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|
INCLUDE "data/duel/ai_trainer_card_logic.asm"
_AIProcessHandTrainerCards:
ld [wAITrainerCardPhase], a
; create hand list in wDuelTempList and wTempHandCardList.
call CreateHandCardList
ld hl, wDuelTempList
ld de, wTempHandCardList
call CopyBuffer
ld hl, wTempHandCardList
.loop_hand
ld a, [hli]
ld [wAITrainerCardToPlay], a
cp $ff
ret z
push hl
ld a, [wAITrainerCardPhase]
ld d, a
ld hl, AITrainerCardLogic
.loop_data
xor a
ld [wCurrentAIFlags], a
ld a, [hli]
cp $ff
jp z, .pop_hl
; compare input to first byte in data and continue if equal.
cp d
jp nz, .inc_hl_by_5
ld a, [hli]
ld [wce17], a
ld a, [wAITrainerCardToPlay]
call LoadCardDataToBuffer1_FromDeckIndex
cp SWITCH
jr nz, .skip_switch_check
ld b, a
ld a, [wPreviousAIFlags]
and AI_FLAG_USED_SWITCH
jr nz, .inc_hl_by_4
ld a, b
.skip_switch_check
; compare hand card to second byte in data and continue if equal.
ld b, a
ld a, [wce17]
cp b
jr nz, .inc_hl_by_4
; found Trainer card
push hl
push de
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
; if Headache effects prevent playing card
; move on to the next item in list.
bank1call CheckCantUseTrainerDueToHeadache
jp c, .next_in_data
call LoadNonPokemonCardEffectCommands
ld a, EFFECTCMDTYPE_INITIAL_EFFECT_1
call TryExecuteEffectCommandFunction
jp c, .next_in_data
; AI can randomly choose not to play card.
farcall AIChooseRandomlyNotToDoAction
jr c, .next_in_data
; call routine to decide whether to play Trainer card
pop de
pop hl
push hl
call CallIndirect
pop hl
jr nc, .inc_hl_by_4
; routine returned carry, which means
; this card should be played.
inc hl
inc hl
ld [wAITrainerCardParameter], a
; show Play Trainer Card screen
push de
push hl
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_PLAY_TRAINER
bank1call AIMakeDecision
pop hl
pop de
jr c, .inc_hl_by_2
; execute the effects of the Trainer card
push hl
call CallIndirect
pop hl
inc hl
inc hl
ld a, [wPreviousAIFlags]
ld b, a
ld a, [wCurrentAIFlags]
or b
ld [wPreviousAIFlags], a
pop hl
and AI_FLAG_MODIFIED_HAND
jp z, .loop_hand
; the hand was modified during the Trainer effect
; so it needs to be re-listed again and
; looped from the top.
call CreateHandCardList
ld hl, wDuelTempList
ld de, wTempHandCardList
call CopyBuffer
ld hl, wTempHandCardList
; clear the AI_FLAG_MODIFIED_HAND flag
ld a, [wPreviousAIFlags]
and ~AI_FLAG_MODIFIED_HAND
ld [wPreviousAIFlags], a
jp .loop_hand
.inc_hl_by_5
inc hl
.inc_hl_by_4
inc hl
inc hl
.inc_hl_by_2
inc hl
inc hl
jp .loop_data
.next_in_data
pop de
pop hl
inc hl
inc hl
inc hl
inc hl
jp .loop_data
.pop_hl
pop hl
jp .loop_hand
; makes AI use Potion card.
AIPlay_Potion:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld e, a
call GetCardDamageAndMaxHP
cp 20
jr c, .play_card
ld a, 20
.play_card
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; if AI doesn't decide to retreat this card,
; check if defending Pokémon can KO active card
; next turn after using Potion.
; if it cannot, return carry.
; also take into account whether attack is high recoil.
AIDecide_Potion1:
farcall AIDecideWhetherToRetreat
jr c, .no_carry
call AICheckIfAttackIsHighRecoil
jr c, .no_carry
xor a ; active card
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfDefendingPokemonCanKnockOut
jr nc, .no_carry
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
ld h, a
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
cp 20 + 1 ; if damage <= 20
jr c, .calculate_hp
ld a, 20 ; amount of Potion HP healing
; if damage done by defending Pokémon next turn will still
; KO this card after healing, return no carry.
.calculate_hp
ld l, a
ld a, h
add l
sub d
jr c, .no_carry
jr z, .no_carry
; return carry.
xor a
scf
ret
.no_carry
or a
ret
; finds a card in Play Area to use Potion on.
; output:
; a = card to use Potion on;
; carry set if Potion should be used.
AIDecide_Potion2:
xor a
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfDefendingPokemonCanKnockOut
jr nc, .start_from_active
; can KO
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
ld h, a
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
cp 20 + 1 ; if damage <= 20
jr c, .calculate_hp
ld a, 20
; return if using healing prevents KO.
.calculate_hp
ld l, a
ld a, h
add l
sub d
jr c, .count_prizes
jr z, .count_prizes
or a
ret
; using Potion on active card does not prevent a KO.
; if player is at last prize, start loop with active card.
; otherwise start loop at first bench Pokémon.
.count_prizes
call SwapTurn
call CountPrizes
call SwapTurn
dec a
jr z, .start_from_active
ld e, PLAY_AREA_BENCH_1
jr .loop
; find Play Area Pokémon with more than 10 damage.
; skip Pokémon if it has a BOOST_IF_TAKEN_DAMAGE attack.
.start_from_active
ld e, PLAY_AREA_ARENA
.loop
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
ret z
call .check_boost_if_taken_damage
jr c, .has_boost_damage
call GetCardDamageAndMaxHP
cp 20 ; if damage >= 20
jr nc, .found
.has_boost_damage
inc e
jr .loop
; a card was found, now to check if it's active or benched.
.found
ld a, e
or a
jr z, .active_card
; bench card
push de
call SwapTurn
call CountPrizes
call SwapTurn
dec a
or a
jr z, .check_random
ld a, 10
call Random
cp 3
; 7/10 chance of returning carry.
.check_random
pop de
jr c, .no_carry
ld a, e
scf
ret
; return carry for active card if not High Recoil.
.active_card
push de
call AICheckIfAttackIsHighRecoil
pop de
jr c, .no_carry
ld a, e
scf
ret
.no_carry
or a
ret
; return carry if either of the attacks are usable
; and have the BOOST_IF_TAKEN_DAMAGE effect.
.check_boost_if_taken_damage
push de
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
farcall CheckIfSelectedAttackIsUnusable
jr c, .second_attack
ld a, ATTACK_FLAG3_ADDRESS | BOOST_IF_TAKEN_DAMAGE_F
call CheckLoadedAttackFlag
jr c, .set_carry
.second_attack
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
farcall CheckIfSelectedAttackIsUnusable
jr c, .false
ld a, ATTACK_FLAG3_ADDRESS | BOOST_IF_TAKEN_DAMAGE_F
call CheckLoadedAttackFlag
jr c, .set_carry
.false
pop de
or a
ret
.set_carry
pop de
scf
ret
; makes AI use Super Potion card.
AIPlay_SuperPotion:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTempPlayAreaLocation_ffa1], a
call AIPickEnergyCardToDiscard
ldh [hTemp_ffa0], a
ld a, [wAITrainerCardParameter]
ld e, a
call GetCardDamageAndMaxHP
cp 40
jr c, .play_card
ld a, 40
.play_card
ldh [hTempRetreatCostCards], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; if AI doesn't decide to retreat this card and card has
; any energy cards attached, check if defending Pokémon can KO
; active card next turn after using Super Potion.
; if it cannot, return carry.
; also take into account whether attack is high recoil.
AIDecide_SuperPotion1:
farcall AIDecideWhetherToRetreat
jr c, .no_carry
call AICheckIfAttackIsHighRecoil
jr c, .no_carry
xor a
ldh [hTempPlayAreaLocation_ff9d], a
ld e, a
call .check_attached_energy
ret nc
farcall CheckIfDefendingPokemonCanKnockOut
jr nc, .no_carry
ld d, a
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
ld h, a
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
cp 40 + 1 ; if damage < 40
jr c, .calculate_hp
ld a, 40
.calculate_hp
ld l, a
ld a, h
add l
sub d
jr c, .no_carry
jr z, .no_carry
; return carry
ld a, e
scf
ret
.no_carry
or a
ret
; returns carry if card has energies attached.
.check_attached_energy
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
or a
ret z
scf
ret
; finds a card in Play Area to use Super Potion on.
; output:
; a = card to use Super Potion on;
; carry set if Super Potion should be used.
AIDecide_SuperPotion2:
xor a
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfDefendingPokemonCanKnockOut
jr nc, .start_from_active
; can KO
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
ld h, a
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
cp 40 + 1 ; if damage < 40
jr c, .calculate_hp
ld a, 40
; return if using healing prevents KO.
.calculate_hp
ld l, a
ld a, h
add l
sub d
jr c, .count_prizes
jr z, .count_prizes
or a
ret
; using Super Potion on active card does not prevent a KO.
; if player is at last prize, start loop with active card.
; otherwise start loop at first bench Pokémon.
.count_prizes
call SwapTurn
call CountPrizes
call SwapTurn
dec a
jr z, .start_from_active
ld e, PLAY_AREA_BENCH_1
jr .loop
; find Play Area Pokémon with more than 30 damage.
; skip Pokémon if it doesn't have any energy attached,
; has a BOOST_IF_TAKEN_DAMAGE attack,
; or if discarding makes any attack of its attacks unusable.
.start_from_active
ld e, PLAY_AREA_ARENA
.loop
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
ret z
ld d, a
call .check_attached_energy
jr nc, .next
call .check_boost_if_taken_damage
jr c, .next
call .check_energy_cost
jr c, .next
call GetCardDamageAndMaxHP
cp 40 ; if damage >= 40
jr nc, .found
.next
inc e
jr .loop
; a card was found, now to check if it's active or benched.
.found
ld a, e
or a
jr z, .active_card
; bench card
push de
call SwapTurn
call CountPrizes
call SwapTurn
dec a
or a
jr z, .check_random
ld a, 10
call Random
cp 3
; 7/10 chance of returning carry.
.check_random
pop de
jr c, .no_carry
ld a, e
scf
ret
; return carry for active card if not Hgh Recoil.
.active_card
push de
call AICheckIfAttackIsHighRecoil
pop de
jr c, .no_carry
ld a, e
scf
ret
.no_carry
or a
ret
; returns carry if card has energies attached.
.check_attached_energy
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
or a
ret z
scf
ret
; return carry if either of the attacks are usable
; and have the BOOST_IF_TAKEN_DAMAGE effect.
.check_boost_if_taken_damage
push de
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
farcall CheckIfSelectedAttackIsUnusable
jr c, .second_attack_1
ld a, ATTACK_FLAG3_ADDRESS | BOOST_IF_TAKEN_DAMAGE_F
call CheckLoadedAttackFlag
jr c, .true_1
.second_attack_1
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
farcall CheckIfSelectedAttackIsUnusable
jr c, .false_1
ld a, ATTACK_FLAG3_ADDRESS | BOOST_IF_TAKEN_DAMAGE_F
call CheckLoadedAttackFlag
jr c, .true_1
.false_1
pop de
or a
ret
.true_1
pop de
scf
ret
; returns carry if discarding energy card renders any attack unusable,
; given that they have enough energy to be used before discarding.
.check_energy_cost
push de
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr c, .second_attack_2
farcall CheckEnergyNeededForAttackAfterDiscard
jr c, .true_2
.second_attack_2
pop de
push de
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr c, .false_2
farcall CheckEnergyNeededForAttackAfterDiscard
jr c, .true_2
.false_2
pop de
or a
ret
.true_2
pop de
scf
ret
AIPlay_Defender:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
xor a
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; returns carry if using Defender can prevent a KO
; by the defending Pokémon.
; this takes into account both attacks and whether they're useable.
AIDecide_Defender1:
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .cannot_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry
.cannot_ko
; check if any of the defending Pokémon's attacks deal
; damage exactly equal to current HP, and if so,
; only continue if that attack is useable.
farcall CheckIfAnyDefendingPokemonAttackDealsSameDamageAsHP
jr nc, .no_carry
call SwapTurn
farcall CheckIfSelectedAttackIsUnusable
call SwapTurn
jr c, .no_carry
ld a, [wSelectedAttack]
farcall EstimateDamage_FromDefendingPokemon
ld a, [wDamage]
ld [wce06], a
ld d, a
; load in a the attack that was not selected,
; and check if it is useable.
ld a, [wSelectedAttack]
ld b, a
ld a, $01
sub b
ld [wSelectedAttack], a
push de
call SwapTurn
farcall CheckIfSelectedAttackIsUnusable
call SwapTurn
pop de
jr c, .switch_back
; the other attack is useable.
; compare its damage to the selected attack.
ld a, [wSelectedAttack]
push de
farcall EstimateDamage_FromDefendingPokemon
pop de
ld a, [wDamage]
cp d
jr nc, .subtract
; in case the non-selected attack is useable
; and deals less damage than the selected attack,
; switch back to the other attack.
.switch_back
ld a, [wSelectedAttack]
ld b, a
ld a, $01
sub b
ld [wSelectedAttack], a
ld a, [wce06]
ld [wDamage], a
; now the selected attack is the one that deals
; the most damage of the two (and is useable).
; if subtracting damage by using Defender
; still prevents a KO, return carry.
.subtract
ld a, [wDamage]
sub 20
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
sub d
jr c, .no_carry
jr z, .no_carry
scf
ret
.no_carry
or a
ret
; return carry if using Defender prevents Pokémon
; from being knocked out by an attack with recoil.
AIDecide_Defender2:
ld a, ATTACK_FLAG1_ADDRESS | HIGH_RECOIL_F
call CheckLoadedAttackFlag
jr c, .recoil
ld a, ATTACK_FLAG1_ADDRESS | LOW_RECOIL_F
call CheckLoadedAttackFlag
jr c, .recoil
or a
ret
.recoil
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call LoadCardDataToBuffer2_FromDeckIndex
ld a, [wSelectedAttack]
or a
jr nz, .second_attack
; first attack
ld a, [wLoadedCard2Atk1EffectParam]
jr .check_weak
.second_attack
ld a, [wLoadedCard2Atk2EffectParam]
; double recoil damage if card is weak to its own color.
.check_weak
ld d, a
push de
call GetArenaCardColor
call TranslateColorToWR
ld b, a
call GetArenaCardWeakness
and b
pop de
jr z, .check_resist
sla d
; subtract 30 from recoil damage if card resists its own color.
; if this yields a negative number, return no carry.
.check_resist
push de
call GetArenaCardColor
call TranslateColorToWR
ld b, a
call GetArenaCardResistance
and b
pop de
jr z, .subtract
ld a, d
sub 30
jr c, .no_carry
ld d, a
; subtract damage prevented by Defender.
