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|
INCLUDE "data/deck_ai_pointers.asm"
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 ; 14078 (5:4078)
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 ; 1409e (5:409e)
call AIPlayInitialBasicCards
ret
.forced_switch ; 140a2 (5:40a2)
call AIDecideBenchPokemonToSwitchTo
ret
.ko_switch ; 140a6 (5:40a6)
call AIDecideBenchPokemonToSwitchTo
ret
.take_prize ; 140aa (5:40aa)
call AIPickPrizeCards
ret
; returns carry if damage dealt from any of
; a card's moves KOs defending Pokémon
; outputs index of the move that KOs
; input:
; [hTempPlayAreaLocation_ff9d] = location of attacking card to consider
; output:
; [wSelectedAttack] = move index that KOs
CheckIfAnyMoveKnocksOutDefendingCard: ; 140ae (5:40ae)
xor a ; first move
call CheckIfMoveKnocksOutDefendingCard
ret c
ld a, $01 ; second move
; fallthrough
CheckIfMoveKnocksOutDefendingCard: ; 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 wSelectedMove.
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 CopyMoveDataAndDamage_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 CopyMoveDataAndDamage_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
; moves 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 a move or if that selected move doesn't have enough energy
; input:
; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
; [wSelectedAttack] = selected move to examine
CheckIfSelectedMoveIsUnusable: ; 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 CopyMoveDataAndDamage_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, MOVE_FLAG2_ADDRESS | FLAG_2_BIT_5_F
call CheckLoadedMoveFlag
ret
; load selected move from Pokémon in hTempPlayAreaLocation_ff9d
; and checks if there is enough energy to execute the selected move
; input:
; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
; [wSelectedAttack] = selected move to examine
; output:
; b = basic energy still needed
; c = colorless energy still needed
; e = output of ConvertColorToEnergyCardID, or $0 if not a move
; carry set if no move
; OR if it's a Pokémon Power
; OR if not enough energy for move
CheckEnergyNeededForAttack: ; 14279 (5:4279)
ldh a, [hTempPlayAreaLocation_ff9d]
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
ld a, [wSelectedAttack]
ld e, a
call CopyMoveDataAndDamage_FromDeckIndex
ld hl, wLoadedMoveName
ld a, [hli]
or [hl]
jr z, .no_attack
ld a, [wLoadedMoveCategory]
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 [wTempLoadedMoveEnergyCost], a
ld [wTempLoadedMoveEnergyNeededAmount], a
ld [wTempLoadedMoveEnergyNeededType], a
ld hl, wAttachedEnergies
ld de, wLoadedMoveEnergyCost
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 move 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 moves 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, [wTempLoadedMoveEnergyCost]
ld hl, wTempLoadedMoveEnergyNeededAmount
sub [hl]
ld c, a ; basic energy still needed
ld a, [wTotalAttachedEnergies]
sub c
sub b
jr c, .not_enough
ld a, [wTempLoadedMoveEnergyNeededAmount]
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, [wTempLoadedMoveEnergyNeededAmount]
ld b, a ; basic energy still needed
ld a, [wTempLoadedMoveEnergyNeededType]
call ConvertColorToEnergyCardID
ld e, a
ld d, 0
scf
ret
; takes as input the energy cost of a move for a
; particular energy, stored in the lower nibble of a
; if the move costs some amount of this energy, the lower nibble of a != 0,
; and this amount is stored in wTempLoadedMoveEnergyCost
; sets carry flag if not enough energy of this type attached
; input:
; a = this energy cost of move (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 [wTempLoadedMoveEnergyCost], a
sub [hl]
jr z, .has_enough
jr c, .has_enough
; not enough energy
ld [wTempLoadedMoveEnergyNeededAmount], a
ld a, b
ld [wTempLoadedMoveEnergyNeededType], 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
Func_14323: ; 14323 (5:4323)
INCROM $14323, $1433d
; 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
; stores in wDamage, wAIMinDamage and wAIMaxDamage the calculated damage
; done to the defending Pokémon by a given card and move
; input:
; a = move 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 CopyMoveDataAndDamage_FromDeckIndex
ld a, [wLoadedMoveCategory]
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 move
; these values take into account the range of damage
; that the move 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 battle 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 move index at a
; input:
; a = move 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 CopyMoveDataAndDamage_FromDeckIndex
call SwapTurn
ld a, [wLoadedMoveCategory]
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 move
; these values take into account the range of damage
; that the move 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 battle 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
AIProcessHandTrainerCards: ; 14663 (5:4663)
farcall _AIProcessHandTrainerCards
ret
INCLUDE "engine/deck_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
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, [wPlayerAttackingMoveIndex]
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
; load selected move from Pokémon in hTempPlayAreaLocation_ff9d,
; gets an energy card to discard and subsequently
; check if there is enough energy to execute the selected move
; after removing that attached energy card.
