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authorCameron Hall <camthesaxman@users.noreply.github.com>2019-07-28 21:23:43 -0500
committerGitHub <noreply@github.com>2019-07-28 21:23:43 -0500
commit3f477dae36c99bcb03a38be251dbef2f7e344ebc (patch)
tree57da1db9027de960c4b066bdcf6ab17c03753791 /src/battle_ai_script_commands.c
parentd442be12102ed3493c04b3688f37a4ffad6606f7 (diff)
parente03220c21de7c33e1ddeb3fd0585378da37d8b51 (diff)
Merge pull request #750 from camthesaxman/filenames_1
emerald file names, part 1
Diffstat (limited to 'src/battle_ai_script_commands.c')
-rw-r--r--src/battle_ai_script_commands.c2157
1 files changed, 2157 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..57fb479e9
--- /dev/null
+++ b/src/battle_ai_script_commands.c
@@ -0,0 +1,2157 @@
+#include "global.h"
+#include "battle_ai_script_commands.h"
+#include "constants/abilities.h"
+#include "battle.h"
+#include "constants/battle_move_effects.h"
+#include "data2.h"
+#include "item.h"
+#include "constants/moves.h"
+#include "pokemon.h"
+#include "random.h"
+#include "rom_8077ABC.h"
+#include "constants/species.h"
+#include "util.h"
+#include "ewram.h"
+
+extern u8 gUnknown_02023A14_50;
+extern u32 gUnknown_02023A14_4C;
+extern u16 gBattleTypeFlags;
+extern u16 gBattleWeather;
+extern u8 gActiveBattler;
+extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];
+extern u16 gCurrentMove;
+extern int gBattleMoveDamage;
+extern u8 gBankAttacker;
+extern u8 gBankTarget;
+extern u8 gAbsentBattlerFlags;
+extern u8 gMoveResultFlags;
+extern u16 gDynamicBasePower;
+extern u16 gLastUsedMove[MAX_BATTLERS_COUNT];
+extern u32 gStatuses3[MAX_BATTLERS_COUNT];
+extern u16 gSideAffecting[2];
+extern struct BattlePokemon gBattleMons[MAX_BATTLERS_COUNT];
+extern u8 gCritMultiplier;
+extern u16 gTrainerBattleOpponent;
+extern u8 *BattleAIs[];
+
+enum
+{
+ WEATHER_TYPE_SUN,
+ WEATHER_TYPE_RAIN,
+ WEATHER_TYPE_SANDSTORM,
+ WEATHER_TYPE_HAIL,
+};
+
+/*
+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.
+*/
+EWRAM_DATA u8 *gAIScriptPtr = NULL;
+
+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_status4(void);
+static void BattleAICmd_if_not_status4(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_move_power(void);
+static void BattleAICmd_is_most_powerful_move(void);
+static void BattleAICmd_get_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_possible_damage(void);
+static void BattleAICmd_if_damage_bonus(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_last_move_did_damage(void);
+static void BattleAICmd_if_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_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_compare(void);
+static void BattleAICmd_if_taunted(void);
+static void BattleAICmd_if_not_taunted(void);
+
+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_status4, // 0xF
+ BattleAICmd_if_not_status4, // 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_move_power, // 0x23
+ BattleAICmd_is_most_powerful_move, // 0x24
+ BattleAICmd_get_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_possible_damage, // 0x30
+ BattleAICmd_if_damage_bonus, // 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_last_move_did_damage, // 0x43
+ BattleAICmd_if_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_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_compare, // 0x5B
+ BattleAICmd_if_taunted, // 0x5C
+ BattleAICmd_if_not_taunted, // 0x5D
+};
+
+#ifdef NONMATCHING
+static
+#endif
+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
+};
+
+// if the AI is a Link battle, safari, battle tower, or ereader, it will ignore considering item uses.
+void BattleAI_HandleItemUseBeforeAISetup(void)
+{
+ s32 i;
+ u8 *data;
+
+ MEMSET_ALT(AI_BATTLE_HISTORY, 0, sizeof(struct BattleHistory), i, data);
+
+ if ((gBattleTypeFlags & BATTLE_TYPE_TRAINER)
+ && gTrainerBattleOpponent != 0x400
+ && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_EREADER_TRAINER)))
+ {
+ for (i = 0; i < MAX_TRAINER_ITEMS; i++)
+ {
+ if (gTrainers[gTrainerBattleOpponent].items[i] != 0)
+ {
+ AI_BATTLE_HISTORY->trainerItems[AI_BATTLE_HISTORY->numItems] = gTrainers[gTrainerBattleOpponent].items[i];
+ AI_BATTLE_HISTORY->numItems++;
+ }
+ }
+ }
+
+ BattleAI_SetupAIData();
+}
+
+void BattleAI_SetupAIData(void)
+{
+ s32 i;
+ u8 limitations;
+ u8 *data;
+
+ // clear AI data and set default move score to 100. strange that they didn't use memset here.
