
+ gAIScriptPtr += 2;
+ return;
+ }
+
+ // abilities that prevent fleeing.
+ if (gBattleMons[index].ability == ABILITY_SHADOW_TAG
+ || gBattleMons[index].ability == ABILITY_MAGNET_PULL
+ || gBattleMons[index].ability == ABILITY_ARENA_TRAP)
+ {
+ AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
+ gAIScriptPtr += 2;
+ return;
+ }
+
+ if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE)
+ {
+ if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE)
+ {
+ // AI has no knowledge of opponent, so it guesses which ability.
+ if (Random() & 1)
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2;
+ }
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; // it's definitely ability 1.
+ }
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability.
+ }
+ }
+ else
+ {
+ // The AI knows its own ability.
+ AI_THINKING_STRUCT->funcResult = gBattleMons[index].ability;
+ }
+ gAIScriptPtr += 2;
+}
+
+#ifdef NONMATCHING
+static void BattleAICmd_check_ability(void)
+{
+ u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]);
+ u8 ability = gAIScriptPtr[2];
+
+ if (gAIScriptPtr[1] == AI_TARGET || gAIScriptPtr[1] == AI_TARGET_PARTNER)
+ {
+ if (BATTLE_HISTORY->abilities[bank] != 0)
+ {
+ ability = BATTLE_HISTORY->abilities[bank];
+ AI_THINKING_STRUCT->funcResult = ability;
+ }
+ // abilities that prevent fleeing.
+ else if (gBattleMons[bank].ability == ABILITY_SHADOW_TAG
+ || gBattleMons[bank].ability == ABILITY_MAGNET_PULL
+ || gBattleMons[bank].ability == ABILITY_ARENA_TRAP)
+ {
+ ability = gBattleMons[bank].ability;
+ }
+ else if (gBaseStats[gBattleMons[bank].species].ability1 != ABILITY_NONE)
+ {
+ if (gBaseStats[gBattleMons[bank].species].ability2 != ABILITY_NONE)
+ {
+ if (gBaseStats[gBattleMons[bank].species].ability1 != ability
+ && gBaseStats[gBattleMons[bank].species].ability2 != ability)
+ {
+ ability = gBaseStats[gBattleMons[bank].species].ability1;
+ }
+ else
+ ability = 0;
+ }
+ else
+ {
+ ability = gBaseStats[gBattleMons[bank].species].ability1;
+ }
+ }
+ else
+ {
+ ability = gBaseStats[gBattleMons[bank].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability.
+ }
+ }
+ else
+ {
+ // The AI knows its own or partner's ability.
+ ability = gBattleMons[bank].ability;
+ }
+ if (ability == 0)
+ {
+ AI_THINKING_STRUCT->funcResult = 2; // unable to answer
+ }
+ else if (ability == gAIScriptPtr[2])
+ {
+ AI_THINKING_STRUCT->funcResult = 1; // pokemon has the ability we wanted to check
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = 0; // pokemon doesn't have the ability we wanted to check
+ }
+ gAIScriptPtr += 3;
+}
+#else
+__attribute__((naked))
+static void BattleAICmd_check_ability(void)
+{
+ asm(".syntax unified\n\
+ push {r4-r6,lr}\n\
+ ldr r4, =gAIScriptPtr\n\
+ ldr r0, [r4]\n\
+ ldrb r0, [r0, 0x1]\n\
+ bl BattleAI_GetWantedBank\n\