; if damage still knocks out card, return no carry.
; if damage does not knock out, return carry.
.subtract
ld a, d
or a
jr z, .no_carry
sub 20
ld d, a
ld a, DUELVARS_ARENA_CARD_HP
call GetTurnDuelistVariable
sub d
jr c, .no_carry
jr z, .no_carry
scf
ret
.no_carry
or a
ret
AIPlay_Pluspower:
ld a, [wCurrentAIFlags]
or AI_FLAG_USED_PLUSPOWER
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardParameter]
ld [wAIPluspowerAttack], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; returns carry if using a Pluspower can KO defending Pokémon
; if active card cannot KO without the boost.
; outputs in a the attack to use.
AIDecide_Pluspower1:
; this is mistakenly duplicated
xor a
ldh [hTempPlayAreaLocation_ff9d], a
xor a
ldh [hTempPlayAreaLocation_ff9d], a
; continue if no attack can knock out.
; if there's an attack that can, only continue
; if it's unusable and there's no card in hand
; to fulfill its energy cost.
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .cannot_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry
; cannot use an attack that knocks out.
.cannot_ko
; get active Pokémon's info.
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
ld [wTempTurnDuelistCardID], a
; get defending Pokémon's info and check
; its No Damage or Effect substatus.
; if substatus is active, return.
call SwapTurn
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
ld [wTempNonTurnDuelistCardID], a
bank1call HandleNoDamageOrEffectSubstatus
call SwapTurn
jr c, .no_carry
; check both attacks and decide which one
; can KO with Pluspower boost.
; if neither can KO, return no carry.
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
call .check_ko_with_pluspower
jr c, .kos_with_pluspower_1
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
call .check_ko_with_pluspower
jr c, .kos_with_pluspower_2
.no_carry
or a
ret
; first attack can KO with Pluspower.
.kos_with_pluspower_1
call .check_mr_mime
jr nc, .no_carry
xor a ; FIRST_ATTACK_OR_PKMN_POWER
scf
ret
; second attack can KO with Pluspower.
.kos_with_pluspower_2
call .check_mr_mime
jr nc, .no_carry
ld a, SECOND_ATTACK
scf
ret
; return carry if attack is useable and KOs
; defending Pokémon with Pluspower boost.
.check_ko_with_pluspower
farcall CheckIfSelectedAttackIsUnusable
jr c, .unusable
ld a, [wSelectedAttack]
farcall EstimateDamage_VersusDefendingCard
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld b, a
ld hl, wDamage
sub [hl]
jr c, .no_carry
jr z, .no_carry
ld a, [hl]
add 10 ; add Pluspower boost
ld c, a
ld a, b
sub c
ret c ; return carry if damage > HP left
ret nz ; does not KO
scf
ret ; KOs with Pluspower boost
.unusable
or a
ret
; returns carry if Pluspower boost does
; not exceed 30 damage when facing Mr. Mime.
.check_mr_mime
ld a, [wDamage]
add 10 ; add Pluspower boost
cp 30 ; no danger in preventing damage
ret c
call SwapTurn
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
call SwapTurn
ld a, e
cp MR_MIME
ret z
; damage is >= 30 but not Mr. Mime
scf
ret
; returns carry 7/10 of the time
; if selected attack is useable, can't KO without Pluspower boost
; can damage Mr. Mime even with Pluspower boost
; and has a minimum damage > 0.
; outputs in a the attack to use.
AIDecide_Pluspower2:
xor a
ldh [hTempPlayAreaLocation_ff9d], a
call .check_can_ko
jr nc, .no_carry
call .check_random
jr nc, .no_carry
call .check_mr_mime
jr nc, .no_carry
scf
ret
.no_carry
or a
ret
; returns carry if Pluspower boost does
; not exceed 30 damage when facing Mr. Mime.
.check_mr_mime
ld a, [wDamage]
add 10 ; add Pluspower boost
cp 30 ; no danger in preventing damage
ret c
call SwapTurn
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
call SwapTurn
ld a, e
cp MR_MIME
ret z
; damage is >= 30 but not Mr. Mime
scf
ret
; return carry if attack is useable but cannot KO.
.check_can_ko
farcall CheckIfSelectedAttackIsUnusable
jr c, .unusable
ld a, [wSelectedAttack]
farcall EstimateDamage_VersusDefendingCard
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld b, a
ld hl, wDamage
sub [hl]
jr c, .no_carry
jr z, .no_carry
; can't KO.
scf
ret
.unusable
or a
ret
; return carry 7/10 of the time if
; attack is useable and minimum damage > 0.
.check_random
farcall CheckIfSelectedAttackIsUnusable
jr c, .unusable
ld a, [wSelectedAttack]
farcall EstimateDamage_VersusDefendingCard
ld a, [wAIMinDamage]
cp 10
jr c, .unusable
ld a, 10
call Random
cp 3
ret
AIPlay_Switch:
ld a, [wCurrentAIFlags]
or AI_FLAG_USED_SWITCH
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
xor a
ld [wAIRetreatScore], a
ret
; returns carry if the active card has less energy cards
; than the retreat cost and if AI can't play an energy
; card from the hand to fulfill the cost
AIDecide_Switch:
; check if AI can already play an energy card from hand to retreat
ld a, [wAIPlayEnergyCardForRetreat]
or a
jr z, .check_cost_amount
; can't play energy card from hand to retreat
; compare number of energy cards attached to retreat cost
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
call GetPlayAreaCardRetreatCost
push af
ld e, PLAY_AREA_ARENA
farcall CountNumberOfEnergyCardsAttached
ld b, a
pop af
sub b
; jump if cards attached > retreat cost
jr c, .check_cost_amount
cp 2
; jump if retreat cost is 2 more energy cards
; than the number of cards attached
jr nc, .switch
.check_cost_amount
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
call GetPlayAreaCardRetreatCost
cp 3
; jump if retreat cost >= 3
jr nc, .switch
push af
ld e, PLAY_AREA_ARENA
farcall CountNumberOfEnergyCardsAttached
pop bc
cp b
; jump if energy cards attached < retreat cost
jr c, .switch
ret
.switch
farcall AIDecideBenchPokemonToSwitchTo
ccf
ret
AIPlay_GustOfWind:
ld a, [wCurrentAIFlags]
or AI_FLAG_USED_GUST_OF_WIND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_GustOfWind:
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetNonTurnDuelistVariable
dec a
or a
ret z ; no bench cards
; if used Gust Of Wind already,
; do not use it again.
ld a, [wPreviousAIFlags]
and AI_FLAG_USED_GUST_OF_WIND
ret nz
farcall CheckIfActivePokemonCanUseAnyNonResidualAttack
ret nc ; no non-residual attack can be used
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .check_id ; if can't KO
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry ; if KO attack is useable
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry ; if energy card is in hand
.check_id
; skip if current active card is MEW3 or MEWTWO1
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
cp MEW3
jr z, .no_carry
cp MEWTWO1
jr z, .no_carry
call .FindBenchCardToKnockOut
ret c
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
call .CheckIfNoAttackDealsDamage
jr c, .check_bench_energy
; skip if current arena card's color is
; the defending card's weakness
call GetArenaCardColor
call TranslateColorToWR
ld b, a
call SwapTurn
call GetArenaCardWeakness
call SwapTurn
and b
jr nz, .no_carry
; check weakness
call .FindBenchCardWithWeakness
ret nc ; no bench card weak to arena card
scf
ret ; found bench card weak to arena card
.no_carry
or a
ret
; being here means AI's arena card cannot damage player's arena card
; first check if there is a card in player's bench that
; has no attached energy cards and that the AI can damage
.check_bench_energy
; return carry if there's a bench card with weakness
call .FindBenchCardWithWeakness
ret c
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetNonTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
; loop through bench and check attached energy cards
.loop_1
inc e
dec d
jr z, .check_bench_hp
call SwapTurn
call GetPlayAreaCardAttachedEnergies
call SwapTurn
ld a, [wTotalAttachedEnergies]
or a
jr nz, .loop_1 ; skip if has energy attached
call .CheckIfCanDamageBenchedCard
jr nc, .loop_1
ld a, e
scf
ret
.check_bench_hp
ld a, $ff
ld [wce06], a
xor a
ld [wce08], a
ld e, a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetNonTurnDuelistVariable
ld d, a
; find bench card with least amount of available HP
.loop_2
inc e
dec d
jr z, .check_found
ld a, e
add DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld b, a
ld a, [wce06]
inc b
cp b
jr c, .loop_2
call .CheckIfCanDamageBenchedCard
jr nc, .loop_2
dec b
ld a, b
ld [wce06], a
ld a, e
ld [wce08], a
jr .loop_2
.check_found
ld a, [wce08]
or a
jr z, .no_carry
; a card was found
.set_carry
scf
ret
.check_can_damage
push bc
push hl
xor a ; PLAY_AREA_ARENA
farcall CheckIfCanDamageDefendingPokemon
pop hl
pop bc
jr nc, .loop_3
ld a, c
scf
ret
; returns carry if any of the player's
; benched cards is weak to color in b
; and has a way to damage it
.FindBenchCardWithWeakness
ld a, DUELVARS_BENCH
call GetNonTurnDuelistVariable
ld c, PLAY_AREA_ARENA
.loop_3
inc c
ld a, [hli]
cp $ff
jr z, .no_carry
call SwapTurn
call LoadCardDataToBuffer1_FromDeckIndex
call SwapTurn
ld a, [wLoadedCard1Weakness]
and b
jr nz, .check_can_damage
jr .loop_3
; returns carry if neither attack can deal damage
.CheckIfNoAttackDealsDamage
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
call .CheckIfAttackDealsNoDamage
jr c, .second_attack
ret
.second_attack
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
call .CheckIfAttackDealsNoDamage
jr c, .true
ret
.true
scf
ret
; returns carry if attack is Pokemon Power
; or otherwise doesn't deal any damage
.CheckIfAttackDealsNoDamage
ld a, [wSelectedAttack]
ld e, a
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
ld d, a
call CopyAttackDataAndDamage_FromDeckIndex
ld a, [wLoadedAttackCategory]
; skip if attack is a Power or has 0 damage
cp POKEMON_POWER
jr z, .no_damage
ld a, [wDamage]
or a
ret z
; check damage against defending card
ld a, [wSelectedAttack]
farcall EstimateDamage_VersusDefendingCard
ld a, [wAIMaxDamage]
or a
ret nz
.no_damage
scf
ret
; returns carry if there is a player's bench card that
; the opponent's current active card can KO
.FindBenchCardToKnockOut
ld a, DUELVARS_BENCH
call GetNonTurnDuelistVariable
ld e, PLAY_AREA_BENCH_1
.loop_4
ld a, [hli]
cp $ff
ret z
; overwrite the player's active card and its HP
; with the current bench card that is being checked
push hl
push de
ld b, a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
push af
ld [hl], b
ld a, e
add DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld b, a
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
push af
ld [hl], b
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
call .CheckIfAnyAttackKnocksOut
jr nc, .next
farcall CheckIfSelectedAttackIsUnusable
jr nc, .found
farcall LookForEnergyNeededForAttackInHand
jr c, .found
; the following two local routines can be condensed into one
; since they both revert the player's arena card
.next
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
pop af
ld [hl], a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
pop af
ld [hl], a
pop de
inc e
pop hl
jr .loop_4
; revert player's arena card and set carry
.found
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
pop af
ld [hl], a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
pop af
ld [hl], a
pop de
ld a, e
pop hl
scf
ret
; returns carry if any of arena card's attacks
; KOs player card in location stored in e
.CheckIfAnyAttackKnocksOut
xor a ; FIRST_ATTACK_OR_PKMN_POWER
call .CheckIfAttackKnocksOut
ret c
ld a, SECOND_ATTACK
; returns carry if attack KOs player card
; in location stored in e
.CheckIfAttackKnocksOut
push de
farcall EstimateDamage_VersusDefendingCard
pop de
ld a, DUELVARS_ARENA_CARD_HP
add e
call GetNonTurnDuelistVariable
ld hl, wDamage
sub [hl]
ret c
ret nz
scf
ret
; returns carry if opponent's arena card can damage
; this benched card if it were switched with
; the player's arena card
.CheckIfCanDamageBenchedCard
push bc
push de
push hl
; overwrite arena card data
ld a, e
add DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
ld b, a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
push af
ld [hl], b
; overwrite arena card HP
ld a, e
add DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld b, a
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
push af
ld [hl], b
xor a ; PLAY_AREA_ARENA
farcall CheckIfCanDamageDefendingPokemon
jr c, .can_damage
; the following two local routines can be condensed into one
; since they both revert the player's arena card
; can't damage
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
pop af
ld [hl], a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
pop af
ld [hl], a
pop hl
pop de
pop bc
or a
ret
.can_damage
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
pop af
ld [hl], a
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
pop af
ld [hl], a
pop hl
pop de
pop bc
scf
ret
AIPlay_Bill:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; return carry if cards in deck > 9
AIDecide_Bill:
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp DECK_SIZE - 9
ret
AIPlay_EnergyRemoval:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; picks an energy card in the player's Play Area to remove
AIDecide_EnergyRemoval:
; check if the current active card can KO player's card
; if it's possible to KO, then do not consider the player's
; active card to remove its attached energy
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .cannot_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .can_ko
farcall LookForEnergyNeededForAttackInHand
jr nc, .cannot_ko
.can_ko
; start checking from the bench
ld a, PLAY_AREA_BENCH_1
ld [wce0f], a
jr .check_bench_energy
.cannot_ko
; start checking from the arena card
xor a ; PLAY_AREA_ARENA
ld [wce0f], a
; loop each card and check if it has enough energy to use any attack
; if it does, then proceed to pick an energy card to remove
.check_bench_energy
call SwapTurn
ld a, [wce0f]
ld e, a
.loop_1
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
jr z, .default
ld d, a
call .CheckIfCardHasEnergyAttached
jr nc, .next_1
call .CheckIfNotEnoughEnergyToAttack
