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-rw-r--r--src/engine/ai/attacks.asm721
-rw-r--r--src/engine/ai/boss_deck_set_up.asm167
-rw-r--r--src/engine/ai/core.asm2770
-rw-r--r--src/engine/ai/damage_calculation.asm450
-rw-r--r--src/engine/ai/decks/unreferenced.asm42
-rw-r--r--src/engine/ai/energy.asm1048
-rw-r--r--src/engine/ai/hand_pokemon.asm627
-rw-r--r--src/engine/ai/init.asm98
-rw-r--r--src/engine/ai/retreat.asm1009
-rw-r--r--src/engine/ai/special_attacks.asm481
10 files changed, 7413 insertions, 0 deletions
diff --git a/src/engine/ai/attacks.asm b/src/engine/ai/attacks.asm
new file mode 100644
index 0000000..9f93c33
--- /dev/null
+++ b/src/engine/ai/attacks.asm
@@ -0,0 +1,721 @@
+; have AI choose an attack to use, but do not execute it.
+; return carry if an attack is chosen.
+AIProcessButDontUseAttack: ; 169ca (5:69ca)
+ ld a, $01
+ ld [wAIExecuteProcessedAttack], a
+
+; backup wPlayAreaAIScore in wTempPlayAreaAIScore.
+ ld de, wTempPlayAreaAIScore
+ ld hl, wPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+
+; copies wAIScore to wTempAIScore
+ ld a, [wAIScore]
+ ld [de], a
+ jr AIProcessAttacks
+
+; copies wTempPlayAreaAIScore to wPlayAreaAIScore
+; and loads wAIScore with value in wTempAIScore.
+; identical to RetrievePlayAreaAIScoreFromBackup1.
+RetrievePlayAreaAIScoreFromBackup2: ; 169e3 (5:69e3)
+ push af
+ ld de, wPlayAreaAIScore
+ ld hl, wTempPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+
+ ld a, [hl]
+ ld [wAIScore], a
+ pop af
+ ret
+
+; have AI choose and execute an attack.
+; return carry if an attack was chosen and attempted.
+AIProcessAndTryToUseAttack: ; 169f8 (5:69f8)
+ xor a
+ ld [wAIExecuteProcessedAttack], a
+ ; fallthrough
+
+; checks which of the Active card's attacks for AI to use.
+; If any of the attacks has enough AI score to be used,
+; AI will use it if wAIExecuteProcessedAttack is 0.
+; in either case, return carry if an attack is chosen to be used.
+AIProcessAttacks: ; 169fc (5:69fc)
+; if AI used Pluspower, load its attack index
+ ld a, [wPreviousAIFlags]
+ and AI_FLAG_USED_PLUSPOWER
+ jr z, .no_pluspower
+ ld a, [wAIPluspowerAttack]
+ ld [wSelectedAttack], a
+ jr .attack_chosen
+
+.no_pluspower
+; if Player is running Mewtwo1 mill deck,
+; skip attack if Barrier counter is 0.
+ ld a, [wAIBarrierFlagCounter]
+ cp AI_MEWTWO_MILL + 0
+ jp z, .dont_attack
+
+; determine AI score of both attacks.
+ xor a ; FIRST_ATTACK_OR_PKMN_POWER
+ call GetAIScoreOfAttack
+ ld a, [wAIScore]
+ ld [wFirstAttackAIScore], a
+ ld a, SECOND_ATTACK
+ call GetAIScoreOfAttack
+
+; compare both attack scores
+ ld c, SECOND_ATTACK
+ ld a, [wFirstAttackAIScore]
+ ld b, a
+ ld a, [wAIScore]
+ cp b
+ jr nc, .check_score
+ ; first attack has higher score
+ dec c
+ ld a, b
+
+; c holds the attack index chosen by AI,
+; and a holds its AI score.
+; first check if chosen attack has at least minimum score.
+; then check if first attack is better than second attack
+; in case the second one was chosen.
+.check_score
+ cp $50 ; minimum score to use attack
+ jr c, .dont_attack
+ ; enough score, proceed
+
+ ld a, c
+ ld [wSelectedAttack], a
+ or a
+ jr z, .attack_chosen
+ call CheckWhetherToSwitchToFirstAttack
+
+.attack_chosen
+; check whether to execute the attack chosen
+ ld a, [wAIExecuteProcessedAttack]
+ or a
+ jr z, .execute
+
+; set carry and reset Play Area AI score
+; to the previous values.
+ scf
+ jp RetrievePlayAreaAIScoreFromBackup2
+
+.execute
+ ld a, AI_TRAINER_CARD_PHASE_14
+ call AIProcessHandTrainerCards
+
+; load this attack's damage output against
+; the current Defending Pokemon.
+ xor a ; PLAY_AREA_ARENA
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+
+ or a
+ jr z, .check_damage_bench
+ ; if damage is not 0, fallthrough
+
+.can_damage
+ xor a
+ ld [wcdb4], a
+ jr .use_attack
+
+.check_damage_bench
+; check if it can otherwise damage player's bench
+ ld a, ATTACK_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
+ call CheckLoadedAttackFlag
+ jr c, .can_damage
+
+; cannot damage either Defending Pokemon or Bench
+ ld hl, wcdb4
+ inc [hl]
+
+; return carry if attack is chosen
+; and AI tries to use it.
+.use_attack
+ ld a, $01
+ ld [wcddb], a
+ call AITryUseAttack
+ scf
+ ret
+
+.dont_attack
+ ld a, [wAIExecuteProcessedAttack]
+ or a
+ jr z, .failed_to_use
+
+; reset Play Area AI score
+; to the previous values.
+ jp RetrievePlayAreaAIScoreFromBackup2
+
+; return no carry if no viable attack.
+.failed_to_use
+ ld hl, wcdb4
+ inc [hl]
+ or a
+ ret
+
+; determines the AI score of attack index in a
+; of card in Play Area location hTempPlayAreaLocation_ff9d.
+GetAIScoreOfAttack: ; 16a86 (5:6a86)
+; initialize AI score.
+ ld [wSelectedAttack], a
+ ld a, $50
+ ld [wAIScore], a
+
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfSelectedAttackIsUnusable
+ jr nc, .usable
+
+; return zero AI score.
+.unusable
+ xor a
+ ld [wAIScore], a
+ jp .done
+
+; load arena card IDs
+.usable
+ xor a
+ ld [wAICannotDamage], a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ ld [wTempTurnDuelistCardID], a
+ call SwapTurn
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ ld [wTempNonTurnDuelistCardID], a
+
+; handle the case where the player has No Damage substatus.
+; in the case the player does, check if this attack
+; has a residual effect, or if it can damage the opposing bench.
+; If none of those are true, render the attack unusable.
+; also if it's a PKMN power, consider it unusable as well.
+ bank1call HandleNoDamageOrEffectSubstatus
+ call SwapTurn
+ jr nc, .check_if_can_ko
+
+ ; player is under No Damage substatus
+ ld a, $01
+ ld [wAICannotDamage], a
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr z, .unusable
+ and RESIDUAL
+ jr nz, .check_if_can_ko
+ ld a, ATTACK_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
+ call CheckLoadedAttackFlag
+ jr nc, .unusable
+
+; calculate damage to player to check if attack can KO.
+; encourage attack if it's able to KO.
+.check_if_can_ko
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jr c, .can_ko
+ jr z, .can_ko
+ jr .check_damage
+.can_ko
+ ld a, 20
+ call AddToAIScore
+
+; raise AI score by the number of damage counters that this attack deals.
+; if no damage is dealt, subtract AI score. in case wDamage is zero
+; but wMaxDamage is not, then encourage attack afterwards.
+; otherwise, if wMaxDamage is also zero, check for damage against
+; player's bench, and encourage attack in case there is.
+.check_damage
+ xor a
+ ld [wAIAttackIsNonDamaging], a
+ ld a, [wDamage]
+ ld [wTempAI], a
+ or a
+ jr z, .no_damage
+ call CalculateByteTensDigit
+ call AddToAIScore
+ jr .check_recoil
+.no_damage
+ ld a, $01
+ ld [wAIAttackIsNonDamaging], a
+ call SubFromAIScore
+ ld a, [wAIMaxDamage]
+ or a
+ jr z, .no_max_damage
+ ld a, 2
+ call AddToAIScore
+ xor a
+ ld [wAIAttackIsNonDamaging], a
+.no_max_damage
+ ld a, ATTACK_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_recoil
+ ld a, 2
+ call AddToAIScore
+
+; handle recoil attacks (low and high recoil).
+.check_recoil
+ ld a, ATTACK_FLAG1_ADDRESS | LOW_RECOIL_F
+ call CheckLoadedAttackFlag
+ jr c, .is_recoil
+ ld a, ATTACK_FLAG1_ADDRESS | HIGH_RECOIL_F
+ call CheckLoadedAttackFlag
+ jp nc, .check_defending_can_ko
+.is_recoil
+ ; sub from AI score number of damage counters
+ ; that attack deals to itself.
+ ld a, [wLoadedAttackEffectParam]
+ or a
+ jp z, .check_defending_can_ko
+ ld [wDamage], a
+ call ApplyDamageModifiers_DamageToSelf
+ ld a, e
+ call CalculateByteTensDigit
+ call SubFromAIScore
+
+ push de
+ ld a, ATTACK_FLAG1_ADDRESS | HIGH_RECOIL_F
+ call CheckLoadedAttackFlag
+ pop de
+ jr c, .high_recoil
+
+ ; if LOW_RECOIL KOs self, decrease AI score
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ cp e
+ jr c, .kos_self
+ jp nz, .check_defending_can_ko
+.kos_self
+ ld a, 10
+ call SubFromAIScore
+
+.high_recoil
+ ; dismiss this attack if no benched Pokémon
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp 2
+ jr c, .dismiss_high_recoil_atk
+ ; has benched Pokémon
+
+; here the AI handles high recoil attacks differently
+; depending on what deck it's playing.
+ ld a, [wOpponentDeckID]
+ cp ROCK_CRUSHER_DECK_ID
+ jr z, .rock_crusher_deck
+ cp ZAPPING_SELFDESTRUCT_DECK_ID
+ jr z, .zapping_selfdestruct_deck
+ cp BOOM_BOOM_SELFDESTRUCT_DECK_ID
+ jr z, .encourage_high_recoil_atk
+ ; Boom Boom Selfdestruct deck always encourages
+ cp POWER_GENERATOR_DECK_ID
+ jr nz, .high_recoil_generic_checks
+ ; Power Generator deck always dismisses
+
+.dismiss_high_recoil_atk
+ xor a
+ ld [wAIScore], a
+ jp .done
+
+.encourage_high_recoil_atk
+ ld a, 20
+ call AddToAIScore
+ jp .done
+
+; Zapping Selfdestruct deck only uses this attack
+; if number of cards in deck >= 30 and
+; HP of active card is < half max HP.
+.zapping_selfdestruct_deck
+ ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
+ call GetTurnDuelistVariable
+ cp 31
+ jr nc, .high_recoil_generic_checks
+ ld e, PLAY_AREA_ARENA
+ call GetCardDamageAndMaxHP
+ sla a
+ cp c
+ jr c, .high_recoil_generic_checks
+ ld b, 0
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp MAGNEMITE1
+ jr z, .magnemite1
+ ld b, 10 ; bench damage
+.magnemite1
+ ld a, 10
+ add b
+ ld b, a ; 20 bench damage if not Magnemite1
+
+; if this attack causes player to win the duel by
+; knocking out own Pokémon, dismiss attack.
+ ld a, 1 ; count active Pokémon as KO'd
+ call .check_if_kos_bench
+ jr c, .dismiss_high_recoil_atk
+ jr .encourage_high_recoil_atk
+
+; Rock Crusher Deck only uses this attack if
+; prize count is below 4 and attack wins (or potentially draws) the duel,
+; (i.e. at least gets KOs equal to prize cards left).
+.rock_crusher_deck
+ call CountPrizes
+ cp 4
+ jr nc, .dismiss_high_recoil_atk
+ ; prize count < 4
+ ld b, 20 ; damage dealt to bench
+ call SwapTurn
+ xor a
+ call .check_if_kos_bench
+ call SwapTurn
+ jr c, .encourage_high_recoil_atk
+
+; generic checks for all other deck IDs.
+; encourage attack if it wins (or potentially draws) the duel,
+; (i.e. at least gets KOs equal to prize cards left).
+; dismiss it if it causes the player to win.
+.high_recoil_generic_checks
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp CHANSEY
+ jr z, .chansey
+ cp MAGNEMITE1
+ jr z, .magnemite1_or_weezing
+ cp WEEZING
+ jr z, .magnemite1_or_weezing
+ ld b, 20 ; bench damage
+ jr .check_bench_kos
+.magnemite1_or_weezing
+ ld b, 10 ; bench damage
+ jr .check_bench_kos
+.chansey
+ ld b, 0 ; no bench damage
+
+.check_bench_kos
+ push bc
+ call SwapTurn
+ xor a
+ call .check_if_kos_bench
+ call SwapTurn
+ pop bc
+ jr c, .wins_the_duel
+ push de
+ ld a, 1
+ call .check_if_kos_bench
+ pop bc
+ jr nc, .count_own_ko_bench
+
+; attack causes player to draw all prize cards
+ xor a
+ ld [wAIScore], a
+ jp .done
+
+; attack causes CPU to draw all prize cards
+.wins_the_duel
+ ld a, 20
+ call AddToAIScore
+ jp .done
+
+; subtract from AI score number of own benched Pokémon KO'd
+.count_own_ko_bench
+ push bc
+ ld a, d
+ or a
+ jr z, .count_player_ko_bench
+ dec a
+ call SubFromAIScore
+
+; add to AI score number of player benched Pokémon KO'd
+.count_player_ko_bench
+ pop bc
+ ld a, b
+ call AddToAIScore
+ jr .check_defending_can_ko
+
+; local function that gets called to determine damage to
+; benched Pokémon caused by a HIGH_RECOIL attack.
+; return carry if using attack causes number of benched Pokémon KOs
+; equal to or larger than remaining prize cards.
+; this function is independent on duelist turn, so whatever
+; turn it is when this is called, it's that duelist's
+; bench/prize cards that get checked.
+; input:
+; a = initial number of KO's beside benched Pokémon,
+; so that if the active Pokémon is KO'd by the attack,
+; this counts towards the prize cards collected
+; b = damage dealt to bench Pokémon
+.check_if_kos_bench
+ ld d, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld e, PLAY_AREA_ARENA
+.loop
+ inc e
+ ld a, [hli]
+ cp $ff
+ jr z, .exit_loop
+ ld a, e
+ add DUELVARS_ARENA_CARD_HP
+ push hl
+ call GetTurnDuelistVariable
+ pop hl
+ cp b
+ jr z, .increase_count
+ jr nc, .loop
+.increase_count
+ ; increase d if damage dealt KOs
+ inc d
+ jr .loop
+.exit_loop
+ push de
+ call SwapTurn
+ call CountPrizes
+ call SwapTurn
+ pop de
+ cp d
+ jp c, .set_carry
+ jp z, .set_carry
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; if defending card can KO, encourage attack
+; unless attack is non-damaging.
+.check_defending_can_ko
+ ld a, [wSelectedAttack]
+ push af
+ call CheckIfDefendingPokemonCanKnockOut
+ pop bc
+ ld a, b
+ ld [wSelectedAttack], a
+ jr nc, .check_discard
+ ld a, 5
+ call AddToAIScore
+ ld a, [wAIAttackIsNonDamaging]
+ or a
+ jr z, .check_discard
+ ld a, 5
+ call SubFromAIScore
+
+; subtract from AI score if this attack requires
+; discarding any energy cards.
+.check_discard
+ ld a, [wSelectedAttack]
+ ld e, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld a, ATTACK_FLAG2_ADDRESS | DISCARD_ENERGY_F
+ call CheckLoadedAttackFlag
+ jr nc, .asm_16ca6
+ ld a, 1
+ call SubFromAIScore
+ ld a, [wLoadedAttackEffectParam]
+ call SubFromAIScore
+
+.asm_16ca6
+ ld a, ATTACK_FLAG2_ADDRESS | FLAG_2_BIT_6_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_nullify_flag
+ ld a, [wLoadedAttackEffectParam]
+ call AddToAIScore
+
+; encourage attack if it has a nullify or weaken attack effect.
+.check_nullify_flag
+ ld a, ATTACK_FLAG2_ADDRESS | NULLIFY_OR_WEAKEN_ATTACK_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_draw_flag
+ ld a, 1
+ call AddToAIScore
+
+; encourage attack if it has an effect to draw a card.
+.check_draw_flag
+ ld a, ATTACK_FLAG1_ADDRESS | DRAW_CARD_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_heal_flag
+ ld a, 1
+ call AddToAIScore
+
+.check_heal_flag
+ ld a, ATTACK_FLAG2_ADDRESS | HEAL_USER_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_status_effect
+ ld a, [wLoadedAttackEffectParam]
+ cp 1
+ jr z, .tally_heal_score
+ ld a, [wTempAI]
+ call CalculateByteTensDigit
+ ld b, a
+ ld a, [wLoadedAttackEffectParam]
+ cp 3
+ jr z, .asm_16cec
+ srl b
+ jr nc, .asm_16cec
+ inc b
+.asm_16cec
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ call CalculateByteTensDigit
+ cp b
+ jr c, .tally_heal_score
+ ld a, b
+.tally_heal_score
+ push af
+ ld e, PLAY_AREA_ARENA
+ call GetCardDamageAndMaxHP
+ call CalculateByteTensDigit
+ pop bc
+ cp b ; wLoadedAttackEffectParam
+ jr c, .add_heal_score
+ ld a, b
+.add_heal_score
+ call AddToAIScore
+
+.check_status_effect
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ ; skip if player has Snorlax
+ cp SNORLAX
+ jp z, .handle_special_atks
+
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetNonTurnDuelistVariable
+ ld [wTempAI], a
+
+; encourage a poison inflicting attack if opposing Pokémon
+; isn't (doubly) poisoned already.
+; if opposing Pokémon is only poisoned and not double poisoned,
+; and this attack has FLAG_2_BIT_6 set, discourage it
+; (possibly to make Nidoking's Toxic attack less likely to be chosen
+; if the other Pokémon is poisoned.)
+ ld a, ATTACK_FLAG1_ADDRESS | INFLICT_POISON_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_sleep
+ ld a, [wTempAI]
+ and DOUBLE_POISONED
+ jr z, .add_poison_score
+ and $40 ; only double poisoned?
+ jr z, .check_sleep
+ ld a, ATTACK_FLAG2_ADDRESS | FLAG_2_BIT_6_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_sleep
+ ld a, 2
+ call SubFromAIScore
+ jr .check_sleep
+.add_poison_score
+ ld a, 2
+ call AddToAIScore
+
+; encourage sleep-inducing attack if other Pokémon isn't asleep.
+.check_sleep
+ ld a, ATTACK_FLAG1_ADDRESS | INFLICT_SLEEP_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_paralysis
+ ld a, [wTempAI]
+ and CNF_SLP_PRZ
+ cp ASLEEP
+ jr z, .check_paralysis
+ ld a, 1
+ call AddToAIScore
+
+; encourage paralysis-inducing attack if other Pokémon isn't asleep.
+; otherwise, if other Pokémon is asleep, discourage attack.
+.check_paralysis
+ ld a, ATTACK_FLAG1_ADDRESS | INFLICT_PARALYSIS_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_confusion
+ ld a, [wTempAI]
+ and CNF_SLP_PRZ
+ cp ASLEEP
+ jr z, .sub_prz_score
+ ld a, 1
+ call AddToAIScore
+ jr .check_confusion
+.sub_prz_score
+ ld a, 1
+ call SubFromAIScore
+
+; encourage confuse-inducing attack if other Pokémon isn't asleep
+; or confused already.
+; otherwise, if other Pokémon is asleep or confused,
+; discourage attack instead.
+.check_confusion
+ ld a, ATTACK_FLAG1_ADDRESS | INFLICT_CONFUSION_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_if_confused
+ ld a, [wTempAI]
+ and CNF_SLP_PRZ
+ cp ASLEEP
+ jr z, .sub_cnf_score
+ ld a, [wTempAI]
+ and CNF_SLP_PRZ
+ cp CONFUSED
+ jr z, .check_if_confused
+ ld a, 1
+ call AddToAIScore
+ jr .check_if_confused
+.sub_cnf_score
+ ld a, 1
+ call SubFromAIScore
+
+; if this Pokémon is confused, subtract from score.
+.check_if_confused
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and CNF_SLP_PRZ
+ cp CONFUSED
+ jr nz, .handle_special_atks
+ ld a, 1
+ call SubFromAIScore
+
+; SPECIAL_AI_HANDLING marks attacks that the AI handles individually.
+; each attack has its own checks and modifies AI score accordingly.
+.handle_special_atks
+ ld a, ATTACK_FLAG3_ADDRESS | SPECIAL_AI_HANDLING_F
+ call CheckLoadedAttackFlag
+ jr nc, .done
+ call HandleSpecialAIAttacks
+ cp $80
+ jr c, .negative_score
+ sub $80
+ call AddToAIScore
+ jr .done
+.negative_score
+ ld b, a
+ ld a, $80
+ sub b
+ call SubFromAIScore
+
+.done
+ ret
diff --git a/src/engine/ai/boss_deck_set_up.asm b/src/engine/ai/boss_deck_set_up.asm
new file mode 100644
index 0000000..fa3a262
--- /dev/null
+++ b/src/engine/ai/boss_deck_set_up.asm
@@ -0,0 +1,167 @@
+; sets up the initial hand of boss deck.
+; always draws at least 2 Basic Pokemon cards and 2 Energy cards.
+; also sets up so that the next cards to be drawn have
+; some minimum number of Basic Pokemon and Energy cards.
+SetUpBossStartingHandAndDeck: ; 172af (5:72af)
+; shuffle all hand cards in deck
+ ld a, DUELVARS_HAND
+ call GetTurnDuelistVariable
+ ld b, STARTING_HAND_SIZE
+.loop_hand
+ ld a, [hl]
+ call RemoveCardFromHand
+ call ReturnCardToDeck
+ dec b
+ jr nz, .loop_hand
+ jr .count_energy_basic
+
+.shuffle_deck
+ call ShuffleDeck
+
+; count number of Energy and basic Pokemon cards
+; in the first STARTING_HAND_SIZE in deck.
+.count_energy_basic
+ xor a
+ ld [wce06], a
+ ld [wce08], a
+
+ ld a, DUELVARS_DECK_CARDS
+ call GetTurnDuelistVariable
+ ld b, STARTING_HAND_SIZE
+.loop_deck_1
+ ld a, [hli]
+ push bc
+ call LoadCardDataToBuffer1_FromDeckIndex
+ pop bc
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jr c, .pokemon_card_1
+ cp TYPE_TRAINER
+ jr z, .next_card_deck_1
+
+; energy card
+ ld a, [wce08]
+ inc a
+ ld [wce08], a
+ jr .next_card_deck_1
+
+.pokemon_card_1
+ ld a, [wLoadedCard1Stage]
+ or a
+ jr nz, .next_card_deck_1 ; not basic
+ ld a, [wce06]
+ inc a
+ ld [wce06], a
+
+.next_card_deck_1
+ dec b
+ jr nz, .loop_deck_1
+
+; tally the number of Energy and basic Pokemon cards
+; and if any of them is smaller than 2, re-shuffle deck.
+ ld a, [wce06]
+ cp 2
+ jr c, .shuffle_deck
+ ld a, [wce08]
+ cp 2
+ jr c, .shuffle_deck
+
+; now check the following 6 cards (prize cards).
+; re-shuffle deck if any of these cards is listed in wAICardListAvoidPrize.
+ ld b, 6
+.check_card_ids
+ ld a, [hli]
+ push bc
+ call .CheckIfIDIsInList
+ pop bc
+ jr c, .shuffle_deck
+ dec b
+ jr nz, .check_card_ids
+
+; finally, check 6 cards after that.
+; if Energy or Basic Pokemon counter is below 4
+; (counting with the ones found in the initial hand)
+; then re-shuffle deck.
