diff options
Diffstat (limited to 'engine/battle/trainer_party_ai_misc.asm')
-rw-r--r-- | engine/battle/trainer_party_ai_misc.asm | 1263 |
1 files changed, 1263 insertions, 0 deletions
diff --git a/engine/battle/trainer_party_ai_misc.asm b/engine/battle/trainer_party_ai_misc.asm new file mode 100644 index 00000000..8cbb9329 --- /dev/null +++ b/engine/battle/trainer_party_ai_misc.asm @@ -0,0 +1,1263 @@ +; creates a set of moves that may be used and returns its address in hl +; unused slots are filled with 0, all used slots may be chosen with equal probability +AIEnemyTrainerChooseMoves: ; 39719 (e:5719) + ld a, $a + ld hl, wHPBarMaxHP ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end + ld [hli], a ; move 1 + ld [hli], a ; move 2 + ld [hli], a ; move 3 + ld [hl], a ; move 4 + ld a, [W_ENEMYDISABLEDMOVE] ; forbid disabled move (if any) + swap a + and $f + jr z, .noMoveDisabled + ld hl, wHPBarMaxHP + dec a + ld c, a + ld b, $0 + add hl, bc ; advance pointer to forbidden move + ld [hl], $50 ; forbid (highly discourage) disabled move +.noMoveDisabled + ld hl, TrainerClassMoveChoiceModifications ; 589B + ld a, [W_TRAINERCLASS] + ld b, a +.loopTrainerClasses + dec b + jr z, .readTrainerClassData +.loopTrainerClassData + ld a, [hli] + and a + jr nz, .loopTrainerClassData + jr .loopTrainerClasses +.readTrainerClassData + ld a, [hl] + and a + jp z, .useOriginalMoveSet + push hl +.nextMoveChoiceModification + pop hl + ld a, [hli] + and a + jr z, .loopFindMinimumEntries + push hl + ld hl, AIMoveChoiceModificationFunctionPointers ; $57a3 + dec a + add a + ld c, a + ld b, $0 + add hl, bc ; skip to pointer + ld a, [hli] ; read pointer into hl + ld h, [hl] + ld l, a + ld de, .nextMoveChoiceModification ; set return address + push de + jp [hl] ; execute modification function +.loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero + ld hl, wHPBarMaxHP ; temp move selection array + ld de, wEnemyMonMoves ; enemy moves + ld c, $4 +.loopDecrementEntries + ld a, [de] + inc de + and a + jr z, .loopFindMinimumEntries + dec [hl] + jr z, .minimumEntriesFound + inc hl + dec c + jr z, .loopFindMinimumEntries + jr .loopDecrementEntries +.minimumEntriesFound + ld a, c +.loopUndoPartialIteration ; undo last (partial) loop iteration + inc [hl] + dec hl + inc a + cp $5 + jr nz, .loopUndoPartialIteration + ld hl, wHPBarMaxHP ; temp move selection array + ld de, wEnemyMonMoves ; enemy moves + ld c, $4 +.filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0) + ld a, [de] + and a + jr nz, .moveExisting ; 0x3978a $1 + ld [hl], a +.moveExisting + ld a, [hl] + dec a + jr z, .slotWithMinimalValue + xor a + ld [hli], a ; disable move slot + jr .next +.slotWithMinimalValue + ld a, [de] + ld [hli], a ; enable move slot +.next + inc de + dec c + jr nz, .filterMinimalEntries + ld hl, wHPBarMaxHP ; use created temporary array as move set + ret +.useOriginalMoveSet + ld hl, wEnemyMonMoves ; use original move set + ret + +AIMoveChoiceModificationFunctionPointers: ; 397a3 (e:57a3) + dw