jr nc, .pick_energy ; jump if enough energy to attack
.next_1
inc e
jr .loop_1
.pick_energy
; a play area card was picked to remove energy
; store the picked energy card to remove in wce1a
; and set carry
ld a, e
push af
call PickAttachedEnergyCardToRemove
ld [wce1a], a
pop af
call SwapTurn
scf
ret
; if no card in player's Play Area was found with enough energy
; to attack, just pick an energy card from player's active card
; (in case the AI cannot KO it this turn)
.default
ld a, [wce0f]
or a
jr nz, .check_bench_damage ; not active card
call .CheckIfCardHasEnergyAttached
jr c, .pick_energy
; lastly, check what attack on player's Play Area is highest damaging
; and pick an energy card attached to that Pokemon to remove
.check_bench_damage
xor a
ld [wce06], a
ld [wce08], a
ld e, PLAY_AREA_BENCH_1
.loop_2
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
jr z, .found_damage
ld d, a
call .CheckIfCardHasEnergyAttached
jr nc, .next_2
call .FindHighestDamagingAttack
.next_2
inc e
jr .loop_2
.found_damage
ld a, [wce08]
or a
jr z, .no_carry ; skip if none found
ld e, a
jr .pick_energy
.no_carry
call SwapTurn
or a
ret
; returns carry if this card has any energy cards attached
.CheckIfCardHasEnergyAttached
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
or a
ret z
scf
ret
; returns carry if this card does not
; have enough energy for either of its attacks
.CheckIfNotEnoughEnergyToAttack
push de
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr nc, .enough_energy
pop de
push de
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr nc, .check_surplus
pop de
; neither attack has enough energy
scf
ret
.enough_energy
pop de
or a
ret
; first attack doesn't have enough energy (or is just a Pokemon Power)
; but second attack has enough energy to be used
; check if there's surplus energy for attack and, if so, return carry
.check_surplus
farcall CheckIfNoSurplusEnergyForAttack
pop de
ccf
ret
; stores in wce06 the highest damaging attack
; for the card in play area location in e
; and stores this card's location in wce08
.FindHighestDamagingAttack
push de
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
xor a ; FIRST_ATTACK_OR_PKMN_POWER
farcall EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jr z, .skip_1
ld e, a
ld a, [wce06]
cp e
jr nc, .skip_1
ld a, e
ld [wce06], a ; store this damage value
pop de
ld a, e
ld [wce08], a ; store this location
jr .second_attack
.skip_1
pop de
.second_attack
push de
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
ld a, SECOND_ATTACK
farcall EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jr z, .skip_2
ld e, a
ld a, [wce06]
cp e
jr nc, .skip_2
ld a, e
ld [wce06], a ; store this damage value
pop de
ld a, e
ld [wce08], a ; store this location
ret
.skip_2
pop de
ret
AIPlay_SuperEnergyRemoval:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wce1b]
ldh [hTempRetreatCostCards], a
ld a, [wce1c]
ldh [hTempRetreatCostCards + 1], a
ld a, [wce1d]
ldh [hTempRetreatCostCards + 2], a
ld a, $ff
ldh [hTempRetreatCostCards + 3], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; picks two energy cards in the player's Play Area to remove
AIDecide_SuperEnergyRemoval:
ld e, PLAY_AREA_BENCH_1
.loop_1
; first find an Arena card with a color energy card
; to discard for card effect
; return immediately if no Arena cards
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
jr z, .exit
ld d, a
push de
call .LookForNonDoubleColorless
pop de
jr c, .not_double_colorless
inc e
jr .loop_1
; returns carry if an energy card other than double colorless
; is found attached to the card in play area location e
.LookForNonDoubleColorless
ld a, e
call CreateArenaOrBenchEnergyCardList
ld hl, wDuelTempList
.loop_2
ld a, [hli]
cp $ff
ret z
call LoadCardDataToBuffer1_FromDeckIndex
cp DOUBLE_COLORLESS_ENERGY
; any basic energy card
; will set carry flag here
jr nc, .loop_2
ret
.exit
or a
ret
; card in Play Area location e was found with
; a basic energy card
.not_double_colorless
ld a, e
ld [wce0f], a
; check if the current active card can KO player's card
; if it's possible to KO, then do not consider the player's
; active card to remove its attached energy
xor a ; PLAY_AREA_ARENA
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .cannot_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .can_ko
farcall LookForEnergyNeededForAttackInHand
jr nc, .cannot_ko
.can_ko
; start checking from the bench
call SwapTurn
ld e, PLAY_AREA_BENCH_1
jr .loop_3
.cannot_ko
; start checking from the arena card
call SwapTurn
ld e, PLAY_AREA_ARENA
; loop each card and check if it has enough energy to use any attack
; if it does, then proceed to pick energy cards to remove
.loop_3
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
jr z, .no_carry
ld d, a
call .CheckIfFewerThanTwoEnergyCards
jr c, .next_1
call .CheckIfNotEnoughEnergyToAttack
jr nc, .found_card ; jump if enough energy to attack
.next_1
inc e
jr .loop_3
.found_card
; a play area card was picked to remove energy
; if this is not the Arena Card, then check
; entire bench to pick the highest damage
ld a, e
or a
jr nz, .check_bench_damage
; store the picked energy card to remove in wce1a
; and set carry
.pick_energy
ld [wce1b], a
call PickTwoAttachedEnergyCards
ld [wce1c], a
ld a, b
ld [wce1d], a
call SwapTurn
ld a, [wce0f]
push af
call AIPickEnergyCardToDiscard
ld [wce1a], a
pop af
scf
ret
; check what attack on player's Play Area is highest damaging
; and pick an energy card attached to that Pokemon to remove
.check_bench_damage
xor a
ld [wce06], a
ld [wce08], a
ld e, PLAY_AREA_BENCH_1
.loop_4
ld a, DUELVARS_ARENA_CARD
add e
call GetTurnDuelistVariable
cp $ff
jr z, .found_damage
ld d, a
call .CheckIfFewerThanTwoEnergyCards
jr c, .next_2
call .CheckIfNotEnoughEnergyToAttack
jr c, .next_2
call .FindHighestDamagingAttack
.next_2
inc e
jr .loop_4
.found_damage
ld a, [wce08]
or a
jr z, .no_carry
jr .pick_energy
.no_carry
call SwapTurn
or a
ret
; returns carry if the number of energy cards attached
; is fewer than 2, or if all energy combined yields
; fewer than 2 energy
.CheckIfFewerThanTwoEnergyCards
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
cp 2
ret c ; return if fewer than 2 attached cards
; count all energy attached
; i.e. colored energy card = 1
; and double colorless energy card = 2
xor a
ld b, NUM_COLORED_TYPES
ld hl, wAttachedEnergies
.loop_5
add [hl]
inc hl
dec b
jr nz, .loop_5
ld b, [hl]
srl b
add b
cp 2
ret
; returns carry if this card does not
; have enough energy for either of its attacks
.CheckIfNotEnoughEnergyToAttack
push de
xor a ; FIRST_ATTACK_OR_PKMN_POWER
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr nc, .enough_energy
pop de
push de
ld a, SECOND_ATTACK
ld [wSelectedAttack], a
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
farcall CheckEnergyNeededForAttack
jr nc, .check_surplus
pop de
; neither attack has enough energy
scf
ret
.enough_energy
pop de
or a
ret
; first attack doesn't have enough energy (or is just a Pokemon Power)
; but second attack has enough energy to be used
; check if there's surplus energy for attack and, if so,
; return carry if this surplus energy is at least 2
.check_surplus
farcall CheckIfNoSurplusEnergyForAttack
cp 2
jr c, .enough_energy
pop de
scf
ret
; stores in wce06 the highest damaging attack
; for the card in play area location in e
; and stores this card's location in wce08
.FindHighestDamagingAttack
push de
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
xor a ; FIRST_ATTACK_OR_PKMN_POWER
farcall EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jr z, .skip_1
ld e, a
ld a, [wce06]
cp e
jr nc, .skip_1
ld a, e
ld [wce06], a ; store this damage value
pop de
ld a, e
ld [wce08], a ; store this location
jr .second_attack
.skip_1
pop de
.second_attack
push de
ld a, e
ldh [hTempPlayAreaLocation_ff9d], a
ld a, SECOND_ATTACK
farcall EstimateDamage_VersusDefendingCard
ld a, [wDamage]
or a
jr z, .skip_2
ld e, a
ld a, [wce06]
cp e
jr nc, .skip_2
ld a, e
ld [wce06], a ; store this damage value
pop de
ld a, e
ld [wce08], a ; store this location
ret
.skip_2
pop de
ret
AIPlay_PokemonBreeder:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wce1a]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_PokemonBreeder:
call IsPrehistoricPowerActive
jp c, .done
ld a, 7
ld hl, wce08
call ClearMemory_Bank8
xor a
ld [wce06], a
call CreateHandCardList
ld hl, wDuelTempList
.loop_hand_1
ld a, [hli]
cp $ff
jr z, .not_found_in_hand
; check if card in hand is any of the following
; stage 2 Pokemon cards
ld d, a
call LoadCardDataToBuffer1_FromDeckIndex
cp VENUSAUR1
jr z, .found
cp VENUSAUR2
jr z, .found
cp BLASTOISE
jr z, .found
cp VILEPLUME
jr z, .found
cp ALAKAZAM
jr z, .found
cp GENGAR
jr nz, .loop_hand_1
.found
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
push hl
call GetTurnDuelistVariable
pop hl
ld c, a
ld e, PLAY_AREA_ARENA
; check Play Area for card that can evolve into
; the picked stage 2 Pokemon
.loop_play_area_1
push hl
push bc
push de
call CheckIfCanEvolveInto_BasicToStage2
pop de
call nc, .can_evolve
pop bc
pop hl
inc e
dec c
jr nz, .loop_play_area_1
jr .loop_hand_1
.can_evolve
ld a, DUELVARS_ARENA_CARD_HP
add e
call GetTurnDuelistVariable
call ConvertHPToCounters
swap a
ld b, a
; count number of energy cards attached and keep
; the lowest 4 bits (capped at $0f)
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
cp $10
jr c, .not_maxed_out
ld a, %00001111
.not_maxed_out
or b
; 4 high bits of a = HP counters Pokemon still has
; 4 low bits of a = number of energy cards attached
; store this score in wce08 + PLAY_AREA*
ld hl, wce08
ld c, e
ld b, $00
add hl, bc
ld [hl], a
; store the deck index of stage 2 Pokemon in wce0f + PLAY_AREA*
ld hl, wce0f
add hl, bc
ld [hl], d
; increase wce06 by one
ld hl, wce06
inc [hl]
ret
.not_found_in_hand
ld a, [wce06]
or a
jr z, .check_evolution_and_dragonite
; an evolution has been found before
xor a
ld [wce06], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld c, a
ld e, $00
ld d, $00
; find highest score in wce08
.loop_score_1
ld hl, wce08
add hl, de
ld a, [wce06]
cp [hl]
jr nc, .not_higher
; store this score to wce06
ld a, [hl]
ld [wce06], a
; store this PLay Area location to wce07
ld a, e
ld [wce07], a
.not_higher
inc e
dec c
jr nz, .loop_score_1
; store the deck index of the stage 2 card
; that has been decided in wce1a,
; return the Play Area location of card
; to evolve in a and return carry
ld a, [wce07]
ld e, a
ld hl, wce0f
add hl, de
ld a, [hl]
ld [wce1a], a
ld a, [wce07]
scf
ret
.check_evolution_and_dragonite
ld a, 7
ld hl, wce08
call ClearMemory_Bank8
xor a
ld [wce06], a
call CreateHandCardList
ld hl, wDuelTempList
push hl
.loop_hand_2
pop hl
ld a, [hli]
cp $ff
jr z, .check_evolution_found
push hl
ld d, a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld c, a
ld e, PLAY_AREA_ARENA
.loop_play_area_2
; check if evolution is possible
push bc
push de
call CheckIfCanEvolveInto_BasicToStage2
pop de
call nc, .HandleDragonite1Evolution
call nc, .can_evolve
; not possible to evolve or returned carry
; when handling Dragonite1 evolution
pop bc
inc e
dec c
jr nz, .loop_play_area_2
jr .loop_hand_2
.check_evolution_found
ld a, [wce06]
or a
jr nz, .evolution_was_found
; no evolution was found before
or a
ret
.evolution_was_found
xor a
ld [wce06], a
ld a, $ff
ld [wce07], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld c, a
ld e, $00
ld d, $00
; find highest score in wce08 with at least
; 2 energy cards attached
.loop_score_2
ld hl, wce08
add hl, de
ld a, [wce06]
cp [hl]
jr nc, .next_score
; take the lower 4 bits (total energy cards)
; and skip if less than 2
ld a, [hl]
ld b, a
and %00001111
cp 2
jr c, .next_score
; has at least 2 energy cards
; store the score in wce06
ld a, b
ld [wce06], a
; store this PLay Area location to wce07
ld a, e
ld [wce07], a
.next_score
inc e
dec c
jr nz, .loop_score_2
ld a, [wce07]
cp $ff
jr z, .done
; a card to evolve was found
; store the deck index of the stage 2 card
; that has been decided in wce1a,
; return the Play Area location of card
; to evolve in a and return carry
ld e, a
ld hl, wce0f
add hl, de
ld a, [hl]
ld [wce1a], a
ld a, [wce07]
scf
ret
.done
or a
ret
; return carry if card is evolving to Dragonite1 and if
; - the card that is evolving is not Arena card and
; number of damage counters in Play Area is under 8;
; - the card that is evolving is Arena card and has under 5
; damage counters or has less than 3 energy cards attached.
.HandleDragonite1Evolution
push af
push bc
push de
push hl
push de
; check card ID
ld a, d
call GetCardIDFromDeckIndex
ld a, e
pop de
cp DRAGONITE1
jr nz, .no_carry
; check card Play Area location
ld a, e
or a
jr z, .active_card_dragonite
; the card that is evolving is not active card
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld b, a
ld c, 0
; count damage counters in Play Area
.loop_play_area_damage
dec b
ld e, b
push bc
call GetCardDamageAndMaxHP
pop bc
call ConvertHPToCounters
add c
ld c, a
ld a, b
or a
jr nz, .loop_play_area_damage
; compare number of total damage counters
; with 7, if less or equal to that, set carry
ld a, 7
cp c
jr c, .no_carry
jr .set_carry
.active_card_dragonite
; the card that is evolving is active card
; compare number of this card's damage counters
; with 5, if less than that, set carry
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
cp 5
jr c, .set_carry
; compare number of this card's attached energy cards
; with 3, if less than that, set carry
ld e, PLAY_AREA_ARENA
farcall CountNumberOfEnergyCardsAttached
cp 3
jr c, .set_carry
jr .no_carry
.no_carry
pop hl
pop de
pop bc
pop af
ret
.set_carry
pop hl
pop de
pop bc
pop af
scf
ret
AIPlay_ProfessorOak:
ld a, [wCurrentAIFlags]
or AI_FLAG_USED_PROFESSOR_OAK | AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; sets carry if AI determines a score of playing
; Professor Oak is over a certain threshold.