+ ld b, 6
+.loop_deck_2
+ ld a, [hli]
+ push bc
+ call LoadCardDataToBuffer1_FromDeckIndex
+ pop bc
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jr c, .pokemon_card_2
+ cp TYPE_TRAINER
+ jr z, .next_card_deck_2
+
+; energy card
+ ld a, [wce08]
+ inc a
+ ld [wce08], a
+ jr .next_card_deck_2
+
+.pokemon_card_2
+ ld a, [wLoadedCard1Stage]
+ or a
+ jr nz, .next_card_deck_2
+ ld a, [wce06]
+ inc a
+ ld [wce06], a
+
+.next_card_deck_2
+ dec b
+ jr nz, .loop_deck_2
+
+ ld a, [wce06]
+ cp 4
+ jp c, .shuffle_deck
+ ld a, [wce08]
+ cp 4
+ jp c, .shuffle_deck
+
+; draw new set of hand cards
+ ld a, DUELVARS_DECK_CARDS
+ call GetTurnDuelistVariable
+ ld b, STARTING_HAND_SIZE
+.draw_loop
+ ld a, [hli]
+ call SearchCardInDeckAndAddToHand
+ call AddCardToHand
+ dec b
+ jr nz, .draw_loop
+ ret
+
+; expectation: return carry if card ID corresponding
+; to the input deck index is listed in wAICardListAvoidPrize;
+; reality: always returns no carry because when checking terminating
+; byte in wAICardListAvoidPrize ($00), it wrongfully uses 'cp a' instead of 'or a',
+; so it always ends up returning in the first item in list.
+; input:
+; - a = deck index of card to check
+.CheckIfIDIsInList ; 17366 (5:7366)
+ ld b, a
+ ld a, [wAICardListAvoidPrize + 1]
+ or a
+ ret z ; null
+ push hl
+ ld h, a
+ ld a, [wAICardListAvoidPrize]
+ ld l, a
+
+ ld a, b
+ call GetCardIDFromDeckIndex
+.loop_id_list
+ ld a, [hli]
+ cp a ; bug, should be 'or a'
+ jr z, .false
+ cp e
+ jr nz, .loop_id_list
+
+; true
+ pop hl
+ scf
+ ret
+.false
+ pop hl
+ or a
+ ret
diff --git a/src/engine/ai/core.asm b/src/engine/ai/core.asm
new file mode 100644
index 0000000..f182375
--- /dev/null
+++ b/src/engine/ai/core.asm
@@ -0,0 +1,2770 @@
+INCLUDE "engine/ai/decks/unreferenced.asm"
+
+; returns carry if damage dealt from any of
+; a card's attacks KOs defending Pokémon
+; outputs index of the attack that KOs
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of attacking card to consider
+; output:
+; [wSelectedAttack] = attack index that KOs
+CheckIfAnyAttackKnocksOutDefendingCard: ; 140ae (5:40ae)
+ xor a ; first attack
+ call CheckIfAttackKnocksOutDefendingCard
+ ret c
+ ld a, SECOND_ATTACK
+; fallthrough
+
+CheckIfAttackKnocksOutDefendingCard: ; 140b5 (5:40b5)
+ call EstimateDamage_VersusDefendingCard
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ ret c
+ ret nz
+ scf
+ ret
+
+; returns carry if any of the defending Pokémon's attacks
+; brings card at hTempPlayAreaLocation_ff9d down
+; to exactly 0 HP.
+; outputs that attack index in wSelectedAttack.
+CheckIfAnyDefendingPokemonAttackDealsSameDamageAsHP: ; 140c5 (5:40c5)
+ xor a ; FIRST_ATTACK_OR_PKMN_POWER
+ call .check_damage
+ ret c
+ ld a, SECOND_ATTACK
+
+.check_damage
+ call EstimateDamage_FromDefendingPokemon
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jr z, .true
+ ret
+.true
+ scf
+ ret
+
+; checks AI scores for all benched Pokémon
+; returns the location of the card with highest score
+; in a and [hTempPlayAreaLocation_ff9d]
+FindHighestBenchScore: ; 140df (5:40df)
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld b, a
+ ld c, 0
+ ld e, c
+ ld d, c
+ ld hl, wPlayAreaAIScore + 1
+ jp .next
+
+.loop
+ ld a, [hli]
+ cp e
+ jr c, .next
+ ld e, a
+ ld d, c
+.next
+ inc c
+ dec b
+ jr nz, .loop
+
+ ld a, d
+ ldh [hTempPlayAreaLocation_ff9d], a
+ or a
+ ret
+
+; adds a to wAIScore
+; if there's overflow, it's capped at $ff
+; output:
+; a = a + wAIScore (capped at $ff)
+AddToAIScore: ; 140fe (5:40fe)
+ push hl
+ ld hl, wAIScore
+ add [hl]
+ jr nc, .no_cap
+ ld a, $ff
+.no_cap
+ ld [hl], a
+ pop hl
+ ret
+
+; subs a from wAIScore
+; if there's underflow, it's capped at $00
+SubFromAIScore: ; 1410a (5:410a)
+ push hl
+ push de
+ ld e, a
+ ld hl, wAIScore
+ ld a, [hl]
+ or a
+ jr z, .done
+ sub e
+ ld [hl], a
+ jr nc, .done
+ ld [hl], $00
+.done
+ pop de
+ pop hl
+ ret
+
+; loads defending Pokémon's weakness/resistance
+; and the number of prize cards in both sides
+LoadDefendingPokemonColorWRAndPrizeCards: ; 1411d (5:411d)
+ call SwapTurn
+ call GetArenaCardColor
+ call TranslateColorToWR
+ ld [wAIPlayerColor], a
+ call GetArenaCardWeakness
+ ld [wAIPlayerWeakness], a
+ call GetArenaCardResistance
+ ld [wAIPlayerResistance], a
+ call CountPrizes
+ ld [wAIPlayerPrizeCount], a
+ call SwapTurn
+ call CountPrizes
+ ld [wAIOpponentPrizeCount], a
+ ret
+
+; called when AI has chosen its attack.
+; executes all effects and damage.
+; handles AI choosing parameters for certain attacks as well.
+AITryUseAttack: ; 14145 (5:4145)
+ ld a, [wSelectedAttack]
+ ldh [hTemp_ffa0], a
+ ld e, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ldh [hTempCardIndex_ff9f], a
+ ld d, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld a, OPPACTION_BEGIN_ATTACK
+ bank1call AIMakeDecision
+ ret c
+
+ call AISelectSpecialAttackParameters
+ jr c, .use_attack
+ ld a, EFFECTCMDTYPE_AI_SELECTION
+ call TryExecuteEffectCommandFunction
+
+.use_attack
+ ld a, [wSelectedAttack]
+ ld e, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld a, OPPACTION_USE_ATTACK
+ bank1call AIMakeDecision
+ ret c
+
+ ld a, EFFECTCMDTYPE_AI_SWITCH_DEFENDING_PKMN
+ call TryExecuteEffectCommandFunction
+ ld a, OPPACTION_ATTACK_ANIM_AND_DAMAGE
+ bank1call AIMakeDecision
+ ret
+
+; return carry if any of the following is satisfied:
+; - deck index in a corresponds to a double colorless energy card;
+; - card type in wTempCardType is colorless;
+; - card ID in wTempCardID is a Pokémon card that has
+; attacks that require energy other than its color and
+; the deck index in a corresponds to that energy type;
+; - card ID is Eevee and a corresponds to an energy type
+; of water, fire or lightning;
+; - type of card in register a is the same as wTempCardType.
+; used for knowing if a given energy card can be discarded
+; from a given Pokémon card
+; input:
+; a = energy card attached to Pokémon to check
+; [wTempCardType] = TYPE_ENERGY_* of given Pokémon
+; [wTempCardID] = card index of Pokémon card to check
+CheckIfEnergyIsUseful: ; 14184 (5:4184)
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp DOUBLE_COLORLESS_ENERGY
+ jr z, .set_carry
+ ld a, [wTempCardType]
+ cp TYPE_ENERGY_DOUBLE_COLORLESS
+ jr z, .set_carry
+ ld a, [wTempCardID]
+
+ ld d, PSYCHIC_ENERGY
+ cp EXEGGCUTE
+ jr z, .check_energy
+ cp EXEGGUTOR
+ jr z, .check_energy
+ cp PSYDUCK
+ jr z, .check_energy
+ cp GOLDUCK
+ jr z, .check_energy
+
+ ld d, WATER_ENERGY
+ cp SURFING_PIKACHU1
+ jr z, .check_energy
+ cp SURFING_PIKACHU2
+ jr z, .check_energy
+
+ cp EEVEE
+ jr nz, .check_type
+ ld a, e
+ cp WATER_ENERGY
+ jr z, .set_carry
+ cp FIRE_ENERGY
+ jr z, .set_carry
+ cp LIGHTNING_ENERGY
+ jr z, .set_carry
+
+.check_type
+ ld d, $00 ; unnecessary?
+ call GetCardType
+ ld d, a
+ ld a, [wTempCardType]
+ cp d
+ jr z, .set_carry
+ pop de
+ or a
+ ret
+
+.check_energy
+ ld a, d
+ cp e
+ jr nz, .check_type
+.set_carry
+ pop de
+ scf
+ ret
+
+; pick a random Pokemon in the bench.
+; output:
+; - a = PLAY_AREA_* of Bench Pokemon picked.
+PickRandomBenchPokemon: ; 141da (5:41da)
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ dec a
+ call Random
+ inc a
+ ret
+
+AIPickPrizeCards: ; 141e5 (5:41e5)
+ ld a, [wNumberPrizeCardsToTake]
+ ld b, a
+.loop
+ call .PickPrizeCard
+ ld a, DUELVARS_PRIZES
+ call GetTurnDuelistVariable
+ or a
+ jr z, .done
+ dec b
+ jr nz, .loop
+.done
+ ret
+
+; picks a prize card at random
+; and adds it to the hand.
+.PickPrizeCard: ; 141f8 (5:41f8)
+ ld a, DUELVARS_PRIZES
+ call GetTurnDuelistVariable
+ push hl
+ ld c, a
+
+; choose a random prize card until
+; one is found that isn't taken already.
+.loop_pick_prize
+ ld a, 6
+ call Random
+ ld e, a
+ ld d, $00
+ ld hl, .prize_flags
+ add hl, de
+ ld a, [hl]
+ and c
+ jr z, .loop_pick_prize ; no prize
+
+; prize card was found
+; remove this prize from wOpponentPrizes
+ ld a, [hl]
+ pop hl
+ cpl
+ and [hl]
+ ld [hl], a
+
+; add this prize card to the hand
+ ld a, e
+ add DUELVARS_PRIZE_CARDS
+ call GetTurnDuelistVariable
+ call AddCardToHand
+ ret
+
+.prize_flags ; 1421e (5:421e)
+ db $1 << 0
+ db $1 << 1
+ db $1 << 2
+ db $1 << 3
+ db $1 << 4
+ db $1 << 5
+ db $1 << 6
+ db $1 << 7
+
+; routine for AI to play all Basic cards from its hand
+; in the beginning of the Duel.
+AIPlayInitialBasicCards: ; 14226 (5:4226)
+ call CreateHandCardList
+ ld hl, wDuelTempList
+.check_for_next_card
+ ld a, [hli]
+ ldh [hTempCardIndex_ff98], a
+ cp $ff
+ ret z ; return when done
+
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jr nc, .check_for_next_card ; skip if not Pokemon card
+ ld a, [wLoadedCard1Stage]
+ or a
+ jr nz, .check_for_next_card ; skip if not Basic Stage
+
+; play Basic card from hand
+ push hl
+ ldh a, [hTempCardIndex_ff98]
+ call PutHandPokemonCardInPlayArea
+ pop hl
+ jr .check_for_next_card
+
+; returns carry if Pokémon at hTempPlayAreaLocation_ff9d
+; can't use an attack or if that selected attack doesn't have enough energy
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
+; [wSelectedAttack] = selected attack to examine
+CheckIfSelectedAttackIsUnusable: ; 1424b (5:424b)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .bench
+
+ bank1call HandleCantAttackSubstatus
+ ret c
+ bank1call CheckIfActiveCardParalyzedOrAsleep
+ ret c
+
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ call HandleAmnesiaSubstatus
+ ret c
+ ld a, EFFECTCMDTYPE_INITIAL_EFFECT_1
+ call TryExecuteEffectCommandFunction
+ ret c
+
+.bench
+ call CheckEnergyNeededForAttack
+ ret c ; can't be used
+ ld a, ATTACK_FLAG2_ADDRESS | FLAG_2_BIT_5_F
+ call CheckLoadedAttackFlag
+ ret
+
+; load selected attack from Pokémon in hTempPlayAreaLocation_ff9d
+; and checks if there is enough energy to execute the selected attack
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
+; [wSelectedAttack] = selected attack to examine
+; output:
+; b = basic energy still needed
+; c = colorless energy still needed
+; e = output of ConvertColorToEnergyCardID, or $0 if not an attack
+; carry set if no attack
+; OR if it's a Pokémon Power
+; OR if not enough energy for attack
+CheckEnergyNeededForAttack: ; 14279 (5:4279)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld hl, wLoadedAttackName
+ ld a, [hli]
+ or [hl]
+ jr z, .no_attack
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr nz, .is_attack
+.no_attack
+ lb bc, 0, 0
+ ld e, c
+ scf
+ ret
+
+.is_attack
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call GetPlayAreaCardAttachedEnergies
+ bank1call HandleEnergyBurn
+
+ xor a
+ ld [wTempLoadedAttackEnergyCost], a
+ ld [wTempLoadedAttackEnergyNeededAmount], a
+ ld [wTempLoadedAttackEnergyNeededType], a
+
+ ld hl, wAttachedEnergies
+ ld de, wLoadedAttackEnergyCost
+ ld b, 0
+ ld c, (NUM_TYPES / 2) - 1
+
+.loop
+ ; check all basic energy cards except colorless
+ ld a, [de]
+ swap a
+ call CheckIfEnoughParticularAttachedEnergy
+ ld a, [de]
+ call CheckIfEnoughParticularAttachedEnergy
+ inc de
+ dec c
+ jr nz, .loop
+
+; running CheckIfEnoughParticularAttachedEnergy back to back like this
+; overwrites the results of a previous call of this function,
+; however, no attack in the game has energy requirements for two
+; different energy types (excluding colorless), so this routine
+; will always just return the result for one type of basic energy,
+; while all others will necessarily have an energy cost of 0
+; if attacks are added to the game with energy requirements of
+; two different basic energy types, then this routine only accounts
+; for the type with the highest index
+
+ ; colorless
+ ld a, [de]
+ swap a
+ and %00001111
+ ld b, a ; colorless energy still needed
+ ld a, [wTempLoadedAttackEnergyCost]
+ ld hl, wTempLoadedAttackEnergyNeededAmount
+ sub [hl]
+ ld c, a ; basic energy still needed
+ ld a, [wTotalAttachedEnergies]
+ sub c
+ sub b
+ jr c, .not_enough
+
+ ld a, [wTempLoadedAttackEnergyNeededAmount]
+ or a
+ ret z
+
+; being here means the energy cost isn't satisfied,
+; including with colorless energy
+ xor a
+.not_enough
+ cpl
+ inc a
+ ld c, a ; colorless energy still needed
+ ld a, [wTempLoadedAttackEnergyNeededAmount]
+ ld b, a ; basic energy still needed
+ ld a, [wTempLoadedAttackEnergyNeededType]
+ call ConvertColorToEnergyCardID
+ ld e, a
+ ld d, 0
+ scf
+ ret
+
+; takes as input the energy cost of an attack for a
+; particular energy, stored in the lower nibble of a
+; if the attack costs some amount of this energy, the lower nibble of a != 0,
+; and this amount is stored in wTempLoadedAttackEnergyCost
+; sets carry flag if not enough energy of this type attached
+; input:
+; a = this energy cost of attack (lower nibble)
+; [hl] = attached energy
+; output:
+; carry set if not enough of this energy type attached
+CheckIfEnoughParticularAttachedEnergy: ; 142f4 (5:42f4)
+ and %00001111
+ jr nz, .check
+.has_enough
+ inc hl
+ inc b
+ or a
+ ret
+
+.check
+ ld [wTempLoadedAttackEnergyCost], a
+ sub [hl]
+ jr z, .has_enough
+ jr c, .has_enough
+
+ ; not enough energy
+ ld [wTempLoadedAttackEnergyNeededAmount], a
+ ld a, b
+ ld [wTempLoadedAttackEnergyNeededType], a
+ inc hl
+ inc b
+ scf
+ ret
+
+; input:
+; a = energy type
+; output:
+; a = energy card ID
+ConvertColorToEnergyCardID: ; 1430f (5:430f)
+ push hl
+ push de
+ ld e, a
+ ld d, 0
+ ld hl, .card_id
+ add hl, de
+ ld a, [hl]
+ pop de
+ pop hl
+ ret
+
+.card_id
+ db FIRE_ENERGY
+ db GRASS_ENERGY
+ db LIGHTNING_ENERGY
+ db WATER_ENERGY
+ db FIGHTING_ENERGY
+ db PSYCHIC_ENERGY
+ db DOUBLE_COLORLESS_ENERGY
+
+; returns carry if loaded attack effect has
+; an "initial effect 2" or "require selection" command type
+; unreferenced
+Func_14323: ; 14323 (5:4323)
+ ld hl, wLoadedAttackEffectCommands
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+ ld a, EFFECTCMDTYPE_INITIAL_EFFECT_2
+ push hl
+ call CheckMatchingCommand
+ pop hl
+ jr nc, .set_carry
+ ld a, EFFECTCMDTYPE_REQUIRE_SELECTION
+ call CheckMatchingCommand
+ jr nc, .set_carry
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; return carry depending on card index in a:
+; - if energy card, return carry if no energy card has been played yet
+; - if basic Pokémon card, return carry if there's space in bench
+; - if evolution card, return carry if there's a Pokémon
+; in Play Area it can evolve
+; - if trainer card, return carry if it can be used
+; input:
+; a = card index to check
+CheckIfCardCanBePlayed: ; 1433d (5:433d)
+ ldh [hTempCardIndex_ff9f], a
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jr c, .pokemon_card
+ cp TYPE_TRAINER
+ jr z, .trainer_card
+
+; energy card
+ ld a, [wAlreadyPlayedEnergy]
+ or a
+ ret z
+ scf
+ ret
+
+.pokemon_card
+ ld a, [wLoadedCard1Stage]
+ or a
+ jr nz, .evolution_card
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_PLAY_AREA_POKEMON
+ ccf
+ ret
+
+.evolution_card
+ bank1call IsPrehistoricPowerActive
+ ret c
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld c, a
+ ld b, 0
+.loop
+ push bc
+ ld e, b
+ ldh a, [hTempCardIndex_ff9f]
+ ld d, a
+ call CheckIfCanEvolveInto
+ pop bc
+ ret nc
+ inc b
+ dec c
+ jr nz, .loop
+ scf
+ ret
+
+.trainer_card
+ bank1call CheckCantUseTrainerDueToHeadache
+ ret c
+ call LoadNonPokemonCardEffectCommands
+ ld a, EFFECTCMDTYPE_INITIAL_EFFECT_1
+ call TryExecuteEffectCommandFunction
+ ret
+
+; loads all the energy cards
+; in hand in wDuelTempList
+; return carry if no energy cards found
+CreateEnergyCardListFromHand: ; 1438c (5:438c)
+ push hl
+ push de
+ push bc
+ ld de, wDuelTempList
+ ld b, a
+ ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
+ call GetTurnDuelistVariable
+ ld c, a
+ inc c
+ ld l, LOW(wOpponentHand)
+ jr .decrease
+
+.loop
+ ld a, [hli]
+ push de
+ call GetCardIDFromDeckIndex
+ call GetCardType
+ pop de
+ and TYPE_ENERGY
+ jr z, .decrease
+ dec hl
+ ld a, [hli]
+ ld [de], a
+ inc de
+.decrease
+ dec c
+ jr nz, .loop
+
+ ld a, $ff
+ ld [de], a
+ pop bc
+ pop de
+ pop hl
+ ld a, [wDuelTempList]
+ cp $ff
+ ccf
+ ret
+
+; looks for card ID in hand and
+; sets carry if a card wasn't found
+; as opposed to LookForCardIDInHandList_Bank5
+; this function doesn't create a list
+; and preserves hl, de and bc
+; input:
+; a = card ID
+; output:
+; a = card deck index, if found
+; carry set if NOT found
+LookForCardIDInHand: ; 143bf (5:43bf)
+ push hl
+ push de
+ push bc
+ ld b, a
+ ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
+ call GetTurnDuelistVariable
+ ld c, a
+ inc c
+ ld l, DUELVARS_HAND
+ jr .next
+
+.loop
+ ld a, [hli]
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp b
+ jr z, .no_carry
+.next
+ dec c
+ jr nz, .loop
+
+ pop bc
+ pop de
+ pop hl
+ scf
+ ret
+
+.no_carry
+ dec hl
+ ld a, [hl]
+ pop bc
+ pop de
+ pop hl
+ or a
+ ret
+
+INCLUDE "engine/ai/damage_calculation.asm"
+
+AIProcessHandTrainerCards: ; 14663 (5:4663)
+ farcall _AIProcessHandTrainerCards
+ ret
+
+INCLUDE "engine/ai/deck_ai.asm"
+
+; return carry if card ID loaded in a is found in hand
+; and outputs in a the deck index of that card
+; as opposed to LookForCardIDInHand, this function
+; creates a list in wDuelTempList
+; input:
+; a = card ID
+; output:
+; a = card deck index, if found
+; carry set if found
+LookForCardIDInHandList_Bank5: ; 155d2 (5:55d2)
+ ld [wTempCardIDToLook], a
+ call CreateHandCardList
+ ld hl, wDuelTempList
+
+.loop
+ ld a, [hli]
+ cp $ff
+ ret z
+ ldh [hTempCardIndex_ff98], a
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld b, a
+ ld a, [wTempCardIDToLook]
+ cp b
+ jr nz, .loop
+
+ ldh a, [hTempCardIndex_ff98]
+ scf
+ ret
+
+; returns carry if card ID in a
+; is found in Play Area, starting with
+; location in b
+; input:
+; a = card ID
+; b = PLAY_AREA_* to start with
+; output:
+; a = PLAY_AREA_* of found card
+; carry set if found
+LookForCardIDInPlayArea_Bank5: ; 155ef (5:55ef)
+ ld [wTempCardIDToLook], a
+
+.loop
+ ld a, DUELVARS_ARENA_CARD
+ add b
+ call GetTurnDuelistVariable
+ cp $ff
+ ret z
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld c, a
+ ld a, [wTempCardIDToLook]
+ cp c
+ jr z, .found
+ inc b
+ ld a, MAX_PLAY_AREA_POKEMON
+ cp b
+ jr nz, .loop
+
+ ld b, $ff
+ or a
+ ret
+.found
+ ld a, b
+ scf
+ ret
+
+; check if energy card ID in e is in AI hand and,
+; if so, attaches it to card ID in d in Play Area.
+; input:
+; e = Energy card ID
+; d = Pokemon card ID
+AIAttachEnergyInHandToCardInPlayArea: ; 15612 (5:5612)
+ ld a, e
+ push de
+ call LookForCardIDInHandList_Bank5
+ pop de
+ ret nc ; not in hand
+ ld b, PLAY_AREA_ARENA
+
+.attach
+ ld e, a
+ ld a, d
+ call LookForCardIDInPlayArea_Bank5
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ld a, e
+ ldh [hTemp_ffa0], a
+ ld a, OPPACTION_PLAY_ENERGY
+ bank1call AIMakeDecision
+ ret
+
+; same as AIAttachEnergyInHandToCardInPlayArea but
+; only look for card ID in the Bench.
+AIAttachEnergyInHandToCardInBench: ; 1562b (5:562b)
+ ld a, e
+ push de
+ call LookForCardIDInHandList_Bank5
+ pop de
+ ret nc
+ ld b, PLAY_AREA_BENCH_1
+ jr AIAttachEnergyInHandToCardInPlayArea.attach
+
+INCLUDE "engine/ai/init.asm"
+
+; load selected attack from Pokémon in hTempPlayAreaLocation_ff9d,
+; gets an energy card to discard and subsequently
+; check if there is enough energy to execute the selected attack
+; after removing that attached energy card.
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
+; [wSelectedAttack] = selected attack to examine
+; output:
+; b = basic energy still needed
+; c = colorless energy still needed
+; e = output of ConvertColorToEnergyCardID, or $0 if not an attack
+; carry set if no attack
+; OR if it's a Pokémon Power
+; OR if not enough energy for attack
+CheckEnergyNeededForAttackAfterDiscard: ; 156c3 (5:56c3)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld hl, wLoadedAttackName
+ ld a, [hli]
+ or [hl]
+ jr z, .no_attack
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr nz, .is_attack
+.no_attack
+ lb bc, 0, 0
+ ld e, c
+ scf
+ ret
+
+.is_attack
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ farcall AIPickEnergyCardToDiscard
+ call LoadCardDataToBuffer1_FromDeckIndex
+ cp DOUBLE_COLORLESS_ENERGY
+ jr z, .colorless
+
+; color energy
+; decrease respective attached energy by 1.