+ lsls r0, 24\n\
+ lsrs r5, r0, 24\n\
+ ldr r0, [r4]\n\
+ ldrb r3, [r0, 0x2]\n\
+ ldrb r0, [r0, 0x1]\n\
+ cmp r0, 0\n\
+ beq _0813253A\n\
+ cmp r0, 0x2\n\
+ bne _081325BC\n\
+_0813253A:\n\
+ ldr r0, =gBattleResources\n\
+ ldr r4, [r0]\n\
+ ldr r1, [r4, 0x18]\n\
+ adds r1, 0x40\n\
+ adds r2, r1, r5\n\
+ ldrb r1, [r2]\n\
+ adds r6, r0, 0\n\
+ cmp r1, 0\n\
+ beq _0813255C\n\
+ adds r3, r1, 0\n\
+ ldr r0, [r4, 0x14]\n\
+ str r3, [r0, 0x8]\n\
+ b _081325CA\n\
+ .pool\n\
+_0813255C:\n\
+ ldr r1, =gBattleMons\n\
+ movs r0, 0x58\n\
+ muls r0, r5\n\
+ adds r4, r0, r1\n\
+ adds r0, r4, 0\n\
+ adds r0, 0x20\n\
+ ldrb r0, [r0]\n\
+ cmp r0, 0x17\n\
+ beq _08132576\n\
+ cmp r0, 0x2A\n\
+ beq _08132576\n\
+ cmp r0, 0x47\n\
+ bne _08132588\n\
+_08132576:\n\
+ movs r0, 0x58\n\
+ muls r0, r5\n\
+ adds r0, r1\n\
+ adds r0, 0x20\n\
+ ldrb r3, [r0]\n\
+ b _081325CA\n\
+ .pool\n\
+_08132588:\n\
+ ldr r2, =gBaseStats\n\
+ ldrh r1, [r4]\n\
+ lsls r0, r1, 3\n\
+ subs r0, r1\n\
+ lsls r0, 2\n\
+ adds r1, r0, r2\n\
+ ldrb r4, [r1, 0x16]\n\
+ cmp r4, 0\n\
+ beq _081325B8\n\
+ ldrb r2, [r1, 0x17]\n\
+ cmp r2, 0\n\
+ beq _081325B4\n\
+ adds r0, r3, 0\n\
+ cmp r4, r0\n\
+ beq _081325CE\n\
+ cmp r2, r0\n\
+ beq _081325CE\n\
+ adds r3, r4, 0\n\
+ b _081325CA\n\
+ .pool\n\
+_081325B4:\n\
+ ldrb r3, [r1, 0x16]\n\
+ b _081325CA\n\
+_081325B8:\n\
+ ldrb r3, [r1, 0x17]\n\
+ b _081325CA\n\
+_081325BC:\n\
+ ldr r1, =gBattleMons\n\
+ movs r0, 0x58\n\
+ muls r0, r5\n\
+ adds r0, r1\n\
+ adds r0, 0x20\n\
+ ldrb r3, [r0]\n\
+ ldr r6, =gBattleResources\n\
+_081325CA:\n\
+ cmp r3, 0\n\
+ bne _081325E8\n\
+_081325CE:\n\
+ ldr r0, [r6]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x2\n\
+ str r0, [r1, 0x8]\n\
+ ldr r2, =gAIScriptPtr\n\
+ b _08132608\n\
+ .pool\n\
+_081325E8:\n\
+ ldr r0, =gAIScriptPtr\n\
+ ldr r1, [r0]\n\
+ adds r2, r0, 0\n\
+ ldrb r1, [r1, 0x2]\n\
+ cmp r3, r1\n\
+ bne _08132600\n\
+ ldr r0, [r6]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0x1\n\
+ b _08132606\n\
+ .pool\n\
+_08132600:\n\
+ ldr r0, [r6]\n\
+ ldr r1, [r0, 0x14]\n\
+ movs r0, 0\n\
+_08132606:\n\
+ str r0, [r1, 0x8]\n\
+_08132608:\n\
+ ldr r0, [r2]\n\
+ adds r0, 0x3\n\
+ str r0, [r2]\n\
+ pop {r4-r6}\n\
+ pop {r0}\n\
+ bx r0\n\
+ .pool\n\
+ .syntax divided");
+}
+#endif
+
+static void BattleAICmd_get_highest_type_effectiveness(void)
+{
+ s32 i;
+ u8* dynamicMoveType;
+
+ gDynamicBasePower = 0;
+ dynamicMoveType = &gBattleStruct->dynamicMoveType;
+ *dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gBattleMoveFlags = 0;
+ gCritMultiplier = 1;
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ for (i = 0; i < 4; i++)
+ {
+ gBattleMoveDamage = 40;
+ gCurrentMove = gBattleMons[sBank_AI].moves[i];
+
+ if (gCurrentMove)
+ {
+ TypeCalc(gCurrentMove, sBank_AI, gBankTarget);
+
+ // reduce by 1/3.