AIDecide_ProfessorOak:
; return if cards in deck <= 6
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp DECK_SIZE - 6
ret nc
ld a, [wOpponentDeckID]
cp LEGENDARY_ARTICUNO_DECK_ID
jp z, .HandleLegendaryArticunoDeck
cp EXCAVATION_DECK_ID
jp z, .HandleExcavationDeck
cp WONDERS_OF_SCIENCE_DECK_ID
jp z, .HandleWondersOfScienceDeck
; return if cards in deck <= 14
.check_cards_deck
ld a, [hl]
cp DECK_SIZE - 14
ret nc
; initialize score
ld a, $1e
ld [wce06], a
; check number of cards in hand
.check_cards_hand
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 4
jr nc, .more_than_3_cards
; less than 4 cards in hand
ld a, [wce06]
add $32
ld [wce06], a
jr .check_energy_cards
.more_than_3_cards
cp 9
jr c, .check_energy_cards
; more than 8 cards
ld a, [wce06]
sub $1e
ld [wce06], a
.check_energy_cards
farcall CreateEnergyCardListFromHand
jr nc, .handle_blastoise
; no energy cards in hand
ld a, [wce06]
add $28
ld [wce06], a
.handle_blastoise
ld a, MUK
call CountPokemonIDInBothPlayAreas
jr c, .check_hand
; no Muk in Play Area
ld a, BLASTOISE
call CountPokemonIDInPlayArea
jr nc, .check_hand
; at least one Blastoise in AI Play Area
ld a, WATER_ENERGY
farcall LookForCardIDInHand
jr nc, .check_hand
; no Water energy in hand
ld a, [wce06]
add $0a
ld [wce06], a
; this part seems buggy
; the AI loops through all the cards in hand and checks
; if any of them is not a Pokemon card and has Basic stage.
; it seems like the intention was that if there was
; any Basic Pokemon still in hand, the AI would add to the score.
.check_hand
call CreateHandCardList
ld hl, wDuelTempList
.loop_hand
ld a, [hli]
cp $ff
jr z, .check_evolution
call LoadCardDataToBuffer1_FromDeckIndex
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr c, .loop_hand ; bug, should be jr nc
ld a, [wLoadedCard1Stage]
or a
jr nz, .loop_hand
ld a, [wce06]
add $0a
ld [wce06], a
.check_evolution
xor a
ld [wce0f], a
ld [wce0f + 1], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
.loop_play_area
push de
call .LookForEvolution
pop de
jr nc, .not_in_hand
; there's a card in hand that can evolve
ld a, $01
ld [wce0f], a
.not_in_hand
; check if a card that can evolve was found at all
; if not, go to the next card in the Play Area
ld a, [wce08]
cp $01
jr nz, .next_play_area
; if it was found, set wce0f + 1 to $01
ld a, $01
ld [wce0f + 1], a
.next_play_area
inc e
dec d
jr nz, .loop_play_area
; if a card was found that evolves...
ld a, [wce0f + 1]
or a
jr z, .check_score
; ...but that card is not in the hand...
ld a, [wce0f]
or a
jr nz, .check_score
; ...add to the score
ld a, [wce06]
add $0a
ld [wce06], a
; only return carry if score > $3c
.check_score
ld a, [wce06]
ld b, $3c
cp b
jr nc, .set_carry
or a
ret
.set_carry
scf
ret
; return carry if there's a card in the hand that
; can evolve the card in Play Area location in e.
; sets wce08 to $01 if any card is found that can
; evolve regardless of card location.
.LookForEvolution
xor a
ld [wce08], a
ld d, 0
; loop through the whole deck to check if there's
; a card that can evolve this Pokemon.
.loop_deck_evolution
push de
call CheckIfCanEvolveInto
pop de
jr nc, .can_evolve
.evolution_not_in_hand
inc d
ld a, DECK_SIZE
cp d
jr nz, .loop_deck_evolution
or a
ret
; a card was found that can evolve, set wce08 to $01
; and if the card is in the hand, return carry.
; otherwise resume looping through deck.
.can_evolve
ld a, $01
ld [wce08], a
ld a, DUELVARS_CARD_LOCATIONS
add d
call GetTurnDuelistVariable
cp CARD_LOCATION_HAND
jr nz, .evolution_not_in_hand
scf
ret
; handles Legendary Articuno Deck AI logic.
.HandleLegendaryArticunoDeck
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 3
jr nc, .check_playable_cards
; has less than 3 Pokemon in Play Area.
push af
call CreateHandCardList
pop af
ld d, a
ld e, PLAY_AREA_ARENA
; if no cards in hand evolve cards in Play Area,
; returns carry.
.loop_play_area_articuno
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
farcall CheckForEvolutionInList
pop de
jr c, .check_playable_cards
inc e
ld a, d
cp e
jr nz, .loop_play_area_articuno
.set_carry_articuno
scf
ret
; if there are more than 3 energy cards in hand,
; return no carry, otherwise check for playable cards.
.check_playable_cards
call CountOppEnergyCardsInHand
cp 4
jr nc, .no_carry_articuno
; remove both Professor Oak cards from list
; before checking for playable cards
call CreateHandCardList
ld hl, wDuelTempList
ld e, PROFESSOR_OAK
farcall RemoveCardIDInList
ld e, PROFESSOR_OAK
farcall RemoveCardIDInList
; look in hand for cards that can be played.
; if a card that cannot be played is found, return no carry.
; otherwise return carry.
.loop_hand_articuno
ld a, [hli]
cp $ff
jr z, .set_carry_articuno
push hl
farcall CheckIfCardCanBePlayed
pop hl
jr c, .loop_hand_articuno
.no_carry_articuno
or a
ret
; handles Excavation deck AI logic.
; sets score depending on whether there's no
; Mysterious Fossil in play and in hand.
.HandleExcavationDeck
; return no carry if cards in deck < 15
ld a, [hl]
cp 46
ret nc
; look for Mysterious Fossil
ld a, MYSTERIOUS_FOSSIL
call LookForCardIDInHandAndPlayArea
jr c, .found_mysterious_fossil
ld a, $50
ld [wce06], a
jp .check_cards_hand
.found_mysterious_fossil
ld a, $1e
ld [wce06], a
jp .check_cards_hand
; handles Wonders of Science AI logic.
; if there's either Grimer or Muk in hand,
; do not play Professor Oak.
.HandleWondersOfScienceDeck
ld a, GRIMER
call LookForCardIDInHandList_Bank8
jr c, .found_grimer_or_muk
ld a, MUK
call LookForCardIDInHandList_Bank8
jr c, .found_grimer_or_muk
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
jp .check_cards_deck
.found_grimer_or_muk
or a
ret
AIPlay_EnergyRetrieval:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wce1b]
ldh [hTempRetreatCostCards], a
cp $ff
jr z, .asm_20e68
ld a, $ff
ldh [$ffa3], a
.asm_20e68
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; checks whether AI can play Energy Retrieval and
; picks the energy cards from the discard pile,
; and duplicate cards in hand to discard.
AIDecide_EnergyRetrieval:
; return no carry if no cards in hand
farcall CreateEnergyCardListFromHand
jp nc, .no_carry
; handle Go Go Rain Dance deck
; return no carry if there's no Muk card in play and
; if there's no Blastoise card in Play Area
; if there's a Muk in play, continue as normal
ld a, [wOpponentDeckID]
cp GO_GO_RAIN_DANCE_DECK_ID
jr nz, .start
ld a, MUK
call CountPokemonIDInBothPlayAreas
jr c, .start
ld a, BLASTOISE
call CountPokemonIDInPlayArea
jp nc, .no_carry
.start
; find duplicate cards in hand
call CreateHandCardList
ld hl, wDuelTempList
call FindDuplicateCards
jp c, .no_carry
ld [wce06], a
ld a, CARD_LOCATION_DISCARD_PILE
call FindBasicEnergyCardsInLocation
jp c, .no_carry
; some basic energy cards were found in Discard Pile
ld a, $ff
ld [wce1a], a
ld [wce1b], a
ld [wce1c], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
; first check if there are useful energy cards in the list
; and choose them for retrieval first
.loop_play_area
ld a, DUELVARS_ARENA_CARD
add e
push de
; load this card's ID in wTempCardID
; and this card's Type in wTempCardType
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
ld [wTempCardID], a
call LoadCardDataToBuffer1_FromCardID
pop de
ld a, [wLoadedCard1Type]
or TYPE_ENERGY
ld [wTempCardType], a
; loop the energy cards in the Discard Pile
; and check if they are useful for this Pokemon
ld hl, wDuelTempList
.loop_energy_cards_1
ld a, [hli]
cp $ff
jr z, .next_play_area
ld b, a
push hl
farcall CheckIfEnergyIsUseful
pop hl
jr nc, .loop_energy_cards_1
ld a, [wce1a]
cp $ff
jr nz, .second_energy_1
; check if there were already chosen cards,
; if this is the second chosen card, return carry
; first energy card found
ld a, b
ld [wce1a], a
call RemoveCardFromList
jr .next_play_area
.second_energy_1
ld a, b
ld [wce1b], a
jr .set_carry
.next_play_area
inc e
dec d
jr nz, .loop_play_area
; next, if there are still energy cards left to choose,
; loop through the energy cards again and select
; them in order.
ld hl, wDuelTempList
.loop_energy_cards_2
ld a, [hli]
cp $ff
jr z, .check_chosen
ld b, a
ld a, [wce1a]
cp $ff
jr nz, .second_energy_2
ld a, b
ld [wce1a], a
call RemoveCardFromList
jr .loop_energy_cards_2
.second_energy_2
ld a, b
ld [wce1b], a
jr .set_carry
; will set carry if at least one has been chosen
.check_chosen
ld a, [wce1a]
cp $ff
jr nz, .set_carry
.no_carry
or a
ret
.set_carry
ld a, [wce06]
scf
ret
; remove an element from the list
; and shortens it accordingly
; input:
; hl = pointer to element after the one to remove
RemoveCardFromList:
push de
ld d, h
ld e, l
dec hl
push hl
.loop_remove
ld a, [de]
ld [hli], a
cp $ff
jr z, .done_remove
inc de
jr .loop_remove
.done_remove
pop hl
pop de
ret
; finds duplicates in card list in hl.
; if a duplicate of Pokemon cards are found, return in
; a the deck index of the second one.
; otherwise, if a duplicate of non-Pokemon cards are found
; return in a the deck index of the second one.
; if no duplicates found, return carry.
; input:
; hl = list to look in
; output:
; a = deck index of duplicate card
FindDuplicateCards:
ld a, $ff
ld [wce0f], a
ld [wce0f + 1], a
push hl
.loop_outer
; get ID of current card
pop hl
ld a, [hli]
cp $ff
jr z, .check_found
call GetCardIDFromDeckIndex
ld b, e
push hl
; loop the rest of the list to find
; another card with the same ID
.loop_inner
ld a, [hli]
cp $ff
jr z, .loop_outer
ld c, a
call GetCardIDFromDeckIndex
ld a, e
cp b
jr nz, .loop_inner
; found two cards with same ID
push bc
call GetCardType
pop bc
cp TYPE_ENERGY
jr c, .not_energy
; they are energy or trainer cards
; loads wce0f+1 with this card deck index
ld a, c
ld [wce0f + 1], a
jr .loop_outer
.not_energy
; they are Pokemon cards
; loads wce0f with this card deck index
ld a, c
ld [wce0f], a
jr .loop_outer
.check_found
ld a, [wce0f]
cp $ff
jr nz, .no_carry
ld a, [wce0f + 1]
cp $ff
jr nz, .no_carry
; only set carry if duplicate cards were not found
scf
ret
.no_carry
; two cards with the same ID were found
; of either Pokemon or Non-Pokemon cards
or a
ret
AIPlay_SuperEnergyRetrieval:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wce1b]
ldh [hTempRetreatCostCards], a
ld a, [wce1c]
ldh [$ffa3], a
cp $ff
jr z, .asm_20fbb
ld a, [wce1d]
ldh [$ffa4], a
cp $ff
jr z, .asm_20fbb
ld a, [wce1e]
ldh [$ffa5], a
cp $ff
jr z, .asm_20fbb
ld a, $ff
ldh [$ffa6], a
.asm_20fbb
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_SuperEnergyRetrieval:
; return no carry if no cards in hand
farcall CreateEnergyCardListFromHand
jp nc, .no_carry
; handle Go Go Rain Dance deck
; return no carry if there's no Muk card in play and
; if there's no Blastoise card in Play Area
; if there's a Muk in play, continue as normal
ld a, [wOpponentDeckID]
cp GO_GO_RAIN_DANCE_DECK_ID
jr nz, .start
ld a, MUK
call CountPokemonIDInBothPlayAreas
jr c, .start
ld a, BLASTOISE
call CountPokemonIDInPlayArea
jp nc, .no_carry
.start
; find duplicate cards in hand
call CreateHandCardList
ld hl, wDuelTempList
call FindDuplicateCards
jp c, .no_carry
; remove the duplicate card in hand
; and run the hand check again
ld [wce06], a
ld hl, wDuelTempList
call FindAndRemoveCardFromList
call FindDuplicateCards
jp c, .no_carry
ld [wce08], a
ld a, CARD_LOCATION_DISCARD_PILE
call FindBasicEnergyCardsInLocation
jp c, .no_carry
; some basic energy cards were found in Discard Pile
ld a, $ff
ld [wce1b], a
ld [wce1c], a
ld [wce1d], a
ld [wce1e], a
ld [wce1f], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
; first check if there are useful energy cards in the list
; and choose them for retrieval first
.loop_play_area
ld a, DUELVARS_ARENA_CARD
add e
push de
; load this card's ID in wTempCardID
; and this card's Type in wTempCardType
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
ld [wTempCardID], a
call LoadCardDataToBuffer1_FromCardID
pop de
ld a, [wLoadedCard1Type]
or TYPE_ENERGY
ld [wTempCardType], a
; loop the energy cards in the Discard Pile
; and check if they are useful for this Pokemon
ld hl, wDuelTempList
.loop_energy_cards_1
ld a, [hli]
cp $ff
jr z, .next_play_area
ld b, a
push hl
farcall CheckIfEnergyIsUseful
pop hl
jr nc, .loop_energy_cards_1
; first energy
ld a, [wce1b]
cp $ff
jr nz, .second_energy_1
ld a, b
ld [wce1b], a
call RemoveCardFromList
jr .next_play_area
.second_energy_1
ld a, [wce1c]
cp $ff
jr nz, .third_energy_1
ld a, b
ld [wce1c], a
call RemoveCardFromList
jr .next_play_area
.third_energy_1
ld a, [wce1d]
cp $ff
jr nz, .fourth_energy_1
ld a, b
ld [wce1d], a
call RemoveCardFromList
jr .next_play_area
.fourth_energy_1
ld a, b
ld [wce1e], a
jr .set_carry
.next_play_area
inc e
dec d
jr nz, .loop_play_area
; next, if there are still energy cards left to choose,
; loop through the energy cards again and select
; them in order.
ld hl, wDuelTempList
.loop_energy_cards_2
ld a, [hli]
cp $ff
jr z, .check_chosen
ld b, a
ld a, [wce1b]
cp $ff
jr nz, .second_energy_2
ld a, b
; first energy
ld [wce1b], a
call RemoveCardFromList
jr .loop_energy_cards_2
.second_energy_2
ld a, [wce1c]
cp $ff
jr nz, .third_energy_2
ld a, b
ld [wce1c], a
call RemoveCardFromList
jr .loop_energy_cards_2
.third_energy_2
ld a, [wce1d]
cp $ff
jr nz, .fourth_energy
ld a, b
ld [wce1d], a
call RemoveCardFromList
jr .loop_energy_cards_2
.fourth_energy
ld a, b
ld [wce1e], a
jr .set_carry
; will set carry if at least one has been chosen
.check_chosen
ld a, [wce1b]
cp $ff
jr nz, .set_carry
.no_carry
or a
ret
.set_carry
ld a, [wce08]
ld [wce1a], a
ld a, [wce06]
scf
ret
; finds the card with deck index a in list hl,
; and removes it from the list.