AIMoveChoiceModification1 + dw AIMoveChoiceModification2 + dw AIMoveChoiceModification3 + dw AIMoveChoiceModification4 ; unused, does nothing + +; discourages moves that cause no damage but only a status ailment if player's mon already has one +AIMoveChoiceModification1: ; 397ab (e:57ab) + ld a, [wBattleMonStatus] + and a + ret z ; return if no status ailment on player's mon + ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest) + ld de, wEnemyMonMoves ; enemy moves + ld b, NUM_MOVES + 1 +.nextMove + dec b + ret z ; processed all 4 moves + inc hl + ld a, [de] + and a + ret z ; no more moves in move set + inc de + call ReadMove + ld a, [W_ENEMYMOVEPOWER] + and a + jr nz, .nextMove + ld a, [W_ENEMYMOVEEFFECT] + push hl + push de + push bc + ld hl, StatusAilmentMoveEffects + ld de, $0001 + call IsInArray + pop bc + pop de + pop hl + jr nc, .nextMove + ld a, [hl] + add $5 ; heavily discourage move + ld [hl], a + jr .nextMove + +StatusAilmentMoveEffects ; 57e2 + db $01 ; unused sleep effect + db SLEEP_EFFECT + db POISON_EFFECT + db PARALYZE_EFFECT + db $FF + +; slightly encourage moves with specific effects. +; in particular, stat-modifying moves and other move effects +; that fall in-bewteen +AIMoveChoiceModification2: ; 397e7 (e:57e7) + ld a, [wAILayer2Encouragement] + cp $1 + ret nz + ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset) + ld de, wEnemyMonMoves ; enemy moves + ld b, NUM_MOVES + 1 +.nextMove + dec b + ret z ; processed all 4 moves + inc hl + ld a, [de] + and a + ret z ; no more moves in move set + inc de + call ReadMove + ld a, [W_ENEMYMOVEEFFECT] + cp ATTACK_UP1_EFFECT + jr c, .nextMove + cp BIDE_EFFECT + jr c, .preferMove + cp ATTACK_UP2_EFFECT + jr c, .nextMove + cp POISON_EFFECT + jr c, .preferMove + jr .nextMove +.preferMove + dec [hl] ; sligthly encourage this move + jr .nextMove + +; encourages moves that are effective against the player's mon (even if non-damaging). +; discourage damaging moves that are ineffective or not very effective against the player's mon, +; unless there's no damaging move that deals at least neutral damage +AIMoveChoiceModification3: ; 39817 (e:5817) + ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset) + ld de, wEnemyMonMoves ; enemy moves + ld b, $5 +.nextMove + dec b + ret z ; processed all 4 moves + inc hl + ld a, [de] + and a + ret z ; no more moves in move set + inc de + call ReadMove + push hl + push bc + push de + callab AIGetTypeEffectiveness + pop de + pop bc + pop hl + ld a, [wd11e] + cp $10 + jr z, .nextMove + jr c, .notEffectiveMove + dec [hl] ; sligthly encourage this move + jr .nextMove +.notEffectiveMove ; discourages non-effective moves if better moves are available + push hl + push de + push bc + ld a, [W_ENEMYMOVETYPE] + ld d, a + ld hl, wEnemyMonMoves ; enemy moves + ld b, NUM_MOVES + 1 + ld c, $0 +.loopMoves + dec b + jr z, .done + ld a, [hli] + and a + jr z, .done + call ReadMove + ld a, [W_ENEMYMOVEEFFECT] + cp SUPER_FANG_EFFECT + jr z, .betterMoveFound ; Super Fang