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path: root/src/engine/deck_ai/decks/general.asm
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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