; input:
; [hTempPlayAreaLocation_ff9d] = location of Pokémon card
; [wSelectedAttack] = selected move to examine
; output:
; b = basic energy still needed
; c = colorless energy still needed
; e = output of ConvertColorToEnergyCardID, or $0 if not a move
; carry set if no move
; OR if it's a Pokémon Power
; OR if not enough energy for move
CheckEnergyNeededForAttackAfterDiscard: ; 156c3 (5:56c3)
ldh a, [hTempPlayAreaLocation_ff9d]
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
ld a, [wSelectedAttack]
ld e, a
call CopyMoveDataAndDamage_FromDeckIndex
ld hl, wLoadedMoveName
ld a, [hli]
or [hl]
jr z, .no_attack
ld a, [wLoadedMoveCategory]
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 [wTempLoadedMoveEnergyCost], a
ld [wTempLoadedMoveEnergyNeededAmount], a
ld [wTempLoadedMoveEnergyNeededType], a
ld hl, wAttachedEnergies
ld de, wLoadedMoveEnergyCost
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, [wTempLoadedMoveEnergyCost]
ld hl, wTempLoadedMoveEnergyNeededAmount
sub [hl]
ld c, a ; basic energy still needed
ld a, [wTotalAttachedEnergies]
sub c
sub b
jr c, .not_enough_energy
ld a, [wTempLoadedMoveEnergyNeededAmount]
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, [wTempLoadedMoveEnergyNeededAmount]
ld b, a ; basic energy still needed
ld a, [wTempLoadedMoveEnergyNeededType]
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
Func_1585b: ; 1585b (5:585b)
INCROM $1585b, $158b2
; 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, 128 ; 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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .active_cant_ko_1
call CheckIfSelectedMoveIsUnusable
jp nc, .active_cant_use_move
call LookForEnergyNeededForMoveInHand
jr nc, .active_cant_ko_1
.active_cant_use_move
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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .no_ko
call CheckIfSelectedMoveIsUnusable
jr nc, .success
call LookForEnergyNeededForMoveInHand
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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .active_cant_ko_2
call CheckIfSelectedMoveIsUnusable
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 move 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 CheckIfArenaCardIsAtHalfHPCanEvolveAndUseSecondMove
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 move 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, [wLoadedMoveCategory]
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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .check_can_use_moves
call CheckIfSelectedMoveIsUnusable
jr c, .check_can_use_moves
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 moves
; to raise AI score accordingly
.check_can_use_moves
xor a
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
call nc, .HandleAttackDamageScore
ld a, $01
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
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
; 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
; 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 Func_161d5
; 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 moves, raise AI score
.check_energy_cards
ld a, [wTempAIPokemonCard]
call GetMovesEnergyCostBits
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, 128
ld [wAIScore], a
call Func_16120
; check if the card can use any moves
; and if any of those moves can KO
xor a
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr nc, .can_attack
ld a, $01
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr c, .cant_attack_or_ko
.can_attack
ld a, $01
ld [wCurCardCanAttack], a
call CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .check_evolution_attacks
call CheckIfSelectedMoveIsUnusable
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 CheckIfSelectedMoveIsUnusable
jr nc, .evolution_can_attack
ld a, $01
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .evolution_cant_ko
call CheckIfSelectedMoveIsUnusable
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
Func_16120: ; 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
Func_161d5: ; 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 CheckIfActivePokemonCanUseAnyNonResidualMove
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 CopyMoveDataAndDamage_FromDeckIndex
call SwapTurn
ld a, [wLoadedMoveCategory]
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