; the card HAS to exist in the list, since this
; routine does not check for the terminating byte $ff!
; input:
; a = card deck index to look
; hl = pointer to list of cards
FindAndRemoveCardFromList:
push hl
ld b, a
.loop_duplicate
ld a, [hli]
cp b
jr nz, .loop_duplicate
call RemoveCardFromList
pop hl
ret
AIPlay_PokemonCenter:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_PokemonCenter:
xor a
ldh [hTempPlayAreaLocation_ff9d], a
; return if active Pokemon can KO player's card.
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .start
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry
.start
xor a
ld [wce06], a
ld [wce08], a
ld [wce0f], a
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
.loop_play_area
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
call LoadCardDataToBuffer1_FromDeckIndex
ld a, e ; useless instruction
pop de
; get this Pokemon's current HP in number of counters
; and add it to the total.
ld a, [wLoadedCard1HP]
call ConvertHPToCounters
ld b, a
ld a, [wce06]
add b
ld [wce06], a
; get this Pokemon's current damage counters
; and add it to the total.
call GetCardDamageAndMaxHP
call ConvertHPToCounters
ld b, a
ld a, [wce08]
add b
ld [wce08], a
; get this Pokemon's number of attached energy cards
; and add it to the total.
; if there's overflow, return no carry.
call GetPlayAreaCardAttachedEnergies
ld a, [wTotalAttachedEnergies]
ld b, a
ld a, [wce0f]
add b
jr c, .no_carry
ld [wce0f], a
inc e
dec d
jr nz, .loop_play_area
; if (number of damage counters / 2) < (total energy cards attached)
; return no carry.
ld a, [wce08]
srl a
ld hl, wce0f
cp [hl]
jr c, .no_carry
; if (number of HP counters * 6 / 10) >= (number of damage counters)
; return no carry.
ld a, [wce06]
ld l, a
ld h, 6
call HtimesL
call CalculateWordTensDigit
ld a, l
ld hl, wce08
cp [hl]
jr nc, .no_carry
scf
ret
.no_carry
or a
ret
AIPlay_ImposterProfessorOak:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; sets carry depending on player's number of cards
; in deck in in hand.
AIDecide_ImposterProfessorOak:
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetNonTurnDuelistVariable
cp DECK_SIZE - 14
jr c, .more_than_14_cards
; if player has less than 14 cards in deck, only
; set carry if number of cards in their hands < 6
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetNonTurnDuelistVariable
cp 6
jr c, .set_carry
.no_carry
or a
ret
; if player has more than 14 cards in deck, only
; set carry if number of cards in their hands >= 9
.more_than_14_cards
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetNonTurnDuelistVariable
cp 9
jr c, .no_carry
.set_carry
scf
ret
AIPlay_EnergySearch:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; AI checks for playing Energy Search
AIDecide_EnergySearch:
farcall CreateEnergyCardListFromHand
jr c, .start
call .CheckForUsefulEnergyCards
jr c, .start
; there are energy cards in hand and at least
; one of them is useful to a card in Play Area
.no_carry
or a
ret
.start
ld a, [wOpponentDeckID]
cp HEATED_BATTLE_DECK_ID
jr z, .heated_battle
cp WONDERS_OF_SCIENCE_DECK_ID
jr z, .wonders_of_science
; if no energy cards in deck, return no carry
ld a, CARD_LOCATION_DECK
call FindBasicEnergyCardsInLocation
jr c, .no_carry
; if any of the energy cards in deck is useful
; return carry right away...
call .CheckForUsefulEnergyCards
jr c, .no_useful
scf
ret
; ...otherwise save the list in a before return carry.
.no_useful
ld a, [wDuelTempList]
scf
ret
; Heated Battle deck only searches for Fire and Lightning
; if they are found to be useful to some card in Play Area
.heated_battle
ld a, CARD_LOCATION_DECK
call FindBasicEnergyCardsInLocation
jr c, .no_carry
call .CheckUsefulFireOrLightningEnergy
jr c, .no_carry
scf
ret
; this subroutine has a bug.
; it was supposed to use the .CheckUsefulGrassEnergy subroutine
; but uses .CheckUsefulFireOrLightningEnergy instead.
.wonders_of_science
ld a, CARD_LOCATION_DECK
call FindBasicEnergyCardsInLocation
jr c, .no_carry
call .CheckUsefulFireOrLightningEnergy
jr c, .no_carry
scf
ret
; return carry if cards in wDuelTempList are not
; useful to any of the Play Area Pokemon
.CheckForUsefulEnergyCards
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
.loop_play_area_1
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
; store ID and type of card
call GetCardIDFromDeckIndex
ld a, e
ld [wTempCardID], a
call LoadCardDataToBuffer1_FromCardID
pop de
ld a, [wLoadedCard1Type]
or TYPE_ENERGY
ld [wTempCardType], a
; look in list for a useful energy,
; is any is found return no carry.
ld hl, wDuelTempList
.loop_energy_1
ld a, [hli]
cp $ff
jr z, .none_found
ld b, a
push hl
farcall CheckIfEnergyIsUseful
pop hl
jr nc, .loop_energy_1
ld a, b
or a
ret
.none_found
inc e
ld a, e
cp d
jr nz, .loop_play_area_1
scf
ret
; checks whether there are useful energies
; only for Fire and Lightning type Pokemon cards
; in Play Area. If none found, return carry.
.CheckUsefulFireOrLightningEnergy
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
.loop_play_area_2
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
; get card's ID and Type
call GetCardIDFromDeckIndex
ld a, e
ld [wTempCardID], a
call LoadCardDataToBuffer1_FromCardID
pop de
ld a, [wLoadedCard1Type]
or TYPE_ENERGY
; only do check if the Pokemon's type
; is either Fire or Lightning
cp TYPE_ENERGY_FIRE
jr z, .fire_or_lightning
cp TYPE_ENERGY_LIGHTNING
jr nz, .next_play_area
; loop each energy card in list
.fire_or_lightning
ld [wTempCardType], a
ld hl, wDuelTempList
.loop_energy_2
ld a, [hli]
cp $ff
jr z, .next_play_area
; if this energy card is useful,
; return no carry.
ld b, a
push hl
farcall CheckIfEnergyIsUseful
pop hl
jr nc, .loop_energy_2
ld a, b
or a
ret
.next_play_area
inc e
ld a, e
cp d
jr nz, .loop_play_area_2
; no card was found to be useful
; for Fire/Lightning type Pokemon card.
scf
ret
; checks whether there are useful energies
; only for Grass type Pokemon cards
; in Play Area. If none found, return carry.
.CheckUsefulGrassEnergy
; unreferenced
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
ld d, a
ld e, PLAY_AREA_ARENA
.loop_play_area_3
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
; get card's ID and Type
call GetCardIDFromDeckIndex
ld a, e
ld [wTempCardID], a
call LoadCardDataToBuffer1_FromCardID
pop de
ld a, [wLoadedCard1Type]
or TYPE_ENERGY
; only do check if the Pokemon's type is Grass
cp TYPE_ENERGY_GRASS
jr nz, .next_play_area_3
; loop each energy card in list
ld [wTempCardType], a
ld hl, wDuelTempList
.loop_energy_3
ld a, [hli]
cp $ff
jr z, .next_play_area_3
; if this energy card is useful,
; return no carry.
ld b, a
push hl
farcall CheckIfEnergyIsUseful
pop hl
jr nc, .loop_energy_3
ld a, b
or a
ret
.next_play_area_3
inc e
ld a, e
cp d
jr nz, .loop_play_area_3
; no card was found to be useful
; for Grass type Pokemon card.
scf
ret
AIPlay_Pokedex:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wce1a]
ldh [hTemp_ffa0], a
ld a, [wce1b]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wce1c]
ldh [hTempRetreatCostCards], a
ld a, [wce1d]
ldh [$ffa3], a
ld a, [wce1e]
ldh [$ffa4], a
ld a, $ff
ldh [$ffa5], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_Pokedex:
ld a, [wAIPokedexCounter]
cp 5 + 1
jr c, .no_carry ; return if counter hasn't reached 6 yet
; return no carry if number of cards in deck <= 4
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp DECK_SIZE - 4
jr nc, .no_carry
; has a 3 in 10 chance of actually playing card
ld a, 10
call Random
cp 3
jr c, .pick_cards
.no_carry
or a
ret
.pick_cards
; the following comparison is disregarded
; the Wonders of Science deck was probably intended
; to use PickPokedexCards_Unreferenced instead
ld a, [wOpponentDeckID]
cp WONDERS_OF_SCIENCE_DECK_ID
jp PickPokedexCards ; bug, should be jp nz
; picks order of the cards in deck from the effects of Pokedex.
; prioritizes Pokemon cards, then Trainer cards, then energy cards.
; stores the resulting order in wce1a.
PickPokedexCards_Unreferenced:
; unreferenced
xor a
ld [wAIPokedexCounter], a ; reset counter
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
add DUELVARS_DECK_CARDS
ld l, a
lb de, $00, $00
ld b, 5
; run through 5 of the remaining cards in deck
.next_card
ld a, [hli]
ld c, a
call .GetCardType
; load this card's deck index and type in memory
; wce08 = card types
; wce0f = card deck indices
push hl
ld hl, wce08
add hl, de
ld [hl], a
ld hl, wce0f
add hl, de
ld [hl], c
pop hl
inc e
dec b
jr nz, .next_card
; terminate the wce08 list
ld a, $ff
ld [wce08 + 5], a
ld de, wce1a
; find Pokemon
ld hl, wce08
ld c, -1
ld b, $00
; run through the stored cards
; and look for any Pokemon cards.
.loop_pokemon
inc c
ld a, [hli]
cp $ff
jr z, .find_trainers
cp TYPE_ENERGY
jr nc, .loop_pokemon
; found a Pokemon card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_pokemon
; run through the stored cards
; and look for any Trainer cards.
.find_trainers
ld hl, wce08
ld c, -1
ld b, $00
.loop_trainers
inc c
ld a, [hli]
cp $ff
jr z, .find_energy
cp TYPE_TRAINER
jr nz, .loop_trainers
; found a Trainer card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_trainers
.find_energy
ld hl, wce08
ld c, -1
ld b, $00
; run through the stored cards
; and look for any energy cards.
.loop_energy
inc c
ld a, [hli]
cp $ff
jr z, .done
and TYPE_ENERGY
jr z, .loop_energy
; found an energy card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_energy
.done
scf
ret
.GetCardType
push bc
push de
call GetCardIDFromDeckIndex
call GetCardType
pop de
pop bc
ret
; picks order of the cards in deck from the effects of Pokedex.
; prioritizes energy cards, then Pokemon cards, then Trainer cards.
; stores the resulting order in wce1a.
PickPokedexCards:
xor a
ld [wAIPokedexCounter], a ; reset counter ; reset counter
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
add DUELVARS_DECK_CARDS
ld l, a
lb de, $00, $00
ld b, 5
; run through 5 of the remaining cards in deck
.next_card
ld a, [hli]
ld c, a
call .GetCardType
; load this card's deck index and type in memory
; wce08 = card types
; wce0f = card deck indices
push hl
ld hl, wce08
add hl, de
ld [hl], a
ld hl, wce0f
add hl, de
ld [hl], c
pop hl
inc e
dec b
jr nz, .next_card
; terminate the wce08 list
ld a, $ff
ld [wce08 + 5], a
ld de, wce1a
; find energy
ld hl, wce08
ld c, -1
ld b, $00
; run through the stored cards
; and look for any energy cards.
.loop_energy
inc c
ld a, [hli]
cp $ff
jr z, .find_pokemon
and TYPE_ENERGY
jr z, .loop_energy
; found an energy card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_energy
.find_pokemon
ld hl, wce08
ld c, -1
ld b, $00
; run through the stored cards
; and look for any Pokemon cards.
.loop_pokemon
inc c
ld a, [hli]
cp $ff
jr z, .find_trainers
cp TYPE_ENERGY
jr nc, .loop_pokemon
; found a Pokemon card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_pokemon
; run through the stored cards
; and look for any Trainer cards.
.find_trainers
ld hl, wce08
ld c, -1
ld b, $00
.loop_trainers
inc c
ld a, [hli]
cp $ff
jr z, .done
cp TYPE_TRAINER
jr nz, .loop_trainers
; found a Trainer card
; store it in wce1a list
push hl
ld hl, wce0f
add hl, bc
ld a, [hl]
pop hl
ld [de], a
inc de
jr .loop_trainers
.done
scf
ret
.GetCardType
push bc
push de
call GetCardIDFromDeckIndex
call GetCardType
pop de
pop bc
ret
AIPlay_FullHeal:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_FullHeal:
ld a, DUELVARS_ARENA_CARD_STATUS
call GetTurnDuelistVariable
; skip if no status on arena card
or a ; NO_STATUS
jr z, .no_carry
and CNF_SLP_PRZ
cp PARALYZED
jr z, .paralyzed
cp ASLEEP
jr z, .asleep
cp CONFUSED
jr z, .confused
; if either PSN or DBLPSN, fallthrough
.set_carry
scf
ret
.asleep
; set carry if any of the following
; cards are in the Play Area.
ld a, GASTLY1
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
ld a, GASTLY2
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
ld a, HAUNTER2
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
; otherwise fallthrough
.paralyzed
; if Scoop Up is in hand and decided to be played, skip.
ld a, SCOOP_UP
call LookForCardIDInHandList_Bank8
jr nc, .no_scoop_up_prz
call AIDecide_ScoopUp
jr c, .no_carry
.no_scoop_up_prz
; if card can damage defending Pokemon...
xor a ; PLAY_AREA_ARENA
farcall CheckIfCanDamageDefendingPokemon
jr nc, .no_carry
; ...and can play an energy card to retreat, set carry.
ld a, [wAIPlayEnergyCardForRetreat]
or a
jr nz, .set_carry
; if not, check whether it's a card it would rather retreat,
; and if it isn't, set carry.
farcall AIDecideWhetherToRetreat
jr nc, .set_carry
.no_carry
or a
ret
.confused
; if Scoop Up is in hand and decided to be played, skip.
ld a, SCOOP_UP
call LookForCardIDInHandList_Bank8
jr nc, .no_scoop_up_cnf
call AIDecide_ScoopUp
jr c, .no_carry
.no_scoop_up_cnf
; if card can damage defending Pokemon...
xor a ; PLAY_AREA_ARENA
farcall CheckIfCanDamageDefendingPokemon
jr nc, .no_carry
; ...and can play an energy card to retreat, set carry.
ld a, [wAIPlayEnergyCardForRetreat]
or a
jr nz, .set_carry
; if not, return no carry.
jr .no_carry
AIPlay_MrFuji:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; AI logic for playing Mr Fuji
AIDecide_MrFuji:
ld a, $ff
ld [wce06], a
ld [wce08], a
; if just one Pokemon in Play Area, skip.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 1
ret z
dec a
ld d, a
ld e, PLAY_AREA_BENCH_1
; find a Pokemon in the bench that has damage counters.