+ MEMSET_ALT(AI_THINKING_STRUCT, 0, sizeof(struct AI_ThinkingStruct), i, data);
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ AI_THINKING_STRUCT->score[i] = 100;
+
+ limitations = CheckMoveLimitations(gActiveBattler, 0, 0xFF);
+
+ // do not consider moves the AI cannot select
+ // also, roll simulated RNG for moves that have a degree of
+ // randomness.
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBitTable[i] & limitations)
+ AI_THINKING_STRUCT->score[i] = 0;
+
+ AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16);
+ }
+
+ // clear AI stack.
+ AI_STACK->size = 0;
+ gBankAttacker = gActiveBattler;
+
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ gBankTarget = Random() & 2; // just pick somebody to target.
+
+ if (gAbsentBattlerFlags & gBitTable[gBankTarget])
+ gBankTarget ^= 2;
+ }
+ else
+ gBankTarget = gActiveBattler ^ 1;
+
+ // special AI flag cases.
+ 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;
+#ifdef GERMAN
+ else if (gBattleTypeFlags & (BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_BATTLE_TOWER) || gTrainerBattleOpponent == SECRET_BASE_OPPONENT)
+ AI_THINKING_STRUCT->aiFlags = 7;
+#endif
+ else // otherwise, just set aiFlags to whatever flags the trainer has set in their data.
+ AI_THINKING_STRUCT->aiFlags = gTrainers[gTrainerBattleOpponent].aiFlags;
+#if DEBUG
+ if (gUnknown_02023A14_50 & 1)
+ AI_THINKING_STRUCT->aiFlags = gUnknown_02023A14_4C;
+#endif
+}
+
+u8 BattleAI_GetAIActionToUse(void)
+{
+ u8 currentMoveArray[MAX_MON_MOVES];
+ u8 consideredMoveArray[MAX_MON_MOVES];
+ u8 numOfBestMoves;
+ s32 i;
+
+ sub_810745C();
+ while (AI_THINKING_STRUCT->aiFlags != 0)
+ {
+ if (AI_THINKING_STRUCT->aiFlags & 1)
+ {
+ AI_THINKING_STRUCT->aiState = BATTLEAI_SETTING_UP;
+ BattleAI_DoAIProcessing();
+ }
+ AI_THINKING_STRUCT->aiFlags >>= 1;
+ AI_THINKING_STRUCT->aiLogicId++;
+ AI_THINKING_STRUCT->movesetIndex = 0;
+ }
+
+ // special flee or watch cases for safari.
+ if (AI_THINKING_STRUCT->aiAction & (AI_ACTION_FLEE)) // flee
+ return 4;
+ if (AI_THINKING_STRUCT->aiAction & (AI_ACTION_WATCH)) // watch
+ return 5;
+
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[0];
+ consideredMoveArray[0] = 0;
+
+ for (i = 1; i < MAX_MON_MOVES; i++)
+ {
+ if (currentMoveArray[0] < AI_THINKING_STRUCT->score[i])
+ {
+ numOfBestMoves = 1;
+ currentMoveArray[0] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[0] = i;
+ }
+ if (currentMoveArray[0] == AI_THINKING_STRUCT->score[i])
+ {
+ currentMoveArray[numOfBestMoves] = AI_THINKING_STRUCT->score[i];
+ consideredMoveArray[numOfBestMoves++] = i;
+ }
+ }
+
+ return consideredMoveArray[Random() % numOfBestMoves]; // break any ties that exist.
+}
+
+void BattleAI_DoAIProcessing(void)
+{
+ while (AI_THINKING_STRUCT->aiState != BATTLEAI_FINISHED)
+ {
+ switch (AI_THINKING_STRUCT->aiState)
+ {
+ case BATTLEAI_DO_NOT_PROCESS: //Needed to match.
+ break;
+ case BATTLEAI_SETTING_UP:
+ gAIScriptPtr = BattleAIs[AI_THINKING_STRUCT->aiLogicId]; // set the AI ptr.