; 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 CheckIfAnyMoveKnocksOutDefendingCard
jr nc, .fail
call CheckIfSelectedMoveIsUnusable
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
CheckIfActivePokemonCanUseAnyNonResidualMove: ; 162a1 (5:62a1)
xor a ; active card
ldh [hTempPlayAreaLocation_ff9d], a
; first move
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr c, .next_move
ld a, [wLoadedMoveCategory]
and RESIDUAL
jr z, .ok
.next_move
; second move
ld a, $01
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr c, .fail
ld a, [wLoadedMoveCategory]
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 moves
; - 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 move
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, $01 ; second move
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 move
; - 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 move to examine
LookForEnergyNeededForMoveInHand: ; 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 moves 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
GetMovesEnergyCostBits: ; 163c9 (5:63c9)
call LoadCardDataToBuffer2_FromDeckIndex
ld hl, wLoadedCard2Move1EnergyCost
call GetEnergyCostBits
ld b, a
push bc
ld hl, wLoadedCard2Move2EnergyCost
call GetEnergyCostBits
pop bc
or b
ret
; returns in a the energy cost of a move 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 move 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
Func_16488: ; 16488 (5:6488)
INCROM $16488, $164a1
; 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
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 GetMovesEnergyCostBits
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 moves,
; according to their energy requirements.
xor a ; first move
call DetermineAIScoreOfMoveEnergyRequirement
ld a, $01 ; second move
call DetermineAIScoreOfMoveEnergyRequirement
; 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 move,
; in order to determine whether to play energy card.
; the AI score is increased/decreased accordingly.
; input:
; [wSelectedAttack] = move to check.
DetermineAIScoreOfMoveEnergyRequirement: ; 16695 (5:6695)
ld [wSelectedAttack], a
call CheckEnergyNeededForAttack
jp c, .not_enough_energy
ld a, MOVE_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
call CheckLoadedMoveFlag
jr c, .attached_energy_boost
ld a, MOVE_FLAG2_ADDRESS | DISCARD_ENERGY_F
call CheckLoadedMoveFlag
jr c, .discard_energy
jp .check_evolution
.attached_energy_boost
ld a, [wLoadedMoveEffectParam]
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 CheckIfNoSurplusEnergyForMove
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 move 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, MOVE_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
call CheckLoadedMoveFlag
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 move
; 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 CheckIfNoSurplusEnergyForMove
jr c, .asm_166cd
jr .asm_166c5
.not_enough_energy
ld a, MOVE_FLAG2_ADDRESS | FLAG_2_BIT_5_F
call CheckLoadedMoveFlag
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 move,
; 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 move 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, .move_kos_defending
jr nc, .check_evolution
.move_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, MOVE_FLAG2_ADDRESS | FLAG_2_BIT_5_F
call CheckLoadedMoveFlag
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 wSelectedMove.
CheckIfEvolutionNeedsEnergyForMove: ; 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 move 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, wLoadedCard2Move2EnergyCost
jr .fire
.first_attack
ld hl, wLoadedCard2Move1EnergyCost
; check which energy color the move 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, MOVE_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
call CheckLoadedMoveFlag
jr c, .energy_boost_or_discard_energy
ld a, MOVE_FLAG2_ADDRESS | DISCARD_ENERGY_F
call CheckLoadedMoveFlag
jr c, .energy_boost_or_discard_energy
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
call CheckEnergyNeededForAttack
ld a, MOVE_FLAG2_ADDRESS | ATTACHED_ENERGY_BOOST_F
call CheckLoadedMoveFlag
jr c, .energy_boost_or_discard_energy
ld a, MOVE_FLAG2_ADDRESS | DISCARD_ENERGY_F
call CheckLoadedMoveFlag
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 CheckIfEvolutionNeedsEnergyForMove
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 move.