+ if (gBattleMoveDamage == 120)
+ gBattleMoveDamage = 80;
+ if (gBattleMoveDamage == 240)
+ gBattleMoveDamage = 160;
+ if (gBattleMoveDamage == 30)
+ gBattleMoveDamage = 20;
+ if (gBattleMoveDamage == 15)
+ gBattleMoveDamage = 10;
+
+ if (gBattleMoveFlags & MOVESTATUS_NOTAFFECTED)
+ gBattleMoveDamage = 0;
+
+ if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage)
+ AI_THINKING_STRUCT->funcResult = gBattleMoveDamage;
+ }
+ }
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_type_effectiveness(void)
+{
+ u8 damageVar;
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gBattleMoveFlags = 0;
+ gCritMultiplier = 1;
+
+ gBattleMoveDamage = 40;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+
+ TypeCalc(gCurrentMove, sBank_AI, gBankTarget);
+
+ if (gBattleMoveDamage == 120)
+ gBattleMoveDamage = 80;
+ if (gBattleMoveDamage == 240)
+ gBattleMoveDamage = 160;
+ if (gBattleMoveDamage == 30)
+ gBattleMoveDamage = 20;
+ if (gBattleMoveDamage == 15)
+ gBattleMoveDamage = 10;
+
+ if (gBattleMoveFlags & MOVESTATUS_NOTAFFECTED)
+ gBattleMoveDamage = 0;
+
+ // store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8.
+ damageVar = gBattleMoveDamage;
+
+ if (damageVar == gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_nullsub_32(void)
+{
+}
+
+static void BattleAICmd_nullsub_33(void)
+{
+}
+
+static void BattleAICmd_if_status_in_party(void)
+{
+ struct Pokemon *party;
+ int i;
+ u32 statusToCompareTo;
+ u8 index;
+
+ switch(gAIScriptPtr[1])
+ {
+ case 1:
+ index = sBank_AI;
+ break;
+ default:
+ index = gBankTarget;
+ break;
+ }
+
+ party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty;
+
+ statusToCompareTo = AIScriptRead32(gAIScriptPtr + 2);
+
+ for (i = 0; i < 6; i++)
+ {
+ u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
+ u16 hp = GetMonData(&party[i], MON_DATA_HP);
+ u32 status = GetMonData(&party[i], MON_DATA_STATUS);
+
+ if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+ return;
+ }
+ }
+
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status_not_in_party(void)
+{
+ struct Pokemon *party;
+ int i;
+ u32 statusToCompareTo;
+ u8 index;
+
+ switch(gAIScriptPtr[1])
+ {
+ case 1:
+ index = sBank_AI;
+ break;
+ default:
+ index = gBankTarget;
+ break;
+ }
+
+ party = (GetBankSide(index) == 0) ? gPlayerParty : gEnemyParty;
+
+ statusToCompareTo = AIScriptRead32(gAIScriptPtr + 2);
+
+ for (i = 0; i < 6; i++)
+ {
+ u16 species = GetMonData(&party[i], MON_DATA_SPECIES);
+ u16 hp = GetMonData(&party[i], MON_DATA_HP);
+ u32 status = GetMonData(&party[i], MON_DATA_STATUS);
+
+ if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
+ {
+ gAIScriptPtr += 10; // still bugged in Emerald
+ }
+ }
+
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6);
+}
+
+static void BattleAICmd_get_weather(void)
+{
+ if (gBattleWeather & WEATHER_RAIN_ANY)
+ AI_THINKING_STRUCT->funcResult = 1;
+ if (gBattleWeather & WEATHER_SANDSTORM_ANY)
+ AI_THINKING_STRUCT->funcResult = 2;
+ if (gBattleWeather & WEATHER_SUN_ANY)
+ AI_THINKING_STRUCT->funcResult = 0;
+ if (gBattleWeather & WEATHER_HAIL_ANY)
+ AI_THINKING_STRUCT->funcResult = 3;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_stat_level_less_than(void)
+{
+ u32 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gBattleMons[bank].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_more_than(void)
+{
+ u32 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gBattleMons[bank].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_equal(void)
+{
+ u32 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gBattleMons[bank].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_not_equal(void)
+{
+ u32 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gBattleMons[bank].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3])
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_can_faint(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
+ {
+ gAIScriptPtr += 5;
+ return;
+ }
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gBattleMoveFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(sBank_AI, gBankTarget);
+ TypeCalc(gCurrentMove, sBank_AI, gBankTarget);
+
+ gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
+
+ // moves always do at least 1 damage.
