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Diffstat (limited to 'src/engine/ai/deck_ai.asm')
-rw-r--r-- | src/engine/ai/deck_ai.asm | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/src/engine/ai/deck_ai.asm b/src/engine/ai/deck_ai.asm new file mode 100644 index 0000000..c330418 --- /dev/null +++ b/src/engine/ai/deck_ai.asm @@ -0,0 +1,82 @@ +; AI card retreat score bonus +; when the AI retreat routine runs through the Bench to choose +; a Pokemon to switch to, it looks up in this list and if +; a card ID matches, applies a retreat score bonus to this card. +; positive (negative) means more (less) likely to switch to this card. +ai_retreat: MACRO + db \1 ; card ID + db $80 + \2 ; retreat score (ranges between -128 and 127) +ENDM + +; AI card energy attach score bonus +; when the AI energy attachment routine runs through the Play Area to choose +; a Pokemon to attach an energy card, it looks up in this list and if +; a card ID matches, skips this card if the maximum number of energy +; cards attached has been reached. If it hasn't been reached, additionally +; applies a positive (or negative) AI score to attach energy to this card. +ai_energy: MACRO + db \1 ; card ID + db \2 ; maximum number of attached cards + db $80 + \3 ; energy score (ranges between -128 and 127) +ENDM + +; stores in WRAM pointer to data in argument +; e.g. store_list_pointer wSomeListPointer, SomeData +store_list_pointer: MACRO + ld hl, \1 + ld de, \2 + ld [hl], e + inc hl + ld [hl], d +ENDM + +; deck AIs are specialized to work on a given deck ID. +; they decide what happens during a turn, what Pokemon cards +; to pick during the start of the duel, etc. +; the different scenarios these are used are listed in AIACTION_* constants. +; each of these have a pointer table with the following structure: +; dw .do_turn : never called; +; +; dw .do_turn : called to handle the main turn logic, from the beginning +; of the turn up to the attack (or lack thereof); +; +; dw .start_duel : called at the start of the duel to initialize some +; variables and optionally set up CPU hand and deck; +; +; dw .forced_switch : logic to determine what Pokemon to pick when there's +; an effect that forces AI to switch to Bench card; +; +; dw .ko_switch : logic for picking which card to use after a KO; +; +; dw .take_prize : logic to decide which prize card to pick. + +; optionally, decks can also declare card lists that will add +; more specialized logic during various generic AI routines, +; and read during the .start_duel routines. +; the pointers to these lists are stored in memory: +; wAICardListAvoidPrize : list of cards to avoid being placed as prize; +; wAICardListArenaPriority : priority list of Arena card at duel start; +; wAICardListBenchPriority : priority list of Bench cards at duel start; +; wAICardListPlayFromHandPriority : priority list of cards to play from hand; +; wAICardListRetreatBonus : scores given to certain cards for retreat; +; wAICardListEnergyBonus : max number of energy cards and card scores. + +INCLUDE "engine/ai/decks/general.asm" +INCLUDE "engine/ai/decks/sams_practice.asm" +INCLUDE "engine/ai/decks/general_no_retreat.asm" +INCLUDE "engine/ai/decks/legendary_moltres.asm" +INCLUDE "engine/ai/decks/legendary_zapdos.asm" +INCLUDE "engine/ai/decks/legendary_articuno.asm" +INCLUDE "engine/ai/decks/legendary_dragonite.asm" +INCLUDE "engine/ai/decks/first_strike.asm" +INCLUDE "engine/ai/decks/rock_crusher.asm" +INCLUDE "engine/ai/decks/go_go_rain_dance.asm" +INCLUDE "engine/ai/decks/zapping_selfdestruct.asm" +INCLUDE "engine/ai/decks/flower_power.asm" +INCLUDE "engine/ai/decks/strange_psyshock.asm" +INCLUDE "engine/ai/decks/wonders_of_science.asm" +INCLUDE "engine/ai/decks/fire_charge.asm" +INCLUDE "engine/ai/decks/im_ronald.asm" +INCLUDE "engine/ai/decks/powerful_ronald.asm" +INCLUDE "engine/ai/decks/invincible_ronald.asm" +INCLUDE "engine/ai/decks/legendary_ronald.asm" |