.loop_bench
ld a, DUELVARS_ARENA_CARD
add e
push de
call GetTurnDuelistVariable
call LoadCardDataToBuffer1_FromDeckIndex
pop de
ld a, [wLoadedCard1HP]
ld b, a
; skip if zero damage counters
call GetCardDamageAndMaxHP
call ConvertHPToCounters
or a
jr z, .next
; a = damage counters
; b = hp left
call CalculateBDividedByA_Bank8
cp 20
jr nc, .next
; here, HP left in counters is less than twice
; the number of damage counters, that is:
; HP < 1/3 max HP
; if value is less than the one found before, store this one.
ld hl, wce08
cp [hl]
jr nc, .next
ld [hl], a
ld a, e
ld [wce06], a
.next
inc e
dec d
jr nz, .loop_bench
ld a, [wce06]
cp $ff
ret z
scf
ret
AIPlay_ScoopUp:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_ScoopUp:
xor a
ldh [hTempPlayAreaLocation_ff9d], a
; if only one Pokemon in Play Area, skip.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 2
jr c, .no_carry
; handle some decks differently
ld a, [wOpponentDeckID]
cp LEGENDARY_ARTICUNO_DECK_ID
jr z, .HandleLegendaryArticuno
cp LEGENDARY_RONALD_DECK_ID
jp z, .HandleLegendaryRonald
; if can't KO defending Pokemon, check if defending Pokemon
; can KO this card. If so, then continue.
; If not, return no carry.
; if it can KO the defending Pokemon this turn,
; return no carry.
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .cannot_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry
.cannot_ko
ld a, DUELVARS_ARENA_CARD_STATUS
call GetTurnDuelistVariable
and CNF_SLP_PRZ
cp PARALYZED
jr z, .cannot_retreat
cp ASLEEP
jr z, .cannot_retreat
; doesn't have a status that prevents retreat.
; so check if it has enough energy to retreat.
; if not, return no carry.
xor a
ldh [hTempPlayAreaLocation_ff9d], a
call GetPlayAreaCardRetreatCost
ld b, a
ld e, PLAY_AREA_ARENA
farcall CountNumberOfEnergyCardsAttached
cp b
jr c, .cannot_retreat
.no_carry
or a
ret
.cannot_retreat
; store damage and total HP left
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call LoadCardDataToBuffer1_FromDeckIndex
ld a, [wLoadedCard1HP]
call ConvertHPToCounters
ld d, a
; skip if card has no damage counters.
ld e, PLAY_AREA_ARENA
call GetCardDamageAndMaxHP
or a
jr z, .no_carry
; if (total damage / total HP counters) < 7
; return carry.
; (this corresponds to damage counters
; being under 70% of the max HP)
ld b, a
ld a, d
call CalculateBDividedByA_Bank8
cp 7
jr c, .no_carry
; store Pokemon to switch to in wce1a and set carry.
.decide_switch
farcall AIDecideBenchPokemonToSwitchTo
jr c, .no_carry
ld [wce1a], a
xor a
scf
ret
; this deck will use Scoop Up on a benched Articuno2.
; it checks if the defending Pokemon is a Snorlax,
; but interestingly does not check for Muk in both Play Areas.
; will also use Scoop Up on
.HandleLegendaryArticuno
; if less than 3 Play Area Pokemon cards, skip.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 3
jr c, .no_carry
; look for Articuno2 in bench
ld a, ARTICUNO2
ld b, PLAY_AREA_BENCH_1
call LookForCardIDInPlayArea_Bank8
jr c, .articuno_bench
; check Arena card
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
cp ARTICUNO2
jr z, .articuno_or_chansey
cp CHANSEY
jr nz, .no_carry
; here either Articuno2 or Chansey
; is the Arena Card.
.articuno_or_chansey
; if can't KO defending Pokemon, check if defending Pokemon
; can KO this card. If so, then continue.
; If not, return no carry.
; if it can KO the defending Pokemon this turn,
; return no carry.
farcall CheckIfAnyAttackKnocksOutDefendingCard
jr nc, .check_ko
farcall CheckIfSelectedAttackIsUnusable
jr nc, .no_carry
farcall LookForEnergyNeededForAttackInHand
jr c, .no_carry
.check_ko
farcall CheckIfDefendingPokemonCanKnockOut
jr nc, .no_carry
jr .decide_switch
.articuno_bench
; skip if the defending card is Snorlax
push af
ld a, DUELVARS_ARENA_CARD
call GetNonTurnDuelistVariable
call SwapTurn
call GetCardIDFromDeckIndex
call SwapTurn
ld a, e
cp SNORLAX
pop bc
jr z, .no_carry
; check attached energy cards.
; if it has any, return no carry.
ld a, b
.check_attached_energy
ld e, a
push af
farcall CountNumberOfEnergyCardsAttached
or a
pop bc
ld a, b
jr z, .no_energy
jp .no_carry
.no_energy
; has decided to Scoop Up benched card,
; store $ff as the Pokemon card to switch to
; because there's no need to switch.
push af
ld a, $ff
ld [wce1a], a
pop af
scf
ret
; this deck will use Scoop Up on a benched Articuno2, Zapdos3 or Moltres2.
; interestingly, does not check for Muk in both Play Areas.
.HandleLegendaryRonald
; if less than 3 Play Area Pokemon cards, skip.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 3
jp c, .no_carry
ld a, ARTICUNO2
ld b, PLAY_AREA_BENCH_1
call LookForCardIDInPlayArea_Bank8
jr c, .articuno_bench
ld a, ZAPDOS3
ld b, PLAY_AREA_BENCH_1
call LookForCardIDInPlayArea_Bank8
jr c, .check_attached_energy
ld a, MOLTRES2
ld b, PLAY_AREA_BENCH_1
call LookForCardIDInPlayArea_Bank8
jr c, .check_attached_energy
jp .no_carry
AIPlay_Maintenance:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wce1a]
ldh [hTemp_ffa0], a
ld a, [wce1b]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; AI logic for playing Maintenance
AIDecide_Maintenance:
; Imakuni? has his own thing
ld a, [wOpponentDeckID]
cp IMAKUNI_DECK_ID
jr z, .imakuni
; skip if number of cars in hand < 4.
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 4
jr c, .no_carry
; list out all the hand cards and remove
; wAITrainerCardToPlay from list.Then find any duplicate cards.
call CreateHandCardList
ld hl, wDuelTempList
ld a, [wAITrainerCardToPlay]
call FindAndRemoveCardFromList
; if duplicates are not found, return no carry.
call FindDuplicateCards
jp c, .no_carry
; store the first duplicate card and remove it from the list.
; run duplicate check again.
ld [wce1a], a
ld hl, wDuelTempList
call FindAndRemoveCardFromList
; if duplicates are not found, return no carry.
call FindDuplicateCards
jp c, .no_carry
; store the second duplicate card and return carry.
ld [wce1b], a
scf
ret
.no_carry
or a
ret
.imakuni
; has a 2 in 10 chance of not skipping.
ld a, 10
call Random
cp 2
jr nc, .no_carry
; skip if number of cards in hand < 3.
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 3
jr c, .no_carry
; shuffle hand cards
call CreateHandCardList
ld hl, wDuelTempList
call CountCardsInDuelTempList
call ShuffleCards
; go through each card and find
; cards that are different from wAITrainerCardToPlay.
; if found, add those cards to wce1a and wce1a+1.
ld a, [wAITrainerCardToPlay]
ld b, a
ld c, 2
ld de, wce1a
.loop
ld a, [hli]
cp $ff
jr z, .no_carry
cp b
jr z, .loop
ld [de], a
inc de
dec c
jr nz, .loop
; two cards were found, return carry.
scf
ret
AIPlay_Recycle:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ldtx de, TrainerCardSuccessCheckText
bank1call TossCoin
jr nc, .asm_216ae
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
jr .asm_216b2
.asm_216ae
ld a, $ff
ldh [hTemp_ffa0], a
.asm_216b2
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; lists cards to look for in the Discard Pile.
; has priorities for Ghost Deck, and a "default" priority list
; (which is the Fire Charge deck, since it's the only other
; deck that runs a Recycle card in it.)
AIDecide_Recycle:
; no use checking if no cards in Discard Pile
call CreateDiscardPileCardList
jr c, .no_carry
ld a, $ff
ld [wce08], a
ld [wce08 + 1], a
ld [wce08 + 2], a
ld [wce08 + 3], a
ld [wce08 + 4], a
; handle Ghost deck differently
ld hl, wDuelTempList
ld a, [wOpponentDeckID]
cp GHOST_DECK_ID
jr z, .loop_2
; priority list for Fire Charge deck
.loop_1
ld a, [hli]
cp $ff
jr z, .done
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
; double colorless
cp DOUBLE_COLORLESS_ENERGY
jr nz, .chansey
ld a, b
ld [wce08], a
jr .loop_1
.chansey
cp CHANSEY
jr nz, .tauros
ld a, b
ld [wce08 + 1], a
jr .loop_1
.tauros
cp TAUROS
jr nz, .jigglypuff
ld a, b
ld [wce08 + 2], a
jr .loop_1
.jigglypuff
cp JIGGLYPUFF1
jr nz, .loop_1
ld a, b
ld [wce08 + 3], a
jr .loop_1
; loop through wce08 and set carry
; on the first that was found in Discard Pile.
; if none were found, return no carry.
.done
ld hl, wce08
ld b, 5
.loop_found
ld a, [hli]
cp $ff
jr nz, .set_carry
dec b
jr nz, .loop_found
.no_carry
or a
ret
.set_carry
scf
ret
; priority list for Ghost deck
.loop_2
ld a, [hli]
cp $ff
jr z, .done
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
; gastly2
cp GASTLY2
jr nz, .gastly1
ld a, b
ld [wce08], a
jr .loop_2
.gastly1
cp GASTLY1
jr nz, .zubat
ld a, b
ld [wce08 + 1], a
jr .loop_2
.zubat
cp ZUBAT
jr nz, .ditto
ld a, b
ld [wce08 + 2], a
jr .loop_2
.ditto
cp DITTO
jr nz, .meowth
ld a, b
ld [wce08 + 3], a
jr .loop_2
.meowth
cp MEOWTH2
jr nz, .loop_2
ld a, b
ld [wce08 + 4], a
jr .loop_2
AIPlay_Lass:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_Lass:
; skip if player has less than 7 cards in hand
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetNonTurnDuelistVariable
cp 7
jr c, .no_carry
; look for Trainer cards in hand (except for Lass)
; if any is found, return no carry.
; otherwise, return carry.
call CreateHandCardList
ld hl, wDuelTempList
.loop
ld a, [hli]
cp $ff
jr z, .set_carry
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
cp LASS
jr z, .loop
ld a, [wLoadedCard1Type]
cp TYPE_TRAINER
jr nz, .loop
.no_carry
or a
ret
.set_carry
scf
ret
AIPlay_ItemFinder:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wce1a]
ldh [hTemp_ffa0], a
ld a, [wce1b]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wAITrainerCardParameter]
ldh [hTempRetreatCostCards], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; checks whether there's Energy Removal in Discard Pile.
; if so, find duplicate cards in hand to discard
; that are not Mr Mime and Pokemon Trader cards.
; this logic is suitable only for Strange Psyshock deck.
AIDecide_ItemFinder:
; skip if no Discard Pile.
call CreateDiscardPileCardList
jr c, .no_carry
; look for Energy Removal in Discard Pile
ld hl, wDuelTempList
.loop_discard_pile
ld a, [hli]
cp $ff
jr z, .no_carry
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
cp ENERGY_REMOVAL
jr nz, .loop_discard_pile
; found, store this deck index
ld a, b
ld [wce06], a
; before looking for cards to discard in hand,
; remove any Mr Mime and Pokemon Trader cards.
; this way these are guaranteed to not be discarded.
call CreateHandCardList
ld hl, wDuelTempList
.loop_hand
ld a, [hli]
cp $ff
jr z, .choose_discard
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
cp MR_MIME
jr nz, .pkmn_trader
call RemoveCardFromList
jr .loop_hand
.pkmn_trader
cp POKEMON_TRADER
jr nz, .loop_hand
call RemoveCardFromList
jr .loop_hand
; choose cards to discard from hand.
.choose_discard
ld hl, wDuelTempList
; do not discard wAITrainerCardToPlay
ld a, [wAITrainerCardToPlay]
call FindAndRemoveCardFromList
; find any duplicates, if not found, return no carry.
call FindDuplicateCards
jp c, .no_carry
; store the duplicate found in wce1a and
; remove it from the hand list.
ld [wce1a], a
ld hl, wDuelTempList
call FindAndRemoveCardFromList
; find duplicates again, if not found, return no carry.
call FindDuplicateCards
jp c, .no_carry
; store the duplicate found in wce1b.
; output the card to be recovered from the Discard Pile.
ld [wce1b], a
ld a, [wce06]
scf
ret
.no_carry
or a
ret
AIPlay_Imakuni:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; only sets carry if Active card is not confused.
AIDecide_Imakuni:
ld a, DUELVARS_ARENA_CARD_STATUS
call GetTurnDuelistVariable
and CNF_SLP_PRZ
cp CONFUSED
jr z, .confused
scf
ret
.confused
or a
ret
AIPlay_Gambler:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wOpponentDeckID]
cp IMAKUNI_DECK_ID
jr z, .asm_2186a
ld hl, wRNG1
ld a, [hli]
ld [wce06], a
ld a, [hli]
ld [wce08], a
ld a, [hl]
ld [wce0f], a
ld a, $50
ld [hld], a
ld [hld], a
ld [hl], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ld hl, wRNG1
ld a, [wce06]
ld [hli], a
ld a, [wce08]
ld [hli], a
ld a, [wce0f]
ld [hl], a
ret
.asm_2186a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; checks whether to play Gambler.
; aside from Imakuni?, all other opponents only
; play this card if Player is running Mewtwo1-only deck.