+ if (gBattleMons[gBankAttacker].pp[AI_THINKING_STRUCT->movesetIndex] == 0)
+ {
+ AI_THINKING_STRUCT->moveConsidered = MOVE_NONE; // don't consider a move you have 0 PP for, idiot.
+ }
+ else
+ {
+ AI_THINKING_STRUCT->moveConsidered = gBattleMons[gBankAttacker].moves[AI_THINKING_STRUCT->movesetIndex];
+ }
+ AI_THINKING_STRUCT->aiState++;
+ break;
+ case BATTLEAI_PROCESSING:
+ if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE)
+ sBattleAICmdTable[*gAIScriptPtr](); // run AI command.
+ else
+ {
+ AI_THINKING_STRUCT->score[AI_THINKING_STRUCT->movesetIndex] = 0; // definitely do not consider any move that has 0 PP.
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+ }
+ if (AI_THINKING_STRUCT->aiAction & AI_ACTION_DONE)
+ {
+ AI_THINKING_STRUCT->movesetIndex++;
+ if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && (AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK) == 0)
+ AI_THINKING_STRUCT->aiState = BATTLEAI_SETTING_UP; // as long as their are more moves to process, keep setting this to setup state.
+ else
+ AI_THINKING_STRUCT->aiState++; // done processing.
+ AI_THINKING_STRUCT->aiAction &= (AI_ACTION_FLEE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK |
+ AI_ACTION_UNK5 | AI_ACTION_UNK6 | AI_ACTION_UNK7 | AI_ACTION_UNK8); // disable AI_ACTION_DONE.
+ }
+ break;
+ }
+ }
+}
+
+void sub_810745C(void)
+{
+ s32 i;
+
+ for (i = 0; i < 8; i++)
+ {
+ if (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] == 0)
+ {
+ AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] = gLastUsedMove[gBankTarget];
+ return;
+ }
+ }
+}
+
+void unref_sub_81074A0(u8 a)
+{
+ s32 i;
+
+ for (i = 0; i < 8; i++)
+ AI_BATTLE_HISTORY->usedMoves[a / 2][i] = 0;
+}
+
+void RecordAbilityBattle(u8 a, u8 b)
+{
+ if (GetBattlerSide(a) == 0)
+ AI_BATTLE_HISTORY->abilities[GetBattlerPosition(a) & 1] = b;
+}
+
+void RecordItemBattle(u8 a, u8 b)
+{
+ if (GetBattlerSide(a) == 0)
+ AI_BATTLE_HISTORY->itemEffects[GetBattlerPosition(a) & 1] = b;
+}
+
+static void BattleAICmd_if_random_less_than(void)
+{
+ if (Random() % 256 < gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_greater_than(void)
+{
+ if (Random() % 256 > gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_equal(void)
+{
+ if (Random() % 256 == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_random_not_equal(void)
+{
+ if (Random() % 256 != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(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] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) < gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_more_than(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) > gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) == gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_hp_not_equal(void)
+{
+ u16 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if ((u32)(100 * gBattleMons[index].hp / gBattleMons[index].maxHP) != gAIScriptPtr[2])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status1 & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status2(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gBattleMons[index].status2 & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status3(void)
+{
+ u16 index;
+ u32 arg;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gStatuses3[index] & arg) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_status4(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg1 = GetBattlerPosition(index) & 1;
+ arg2 = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_not_status4(void)
+{
+ u16 index;
+ u32 arg1, arg2;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ arg1 = GetBattlerPosition(index) & 1;
+ arg2 = T1_READ_32(gAIScriptPtr + 2);
+
+ if ((gSideAffecting[arg1] & arg2) == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+ else
+ gAIScriptPtr += 10;
+}
+
+static void BattleAICmd_if_less_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_more_than(void)
+{