+ ld hl, wAttachedEnergies
+ dec a
+ ld c, a
+ ld b, $00
+ add hl, bc
+ dec [hl]
+ ld hl, wTotalAttachedEnergies
+ dec [hl]
+ jr .asm_1570c
+; decrease attached colorless by 2.
+.colorless
+ ld hl, wAttachedEnergies + COLORLESS
+ dec [hl]
+ dec [hl]
+ ld hl, wTotalAttachedEnergies
+ dec [hl]
+ dec [hl]
+
+.asm_1570c
+ bank1call HandleEnergyBurn
+ xor a
+ ld [wTempLoadedAttackEnergyCost], a
+ ld [wTempLoadedAttackEnergyNeededAmount], a
+ ld [wTempLoadedAttackEnergyNeededType], a
+ ld hl, wAttachedEnergies
+ ld de, wLoadedAttackEnergyCost
+ ld b, 0
+ ld c, (NUM_TYPES / 2) - 1
+.loop
+ ; check all basic energy cards except colorless
+ ld a, [de]
+ swap a
+ call CheckIfEnoughParticularAttachedEnergy
+ ld a, [de]
+ call CheckIfEnoughParticularAttachedEnergy
+ inc de
+ dec c
+ jr nz, .loop
+
+ ld a, [de]
+ swap a
+ and $0f
+ ld b, a ; colorless energy still needed
+ ld a, [wTempLoadedAttackEnergyCost]
+ ld hl, wTempLoadedAttackEnergyNeededAmount
+ sub [hl]
+ ld c, a ; basic energy still needed
+ ld a, [wTotalAttachedEnergies]
+ sub c
+ sub b
+ jr c, .not_enough_energy
+
+ ld a, [wTempLoadedAttackEnergyNeededAmount]
+ or a
+ ret z
+
+; being here means the energy cost isn't satisfied,
+; including with colorless energy
+ xor a
+.not_enough_energy
+ cpl
+ inc a
+ ld c, a ; colorless energy still needed
+ ld a, [wTempLoadedAttackEnergyNeededAmount]
+ ld b, a ; basic energy still needed
+ ld a, [wTempLoadedAttackEnergyNeededType]
+ call ConvertColorToEnergyCardID
+ ld e, a
+ ld d, 0
+ scf
+ ret
+
+; zeroes a bytes starting at hl
+ClearMemory_Bank5: ; 1575e (5:575e)
+ push af
+ push bc
+ push hl
+ ld b, a
+ xor a
+.clear_loop
+ ld [hli], a
+ dec b
+ jr nz, .clear_loop
+ pop hl
+ pop bc
+ pop af
+ ret
+
+; returns in a the tens digit of value in a
+CalculateByteTensDigit: ; 1576b (5:576b)
+ push bc
+ ld c, 0
+.loop
+ sub 10
+ jr c, .done
+ inc c
+ jr .loop
+.done
+ ld a, c
+ pop bc
+ ret
+
+; returns in a the result of
+; dividing b by a, rounded down
+; input:
+; a = divisor
+; b = dividend
+CalculateBDividedByA_Bank5: ; 15778 (5:5778)
+ push bc
+ ld c, a
+ ld a, b
+ ld b, c
+ ld c, 0
+.loop
+ sub b
+ jr c, .done
+ inc c
+ jr .loop
+.done
+ ld a, c
+ pop bc
+ ret
+
+; returns in a the number of energy cards attached
+; to Pokémon in location held by e
+; this assumes that colorless are paired so
+; that one colorless energy card provides 2 colorless energy
+; input:
+; e = location to check, i.e. PLAY_AREA_*
+; output:
+; a = number of energy cards attached
+CountNumberOfEnergyCardsAttached: ; 15787 (5:5787)
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wTotalAttachedEnergies]
+ or a
+ ret z
+
+ xor a
+ push hl
+ push bc
+ ld b, NUM_COLORED_TYPES
+ ld hl, wAttachedEnergies
+; sum all the attached energies
+.loop
+ add [hl]
+ inc hl
+ dec b
+ jr nz, .loop
+
+ ld b, [hl]
+ srl b
+; counts colorless ad halves it
+ add b
+ pop bc
+ pop hl
+ ret
+
+; returns carry if any card with ID in e is found
+; in card location in a
+; input:
+; a = card location to look in;
+; e = card ID to look for.
+; output:
+; a = deck index of card found, if any
+CheckIfAnyCardIDinLocation: ; 157a3 (5:57a3)
+ ld b, a
+ ld c, e
+ lb de, 0, 0
+.loop
+ ld a, DUELVARS_CARD_LOCATIONS
+ add e
+ call GetTurnDuelistVariable
+ cp b
+ jr nz, .next
+ ld a, e
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ cp c
+ jr z, .set_carry
+.next
+ inc e
+ ld a, DECK_SIZE
+ cp e
+ jr nz, .loop
+ or a
+ ret
+.set_carry
+ ld a, e
+ scf
+ ret
+
+; counts total number of energy cards in opponent's hand
+; plus all the cards attached in Turn Duelist's Play Area.
+; output:
+; a and wTempAI = total number of energy cards.
+CountOppEnergyCardsInHandAndAttached: ; 157c6 (5:57c6)
+ xor a
+ ld [wTempAI], a
+ call CreateEnergyCardListFromHand
+ jr c, .attached
+
+; counts number of energy cards in hand
+ ld b, -1
+ ld hl, wDuelTempList
+.loop_hand
+ inc b
+ ld a, [hli]
+ cp $ff
+ jr nz, .loop_hand
+ ld a, b
+ ld [wTempAI], a
+
+; counts number of energy cards
+; that are attached in Play Area
+.attached
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld d, a
+ ld e, PLAY_AREA_ARENA
+.loop_play_area
+ call CountNumberOfEnergyCardsAttached
+ ld hl, wTempAI
+ add [hl]
+ ld [hl], a
+ inc e
+ dec d
+ jr nz, .loop_play_area
+ ret
+
+; returns carry if any card with ID in e is found
+; in the list that is pointed by hl.
+; if one is found, it is removed from the list.
+; input:
+; e = card ID to look for.
+; hl = list to look in
+RemoveCardIDInList: ; 157f3 (5:57f3)
+ push hl
+ push de
+ push bc
+ ld c, e
+
+.loop_1
+ ld a, [hli]
+ cp $ff
+ jr z, .no_carry
+
+ ldh [hTempCardIndex_ff98], a
+ call GetCardIDFromDeckIndex
+ ld a, c
+ cp e
+ jr nz, .loop_1
+
+; found
+ ld d, h
+ ld e, l
+ dec hl
+
+; remove this index from the list
+; and reposition the rest of the list ahead.
+.loop_2
+ ld a, [de]
+ inc de
+ ld [hli], a
+ cp $ff
+ jr nz, .loop_2
+
+ ldh a, [hTempCardIndex_ff98]
+ pop bc
+ pop de
+ pop hl
+ scf
+ ret
+
+.no_carry
+ pop bc
+ pop de
+ pop hl
+ or a
+ ret
+
+; play Pokemon cards from the hand to set the starting
+; Play Area of Boss decks.
+; each Boss deck has two ID lists in order of preference.
+; one list is for the Arena card is the other is for the Bench cards.
+; if Arena card could not be set (due to hand not having any card in its list)
+; or if list is null, return carry and do not play any cards.
+TrySetUpBossStartingPlayArea: ; 1581b (5:581b)
+ ld de, wAICardListArenaPriority
+ ld a, d
+ or a
+ jr z, .set_carry ; return if null
+
+; pick Arena card
+ call CreateHandCardList
+ ld hl, wDuelTempList
+ ld de, wAICardListArenaPriority
+ call .PlayPokemonCardInOrder
+ ret c
+
+; play Pokemon cards to Bench until there are
+; a maximum of 3 cards in Play Area.
+.loop
+ ld de, wAICardListBenchPriority
+ call .PlayPokemonCardInOrder
+ jr c, .done
+ cp 3
+ jr c, .loop
+
+.done
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; runs through input card ID list in de.
+; plays to Play Area first card that is found in hand.
+; returns carry if none of the cards in the list are found.
+; returns number of Pokemon in Play Area in a.
+.PlayPokemonCardInOrder ; 1583f (5:583f)
+ ld a, [de]
+ ld c, a
+ inc de
+ ld a, [de]
+ ld d, a
+ ld e, c
+
+; go in order of the list in de and
+; add first card that matches ID.
+; returns carry if hand doesn't have any card in list.
+.loop_id_list
+ ld a, [de]
+ inc de
+ or a
+ jr z, .not_found
+ push de
+ ld e, a
+ call RemoveCardIDInList
+ pop de
+ jr nc, .loop_id_list
+
+ ; play this card to Play Area and return
+ push hl
+ call PutHandPokemonCardInPlayArea
+ pop hl
+ or a
+ ret
+
+.not_found
+ scf
+ ret
+
+; expects a $00-terminated list of 3-byte data with the following:
+; - non-zero value (anything but $1 is ignored)
+; - card ID to look for in Play Area
+; - number of energy cards
+; returns carry if a card ID is found in bench with at least the
+; listed number of energy cards
+; unreferenced
+Func_1585b: ; 1585b (5:585b)
+ ld a, [hli]
+ or a
+ jr z, .no_carry
+ dec a
+ jr nz, .next_1
+ ld a, [hli]
+ ld b, PLAY_AREA_BENCH_1
+ push hl
+ call LookForCardIDInPlayArea_Bank5
+ jr nc, .next_2
+ ld e, a
+ push de
+ call CountNumberOfEnergyCardsAttached
+ pop de
+ pop hl
+ ld b, [hl]
+ cp b
+ jr nc, .set_carry
+ inc hl
+ jr Func_1585b
+
+.next_1
+ inc hl
+ inc hl
+ jr Func_1585b
+
+.next_2
+ pop hl
+ inc hl
+ jr Func_1585b
+
+.no_carry
+ or a
+ ret
+
+.set_carry
+ ld a, e
+ scf
+ ret
+
+; expects a $00-terminated list of 3-byte data with the following:
+; - non-zero value
+; - card ID
+; - number of energy cards
+; goes through the given list and if a card with a listed ID is found
+; with less than the number of energy cards corresponding to its entry
+; then have AI try to play an energy card from the hand to it
+; unreferenced
+Func_15886: ; 15886 (5:5886)
+ push hl
+ call CreateEnergyCardListFromHand
+ pop hl
+ ret c ; quit if no energy cards in hand
+
+.loop_energy_cards
+ ld a, [hli]
+ or a
+ ret z ; done
+ ld a, [hli]
+ ld b, PLAY_AREA_ARENA
+ push hl
+ call LookForCardIDInPlayArea_Bank5
+ jr nc, .next ; skip if not found in Play Area
+ ld e, a
+ push de
+ call CountNumberOfEnergyCardsAttached
+ pop de
+ pop hl
+ cp [hl]
+ inc hl
+ jr nc, .loop_energy_cards
+ ld a, e
+ ldh [hTempPlayAreaLocation_ff9d], a
+ push hl
+ call AITryToPlayEnergyCard
+ pop hl
+ ret c
+ jr .loop_energy_cards
+.next
+ pop hl
+ inc hl
+ jr .loop_energy_cards
+
+INCLUDE "engine/ai/retreat.asm"
+
+; Copy cards from wDuelTempList in hl to wHandTempList in de
+CopyHandCardList: ; 15ea6 (5:5ea6)
+ ld a, [hli]
+ ld [de], a
+ cp $ff
+ ret z
+ inc de
+ jr CopyHandCardList
+
+INCLUDE "engine/ai/hand_pokemon.asm"
+
+; check if player's active Pokémon is Mr Mime
+; if it isn't, set carry
+; if it is, check if Pokémon at a
+; can damage it, and if it can, set carry
+; input:
+; a = location of Pokémon card
+CheckDamageToMrMime: ; 16270 (5:6270)
+ push af
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ cp MR_MIME
+ pop bc
+ jr nz, .set_carry
+ ld a, b
+ call CheckIfCanDamageDefendingPokemon
+ jr c, .set_carry
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; returns carry if arena card
+; can knock out defending Pokémon
+CheckIfActiveCardCanKnockOut: ; 1628f (5:628f)
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .fail
+ call CheckIfSelectedAttackIsUnusable
+ jp c, .fail
+ scf
+ ret
+
+.fail
+ or a
+ ret
+
+; outputs carry if any of the active Pokémon attacks
+; can be used and are not residual
+CheckIfActivePokemonCanUseAnyNonResidualAttack: ; 162a1 (5:62a1)
+ xor a ; active card
+ ldh [hTempPlayAreaLocation_ff9d], a
+; first atk
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .next_atk
+ ld a, [wLoadedAttackCategory]
+ and RESIDUAL
+ jr z, .ok
+
+.next_atk
+; second atk
+ ld a, $01
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .fail
+ ld a, [wLoadedAttackCategory]
+ and RESIDUAL
+ jr z, .ok
+.fail
+ or a
+ ret
+
+.ok
+ scf
+ ret
+
+; looks for energy card(s) in hand depending on
+; what is needed for selected card, for both attacks
+; - if one basic energy is required, look for that energy;
+; - if one colorless is required, create a list at wDuelTempList
+; of all energy cards;
+; - if two colorless are required, look for double colorless;
+; return carry if successful in finding card
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
+LookForEnergyNeededInHand: ; 162c8 (5:62c8)
+ xor a ; first attack
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ ld a, b
+ add c
+ cp 1
+ jr z, .one_energy
+ cp 2
+ jr nz, .second_attack
+ ld a, c
+ cp 2
+ jr z, .two_colorless
+
+.second_attack
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ ld a, b
+ add c
+ cp 1
+ jr z, .one_energy
+ cp 2
+ jr nz, .no_carry
+ ld a, c
+ cp 2
+ jr z, .two_colorless
+.no_carry
+ or a
+ ret
+
+.one_energy
+ ld a, b
+ or a
+ jr z, .one_colorless
+ ld a, e
+ call LookForCardIDInHandList_Bank5
+ ret c
+ jr .no_carry
+
+.one_colorless
+ call CreateEnergyCardListFromHand
+ jr c, .no_carry
+ scf
+ ret
+
+.two_colorless
+ ld a, DOUBLE_COLORLESS_ENERGY
+ call LookForCardIDInHandList_Bank5
+ ret c
+ jr .no_carry
+
+; looks for energy card(s) in hand depending on
+; what is needed for selected card and attack
+; - if one basic energy is required, look for that energy;
+; - if one colorless is required, create a list at wDuelTempList
+; of all energy cards;
+; - if two colorless are required, look for double colorless;
+; return carry if successful in finding card
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
+; [wSelectedAttack] = selected attack to examine
+LookForEnergyNeededForAttackInHand: ; 16311 (5:6311)
+ call CheckEnergyNeededForAttack
+ ld a, b
+ add c
+ cp 1
+ jr z, .one_energy
+ cp 2
+ jr nz, .done
+ ld a, c
+ cp 2
+ jr z, .two_colorless
+.done
+ or a
+ ret
+
+.one_energy
+ ld a, b
+ or a
+ jr z, .one_colorless
+ ld a, e
+ call LookForCardIDInHandList_Bank5
+ ret c
+ jr .done
+
+.one_colorless
+ call CreateEnergyCardListFromHand
+ jr c, .done
+ scf
+ ret
+
+.two_colorless
+ ld a, DOUBLE_COLORLESS_ENERGY
+ call LookForCardIDInHandList_Bank5
+ ret c
+ jr .done
+
+; goes through $00 terminated list pointed
+; by wAICardListPlayFromHandPriority and compares it to each card in hand.
+; Sorts the hand in wDuelTempList so that the found card IDs
+; are in the same order as the list pointed by de.
+SortTempHandByIDList: ; 1633f (5:633f)
+ ld a, [wAICardListPlayFromHandPriority+1]
+ or a
+ ret z ; return if list is empty
+
+; start going down the ID list
+ ld d, a
+ ld a, [wAICardListPlayFromHandPriority]
+ ld e, a
+ ld c, 0
+.loop_list_id
+; get this item's ID
+; if $00, list has ended
+ ld a, [de]
+ or a
+ ret z ; return when list is over
+ inc de
+ ld hl, wDuelTempList
+ ld b, 0
+ add hl, bc
+ ld b, a
+
+; search in the hand card list
+.next_hand_card
+ ld a, [hl]
+ ldh [hTempCardIndex_ff98], a
+ cp -1
+ jr z, .loop_list_id
+ push bc
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ pop bc
+ cp b
+ jr nz, .not_same
+
+; found
+; swap this hand card with the spot
+; in hand corresponding to c
+ push bc
+ push hl
+ ld b, 0
+ ld hl, wDuelTempList
+ add hl, bc
+ ld b, [hl]
+ ldh a, [hTempCardIndex_ff98]
+ ld [hl], a
+ pop hl
+ ld [hl], b
+ pop bc
+ inc c
+.not_same
+ inc hl
+ jr .next_hand_card
+
+; looks for energy card(s) in list at wDuelTempList
+; depending on energy flags set in a
+; return carry if successful in finding card
+; input:
+; a = energy flags needed
+CheckEnergyFlagsNeededInList: ; 1637b (5:637b)
+ ld e, a
+ ld hl, wDuelTempList
+.next_card
+ ld a, [hli]
+ cp $ff
+ jr z, .no_carry
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+
+; fire
+ cp FIRE_ENERGY
+ jr nz, .grass
+ ld a, FIRE_F
+ jr .check_energy
+.grass
+ cp GRASS_ENERGY
+ jr nz, .lightning
+ ld a, GRASS_F
+ jr .check_energy
+.lightning
+ cp LIGHTNING_ENERGY
+ jr nz, .water
+ ld a, LIGHTNING_F
+ jr .check_energy
+.water
+ cp WATER_ENERGY
+ jr nz, .fighting
+ ld a, WATER_F
+ jr .check_energy
+.fighting
+ cp FIGHTING_ENERGY
+ jr nz, .psychic
+ ld a, FIGHTING_F
+ jr .check_energy
+.psychic
+ cp PSYCHIC_ENERGY
+ jr nz, .colorless
+ ld a, PSYCHIC_F
+ jr .check_energy
+.colorless
+ cp DOUBLE_COLORLESS_ENERGY
+ jr nz, .next_card
+ ld a, COLORLESS_F
+
+; if energy card matches required energy, return carry
+.check_energy
+ ld d, e
+ and e
+ ld e, d
+ jr z, .next_card
+ scf
+ ret
+.no_carry
+ or a
+ ret
+
+; returns in a the energy cost of both attacks from card index in a
+; represented by energy flags
+; i.e. each bit represents a different energy type cost
+; if any colorless energy is required, all bits are set
+; input:
+; a = card index
+; output:
+; a = bits of each energy requirement
+GetAttacksEnergyCostBits: ; 163c9 (5:63c9)
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld hl, wLoadedCard2Atk1EnergyCost
+ call GetEnergyCostBits
+ ld b, a
+
+ push bc
+ ld hl, wLoadedCard2Atk2EnergyCost
+ call GetEnergyCostBits
+ pop bc
+ or b
+ ret
+
+; returns in a the energy cost of an attack in [hl]
+; represented by energy flags
+; i.e. each bit represents a different energy type cost
+; if any colorless energy is required, all bits are set
+; input:
+; [hl] = Loaded card attack energy cost
+; output:
+; a = bits of each energy requirement
+GetEnergyCostBits: ; 163dd (5:63dd)
+ ld c, $00
+ ld a, [hli]
+ ld b, a
+
+; fire
+ and $f0
+ jr z, .grass
+ ld c, FIRE_F
+.grass
+ ld a, b
+ and $0f
+ jr z, .lightning
+ ld a, GRASS_F
+ or c
+ ld c, a
+.lightning
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .water
+ ld a, LIGHTNING_F
+ or c
+ ld c, a
+.water
+ ld a, b
+ and $0f
+ jr z, .fighting
+ ld a, WATER_F
+ or c
+ ld c, a
+.fighting
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .psychic
+ ld a, FIGHTING_F
+ or c
+ ld c, a
+.psychic
+ ld a, b
+ and $0f
+ jr z, .colorless
+ ld a, PSYCHIC_F
+ or c
+ ld c, a
+.colorless
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .done
+ ld a, %11111111
+ or c ; unnecessary
+ ld c, a
+.done
+ ld a, c
+ ret
+
+; set carry flag if any card in
+; wDuelTempList evolves card index in a
+; if found, the evolution card index is returned in a
+; input:
+; a = card index to check evolution
+; output:
+; a = card index of evolution found
+CheckForEvolutionInList: ; 16422 (5:6422)
+ ld b, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+
+ push af
+ ld [hl], b
+ ld hl, wDuelTempList
+.loop
+ ld a, [hli]
+ cp $ff
+ jr z, .no_carry
+ ld d, a
+ ld e, PLAY_AREA_ARENA
+ push de
+ push hl
+ call CheckIfCanEvolveInto
+ pop hl
+ pop de
+ jr c, .loop
+
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ ld a, d
+ scf
+ ret
+
+.no_carry
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ or a
+ ret
+
+; set carry if it finds an evolution for
+; the card index in a in the deck
+; if found, return that evolution card index in a
+; input:
+; a = card index to check evolution
+; output:
+; a = card index of evolution found
+CheckForEvolutionInDeck: ; 16451 (5:6451)
+ ld b, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+
+ push af
+ ld [hl], b
+ ld e, 0
+.loop
+ ld a, DUELVARS_CARD_LOCATIONS
+ add e
+ call GetTurnDuelistVariable
+ cp CARD_LOCATION_DECK
+ jr nz, .not_in_deck
+ push de
+ ld d, e
+ ld e, PLAY_AREA_ARENA
+ call CheckIfCanEvolveInto
+ pop de
+ jr nc, .set_carry
+
+; exit when it gets to the prize cards
+.not_in_deck
+ inc e
+ ld a, DUELVARS_PRIZE_CARDS
+ cp e
+ jr nz, .loop
+
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ or a
+ ret
+
+.set_carry
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ ld a, e
+ scf
+ ret
+
+INCLUDE "engine/ai/energy.asm"
+
+INCLUDE "engine/ai/attacks.asm"
+
+INCLUDE "engine/ai/special_attacks.asm"
+
+; checks in other Play Area for non-basic cards.
+; afterwards, that card is checked for damage,
+; and if the damage counters it has is greater than or equal
+; to the max HP of the card stage below it,
+; return carry and that card's Play Area location in a.
+; output:
+; a = card location of Pokémon card, if found;
+; carry set if such a card is found.
+LookForCardThatIsKnockedOutOnDevolution: ; 17080 (5:7080)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ push af
+ call SwapTurn
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld b, a
+ ld c, PLAY_AREA_ARENA
+
+.loop
+ ld a, c
+ ldh [hTempPlayAreaLocation_ff9d], a
+ push bc
+ bank1call GetCardOneStageBelow
+ pop bc
+ jr c, .next
+ ; is not a basic card
+ ; compare its HP with current damage
+ ld a, d
+ push bc
+ call LoadCardDataToBuffer2_FromDeckIndex
+ pop bc
+ ld a, [wLoadedCard2HP]
+ ld [wTempAI], a
+ ld e, c
+ push bc
+ call GetCardDamageAndMaxHP
+ pop bc
+ ld e, a
+ ld a, [wTempAI]
+ cp e
+ jr c, .set_carry
+ jr z, .set_carry
+.next
+ inc c
+ ld a, c
+ cp b
+ jr nz, .loop
+
+ call SwapTurn
+ pop af
+ ldh [hTempPlayAreaLocation_ff9d], a
+ or a
+ ret
+
+.set_carry
+ call SwapTurn
+ pop af
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, c
+ scf
+ ret
+
+; returns carry if the following conditions are met:
+; - arena card HP >= half max HP
+; - arena card Unknown2's 4 bit is not set or
+; is set but there's no evolution of card in hand/deck
+; - arena card can use second attack
+CheckIfArenaCardIsAtHalfHPCanEvolveAndUseSecondAttack: ; 170c9 (5:70c9)
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ push de
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wLoadedCard1HP]
+ rrca
+ cp d
+ pop de
+ jr nc, .no_carry
+
+ ld a, [wLoadedCard1Unknown2]
+ and %00010000
+ jr z, .check_second_attack
+ ld a, d
+ call CheckCardEvolutionInHandOrDeck
+ jr c, .no_carry
+
+.check_second_attack
+ xor a ; active card
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ push hl
+ call CheckIfSelectedAttackIsUnusable
+ pop hl
+ jr c, .no_carry
+ scf
+ ret
+.no_carry
+ or a
+ ret
+
+; count Pokemon in the Bench that
+; meet the following conditions:
+; - card HP > half max HP
+; - card Unknown2's 4 bit is not set or
+; is set but there's no evolution of card in hand/deck
+; - card can use second attack
+; Outputs the number of Pokémon in bench
+; that meet these requirements in a
+; and returns carry if at least one is found
+CountNumberOfSetUpBenchPokemon: ; 17101 (5:7101)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ push de
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ lb bc, 0, 0
+ push hl
+
+.next
+ inc c
+ pop hl
+ ld a, [hli]
+ push hl
+ cp $ff
+ jr z, .done
+
+ ld d, a
+ push de
+ push bc
+ call LoadCardDataToBuffer1_FromDeckIndex
+ pop bc
+
+; compares card's current HP with max HP
+ ld a, c
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wLoadedCard1HP]
+ rrca
+
+; a = max HP / 2
+; d = current HP
+; jumps if (current HP) <= (max HP / 2)
+ cp d
+ pop de
+ jr nc, .next
+
+ ld a, [wLoadedCard1Unknown2]
+ and $10
+ jr z, .check_second_attack
+
+ ld a, d
+ push bc
+ call CheckCardEvolutionInHandOrDeck
+ pop bc
+ jr c, .next
+
+.check_second_attack
+ ld a, c
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ push bc
+ push hl
+ call CheckIfSelectedAttackIsUnusable
+ pop hl
+ pop bc
+ jr c, .next
+ inc b
+ jr .next
+
+.done
+ pop hl
+ pop de
+ ld a, e
+ ld [wSelectedAttack], a
+ ld a, d
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, b
+ or a
+ ret z
+ scf
+ ret
+
+; handles AI logic to determine some selections regarding certain attacks,
+; if any of these attacks were chosen to be used.
