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-rw-r--r--src/battle_ai_script_commands.c58
1 files changed, 40 insertions, 18 deletions
diff --git a/src/battle_ai_script_commands.c b/src/battle_ai_script_commands.c
index 9fdd4d0c3..bb615e497 100644
--- a/src/battle_ai_script_commands.c
+++ b/src/battle_ai_script_commands.c
@@ -263,7 +263,10 @@ static const BattleAICmdFunc sBattleAICmdTable[] =
Cmd_if_holds_item, // 0x62
};
-static const u16 sDiscouragedPowerfulMoveEffects[] =
+// For the purposes of determining the most powerful move in a moveset, these
+// moves are treated the same as having a power of 0 or 1
+#define IGNORED_MOVES_END 0xFFFF
+static const u16 sIgnoredPowerfulMoveEffects[] =
{
EFFECT_EXPLOSION,
EFFECT_DREAM_EATER,
@@ -277,7 +280,7 @@ static const u16 sDiscouragedPowerfulMoveEffects[] =
EFFECT_SUPERPOWER,
EFFECT_ERUPTION,
EFFECT_OVERHEAT,
- 0xFFFF
+ IGNORED_MOVES_END
};
// code
@@ -1177,14 +1180,14 @@ static void Cmd_get_how_powerful_move_is(void)
s32 i, checkedMove;
s32 moveDmgs[MAX_MON_MOVES];
- for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
+ for (i = 0; sIgnoredPowerfulMoveEffects[i] != IGNORED_MOVES_END; i++)
{
- if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i])
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sIgnoredPowerfulMoveEffects[i])
break;
}
if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1
- && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF)
+ && sIgnoredPowerfulMoveEffects[i] == IGNORED_MOVES_END)
{
gDynamicBasePower = 0;
*(&gBattleStruct->dynamicMoveType) = 0;
@@ -1192,16 +1195,18 @@ static void Cmd_get_how_powerful_move_is(void)
gMoveResultFlags = 0;
gCritMultiplier = 1;
+ // Considered move has power and is not in sIgnoredPowerfulMoveEffects
+ // Check all other moves and calculate their power
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
- for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++)
+ for (i = 0; sIgnoredPowerfulMoveEffects[i] != IGNORED_MOVES_END; i++)
{
- if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i])
+ if (gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].effect == sIgnoredPowerfulMoveEffects[i])
break;
}
if (gBattleMons[sBattler_AI].moves[checkedMove] != MOVE_NONE
- && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF
+ && sIgnoredPowerfulMoveEffects[i] == IGNORED_MOVES_END
&& gBattleMoves[gBattleMons[sBattler_AI].moves[checkedMove]].power > 1)
{
gCurrentMove = gBattleMons[sBattler_AI].moves[checkedMove];
@@ -1217,6 +1222,7 @@ static void Cmd_get_how_powerful_move_is(void)
}
}
+ // Is the considered move the most powerful move available?
for (checkedMove = 0; checkedMove < MAX_MON_MOVES; checkedMove++)
{
if (moveDmgs[checkedMove] > moveDmgs[AI_THINKING_STRUCT->movesetIndex])
@@ -1224,13 +1230,14 @@ static void Cmd_get_how_powerful_move_is(void)
}
if (checkedMove == MAX_MON_MOVES)
- AI_THINKING_STRUCT->funcResult = MOVE_MOST_POWERFUL; // Is the most powerful.
+ AI_THINKING_STRUCT->funcResult = MOVE_MOST_POWERFUL;
else
- AI_THINKING_STRUCT->funcResult = MOVE_NOT_MOST_POWERFUL; // Not the most powerful.
+ AI_THINKING_STRUCT->funcResult = MOVE_NOT_MOST_POWERFUL;
}
else
{
- AI_THINKING_STRUCT->funcResult = MOVE_POWER_DISCOURAGED; // Highly discouraged in terms of power.
+ // Move has a power of 0/1, or is in the group sIgnoredPowerfulMoveEffects
+ AI_THINKING_STRUCT->funcResult = MOVE_POWER_OTHER;
}
gAIScriptPtr++;
@@ -1761,7 +1768,11 @@ static void Cmd_if_cant_faint(void)
gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
- // This macro is missing the damage 0 = 1 assumption.
+#ifdef BUGFIX
+ // Moves always do at least 1 damage.
+ if (gBattleMoveDamage == 0)
+ gBattleMoveDamage = 1;
+#endif
if (gBattleMons[gBattlerTarget].hp > gBattleMoveDamage)
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
@@ -1877,9 +1888,14 @@ static void Cmd_if_has_move_with_effect(void)
case AI_TARGET_PARTNER:
for (i = 0; i < MAX_MON_MOVES; i++)
{
- // UB: checks sBattler_AI instead of gBattlerTarget.
+ // BUG: checks sBattler_AI instead of gBattlerTarget.
+ #ifndef BUGFIX
if (gBattleMons[sBattler_AI].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2])
break;
+ #else
+ if (gBattleMons[gBattlerTarget].moves[i] != 0 && gBattleMoves[BATTLE_HISTORY->usedMoves[gBattlerTarget].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ #endif
}
if (i == MAX_MON_MOVES)
gAIScriptPtr += 7;
@@ -2014,18 +2030,24 @@ static void Cmd_if_holds_item(void)
{
u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
u16 item;
- u8 var1, var2;
+ u8 itemLo, itemHi;
if ((battlerId & BIT_SIDE) == (sBattler_AI & BIT_SIDE))
item = gBattleMons[battlerId].item;
else
item = BATTLE_HISTORY->itemEffects[battlerId];
- // UB: doesn't properly read an unaligned u16
- var2 = gAIScriptPtr[2];
- var1 = gAIScriptPtr[3];
+ itemHi = gAIScriptPtr[2];
+ itemLo = gAIScriptPtr[3];
- if ((var1 | var2) == item)
+#ifdef BUGFIX
+ // This bug doesn't affect the vanilla game because this script command
+ // is only used to check ITEM_PERSIM_BERRY, whose high byte happens to
+ // be 0.
+ if (((itemHi << 8) | itemLo) == item)
+#else
+ if ((itemLo | itemHi) == item)
+#endif
gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
else
gAIScriptPtr += 8;