+ if (gBattleMoveDamage == 0)
+ gBattleMoveDamage = 1;
+
+ if (gBattleMons[gBankTarget].hp <= gBattleMoveDamage)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_cant_faint(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power < 2)
+ {
+ gAIScriptPtr += 5;
+ return;
+ }
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleScripting.dmgMultiplier = 1;
+ gBattleMoveFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(sBank_AI, gBankTarget);
+ TypeCalc(gCurrentMove, sBank_AI, gBankTarget);
+
+ gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
+
+ // this macro is missing the damage 0 = 1 assumption.
+
+ if (gBattleMons[gBankTarget].hp > gBattleMoveDamage)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_has_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch(gAIScriptPtr[1])
+ {
+ case AI_USER:
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i == 4)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ return;
+ }
+ case AI_USER_PARTNER:
+ if (gBattleMons[sBank_AI ^ 2].hp == 0)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI ^ 2].moves[i] == *temp_ptr)
+ break;
+ }
+ }
+ if (i == 4)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ return;
+ }
+ case AI_TARGET:
+ case AI_TARGET_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i == 4)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ return;
+ }
+ }
+}
+
+static void BattleAICmd_if_dont_have_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch(gAIScriptPtr[1])
+ {
+ case AI_USER:
+ case AI_USER_PARTNER: // UB: no separate check for user partner
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i != 4)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ return;
+ }
+ case AI_TARGET:
+ case AI_TARGET_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i != 4)
+ {
+ gAIScriptPtr += 8;
+ return;
+ }
+ else
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ return;
+ }
+ }
+}
+
+static void BattleAICmd_if_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case AI_USER:
+ case AI_USER_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if(gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i == 4)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ break;
+ case AI_TARGET:
+ case AI_TARGET_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if (gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBankTarget].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i == 4)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ break;
+ }
+}
+
+static void BattleAICmd_if_not_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case AI_USER:
+ case AI_USER_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if(gBattleMons[sBank_AI].moves[i] != 0 && gBattleMoves[gBattleMons[sBank_AI].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != 4)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ break;
+ case AI_TARGET:
+ case AI_TARGET_PARTNER:
+ for (i = 0; i < 4; i++)
+ {
+ if (BATTLE_HISTORY->usedMoves[gBankTarget].moves[i] && gBattleMoves[BATTLE_HISTORY->usedMoves[gBankTarget].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != 4)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ break;
+ }
+}
+
+static void BattleAICmd_if_any_move_disabled_or_encored(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gAIScriptPtr[2] == 0)
+ {
+ if (gDisableStructs[bank].disabledMove == 0)
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ return;
+ }
+ else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1.
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ else if (gDisableStructs[bank].encoredMove != 0)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3);
+ return;
+ }
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_curr_move_disabled_or_encored(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0:
+ if (gDisableStructs[gActiveBank].disabledMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1:
+ if (gDisableStructs[gActiveBank].encoredMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ default:
+ gAIScriptPtr += 6;
+ return;
+ }
+}
+
+static void BattleAICmd_flee(void)
+{
+ AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); // what matters is UNK2 being enabled.
