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; AI logic used by general decks
AIActionTable_GeneralDecks: ; 14668 (05:4668)
dw .do_turn ; unused
dw .do_turn
dw .start_duel
dw .forced_switch
dw .ko_switch
dw .take_prize
.do_turn ; 14674 (5:4674)
call AIMainTurnLogic
ret
.start_duel ; 14678 (5:4678)
call InitAIDuelVars
call AIPlayInitialBasicCards
ret
.forced_switch ; 1467f (5:467f)
call AIDecideBenchPokemonToSwitchTo
ret
.ko_switch ; 14683 (5:4683)
call AIDecideBenchPokemonToSwitchTo
ret
.take_prize: ; 14687 (5:4687)
call AIPickPrizeCards
ret
; handle AI routines for a whole turn
AIMainTurnLogic: ; 1468b (5:468b)
; initialize variables
call InitAITurnVars
ld a, AI_TRAINER_CARD_PHASE_01
call AIProcessHandTrainerCards
farcall HandleAIAntiMewtwoDeckStrategy
jp nc, .try_attack
; handle Pkmn Powers
farcall HandleAIGoGoRainDanceEnergy
farcall HandleAIDamageSwap
farcall HandleAIPkmnPowers
ret c ; return if turn ended
farcall HandleAICowardice
; process Trainer cards
; phase 2 through 4.
ld a, AI_TRAINER_CARD_PHASE_02
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_03
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_04
call AIProcessHandTrainerCards
; play Pokemon from hand
call AIDecidePlayPokemonCard
ret c ; return if turn ended
; process Trainer cards
; phase 5 through 12.
ld a, AI_TRAINER_CARD_PHASE_05
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_06
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_07
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_08
call AIProcessHandTrainerCards
call AIProcessRetreat
ld a, AI_TRAINER_CARD_PHASE_10
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_11
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_12
call AIProcessHandTrainerCards
; play Energy card if possible
ld a, [wAlreadyPlayedEnergy]
or a
jr nz, .skip_energy_attach_1
call AIProcessAndTryToPlayEnergy
.skip_energy_attach_1
; play Pokemon from hand again
call AIDecidePlayPokemonCard
; handle Pkmn Powers again
farcall HandleAIDamageSwap
farcall HandleAIPkmnPowers
ret c ; return if turn ended
farcall HandleAIGoGoRainDanceEnergy
ld a, AI_ENERGY_TRANS_ATTACK
farcall HandleAIEnergyTrans
; process Trainer cards phases 13 and 15
ld a, AI_TRAINER_CARD_PHASE_13
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_15
call AIProcessHandTrainerCards
; if used Professor Oak, process new hand
; if not, then proceed to attack.
ld a, [wPreviousAIFlags]
and AI_FLAG_USED_PROFESSOR_OAK
jr z, .try_attack
ld a, AI_TRAINER_CARD_PHASE_01
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_02
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_03
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_04
call AIProcessHandTrainerCards
call AIDecidePlayPokemonCard
ret c ; return if turn ended
ld a, AI_TRAINER_CARD_PHASE_05
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_06
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_07
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_08
call AIProcessHandTrainerCards
call AIProcessRetreat
ld a, AI_TRAINER_CARD_PHASE_10
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_11
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_12
call AIProcessHandTrainerCards
ld a, [wAlreadyPlayedEnergy]
or a
jr nz, .skip_energy_attach_2
call AIProcessAndTryToPlayEnergy
.skip_energy_attach_2
call AIDecidePlayPokemonCard
farcall HandleAIDamageSwap
farcall HandleAIPkmnPowers
ret c ; return if turn ended
farcall HandleAIGoGoRainDanceEnergy
ld a, AI_ENERGY_TRANS_ATTACK
farcall HandleAIEnergyTrans
ld a, AI_TRAINER_CARD_PHASE_13
call AIProcessHandTrainerCards
; skip AI_TRAINER_CARD_PHASE_15
.try_attack
ld a, AI_ENERGY_TRANS_TO_BENCH
farcall HandleAIEnergyTrans
; attack if possible, if not,
; finish turn without attacking.
call AIProcessAndTryToUseAttack
ret c ; return if AI attacked
ld a, OPPACTION_FINISH_NO_ATTACK
bank1call AIMakeDecision
ret
; handles AI retreating logic
AIProcessRetreat: ; 14786 (5:4786)
ld a, [wAIRetreatedThisTurn]
or a
ret nz ; return, already retreated this turn
call AIDecideWhetherToRetreat
ret nc ; return if not retreating
call AIDecideBenchPokemonToSwitchTo
ret c ; return if no Bench Pokemon
; store Play Area to retreat to and
; set wAIRetreatedThisTurn to true
ld [wAIPlayAreaCardToSwitch], a
ld a, $01
ld [wAIRetreatedThisTurn], a
; if AI can use Switch from hand, use it instead...
ld a, AI_TRAINER_CARD_PHASE_09
call AIProcessHandTrainerCards
ld a, [wPreviousAIFlags]
and AI_FLAG_USED_SWITCH
jr nz, .used_switch
; ... else try retreating normally.
ld a, [wAIPlayAreaCardToSwitch]
call AITryToRetreat
ret
.used_switch
; if AI used switch, unset its AI flag
ld a, [wPreviousAIFlags]
and ~AI_FLAG_USED_SWITCH ; clear Switch flag
ld [wPreviousAIFlags], a
; bug, this doesn't make sense being here, since at this point
; Switch Trainer card was already used to retreat the Pokemon.
; what the routine will do is just transfer Energy cards to
; the Arena Pokemon for the purpose of retreating, and
; then not actually retreat, resulting in unusual behaviour.
; this would only work placed right after the AI checks whether
; they have Switch card in hand to use and doesn't have one.
; (and probably that was the original intention.)
ld a, AI_ENERGY_TRANS_RETREAT ; retreat
farcall HandleAIEnergyTrans
ret
; 0x147bd
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