+; returns carry if selection was successful,
+; and no carry if unable to make one.
+; outputs in hTempPlayAreaLocation_ffa1 the chosen parameter.
+AISelectSpecialAttackParameters: ; 17161 (5:7161)
+ ld a, [wSelectedAttack]
+ push af
+ call .SelectAttackParameters
+ pop bc
+ ld a, b
+ ld [wSelectedAttack], a
+ ret
+
+.SelectAttackParameters: ; 1716e (5:716e)
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp MEW3
+ jr z, .DevolutionBeam
+ cp MEWTWO3
+ jr z, .EnergyAbsorption
+ cp MEWTWO2
+ jr z, .EnergyAbsorption
+ cp EXEGGUTOR
+ jr z, .Teleport
+ cp ELECTRODE1
+ jr z, .EnergySpike
+ ; fallthrough
+
+.no_carry
+ or a
+ ret
+
+.DevolutionBeam
+; in case selected attack is Devolution Beam
+; store in hTempPlayAreaLocation_ffa1
+; the location of card to select to devolve
+ ld a, [wSelectedAttack]
+ or a
+ jp z, .no_carry ; can be jr
+
+ ld a, $01
+ ldh [hTemp_ffa0], a
+ call LookForCardThatIsKnockedOutOnDevolution
+ ldh [hTempPlayAreaLocation_ffa1], a
+
+.set_carry_1
+ scf
+ ret
+
+.EnergyAbsorption
+; in case selected attack is Energy Absorption
+; make list from energy cards in Discard Pile
+ ld a, [wSelectedAttack]
+ or a
+ jp nz, .no_carry ; can be jr
+
+ ld a, $ff
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ldh [hTempRetreatCostCards], a
+
+; search for Psychic energy cards in Discard Pile
+ ld e, PSYCHIC_ENERGY
+ ld a, CARD_LOCATION_DISCARD_PILE
+ call CheckIfAnyCardIDinLocation
+ ldh [hTemp_ffa0], a
+ farcall CreateEnergyCardListFromDiscardPile_AllEnergy
+
+; find any energy card different from
+; the one found by CheckIfAnyCardIDinLocation.
+; since using this attack requires a Psychic energy card,
+; and another one is in hTemp_ffa0,
+; then any other energy card would account
+; for the Energy Cost of Psyburn.
+ ld hl, wDuelTempList
+.loop_energy_cards
+ ld a, [hli]
+ cp $ff
+ jr z, .set_carry_2
+ ld b, a
+ ldh a, [hTemp_ffa0]
+ cp b
+ jr z, .loop_energy_cards ; same card, keep looking
+
+; store the deck index of energy card found
+ ld a, b
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ; fallthrough
+
+.set_carry_2
+ scf
+ ret
+
+.Teleport
+; in case selected attack is Teleport
+; decide Bench card to switch to.
+ ld a, [wSelectedAttack]
+ or a
+ jp nz, .no_carry ; can be jr
+ call AIDecideBenchPokemonToSwitchTo
+ jr c, .no_carry
+ ldh [hTemp_ffa0], a
+ scf
+ ret
+
+.EnergySpike
+; in case selected attack is Energy Spike
+; decide basic energy card to fetch from Deck.
+ ld a, [wSelectedAttack]
+ or a
+ jp z, .no_carry ; can be jr
+
+ ld a, CARD_LOCATION_DECK
+ ld e, LIGHTNING_ENERGY
+
+; if none were found in Deck, return carry...
+ call CheckIfAnyCardIDinLocation
+ ldh [hTemp_ffa0], a
+ jp nc, .no_carry ; can be jr
+
+; ...else find a suitable Play Area Pokemon to
+; attach the energy card to.
+ call AIProcessButDontPlayEnergy_SkipEvolution
+ jp nc, .no_carry ; can be jr
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ldh [hTempPlayAreaLocation_ffa1], a
+ scf
+ ret
+
+; return carry if Pokémon at play area location
+; in hTempPlayAreaLocation_ff9d does not have
+; energy required for the attack index in wSelectedAttack
+; or has exactly the same amount of energy needed
+; input:
+; [hTempPlayAreaLocation_ff9d] = play area location
+; [wSelectedAttack] = attack index to check
+; output:
+; a = number of extra energy cards attached
+CheckIfNoSurplusEnergyForAttack: ; 171fb (5:71fb)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld hl, wLoadedAttackName
+ ld a, [hli]
+ or [hl]
+ jr z, .not_attack
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr nz, .is_attack
+.not_attack
+ scf
+ ret
+
+.is_attack
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call GetPlayAreaCardAttachedEnergies
+ bank1call HandleEnergyBurn
+ xor a
+ ld [wTempLoadedAttackEnergyCost], a
+ ld [wTempLoadedAttackEnergyNeededAmount], a
+ ld [wTempLoadedAttackEnergyNeededType], a
+ ld hl, wAttachedEnergies
+ ld de, wLoadedAttackEnergyCost
+ ld b, 0
+ ld c, (NUM_TYPES / 2) - 1
+.loop
+ ; check all basic energy cards except colorless
+ ld a, [de]
+ swap a
+ call CalculateParticularAttachedEnergyNeeded
+ ld a, [de]
+ call CalculateParticularAttachedEnergyNeeded
+ inc de
+ dec c
+ jr nz, .loop
+
+ ; colorless
+ ld a, [de]
+ swap a
+ and %00001111
+ ld b, a
+ ld hl, wTempLoadedAttackEnergyCost
+ ld a, [wTotalAttachedEnergies]
+ sub [hl]
+ sub b
+ ret c ; return if not enough energy
+
+ or a
+ ret nz ; return if surplus energy
+
+ ; exactly the amount of energy needed
+ scf
+ ret
+
+; takes as input the energy cost of an attack for a
+; particular energy, stored in the lower nibble of a
+; if the attack costs some amount of this energy, the lower nibble of a != 0,
+; and this amount is stored in wTempLoadedAttackEnergyCost
+; also adds the amount of energy still needed
+; to wTempLoadedAttackEnergyNeededAmount
+; input:
+; a = this energy cost of attack (lower nibble)
+; [hl] = attached energy
+; output:
+; carry set if not enough of this energy type attached
+CalculateParticularAttachedEnergyNeeded: ; 17258 (5:7258)
+ and %00001111
+ jr nz, .check
+.done
+ inc hl
+ inc b
+ ret
+
+.check
+ ld [wTempLoadedAttackEnergyCost], a
+ sub [hl]
+ jr z, .done
+ jr nc, .done
+ push bc
+ ld a, [wTempLoadedAttackEnergyCost]
+ ld b, a
+ ld a, [hl]
+ sub b
+ pop bc
+ ld [wTempLoadedAttackEnergyNeededAmount], a
+ jr .done
+
+; return carry if there is a card that
+; can evolve a Pokémon in hand or deck.
+; input:
+; a = deck index of card to check;
+; output:
+; a = deck index of evolution in hand, if found;
+; carry set if there's a card in hand that can evolve.
+CheckCardEvolutionInHandOrDeck: ; 17274 (5:7274)
+ ld b, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ push af
+ ld [hl], b
+ ld e, 0
+
+.loop
+ ld a, DUELVARS_CARD_LOCATIONS
+ add e
+ call GetTurnDuelistVariable
+ cp CARD_LOCATION_DECK
+ jr z, .deck_or_hand
+ cp CARD_LOCATION_HAND
+ jr nz, .next
+.deck_or_hand
+ push de
+ ld d, e
+ ld e, PLAY_AREA_ARENA
+ call CheckIfCanEvolveInto
+ pop de
+ jr nc, .set_carry
+.next
+ inc e
+ ld a, DECK_SIZE
+ cp e
+ jr nz, .loop
+
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ or a
+ ret
+
+.set_carry
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ ld a, e
+ scf
+ ret
+
+INCLUDE "engine/ai/boss_deck_set_up.asm"
+
+; returns carry if Pokemon at PLAY_AREA* in a
+; can damage defending Pokémon with any of its attacks
+; input:
+; a = location of card to check
+CheckIfCanDamageDefendingPokemon: ; 17383 (5:7383)
+ ldh [hTempPlayAreaLocation_ff9d], a
+ xor a ; first attack
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .second_attack
+ xor a
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ or a
+ jr nz, .set_carry
+
+.second_attack
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .no_carry
+ ld a, $01
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ or a
+ jr nz, .set_carry
+
+.no_carry
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; checks if defending Pokémon can knock out
+; card at hTempPlayAreaLocation_ff9d with any of its attacks
+; and if so, stores the damage to wce00 and wce01
+; sets carry if any on the attacks knocks out
+; also outputs the largest damage dealt in a
+; input:
+; [hTempPlayAreaLocation_ff9d] = location of card to check
+; output:
+; a = largest damage of both attacks
+; carry set if can knock out
+CheckIfDefendingPokemonCanKnockOut: ; 173b1 (5:73b1)
+ xor a ; first attack
+ ld [wce00], a
+ ld [wce01], a
+ call CheckIfDefendingPokemonCanKnockOutWithAttack
+ jr nc, .second_attack
+ ld a, [wDamage]
+ ld [wce00], a
+
+.second_attack
+ ld a, SECOND_ATTACK
+ call CheckIfDefendingPokemonCanKnockOutWithAttack
+ jr nc, .return_if_neither_kos
+ ld a, [wDamage]
+ ld [wce01], a
+ jr .compare
+
+.return_if_neither_kos
+ ld a, [wce00]
+ or a
+ ret z
+
+.compare
+ ld a, [wce00]
+ ld b, a
+ ld a, [wce01]
+ cp b
+ jr nc, .set_carry
+ ld a, b
+.set_carry
+ scf
+ ret
+
+; return carry if defending Pokémon can knock out
+; card at hTempPlayAreaLocation_ff9d
+; input:
+; a = attack index
+; [hTempPlayAreaLocation_ff9d] = location of card to check
+CheckIfDefendingPokemonCanKnockOutWithAttack: ; 173e4 (5:73e4)
+ ld [wSelectedAttack], a
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ push af
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call SwapTurn
+ call CheckIfSelectedAttackIsUnusable
+ call SwapTurn
+ pop bc
+ ld a, b
+ ldh [hTempPlayAreaLocation_ff9d], a
+ jr c, .done
+
+; player's active Pokémon can use attack
+ ld a, [wSelectedAttack]
+ call EstimateDamage_FromDefendingPokemon
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jr z, .set_carry
+ ret
+
+.set_carry
+ scf
+ ret
+
+.done
+ or a
+ ret
+
+; sets carry if Opponent's deck ID
+; is between LEGENDARY_MOLTRES_DECK_ID (inclusive)
+; and MUSCLES_FOR_BRAINS_DECK_ID (exclusive)
+; these are the decks for Grandmaster/Club Master/Ronald
+CheckIfOpponentHasBossDeckID: ; 17414 (5:7414)
+ push af
+ ld a, [wOpponentDeckID]
+ cp LEGENDARY_MOLTRES_DECK_ID
+ jr c, .no_carry
+ cp MUSCLES_FOR_BRAINS_DECK_ID
+ jr nc, .no_carry
+ pop af
+ scf
+ ret
+
+.no_carry
+ pop af
+ or a
+ ret
+
+; sets carry if not a boss fight
+; and if hasn't received legendary cards yet
+CheckIfNotABossDeckID: ; 17426 (5:7426)
+ call EnableSRAM
+ ld a, [sReceivedLegendaryCards]
+ call DisableSRAM
+ or a
+ jr nz, .no_carry
+ call CheckIfOpponentHasBossDeckID
+ jr nc, .set_carry
+.no_carry
+ or a
+ ret
+
+.set_carry
+ scf
+ ret
+
+; probability to return carry:
+; - 50% if deck AI is playing is on the list;
+; - 25% for all other decks;
+; - 0% for boss decks.
+; used for certain decks to randomly choose
+; not to play Trainer card or use PKMN Power
+AIChooseRandomlyNotToDoAction: ; 1743b (5:743b)
+; boss decks always use Trainer cards.
+ push hl
+ push de
+ call CheckIfNotABossDeckID
+ jr c, .check_deck
+ pop de
+ pop hl
+ ret
+
+.check_deck
+ ld a, [wOpponentDeckID]
+ cp MUSCLES_FOR_BRAINS_DECK_ID
+ jr z, .carry_50_percent
+ cp BLISTERING_POKEMON_DECK_ID
+ jr z, .carry_50_percent
+ cp WATERFRONT_POKEMON_DECK_ID
+ jr z, .carry_50_percent
+ cp BOOM_BOOM_SELFDESTRUCT_DECK_ID
+ jr z, .carry_50_percent
+ cp KALEIDOSCOPE_DECK_ID
+ jr z, .carry_50_percent
+ cp RESHUFFLE_DECK_ID
+ jr z, .carry_50_percent
+
+; carry 25 percent
+ ld a, 4
+ call Random
+ cp 1
+ pop de
+ pop hl
+ ret
+
+.carry_50_percent
+ ld a, 4
+ call Random
+ cp 2
+ pop de
+ pop hl
+ ret
+
+; checks if any bench Pokémon has same ID
+; as input, and sets carry if it has more than
+; half health and can use its second attack
+; input:
+; a = card ID to check for
+; output:
+; carry set if the above requirements are met
+CheckForBenchIDAtHalfHPAndCanUseSecondAttack: ; 17474 (5:7474)
+ ld [wcdf9], a
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld d, a
+ ld a, [wSelectedAttack]
+ ld e, a
+ push de
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ lb bc, 0, PLAY_AREA_ARENA
+ push hl
+
+.loop
+ inc c
+ pop hl
+ ld a, [hli]
+ push hl
+ cp $ff
+ jr z, .done
+ ld d, a
+ push de
+ push bc
+ call LoadCardDataToBuffer1_FromDeckIndex
+ pop bc
+ ld a, c
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ ld d, a
+ ld a, [wLoadedCard1HP]
+ rrca
+ cp d
+ pop de
+ jr nc, .loop
+ ; half max HP < current HP
+ ld a, [wLoadedCard1ID]
+ ld hl, wcdf9
+ cp [hl]
+ jr nz, .loop
+
+ ld a, c
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ push bc
+ call CheckIfSelectedAttackIsUnusable
+ pop bc
+ jr c, .loop
+ inc b
+.done
+ pop hl
+ pop de
+ ld a, e
+ ld [wSelectedAttack], a
+ ld a, d
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, b
+ or a
+ ret z
+ scf
+ ret
+
+; add 5 to wPlayAreaEnergyAIScore AI score corresponding to all cards
+; in bench that have same ID as register a
+; input:
+; a = card ID to look for
+RaiseAIScoreToAllMatchingIDsInBench: ; 174cd (5:74cd)
+ ld d, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld e, 0
+.loop
+ inc e
+ ld a, [hli]
+ cp $ff
+ ret z
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ cp d
+ jr nz, .loop
+ ld c, e
+ ld b, $00
+ push hl
+ ld hl, wPlayAreaEnergyAIScore
+ add hl, bc
+ ld a, 5
+ add [hl]
+ ld [hl], a
+ pop hl
+ jr .loop
+
+; goes through each play area Pokémon, and
+; for all cards of the same ID, determine which
+; card has highest value calculated from Func_17583
+; the card with highest value gets increased wPlayAreaEnergyAIScore
+; while all others get decreased wPlayAreaEnergyAIScore
+Func_174f2: ; 174f2 (5:74f2)
+ ld a, MAX_PLAY_AREA_POKEMON
+ ld hl, wcdfa
+ call ClearMemory_Bank5
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld e, 0
+
+.loop_play_area
+ push hl
+ ld a, MAX_PLAY_AREA_POKEMON
+ ld hl, wcdea
+ call ClearMemory_Bank5
+ pop hl
+ inc e
+ ld a, [hli]
+ cp $ff
+ ret z
+
+ ld [wcdf9], a
+ push de
+ push hl
+
+; checks wcdfa + play area location in e
+; if != 0, go to next in play area
+ ld d, $00
+ ld hl, wcdfa
+ add hl, de
+ ld a, [hl]
+ or a
+ pop hl
+ pop de
+ jr nz, .loop_play_area
+
+; loads wcdf9 with card ID
+; and call Func_17583
+ push de
+ ld a, [wcdf9]
+ call GetCardIDFromDeckIndex
+ ld a, e
+ ld [wcdf9], a
+ pop de
+ push hl
+ push de
+ call Func_17583
+
+; check play area Pokémon ahead
+; if there is a card with the same ID,
+; call Func_17583 for it as well
+.loop_1
+ inc e
+ ld a, [hli]
+ cp $ff
+ jr z, .check_if_repeated_id
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, [wcdf9]
+ cp e
+ pop de
+ jr nz, .loop_1
+ call Func_17583
+ jr .loop_1
+
+; if there are more than 1 of the same ID
+; in play area, iterate bench backwards
+; and determines which card has highest
+; score in wcdea
+.check_if_repeated_id
+ call Func_175a8
+ jr c, .next
+ lb bc, 0, 0
+ ld hl, wcdea + MAX_BENCH_POKEMON
+ ld d, MAX_PLAY_AREA_POKEMON
+.loop_2
+ dec d
+ jr z, .asm_17560
+ ld a, [hld]
+ cp b
+ jr c, .loop_2
+ ld b, a
+ ld c, d
+ jr .loop_2
+
+; c = play area location of highest score
+; decrease wPlayAreaEnergyAIScore score for all cards with same ID
+; except for the one with highest score
+; increase wPlayAreaEnergyAIScore score for card with highest ID
+.asm_17560
+ ld hl, wPlayAreaEnergyAIScore
+ ld de, wcdea
+ ld b, PLAY_AREA_ARENA
+.loop_3
+ ld a, c
+ cp b
+ jr z, .card_with_highest
+ ld a, [de]
+ or a
+ jr z, .check_next
+; decrease score
+ dec [hl]
+ jr .check_next
+.card_with_highest
+; increase score
+ inc [hl]
+.check_next
+ inc b
+ ld a, MAX_PLAY_AREA_POKEMON
+ cp b
+ jr z, .next
+ inc de
+ inc hl
+ jr .loop_3
+
+.next
+ pop de
+ pop hl
+ jp .loop_play_area
+
+; loads wcdea + play area location in e
+; with energy * 2 + $80 - floor(dam / 10)
+; loads wcdfa + play area location in e
+; with $01
+Func_17583: ; 17583 (5:7583)
+ push hl
+ push de
+ call GetCardDamageAndMaxHP
+ call CalculateByteTensDigit
+ ld b, a
+ push bc
+ call CountNumberOfEnergyCardsAttached
+ pop bc
+ sla a
+ add $80
+ sub b
+ pop de
+ push de
+ ld d, $00
+ ld hl, wcdea
+ add hl, de
+ ld [hl], a
+ ld hl, wcdfa
+ add hl, de
+ ld [hl], $01
+ pop de
+ pop hl
+ ret
+
+; counts how many play area locations in wcdea
+; are != 0, and outputs result in a
+; also returns carry if result is < 2
+Func_175a8: ; 175a8 (5:75a8)
+ ld hl, wcdea
+ ld d, $00
+ ld e, MAX_PLAY_AREA_POKEMON + 1
+.loop
+ dec e
+ jr z, .done
+ ld a, [hli]
+ or a
+ jr z, .loop
+ inc d
+ jr .loop
+.done
+ ld a, d
+ cp 2
+ ret
+
+; handle how AI scores giving out Energy Cards
+; when using Legendary Articuno deck
+HandleLegendaryArticunoEnergyScoring: ; 175bd (5:75bd)
+ ld a, [wOpponentDeckID]
+ cp LEGENDARY_ARTICUNO_DECK_ID
+ jr z, .articuno_deck
+ ret
+.articuno_deck
+ call ScoreLegendaryArticunoCards
+ ret
diff --git a/src/engine/ai/damage_calculation.asm b/src/engine/ai/damage_calculation.asm
new file mode 100644
index 0000000..a4fcd27
--- /dev/null
+++ b/src/engine/ai/damage_calculation.asm
@@ -0,0 +1,450 @@
+; stores in wDamage, wAIMinDamage and wAIMaxDamage the calculated damage
+; done to the defending Pokémon by a given card and attack
+; input:
+; a = attack index to take into account
+; [hTempPlayAreaLocation_ff9d] = location of attacking card to consider
+EstimateDamage_VersusDefendingCard: ; 143e5 (5:43e5)
+ ld [wSelectedAttack], a
+ ld e, a
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr nz, .is_attack
+
+; is a Pokémon Power
+; set wDamage, wAIMinDamage and wAIMaxDamage to zero
+ ld hl, wDamage
+ xor a
+ ld [hli], a
+ ld [hl], a
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+ ld e, a
+ ld d, a
+ ret
+
+.is_attack
+; set wAIMinDamage and wAIMaxDamage to damage of attack
+; these values take into account the range of damage
+; that the attack can span (e.g. min and max number of hits)
+ ld a, [wDamage]
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+ ld a, EFFECTCMDTYPE_AI
+ call TryExecuteEffectCommandFunction
+ ld a, [wAIMinDamage]
+ ld hl, wAIMaxDamage
+ or [hl]
+ jr nz, .calculation
+ ld a, [wDamage]
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+
+.calculation
+; if temp. location is active, damage calculation can be done directly...
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr z, CalculateDamage_VersusDefendingPokemon
+
+; ...otherwise substatuses need to be temporarily reset to account
+; for the switching, to obtain the right damage calculation...
+ ; reset substatus1
+ ld a, DUELVARS_ARENA_CARD_SUBSTATUS1
+ call GetTurnDuelistVariable
+ push af
+ push hl
+ ld [hl], $00
+ ; reset substatus2
+ ld l, DUELVARS_ARENA_CARD_SUBSTATUS2
+ ld a, [hl]
+ push af
+ push hl
+ ld [hl], $00
+ ; reset changed resistance
+ ld l, DUELVARS_ARENA_CARD_CHANGED_RESISTANCE
+ ld a, [hl]
+ push af
+ push hl
+ ld [hl], $00
+ call CalculateDamage_VersusDefendingPokemon
+; ...and subsequently recovered to continue the duel normally
+ pop hl
+ pop af
+ ld [hl], a
+ pop hl
+ pop af
+ ld [hl], a
+ pop hl
+ pop af
+ ld [hl], a
+ ret
+
+; calculates the damage that will be dealt to the player's active card
+; using the card that is located in hTempPlayAreaLocation_ff9d
+; taking into account weakness/resistance/pluspowers/defenders/etc
+; and outputs the result capped at a max of $ff
+; input:
+; [wAIMinDamage] = base damage
+; [wAIMaxDamage] = base damage
+; [wDamage] = base damage
+; [hTempPlayAreaLocation_ff9d] = turn holder's card location as the attacker
+CalculateDamage_VersusDefendingPokemon: ; 14453 (5:4453)
+ ld hl, wAIMinDamage
+ call _CalculateDamage_VersusDefendingPokemon
+ ld hl, wAIMaxDamage
+ call _CalculateDamage_VersusDefendingPokemon
+ ld hl, wDamage
+; fallthrough
+
+_CalculateDamage_VersusDefendingPokemon: ; 14462 (5:4462)
+ ld e, [hl]
+ ld d, $00
+ push hl
+
+ ; load this card's data
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2ID]
+ ld [wTempTurnDuelistCardID], a
+
+ ; load player's arena card data
+ call SwapTurn
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2ID]
+ ld [wTempNonTurnDuelistCardID], a
+ call SwapTurn
+
+ push de
+ call HandleNoDamageOrEffectSubstatus
+ pop de
+ jr nc, .vulnerable
+ ; invulnerable to damage
+ ld de, $0
+ jr .done
+.vulnerable
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ call z, HandleDoubleDamageSubstatus
+ ; skips the weak/res checks if unaffected.