; if it's Zapdos2's Thunderbolt move, 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 moves
; 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
; 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, MOVE_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
call CheckLoadedMoveFlag
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 CheckIfSelectedMoveIsUnusable
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 move
; has a residual effect, or if it can damage the opposing bench.
; If none of those are true, render the move 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, [wLoadedMoveCategory]
cp POKEMON_POWER
jr z, .unusable
and RESIDUAL
jr nz, .check_if_can_ko
ld a, MOVE_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
call CheckLoadedMoveFlag
jr nc, .unusable
; calculate damage to player to check if move can KO.
; encourage move 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 move deals.
; if no damage is dealt, subtract AI score. in case wDamage is zero
; but wMaxDamage is not, then encourage move afterwards.
; otherwise, if wMaxDamage is also zero, check for damage against
; player's bench, and encourage move in case there is.
.check_damage
xor a
ld [wAIMoveIsNonDamaging], 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 [wAIMoveIsNonDamaging], a
call SubFromAIScore
ld a, [wAIMaxDamage]
or a
jr z, .no_max_damage
ld a, 2
call AddToAIScore
xor a
ld [wAIMoveIsNonDamaging], a
.no_max_damage
ld a, MOVE_FLAG1_ADDRESS | DAMAGE_TO_OPPONENT_BENCH_F
call CheckLoadedMoveFlag
jr nc, .check_recoil
ld a, 2
call AddToAIScore
; handle recoil moves (low and high recoil).
.check_recoil
ld a, MOVE_FLAG1_ADDRESS | LOW_RECOIL_F
call CheckLoadedMoveFlag
jr c, .is_recoil
ld a, MOVE_FLAG1_ADDRESS | HIGH_RECOIL_F
call CheckLoadedMoveFlag
jp nc, .check_defending_can_ko
.is_recoil
; sub from AI score number of damage counters
; that move deals to itself.
ld a, [wLoadedMoveEffectParam]
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, MOVE_FLAG1_ADDRESS | HIGH_RECOIL_F
call CheckLoadedMoveFlag
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 move if no benched Pokémon
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 2
jr c, .dismiss_high_recoil_move
; has benched Pokémon
; here the AI handles high recoil moves 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_move
; 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_move
xor a
ld [wAIScore], a
jp .done
.encourage_high_recoil_move
ld a, 20
call AddToAIScore
jp .done
; Zapping Selfdestruct deck only uses this move
; 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 move causes player to win the duel by
; knocking out own Pokémon, dismiss move.
ld a, 1 ; count active Pokémon as KO'd
call .check_if_kos_bench
jr c, .dismiss_high_recoil_move
jr .encourage_high_recoil_move
; Rock Crusher Deck only uses this move if
; prize count is below 4 and move 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_move
; 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_move
; generic checks for all other deck IDs.
; encourage move 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
; move causes player to draw all prize cards
xor a
ld [wAIScore], a
jp .done
; move 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 move.
; return carry if using move 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 move,
; 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 move
; unless move 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, [wAIMoveIsNonDamaging]
or a
jr z, .check_discard
ld a, 5
call SubFromAIScore
; subtract from AI score if this move requires
; discarding any energy cards.
.check_discard
ld a, [wSelectedAttack]
ld e, a
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
call CopyMoveDataAndDamage_FromDeckIndex
ld a, MOVE_FLAG2_ADDRESS | DISCARD_ENERGY_F
call CheckLoadedMoveFlag
jr nc, .asm_16ca6
ld a, 1
call SubFromAIScore
ld a, [wLoadedMoveEffectParam]
call SubFromAIScore
.asm_16ca6
ld a, MOVE_FLAG2_ADDRESS | FLAG_2_BIT_6_F
call CheckLoadedMoveFlag
jr nc, .check_nullify_flag
ld a, [wLoadedMoveEffectParam]
call AddToAIScore
; encourage move if it has a nullify or weaken attack effect.
.check_nullify_flag
ld a, MOVE_FLAG2_ADDRESS | NULLIFY_OR_WEAKEN_ATTACK_F
call CheckLoadedMoveFlag
jr nc, .check_draw_flag
ld a, 1
call AddToAIScore
; encourage move if it has an effect to draw a card.