+ if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_equal(void)
+{
+ if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_less_than_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult < *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_more_than_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult > *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_equal_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult == *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_equal_32(void)
+{
+ u8 *temp = T1_READ_PTR(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->funcResult != *temp)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ else
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_move(void)
+{
+ u16 move = T1_READ_16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered == move)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_not_move(void)
+{
+ u16 move = T1_READ_16(gAIScriptPtr + 1);
+
+ if (AI_THINKING_STRUCT->moveConsidered != move)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_in_bytes(void)
+{
+ u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_bytes(void)
+{
+ u8 *ptr = T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_in_words(void)
+{
+ u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr += 9;
+}
+
+static void BattleAICmd_if_not_in_words(void)
+{
+ u16 *ptr = (u16 *)T1_READ_PTR(gAIScriptPtr + 1);
+
+ while (*ptr != 0xFFFF)
+ {
+ if (AI_THINKING_STRUCT->funcResult == *ptr)
+ {
+ gAIScriptPtr += 9;
+ return;
+ }
+ ptr++;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 5);
+}
+
+static void BattleAICmd_if_user_can_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] != 0
+ && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].power != 0)
+ break;
+ }
+ if (i == MAX_MON_MOVES)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_if_user_cant_damage(void)
+{
+ s32 i;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] != 0
+ && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].power != 0)
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 5;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_get_turn_count(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleResults.battleTurnCounter;
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_get_type(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 1: // player primary type
+ AI_THINKING_STRUCT->funcResult = gBattleMons[gBankAttacker].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[gBankAttacker].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 void BattleAICmd_get_move_power(void)
+{
+ AI_THINKING_STRUCT->funcResult = gBattleMoves[AI_THINKING_STRUCT->moveConsidered].power;
+ gAIScriptPtr += 1;
+}
+
+#ifdef NONMATCHING
+static void BattleAICmd_is_most_powerful_move(void)
+{
+ int i, j;
+ s32 damages[MAX_MON_MOVES];
+
+ 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;
+ eDynamicMoveType = 0;
+ eDmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ for (j = 0; sDiscouragedPowerfulMoveEffects[j] != 0xFFFF; j++)
+ { // _08108276
+ if (gBattleMoves[gBattleMons[gBankAttacker].moves[i]].effect == sDiscouragedPowerfulMoveEffects[j])
+ break;
+ }
+
+ // _081082BA
+ if (gBattleMons[gBankAttacker].moves[i]
+ && sDiscouragedPowerfulMoveEffects[j] == 0xFFFF
+ && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].power > 1)
+ {
+ gCurrentMove = gBattleMons[gBankAttacker].moves[i];
+ AI_CalcDmg(gBankAttacker, gBankTarget);
+ TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
+ damages[i] = (gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[i]) / 100;
+
+ if (damages[i] == 0) // moves always do at least 1 damage.
+ damages[i] = 1;
+ }
+ else
+ {
+ damages[i] = 0;
+ }
+ }
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ if (damages[i] > damages[AI_THINKING_STRUCT->movesetIndex])
+ break;
+
+ if (i == MAX_MON_MOVES)
+ AI_THINKING_STRUCT->funcResult = 2;
+ else
+ AI_THINKING_STRUCT->funcResult = 1;
+ }
+ else
+ {
+ AI_THINKING_STRUCT->funcResult = 0;