AIDecide_Gambler:
; Imakuni? has his own routine
ld a, [wOpponentDeckID]
cp IMAKUNI_DECK_ID
jr z, .imakuni
; check if flag is set for Player using Mewtwo1 only deck
ld a, [wAIBarrierFlagCounter]
and AI_MEWTWO_MILL
jr z, .no_carry
; set carry if number of cards in deck <= 4.
; this is done to counteract the deck out strategy
; of Mewtwo1 deck, by replenishing the deck with hand cards.
ld a, DUELVARS_NUMBER_OF_CARDS_NOT_IN_DECK
call GetTurnDuelistVariable
cp DECK_SIZE - 4
jr nc, .set_carry
.no_carry
or a
ret
.imakuni
; has a 2 in 10 chance of returning carry
ld a, 10
call Random
cp 2
jr nc, .no_carry
.set_carry
scf
ret
AIPlay_Revive:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; checks certain cards in Discard Pile to use Revive on.
; suitable for Muscle For Brains deck only.
AIDecide_Revive:
; skip if no cards in Discard Pile
call CreateDiscardPileCardList
jr c, .no_carry
; skip if number of Pokemon cards in Play Area >= 4
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp 4
jr nc, .no_carry
; look in Discard Pile for specific cards.
ld hl, wDuelTempList
.loop_discard_pile
ld a, [hli]
cp $ff
jr z, .no_carry
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
; these checks have a bug.
; it works fine for Hitmonchan and Hitmonlee,
; but in case it's a Tauros card, the routine will fallthrough
; into the Kangaskhan check. since it will never be equal to Kangaskhan,
; it will fallthrough into the set carry branch.
; in case it's a Kangaskhan card, the check will fail in the Tauros check
; and jump back into the loop. so just by accident the Tauros check works,
; but Kangaskhan will never be correctly checked because of this.
cp HITMONCHAN
jr z, .set_carry
cp HITMONLEE
jr z, .set_carry
cp TAUROS
jr nz, .loop_discard_pile ; bug, these two lines should be swapped
cp KANGASKHAN
jr z, .set_carry ; bug, these two lines should be swapped
.set_carry
ld a, b
scf
ret
.no_carry
or a
ret
AIPlay_PokemonFlute:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_PokemonFlute:
; if player has no Discard Pile, skip.
call SwapTurn
call CreateDiscardPileCardList
call SwapTurn
jr c, .no_carry
; if player's Play Area is already full, skip.
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetNonTurnDuelistVariable
cp MAX_PLAY_AREA_POKEMON
jr nc, .no_carry
ld a, [wOpponentDeckID]
cp IMAKUNI_DECK_ID
jr z, .imakuni
ld a, $ff
ld [wce06], a
ld [wce08], a
; find Basic stage Pokemon with lowest HP in Discard Pile
ld hl, wDuelTempList
.loop_1
ld a, [hli]
cp $ff
jr z, .done
ld b, a
call SwapTurn
call LoadCardDataToBuffer1_FromDeckIndex
call SwapTurn
; skip this card if it's not Pokemon card
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr nc, .loop_1
; skip this card if it's not Basic Stage
ld a, [wLoadedCard1Stage]
or a ; BASIC
jr nz, .loop_1
; compare this HP with one stored
ld a, [wLoadedCard1HP]
push hl
ld hl, wce06
cp [hl]
pop hl
jr nc, .loop_1
; if lower, store this one
ld [wce06], a
ld a, b
ld [wce08], a
jr .loop_1
.done
; if lowest HP found >= 50, return no carry
ld a, [wce06]
cp 50
jr nc, .no_carry
; otherwise output its deck index in a and set carry.
ld a, [wce08]
scf
ret
.no_carry
or a
ret
.imakuni
; has 2 in 10 chance of not skipping
ld a, 10
call Random
cp 2
jr nc, .no_carry
; look for any Basic Pokemon card
ld hl, wDuelTempList
.loop_2
ld a, [hli]
cp $ff
jr z, .no_carry
ld b, a
call SwapTurn
call LoadCardDataToBuffer1_FromDeckIndex
call SwapTurn
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
jr nc, .loop_2
ld a, [wLoadedCard1Stage]
or a ; BASIC
jr nz, .loop_2
; a Basic stage Pokemon was found, return carry
ld a, b
scf
ret
AIPlay_ClefairyDollOrMysteriousFossil:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; AI logic for playing Clefairy Doll
AIDecide_ClefairyDollOrMysteriousFossil:
; if has max number of Play Area Pokemon, skip
ld a, DUELVARS_NUMBER_OF_POKEMON_IN_PLAY_AREA
call GetTurnDuelistVariable
cp MAX_PLAY_AREA_POKEMON
jr nc, .no_carry
; store number of Play Area Pokemon cards
ld [wce06], a
; if the Arena card is Wigglytuff, return carry
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
call GetCardIDFromDeckIndex
ld a, e
cp WIGGLYTUFF
jr z, .set_carry
; if number of Play Area Pokemon >= 4, return no carry
ld a, [wce06]
cp 4
jr nc, .no_carry
.set_carry
scf
ret
.no_carry
or a
ret
AIPlay_Pokeball:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ldtx de, TrainerCardSuccessCheckText
bank1call TossCoin
ldh [hTemp_ffa0], a
jr nc, .asm_219bc
ld a, [wAITrainerCardParameter]
ldh [hTempPlayAreaLocation_ffa1], a
jr .asm_219c0
.asm_219bc
ld a, $ff
ldh [hTempPlayAreaLocation_ffa1], a
.asm_219c0
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_Pokeball:
; go to the routines associated with deck ID
ld a, [wOpponentDeckID]
cp FIRE_CHARGE_DECK_ID
jr z, .fire_charge
cp HARD_POKEMON_DECK_ID
jr z, .hard_pokemon
cp PIKACHU_DECK_ID
jr z, .pikachu
cp ETCETERA_DECK_ID
jr z, .etcetera
cp LOVELY_NIDORAN_DECK_ID
jp z, .lovely_nidoran
or a
ret
; this deck runs a deck check for specific
; card IDs in order of decreasing priority
.fire_charge
ld e, CHANSEY
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, TAUROS
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, JIGGLYPUFF1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ret
; this deck runs a deck check for specific
; card IDs in order of decreasing priority
.hard_pokemon
ld e, RHYHORN
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, RHYDON
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, ONIX
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ret
; this deck runs a deck check for specific
; card IDs in order of decreasing priority
.pikachu
ld e, PIKACHU2
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, PIKACHU3
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, PIKACHU4
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, PIKACHU1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, FLYING_PIKACHU
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ret
; this deck runs a deck check for specific
; card IDs in order of decreasing priority
; given a specific energy card in hand.
; also it avoids redundancy, so if it already
; has that card ID in the hand, it is skipped.
.etcetera
; fire
ld a, FIRE_ENERGY
call LookForCardIDInHandList_Bank8
jr nc, .lightning
ld a, CHARMANDER
call LookForCardIDInHandList_Bank8
jr c, .lightning
ld a, MAGMAR2
call LookForCardIDInHandList_Bank8
jr c, .lightning
ld e, CHARMANDER
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, MAGMAR2
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
.lightning
ld a, LIGHTNING_ENERGY
call LookForCardIDInHandList_Bank8
jr nc, .fighting
ld a, PIKACHU1
call LookForCardIDInHandList_Bank8
jr c, .fighting
ld a, MAGNEMITE1
call LookForCardIDInHandList_Bank8
jr c, .fighting
ld e, PIKACHU1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, MAGNEMITE1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
.fighting
ld a, FIGHTING_ENERGY
call LookForCardIDInHandList_Bank8
jr nc, .psychic
ld a, DIGLETT
call LookForCardIDInHandList_Bank8
jr c, .psychic
ld a, MACHOP
call LookForCardIDInHandList_Bank8
jr c, .psychic
ld e, DIGLETT
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, MACHOP
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
.psychic
ld a, PSYCHIC_ENERGY
call LookForCardIDInHandList_Bank8
jr nc, .done_etcetera
ld a, GASTLY1
call LookForCardIDInHandList_Bank8
jr c, .done_etcetera
ld a, JYNX
call LookForCardIDInHandList_Bank8
jr c, .done_etcetera
ld e, GASTLY1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
ld e, JYNX
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
ret c
.done_etcetera
or a
ret
; this deck looks for card evolutions if
; its pre-evolution is in hand or in Play Area.
; if none of these are found, it looks for pre-evolutions
; of cards it has in hand.
; it does this for both the NidoranM (first)
; and NidoranF (second) families.
.lovely_nidoran
ld b, NIDORANM
ld a, NIDORINO
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
ret c
ld b, NIDORINO
ld a, NIDOKING
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
ret c
ld a, NIDORANM
ld b, NIDORINO
call LookForCardIDInDeck_GivenCardIDInHand
ret c
ld a, NIDORINO
ld b, NIDOKING
call LookForCardIDInDeck_GivenCardIDInHand
ret c
ld b, NIDORANF
ld a, NIDORINA
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
ret c
ld b, NIDORINA
ld a, NIDOQUEEN
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
ret c
ld a, NIDORANF
ld b, NIDORINA
call LookForCardIDInDeck_GivenCardIDInHand
ret c
ld a, NIDORINA
ld b, NIDOQUEEN
call LookForCardIDInDeck_GivenCardIDInHand
ret c
ret
AIPlay_ComputerSearch:
ld a, [wCurrentAIFlags]
or AI_FLAG_MODIFIED_HAND
ld [wCurrentAIFlags], a
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTempRetreatCostCards], a
ld a, [wce1a]
ldh [hTemp_ffa0], a
ld a, [wce1b]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
; checks what Deck ID AI is playing and handle
; them in their own routine.
AIDecide_ComputerSearch:
; skip if number of cards in hand < 3
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 3
jr c, .no_carry
ld a, [wOpponentDeckID]
cp ROCK_CRUSHER_DECK_ID
jr z, AIDecide_ComputerSearch_RockCrusher
cp WONDERS_OF_SCIENCE_DECK_ID
jp z, AIDecide_ComputerSearch_WondersOfScience
cp FIRE_CHARGE_DECK_ID
jp z, AIDecide_ComputerSearch_FireCharge
cp ANGER_DECK_ID
jp z, AIDecide_ComputerSearch_Anger
.no_carry
or a
ret
AIDecide_ComputerSearch_RockCrusher:
; if number of cards in hand is equal to 3,
; target Professor Oak in deck
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 3
jr nz, .graveler
ld e, PROFESSOR_OAK
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr c, .find_discard_cards_1
; no Professor Oak in deck, fallthrough
.no_carry
or a
ret
.find_discard_cards_1
ld [wce06], a
ld a, $ff
ld [wce1a], a
ld [wce1b], a
call CreateHandCardList
ld hl, wDuelTempList
ld de, wce1a
.loop_hand_1
ld a, [hli]
cp $ff
jr z, .check_discard_cards
ld c, a
call LoadCardDataToBuffer1_FromDeckIndex
; if any of the following cards are in the hand,
; return no carry.
cp PROFESSOR_OAK
jr z, .no_carry
cp FIGHTING_ENERGY
jr z, .no_carry
cp DOUBLE_COLORLESS_ENERGY
jr z, .no_carry
cp DIGLETT
jr z, .no_carry
cp GEODUDE
jr z, .no_carry
cp ONIX
jr z, .no_carry
cp RHYHORN
jr z, .no_carry
; if it's same as wAITrainerCardToPlay, skip this card.
ld a, [wAITrainerCardToPlay]
ld b, a
ld a, c
cp b
jr z, .loop_hand_1
; store this card index in memory
ld [de], a
inc de
jr .loop_hand_1
.check_discard_cards
; check if two cards were found
; if so, output in a the deck index
; of Professor Oak card found in deck and set carry.
ld a, [wce1b]
cp $ff
jr z, .no_carry
ld a, [wce06]
scf
ret
; more than 3 cards in hand, so look for
; specific evolution cards.
; checks if there is a Graveler card in the deck to target.
; if so, check if there's Geodude in hand or Play Area,
; and if there's no Graveler card in hand, proceed.
; also removes Geodude from hand list so that it is not discarded.
.graveler
ld e, GRAVELER
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr nc, .golem
ld [wce06], a
ld a, GEODUDE
call LookForCardIDInHandAndPlayArea
jr nc, .golem
ld a, GRAVELER
call LookForCardIDInHandList_Bank8
jr c, .golem
call CreateHandCardList
ld hl, wDuelTempList
ld e, GEODUDE
farcall RemoveCardIDInList
jr .find_discard_cards_2
; checks if there is a Golem card in the deck to target.
; if so, check if there's Graveler in Play Area,
; and if there's no Golem card in hand, proceed.
.golem
ld e, GOLEM
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr nc, .dugtrio
ld [wce06], a
ld a, GRAVELER
call LookForCardIDInPlayArea_Bank8
jr nc, .dugtrio
ld a, GOLEM
call LookForCardIDInHandList_Bank8
jr c, .dugtrio
call CreateHandCardList
ld hl, wDuelTempList
jr .find_discard_cards_2
; checks if there is a Dugtrio card in the deck to target.
; if so, check if there's Diglett in Play Area,
; and if there's no Dugtrio card in hand, proceed.
.dugtrio
ld e, DUGTRIO
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry
ld [wce06], a
ld a, DIGLETT
call LookForCardIDInPlayArea_Bank8
jp nc, .no_carry
ld a, DUGTRIO
call LookForCardIDInHandList_Bank8
jp c, .no_carry
call CreateHandCardList
ld hl, wDuelTempList
jr .find_discard_cards_2
.find_discard_cards_2
ld a, $ff
ld [wce1a], a
ld [wce1b], a
ld bc, wce1a
ld d, $00 ; start considering Trainer cards only
; stores wAITrainerCardToPlay in e so that
; all routines ignore it for the discard effects.
ld a, [wAITrainerCardToPlay]
ld e, a
; this loop will store in wce1a cards to discard from hand.
; at the start it will only consider Trainer cards,
; then if there are still needed to discard,
; move on to Pokemon cards, and finally to Energy cards.
.loop_hand_2
call RemoveFromListDifferentCardOfGivenType
jr c, .found
inc d ; move on to next type (Pokemon, then Energy)
ld a, $03
cp d
jp z, .no_carry ; no more types to look
jr .loop_hand_2
.found
; store this card in memory,
; and if there's still one more card to search for,
; jump back into the loop.
ld [bc], a
inc bc
ld a, [wce1b]
cp $ff
jr z, .loop_hand_2
; output in a Computer Search target and set carry.
ld a, [wce06]
scf
ret
AIDecide_ComputerSearch_WondersOfScience:
; if number of cards in hand < 5, target Professor Oak in deck
ld a, DUELVARS_NUMBER_OF_CARDS_IN_HAND
call GetTurnDuelistVariable
cp 5
jr nc, .look_in_hand
; target Professor Oak for Computer Search
ld e, PROFESSOR_OAK
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .look_in_hand ; can be a jr
ld [wce06], a
jr .find_discard_cards
; Professor Oak not in deck, move on to
; look for other cards instead.