+ bit UNAFFECTED_BY_WEAKNESS_RESISTANCE_F, d
+ res UNAFFECTED_BY_WEAKNESS_RESISTANCE_F, d
+ jr nz, .not_resistant
+
+; handle weakness
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ call GetPlayAreaCardColor
+ call TranslateColorToWR
+ ld b, a
+ call SwapTurn
+ call GetArenaCardWeakness
+ call SwapTurn
+ and b
+ jr z, .not_weak
+ ; double de
+ sla e
+ rl d
+
+.not_weak
+; handle resistance
+ call SwapTurn
+ call GetArenaCardResistance
+ call SwapTurn
+ and b
+ jr z, .not_resistant
+ ld hl, -30
+ add hl, de
+ ld e, l
+ ld d, h
+
+.not_resistant
+ ; apply pluspower and defender boosts
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add CARD_LOCATION_ARENA
+ ld b, a
+ call ApplyAttachedPluspower
+ call SwapTurn
+ ld b, CARD_LOCATION_ARENA
+ call ApplyAttachedDefender
+ call HandleDamageReduction
+ ; test if de underflowed
+ bit 7, d
+ jr z, .no_underflow
+ ld de, $0
+
+.no_underflow
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and DOUBLE_POISONED
+ jr z, .not_poisoned
+ ld c, 20
+ and DOUBLE_POISONED & (POISONED ^ $ff)
+ jr nz, .add_poison
+ ld c, 10
+.add_poison
+ ld a, c
+ add e
+ ld e, a
+ ld a, $00
+ adc d
+ ld d, a
+.not_poisoned
+ call SwapTurn
+
+.done
+ pop hl
+ ld [hl], e
+ ld a, d
+ or a
+ ret z
+ ; cap damage
+ ld a, $ff
+ ld [hl], a
+ ret
+
+; stores in wDamage, wAIMinDamage and wAIMaxDamage the calculated damage
+; done to the Pokémon at hTempPlayAreaLocation_ff9d
+; by the defending Pokémon, using the attack index at a
+; input:
+; a = attack index
+; [hTempPlayAreaLocation_ff9d] = location of card to calculate
+; damage as the receiver
+EstimateDamage_FromDefendingPokemon: ; 1450b (5:450b)
+ call SwapTurn
+ ld [wSelectedAttack], a
+ ld e, a
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ call CopyAttackDataAndDamage_FromDeckIndex
+ call SwapTurn
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr nz, .is_attack
+
+; is a Pokémon Power
+; set wDamage, wAIMinDamage and wAIMaxDamage to zero
+ ld hl, wDamage
+ xor a
+ ld [hli], a
+ ld [hl], a
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+ ld e, a
+ ld d, a
+ ret
+
+.is_attack
+; set wAIMinDamage and wAIMaxDamage to damage of attack
+; these values take into account the range of damage
+; that the attack can span (e.g. min and max number of hits)
+ ld a, [wDamage]
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+ call SwapTurn
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ push af
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, EFFECTCMDTYPE_AI
+ call TryExecuteEffectCommandFunction
+ pop af
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call SwapTurn
+ ld a, [wAIMinDamage]
+ ld hl, wAIMaxDamage
+ or [hl]
+ jr nz, .calculation
+ ld a, [wDamage]
+ ld [wAIMinDamage], a
+ ld [wAIMaxDamage], a
+
+.calculation
+; if temp. location is active, damage calculation can be done directly...
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr z, CalculateDamage_FromDefendingPokemon
+
+; ...otherwise substatuses need to be temporarily reset to account
+; for the switching, to obtain the right damage calculation...
+ ld a, DUELVARS_ARENA_CARD_SUBSTATUS1
+ call GetTurnDuelistVariable
+ push af
+ push hl
+ ld [hl], $00
+ ; reset substatus2
+ ld l, DUELVARS_ARENA_CARD_SUBSTATUS2
+ ld a, [hl]
+ push af
+ push hl
+ ld [hl], $00
+ ; reset changed resistance
+ ld l, DUELVARS_ARENA_CARD_CHANGED_RESISTANCE
+ ld a, [hl]
+ push af
+ push hl
+ ld [hl], $00
+ call CalculateDamage_FromDefendingPokemon
+; ...and subsequently recovered to continue the duel normally
+ pop hl
+ pop af
+ ld [hl], a
+ pop hl
+ pop af
+ ld [hl], a
+ pop hl
+ pop af
+ ld [hl], a
+ ret
+
+; similar to CalculateDamage_VersusDefendingPokemon but reversed,
+; calculating damage of the defending Pokémon versus
+; the card located in hTempPlayAreaLocation_ff9d
+; taking into account weakness/resistance/pluspowers/defenders/etc
+; and poison damage for two turns
+; and outputs the result capped at a max of $ff
+; input:
+; [wAIMinDamage] = base damage
+; [wAIMaxDamage] = base damage
+; [wDamage] = base damage
+; [hTempPlayAreaLocation_ff9d] = location of card to calculate
+; damage as the receiver
+CalculateDamage_FromDefendingPokemon: ; 1458c (5:458c)
+ ld hl, wAIMinDamage
+ call .CalculateDamage
+ ld hl, wAIMaxDamage
+ call .CalculateDamage
+ ld hl, wDamage
+ ; fallthrough
+
+.CalculateDamage ; 1459b (5:459b)
+ ld e, [hl]
+ ld d, $00
+ push hl
+
+ ; load player active card's data
+ call SwapTurn
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2ID]
+ ld [wTempTurnDuelistCardID], a
+ call SwapTurn
+
+ ; load opponent's card data
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2ID]
+ ld [wTempNonTurnDuelistCardID], a
+
+ call SwapTurn
+ call HandleDoubleDamageSubstatus
+ bit UNAFFECTED_BY_WEAKNESS_RESISTANCE_F, d
+ res UNAFFECTED_BY_WEAKNESS_RESISTANCE_F, d
+ jr nz, .not_resistant
+
+; handle weakness
+ call GetArenaCardColor
+ call TranslateColorToWR
+ ld b, a
+ call SwapTurn
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .bench_weak
+ ld a, DUELVARS_ARENA_CARD_CHANGED_WEAKNESS
+ call GetTurnDuelistVariable
+ or a
+ jr nz, .unchanged_weak
+
+.bench_weak
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2Weakness]
+.unchanged_weak
+ and b
+ jr z, .not_weak
+ ; double de
+ sla e
+ rl d
+
+.not_weak
+; handle resistance
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .bench_res
+ ld a, DUELVARS_ARENA_CARD_CHANGED_RESISTANCE
+ call GetTurnDuelistVariable
+ or a
+ jr nz, .unchanged_res
+
+.bench_res
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2Resistance]
+.unchanged_res
+ and b
+ jr z, .not_resistant
+ ld hl, -30
+ add hl, de
+ ld e, l
+ ld d, h
+
+.not_resistant
+ ; apply pluspower and defender boosts
+ call SwapTurn
+ ld b, CARD_LOCATION_ARENA
+ call ApplyAttachedPluspower
+ call SwapTurn
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add CARD_LOCATION_ARENA
+ ld b, a
+ call ApplyAttachedDefender
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ call z, HandleDamageReduction
+ bit 7, d
+ jr z, .no_underflow
+ ld de, $0
+
+.no_underflow
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .done
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and DOUBLE_POISONED
+ jr z, .done
+ ld c, 40
+ and DOUBLE_POISONED & (POISONED ^ $ff)
+ jr nz, .add_poison
+ ld c, 20
+.add_poison
+ ld a, c
+ add e
+ ld e, a
+ ld a, $00
+ adc d
+ ld d, a
+
+.done
+ pop hl
+ ld [hl], e
+ ld a, d
+ or a
+ ret z
+ ld a, $ff
+ ld [hl], a
+ ret
diff --git a/src/engine/ai/decks/unreferenced.asm b/src/engine/ai/decks/unreferenced.asm
new file mode 100644
index 0000000..3cd56c3
--- /dev/null
+++ b/src/engine/ai/decks/unreferenced.asm
@@ -0,0 +1,42 @@
+AIActionTable_Unreferenced: ; 1406a (5:406a)
+ dw $406c
+ dw .do_turn
+ dw .do_turn
+ dw .star_duel
+ dw .forced_switch
+ dw .ko_switch
+ dw .take_prize
+
+.do_turn
+ call AIDecidePlayPokemonCard
+ call AIDecideWhetherToRetreat
+ jr nc, .try_attack
+ call AIDecideBenchPokemonToSwitchTo
+ call AITryToRetreat
+ call AIDecideWhetherToRetreat
+ jr nc, .try_attack
+ call AIDecideBenchPokemonToSwitchTo
+ call AITryToRetreat
+.try_attack
+ call AIProcessAndTryToPlayEnergy
+ call AIProcessAndTryToUseAttack
+ ret c
+ ld a, OPPACTION_FINISH_NO_ATTACK
+ bank1call AIMakeDecision
+ ret
+
+.star_duel
+ call AIPlayInitialBasicCards
+ ret
+
+.forced_switch
+ call AIDecideBenchPokemonToSwitchTo
+ ret
+
+.ko_switch
+ call AIDecideBenchPokemonToSwitchTo
+ ret
+
+.take_prize
+ call AIPickPrizeCards
+ ret
diff --git a/src/engine/ai/energy.asm b/src/engine/ai/energy.asm
new file mode 100644
index 0000000..af1aa32
--- /dev/null
+++ b/src/engine/ai/energy.asm
@@ -0,0 +1,1048 @@
+; processes AI energy card playing logic
+; with AI_ENERGY_FLAG_DONT_PLAY flag on
+; unreferenced
+Func_16488: ; 16488 (5:6488)
+ ld a, AI_ENERGY_FLAG_DONT_PLAY
+ ld [wAIEnergyAttachLogicFlags], a
+ ld de, wTempPlayAreaAIScore
+ ld hl, wPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+ ld a, [wAIScore]
+ ld [de], a
+ jr AIProcessAndTryToPlayEnergy.has_logic_flags
+
+; have AI choose an energy card to play, but do not play it.
+; does not consider whether the cards have evolutions to be played.
+; return carry if an energy card is chosen to use in any Play Area card,
+; and if so, return its Play Area location in hTempPlayAreaLocation_ff9d.
+AIProcessButDontPlayEnergy_SkipEvolution: ; 164a1 (5:64a1)
+ ld a, AI_ENERGY_FLAG_DONT_PLAY | AI_ENERGY_FLAG_SKIP_EVOLUTION
+ ld [wAIEnergyAttachLogicFlags], a
+
+; backup wPlayAreaAIScore in wTempPlayAreaAIScore.
+ ld de, wTempPlayAreaAIScore
+ ld hl, wPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+
+ ld a, [wAIScore]
+ ld [de], a
+
+ jr AIProcessEnergyCards
+
+; have AI choose an energy card to play, but do not play it.
+; does not consider whether the cards have evolutions to be played.
+; return carry if an energy card is chosen to use in any Bench card,
+; and if so, return its Play Area location in hTempPlayAreaLocation_ff9d.
+AIProcessButDontPlayEnergy_SkipEvolutionAndArena: ; 164ba (5:64ba)
+ ld a, AI_ENERGY_FLAG_DONT_PLAY | AI_ENERGY_FLAG_SKIP_EVOLUTION | AI_ENERGY_FLAG_SKIP_ARENA_CARD
+ ld [wAIEnergyAttachLogicFlags], a
+
+; backup wPlayAreaAIScore in wTempPlayAreaAIScore.
+ ld de, wTempPlayAreaAIScore
+ ld hl, wPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+
+ ld a, [wAIScore]
+ ld [de], a
+
+ jr AIProcessEnergyCards
+
+; copies wTempPlayAreaAIScore to wPlayAreaAIScore
+; and loads wAIScore with value in wTempAIScore.
+; identical to RetrievePlayAreaAIScoreFromBackup2.
+RetrievePlayAreaAIScoreFromBackup1: ; 164d3 (5:64d3)
+ push af
+ ld de, wPlayAreaAIScore
+ ld hl, wTempPlayAreaAIScore
+ ld b, MAX_PLAY_AREA_POKEMON
+.loop
+ ld a, [hli]
+ ld [de], a
+ inc de
+ dec b
+ jr nz, .loop
+ ld a, [hl]
+ ld [wAIScore], a
+ pop af
+ ret
+
+; have AI decide whether to play energy card from hand
+; and determine which card is best to attach it.
+AIProcessAndTryToPlayEnergy: ; 164e8 (5:64e8)
+ xor a
+ ld [wAIEnergyAttachLogicFlags], a
+
+.has_logic_flags
+ call CreateEnergyCardListFromHand
+ jr nc, AIProcessEnergyCards
+
+; no energy
+ ld a, [wAIEnergyAttachLogicFlags]
+ or a
+ jr z, .exit
+ jp RetrievePlayAreaAIScoreFromBackup1
+.exit
+ or a
+ ret
+
+; have AI decide whether to play energy card
+; and determine which card is best to attach it.
+AIProcessEnergyCards: ; 164fc (5:64fc)
+; initialize Play Area AI score
+ ld a, $80
+ ld b, MAX_PLAY_AREA_POKEMON
+ ld hl, wPlayAreaEnergyAIScore
+.loop
+ ld [hli], a
+ dec b
+ jr nz, .loop
+
+; Legendary Articuno Deck has its own energy card logic
+ call HandleLegendaryArticunoEnergyScoring
+
+; start the main Play Area loop
+ ld b, PLAY_AREA_ARENA
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld c, a
+
+.loop_play_area
+ push bc
+ ld a, b
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, $80
+ ld [wAIScore], a
+ ld a, $ff
+ ld [wTempAI], a
+ ld a, [wAIEnergyAttachLogicFlags]
+ and AI_ENERGY_FLAG_SKIP_EVOLUTION
+ jr nz, .check_venusaur
+
+; check if energy needed is found in hand
+; and if there's an evolution in hand or deck
+; and if so, add to AI score
+ call CreateHandCardList
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld [wCurCardCanAttack], a
+ call GetAttacksEnergyCostBits
+ ld hl, wDuelTempList
+ call CheckEnergyFlagsNeededInList
+ jp nc, .store_score
+ ld a, [wCurCardCanAttack]
+ call CheckForEvolutionInList
+ jr nc, .no_evolution_in_hand
+ ld [wTempAI], a ; store evolution card found
+ ld a, 2
+ call AddToAIScore
+ jr .check_venusaur
+
+.no_evolution_in_hand
+ ld a, [wCurCardCanAttack]
+ call CheckForEvolutionInDeck
+ jr nc, .check_venusaur
+ ld a, 1
+ call AddToAIScore
+
+; if there's no Muk in any Play Area
+; and there's Venusaur2 in own Play Area,
+; add to AI score
+.check_venusaur
+ ld a, MUK
+ call CountPokemonIDInBothPlayAreas
+ jr c, .check_if_active
+ ld a, VENUSAUR2
+ call CountPokemonIDInPlayArea
+ jr nc, .check_if_active
+ ld a, 1
+ call AddToAIScore
+
+.check_if_active
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .bench
+
+; arena
+ ld a, [wAIBarrierFlagCounter]
+ bit AI_MEWTWO_MILL_F, a
+ jr z, .add_to_score
+
+; subtract from score instead
+; if Player is running Mewtwo1 mill deck.
+ ld a, 5
+ call SubFromAIScore
+ jr .check_defending_can_ko
+
+.add_to_score
+ ld a, 4
+ call AddToAIScore
+
+; lower AI score if poison/double poison
+; will KO Pokémon between turns
+; or if the defending Pokémon can KO
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ call CalculateByteTensDigit
+ cp 3
+ jr nc, .check_defending_can_ko
+ ; hp < 30
+ cp 2
+ jr z, .has_20_hp
+ ; hp = 10
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and POISONED
+ jr z, .check_defending_can_ko
+ jr .poison_will_ko
+.has_20_hp
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and DOUBLE_POISONED
+ jr z, .check_defending_can_ko
+.poison_will_ko
+ ld a, 10
+ call SubFromAIScore
+ jr .check_bench
+.check_defending_can_ko
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .ai_score_bonus
+ ld a, 10
+ call SubFromAIScore
+
+; if either poison will KO or defending Pokémon can KO,
+; check if there are bench Pokémon,
+; if there are not, add AI score
+.check_bench
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ dec a
+ jr nz, .ai_score_bonus
+ ld a, 6
+ call AddToAIScore
+ jr .ai_score_bonus
+
+; lower AI score by 3 - (bench HP)/10
+; if bench HP < 30
+.bench
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ call CalculateByteTensDigit
+ cp 3
+ jr nc, .ai_score_bonus
+; hp < 30
+ ld b, a
+ ld a, 3
+ sub b
+ call SubFromAIScore
+
+; check list in wAICardListEnergyBonus
+.ai_score_bonus
+ ld a, [wAICardListEnergyBonus + 1]
+ or a
+ jr z, .check_boss_deck ; is null
+ ld h, a
+ ld a, [wAICardListEnergyBonus]
+ ld l, a
+
+ push hl
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ pop hl
+
+.loop_id_list
+ ld a, [hli]
+ or a
+ jr z, .check_boss_deck
+ cp e
+ jr nz, .next_id
+
+ ; number of attached energy cards
+ ld a, [hli]
+ ld d, a
+ push de
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wTotalAttachedEnergies]
+ pop de
+ cp d
+ jr c, .check_id_score
+ ; already reached target number of energy cards
+ ld a, 10
+ call SubFromAIScore
+ jr .store_score
+
+.check_id_score
+ ld a, [hli]
+ cp $80
+ jr c, .decrease_score_1
+ sub $80
+ call AddToAIScore
+ jr .check_boss_deck
+
+.decrease_score_1
+ ld d, a
+ ld a, $80
+ sub d
+ call SubFromAIScore
+ jr .check_boss_deck
+
+.next_id
+ inc hl
+ inc hl
+ jr .loop_id_list
+
+; if it's a boss deck, call Func_174f2
+; and apply to the AI score the values
+; determined for this card
+.check_boss_deck
+ call CheckIfNotABossDeckID
+ jr c, .skip_boss_deck
+
+ call Func_174f2
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld c, a
+ ld b, $00
+ ld hl, wPlayAreaEnergyAIScore
+ add hl, bc
+ ld a, [hl]
+ cp $80
+ jr c, .decrease_score_2
+ sub $80
+ call AddToAIScore
+ jr .skip_boss_deck
+
+.decrease_score_2
+ ld b, a
+ ld a, $80
+ sub b
+ call SubFromAIScore
+
+.skip_boss_deck
+ ld a, 1
+ call AddToAIScore
+
+; add AI score for both attacks,
+; according to their energy requirements.
+ xor a ; first attack
+ call DetermineAIScoreOfAttackEnergyRequirement
+ ld a, SECOND_ATTACK
+ call DetermineAIScoreOfAttackEnergyRequirement
+
+; store bench score for this card.
+.store_score
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld c, a
+ ld b, $00
+ ld hl, wPlayAreaAIScore
+ add hl, bc
+ ld a, [wAIScore]
+ ld [hl], a
+ pop bc
+ inc b
+ dec c
+ jp nz, .loop_play_area
+
+; the Play Area loop is over and the score
+; for each card has been calculated.
+; now to determine the highest score.
+ call FindPlayAreaCardWithHighestAIScore
+ jp nc, .not_found
+
+ ld a, [wAIEnergyAttachLogicFlags]
+ or a
+ jr z, .play_card
+ scf
+ jp RetrievePlayAreaAIScoreFromBackup1
+
+.play_card
+ call CreateEnergyCardListFromHand
+ jp AITryToPlayEnergyCard
+
+.not_found: ; 1668a (5:668a)
+ ld a, [wAIEnergyAttachLogicFlags]
+ or a
+ jr z, .no_carry
+ jp RetrievePlayAreaAIScoreFromBackup1
+.no_carry
+ or a
+ ret
+
+; checks score related to selected attack,
+; in order to determine whether to play energy card.
+; the AI score is increased/decreased accordingly.
+; input:
+; [wSelectedAttack] = attack to check.
+DetermineAIScoreOfAttackEnergyRequirement: ; 16695 (5:6695)
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ jp c, .not_enough_energy
+ ld a, ATTACK_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
+ call CheckLoadedAttackFlag
+ jr c, .attached_energy_boost
+ ld a, ATTACK_FLAG2_ADDRESS | DISCARD_ENERGY_F
+ call CheckLoadedAttackFlag
+ jr c, .discard_energy
+ jp .check_evolution
+
+.attached_energy_boost
+ ld a, [wLoadedAttackEffectParam]
+ cp MAX_ENERGY_BOOST_IS_LIMITED
+ jr z, .check_surplus_energy
+
+ ; is MAX_ENERGY_BOOST_IS_NOT_LIMITED,
+ ; which is equal to 3, add to score.
+ call AddToAIScore
+ jp .check_evolution
+
+.check_surplus_energy
+ call CheckIfNoSurplusEnergyForAttack
+ jr c, .asm_166cd
+ cp 3 ; check how much surplus energy
+ jr c, .asm_166cd
+
+.asm_166c5
+ ld a, 5
+ call SubFromAIScore
+ jp .check_evolution
+
+.asm_166cd
+ ld a, 2
+ call AddToAIScore
+
+; check whether attack has ATTACHED_ENERGY_BOOST flag
+; and add to AI score if attaching another energy
+; will KO defending Pokémon.
+; add more to score if this is currently active Pokémon.
+ ld a, ATTACK_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
+ call CheckLoadedAttackFlag
+ jp nc, .check_evolution
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jp c, .check_evolution
+ jp z, .check_evolution
+ ld a, [wDamage]
+ add 10 ; boost gained by attaching another energy card
+ ld b, a
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ sub b
+ jr c, .attaching_kos_player
+ jr nz, .check_evolution
+
+.attaching_kos_player
+ ld a, 20
+ call AddToAIScore
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .check_evolution
+ ld a, 10
+ call AddToAIScore
+ jr .check_evolution
+
+; checks if there is surplus energy for attack
+; that discards attached energy card.
+; if current card is Zapdos2, don't add to score.
+; if there is no surplus energy, encourage playing energy.
+.discard_energy
+ ld a, [wLoadedCard1ID]
+ cp ZAPDOS2
+ jr z, .check_evolution
+ call CheckIfNoSurplusEnergyForAttack
+ jr c, .asm_166cd
+ jr .asm_166c5
+
+.not_enough_energy
+ ld a, ATTACK_FLAG2_ADDRESS | FLAG_2_BIT_5_F
+ call CheckLoadedAttackFlag
+ jr nc, .check_color_needed
+ ld a, 5
+ call SubFromAIScore
+
+; if the energy card color needed is in hand, increase AI score.
+; if a colorless card is needed, increase AI score.
+.check_color_needed
+ ld a, b
+ or a
+ jr z, .check_colorless_needed
+ ld a, e
+ call LookForCardIDInHand
+ jr c, .check_colorless_needed
+ ld a, 4
+ call AddToAIScore
+ jr .check_total_needed
+.check_colorless_needed
+ ld a, c
+ or a
+ jr z, .check_evolution
+ ld a, 3
+ call AddToAIScore
+
+; if only one energy card is needed for attack,
+; encourage playing energy card.
+.check_total_needed
+ ld a, b
+ add c
+ dec a
+ jr nz, .check_evolution
+ ld a, 3
+ call AddToAIScore
+
+; if the attack KOs player and this is the active card, add to AI score.
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .check_evolution
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jr z, .atk_kos_defending
+ jr nc, .check_evolution
+.atk_kos_defending
+ ld a, 20
+ call AddToAIScore
+
+; this is possibly a bug.
+; this is an identical check as above to test whether this card is active.
+; in case it is active, the score gets added 10 more points,
+; in addition to the 20 points already added above.
+; what was probably intended was to add 20 points
+; plus 10 in case it is the Arena card.