+ }
+
+ gAIScriptPtr += 1;
+}
+#else
+NAKED
+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, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+ ldrh r1, [r0]\n\
+ ldr r4, _0810832C @ =0x0000ffff\n\
+ ldr r6, _08108330 @ =gBattleMoves\n\
+ ldr r5, _08108334 @ =gSharedMem + 0x16800\n\
+ cmp r1, r4\n\
+ beq _0810822E\n\
+ ldrh r1, [r5, 0x2]\n\
+ lsls r0, r1, 1\n\
+ adds r0, r1\n\
+ lsls r0, 2\n\
+ adds r0, r6\n\
+ ldrb r2, [r0]\n\
+ ldr r1, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+_0810821E:\n\
+ ldrh r0, [r1]\n\
+ cmp r2, r0\n\
+ beq _0810822E\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r4\n\
+ bne _0810821E\n\
+_0810822E:\n\
+ ldrh r0, [r5, 0x2]\n\
+ lsls r1, r0, 1\n\
+ adds r1, r0\n\
+ lsls r1, 2\n\
+ adds r1, r6\n\
+ ldrb r0, [r1, 0x1]\n\
+ cmp r0, 0x1\n\
+ bhi _08108240\n\
+ b _081083B2\n\
+_08108240:\n\
+ lsls r0, r3, 1\n\
+ ldr r1, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+ adds r0, r1\n\
+ ldrh r3, [r0]\n\
+ ldr r0, _0810832C @ =0x0000ffff\n\
+ cmp r3, r0\n\
+ beq _08108250\n\
+ b _081083B2\n\
+_08108250:\n\
+ ldr r0, _08108338 @ =gDynamicBasePower\n\
+ movs r1, 0\n\
+ strh r1, [r0]\n\
+ ldr r2, _0810833C @ =0xfffff81c\n\
+ adds r0, r5, r2\n\
+ strb r1, [r0]\n\
+ adds r2, 0x3\n\
+ adds r0, r5, r2\n\
+ movs r2, 0x1\n\
+ strb r2, [r0]\n\
+ ldr r0, _08108340 @ =gMoveResultFlags\n\
+ strb r1, [r0]\n\
+ ldr r0, _08108344 @ =gCritMultiplier\n\
+ strb r2, [r0]\n\
+ movs r6, 0\n\
+ mov r9, r3\n\
+ ldr r0, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+ ldrh r0, [r0]\n\
+ str r0, [sp, 0x10]\n\
+_08108276:\n\
+ movs r3, 0\n\
+ ldr r5, _08108348 @ =gBattleMons\n\
+ lsls r4, r6, 1\n\
+ ldr r7, _0810834C @ =gBankAttacker\n\
+ lsls r1, r6, 2\n\
+ mov r8, r1\n\
+ adds r2, r6, 0x1\n\
+ mov r10, r2\n\
+ ldr r0, [sp, 0x10]\n\
+ cmp r0, r9\n\
+ beq _081082BA\n\
+ ldr r2, _08108330 @ =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, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+_081082AA:\n\
+ ldrh r0, [r1]\n\
+ cmp r2, r0\n\
+ beq _081082BA\n\
+ adds r1, 0x2\n\
+ adds r3, 0x1\n\
+ ldrh r0, [r1]\n\
+ cmp r0, r9\n\
+ bne _081082AA\n\
+_081082BA:\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 _0810835C\n\
+ lsls r0, r3, 1\n\
+ ldr r2, _08108328 @ =sDiscouragedPowerfulMoveEffects\n\
+ adds r0, r2\n\
+ ldrh r0, [r0]\n\
+ cmp r0, r9\n\
+ bne _0810835C\n\
+ ldr r0, _08108330 @ =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 _0810835C\n\
+ ldr r5, _08108350 @ =gCurrentMove\n\
+ strh r2, [r5]\n\
+ ldrb r0, [r7]\n\
+ ldr r4, _08108354 @ =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, _08108358 @ =gBattleMoveDamage\n\
+ ldr r0, _08108334 @ =gSharedMem + 0x16800\n\
+ adds r0, 0x18\n\
+ adds r0, r6, r0\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 _08108364\n\
+ movs r0, 0x1\n\
+ str r0, [r4]\n\
+ b _08108364\n\
+ .align 2, 0\n\
+_08108328: .4byte sDiscouragedPowerfulMoveEffects\n\
+_0810832C: .4byte 0x0000ffff\n\
+_08108330: .4byte gBattleMoves\n\
+_08108334: .4byte gSharedMem + 0x16800\n\
+_08108338: .4byte gDynamicBasePower\n\
+_0810833C: .4byte 0xfffff81c\n\
+_08108340: .4byte gMoveResultFlags\n\
+_08108344: .4byte gCritMultiplier\n\
+_08108348: .4byte gBattleMons\n\
+_0810834C: .4byte gBankAttacker\n\
+_08108350: .4byte gCurrentMove\n\
+_08108354: .4byte gBankTarget\n\
+_08108358: .4byte gBattleMoveDamage\n\
+_0810835C:\n\
+ mov r1, sp\n\
+ add r1, r8\n\
+ movs r0, 0\n\
+ str r0, [r1]\n\
+_08108364:\n\
+ mov r6, r10\n\
+ cmp r6, 0x3\n\
+ ble _08108276\n\
+ movs r6, 0\n\
+ ldr r1, _081083A4 @ =gSharedMem + 0x16800\n\
+ ldrb r0, [r1, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r2, [sp]\n\
+ ldr r0, [r0]\n\
+ adds r5, r1, 0\n\
+ ldr r4, _081083A8 @ =gAIScriptPtr\n\
+ cmp r2, r0\n\
+ bgt _0810839A\n\
+ adds r3, r5, 0\n\
+ mov r2, sp\n\
+_08108384:\n\
+ adds r2, 0x4\n\
+ adds r6, 0x1\n\
+ cmp r6, 0x3\n\
+ bgt _0810839A\n\
+ ldrb r0, [r3, 0x1]\n\
+ lsls r0, 2\n\
+ add r0, sp\n\
