diff options
Diffstat (limited to 'src/battle_ai_script_commands.c')
-rw-r--r-- | src/battle_ai_script_commands.c | 2312 |
1 files changed, 2312 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..24377eacc --- /dev/null +++ b/src/battle_ai_script_commands.c @@ -0,0 +1,2312 @@ +#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" +#include "moves.h" +#include "util.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) (const 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[BATTLE_BANKS_COUNT]; +extern u16 gCurrentMove; +extern u8 gBankTarget; +extern u8 gAbsentBankFlags; +extern u16 gLastUsedMovesByBanks[BATTLE_BANKS_COUNT]; +extern u16 gTrainerBattleOpponent_A; +extern u16 gTrainerBattleOpponent_B; +extern u32 gStatuses3[BATTLE_BANKS_COUNT]; +extern u16 gSideAffecting[2]; +extern u16 gBattlePartyID[BATTLE_BANKS_COUNT]; +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 u8 * const gBattleAI_ScriptsTable[]; + +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_hwords(void); +static void BattleAICmd_if_not_in_hwords(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_hwords, // 0x1D + BattleAICmd_if_not_in_hwords, // 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]; +} + +static u8 BattleAI_ChooseMoveOrAction_Doubles(void) +{ + s32 i; + s32 j; + s32 scriptsToRun; + s16 bestMovePointsForTarget[4]; + s8 mostViableTargetsArray[4]; + u8 actionOrMoveIndex[4]; + u8 mostViableMovesScores[4]; + u8 mostViableMovesIndices[4]; + s32 mostViableTargetsNo; + s32 mostViableMovesNo; + s16 mostMovePoints; + + for (i = 0; i < 4; i++) + { + if (i == sBank_AI || gBattleMons[i].hp == 0) + { + actionOrMoveIndex[i] = -1; + bestMovePointsForTarget[i] = -1; + } + else + { + if (gBattleTypeFlags & BATTLE_TYPE_PALACE) + BattleAI_SetupAIData(gBattleStruct->field_92 >> 4); + else + BattleAI_SetupAIData(0xF); + + gBankTarget = i; + + if ((i & BIT_SIDE) != (sBank_AI & BIT_SIDE)) + RecordLastUsedMoveByTarget(); + + 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; + } + if (AI_THINKING_STRUCT->aiAction & AI_ACTION_FLEE) + actionOrMoveIndex[i] = 4; + else if (AI_THINKING_STRUCT->aiAction & AI_ACTION_WATCH) + actionOrMoveIndex[i] = 5; + else + { + 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 ^ BIT_MON) && bestMovePointsForTarget[i] < 100) + { + bestMovePointsForTarget[i] = -1; + mostViableMovesScores[0] = mostViableMovesScores[0]; // needed to match + } + + } + } + } + + 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]; +} + +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) +{ + const 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) +{ + const 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) +{ + const 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) +{ + const 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) +{ + const 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) +{ + const 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_hwords(void) +{ + const u16 *ptr = (const 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_hwords(void) +{ + const 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 ^ BIT_MON; + case AI_TARGET_PARTNER: + return gBankTarget ^ BIT_MON; + } +} + +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; +} + +static void BattleAICmd_is_most_powerful_move(void) +{ + s32 i, checkedMove; + s32 moveDmgs[4]; + + for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++) + { + if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == sDiscouragedPowerfulMoveEffects[i]) + break; + } + + if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power > 1 + && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF) + { + gDynamicBasePower = 0; + *(&gBattleStruct->dynamicMoveType) = 0; + gBattleScripting.dmgMultiplier = 1; + gBattleMoveFlags = 0; + gCritMultiplier = 1; + + for (checkedMove = 0; checkedMove < 4; checkedMove++) + { + for (i = 0; sDiscouragedPowerfulMoveEffects[i] != 0xFFFF; i++) + { + if (gBattleMoves[gBattleMons[sBank_AI].moves[checkedMove]].effect == sDiscouragedPowerfulMoveEffects[i]) + break; + } + + if (gBattleMons[sBank_AI].moves[checkedMove] != MOVE_NONE + && sDiscouragedPowerfulMoveEffects[i] == 0xFFFF + && gBattleMoves[gBattleMons[sBank_AI].moves[checkedMove]].power > 1) + { + gCurrentMove = gBattleMons[sBank_AI].moves[checkedMove]; + AI_CalcDmg(sBank_AI, gBankTarget); + TypeCalc(gCurrentMove, sBank_AI, gBankTarget); + moveDmgs[checkedMove] = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[checkedMove] / 100; + if (moveDmgs[checkedMove] == 0) + moveDmgs[checkedMove] = 1; + } + else + { + moveDmgs[checkedMove] = 0; + } + } + + for (checkedMove = 0; checkedMove < 4; checkedMove++) + { + if (moveDmgs[checkedMove] > moveDmgs[AI_THINKING_STRUCT->movesetIndex]) + break; + } + + if (checkedMove == 4) + AI_THINKING_STRUCT->funcResult = 2; // is the most powerful + else + AI_THINKING_STRUCT->funcResult = 1; // not most powerful + } + else + { + AI_THINKING_STRUCT->funcResult = 0; // highly discouraged in terms of power + } + + gAIScriptPtr++; +} + +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 (GetWhoStrikesFirst(sBank_AI, gBankTarget, TRUE) == gAIScriptPtr[1]) + gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); + else + gAIScriptPtr += 6; +} + +static void BattleAICmd_if_would_not_go_first(void) +{ + if (GetWhoStrikesFirst(sBank_AI, gBankTarget, TRUE) != 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) == SIDE_PLAYER) + 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; +} + +static void BattleAICmd_check_ability(void) +{ + u32 bank = BattleAI_GetWantedBank(gAIScriptPtr[1]); + u32 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) + { + u8 abilityDummyVariable = ability; // needed to match + if (gBaseStats[gBattleMons[bank].species].ability1 != abilityDummyVariable + && gBaseStats[gBattleMons[bank].species].ability2 != abilityDummyVariable) + { + 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; +} + +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 AI_USER: + 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; + const 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; + const 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); +} + +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); +} + +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 & BIT_SIDE) == (sBank_AI & BIT_SIDE)) + 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) + offsetof(struct BattleStruct, usedHeldItems) + (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; +} |