.check_draw_flag
ld a, MOVE_FLAG1_ADDRESS | DRAW_CARD_F
call CheckLoadedMoveFlag
jr nc, .check_heal_flag
ld a, 1
call AddToAIScore
.check_heal_flag
ld a, MOVE_FLAG2_ADDRESS | HEAL_USER_F
call CheckLoadedMoveFlag
jr nc, .check_status_effect
ld a, [wLoadedMoveEffectParam]
cp 1
jr z, .tally_heal_score
ld a, [wTempAI]
call CalculateByteTensDigit
ld b, a
ld a, [wLoadedMoveEffectParam]
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 ; wLoadedMoveEffectParam
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_flag3_bit1
ld a, DUELVARS_ARENA_CARD_STATUS
call GetNonTurnDuelistVariable
ld [wTempAI], a
; encourage a poison inflicting move if opposing Pokémon
; isn't (doubly) poisoned already.
; if opposing Pokémon is only poisoned and not double poisoned,
; and this move 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, MOVE_FLAG1_ADDRESS | INFLICT_POISON_F
call CheckLoadedMoveFlag
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, MOVE_FLAG2_ADDRESS | FLAG_2_BIT_6_F
call CheckLoadedMoveFlag
jr nc, .check_sleep
ld a, 2
call SubFromAIScore
jr .check_sleep
.add_poison_score
ld a, 2
call AddToAIScore
; encourage sleep-inducing move if other Pokémon isn't asleep.
.check_sleep
ld a, MOVE_FLAG1_ADDRESS | INFLICT_SLEEP_F
call CheckLoadedMoveFlag
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 move if other Pokémon isn't asleep.
; otherwise, if other Pokémon is asleep, discourage move.
.check_paralysis
ld a, MOVE_FLAG1_ADDRESS | INFLICT_PARALYSIS_F
call CheckLoadedMoveFlag
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 move if other Pokémon isn't asleep
; or confused already.
; otherwise, if other Pokémon is asleep or confused,
; discourage move instead.
.check_confusion
ld a, MOVE_FLAG1_ADDRESS | INFLICT_CONFUSION_F
call CheckLoadedMoveFlag
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_flag3_bit1
ld a, 1
call SubFromAIScore
; flag3_bit1 marks moves that the AI handles individually.
; each move has its own checks and modifies AI score accordingly.
.handle_flag3_bit1
ld a, MOVE_FLAG3_ADDRESS | FLAG_3_BIT_1_F
call CheckLoadedMoveFlag
jr nc, .done
call HandleSpecialAIMoves
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
; this function handles moves with the FLAG_3_BIT_1 set,
; and makes specific checks in each of these moves
; to either return a positive score (value above $80)
; or a negative score (value below $80).
; input:
; hTempPlayAreaLocation_ff9d = location of card with move.
HandleSpecialAIMoves: ; 16dcd (5:6dcd)
ldh a, [hTempPlayAreaLocation_ff9d]
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
cp NIDORANF
jr z, HandleNidoranFCallForFamily
cp ODDISH
jr z, HandleCallForFamily
cp BELLSPROUT
jr z, HandleCallForFamily
cp EXEGGUTOR
jp z, HandleExeggutorTeleport
cp SCYTHER
jp z, HandleSwordsDanceAndFocusEnergy
cp KRABBY
jr z, HandleCallForFamily
cp VAPOREON1
jp z, HandleSwordsDanceAndFocusEnergy
cp ELECTRODE2
jp z, HandleElectrode2ChainLightning
cp MAROWAK1
jr z, HandleMarowak1CallForFriend
cp MEW3
jp z, HandleMew3DevolutionBeam
cp JIGGLYPUFF2
jp z, HandleJigglypuff2FriendshipSong
cp PORYGON
jp z, HandlePorygonConversion
cp MEWTWO3
jp z, HandleEnergyAbsorption
cp MEWTWO2
jp z, HandleEnergyAbsorption
cp NINETAILS2
jp z, HandleNinetalesMixUp
cp ZAPDOS3
jp z, HandleZapdos3BigThunder
cp KANGASKHAN
jp z, HandleKangaskhanFetch
cp DUGTRIO
jp z, HandleDugtrioEarthquake
cp ELECTRODE1
jp z, HandleElectrode1EnergySpike
cp GOLDUCK
jp z, HandleHyperBeam
cp DRAGONAIR
jp z, HandleHyperBeam
; return zero score.