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .check_evolution
+ ld a, 10
+ call AddToAIScore
+
+.check_evolution
+ ld a, [wTempAI] ; evolution in hand
+ cp $ff
+ ret z
+
+; temporarily replace this card with evolution in hand.
+ ld b, a
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ push af
+ ld [hl], b
+
+; check for energy still needed for evolution to attack.
+; if FLAG_2_BIT_5 is not set, check what color is needed.
+; if the energy card color needed is in hand, increase AI score.
+; if a colorless card is needed, increase AI score.
+ call CheckEnergyNeededForAttack
+ jr nc, .done
+ ld a, ATTACK_FLAG2_ADDRESS | FLAG_2_BIT_5_F
+ call CheckLoadedAttackFlag
+ jr c, .done
+ ld a, b
+ or a
+ jr z, .check_colorless_needed_evo
+ ld a, e
+ call LookForCardIDInHand
+ jr c, .check_colorless_needed_evo
+ ld a, 2
+ call AddToAIScore
+ jr .done
+.check_colorless_needed_evo
+ ld a, c
+ or a
+ jr z, .done
+ ld a, 1
+ call AddToAIScore
+
+; recover the original card in the Play Area location.
+.done
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ ret
+
+; returns in hTempPlayAreaLocation_ff9d the Play Area location
+; of the card with the highest Play Area AI score, unless
+; the highest score is below $85.
+; if it succeeds in return a card location, set carry.
+; if AI_ENERGY_FLAG_SKIP_ARENA_CARD is set in wAIEnergyAttachLogicFlags
+; doesn't include the Arena card and there's no minimum score.
+FindPlayAreaCardWithHighestAIScore: ; 167b5 (5:67b5)
+ ld a, [wAIEnergyAttachLogicFlags]
+ and AI_ENERGY_FLAG_SKIP_ARENA_CARD
+ jr nz, .only_bench
+
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld b, a
+ ld c, PLAY_AREA_ARENA
+ ld e, c
+ ld d, c
+ ld hl, wPlayAreaAIScore
+; find highest Play Area AI score.
+.loop_1
+ ld a, [hli]
+ cp e
+ jr c, .next_1
+ jr z, .next_1
+ ld e, a ; overwrite highest score found
+ ld d, c ; overwrite Play Area of highest score
+.next_1
+ inc c
+ dec b
+ jr nz, .loop_1
+
+; if highest AI score is below $85, return no carry.
+; else, store Play Area location and return carry.
+ ld a, e
+ cp $85
+ jr c, .not_enough_score
+ ld a, d
+ ldh [hTempPlayAreaLocation_ff9d], a
+ scf
+ ret
+.not_enough_score
+ or a
+ ret
+
+; same as above but only check bench Pokémon scores.
+.only_bench
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ dec a
+ jr z, .no_carry
+
+ ld b, a
+ ld e, 0
+ ld c, PLAY_AREA_BENCH_1
+ ld d, c
+ ld hl, wPlayAreaAIScore + 1
+.loop_2
+ ld a, [hli]
+ cp e
+ jr c, .next_2
+ jr z, .next_2
+ ld e, a ; overwrite highest score found
+ ld d, c ; overwrite Play Area of highest score
+.next_2
+ inc c
+ dec b
+ jr nz, .loop_2
+
+; in this case, there is no minimum threshold AI score.
+ ld a, d
+ ldh [hTempPlayAreaLocation_ff9d], a
+ scf
+ ret
+.no_carry
+ or a
+ ret
+
+; returns carry if there's an evolution card
+; that can evolve card in hTempPlayAreaLocation_ff9d,
+; and that card needs energy to use wSelectedAttack.
+CheckIfEvolutionNeedsEnergyForAttack: ; 16805 (5:6805)
+ call CreateHandCardList
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call CheckCardEvolutionInHandOrDeck
+ jr c, .has_evolution
+ or a
+ ret
+
+.has_evolution
+ ld b, a
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ push af
+ ld [hl], b
+ call CheckEnergyNeededForAttack
+ jr c, .not_enough_energy
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ or a
+ ret
+
+.not_enough_energy
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ scf
+ ret
+
+; returns in e the card ID of the energy required for
+; the Discard/Energy Boost attack loaded in wSelectedAttack.
+; if it's Zapdos2's Thunderbolt attack, return no carry.
+; if it's Charizard's Fire Spin or Exeggutor's Big Eggsplosion
+; attack, don't return energy card ID, but set carry.
+; output:
+; b = 1 if needs color energy, 0 otherwise;
+; c = 1 if only needs colorless energy, 0 otherwise;
+; carry set if not Zapdos2's Thunderbolt attack.
+GetEnergyCardForDiscardOrEnergyBoostAttack: ; 1683b (5:683b)
+; load card ID and check selected attack index.
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld b, a
+ ld a, [wSelectedAttack]
+ or a
+ jr z, .first_attack
+
+; check if second attack is Zapdos2's Thunderbolt,
+; Charizard's Fire Spin or Exeggutor's Big Eggsplosion,
+; for these to be treated differently.
+; for both attacks, load its energy cost.
+ ld a, b
+ cp ZAPDOS2
+ jr z, .zapdos2
+ cp CHARIZARD
+ jr z, .charizard_or_exeggutor
+ cp EXEGGUTOR
+ jr z, .charizard_or_exeggutor
+ ld hl, wLoadedCard2Atk2EnergyCost
+ jr .fire
+.first_attack
+ ld hl, wLoadedCard2Atk1EnergyCost
+
+; check which energy color the attack requires,
+; and load in e the card ID of corresponding energy card,
+; then return carry flag set.
+.fire
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .grass
+ ld e, FIRE_ENERGY
+ jr .set_carry
+.grass
+ ld a, b
+ and $0f
+ jr z, .lightning
+ ld e, GRASS_ENERGY
+ jr .set_carry
+.lightning
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .water
+ ld e, LIGHTNING_ENERGY
+ jr .set_carry
+.water
+ ld a, b
+ and $0f
+ jr z, .fighting
+ ld e, WATER_ENERGY
+ jr .set_carry
+.fighting
+ ld a, [hli]
+ ld b, a
+ and $f0
+ jr z, .psychic
+ ld e, FIGHTING_ENERGY
+ jr .set_carry
+.psychic
+ ld e, PSYCHIC_ENERGY
+
+.set_carry
+ lb bc, $01, $00
+ scf
+ ret
+
+; for Zapdos2's Thunderbolt attack, return with no carry.
+.zapdos2
+ or a
+ ret
+
+; Charizard's Fire Spin and Exeggutor's Big Eggsplosion,
+; return carry.
+.charizard_or_exeggutor
+ lb bc, $00, $01
+ scf
+ ret
+
+; called after the AI has decided which card to attach
+; energy from hand. AI does checks to determine whether
+; this card needs more energy or not, and chooses the
+; right energy card to play. If the card is played,
+; return with carry flag set.
+AITryToPlayEnergyCard: ; 1689f (5:689f)
+; check if energy cards are still needed for attacks.
+; if first attack doesn't need, test for the second attack.
+ xor a
+ ld [wTempAI], a
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ jr nc, .second_attack
+ ld a, b
+ or a
+ jr nz, .check_deck
+ ld a, c
+ or a
+ jr nz, .check_deck
+
+.second_attack
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ jr nc, .check_discard_or_energy_boost
+ ld a, b
+ or a
+ jr nz, .check_deck
+ ld a, c
+ or a
+ jr nz, .check_deck
+
+; neither attack needs energy cards to be used.
+; check whether these attacks can be given
+; extra energy cards for their effects.
+.check_discard_or_energy_boost
+ ld a, $01
+ ld [wTempAI], a
+
+; for both attacks, check if it has the effect of
+; discarding energy cards or attached energy boost.
+ xor a ; FIRST_ATTACK_OR_PKMN_POWER
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ ld a, ATTACK_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
+ call CheckLoadedAttackFlag
+ jr c, .energy_boost_or_discard_energy
+ ld a, ATTACK_FLAG2_ADDRESS | DISCARD_ENERGY_F
+ call CheckLoadedAttackFlag
+ jr c, .energy_boost_or_discard_energy
+
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ call CheckEnergyNeededForAttack
+ ld a, ATTACK_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
+ call CheckLoadedAttackFlag
+ jr c, .energy_boost_or_discard_energy
+ ld a, ATTACK_FLAG2_ADDRESS | DISCARD_ENERGY_F
+ call CheckLoadedAttackFlag
+ jr c, .energy_boost_or_discard_energy
+
+; if none of the attacks have those flags, do an additional
+; check to ascertain whether evolution card needs energy
+; to use second attack. Return if all these checks fail.
+ call CheckIfEvolutionNeedsEnergyForAttack
+ ret nc
+ call CreateEnergyCardListFromHand
+ jr .check_deck
+
+; for attacks that discard energy or get boost for
+; additional energy cards, get the energy card ID required by attack.
+; if it's Zapdos2's Thunderbolt attack, return.
+.energy_boost_or_discard_energy
+ call GetEnergyCardForDiscardOrEnergyBoostAttack
+ ret nc
+
+; some decks allow basic Pokémon to be given double colorless
+; in anticipation for evolution, so play card if that is the case.
+.check_deck
+ call CheckSpecificDecksToAttachDoubleColorless
+ jr c, .play_energy_card
+
+ ld a, b
+ or a
+ jr z, .colorless_energy
+
+; in this case, Pokémon needs a specific basic energy card.
+; look for basic energy card needed in hand and play it.
+ ld a, e
+ call LookForCardIDInHand
+ ldh [hTemp_ffa0], a
+ jr nc, .play_energy_card
+
+; in this case Pokémon just needs colorless (any basic energy card).
+; if active card, check if it needs 2 colorless.
+; if it does (and also doesn't additionally need a color energy),
+; look for double colorless card in hand and play it if found.
+.colorless_energy
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a
+ jr nz, .look_for_any_energy
+ ld a, c
+ or a
+ jr z, .check_if_done
+ cp 2
+ jr nz, .look_for_any_energy
+
+ ; needs two colorless
+ ld hl, wDuelTempList
+.loop_1
+ ld a, [hli]
+ cp $ff
+ jr z, .look_for_any_energy
+ ldh [hTemp_ffa0], a
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp DOUBLE_COLORLESS_ENERGY
+ jr nz, .loop_1
+ jr .play_energy_card
+
+; otherwise, look for any card and play it.
+; if it's a boss deck, only play double colorless in this situation.
+.look_for_any_energy
+ ld hl, wDuelTempList
+ call CountCardsInDuelTempList
+ call ShuffleCards
+.loop_2
+ ld a, [hli]
+ cp $ff
+ jr z, .check_if_done
+ call CheckIfOpponentHasBossDeckID
+ jr nc, .load_card
+ push af
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp DOUBLE_COLORLESS_ENERGY
+ pop bc
+ jr z, .loop_2
+ ld a, b
+.load_card
+ ldh [hTemp_ffa0], a
+
+; plays energy card loaded in hTemp_ffa0 and sets carry flag.
+.play_energy_card
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ld a, OPPACTION_PLAY_ENERGY
+ bank1call AIMakeDecision
+ scf
+ ret
+
+; wTempAI is 1 if the attack had a Discard/Energy Boost effect,
+; and 0 otherwise. If 1, then return. If not one, check if
+; there is still a second attack to check.
+.check_if_done
+ ld a, [wTempAI]
+ or a
+ jr z, .check_first_attack
+ ret
+.check_first_attack
+ ld a, [wSelectedAttack]
+ or a
+ jp z, .second_attack
+ ret
+
+; check if playing certain decks so that AI can decide whether to play
+; double colorless to some specific cards.
+; these are cards that do not need double colorless to any of their attacks
+; but are required by their evolutions.
+; return carry if there's a double colorless in hand to attach
+; and it's one of the card IDs from these decks.
+; output:
+; [hTemp_ffa0] = card index of double colorless in hand;
+; carry set if can play energy card.
+CheckSpecificDecksToAttachDoubleColorless: ; 1696e (5:696e)
+ push bc
+ push de
+ push hl
+
+; check if AI is playing any of the applicable decks.
+ ld a, [wOpponentDeckID]
+ cp LEGENDARY_DRAGONITE_DECK_ID
+ jr z, .legendary_dragonite_deck
+ cp FIRE_CHARGE_DECK_ID
+ jr z, .fire_charge_deck
+ cp LEGENDARY_RONALD_DECK_ID
+ jr z, .legendary_ronald_deck
+
+.no_carry
+ pop hl
+ pop de
+ pop bc
+ or a
+ ret
+
+; if playing Legendary Dragonite deck,
+; check for Charmander and Dratini.
+.legendary_dragonite_deck
+ call .get_id
+ cp CHARMANDER
+ jr z, .check_colorless_attached
+ cp DRATINI
+ jr z, .check_colorless_attached
+ jr .no_carry
+
+; if playing Fire Charge deck,
+; check for Growlithe.
+.fire_charge_deck
+ call .get_id
+ cp GROWLITHE
+ jr z, .check_colorless_attached
+ jr .no_carry
+
+; if playing Legendary Ronald deck,
+; check for Dratini.
+.legendary_ronald_deck
+ call .get_id
+ cp DRATINI
+ jr z, .check_colorless_attached
+ jr .no_carry
+
+; check if card has any colorless energy cards attached,
+; and if there are any, return no carry.
+.check_colorless_attached
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wAttachedEnergies + COLORLESS]
+ or a
+ jr nz, .no_carry
+
+; card has no colorless energy, so look for double colorless
+; in hand and if found, return carry and its card index.
+ ld a, DOUBLE_COLORLESS_ENERGY
+ call LookForCardIDInHand
+ jr c, .no_carry
+ ldh [hTemp_ffa0], a
+ pop hl
+ pop de
+ pop bc
+ scf
+ ret
+
+.get_id:
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ ret
diff --git a/src/engine/ai/hand_pokemon.asm b/src/engine/ai/hand_pokemon.asm
new file mode 100644
index 0000000..28ff6b1
--- /dev/null
+++ b/src/engine/ai/hand_pokemon.asm
@@ -0,0 +1,627 @@
+; determine whether AI plays
+; basic cards from hand
+AIDecidePlayPokemonCard: ; 15eae (5:5eae)
+ call CreateHandCardList
+ call SortTempHandByIDList
+ ld hl, wDuelTempList
+ ld de, wHandTempList
+ call CopyHandCardList
+ ld hl, wHandTempList
+
+.next_hand_card
+ ld a, [hli]
+ cp $ff
+ jp z, AIDecideEvolution
+
+ ld [wTempAIPokemonCard], a
+ push hl
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jr nc, .skip
+ ; skip non-pokemon cards
+
+ ld a, [wLoadedCard1Stage]
+ or a
+ jr nz, .skip
+ ; skip non-basic pokemon
+
+ ld a, 130
+ ld [wAIScore], a
+ call AIDecidePlayLegendaryBirds
+
+; if Play Area has more than 4 Pokémon, decrease AI score
+; else, increase AI score
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp 4
+ jr c, .has_4_or_fewer
+ ld a, 20
+ call SubFromAIScore
+ jr .check_defending_can_ko
+.has_4_or_fewer
+ ld a, 50
+ call AddToAIScore
+
+; if defending Pokémon can KO active card, increase AI score
+.check_defending_can_ko
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .check_energy_cards
+ ld a, 20
+ call AddToAIScore
+
+; if energy cards are found in hand
+; for this card's attacks, raise AI score
+.check_energy_cards
+ ld a, [wTempAIPokemonCard]
+ call GetAttacksEnergyCostBits
+ call CheckEnergyFlagsNeededInList
+ jr nc, .check_evolution_hand
+ ld a, 20
+ call AddToAIScore
+
+; if evolution card is found in hand
+; for this card, raise AI score
+.check_evolution_hand
+ ld a, [wTempAIPokemonCard]
+ call CheckForEvolutionInList
+ jr nc, .check_evolution_deck
+ ld a, 20
+ call AddToAIScore
+
+; if evolution card is found in deck
+; for this card, raise AI score
+.check_evolution_deck
+ ld a, [wTempAIPokemonCard]
+ call CheckForEvolutionInDeck
+ jr nc, .check_score
+ ld a, 10
+ call AddToAIScore
+
+; if AI score is >= 180, play card from hand
+.check_score
+ ld a, [wAIScore]
+ cp 180
+ jr c, .skip
+ ld a, [wTempAIPokemonCard]
+ ldh [hTemp_ffa0], a
+ call CheckIfCardCanBePlayed
+ jr c, .skip
+ ld a, OPPACTION_PLAY_BASIC_PKMN
+ bank1call AIMakeDecision
+ jr c, .done
+.skip
+ pop hl
+ jp .next_hand_card
+.done
+ pop hl
+ ret
+
+; determine whether AI evolves
+; Pokémon in the Play Area
+AIDecideEvolution: ; 15f4c (5:5f4c)
+ call CreateHandCardList
+ ld hl, wDuelTempList
+ ld de, wHandTempList
+ call CopyHandCardList
+ ld hl, wHandTempList
+
+.next_hand_card
+ ld a, [hli]
+ cp $ff
+ jp z, .done
+ ld [wTempAIPokemonCard], a
+
+; check if Prehistoric Power is active
+; and if so, skip to next card in hand
+ push hl
+ call IsPrehistoricPowerActive
+ jp c, .done_hand_card
+
+; load evolution data to buffer1
+; skip if it's not a Pokémon card
+; and if it's a basic stage card
+ ld a, [wTempAIPokemonCard]
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ cp TYPE_ENERGY
+ jp nc, .done_hand_card
+ ld a, [wLoadedCard1Stage]
+ or a
+ jp z, .done_hand_card
+
+; start looping Pokémon in Play Area
+; to find a card to evolve
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld c, a
+ ld b, 0
+.next_bench_pokemon
+ push bc
+ ld e, b
+ ld a, [wTempAIPokemonCard]
+ ld d, a
+ call CheckIfCanEvolveInto
+ pop bc
+ push bc
+ jp c, .done_bench_pokemon
+
+; store this Play Area location in wTempAI
+; and initialize the AI score
+ ld a, b
+ ld [wTempAI], a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, $80
+ ld [wAIScore], a
+ call AIDecideSpecialEvolutions
+
+; check if the card can use any attacks
+; and if any of those attacks can KO
+ xor a
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr nc, .can_attack
+ ld a, $01
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .cant_attack_or_ko
+.can_attack
+ ld a, $01
+ ld [wCurCardCanAttack], a
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .check_evolution_attacks
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .check_evolution_attacks
+ ld a, $01
+ ld [wCurCardCanKO], a
+ jr .check_evolution_attacks
+.cant_attack_or_ko
+ xor a
+ ld [wCurCardCanAttack], a
+ ld [wCurCardCanKO], a
+
+; check evolution to see if it can use any of its attacks:
+; if it can, raise AI score;
+; if it can't, decrease AI score and if an energy card that is needed
+; can be played from the hand, raise AI score.
+.check_evolution_attacks
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ push af
+ ld a, [wTempAIPokemonCard]
+ ld [hl], a
+ xor a
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr nc, .evolution_can_attack
+ ld a, $01
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .evolution_cant_attack
+.evolution_can_attack
+ ld a, 5
+ call AddToAIScore
+ jr .check_evolution_ko
+.evolution_cant_attack
+ ld a, [wCurCardCanAttack]
+ or a
+ jr z, .check_evolution_ko
+ ld a, 2
+ call SubFromAIScore
+ ld a, [wAlreadyPlayedEnergy]
+ or a
+ jr nz, .check_evolution_ko
+ call LookForEnergyNeededInHand
+ jr nc, .check_evolution_ko
+ ld a, 7
+ call AddToAIScore
+
+; if it's an active card:
+; if evolution can't KO but the current card can, lower AI score;
+; if evolution can KO as well, raise AI score.
