#include "global.h" #include "battle_ai.h" #include "abilities.h" #include "battle.h" #include "battle_move_effects.h" #include "data2.h" #include "item.h" #include "moves.h" #include "pokemon.h" #include "rng.h" #include "rom_8077ABC.h" #include "species.h" #include "util.h" extern u16 gBattleTypeFlags; extern u16 gBattleWeather; extern u8 gActiveBank; extern u16 gBattlePartyID[MAX_BANKS_BATTLE]; extern u16 gCurrentMove; extern int gBattleMoveDamage; extern u8 gBankAttacker; extern u8 gBankTarget; extern u8 gAbsentBankFlags; extern u8 gBattleMoveFlags; extern u16 gDynamicBasePower; extern u16 gLastUsedMove[MAX_BANKS_BATTLE]; extern u32 gStatuses3[MAX_BANKS_BATTLE]; extern u16 gSideAffecting[2]; extern struct BattlePokemon gBattleMons[MAX_BANKS_BATTLE]; 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 = (u8 *)UNK_2016A00_STRUCT; for (i = 0; (u32)i < sizeof(struct UnkBattleStruct1); i++) data[i] = 0; 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) { UNK_2016A00_STRUCT->items[UNK_2016A00_STRUCT->numOfItems] = gTrainers[gTrainerBattleOpponent].items[i]; UNK_2016A00_STRUCT->numOfItems++; } } } BattleAI_SetupAIData(); } void BattleAI_SetupAIData(void) { s32 i; u8 *data = (u8 *)AI_THINKING_STRUCT; u8 r7; // clear AI data and set default move score to 100. strange that they didn't use memset here. for (i = 0; (u32)i < sizeof(struct AI_ThinkingStruct); i++) data[i] = 0; for (i = 0; i < MAX_MON_MOVES; i++) AI_THINKING_STRUCT->score[i] = 100; r7 = CheckMoveLimitations(gActiveBank, 0, 0xFF); // probably sets up the moves to consider and ignores non-valid moves such as NO_MOVE or glitch moves. for (i = 0; i < MAX_MON_MOVES; i++) { if (gBitTable[i] & r7) AI_THINKING_STRUCT->score[i] = 0; AI_THINKING_STRUCT->simulatedRNG[i] = 100 - (Random() % 16); } // clear AI stack. AI_STACK->size = 0; gBankAttacker = gActiveBank; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { gBankTarget = Random() & 2; // just pick somebody to target. if (gAbsentBankFlags & gBitTable[gBankTarget]) gBankTarget ^= 2; } else gBankTarget = gActiveBank ^ 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 & 0x900 || gTrainerBattleOpponent == 0x400) 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; } 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 = AIState_SettingUp; 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 != AIState_FinishedProcessing) { switch (AI_THINKING_STRUCT->aiState) { case AIState_DoNotProcess: //Needed to match. break; case AIState_SettingUp: 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 AIState_Processing: if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE) sBattleAICmdTable[*(u8 *)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 = AIState_SettingUp; // 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 (UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i] == 0) { UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i] = gLastUsedMove[gBankTarget]; return; } } } void unref_sub_81074A0(u8 a) { s32 i; for (i = 0; i < 8; i++) UNK_2016A00_STRUCT->movesUsed[a / 2][i] = 0; } void RecordAbilityBattle(u8 a, u8 b) { if (GetBankSide(a) == 0) UNK_2016A00_STRUCT->unk20[GetBankIdentity(a) & 1] = b; } void RecordItemBattle(u8 a, u8 b) { if (GetBankSide(a) == 0) UNK_2016A00_STRUCT->unk22[GetBankIdentity(a) & 1] = b; } static void BattleAICmd_if_random_less_than(void) { if (Random() % 256 < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_greater_than(void) { if (Random() % 256 > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_equal(void) { if (Random() % 256 == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_random_not_equal(void) { 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; 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] == USER) index = gBankAttacker; else index = gBankTarget; arg = AIScriptRead32(gAIScriptPtr + 2); if ((gStatuses3[index] & arg) == 0) gAIScriptPtr = AIScriptReadPtr(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 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gSideAffecting[arg1] & arg2) != 0) gAIScriptPtr = AIScriptReadPtr(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 = GetBankIdentity(index) & 1; arg2 = AIScriptRead32(gAIScriptPtr + 2); if ((gSideAffecting[arg1] & arg2) == 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 6); else gAIScriptPtr += 10; } static void BattleAICmd_if_less_than(void) { if (AI_THINKING_STRUCT->funcResult < gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_more_than(void) { if (AI_THINKING_STRUCT->funcResult > gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_equal(void) { if (AI_THINKING_STRUCT->funcResult == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_not_equal(void) { if (AI_THINKING_STRUCT->funcResult != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_less_than_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult < *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_more_than_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult > *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_equal_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult == *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_not_equal_32(void) { u8 *temp = AIScriptReadPtr(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->funcResult != *temp) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); else gAIScriptPtr += 9; } static void BattleAICmd_if_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered == move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_not_move(void) { u16 move = AIScriptRead16(gAIScriptPtr + 1); if (AI_THINKING_STRUCT->moveConsidered != move) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; } static void BattleAICmd_if_in_bytes(void) { u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void BattleAICmd_if_not_in_bytes(void) { u8 *ptr = AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } static void BattleAICmd_if_in_words(void) { u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); return; } ptr++; } gAIScriptPtr += 9; } static void BattleAICmd_if_not_in_words(void) { u16 *ptr = (u16 *)AIScriptReadPtr(gAIScriptPtr + 1); while (*ptr != 0xFFFF) { if (AI_THINKING_STRUCT->funcResult == *ptr) { gAIScriptPtr += 9; return; } ptr++; } gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 5); } static void BattleAICmd_if_user_can_damage(void) { s32 i; for (i = 0; i < 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 = AIScriptReadPtr(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 = AIScriptReadPtr(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; ewram[0x1601C] = 0; // why is this a manual array? ewram[0x1601F] = 1; gBattleMoveFlags = 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 __attribute__((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 @ =0x02016800\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 @ =gBattleMoveFlags\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 @ =0x02016800\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 0x02016800\n\ _08108338: .4byte gDynamicBasePower\n\ _0810833C: .4byte 0xfffff81c\n\ _08108340: .4byte gBattleMoveFlags\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 @ =0x02016800\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 0x02016800\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 = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_arg_not_equal(void) { if (gAIScriptPtr[1] != AI_THINKING_STRUCT->funcResult) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_would_go_first(void) { if (b_first_side(gBankAttacker, gBankTarget, 1) == gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_if_would_not_go_first(void) { if (b_first_side(gBankAttacker, gBankTarget, 1) != gAIScriptPtr[1]) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); else gAIScriptPtr += 6; } static void BattleAICmd_nullsub_2A(void) { } static void BattleAICmd_nullsub_2B(void) { } static void BattleAICmd_count_alive_pokemon(void) { 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 (GetBankSide(index) == 0) party = gPlayerParty; else party = gEnemyParty; if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { u32 status; var = gBattlePartyID[index]; status = GetBankIdentity(index) ^ 2; var2 = gBattlePartyID[GetBankByPlayerAI(status)]; } else { var = gBattlePartyID[index]; var2 = gBattlePartyID[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 (GetBankSide(index) == TARGET) { u16 unk = GetBankIdentity(index) & 1; if (UNK_2016A00_STRUCT->unk20[unk] != 0) { AI_THINKING_STRUCT->funcResult = UNK_2016A00_STRUCT->unk20[unk]; 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; BATTLE_STRUCT->dynamicMoveType = 0; BATTLE_STRUCT->dmgMultiplier = 1; gBattleMoveFlags = 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 (gBattleMoveFlags & 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; BATTLE_STRUCT->dynamicMoveType = 0; BATTLE_STRUCT->dmgMultiplier = 1; gBattleMoveFlags = 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 (gBattleMoveFlags & 8) 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; 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 = 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); // 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 = 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); // 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 = AIScriptReadPtr(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 = 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 