.zero
xor a
ret
; if any of card ID in a is found in deck,
; return a score of $80 + slots available in bench.
HandleCallForFamily: ; 16e3e (5:6e3e)
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr nc, HandleSpecialAIMoves.zero
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_BENCH_POKEMON
jr nc, HandleSpecialAIMoves.zero
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.
HandleNidoranFCallForFamily: ; 16e55 (5:6e55)
ld e, NIDORANM
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr c, .found
ld e, NIDORANF
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr nc, HandleSpecialAIMoves.zero
.found
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_PLAY_AREA_POKEMON
jr nc, HandleSpecialAIMoves.zero
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.
HandleMarowak1CallForFriend: ; 16e77 (5:6e77)
ld e, GEODUDE
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr c, .found
ld e, ONIX
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr c, .found
ld e, CUBONE
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr c, .found
ld e, RHYHORN
ld a, CARD_LOCATION_DECK
call CheckIfAnyCardIDinLocation
jr c, .found
jr HandleSpecialAIMoves.zero
.found
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_BENCH_POKEMON
jr nc, HandleSpecialAIMoves.zero
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.
HandleJigglypuff2FriendshipSong: ; 16ead (5:6ead)
call CheckIfAnyBasicPokemonInDeck
jr nc, HandleSpecialAIMoves.zero
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_PLAY_AREA_POKEMON
jr nc, HandleSpecialAIMoves.zero
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.
HandleExeggutorTeleport: ; 16ec2 (5:6ec2)
call AIDecideWhetherToRetreat
jp nc, HandleSpecialAIMoves.zero
ld a, $8a
ret
; tests for the following conditions:
; - player is under No Damage substatus;
; - second move is unusable;
; - second move deals no damage;
; if any are true, returns score of $80 + 5.
HandleSwordsDanceAndFocusEnergy: ; 16ecb (5:6ecb)
ld a, [wAICannotDamage]
or a
jr nz, .success
ld a, $01 ; second move
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr c, .success
ld a, $01 ; second move
call EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jp nz, HandleSpecialAIMoves.zero
.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.
HandleElectrode2ChainLightning: ; 16eea (5:6eea)
call SwapTurn
call GetArenaCardColor
call SwapTurn
ld b, a
ld a, DUELVARS_BENCH
call GetTurnDuelistVariable
.loop
ld a, [hli]
cp $ff
jr z, .success
push bc
call GetCardIDFromDeckIndex
call GetCardType
pop bc
cp b
jr nz, .loop
jp HandleSpecialAIMoves.zero
.success
ld a, $82
ret
HandleMew3DevolutionBeam: ; 16f0f (5:6f0f)
call LookForCardThatIsKnockedOutOnDevolution
jp nc, HandleSpecialAIMoves.zero
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 move is Conversion 1 OR
; - if that number is >= 2 and this move is Conversion 2
; then return score of $80 + 2.
; otherwise return score of $80 + 1.
HandlePorygonConversion: ; 16f18 (5:6f18)
ld a, DUELVARS_ARENA_CARD_STATUS
call GetTurnDuelistVariable
and CNF_SLP_PRZ
cp CONFUSED
jp z, HandleSpecialAIMoves.zero
ld a, [wSelectedAttack]
or a
jr nz, .conversion_2
; conversion 1
call CountNumberOfSetUpBenchPokemon
cp 2
jr c, .low_score
ld a, $82
ret
.conversion_2
call CountNumberOfSetUpBenchPokemon
cp 2
jr nc, .low_score
ld a, $82
ret
.low_score
ld a, $81
ret
; if any Psychic Energy is found in the Discard Pile,
; return a score of $80 + 2.