+.check_evolution_ko
+ ld a, [wCurCardCanAttack]
+ or a
+ jr z, .check_defending_can_ko_evolution
+ ld a, [wTempAI]
+ or a
+ jr nz, .check_defending_can_ko_evolution
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .evolution_cant_ko
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .evolution_cant_ko
+ ld a, 5
+ call AddToAIScore
+ jr .check_defending_can_ko_evolution
+.evolution_cant_ko
+ ld a, [wCurCardCanKO]
+ or a
+ jr z, .check_defending_can_ko_evolution
+ ld a, 20
+ call SubFromAIScore
+
+; if defending Pokémon can KO evolution, lower AI score
+.check_defending_can_ko_evolution
+ ld a, [wTempAI]
+ or a
+ jr nz, .check_mr_mime
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .check_mr_mime
+ ld a, 5
+ call SubFromAIScore
+
+; if evolution can't damage player's Mr Mime, lower AI score
+.check_mr_mime
+ ld a, [wTempAI]
+ call CheckDamageToMrMime
+ jr c, .check_defending_can_ko
+ ld a, 20
+ call SubFromAIScore
+
+; if defending Pokémon can KO current card, raise AI score
+.check_defending_can_ko
+ ld a, [wTempAI]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ pop af
+ ld [hl], a
+ ld a, [wTempAI]
+ or a
+ jr nz, .check_2nd_stage_hand
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .check_status
+ ld a, 5
+ call AddToAIScore
+
+; if current card has a status condition, raise AI score
+.check_status
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ or a
+ jr z, .check_2nd_stage_hand
+ ld a, 4
+ call AddToAIScore
+
+; if hand has 2nd stage card to evolve evolution card, raise AI score
+.check_2nd_stage_hand
+ ld a, [wTempAIPokemonCard]
+ call CheckForEvolutionInList
+ jr nc, .check_2nd_stage_deck
+ ld a, 2
+ call AddToAIScore
+ jr .check_damage
+
+; if deck has 2nd stage card to evolve evolution card, raise AI score
+.check_2nd_stage_deck
+ ld a, [wTempAIPokemonCard]
+ call CheckForEvolutionInDeck
+ jr nc, .check_damage
+ ld a, 1
+ call AddToAIScore
+
+; decrease AI score proportional to damage
+; AI score -= floor(Damage / 40)
+.check_damage
+ ld a, [wTempAI]
+ ld e, a
+ call GetCardDamageAndMaxHP
+ or a
+ jr z, .check_mysterious_fossil
+ srl a
+ srl a
+ call CalculateByteTensDigit
+ call SubFromAIScore
+
+; if is Mysterious Fossil or
+; wLoadedCard1Unknown2 is set to $02,
+; raise AI score
+.check_mysterious_fossil
+ ld a, [wTempAI]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1ID]
+ cp MYSTERIOUS_FOSSIL
+ jr z, .mysterious_fossil
+ ld a, [wLoadedCard1Unknown2]
+ cp $02
+ jr nz, .pikachu_deck
+ ld a, 2
+ call AddToAIScore
+ jr .pikachu_deck
+
+.mysterious_fossil
+ ld a, 5
+ call AddToAIScore
+
+; in Pikachu Deck, decrease AI score for evolving Pikachu
+.pikachu_deck
+ ld a, [wOpponentDeckID]
+ cp PIKACHU_DECK_ID
+ jr nz, .check_score
+ ld a, [wLoadedCard1ID]
+ cp PIKACHU1
+ jr z, .pikachu
+ cp PIKACHU2
+ jr z, .pikachu
+ cp PIKACHU3
+ jr z, .pikachu
+ cp PIKACHU4
+ jr nz, .check_score
+.pikachu
+ ld a, 3
+ call SubFromAIScore
+
+; if AI score >= 133, go through with the evolution
+.check_score
+ ld a, [wAIScore]
+ cp 133
+ jr c, .done_bench_pokemon
+ ld a, [wTempAI]
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ld a, [wTempAIPokemonCard]
+ ldh [hTemp_ffa0], a
+ ld a, OPPACTION_EVOLVE_PKMN
+ bank1call AIMakeDecision
+ pop bc
+ jr .done_hand_card
+
+.done_bench_pokemon
+ pop bc
+ inc b
+ dec c
+ jp nz, .next_bench_pokemon
+.done_hand_card
+ pop hl
+ jp .next_hand_card
+.done
+ or a
+ ret
+
+; determine AI score for evolving
+; Charmeleon, Magikarp, Dragonair and Grimer
+; in certain decks
+AIDecideSpecialEvolutions: ; 16120 (5:6120)
+; check if deck applies
+ ld a, [wOpponentDeckID]
+ cp LEGENDARY_DRAGONITE_DECK_ID
+ jr z, .legendary_dragonite
+ cp INVINCIBLE_RONALD_DECK_ID
+ jr z, .invincible_ronald
+ cp LEGENDARY_RONALD_DECK_ID
+ jr z, .legendary_ronald
+ ret
+
+.legendary_dragonite
+ ld a, [wLoadedCard2ID]
+ cp CHARMELEON
+ jr z, .charmeleon
+ cp MAGIKARP
+ jr z, .magikarp
+ cp DRAGONAIR
+ jr z, .dragonair
+ ret
+
+; check if number of energy cards attached to Charmeleon are at least 3
+; and if adding the energy cards in hand makes at least 6 energy cards
+.charmeleon
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call CountNumberOfEnergyCardsAttached
+ cp 3
+ jr c, .not_enough_energy
+ push af
+ farcall CountOppEnergyCardsInHand
+ pop bc
+ add b
+ cp 6
+ jr c, .not_enough_energy
+ ld a, 3
+ call AddToAIScore
+ ret
+.not_enough_energy
+ ld a, 10
+ call SubFromAIScore
+ ret
+
+; check if Magikarp is not the active card
+; and has at least 2 energy cards attached
+.magikarp
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a ; active card
+ ret z
+ ld e, a
+ call CountNumberOfEnergyCardsAttached
+ cp 2
+ ret c
+ ld a, 3
+ call AddToAIScore
+ ret
+
+.invincible_ronald
+ ld a, [wLoadedCard2ID]
+ cp GRIMER
+ jr z, .grimer
+ ret
+
+; check if Grimer is not active card
+.grimer
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a ; active card
+ ret z
+ ld a, 10
+ call AddToAIScore
+ ret
+
+.legendary_ronald
+ ld a, [wLoadedCard2ID]
+ cp DRAGONAIR
+ jr z, .dragonair
+ ret
+
+.dragonair
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ or a ; active card
+ jr z, .is_active
+
+; if Dragonair is benched, check all Pokémon in Play Area
+; and sum all the damage in HP of all cards
+; if this result is >= 70, check if there's
+; a Muk in any duelist's Play Area
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld b, a
+ ld c, 0
+.loop
+ dec b
+ ld e, b
+ push bc
+ call GetCardDamageAndMaxHP
+ pop bc
+ add c
+ ld c, a
+ ld a, b
+ or a
+ jr nz, .loop
+ ld a, 70
+ cp c
+ jr c, .check_muk
+.lower_score
+ ld a, 10
+ call SubFromAIScore
+ ret
+
+; if there's no Muk, raise score
+.check_muk
+ ld a, MUK
+ call CountPokemonIDInBothPlayAreas
+ jr c, .lower_score
+ ld a, 10
+ call AddToAIScore
+ ret
+
+; if Dragonair is active, check its damage in HP
+; if this result is >= 50,
+; and if at least 3 energy cards attached,
+; check if there's a Muk in any duelist's Play Area
+.is_active
+ ld e, 0
+ call GetCardDamageAndMaxHP
+ cp 50
+ jr c, .lower_score
+ ld e, PLAY_AREA_ARENA
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wTotalAttachedEnergies]
+ cp 3
+ jr c, .lower_score
+ jr .check_muk
+
+; determine AI score for the legendary cards
+; Moltres, Zapdos and Articuno
+AIDecidePlayLegendaryBirds: ; 161d5 (5:61d5)
+; check if deck applies
+ ld a, [wOpponentDeckID]
+ cp LEGENDARY_ZAPDOS_DECK_ID
+ jr z, .begin
+ cp LEGENDARY_ARTICUNO_DECK_ID
+ jr z, .begin
+ cp LEGENDARY_RONALD_DECK_ID
+ jr z, .begin
+ ret
+
+; check if card applies
+.begin
+ ld a, [wLoadedCard1ID]
+ cp ARTICUNO2
+ jr z, .articuno
+ cp MOLTRES2
+ jr z, .moltres
+ cp ZAPDOS3
+ jr z, .zapdos
+ ret
+
+.articuno
+ ; exit if not enough Pokemon in Play Area
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp 2
+ ret c
+
+ call CheckIfActiveCardCanKnockOut
+ jr c, .subtract
+ call CheckIfActivePokemonCanUseAnyNonResidualAttack
+ jr nc, .subtract
+ call AIDecideWhetherToRetreat
+ jr c, .subtract
+
+ ; checks for player's active card status
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetNonTurnDuelistVariable
+ and CNF_SLP_PRZ
+ or a
+ jr nz, .subtract
+
+ ; checks for player's Pokemon Power
+ call SwapTurn
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld e, $00
+ call CopyAttackDataAndDamage_FromDeckIndex
+ call SwapTurn
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ jr z, .check_muk_and_snorlax
+
+ ; return if no space on the bench
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_BENCH_POKEMON
+ jr c, .check_muk_and_snorlax
+ ret
+
+.check_muk_and_snorlax
+ ; checks for Muk in both Play Areas
+ ld a, MUK
+ call CountPokemonIDInBothPlayAreas
+ jr c, .subtract
+ ; checks if player's active card is Snorlax
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ cp SNORLAX
+ jr z, .subtract
+
+; add
+ ld a, 70
+ call AddToAIScore
+ ret
+.subtract
+ ld a, 100
+ call SubFromAIScore
+ ret
+
+.moltres
+ ; checks if there's enough cards in deck
+ ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
+ call GetTurnDuelistVariable
+ cp 56 ; max number of cards not in deck to activate
+ jr nc, .subtract
+ ret
+
+.zapdos
+ ; checks for Muk in both Play Areas
+ ld a, MUK
+ call CountPokemonIDInBothPlayAreas
+ jr c, .subtract
+ ret
diff --git a/src/engine/ai/init.asm b/src/engine/ai/init.asm
new file mode 100644
index 0000000..cda2387
--- /dev/null
+++ b/src/engine/ai/init.asm
@@ -0,0 +1,98 @@
+InitAIDuelVars: ; 15636 (5:5636)
+ ld a, $10
+ ld hl, wcda5
+ call ClearMemory_Bank5
+ ld a, 5
+ ld [wAIPokedexCounter], a
+ ld a, $ff
+ ld [wcda5], a
+ ret
+
+; initializes some variables and sets value of wAIBarrierFlagCounter.
+; if Player uses Barrier 3 times in a row, AI checks if Player's deck
+; has only Mewtwo1 Pokemon cards (running a Mewtwo1 mill deck).
+InitAITurnVars: ; 15649 (5:5649)
+; increase Pokedex counter by 1
+ ld a, [wAIPokedexCounter]
+ inc a
+ ld [wAIPokedexCounter], a
+
+ xor a
+ ld [wPreviousAIFlags], a
+ ld [wcddb], a
+ ld [wcddc], a
+ ld [wAIRetreatedThisTurn], a
+
+; checks if the Player used an attack last turn
+; and if it was the second attack of their card.
+ ld a, [wPlayerAttackingAttackIndex]
+ cp $ff
+ jr z, .check_flag
+ or a
+ jr z, .check_flag
+ ld a, [wPlayerAttackingCardIndex]
+ cp $ff
+ jr z, .check_flag
+
+; if the card is Mewtwo1, it means the Player
+; used its second attack, Barrier.
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ cp MEWTWO1
+ jr nz, .check_flag
+ ; Player used Barrier last turn
+
+; check if flag was already set, if so,
+; reset wAIBarrierFlagCounter to $80.
+ ld a, [wAIBarrierFlagCounter]
+ bit AI_MEWTWO_MILL_F, a
+ jr nz, .set_flag
+
+; if not, increase it by 1 and check if it exceeds 2.
+ inc a
+ ld [wAIBarrierFlagCounter], a
+ cp 3
+ jr c, .done
+
+; this means that the Player used Barrier
+; at least 3 turns in a row.
+; check if Player is running Mewtwo1-only deck,
+; if so, set wAIBarrierFlagCounter flag.
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ cp MEWTWO1
+ jr nz, .reset_1
+ farcall CheckIfPlayerHasPokemonOtherThanMewtwo1
+ jr nc, .set_flag
+.reset_1
+; reset wAIBarrierFlagCounter
+ xor a
+ ld [wAIBarrierFlagCounter], a
+ jr .done
+
+.set_flag
+ ld a, AI_MEWTWO_MILL
+ ld [wAIBarrierFlagCounter], a
+ jr .done
+
+.check_flag
+; increase counter by 1 if flag is set
+ ld a, [wAIBarrierFlagCounter]
+ bit AI_MEWTWO_MILL_F, a
+ jr z, .reset_2
+ inc a
+ ld [wAIBarrierFlagCounter], a
+ jr .done
+
+.reset_2
+; reset wAIBarrierFlagCounter
+ xor a
+ ld [wAIBarrierFlagCounter], a
+.done
+ ret
diff --git a/src/engine/ai/retreat.asm b/src/engine/ai/retreat.asm
new file mode 100644
index 0000000..618e859
--- /dev/null
+++ b/src/engine/ai/retreat.asm
@@ -0,0 +1,1009 @@
+; determine AI score for retreating
+; return carry if AI decides to retreat
+AIDecideWhetherToRetreat: ; 158b2 (5:58b2)
+ ld a, [wGotHeadsFromConfusionCheckDuringRetreat]
+ or a
+ jp nz, .no_carry
+ xor a
+ ld [wAIPlayEnergyCardForRetreat], a
+ call LoadDefendingPokemonColorWRAndPrizeCards
+ ld a, $80 ; initial retreat score
+ ld [wAIScore], a
+ ld a, [wcdb4]
+ or a
+ jr z, .check_status
+ srl a
+ srl a
+ sla a
+ call AddToAIScore
+
+.check_status
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ or a
+ jr z, .check_ko_1 ; no status
+ and DOUBLE_POISONED
+ jr z, .check_cnf ; no poison
+ ld a, 2
+ call AddToAIScore
+.check_cnf
+ ld a, [hl]
+ and CNF_SLP_PRZ
+ cp CONFUSED
+ jr nz, .check_ko_1
+ ld a, 1
+ call AddToAIScore
+
+.check_ko_1
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .active_cant_ko_1
+ call CheckIfSelectedAttackIsUnusable
+ jp nc, .active_cant_use_atk
+ call LookForEnergyNeededForAttackInHand
+ jr nc, .active_cant_ko_1
+
+.active_cant_use_atk
+ ld a, 5
+ call SubFromAIScore
+ ld a, [wAIOpponentPrizeCount]
+ cp 2
+ jr nc, .active_cant_ko_1
+ ld a, 35
+ call SubFromAIScore
+
+.active_cant_ko_1
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .defending_cant_ko
+ ld a, 2
+ call AddToAIScore
+
+ call CheckIfNotABossDeckID
+ jr c, .check_resistance_1
+ ld a, [wAIPlayerPrizeCount]
+ cp 2
+ jr nc, .check_prize_count
+ ld a, $01
+ ld [wAIPlayEnergyCardForRetreat], a
+
+.defending_cant_ko
+ call CheckIfNotABossDeckID
+ jr c, .check_resistance_1
+ ld a, [wAIPlayerPrizeCount]
+ cp 2
+ jr nc, .check_prize_count
+ ld a, 2
+ call AddToAIScore
+
+.check_prize_count
+ ld a, [wAIOpponentPrizeCount]
+ cp 2
+ jr nc, .check_resistance_1
+ ld a, 2
+ call SubFromAIScore
+
+.check_resistance_1
+ call GetArenaCardColor
+ call TranslateColorToWR
+ ld b, a
+ ld a, [wAIPlayerResistance]
+ and b
+ jr z, .check_weakness_1
+ ld a, 1
+ call AddToAIScore
+
+; check bench for Pokémon that
+; the defending card is not resistant to
+; if one is found, skip SubFromAIScore
+ ld a, [wAIPlayerResistance]
+ ld b, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+.loop_resistance_1
+ ld a, [hli]
+ cp $ff
+ jr z, .exit_loop_resistance_1
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ call TranslateColorToWR
+ and b
+ jr nz, .loop_resistance_1
+ jr .check_weakness_1
+.exit_loop_resistance_1
+ ld a, 2
+ call SubFromAIScore
+
+.check_weakness_1
+ ld a, [wAIPlayerColor]
+ ld b, a
+ call GetArenaCardWeakness
+ and b
+ jr z, .check_resistance_2
+ ld a, 2
+ call AddToAIScore
+
+; check bench for Pokémon that
+; is not weak to defending Pokémon
+; if one is found, skip SubFromAIScore
+ ld a, [wAIPlayerColor]
+ ld b, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+.loop_weakness_1
+ ld a, [hli]
+ cp $ff
+ jr z, .exit_loop_weakness_1
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Weakness]
+ and b
+ jr nz, .loop_weakness_1
+ jr .check_resistance_2
+.exit_loop_weakness_1
+ ld a, 3
+ call SubFromAIScore
+
+.check_resistance_2
+ ld a, [wAIPlayerColor]
+ ld b, a
+ call GetArenaCardResistance
+ and b
+ jr z, .check_weakness_2
+ ld a, 3
+ call SubFromAIScore
+
+; check bench for Pokémon that
+; is the defending Pokémon's weakness
+; if none is found, skip AddToAIScore
+.check_weakness_2
+ ld a, [wAIPlayerWeakness]
+ ld b, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld e, $00
+.loop_weakness_2
+ inc e
+ ld a, [hli]
+ cp $ff
+ jr z, .check_resistance_3
+ push de
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ call TranslateColorToWR
+ pop de
+ and b
+ jr z, .loop_weakness_2
+ ld a, 2
+ call AddToAIScore
+
+ push de
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ cp PORYGON
+ jr nz, .check_weakness_3
+
+; handle Porygon
+ ld a, e
+ call CheckIfCanDamageDefendingPokemon
+ jr nc, .check_weakness_3
+ ld a, 10
+ call AddToAIScore
+ jr .check_resistance_3
+
+.check_weakness_3
+ call GetArenaCardColor
+ call TranslateColorToWR
+ ld b, a
+ ld a, [wAIPlayerWeakness]
+ and b
+ jr z, .check_resistance_3
+ ld a, 3
+ call SubFromAIScore
+
+; check bench for Pokémon that
+; is resistant to defending Pokémon
+; if none is found, skip AddToAIScore
+.check_resistance_3
+ ld a, [wAIPlayerColor]
+ ld b, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+.loop_resistance_2
+ ld a, [hli]
+ cp $ff
+ jr z, .check_ko_2
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Resistance]
+ and b
+ jr z, .loop_resistance_2
+ ld a, 1
+ call AddToAIScore
+
+; check bench for Pokémon that
+; can KO defending Pokémon
+; if none is found, skip AddToAIScore
+.check_ko_2
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld c, 0
+.loop_ko_1
+ inc c
+ ld a, [hli]
+ cp $ff
+ jr z, .check_defending_id
+ ld a, c
+ ldh [hTempPlayAreaLocation_ff9d], a
+ push hl
+ push bc
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .no_ko
+ call CheckIfSelectedAttackIsUnusable
+ jr nc, .success
+ call LookForEnergyNeededForAttackInHand
+ jr c, .success
+.no_ko
+ pop bc
+ pop hl
+ jr .loop_ko_1
+.success
+ pop bc
+ pop hl
+ ld a, 2
+ call AddToAIScore
+
+; a bench Pokémon was found that can KO
+; if this is a boss deck and it's at last prize card
+; if arena Pokémon cannot KO, add to AI score
+; and set wAIPlayEnergyCardForRetreat to $01
+
+ ld a, [wAIOpponentPrizeCount]
+ cp 2
+ jr nc, .check_defending_id
+ call CheckIfNotABossDeckID
+ jr c, .check_defending_id
+
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .active_cant_ko_2
+ call CheckIfSelectedAttackIsUnusable
+ jp nc, .check_defending_id
+.active_cant_ko_2
+ ld a, 40
+ call AddToAIScore
+ ld a, $01
+ ld [wAIPlayEnergyCardForRetreat], a
+
+.check_defending_id
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call GetCardIDFromDeckIndex
+ call SwapTurn
+ ld a, e
+ cp MR_MIME
+ jr z, .mr_mime_or_hitmonlee
+ cp HITMONLEE ; ??
+ jr nz, .check_retreat_cost
+
+; check bench if there's any Pokémon
+; that can damage defending Pokémon
+; this is done because of Mr. Mime's PKMN PWR
+; but why Hitmonlee ($87) as well?
+.mr_mime_or_hitmonlee
+ xor a
+ call CheckIfCanDamageDefendingPokemon
+ jr c, .check_retreat_cost
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld c, 0
+.loop_damage
+ inc c
+ ld a, [hli]
+ cp $ff
+ jr z, .check_retreat_cost
+ ld a, c
+ push hl
+ push bc
+ call CheckIfCanDamageDefendingPokemon
+ jr c, .can_damage
+ pop bc
+ pop hl
+ jr .loop_damage
+.can_damage
+ pop bc
+ pop hl
+ ld a, 5
+ call AddToAIScore
+ ld a, $01
+ ld [wAIPlayEnergyCardForRetreat], a
+
+; subtract from wAIScore if retreat cost is larger than 1
+; then check if any cards have at least half HP,
+; are final evolutions and can use second attack in the bench
+; and adds to wAIScore if the active Pokémon doesn't meet
+; these conditions
+.check_retreat_cost
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call GetPlayAreaCardRetreatCost
+ cp 2
+ jr c, .one_or_none
+ cp 3
+ jr nc, .three_or_more
+ ; exactly two
+ ld a, 1
+ call SubFromAIScore
+ jr .one_or_none
+
+.three_or_more
+ ld a, 2
+ call SubFromAIScore
+
+.one_or_none
+ call CheckIfArenaCardIsAtHalfHPCanEvolveAndUseSecondAttack
+ jr c, .check_defending_can_ko
+ call CountNumberOfSetUpBenchPokemon
+ cp 2
+ jr c, .check_defending_can_ko
+ call AddToAIScore
+
+; check bench for Pokémon that
+; the defending Pokémon can't knock out
+; if none is found, skip SubFromAIScore
+.check_defending_can_ko
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+ ld e, 0
+.loop_ko_2
+ inc e
+ ld a, [hli]
+ cp $ff
+ jr z, .exit_loop_ko
+ push de
+ push hl
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2ID]
+ pop hl
+ pop de
+ cp MYSTERIOUS_FOSSIL
+ jr z, .loop_ko_2
+ cp CLEFAIRY_DOLL
+ jr z, .loop_ko_2
+ ld a, e
+ ldh [hTempPlayAreaLocation_ff9d], a
+ push de
+ push hl
+ call CheckIfDefendingPokemonCanKnockOut
+ pop hl
+ pop de
+ jr c, .loop_ko_2
+ jr .check_active_id
+.exit_loop_ko
+ ld a, 20
+ call SubFromAIScore
+
+.check_active_id
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp MYSTERIOUS_FOSSIL
+ jr z, .mysterious_fossil_or_clefairy_doll
+ cp CLEFAIRY_DOLL
+ jr z, .mysterious_fossil_or_clefairy_doll
+
+; if wAIScore is at least 131, set carry
+ ld a, [wAIScore]
+ cp 131
+ jr nc, .set_carry
+.no_carry
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; set carry regardless if active card is
+; either Mysterious Fossil or Clefairy Doll
+; and there's a bench Pokémon who is not KO'd
+; by defending Pokémon and can damage it
+.mysterious_fossil_or_clefairy_doll
+ ld e, 0
+.loop_ko_3
+ inc e
+ ld a, e
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ cp $ff
+ jr z, .no_carry
+ ld a, e
+ ldh [hTempPlayAreaLocation_ff9d], a
+ push de
+ call CheckIfDefendingPokemonCanKnockOut
+ pop de
+ jr c, .loop_ko_3
+ ld a, e
+ push de
+ call CheckIfCanDamageDefendingPokemon
+ pop de
+ jr nc, .loop_ko_3
+ jr .set_carry
+
+; if player's turn and loaded attack is not a Pokémon Power OR
+; if opponent's turn and wcddb == 0
+; set wcdda's bit 7 flag
+Func_15b54: ; 15b54 (5:5b54)
+ xor a
+ ld [wcdda], a
+ ld a, [wWhoseTurn]
+ cp OPPONENT_TURN
+ jr z, .opponent
+
+; player
+ ld a, [wLoadedAttackCategory]
+ cp POKEMON_POWER
+ ret z
+ jr .set_flag
+
+.opponent
+ ld a, [wcddb]
+ or a
+ ret nz
+
+.set_flag
+ ld a, %10000000
+ ld [wcdda], a
+ ret
+
+; calculates AI score for bench Pokémon
+; returns in a and [hTempPlayAreaLocation_ff9d] the
+; Play Area location of best card to switch to.
+; returns carry if no Bench Pokemon.
+AIDecideBenchPokemonToSwitchTo: ; 15b72 (5:5b72)
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp 2
+ ret c
+
+; has at least 2 Pokémon in Play Area
+ call Func_15b54
+ call LoadDefendingPokemonColorWRAndPrizeCards
+ ld a, 50
+ ld [wAIScore], a
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ ld b, a
+ ld c, PLAY_AREA_ARENA
+ push bc
+ jp .store_score
+
+.next_bench
+ push bc
+ ld a, c
+ ldh [hTempPlayAreaLocation_ff9d], a
+ ld a, 50
+ ld [wAIScore], a
+
+; check if card can KO defending Pokémon
+; if it can, raise AI score
+; if on last prize card, raise AI score again
+ call CheckIfAnyAttackKnocksOutDefendingCard
+ jr nc, .check_can_use_atks
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .check_can_use_atks
+ ld a, 10
+ call AddToAIScore
+ ld a, [wcdda]
+ or %00000001
+ ld [wcdda], a
+ call CountPrizes
+ cp 2
+ jp nc, .check_defending_weak
+ ld a, 10
+ call AddToAIScore
+
+; calculates damage of both attacks
+; to raise AI score accordingly
+.check_can_use_atks
+ xor a
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ call nc, .HandleAttackDamageScore
+ ld a, $01
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ call nc, .HandleAttackDamageScore
+ jr .check_energy_card
+
+; adds to AI score depending on amount of damage
+; it can inflict to the defending Pokémon
+; AI score += floor(Damage / 10) + 1
+.HandleAttackDamageScore
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ call CalculateByteTensDigit
+ inc a
+ call AddToAIScore
+ ret
+
+; if an energy card that is needed is found in hand
+; calculate damage of the move and raise AI score
+; AI score += floor(Damage / 20)
+.check_energy_card
+ call LookForEnergyNeededInHand
+ jr nc, .check_attached_energy
+ ld a, [wSelectedAttack]
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ call CalculateByteTensDigit
+ srl a
+ call AddToAIScore
+
+; if no energies attached to card, lower AI score
+.check_attached_energy
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld e, a
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wTotalAttachedEnergies]
+ or a
+ jr nz, .check_mr_mime
+ ld a, 1
+ call SubFromAIScore
+
+; if can damage Mr Mime, raise AI score
+.check_mr_mime
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call SwapTurn
+ call LoadCardDataToBuffer2_FromDeckIndex
+ call SwapTurn
+ cp MR_MIME
+ jr nz, .check_defending_weak
+ xor a
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ or a
+ jr nz, .can_damage
+ ld a, $01
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ or a
+ jr z, .check_defending_weak
+.can_damage
+ ld a, 5
+ call AddToAIScore
+
+; if defending card is weak to this card, raise AI score
+.check_defending_weak
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer1_FromDeckIndex
+ ld a, [wLoadedCard1Type]
+ call TranslateColorToWR
+ ld c, a
+ ld hl, wAIPlayerWeakness
+ and [hl]
+ jr z, .check_defending_resist
+ ld a, 3
+ call AddToAIScore
+
+; if defending card is resistant to this card, lower AI score
+.check_defending_resist
+ ld a, c
+ ld hl, wAIPlayerResistance
+ and [hl]
+ jr z, .check_resistance
+ ld a, 2
+ call SubFromAIScore
+
+; if this card is resistant to defending Pokémon, raise AI score
+.check_resistance
+ ld a, [wAIPlayerColor]
+ ld hl, wLoadedCard1Resistance
+ and [hl]
+ jr z, .check_weakness
+ ld a, 2
+ call AddToAIScore
+
+; if this card is weak to defending Pokémon, lower AI score
+.check_weakness
+ ld a, [wAIPlayerColor]
+ ld hl, wLoadedCard1Weakness
+ and [hl]
+ jr z, .check_retreat_cost
+ ld a, 3
+ call SubFromAIScore
+
+; if this card's retreat cost < 2, raise AI score
+; if this card's retreat cost > 2, lower AI score
+.check_retreat_cost
+ call GetPlayAreaCardRetreatCost
+ cp 2
+ jr c, .one_or_none
+ jr z, .check_player_prize_count
+ ld a, 1
+ call SubFromAIScore
+ jr .check_player_prize_count
+.one_or_none
+ ld a, 1
+ call AddToAIScore
+
+; if wcdda != $81
+; if defending Pokémon can KO this card
+; if player is not at last prize card, lower 3 from AI score
+; if player is at last prize card, lower 10 from AI score
+.check_player_prize_count
+ ld a, [wcdda]
+ cp %10000000 | %00000001
+ jr z, .check_hp
+ call CheckIfDefendingPokemonCanKnockOut
+ jr nc, .check_hp
+ ld e, 3
+ ld a, [wAIPlayerPrizeCount]
+ cp 1
+ jr nz, .lower_score_1
+ ld e, 10
+.lower_score_1
+ ld a, e
+ call SubFromAIScore
+
+; if this card's HP is 0, make AI score 0
+.check_hp
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ or a
+ jr nz, .add_hp_score
+ ld [wAIScore], a
+ jr .store_score
+
+; AI score += floor(HP/40)
+.add_hp_score
+ ld b, a
+ ld a, 4
+ call CalculateBDividedByA_Bank5
+ call CalculateByteTensDigit
+ call AddToAIScore
+
+; raise AI score if
+; - is a Mr Mime OR
+; - is a Mew1 and defending card is not basic stage
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call LoadCardDataToBuffer1_FromDeckIndex
+ cp MR_MIME
+ jr z, .raise_score
+ cp MEW1
+ jr nz, .asm_15cf0
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+ call LoadCardDataToBuffer2_FromDeckIndex
+ ld a, [wLoadedCard2Stage]
+ or a
+ jr z, .asm_15cf0
+.raise_score
+ ld a, 5
+ call AddToAIScore
+
+; if wLoadedCard1Unknown2 == $01, lower AI score
+.asm_15cf0
+ ld a, [wLoadedCard1Unknown2]
+ cp $01
+ jr nz, .mysterious_fossil_or_clefairy_doll
+ ld a, 2
+ call SubFromAIScore
+
+; if card is Mysterious Fossil or Clefairy Doll,
+; lower AI score
+.mysterious_fossil_or_clefairy_doll
+ ld a, [wLoadedCard1ID]
+ cp MYSTERIOUS_FOSSIL
+ jr z, .lower_score_2
+ cp CLEFAIRY_DOLL
+ jr nz, .ai_score_bonus
+.lower_score_2
+ ld a, 10
+ call SubFromAIScore
+
+.ai_score_bonus
+ ld b, a
+ ld a, [wAICardListRetreatBonus + 1]
+ or a
+ jr z, .store_score
+ ld h, a
+ ld a, [wAICardListRetreatBonus]
+ ld l, a
+
+.loop_ids
+ ld a, [hli]
+ or a
+ jr z, .store_score ; list is over
+ cp b
+ jr nz, .next_id
+ ld a, [hl]
+ cp $80
+ jr c, .subtract_score
+ sub $80
+ call AddToAIScore
+ jr .next_id
+.subtract_score
+ ld c, a
+ ld a, $80
+ sub c
+ call SubFromAIScore
+.next_id
+ inc hl
+ jr .loop_ids
+
+.store_score
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ ld c, a
+ ld b, $00
+ ld hl, wPlayAreaAIScore
+ add hl, bc
+ ld a, [wAIScore]
+ ld [hl], a
+ pop bc
+ inc c
+ dec b
+ jp nz, .next_bench
+
+; done
+ xor a
+ ld [wcdb4], a
+ jp FindHighestBenchScore
+
+; handles AI action of retreating Arena Pokémon
+; and chooses which energy cards to discard.