+ ldr r1, [r2]\n\
+ ldr r0, [r0]\n\
+ cmp r1, r0\n\
+ ble _08108384\n\
+_0810839A:\n\
+ cmp r6, 0x4\n\
+ bne _081083AC\n\
+ movs r0, 0x2\n\
+ str r0, [r5, 0x8]\n\
+ b _081083B8\n\
+ .align 2, 0\n\
+_081083A4: .4byte gSharedMem + 0x16800\n\
+_081083A8: .4byte gAIScriptPtr\n\
+_081083AC:\n\
+ movs r0, 0x1\n\
+ str r0, [r5, 0x8]\n\
+ b _081083B8\n\
+_081083B2:\n\
+ movs r0, 0\n\
+ str r0, [r5, 0x8]\n\
+ ldr r4, _081083D0 @ =gAIScriptPtr\n\
+_081083B8:\n\
+ ldr r0, [r4]\n\
+ adds r0, 0x1\n\
+ str r0, [r4]\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\
+ .align 2, 0\n\
+_081083D0: .4byte gAIScriptPtr\n\
+ .syntax divided\n");
+}
+#endif // NONMATCHING
+
+static void BattleAICmd_get_move(void)
+{
+ if (gAIScriptPtr[1] == USER)
+ AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBankAttacker];
+ else
+ AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBankTarget];
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_if_arg_equal(void)
+{
+ if (gAIScriptPtr[1] == AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_arg_not_equal(void)
+{
+ if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_go_first(void)
+{
+ if (GetWhoStrikesFirst(gBankAttacker, gBankTarget, TRUE) == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_would_not_go_first(void)
+{
+ if (GetWhoStrikesFirst(gBankAttacker, gBankTarget, TRUE) != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_nullsub_2A(void)
+{
+}
+
+static void BattleAICmd_nullsub_2B(void)
+{
+}
+
+static void BattleAICmd_count_alive_pokemon(void)
+{
+ struct Pokemon *party;
+ int i;
+ u8 index;
+ u8 var, var2;
+
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if (GetBattlerSide(index) == 0)
+ party = gPlayerParty;
+ else
+ party = gEnemyParty;
+
+ if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
+ {
+ u32 status;
+ var = gBattlerPartyIndexes[index];
+ status = GetBattlerPosition(index) ^ 2;
+ var2 = gBattlerPartyIndexes[GetBattlerAtPosition(status)];
+ }
+ else
+ {
+ var = gBattlerPartyIndexes[index];
+ var2 = gBattlerPartyIndexes[index];
+ }
+
+ for (i = 0; i < 6; i++)
+ {
+ if (i != var && i != var2
+ && 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] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if (GetBattlerSide(index) == TARGET)
+ {
+ u16 side = GetBattlerPosition(index) & 1;
+
+ if (AI_BATTLE_HISTORY->abilities[side] != 0)
+ {
+ AI_THINKING_STRUCT->funcResult = AI_BATTLE_HISTORY->abilities[side];
+ 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() % 2)
+ {
+ 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_get_highest_possible_damage(void)
+{
+ s32 i;
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleStruct->dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ AI_THINKING_STRUCT->funcResult = 0;
+
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ gBattleMoveDamage = 40;
+ gCurrentMove = gBattleMons[gBankAttacker].moves[i];
+
+ if (gCurrentMove)
+ {
+ TypeCalc(gCurrentMove, gBankAttacker, 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 (gMoveResultFlags & 8) // if it's a status move, it wont do anything.
+ gBattleMoveDamage = 0;
+
+ if (AI_THINKING_STRUCT->funcResult < gBattleMoveDamage)
+ AI_THINKING_STRUCT->funcResult = gBattleMoveDamage;
+ }
+ }
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_damage_bonus(void)
+{
+ u8 damageVar;
+
+ gDynamicBasePower = 0;
+ gBattleStruct->dynamicMoveType = 0;
+ gBattleStruct->dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+
+ gBattleMoveDamage = 40;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+
+ TypeCalc(gCurrentMove, gBankAttacker, gBankTarget);
+
+ if (gBattleMoveDamage == 120)
+ gBattleMoveDamage = 80;
+ if (gBattleMoveDamage == 240)
+ gBattleMoveDamage = 160;
+ if (gBattleMoveDamage == 30)
+ gBattleMoveDamage = 20;
+ if (gBattleMoveDamage == 15)
+ gBattleMoveDamage = 10;
+
+ if (gMoveResultFlags & 8)
+ gBattleMoveDamage = 0;
+
+ // store gBattleMoveDamage in a u8 variable because gAIScriptPtr[1] is a u8.