HandleEnergyAbsorption: ; 16f41 (5:6f41)
ld e, PSYCHIC_ENERGY
ld a, CARD_LOCATION_DISCARD_PILE
call CheckIfAnyCardIDinLocation
jp nc, HandleSpecialAIMoves.zero
ld a, $82
ret
; if player has cards in hand, AI calls Random:
; - 1/3 chance to encourage move regardless;
; - 1/3 chance to dismiss move 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 move.
; 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.
HandleNinetalesMixUp: ; 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
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, .check_play_area
ld hl, wDuelTempList
ld b, 0
.loop_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_hand
ld a, [wLoadedCard2Stage]
or a
jr nz, .loop_hand
; is a basic Pokémon card
inc b
jr .loop_hand
.tally_basic_cards
ld a, b
cp 2
jr nc, .encourage
; less than 2 basic cards in hand
.check_play_area
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
.loop_play_area
ld a, [hli]
cp $ff
jp z, HandleSpecialAIMoves.zero
push hl
call SwapTurn
call CheckForEvolutionInList
call SwapTurn
pop hl
jr nc, .loop_play_area
.encourage
ld a, $83
ret
; return score of $80 + 3.
HandleZapdos3BigThunder: ; 16fb8 (5:6fb8)
ld a, $83
ret
; dismiss move if cards in deck <= 20.
; otherwise return a score of $80 + 0.
HandleKangaskhanFetch: ; 16fbb (5:6fbb)
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp 41
jp nc, HandleSpecialAIMoves.zero
ld a, $80
ret
; dismiss move if number of own benched cards which would
; be KOd is greater than or equal to the number
; of prize cards left for player.
HandleDugtrioEarthquake: ; 16fc8 (5:6fc8)
ld a, DUELVARS_BENCH
call GetTurnDuelistVariable
lb de, 0, 0
.loop
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
inc d
jr .loop
.count_prizes
push de
call CountPrizes
pop de
cp d
jp c, HandleSpecialAIMoves.zero
jp z, HandleSpecialAIMoves.zero
ld a, $80
ret
; if there's any lightning energy cards in deck,
; return a score of $80 + 3.
HandleElectrode1EnergySpike: ; 16ff2 (5:6ff2)
ld a, CARD_LOCATION_DECK
ld e, LIGHTNING_ENERGY
call CheckIfAnyCardIDinLocation
jp nc, HandleSpecialAIMoves.zero
call AIProcessButDontPlayEnergy_SkipEvolution
jp nc, HandleSpecialAIMoves.zero
ld a, $83
ret
; only incentivize move if player's active card,
; has any energy cards attached, and if so,
; return a score of $80 + 3.
HandleHyperBeam: ; 17005 (5:7005)
call SwapTurn
ld e, PLAY_AREA_ARENA
call CountNumberOfEnergyCardsAttached
call SwapTurn
or a
jr z, .keep_score
ld a, $83
ret
.keep_score
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 move as the option.
; otherwise switch to the first attack.