party; if (gAIScriptPtr[1] == USER) party = gBankAttacker; else party = gBankTarget; if (gBattleMons[party].statStages[gAIScriptPtr[2]] < gAIScriptPtr[3]) gAIScriptPtr = AIScriptReadPtr(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 = AIScriptReadPtr(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 = AIScriptReadPtr(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 = 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; BATTLE_STRUCT->dynamicMoveType = 0; BATTLE_STRUCT->dmgMultiplier = 1; gBattleMoveFlags = 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 = 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; BATTLE_STRUCT->dynamicMoveType = 0; BATTLE_STRUCT->dmgMultiplier = 1; gBattleMoveFlags = 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 = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_has_move(void) { int i; u16 *temp_ptr = (u16 *)(gAIScriptPtr + 2); switch (gAIScriptPtr[1]) { case 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 = AIScriptReadPtr(gAIScriptPtr + 4); break; case 0: case 2: for (i = 0; i < 8; i++) { if (UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i] == *temp_ptr) break; } if (i == 8) gAIScriptPtr += 8; else gAIScriptPtr = AIScriptReadPtr(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 = AIScriptReadPtr(gAIScriptPtr + 4); break; case 0: case 2: for (i = 0; i < 8; i++) { if (UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i] == *temp_ptr) break; } if (i != 8) gAIScriptPtr += 8; else gAIScriptPtr = AIScriptReadPtr(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 = AIScriptReadPtr(gAIScriptPtr + 3); else gAIScriptPtr += 7; break; case 0: case 2: for (i = 0; i < 8; i++) { if (gBattleMons[gBankAttacker].moves[i] != 0 && gBattleMoves[UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i]].effect == gAIScriptPtr[2]) break; } gAIScriptPtr = AIScriptReadPtr(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 = AIScriptReadPtr(gAIScriptPtr + 3); break; case 0: case 2: for (i = 0; i < 8; i++) { if (UNK_2016A00_STRUCT->movesUsed[gBankTarget >> 1][i] != 0 && gBattleMoves[UNK_2016A00_STRUCT->movesUsed[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 = AIScriptReadPtr(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 = AIScriptReadPtr(gAIScriptPtr + 3); return; } gAIScriptPtr += 7; } static void BattleAICmd_if_encored(void) { switch (gAIScriptPtr[1]) { case 0: // _08109348 if (gDisableStructs[gActiveBank].disabledMove == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: // _08109370 if (gDisableStructs[gActiveBank].encoredMove == AI_THINKING_STRUCT->moveConsidered) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; default: gAIScriptPtr += 6; return; } } static void BattleAICmd_flee(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_FLEE | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_FLEE being enabled. } static void BattleAICmd_if_random_100(void) { u8 safariFleeRate = BATTLE_STRUCT->safariFleeRate * 5; // safari flee rate, from 0-20 if ((u8)(Random() % 100) < safariFleeRate) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_watch(void) { AI_THINKING_STRUCT->aiAction |= (AI_ACTION_DONE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK); // what matters is AI_ACTION_WATCH being enabled. } static void BattleAICmd_get_hold_effect(void) { u8 index; u16 status; if (gAIScriptPtr[1] == USER) index = gBankAttacker; else index = gBankTarget; if (GetBankSide(index) == 0) { status = (GetBankIdentity(index) & 1); AI_THINKING_STRUCT->funcResult = UNK_2016A00_STRUCT->unk22[status]; } 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; // this hack and a half matches. whatever. i dont care. someone else fix this mess later. PS: still cant fix this. AI_THINKING_STRUCT->funcResult = ewram[MULTI_DIM_ARR(index, B_16, 0x160CC)]; 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 = AIScriptReadPtr(gAIScriptPtr + 1); } static void BattleAICmd_jump(void) { gAIScriptPtr = AIScriptReadPtr(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 = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 1: // less than if (gBattleMons[gBankAttacker].level < gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; case 2: // equal if (gBattleMons[gBankAttacker].level == gBattleMons[gBankTarget].level) { gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 2); return; } gAIScriptPtr += 6; return; } } static void BattleAICmd_if_taunted(void) { if (gDisableStructs[gBankTarget].tauntTimer1 != 0) gAIScriptPtr = AIScriptReadPtr(gAIScriptPtr + 1); else gAIScriptPtr += 5; } static void BattleAICmd_if_not_taunted(void) { if (gDisableStructs[gBankTarget].tauntTimer1 == 0) gAIScriptPtr = AIScriptReadPtr(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; }