+; if card can't discard, return carry.
+; in case it's Clefairy Doll or Mysterious Fossil,
+; handle its effect to discard itself instead of retreating.
+; input:
+; - a = Play Area location (PLAY_AREA_*) of card to retreat to.
+AITryToRetreat: ; 15d4f (5:5d4f)
+ push af
+ ld a, [wAIPlayEnergyCardForRetreat]
+ or a
+ jr z, .check_id
+
+; AI is allowed to play an energy card
+; from the hand in order to provide
+; the necessary energy for retreat cost
+
+; check status
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and CNF_SLP_PRZ
+ cp ASLEEP
+ jp z, .check_id
+ cp PARALYZED
+ jp z, .check_id
+
+; if an energy card hasn't been played yet,
+; checks if the Pokémon needs just one more energy to retreat
+; if it does, check if there are any energy cards in hand
+; and if there are, play that energy card
+ ld a, [wAlreadyPlayedEnergy]
+ or a
+ jr nz, .check_id
+ ld e, PLAY_AREA_ARENA
+ call CountNumberOfEnergyCardsAttached
+ push af
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call GetPlayAreaCardRetreatCost
+ pop bc
+ cp b
+ jr c, .check_id
+ jr z, .check_id
+ ; energy attached < retreat cost
+ sub b
+ cp 1
+ jr nz, .check_id
+ call CreateEnergyCardListFromHand
+ jr c, .check_id
+ ld a, [wDuelTempList]
+ ldh [hTemp_ffa0], a
+ xor a
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ld a, OPPACTION_PLAY_ENERGY
+ bank1call AIMakeDecision
+
+.check_id
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ cp MYSTERIOUS_FOSSIL
+ jp z, .mysterious_fossil_or_clefairy_doll
+ cp CLEFAIRY_DOLL
+ jp z, .mysterious_fossil_or_clefairy_doll
+
+; if card is Asleep or Paralyzed, set carry and exit
+; else, load the status in hTemp_ffa0
+ pop af
+ ldh [hTempPlayAreaLocation_ffa1], a
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ ld b, a
+ and CNF_SLP_PRZ
+ cp ASLEEP
+ jp z, .set_carry
+ cp PARALYZED
+ jp z, .set_carry
+ ld a, b
+ ldh [hTemp_ffa0], a
+ ld a, $ff
+ ldh [hTempRetreatCostCards], a
+
+; check energy required to retreat
+; if the cost is 0, retreat right away
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call GetPlayAreaCardRetreatCost
+ ld [wTempCardRetreatCost], a
+ or a
+ jp z, .retreat
+
+; if cost > 0 and number of energy cards attached == cost
+; discard them all
+ xor a
+ call CreateArenaOrBenchEnergyCardList
+ ld e, PLAY_AREA_ARENA
+ call GetPlayAreaCardAttachedEnergies
+ ld a, [wTotalAttachedEnergies]
+ ld c, a
+ ld a, [wTempCardRetreatCost]
+ cp c
+ jr nz, .choose_energy_discard
+
+ ld hl, hTempRetreatCostCards
+ ld de, wDuelTempList
+.loop_1
+ ld a, [de]
+ inc de
+ ld [hli], a
+ cp $ff
+ jr nz, .loop_1
+ jp .retreat
+
+; if cost > 0 and number of energy cards attached > cost
+; choose energy cards to discard according to color
+.choose_energy_discard
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+ ld [wTempCardID], a
+ call LoadCardDataToBuffer1_FromCardID
+ ld a, [wLoadedCard1Type]
+ or TYPE_ENERGY
+ ld [wTempCardType], a
+ ld a, [wTempCardRetreatCost]
+ ld c, a
+
+; first, look for and discard double colorless energy
+; if retreat cost is >= 2
+ ld hl, wDuelTempList
+ ld de, hTempRetreatCostCards
+.loop_2
+ ld a, c
+ cp 2
+ jr c, .energy_not_same_color
+ ld a, [hli]
+ cp $ff
+ jr z, .energy_not_same_color
+ ld [de], a
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ cp DOUBLE_COLORLESS_ENERGY
+ jr nz, .loop_2
+ ld a, [de]
+ call RemoveCardFromDuelTempList
+ dec hl
+ inc de
+ dec c
+ dec c
+ jr nz, .loop_2
+ jr .end_retreat_list
+
+; second, shuffle attached cards and discard energy cards
+; that are not of the same type as the Pokémon
+; the exception for this are cards that are needed for
+; some attacks but are not of the same color as the Pokémon
+; (i.e. Psyduck's Headache attack)
+; and energy cards attached to Eevee corresponding to a
+; color of any of its evolutions (water, fire, lightning)
+.energy_not_same_color
+ ld hl, wDuelTempList
+ call CountCardsInDuelTempList
+ call ShuffleCards
+.loop_3
+ ld a, [hli]
+ cp $ff
+ jr z, .any_energy
+ ld [de], a
+ call CheckIfEnergyIsUseful
+ jr c, .loop_3
+ ld a, [de]
+ call RemoveCardFromDuelTempList
+ dec hl
+ inc de
+ dec c
+ jr nz, .loop_3
+ jr .end_retreat_list
+
+; third, discard any card until
+; cost requirement is met
+.any_energy
+ ld hl, wDuelTempList
+.loop_4
+ ld a, [hli]
+ cp $ff
+ jr z, .set_carry
+ ld [de], a
+ inc de
+ push de
+ call GetCardIDFromDeckIndex
+ ld a, e
+ pop de
+ cp DOUBLE_COLORLESS_ENERGY
+ jr nz, .not_double_colorless
+ dec c
+ jr z, .end_retreat_list
+.not_double_colorless
+ dec c
+ jr nz, .loop_4
+
+.end_retreat_list
+ ld a, $ff
+ ld [de], a
+
+.retreat
+ ld a, OPPACTION_ATTEMPT_RETREAT
+ bank1call AIMakeDecision
+ or a
+ ret
+.set_carry
+ scf
+ ret
+
+; handle Mysterious Fossil and Clefairy Doll
+; if there are bench Pokémon, use effect to discard card
+; this is equivalent to using its Pokémon Power
+.mysterious_fossil_or_clefairy_doll
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp 2
+ jr nc, .has_bench
+ ; doesn't have any bench
+ pop af
+ jr .set_carry
+
+.has_bench
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ldh [hTempCardIndex_ff9f], a
+ xor a
+ ldh [hTemp_ffa0], a
+ ld a, OPPACTION_USE_PKMN_POWER
+ bank1call AIMakeDecision
+ pop af
+ ldh [hAIPkmnPowerEffectParam], a
+ ld a, OPPACTION_EXECUTE_PKMN_POWER_EFFECT
+ bank1call AIMakeDecision
+ ld a, OPPACTION_DUEL_MAIN_SCENE
+ bank1call AIMakeDecision
+ or a
+ ret
diff --git a/src/engine/ai/special_attacks.asm b/src/engine/ai/special_attacks.asm
new file mode 100644
index 0000000..0ed3c8e
--- /dev/null
+++ b/src/engine/ai/special_attacks.asm
@@ -0,0 +1,481 @@
+; this function handles attacks with the SPECIAL_AI_HANDLING set,
+; and makes specific checks in each of these attacks
+; to either return a positive score (value above $80)
+; or a negative score (value below $80).
+; input:
+; hTempPlayAreaLocation_ff9d = location of card with attack.
+HandleSpecialAIAttacks: ; 16dcd (5:6dcd)
+ ldh a, [hTempPlayAreaLocation_ff9d]
+ add DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
+
+ cp NIDORANF
+ jr z, .NidoranFCallForFamily
+ cp ODDISH
+ jr z, .CallForFamily
+ cp BELLSPROUT
+ jr z, .CallForFamily
+ cp EXEGGUTOR
+ jp z, .Teleport
+ cp SCYTHER
+ jp z, .SwordsDanceAndFocusEnergy
+ cp KRABBY
+ jr z, .CallForFamily
+ cp VAPOREON1
+ jp z, .SwordsDanceAndFocusEnergy
+ cp ELECTRODE2
+ jp z, .ChainLightning
+ cp MAROWAK1
+ jr z, .CallForFriend
+ cp MEW3
+ jp z, .DevolutionBeam
+ cp JIGGLYPUFF2
+ jp z, .FriendshipSong
+ cp PORYGON
+ jp z, .Conversion
+ cp MEWTWO3
+ jp z, .EnergyAbsorption
+ cp MEWTWO2
+ jp z, .EnergyAbsorption
+ cp NINETAILS2
+ jp z, .MixUp
+ cp ZAPDOS3
+ jp z, .BigThunder
+ cp KANGASKHAN
+ jp z, .Fetch
+ cp DUGTRIO
+ jp z, .Earthquake
+ cp ELECTRODE1
+ jp z, .EnergySpike
+ cp GOLDUCK
+ jp z, .HyperBeam
+ cp DRAGONAIR
+ jp z, .HyperBeam
+
+; return zero score.
+.zero_score
+ xor a
+ ret
+
+; if any of card ID in a is found in deck,
+; return a score of $80 + slots available in bench.
+.CallForFamily: ; 16e3e (5:6e3e)
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr nc, .zero_score
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_BENCH_POKEMON
+ jr nc, .zero_score
+ ld b, a
+ ld a, MAX_BENCH_POKEMON
+ sub b
+ add $80
+ ret
+
+; if any of NidoranM or NidoranF is found in deck,
+; return a score of $80 + slots available in bench.
+.NidoranFCallForFamily: ; 16e55 (5:6e55)
+ ld e, NIDORANM
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr c, .found_nidoran
+ ld e, NIDORANF
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr nc, .zero_score
+.found_nidoran
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_PLAY_AREA_POKEMON
+ jr nc, .zero_score
+ ld b, a
+ ld a, MAX_PLAY_AREA_POKEMON
+ sub b
+ add $80
+ ret
+
+; checks for certain card IDs of Fighting color in deck.
+; if any of them are found, return a score of
+; $80 + slots available in bench.
+.CallForFriend: ; 16e77 (5:6e77)
+ ld e, GEODUDE
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr c, .found_fighting_card
+ ld e, ONIX
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr c, .found_fighting_card
+ ld e, CUBONE
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr c, .found_fighting_card
+ ld e, RHYHORN
+ ld a, CARD_LOCATION_DECK
+ call CheckIfAnyCardIDinLocation
+ jr c, .found_fighting_card
+ jr .zero_score
+.found_fighting_card
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_BENCH_POKEMON
+ jr nc, .zero_score
+ ld b, a
+ ld a, MAX_BENCH_POKEMON
+ sub b
+ add $80
+ ret
+
+; if any basic cards are found in deck,
+; return a score of $80 + slots available in bench.
+.FriendshipSong: ; 16ead (5:6ead)
+ call CheckIfAnyBasicPokemonInDeck
+ jr nc, .zero_score
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetTurnDuelistVariable
+ cp MAX_PLAY_AREA_POKEMON
+ jr nc, .zero_score
+ ld b, a
+ ld a, MAX_PLAY_AREA_POKEMON
+ sub b
+ add $80
+ ret
+
+; if AI decides to retreat, return a score of $80 + 10.
+.Teleport: ; 16ec2 (5:6ec2)
+ call AIDecideWhetherToRetreat
+ jp nc, .zero_score
+ ld a, $8a
+ ret
+
+; tests for the following conditions:
+; - player is under No Damage substatus;
+; - second attack is unusable;
+; - second attack deals no damage;
+; if any are true, returns score of $80 + 5.
+.SwordsDanceAndFocusEnergy: ; 16ecb (5:6ecb)
+ ld a, [wAICannotDamage]
+ or a
+ jr nz, .swords_dance_focus_energy_success
+ ld a, SECOND_ATTACK
+ ld [wSelectedAttack], a
+ call CheckIfSelectedAttackIsUnusable
+ jr c, .swords_dance_focus_energy_success
+ ld a, SECOND_ATTACK
+ call EstimateDamage_VersusDefendingCard
+ ld a, [wDamage]
+ or a
+ jp nz, .zero_score
+.swords_dance_focus_energy_success
+ ld a, $85
+ ret
+
+; checks player's active card color, then
+; loops through bench looking for a Pokémon
+; with that same color.
+; if none are found, returns score of $80 + 2.
+.ChainLightning: ; 16eea (5:6eea)
+ call SwapTurn
+ call GetArenaCardColor
+ call SwapTurn
+ ld b, a
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+.loop_chain_lightning_bench
+ ld a, [hli]
+ cp $ff
+ jr z, .chain_lightning_success
+ push bc
+ call GetCardIDFromDeckIndex
+ call GetCardType
+ pop bc
+ cp b
+ jr nz, .loop_chain_lightning_bench
+ jp .zero_score
+.chain_lightning_success
+ ld a, $82
+ ret
+
+.DevolutionBeam: ; 16f0f (5:6f0f)
+ call LookForCardThatIsKnockedOutOnDevolution
+ jp nc, .zero_score
+ ld a, $85
+ ret
+
+; first checks if card is confused, and if so return 0.
+; then checks number of Pokémon in bench that are viable to use:
+; - if that number is < 2 and this attack is Conversion 1 OR
+; - if that number is >= 2 and this attack is Conversion 2
+; then return score of $80 + 2.
+; otherwise return score of $80 + 1.
+.Conversion: ; 16f18 (5:6f18)
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ and CNF_SLP_PRZ
+ cp CONFUSED
+ jp z, .zero_score
+
+ ld a, [wSelectedAttack]
+ or a
+ jr nz, .conversion_2
+
+; conversion 1
+ call CountNumberOfSetUpBenchPokemon
+ cp 2
+ jr c, .low_conversion_score
+ ld a, $82
+ ret
+
+.conversion_2
+ call CountNumberOfSetUpBenchPokemon
+ cp 2
+ jr nc, .low_conversion_score
+ ld a, $82
+ ret
+
+.low_conversion_score
+ ld a, $81
+ ret
+
+; if any Psychic Energy is found in the Discard Pile,
+; return a score of $80 + 2.
+.EnergyAbsorption: ; 16f41 (5:6f41)
+ ld e, PSYCHIC_ENERGY
+ ld a, CARD_LOCATION_DISCARD_PILE
+ call CheckIfAnyCardIDinLocation
+ jp nc, .zero_score
+ ld a, $82
+ ret
+
+; if player has cards in hand, AI calls Random:
+; - 1/3 chance to encourage attack regardless;
+; - 1/3 chance to dismiss attack regardless;
+; - 1/3 change to make some checks to player's hand.
+; AI tallies number of basic cards in hand, and if this
+; number is >= 2, encourage attack.
+; otherwise, if it finds an evolution card in hand that
+; can evolve a card in player's deck, encourage.
+; if encouraged, returns a score of $80 + 3.
+.MixUp: ; 16f4e (5:6f4e)
+ ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
+ call GetNonTurnDuelistVariable
+ or a
+ ret z
+
+ ld a, 3
+ call Random
+ or a
+ jr z, .encourage_mix_up
+ dec a
+ ret z
+ call SwapTurn
+ call CreateHandCardList
+ call SwapTurn
+ or a
+ ret z ; return if no hand cards (again)
+ ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
+ call GetNonTurnDuelistVariable
+ cp 3
+ jr nc, .mix_up_check_play_area
+
+ ld hl, wDuelTempList
+ ld b, 0
+.loop_mix_up_hand
+ ld a, [hli]
+ cp $ff
+ jr z, .tally_basic_cards
+ push bc
+ call SwapTurn
+ call LoadCardDataToBuffer2_FromDeckIndex
+ call SwapTurn
+ pop bc
+ ld a, [wLoadedCard2Type]
+ cp TYPE_ENERGY
+ jr nc, .loop_mix_up_hand
+ ld a, [wLoadedCard2Stage]
+ or a
+ jr nz, .loop_mix_up_hand
+ ; is a basic Pokémon card
+ inc b
+ jr .loop_mix_up_hand
+.tally_basic_cards
+ ld a, b
+ cp 2
+ jr nc, .encourage_mix_up
+
+; less than 2 basic cards in hand
+.mix_up_check_play_area
+ ld a, DUELVARS_ARENA_CARD
+ call GetNonTurnDuelistVariable
+.loop_mix_up_play_area
+ ld a, [hli]
+ cp $ff
+ jp z, .zero_score
+ push hl
+ call SwapTurn
+ call CheckForEvolutionInList
+ call SwapTurn
+ pop hl
+ jr nc, .loop_mix_up_play_area
+
+.encourage_mix_up
+ ld a, $83
+ ret
+
+; return score of $80 + 3.
+.BigThunder: ; 16fb8 (5:6fb8)
+ ld a, $83
+ ret
+
+; dismiss attack if cards in deck <= 20.
+; otherwise return a score of $80 + 0.
+.Fetch: ; 16fbb (5:6fbb)
+ ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
+ call GetTurnDuelistVariable
+ cp 41
+ jp nc, .zero_score
+ ld a, $80
+ ret
+
+; dismiss attack if number of own benched cards which would
+; be KOd is greater than or equal to the number
+; of prize cards left for player.
+.Earthquake: ; 16fc8 (5:6fc8)
+ ld a, DUELVARS_BENCH
+ call GetTurnDuelistVariable
+
+ lb de, 0, 0
+.loop_earthquake
+ inc e
+ ld a, [hli]
+ cp $ff
+ jr z, .count_prizes
+ ld a, e
+ add DUELVARS_ARENA_CARD_HP
+ call GetTurnDuelistVariable
+ cp 20
+ jr nc, .loop_earthquake
+ inc d
+ jr .loop_earthquake
+
+.count_prizes
+ push de
+ call CountPrizes
+ pop de
+ cp d
+ jp c, .zero_score
+ jp z, .zero_score
+ ld a, $80
+ ret
+
+; if there's any lightning energy cards in deck,
+; return a score of $80 + 3.
+.EnergySpike: ; 16ff2 (5:6ff2)
+ ld a, CARD_LOCATION_DECK
+ ld e, LIGHTNING_ENERGY
+ call CheckIfAnyCardIDinLocation
+ jp nc, .zero_score
+ call AIProcessButDontPlayEnergy_SkipEvolution
+ jp nc, .zero_score
+ ld a, $83
+ ret
+
+; only incentivize attack if player's active card,
+; has any energy cards attached, and if so,
+; return a score of $80 + 3.
+.HyperBeam: ; 17005 (5:7005)
+ call SwapTurn
+ ld e, PLAY_AREA_ARENA
+ call CountNumberOfEnergyCardsAttached
+ call SwapTurn
+ or a
+ jr z, .hyper_beam_neutral
+ ld a, $83
+ ret
+.hyper_beam_neutral
+ ld a, $80
+ ret
+
+; called when second attack is determined by AI to have
+; more AI score than the first attack, so that it checks
+; whether the first attack is a better alternative.
+CheckWhetherToSwitchToFirstAttack: ; 17019 (5:7019)
+; this checks whether the first attack is also viable
+; (has more than minimum score to be used)
+ ld a, [wFirstAttackAIScore]
+ cp $50
+ jr c, .keep_second_attack
+
+; first attack has more than minimum score to be used.
+; check if second attack can KO.
+; in case it can't, the AI keeps it as the attack to be used.
+; (possibly due to the assumption that if the
+; second attack cannot KO, the first attack can't KO as well.)
+ xor a
+ ldh [hTempPlayAreaLocation_ff9d], a
+ call EstimateDamage_VersusDefendingCard
+ ld a, DUELVARS_ARENA_CARD_HP
+ call GetNonTurnDuelistVariable
+ ld hl, wDamage
+ sub [hl]
+ jr z, .check_flag
+ jr nc, .keep_second_attack
+
+; second attack can ko, check its flag.
+; in case its effect is to heal user or nullify/weaken damage
+; next turn, keep second attack as the option.
+; otherwise switch to the first attack.
+.check_flag
+ ld a, DUELVARS_ARENA_CARD
+ call GetTurnDuelistVariable
+ ld d, a
+ ld e, SECOND_ATTACK
+ call CopyAttackDataAndDamage_FromDeckIndex
+ ld a, ATTACK_FLAG2_ADDRESS | HEAL_USER_F
+ call CheckLoadedAttackFlag
+ jr c, .keep_second_attack
+ ld a, ATTACK_FLAG2_ADDRESS | NULLIFY_OR_WEAKEN_ATTACK_F
+ call CheckLoadedAttackFlag
+ jr c, .keep_second_attack
+; switch to first attack
+ xor a
+ ld [wSelectedAttack], a
+ ret
+.keep_second_attack
+ ld a, $01
+ ld [wSelectedAttack], a
+ ret
+
+; returns carry if there are
+; any basic Pokémon cards in deck.
+CheckIfAnyBasicPokemonInDeck: ; 17057 (5:7057)
+ ld e, 0
+.loop
+ ld a, DUELVARS_CARD_LOCATIONS
+ add e
+ call GetTurnDuelistVariable
+ cp CARD_LOCATION_DECK
+ jr nz, .next
+ push de
+ ld a, e
+ call LoadCardDataToBuffer2_FromDeckIndex
+ pop de
+ ld a, [wLoadedCard2Type]
+ cp TYPE_ENERGY
+ jr nc, .next
+ ld a, [wLoadedCard2Stage]
+ or a
+ jr z, .set_carry
+.next
+ inc e
+ ld a, DECK_SIZE
+ cp e
+ jr nz, .loop
+ or a
+ ret
+.set_carry
+ scf
+ ret