is considered to be a better move + cp SPECIAL_DAMAGE_EFFECT + jr z, .betterMoveFound ; any special damage moves are considered to be better moves + cp FLY_EFFECT + jr z, .betterMoveFound ; Fly is considered to be a better move + ld a, [W_ENEMYMOVETYPE] + cp d + jr z, .loopMoves + ld a, [W_ENEMYMOVEPOWER] + and a + jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves + jr .loopMoves +.betterMoveFound + ld c, a +.done + ld a, c + pop bc + pop de + pop hl + and a + jr z, .nextMove + inc [hl] ; sligthly discourage this move + jr .nextMove +AIMoveChoiceModification4: ; 39883 (e:5883) + ret + +ReadMove: ; 39884 (e:5884) + push hl + push de + push bc + dec a + ld hl,Moves + ld bc,6 + call AddNTimes + ld de,W_ENEMYMOVENUM + call CopyData + pop bc + pop de + pop hl + ret + +; move choice modification methods that are applied for each trainer class +; 0 is sentinel value +TrainerClassMoveChoiceModifications: ; 3989b (e:589b) + db 0 ; YOUNGSTER + db 1,0 ; BUG CATCHER + db 1,0 ; LASS + db 1,3,0 ; SAILOR + db 1,0 ; JR__TRAINER_M + db 1,0 ; JR__TRAINER_F + db 1,2,3,0; POKEMANIAC + db 1,2,0 ; SUPER_NERD + db 1,0 ; HIKER + db 1,0 ; BIKER + db 1,3,0 ; BURGLAR + db 1,0 ; ENGINEER + db 1,2,0 ; JUGGLER_X + db 1,3,0 ; FISHER + db 1,3,0 ; SWIMMER + db 0 ; CUE_BALL + db 1,0 ; GAMBLER + db 1,3,0 ; BEAUTY + db 1,2,0 ; PSYCHIC_TR + db 1,3,0 ; ROCKER + db 1,0 ; JUGGLER + db 1,0 ; TAMER + db 1,0 ; BIRD_KEEPER + db 1,0 ; BLACKBELT + db 1,0 ; SONY1 + db 1,3,0 ; PROF_OAK + db 1,2,0 ; CHIEF + db 1,2,0 ; SCIENTIST + db 1,3,0 ; GIOVANNI + db 1,0 ; ROCKET + db 1,3,0 ; COOLTRAINER_M + db 1,3,0 ; COOLTRAINER_F + db 1,0 ; BRUNO + db 1,0 ; BROCK + db 1,3,0 ; MISTY + db 1,3,0 ; LT__SURGE + db 1,3,0 ; ERIKA + db 1,3,0 ; KOGA + db 1,3,0 ; BLAINE + db 1,3,0 ; SABRINA + db 1,2,0 ; GENTLEMAN + db 1,3,0 ; SONY2 + db 1,3,0 ; SONY3 + db 1,2,3,0; LORELEI + db 1,0 ; CHANNELER + db 1,0 ; AGATHA + db 1,3,0 ; LANCE + +TrainerPicAndMoneyPointers: ; 39914 (e:5914) +; trainer pic pointers and base money. +; money received after battle = base money × level of highest-level enemy mon + dw YoungsterPic + money 1500 + + dw BugCatcherPic + money 1000 + + dw LassPic + money 1500 + + dw SailorPic + money 3000 + + dw JrTrainerMPic + money 2000 + + dw JrTrainerFPic + money 2000 + + dw PokemaniacPic + money 5000 + + dw SuperNerdPic + money 2500 + + dw HikerPic + money 3500 + + dw BikerPic + money 2000 + + dw BurglarPic + money 9000 + + dw EngineerPic + money 5000 + + dw JugglerPic + money 3500 + + dw FisherPic + money 3500 + + dw SwimmerPic + money 500 + + dw CueBallPic + money 2500 + + dw GamblerPic + money 7000 + + dw BeautyPic + money 7000 + + dw PsychicPic + money 1000 + + dw RockerPic + money 2500 + + dw JugglerPic + money 3500 + + dw TamerPic + money 4000 + + dw BirdKeeperPic + money 2500 + + dw BlackbeltPic + money 2500 + + dw Rival1Pic + money 3500 + + dw ProfOakPic + money 9900 + + dw ChiefPic + money 3000 + + dw ScientistPic + money 5000 + + dw GiovanniPic + money 9900 + + dw RocketPic + money 3000 + + dw CooltrainerMPic + money 3500 + + dw CooltrainerFPic + money 3500 + + dw BrunoPic + money 9900 + + dw BrockPic + money 9900 + + dw MistyPic + money 9900 + + dw LtSurgePic + money 9900 + + dw ErikaPic + money 9900 + + dw KogaPic + money 9900 + + dw BlainePic + money 9900 + + dw SabrinaPic + money 9900 + + dw GentlemanPic + money 7000 + + dw Rival2Pic + money 6500 + + dw Rival3Pic + money 9900 + + dw LoreleiPic + money 9900 + + dw ChannelerPic + money 3000 + + dw AgathaPic + money 9900 + + dw LancePic + money 9900 + +INCLUDE "text/trainer_names.asm" + +; formats a string at wMovesString that lists the moves at wMoves +FormatMovesString: ; 39b87 (e:5b87) + ld hl, wMoves + ld de, wMovesString + ld b, $0 +.printMoveNameLoop + ld a, [hli] + and a ; end of move list? + jr z, .printDashLoop ; print dashes when no moves are left + push hl + ld [wd0b5], a + ld a, BANK(MoveNames) + ld [wPredefBank], a + ld a, MOVE_NAME + ld [wNameListType], a + call GetName + ld hl, wcd6d +.copyNameLoop + ld a, [hli] + cp $50 + jr z, .doneCopyingName + ld [de], a + inc de + jr .copyNameLoop +.doneCopyingName + ld a, b + ld [wcd6c], a + inc b + ld a, $4e ; line break + ld [de], a + inc de + pop hl + ld a, b + cp NUM_MOVES + jr z, .done + jr .printMoveNameLoop +.printDashLoop + ld a, "-" + ld [de], a + inc de + inc b + ld a, b + cp NUM_MOVES + jr z, .done + ld a, $4e ; line break + ld [de], a + inc de + jr .printDashLoop +.done + ld a, "@" + ld [de], a + ret + +; XXX this is called in a few places, but it doesn't appear to do anything useful +Func_39bd5: ; 39bd5 (e:5bd5) + ld a, [wd11b] + cp $1 + jr nz, .asm_39be6 + ld hl, wEnemyPartyCount + ld de, wEnemyMonOT + ld a, ENEMYOT_NAME + jr .asm_39c18 +.asm_39be6 + cp $4 + jr nz, .calcAttackStat4 + ld hl, wPartyCount + ld de, wPartyMonOT + ld a, PLAYEROT_NAME + jr .asm_39c18 +.calcAttackStat4 + cp $5 + jr nz, .asm_39c02 + ld hl, wStringBuffer2 + 11 + ld de, MonsterNames + ld a, MONSTER_NAME + jr .asm_39c18 +.asm_39c02 + cp $2 + jr nz, .asm_39c10 + ld hl, wNumBagItems + ld de, ItemNames + ld a, ITEM_NAME + jr .asm_39c18 +.asm_39c10 + ld hl, wStringBuffer2 + 11 + ld de, ItemNames + ld a, ITEM_NAME +.asm_39c18 + ld [wNameListType], a + ld a, l + ld [wList], a + ld a, h + ld [wList + 1], a + ld a, e + ld [wcf8d], a + ld a, d + ld [wcf8e], a + ld bc, ItemPrices + ld a, c + ld [wItemPrices], a + ld a, b + ld [wItemPrices + 1], a + ret + +; get species of mon e in list [wcc49] for LoadMonData +GetMonSpecies: ; 39c37 (e:5c37) + ld hl, wPartySpecies + ld a, [wcc49] + and a + jr z, .getSpecies + dec a + jr z, .enemyParty + ld hl, wBoxSpecies + jr .getSpecies +.enemyParty + ld hl, wEnemyPartyMons +.getSpecies + ld d, 0 + add hl, de + ld a, [hl] + ld [wcf91], a + ret + +ReadTrainer: ; 39c53 (e:5c53) + +; don't change any moves in a link battle + ld a,[wLinkState] + and a + ret nz + +; set [wEnemyPartyCount] to 0, [wEnemyPartyMons] to FF +; XXX first is total enemy pokemon? +; XXX second is species of first pokemon? + ld hl,wEnemyPartyCount + xor a + ld [hli],a + dec a + ld [hl],a + +; get the pointer to trainer data for this class + ld a,[W_CUROPPONENT] + sub $C9 ; convert value from pokemon to trainer + add a,a + ld hl,TrainerDataPointers + ld c,a + ld b,0 + add hl,bc ; hl points to trainer class + ld a,[hli] + ld h,[hl] + ld l,a + ld a,[W_TRAINERNO] + ld b,a +; At this point b contains the trainer number, +; and hl points to the trainer class. +; Our next task is to iterate through the trainers, +; decrementing b each time, until we get to the right one. +.outer + dec b + jr z,.IterateTrainer +.inner + ld a,[hli] + and a + jr nz,.inner + jr .outer + +; if the first byte of trainer data is FF, +; - each pokemon has a specific level +; (as opposed to the whole team being of the same level) +; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move +; else the first byte is the level of every pokemon on the team +.IterateTrainer + ld a,[hli] + cp $FF ; is the trainer special? + jr z,.SpecialTrainer ; if so, check for special moves + ld [W_CURENEMYLVL],a +.LoopTrainerData + ld a,[hli] + and a ; have we reached the end of the trainer data? + jr z,.FinishUp + ld [wcf91],a ; write species somewhere (XXX why?) + ld a,1 + ld [wcc49],a + push hl + call AddPartyMon + pop hl + jr .LoopTrainerData +.SpecialTrainer +; if this code is being run: +; - each pokemon has a specific level +; (as opposed to the whole team being of the same level) +; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move + ld a,[hli] + and a ; have we reached the end of the trainer data? + jr z,.AddLoneMove + ld [W_CURENEMYLVL],a + ld a,[hli] + ld [wcf91],a + ld a,1 + ld [wcc49],a + push hl + call AddPartyMon + pop hl + jr .SpecialTrainer +.AddLoneMove +; does the trainer have a single monster with a different move + ld a,[W_LONEATTACKNO] ; Brock is 01, Misty is 02, Erika is 04, etc + and a + jr z,.AddTeamMove + dec a + add a,a + ld c,a + ld b,0 + ld hl,LoneMoves + add hl,bc + ld a,[hli] + ld d,[hl] + ld hl,wEnemyMon1Moves + 2 + ld bc,wEnemyMon2 - wEnemyMon1 + call AddNTimes + ld [hl],d + jr .FinishUp +.AddTeamMove +; check if our trainer's team has special moves + +; get trainer class number + ld a,[W_CUROPPONENT] + sub $C8 + ld b,a + ld hl,TeamMoves + +; iterate through entries in TeamMoves, checking each for our trainer class +.IterateTeamMoves + ld a,[hli] + cp b + jr z,.GiveTeamMoves ; is there a match? + inc hl ; if not, go to the next entry + inc a + jr nz,.IterateTeamMoves + + ; no matches found. is this trainer champion rival? + ld a,b + cp SONY3 + jr z,.ChampionRival + jr .FinishUp ; nope +.GiveTeamMoves + ld a,[hl] + ld [wEnemyMon5Moves + 2],a + jr .FinishUp +.ChampionRival ; give moves to his team + +; pidgeot + ld a,SKY_ATTACK + ld [wEnemyMon1Moves + 2],a + +; starter + ld a,[W_RIVALSTARTER] + cp STARTER3 + ld b,MEGA_DRAIN + jr z,.GiveStarterMove + cp STARTER1 + ld b,FIRE_BLAST + jr z,.GiveStarterMove + ld b,BLIZZARD ; must be squirtle +.GiveStarterMove + ld a,b + ld [wEnemyMon6Moves + 2],a +.FinishUp ; XXX