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AIActionTable_LegendaryMoltres: ; 149e8 (05:49e8)
dw .do_turn ; unused
dw .do_turn
dw .start_duel
dw .forced_switch
dw .ko_switch
dw .take_prize
.do_turn ; 149f4 (5:49f4)
call AIDoTurn_LegendaryMoltres
ret
.start_duel ; 149f8 (5:49f8)
call InitAIDuelVars
call .store_list_pointers
call SetUpBossStartingHandAndDeck
call TrySetUpBossStartingPlayArea
ret nc ; Play Area set up was successful
call AIPlayInitialBasicCards
ret
.forced_switch ; 14a09 (5:4a09)
call AIDecideBenchPokemonToSwitchTo
ret
.ko_switch ; 14a0d (5:4a0d)
call AIDecideBenchPokemonToSwitchTo
ret
.take_prize ; 14a11 (5:4a11)
call AIPickPrizeCards
ret
.list_arena ; 14a15 (5:4a15)
db MAGMAR2
db GROWLITHE
db VULPIX
db MAGMAR1
db MOLTRES1
db MOLTRES2
db $00
.list_bench ; 14a1c (5:4a1c)
db MOLTRES1
db VULPIX
db GROWLITHE
db MAGMAR2
db MAGMAR1
db $00
.list_play_hand ; 14a22 (5:4a22)
db MOLTRES2
db MOLTRES1
db VULPIX
db GROWLITHE
db MAGMAR2
db MAGMAR1
db $00
.list_retreat ; 14a29 (5:4a29)
ai_retreat GROWLITHE, -5
ai_retreat VULPIX, -5
db $00
.list_energy ; 14a2e (5:4a2e)
ai_energy VULPIX, 3, +0
ai_energy NINETAILS2, 3, +1
ai_energy GROWLITHE, 3, +1
ai_energy ARCANINE2, 4, +1
ai_energy MAGMAR1, 4, -1
ai_energy MAGMAR2, 1, -1
ai_energy MOLTRES2, 3, +2
ai_energy MOLTRES1, 4, +2
db $00
.list_prize ; 14a47 (5:4a47)
db ENERGY_REMOVAL
db MOLTRES2
db $00
.store_list_pointers ; 14a4a (5:4a4a)
store_list_pointer wAICardListAvoidPrize, .list_prize
store_list_pointer wAICardListArenaPriority, .list_arena
store_list_pointer wAICardListBenchPriority, .list_bench
store_list_pointer wAICardListPlayFromHandPriority, .list_play_hand
store_list_pointer wAICardListRetreatBonus, .list_retreat
store_list_pointer wAICardListEnergyBonus, .list_energy
ret
AIDoTurn_LegendaryMoltres: ; 14a81 (5:4a81)
; initialize variables
call InitAITurnVars
farcall HandleAIAntiMewtwoDeckStrategy
jp nc, .try_attack
; process Trainer cards
; phase 2 through 4.
ld a, AI_TRAINER_CARD_PHASE_02
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_04
call AIProcessHandTrainerCards
; check if AI can play Moltres2
; from hand and if so, play it.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_PLAY_AREA_POKEMON
jr nc, .skip_moltres ; skip if bench is full
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp DECK_SIZE - 9
jr nc, .skip_moltres ; skip if cards in deck <= 9
ld a, MUK
call CountPokemonIDInBothPlayAreas
jr c, .skip_moltres ; skip if Muk in play
ld a, MOLTRES2
call LookForCardIDInHandList_Bank5
jr nc, .skip_moltres ; skip if no Moltres2 in hand
ldh [hTemp_ffa0], a
ld a, OPPACTION_PLAY_BASIC_PKMN
bank1call AIMakeDecision
.skip_moltres
; play Pokemon from hand
call AIDecidePlayPokemonCard
ret c ; return if turn ended
; process Trainer cards
ld a, AI_TRAINER_CARD_PHASE_05
call AIProcessHandTrainerCards
call AIProcessRetreat
ld a, AI_TRAINER_CARD_PHASE_10
call AIProcessHandTrainerCards
ld a, AI_TRAINER_CARD_PHASE_11
call AIProcessHandTrainerCards
; play Energy card if possible
ld a, [wAlreadyPlayedEnergy]
or a
jr nz, .skip_attach_energy
; if Magmar2 is the Arena card and has no energy attached,
; try attaching an energy card to it from the hand.
; otherwise, run normal AI energy attach routine.
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, MAGMAR2
cp e
jr nz, .attach_normally
; Magmar2 is the Arena card
call CreateEnergyCardListFromHand
jr c, .skip_attach_energy
ld e, PLAY_AREA_ARENA
call CountNumberOfEnergyCardsAttached
or a
jr nz, .attach_normally
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
call AITryToPlayEnergyCard
jr c, .skip_attach_energy
.attach_normally
; play Energy card if possible
call AIProcessAndTryToPlayEnergy
.skip_attach_energy
; try playing Pokemon cards from hand again
call AIDecidePlayPokemonCard
ld a, AI_TRAINER_CARD_PHASE_13
call AIProcessHandTrainerCards
.try_attack
; attack if possible, if not,
; finish turn without attacking.
call AIProcessAndTryToUseAttack
ret c
ld a, OPPACTION_FINISH_NO_ATTACK
bank1call AIMakeDecision
ret
; 0x14b0f
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