.check_flag
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
ld e, $01 ; second attack
call CopyMoveDataAndDamage_FromDeckIndex
ld a, MOVE_FLAG2_ADDRESS | HEAL_USER_F
call CheckLoadedMoveFlag
jr c, .keep_second_attack
ld a, MOVE_FLAG2_ADDRESS | NULLIFY_OR_WEAKEN_ATTACK_F
call CheckLoadedMoveFlag
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
; 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 move
CheckIfArenaCardIsAtHalfHPCanEvolveAndUseSecondMove: ; 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, $01 ; second move
ld [wSelectedAttack], a
push hl
call CheckIfSelectedMoveIsUnusable
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 move
; 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, $01 ; second move
ld [wSelectedAttack], a
push bc
push hl
call CheckIfSelectedMoveIsUnusable
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, .devolution_beam
cp MEWTWO3
jr z, .energy_absorption
cp MEWTWO2
jr z, .energy_absorption
cp EXEGGUTOR
jr z, .teleport
cp ELECTRODE1
jr z, .energy_spike
; fallthrough
.no_carry
or a
ret
.devolution_beam
; 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
.energy_absorption
; 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 move 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
.energy_spike
; 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 move index in wSelectedAttack
; or has exactly the same amount of energy needed
; input:
; [hTempPlayAreaLocation_ff9d] = play area location
; [wSelectedAttack] = move index to check
; output:
; a = number of extra energy cards attached
CheckIfNoSurplusEnergyForMove: ; 171fb (5:71fb)
ldh a, [hTempPlayAreaLocation_ff9d]
add DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
ld a, [wSelectedAttack]
ld e, a
call CopyMoveDataAndDamage_FromDeckIndex
ld hl, wLoadedMoveName
ld a, [hli]
or [hl]
jr z, .not_attack
ld a, [wLoadedMoveCategory]
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 [wTempLoadedMoveEnergyCost], a
ld [wTempLoadedMoveEnergyNeededAmount], a
ld [wTempLoadedMoveEnergyNeededType], a
ld hl, wAttachedEnergies
ld de, wLoadedMoveEnergyCost
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, wTempLoadedMoveEnergyCost
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 a move for a
; particular energy, stored in the lower nibble of a
; if the move costs some amount of this energy, the lower nibble of a != 0,
; and this amount is stored in wTempLoadedMoveEnergyCost
; also adds the amount of energy still needed
; to wTempLoadedMoveEnergyNeededAmount
; input:
; a = this energy cost of move (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 [wTempLoadedMoveEnergyCost], a
sub [hl]
jr z, .done
jr nc, .done
push bc
ld a, [wTempLoadedMoveEnergyCost]
ld b, a
ld a, [hl]
sub b
pop bc
ld [wTempLoadedMoveEnergyNeededAmount], 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
; 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
; returns carry if Pokemon at PLAY_AREA* in a
; can damage defending Pokémon with any of its moves
; input:
; a = location of card to check
CheckIfCanDamageDefendingPokemon: ; 17383 (5:7383)
ldh [hTempPlayAreaLocation_ff9d], a
xor a ; first move
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
jr c, .second_attack
xor a
call EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jr nz, .set_carry
.second_attack
ld a, $01 ; second move
ld [wSelectedAttack], a
call CheckIfSelectedMoveIsUnusable
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 moves
; and if so, stores the damage to wce00 and wce01
; sets carry if any on the moves knocks out
; also outputs the largest damage dealt in a
; input:
; [hTempPlayAreaLocation_ff9d] = location of card to check
; output:
; a = largest damage of both moves
; carry set if can knock out
CheckIfDefendingPokemonCanKnockOut: ; 173b1 (5:73b1)
xor a ; first move
ld [wce00], a
ld [wce01], a
call CheckIfDefendingPokemonCanKnockOutWithMove
jr nc, .second_attack
ld a, [wDamage]
ld [wce00], a
.second_attack
ld a, $01 ; second move
call CheckIfDefendingPokemonCanKnockOutWithMove
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 = move index
; [hTempPlayAreaLocation_ff9d] = location of card to check
CheckIfDefendingPokemonCanKnockOutWithMove: ; 173e4 (5:73e4)
ld [wSelectedAttack], a
ldh a, [hTempPlayAreaLocation_ff9d]
push af
xor a
ldh [hTempPlayAreaLocation_ff9d], a
call SwapTurn
call CheckIfSelectedMoveIsUnusable
call SwapTurn
pop bc
ld a, b
ldh [hTempPlayAreaLocation_ff9d], a
jr c, .done
; player's active Pokémon can use move
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 s0a00a == 0
CheckIfNotABossDeckID: ; 17426 (5:7426)
call EnableSRAM
ld a, [s0a00a]
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 move
; input:
; a = card ID to check for
; output:
; carry set if the above requirements are met
CheckForBenchIDAtHalfHPAndCanUseSecondMove: ; 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, $01 ; second move
ld [wSelectedAttack], a
push bc
call CheckIfSelectedMoveIsUnusable
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
Func_175c9: ; 175c9 (5:75c9)
INCROM $175c9, $18000
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