+ damageVar = gBattleMoveDamage;
+
+ if (damageVar == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(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;
+ struct Pokemon *partyPtr;
+ int i;
+ u32 statusToCompareTo;
+
+ // for whatever reason, game freak put the party pointer into 2 variables instead of 1. it's possible at some point the switch encompassed the whole function and used each respective variable creating largely duplicate code.
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ party = partyPtr = gEnemyParty;
+ break;
+ default:
+ party = partyPtr = gPlayerParty;
+ break;
+ }
+
+ statusToCompareTo = T1_READ_32(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 = T1_READ_PTR(gAIScriptPtr + 6); // WHAT. why is this being merged into the above switch
+ return;
+ }
+ }
+
+ gAIScriptPtr += 10;
+}
+
+// bugged, doesnt return properly. also unused
+static void BattleAICmd_if_status_not_in_party(void)
+{
+ struct Pokemon *party;
+ struct Pokemon *partyPtr;
+ int i;
+ u32 statusToCompareTo;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ party = partyPtr = gEnemyParty;
+ break;
+ default:
+ party = partyPtr = gPlayerParty;
+ break;
+ }
+
+ statusToCompareTo = T1_READ_32(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);
+
+ // everytime the status is found, the AI's logic jumps further and further past its intended destination. this results in a broken AI macro and is probably why it is unused.
+ if (species != SPECIES_NONE && species != SPECIES_EGG && hp != 0 && status == statusToCompareTo)
+ gAIScriptPtr += 10; // doesnt return?
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 6);
+}
+
+static void BattleAICmd_get_weather(void)
+{
+ if (gBattleWeather & WEATHER_RAIN_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_RAIN;
+ if (gBattleWeather & WEATHER_SANDSTORM_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SANDSTORM;
+ if (gBattleWeather & WEATHER_SUN_ANY)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SUN;
+ if (gBattleWeather & WEATHER_HAIL)
+ AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_HAIL;
+
+ gAIScriptPtr += 1;
+}
+
+static void BattleAICmd_if_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect == gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_not_effect(void)
+{
+ if (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect != gAIScriptPtr[1])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ else
+ gAIScriptPtr += 6;
+}
+
+static void BattleAICmd_if_stat_level_less_than(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = gBankAttacker;
+ else
+ party = gBankTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_more_than(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = gBankAttacker;
+ else
+ party = gBankTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] > gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_equal(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = gBankAttacker;
+ else
+ party = gBankTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] == gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ else
+ gAIScriptPtr += 8;
+}
+
+static void BattleAICmd_if_stat_level_not_equal(void)
+{
+ u32 party;
+
+ if (gAIScriptPtr[1] == USER)
+ party = gBankAttacker;
+ else
+ party = gBankTarget;
+
+ if (gBattleMons[party].statStages[gAIScriptPtr[2]] != gAIScriptPtr[3])
+ gAIScriptPtr = T1_READ_PTR(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;
+ gBattleStruct->dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(gBankAttacker, gBankTarget);
+ TypeCalc(gCurrentMove, gBankAttacker, 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 = T1_READ_PTR(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;
+ gBattleStruct->dmgMultiplier = 1;
+ gMoveResultFlags = 0;
+ gCritMultiplier = 1;
+ gCurrentMove = AI_THINKING_STRUCT->moveConsidered;
+ AI_CalcDmg(gBankAttacker, gBankTarget);
+ TypeCalc(gCurrentMove, gBankAttacker, 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 = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_has_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i == MAX_MON_MOVES)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] == *temp_ptr)
+ break;
+ }
+ if (i == 8)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ }
+}
+
+static void BattleAICmd_if_dont_have_move(void)
+{
+ int i;
+ u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2);
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] == *temp_ptr)
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] == *temp_ptr)
+ break;
+ }
+ if (i != 8)
+ gAIScriptPtr += 8;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
+ break;
+ }
+}
+
+static void BattleAICmd_if_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ else
+ gAIScriptPtr += 7;
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] != 0 && gBattleMoves[AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ }
+}
+
+static void BattleAICmd_if_not_move_effect(void)
+{
+ int i;
+
+ switch (gAIScriptPtr[1])
+ {
+ case 1:
+ case 3:
+ for (i = 0; i < MAX_MON_MOVES; i++)
+ {
+ if (gBattleMons[gBankAttacker].moves[i] != 0 && gBattleMoves[gBattleMons[gBankAttacker].moves[i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ if (i != MAX_MON_MOVES)
+ gAIScriptPtr += 7;
+ else
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ break;
+ case 0:
+ case 2:
+ for (i = 0; i < 8; i++)
+ {
+ if (AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i] != 0 && gBattleMoves[AI_BATTLE_HISTORY->usedMoves[gBankTarget >> 1][i]].effect == gAIScriptPtr[2])
+ break;
+ }
+ gAIScriptPtr += 7;
+ }
+}
+
+static void BattleAICmd_if_last_move_did_damage(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if (gAIScriptPtr[2] == 0)
+ {
+ if (gDisableStructs[index].disabledMove == 0)
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ return;
+ }
+ else if (gAIScriptPtr[2] != 1) // ignore the macro if its not 0 or 1.