; if Grimer or Muk are not in hand,
; check whether to use Computer Search on them.
.look_in_hand
ld a, GRIMER
call LookForCardIDInHandList_Bank8
jr nc, .target_grimer
ld a, MUK
call LookForCardIDInHandList_Bank8
jr nc, .target_muk
.no_carry
or a
ret
; first check Grimer
; if in deck, check cards to discard.
.target_grimer
ld e, GRIMER
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry ; can be a jr
ld [wce06], a
jr .find_discard_cards
; first check Muk
; if in deck, check cards to discard.
.target_muk
ld e, MUK
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry ; can be a jr
ld [wce06], a
; only discard Trainer cards from hand.
; if there are less than 2 Trainer cards to discard,
; then return with no carry.
; else, store the cards to discard and the
; target card deck index, and return carry.
.find_discard_cards
call CreateHandCardList
ld hl, wDuelTempList
ld d, $00 ; first consider Trainer cards
; ignore wAITrainerCardToPlay for the discard effects.
ld a, [wAITrainerCardToPlay]
ld e, a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1a], a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1b], a
ld a, [wce06]
scf
ret
AIDecide_ComputerSearch_FireCharge:
; pick target card in deck from highest to lowest priority.
; if not found in hand, go to corresponding branch.
ld a, CHANSEY
call LookForCardIDInHandList_Bank8
jr nc, .chansey
ld a, TAUROS
call LookForCardIDInHandList_Bank8
jr nc, .tauros
ld a, JIGGLYPUFF1
call LookForCardIDInHandList_Bank8
jr nc, .jigglypuff
; fallthrough
.no_carry
or a
ret
; for each card targeted, check if it's in deck and,
; if not, then return no carry.
; else, look for cards to discard.
.chansey
ld e, CHANSEY
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry
ld [wce06], a
jr .find_discard_cards
.tauros
ld e, TAUROS
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry
ld [wce06], a
jr .find_discard_cards
.jigglypuff
ld e, JIGGLYPUFF1
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jp nc, .no_carry
ld [wce06], a
; only discard Trainer cards from hand.
; if there are less than 2 Trainer cards to discard,
; then return with no carry.
; else, store the cards to discard and the
; target card deck index, and return carry.
.find_discard_cards
call CreateHandCardList
ld hl, wDuelTempList
ld d, $00 ; first consider Trainer cards
; ignore wAITrainerCardToPlay for the discard effects.
ld a, [wAITrainerCardToPlay]
ld e, a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1a], a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1b], a
ld a, [wce06]
scf
ret
AIDecide_ComputerSearch_Anger:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, RATTATA
ld a, RATICATE
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_discard_cards
ld a, RATTATA
ld b, RATICATE
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_discard_cards
ld b, GROWLITHE
ld a, ARCANINE1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_discard_cards
ld a, GROWLITHE
ld b, ARCANINE1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_discard_cards
ld b, DODUO
ld a, DODRIO
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_discard_cards
ld a, DODUO
ld b, DODRIO
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_discard_cards
; fallthrough
.no_carry
or a
ret
; only discard Trainer cards from hand.
; if there are less than 2 Trainer cards to discard,
; then return with no carry.
; else, store the cards to discard and the
; target card deck index, and return carry.
.find_discard_cards
ld [wce06], a
call CreateHandCardList
ld hl, wDuelTempList
ld d, $00 ; first consider Trainer cards
; ignore wAITrainerCardToPlay for the discard effects.
ld a, [wAITrainerCardToPlay]
ld e, a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1a], a
call RemoveFromListDifferentCardOfGivenType
jr nc, .no_carry
ld [wce1b], a
ld a, [wce06]
scf
ret
AIPlay_PokemonTrader:
ld a, [wAITrainerCardToPlay]
ldh [hTempCardIndex_ff9f], a
ld a, [wAITrainerCardParameter]
ldh [hTemp_ffa0], a
ld a, [wce1a]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, OPPACTION_EXECUTE_TRAINER_EFFECTS
bank1call AIMakeDecision
ret
AIDecide_PokemonTrader:
; each deck has their own routine for picking
; what Pokemon to look for.
ld a, [wOpponentDeckID]
cp LEGENDARY_MOLTRES_DECK_ID
jr z, AIDecide_PokemonTrader_LegendaryMoltres
cp LEGENDARY_ARTICUNO_DECK_ID
jr z, AIDecide_PokemonTrader_LegendaryArticuno
cp LEGENDARY_DRAGONITE_DECK_ID
jp z, AIDecide_PokemonTrader_LegendaryDragonite
cp LEGENDARY_RONALD_DECK_ID
jp z, AIDecide_PokemonTrader_LegendaryRonald
cp BLISTERING_POKEMON_DECK_ID
jp z, AIDecide_PokemonTrader_BlisteringPokemon
cp SOUND_OF_THE_WAVES_DECK_ID
jp z, AIDecide_PokemonTrader_SoundOfTheWaves
cp POWER_GENERATOR_DECK_ID
jp z, AIDecide_PokemonTrader_PowerGenerator
cp FLOWER_GARDEN_DECK_ID
jp z, AIDecide_PokemonTrader_FlowerGarden
cp STRANGE_POWER_DECK_ID
jp z, AIDecide_PokemonTrader_StrangePower
cp FLAMETHROWER_DECK_ID
jp z, AIDecide_PokemonTrader_Flamethrower
or a
ret
AIDecide_PokemonTrader_LegendaryMoltres:
; look for Moltres2 card in deck to trade with a
; card in hand different from Moltres1.
ld a, MOLTRES2
ld e, MOLTRES1
call LookForCardIDToTradeWithDifferentHandCard
jr nc, .no_carry
; success
ld [wce1a], a
ld a, e
scf
ret
.no_carry
or a
ret
AIDecide_PokemonTrader_LegendaryArticuno:
; if has none of these cards in Hand or Play Area, proceed
ld a, ARTICUNO1
call LookForCardIDInHandAndPlayArea
jr c, .no_carry
ld a, LAPRAS
call LookForCardIDInHandAndPlayArea
jr c, .no_carry
; if doesn't have Seel in Hand or Play Area,
; look for it in the deck.
; otherwise, look for Dewgong instead.
ld a, SEEL
call LookForCardIDInHandAndPlayArea
jr c, .dewgong
ld e, SEEL
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr nc, .dewgong
ld [wce1a], a
jr .check_hand
.dewgong
ld a, DEWGONG
call LookForCardIDInHandAndPlayArea
jr c, .no_carry
ld e, DEWGONG
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr nc, .no_carry
ld [wce1a], a
; a Seel or Dewgong was found in deck,
; check hand for card to trade for
.check_hand
ld a, CHANSEY
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, DITTO
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, ARTICUNO2
call CheckIfHasCardIDInHand
jr c, .set_carry
; doesn't have any of the cards in hand
.no_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_LegendaryDragonite:
; if has less than 5 cards of energy
; and of Pokemon in hand/Play Area,
; target a Kangaskhan in deck.
farcall CountOppEnergyCardsInHandAndAttached
cp 5
jr c, .kangaskhan
call CountPokemonCardsInHandAndInPlayArea
cp 5
jr c, .kangaskhan
; total number of energy cards >= 5
; total number of Pokemon cards >= 5
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, MAGIKARP
ld a, GYARADOS
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, MAGIKARP
ld b, GYARADOS
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, DRATINI
ld a, DRAGONAIR
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld b, DRAGONAIR
ld a, DRAGONITE1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, DRATINI
ld b, DRAGONAIR
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld a, DRAGONAIR
ld b, DRAGONITE1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, CHARMANDER
ld a, CHARMELEON
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld b, CHARMELEON
ld a, CHARIZARD
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, CHARMANDER
ld b, CHARMELEON
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld a, CHARMELEON
ld b, CHARIZARD
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
jr .no_carry
.kangaskhan
ld e, KANGASKHAN
ld a, CARD_LOCATION_DECK
call LookForCardIDInLocation
jr nc, .no_carry
; card was found as target in deck,
; look for card in hand to trade with
.choose_hand
ld [wce1a], a
ld a, DRAGONAIR
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, CHARMELEON
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, GYARADOS
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, MAGIKARP
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, CHARMANDER
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, DRATINI
call CheckIfHasCardIDInHand
jr c, .set_carry
; non found
.no_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_LegendaryRonald:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, EEVEE
ld a, FLAREON1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld b, EEVEE
ld a, VAPOREON1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld b, EEVEE
ld a, JOLTEON1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, EEVEE
ld b, FLAREON1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld a, EEVEE
ld b, VAPOREON1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld a, EEVEE
ld b, JOLTEON1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, DRATINI
ld a, DRAGONAIR
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld b, DRAGONAIR
ld a, DRAGONITE1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, DRATINI
ld b, DRAGONAIR
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld a, DRAGONAIR
ld b, DRAGONITE1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
jr .no_carry
; card was found as target in deck,
; look for card in hand to trade with
.choose_hand
ld [wce1a], a
ld a, ZAPDOS3
call LookForCardIDInHandList_Bank8
jr c, .set_carry
ld a, ARTICUNO2
call LookForCardIDInHandList_Bank8
jr c, .set_carry
ld a, MOLTRES2
call LookForCardIDInHandList_Bank8
jr c, .set_carry
; none found
.no_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_BlisteringPokemon:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, RHYHORN
ld a, RHYDON
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, RHYHORN
ld b, RHYDON
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, CUBONE
ld a, MAROWAK1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, CUBONE
ld b, MAROWAK1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, PONYTA
ld a, RAPIDASH
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, PONYTA
ld b, RAPIDASH
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
jr .no_carry
; a card in deck was found to look for,
; check if there are duplicates in hand to trade with.
.find_duplicates
ld [wce1a], a
call FindDuplicatePokemonCards
jr c, .set_carry
.no_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_SoundOfTheWaves:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, SEEL
ld a, DEWGONG
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, SEEL
ld b, DEWGONG
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, KRABBY
ld a, KINGLER
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, KRABBY
ld b, KINGLER
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, SHELLDER
ld a, CLOYSTER
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, SHELLDER
ld b, CLOYSTER
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, HORSEA
ld a, SEADRA
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, HORSEA
ld b, SEADRA
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
ld b, TENTACOOL
ld a, TENTACRUEL
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .choose_hand
ld a, TENTACOOL
ld b, TENTACRUEL
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .choose_hand
jr .no_carry
; card was found as target in deck,
; look for card in hand to trade with
.choose_hand
ld [wce1a], a
ld a, SEEL
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, KRABBY
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, HORSEA
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, SHELLDER
call CheckIfHasCardIDInHand
jr c, .set_carry
ld a, TENTACOOL
call CheckIfHasCardIDInHand
jr c, .set_carry
; none found
.no_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_PowerGenerator:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, PIKACHU2
ld a, RAICHU1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jp c, .find_duplicates
ld b, PIKACHU1
ld a, RAICHU1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, PIKACHU2
ld b, RAICHU1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, PIKACHU1
ld b, RAICHU1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, VOLTORB
ld a, ELECTRODE2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, VOLTORB
ld a, ELECTRODE1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, VOLTORB
ld b, ELECTRODE2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, VOLTORB
ld b, ELECTRODE1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, MAGNEMITE1
ld a, MAGNETON2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, MAGNEMITE2
ld a, MAGNETON2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, MAGNEMITE1
ld a, MAGNETON1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, MAGNEMITE2
ld a, MAGNETON1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, MAGNEMITE2
ld b, MAGNETON2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, MAGNEMITE1
ld b, MAGNETON2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, MAGNEMITE2
ld b, MAGNETON1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, MAGNEMITE1
ld b, MAGNETON1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
; bug, missing jr .no_carry
; since this last check falls through regardless of result,
; register a might hold an invalid deck index,
; which might lead to hilarious results like Brandon
; trading a Pikachu with a Grass Energy from the deck.
; however, since it's deep in a tower of conditionals,
; reaching here is extremely unlikely.
; a card in deck was found to look for,
; check if there are duplicates in hand to trade with.
.find_duplicates
ld [wce1a], a
call FindDuplicatePokemonCards
jr c, .set_carry
or a
ret
.set_carry
scf
ret
AIDecide_PokemonTrader_FlowerGarden:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, BULBASAUR
ld a, IVYSAUR
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, IVYSAUR
ld a, VENUSAUR2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, BULBASAUR
ld b, IVYSAUR
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, IVYSAUR
ld b, VENUSAUR2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, BELLSPROUT
ld a, WEEPINBELL
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, WEEPINBELL
ld a, VICTREEBEL
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, BELLSPROUT
ld b, WEEPINBELL
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, WEEPINBELL
ld b, VICTREEBEL
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, ODDISH
ld a, GLOOM
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, GLOOM
ld a, VILEPLUME
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, ODDISH
ld b, GLOOM
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, GLOOM
ld b, VILEPLUME
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
jr .no_carry
; a card in deck was found to look for,
; check if there are duplicates in hand to trade with.
.find_duplicates
ld [wce1a], a
call FindDuplicatePokemonCards
jr c, .found
.no_carry
or a
ret
.found
scf
ret
AIDecide_PokemonTrader_StrangePower:
; looks for a Pokemon in hand to trade with Mr Mime in deck.
; inputting Mr Mime in register e for the function is redundant
; since it already checks whether a Mr Mime exists in the hand.
ld a, MR_MIME
ld e, MR_MIME
call LookForCardIDToTradeWithDifferentHandCard
jr nc, .no_carry
; found
ld [wce1a], a
ld a, e
scf
ret
.no_carry
or a
ret
AIDecide_PokemonTrader_Flamethrower:
; for each of the following cards,
; first run a check if there's a pre-evolution in
; Play Area or in the hand. If there is, choose it as target.
; otherwise, check if the evolution card is in
; hand and if so, choose it as target instead.
ld b, CHARMANDER
ld a, CHARMELEON
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld b, CHARMELEON
ld a, CHARIZARD
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, CHARMANDER
ld b, CHARMELEON
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld a, CHARMELEON
ld b, CHARIZARD
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, VULPIX
ld a, NINETALES1
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, VULPIX
ld b, NINETALES1
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, GROWLITHE
ld a, ARCANINE2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, GROWLITHE
ld b, ARCANINE2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
ld b, EEVEE
ld a, FLAREON2
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
jr c, .find_duplicates
ld a, EEVEE
ld b, FLAREON2
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
jr .no_carry
; a card in deck was found to look for,
; check if there are duplicates in hand to trade with.
.find_duplicates
ld [wce1a], a
call FindDuplicatePokemonCards
jr c, .set_carry
.no_carry
or a
ret
.set_carry
scf
ret
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