+}
+
+static void BattleAICmd_if_random_100(void)
+{
+ u8 safariFleeRate = gBattleStruct->field_7B * 5; // safari flee rate, from 0-20
+
+ if ((u8)(Random() % 100) < safariFleeRate)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_watch(void)
+{
+ AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); // what matters is UNK3 being enabled.
+}
+
+static void BattleAICmd_get_hold_effect(void)
+{
+ u8 bank;
+ u16 status;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ if (gActiveBank != bank)
+ {
+ AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(BATTLE_HISTORY->itemEffects[bank]);
+ }
+ else
+ AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[bank].item);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_if_holds_item(void)
+{
+ u8 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]);
+ u16 item;
+ u8 var1, var2;
+
+ if ((bank & 1) == (sBank_AI & 1))
+ item = gBattleMons[bank].item;
+ else
+ item = BATTLE_HISTORY->itemEffects[bank];
+
+ // UB: doesn't properly read an unaligned u16
+ var2 = gAIScriptPtr[2];
+ var1 = gAIScriptPtr[3];
+
+ if ((var1 | var2) == item)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_get_gender(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[bank].species, gBattleMons[bank].personality);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_is_first_turn(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].isFirstTurn;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_stockpile_count(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].stockpileCounter;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_is_double_battle(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleTypeFlags & BATTLE_TYPE_DOUBLE;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_used_held_item(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ // This is likely a leftover from Ruby's code and its ugly ewram access
+ #ifdef NONMATCHING
+ AI_THINKING_STRUCT->funcResult = gBattleStruct->usedHeldItems[bank];
+ #else
+ AI_THINKING_STRUCT->funcResult = *(u8*)((u8*)(gBattleStruct) + 0xB8 + (bank * 2));
+ #endif // NONMATCHING
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_move_type_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].type;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_move_power_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].power;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_move_effect_from_result(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->funcResult].effect;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_protect_count(void)
+{
+ u8 bank;
+
+ if (gAIScriptPtr[1] == AI_USER)
+ bank = sBank_AI;
+ else
+ bank = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[bank].protectUses;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_nullsub_52(void)
+{
+}
+
+static void BattleAICmd_nullsub_53(void)
+{
+}
+
+static void BattleAICmd_nullsub_54(void)
+{
+}
+
+static void BattleAICmd_nullsub_55(void)
+{
+}
+
+static void BattleAICmd_nullsub_56(void)
+{
+}
+
+static void BattleAICmd_nullsub_57(void)
+{
+}
+
+static void BattleAICmd_call(void)
+{
+ AIStackPushVar(gAIScriptPtr + 5);
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_jump(void)
+{
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_end(void)
+{
+ if (AIStackPop() == 0)
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+}
+
+static void BattleAICmd_if_level_cond(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0: // greater than
+ if (gBattleMons[sBank_AI].level > gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1: // less than
+ if (gBattleMons[sBank_AI].level < gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 2: // equal
+ if (gBattleMons[sBank_AI].level == gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ }
+}
+
+static void BattleAICmd_if_target_taunted(void)
+{
+ if (gDisableStructs[gBankTarget].tauntTimer1 != 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_target_not_taunted(void)
+{
+ if (gDisableStructs[gBankTarget].tauntTimer1 == 0)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_target_is_ally(void)
+{
+ if((sBank_AI & 1) == (gBankTarget & 1))
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_flash_fired(void)
+{
+ u8 index = BattleAI_GetWantedBank(gAIScriptPtr[1]);
+
+ if(gBattleResources->flags->flags[index] & UNKNOWN_FLAG_FLASH_FIRE)
+ gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void AIStackPushVar(const u8 *var)
+{
+ gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = var;
+}
+
+static void AIStackPushVar_cursor(void)
+{
+ gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size++] = gAIScriptPtr;
+}
+
+static bool8 AIStackPop(void)
+{
+ if (gBattleResources->AI_ScriptsStack->size != 0)
+ {
+ --gBattleResources->AI_ScriptsStack->size;
+ gAIScriptPtr = gBattleResources->AI_ScriptsStack->ptr[gBattleResources->AI_ScriptsStack->size];
+ return TRUE;
+ }
+ else
+ return FALSE;
+}