this needs documenting + xor a ; clear D079-D07B + ld de,wd079 + ld [de],a + inc de + ld [de],a + inc de + ld [de],a + ld a,[W_CURENEMYLVL] + ld b,a +.LastLoop + ld hl,wd047 + ld c,2 + push bc + predef AddBCDPredef + pop bc + inc de + inc de + dec b + jr nz,.LastLoop + ret + +INCLUDE "data/trainer_moves.asm" + +INCLUDE "data/trainer_parties.asm" + +TrainerAI: ; 3a52e (e:652e) +;XXX called at 34964, 3c342, 3c398 + and a + ld a,[W_ISINBATTLE] + dec a + ret z ; if not a trainer, we're done here + ld a,[wLinkState] + cp LINK_STATE_BATTLING + ret z + ld a,[W_TRAINERCLASS] ; what trainer class is this? + dec a + ld c,a + ld b,0 + ld hl,TrainerAIPointers + add hl,bc + add hl,bc + add hl,bc + ld a,[wAICount] + and a + ret z ; if no AI uses left, we're done here + inc hl + inc a + jr nz,.getpointer + dec hl + ld a,[hli] + ld [wAICount],a +.getpointer + ld a,[hli] + ld h,[hl] + ld l,a + call Random + jp [hl] + +TrainerAIPointers: ; 3a55c (e:655c) +; one entry per trainer class +; first byte, number of times (per Pokémon) it can occur +; next two bytes, pointer to AI subroutine for trainer class + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,JugglerAI ; juggler_x + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,GenericAI + dbw 3,JugglerAI ; juggler + dbw 3,GenericAI + dbw 3,GenericAI + dbw 2,BlackbeltAI ; blackbelt + dbw 3,GenericAI + dbw 3,GenericAI + dbw 1,GenericAI ; chief + dbw 3,GenericAI + dbw 1,GiovanniAI ; giovanni + dbw 3,GenericAI + dbw 2,CooltrainerMAI ; cooltrainerm + dbw 1,CooltrainerFAI ; cooltrainerf + dbw 2,BrunoAI ; bruno + dbw 5,BrockAI ; brock + dbw 1,MistyAI ; misty + dbw 1,LtSurgeAI ; surge + dbw 1,ErikaAI ; erika + dbw 2,KogaAI ; koga + dbw 2,BlaineAI ; blaine + dbw 1,SabrinaAI ; sabrina + dbw 3,GenericAI + dbw 1,Sony2AI ; sony2 + dbw 1,Sony3AI ; sony3 + dbw 2,LoreleiAI ; lorelei + dbw 3,GenericAI + dbw 2,AgathaAI ; agatha + dbw 1,LanceAI ; lance + +JugglerAI: ; 3a5e9 (e:65e9) + cp $40 + ret nc + jp AISwitchIfEnoughMons + +BlackbeltAI: ; 3a5ef (e:65ef) + cp $20 + ret nc + jp AIUseXAttack + +GiovanniAI: ; 3a5f5 (e:65f5) + cp $40 + ret nc + jp AIUseGuardSpec + +CooltrainerMAI: ; 3a5fb (e:65fb) + cp $40 + ret nc + jp AIUseXAttack + +CooltrainerFAI: ; 3a601 (e:6601) + cp $40 + ld a,$A + call AICheckIfHPBelowFraction + jp c,AIUseHyperPotion + ld a,5 + call AICheckIfHPBelowFraction + ret nc + jp AISwitchIfEnoughMons + +BrockAI: ; 3a614 (e:6614) +; if his active monster has a status condition, use a full heal + ld a,[wEnemyMonStatus] + and a + ret z + jp AIUseFullHeal + +MistyAI: ; 3a61c (e:661c) + cp $40 + ret nc + jp AIUseXDefend + +LtSurgeAI: ; 3a622 (e:6622) + cp $40 + ret nc + jp AIUseXSpeed + +ErikaAI: ; 3a628 (e:6628) + cp $80 + ret nc + ld a,$A + call AICheckIfHPBelowFraction + ret nc + jp AIUseSuperPotion + +KogaAI: ; 3a634 (e:6634) + cp $40 + ret nc + jp AIUseXAttack + +BlaineAI: ; 3a63a (e:663a) + cp $40 + ret nc + jp AIUseSuperPotion + +SabrinaAI: ; 3a640 (e:6640) + cp $40 + ret nc + ld a,$A + call AICheckIfHPBelowFraction + ret nc + jp AIUseHyperPotion + +Sony2AI: ; 3a64c (e:664c) + cp $20 + ret nc + ld a,5 + call AICheckIfHPBelowFraction + ret nc + jp AIUsePotion + +Sony3AI: ; 3a658 (e:6658) + cp $20 + ret nc + ld a,5 + call AICheckIfHPBelowFraction + ret nc + jp AIUseFullRestore + +LoreleiAI: ; 3a664 (e:6664) + cp $80 + ret nc + ld a,5 + call AICheckIfHPBelowFraction + ret nc + jp AIUseSuperPotion + +BrunoAI: ; 3a670 (e:6670) + cp $40 + ret nc + jp AIUseXDefend + +AgathaAI: ; 3a676 (e:6676) + cp $14 + jp c,AISwitchIfEnoughMons + cp $80 + ret nc + ld a,4 + call AICheckIfHPBelowFraction + ret nc + jp AIUseSuperPotion + +LanceAI: ; 3a687 (e:6687) + cp $80 + ret nc + ld a,5 + call AICheckIfHPBelowFraction + ret nc + jp AIUseHyperPotion + +GenericAI: ; 3a693 (e:6693) + and a ; clear carry + ret + +; end of individual trainer AI routines + +DecrementAICount: ; 3a695 (e:6695) + ld hl,wAICount + dec [hl] + scf + ret + +Func_3a69b: ; 3a69b (e:669b) + ld a,(SFX_08_3e - SFX_Headers_08) / 3 + jp PlaySoundWaitForCurrent + +AIUseFullRestore: ; 3a6a0 (e:66a0) + call AICureStatus + ld a,FULL_RESTORE + ld [wcf05],a + ld de,wHPBarOldHP + ld hl,wEnemyMonHP + 1 + ld a,[hld] + ld [de],a + inc de + ld a,[hl] + ld [de],a + inc de + ld hl,wEnemyMonMaxHP + 1 + ld a,[hld] + ld [de],a + inc de + ld [wHPBarMaxHP],a + ld [wEnemyMonHP + 1],a + ld a,[hl] + ld [de],a + ld [wHPBarMaxHP+1],a + ld [wEnemyMonHP],a + jr AIPrintItemUseAndUpdateHPBar + +AIUsePotion: ; 3a6ca (e:66ca) +; enemy trainer heals his monster with a potion + ld a,POTION + ld b,20 + jr AIRecoverHP + +AIUseSuperPotion: ; 3a6d0 (e:66d0) +; enemy trainer heals his monster with a super potion + ld a,SUPER_POTION + ld b,50 + jr AIRecoverHP + +AIUseHyperPotion: ; 3a6d6 (e:66d6) +; enemy trainer heals his monster with a hyper potion + ld a,HYPER_POTION + ld b,200 + ; fallthrough + +AIRecoverHP: ; 3a6da (e:66da) +; heal b HP and print "trainer used $(a) on pokemon!" + ld [wcf05],a + ld hl,wEnemyMonHP + 1 + ld a,[hl] + ld [wHPBarOldHP],a + add b + ld [hld],a + ld [wHPBarNewHP],a + ld a,[hl] + ld [wHPBarOldHP+1],a + ld [wHPBarNewHP+1],a + jr nc,.next + inc a + ld [hl],a + ld [wHPBarNewHP+1],a +.next + inc hl + ld a,[hld] + ld b,a + ld de,wEnemyMonMaxHP + 1 + ld a,[de] + dec de + ld [wHPBarMaxHP],a + sub b + ld a,[hli] + ld b,a + ld a,[de] + ld [wHPBarMaxHP+1],a + sbc b + jr nc,AIPrintItemUseAndUpdateHPBar + inc de + ld a,[de] + dec de + ld [hld],a + ld [wHPBarNewHP],a + ld a,[de] + ld [hl],a + ld [wHPBarNewHP+1],a + ; fallthrough + +AIPrintItemUseAndUpdateHPBar: ; 3a718 (e:6718) + call AIPrintItemUse_ + hlCoord 2, 2 + xor a + ld [wHPBarType],a + predef UpdateHPBar2 + jp DecrementAICount + +AISwitchIfEnoughMons: ; 3a72a (e:672a) +; enemy trainer switches if there are 3 or more unfainted mons in party + ld a,[wEnemyPartyCount] + ld c,a + ld hl,wEnemyMon1HP + + ld d,0 ; keep count of unfainted monsters + + ; count how many monsters haven't fainted yet +.loop + ld a,[hli] + ld b,a + ld a,[hld] + or b + jr z,.Fainted ; has monster fainted? + inc