+ {
+ gAIScriptPtr += 7;
+ return;
+ }
+ else if (gDisableStructs[index].encoredMove != 0)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
+ return;
+ }
+ gAIScriptPtr += 7;
+}
+
+static void BattleAICmd_if_encored(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0: // _08109348
+ if (gDisableStructs[gActiveBattler].disabledMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1: // _08109370
+ if (gDisableStructs[gActiveBattler].encoredMove == AI_THINKING_STRUCT->moveConsidered)
+ {
+ gAIScriptPtr = T1_READ_PTR(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 AI_ACTION_FLEE being enabled.
+}
+
+static void BattleAICmd_if_random_100(void)
+{
+ u8 safariFleeRate = gBattleStruct->safariFleeRate * 5; // safari flee rate, from 0-20
+
+ if ((u8)(Random() % 100) < safariFleeRate)
+ gAIScriptPtr = T1_READ_PTR(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 AI_ACTION_WATCH being enabled.
+}
+
+static void BattleAICmd_get_hold_effect(void)
+{
+ u8 index;
+ u16 side;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ if (GetBattlerSide(index) == 0)
+ {
+ side = (GetBattlerPosition(index) & 1);
+ AI_THINKING_STRUCT->funcResult = AI_BATTLE_HISTORY->itemEffects[side];
+ }
+ else
+ AI_THINKING_STRUCT->funcResult = ItemId_GetHoldEffect(gBattleMons[index].item);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_gender(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = GetGenderFromSpeciesAndPersonality(gBattleMons[index].species, gBattleMons[index].personality);
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_is_first_turn(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].isFirstTurn;
+
+ gAIScriptPtr += 2;
+}
+
+static void BattleAICmd_get_stockpile_count(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].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_item(void)
+{
+ u8 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = AI_ARRAY_160CC(index);
+
+ 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 index;
+
+ if (gAIScriptPtr[1] == USER)
+ index = gBankAttacker;
+ else
+ index = gBankTarget;
+
+ AI_THINKING_STRUCT->funcResult = gDisableStructs[index].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 = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_jump(void)
+{
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+}
+
+static void BattleAICmd_end(void)
+{
+ if (AIStackPop() == FALSE)
+ AI_THINKING_STRUCT->aiAction |= AI_ACTION_DONE;
+}
+
+static void BattleAICmd_if_level_compare(void)
+{
+ switch (gAIScriptPtr[1])
+ {
+ case 0: // greater than
+ if (gBattleMons[gBankAttacker].level > gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 1: // less than
+ if (gBattleMons[gBankAttacker].level < gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ case 2: // equal
+ if (gBattleMons[gBankAttacker].level == gBattleMons[gBankTarget].level)
+ {
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
+ return;
+ }
+ gAIScriptPtr += 6;
+ return;
+ }
+}
+
+static void BattleAICmd_if_taunted(void)
+{
+ if (gDisableStructs[gBankTarget].tauntTimer1 != 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+static void BattleAICmd_if_not_taunted(void)
+{
+ if (gDisableStructs[gBankTarget].tauntTimer1 == 0)
+ gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
+ else
+ gAIScriptPtr += 5;
+}
+
+void AIStackPushVar(u8 *var)
+{
+ AI_STACK->ptr[AI_STACK->size++] = var;
+}
+
+// unused
+void AIStackPushAIPtr(void)
+{
+ AI_STACK->ptr[AI_STACK->size++] = gAIScriptPtr;
+}
+
+bool8 AIStackPop(void)
+{
+ if (AI_STACK->size != 0)
+ {
+ --AI_STACK->size;
+ gAIScriptPtr = AI_STACK->ptr[AI_STACK->size];
+ return TRUE;
+ }
+ else
+ return FALSE;
+}