d +.Fainted + push bc + ld bc,$2C + add hl,bc + pop bc + dec c + jr nz,.loop + + ld a,d ; how many available monsters are there? + cp 2 ; don't bother if only 1 or 2 + jp nc,SwitchEnemyMon + and a + ret + +SwitchEnemyMon: ; 3a74b (e:674b) + +; prepare to withdraw the active monster: copy hp, number, and status to roster + + ld a,[wEnemyMonPartyPos] + ld hl,wEnemyMon1HP + ld bc,wEnemyMon2 - wEnemyMon1 + call AddNTimes + ld d,h + ld e,l + ld hl,wEnemyMonHP + ld bc,4 + call CopyData + + ld hl, AIBattleWithdrawText + call PrintText + + ld a,1 + ld [wd11d],a + callab EnemySendOut + xor a + ld [wd11d],a + + ld a,[wLinkState] + cp LINK_STATE_BATTLING + ret z + scf + ret + +AIBattleWithdrawText: ; 3a781 (e:6781) + TX_FAR _AIBattleWithdrawText + db "@" + +AIUseFullHeal: ; 3a786 (e:6786) + call Func_3a69b + call AICureStatus + ld a,FULL_HEAL + jp AIPrintItemUse + +AICureStatus: ; 3a791 (e:6791) +; cures the status of enemy's active pokemon + ld a,[wEnemyMonPartyPos] + ld hl,wEnemyMon1Status + ld bc,wEnemyMon2 - wEnemyMon1 + call AddNTimes + xor a + ld [hl],a ; clear status in enemy team roster + ld [wEnemyMonStatus],a ; clear status of active enemy + ld hl,W_ENEMYBATTSTATUS3 + res 0,[hl] + ret + +AIUseXAccuracy: ; 0x3a7a8 unused + call Func_3a69b + ld hl,W_ENEMYBATTSTATUS2 + set 0,[hl] + ld a,X_ACCURACY + jp AIPrintItemUse + +AIUseGuardSpec: ; 3a7b5 (e:67b5) + call Func_3a69b + ld hl,W_ENEMYBATTSTATUS2 + set 1,[hl] + ld a,GUARD_SPEC_ + jp AIPrintItemUse + +AIUseDireHit: ; 0x3a7c2 unused + call Func_3a69b + ld hl,W_ENEMYBATTSTATUS2 + set 2,[hl] + ld a,DIRE_HIT + jp AIPrintItemUse + +AICheckIfHPBelowFraction: ; 3a7cf (e:67cf) +; return carry if enemy trainer's current HP is below 1 / a of the maximum + ld [H_DIVISOR],a + ld hl,wEnemyMonMaxHP + ld a,[hli] + ld [H_DIVIDEND],a + ld a,[hl] + ld [H_DIVIDEND + 1],a + ld b,2 + call Divide + ld a,[H_QUOTIENT + 3] + ld c,a + ld a,[H_QUOTIENT + 2] + ld b,a + ld hl,wEnemyMonHP + 1 + ld a,[hld] + ld e,a + ld a,[hl] + ld d,a + ld a,d + sub b + ret nz + ld a,e + sub c + ret + +AIUseXAttack: ; 3a7f2 (e:67f2) + ld b,$A + ld a,X_ATTACK + jr AIIncreaseStat + +AIUseXDefend: ; 3a7f8 (e:67f8) + ld b,$B + ld a,X_DEFEND + jr AIIncreaseStat + +AIUseXSpeed: ; 3a7fe (e:67fe) + ld b,$C + ld a,X_SPEED + jr AIIncreaseStat + +AIUseXSpecial: ; 3a804 (e:6804) + ld b,$D + ld a,X_SPECIAL + ; fallthrough + +AIIncreaseStat: ; 3a808 (e:6808) + ld [wcf05],a + push bc + call AIPrintItemUse_ + pop bc + ld hl,W_ENEMYMOVEEFFECT + ld a,[hld] + push af + ld a,[hl] + push af + push hl + ld a,$AF + ld [hli],a + ld [hl],b + callab StatModifierUpEffect + pop hl + pop af + ld [hli],a + pop af + ld [hl],a + jp DecrementAICount + +AIPrintItemUse: ; 3a82c (e:682c) + ld [wcf05],a + call AIPrintItemUse_ + jp DecrementAICount + +AIPrintItemUse_: ; 3a835 (e:6835) +; print "x used [wcf05] on z!" + ld a,[wcf05] + ld [wd11e],a + call GetItemName + ld hl, AIBattleUseItemText + jp PrintText + +AIBattleUseItemText: ; 3a844 (e:6844) + TX_FAR _AIBattleUseItemText + db "@" |