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; loads opponent deck at wOpponentDeckID to wOpponentDeck, and initializes wPlayerDuelistType.
; on a duel against Sam, also loads PRACTICE_PLAYER_DECK to wPlayerDeck.
; also, sets wRNG1, wRNG2, and wRNGCounter to $57.
LoadOpponentDeck:
xor a
ld [wIsPracticeDuel], a
ld a, [wOpponentDeckID]
cp SAMS_NORMAL_DECK_ID
jr z, .normal_sam_duel
or a ; cp SAMS_PRACTICE_DECK_ID
jr nz, .not_practice_duel
; only practice duels will display help messages, but
; any duel with Sam will force the PRACTICE_PLAYER_DECK
;.practice_sam_duel
inc a
ld [wIsPracticeDuel], a
.normal_sam_duel
xor a
ld [wOpponentDeckID], a
call SwapTurn
ld a, PRACTICE_PLAYER_DECK
call LoadDeck
call SwapTurn
ld hl, wRNG1
ld a, $57
ld [hli], a
ld [hli], a
ld [hl], a
xor a
.not_practice_duel
inc a
inc a ; convert from *_DECK_ID constant read from wOpponentDeckID to *_DECK constant
call LoadDeck
ld a, [wOpponentDeckID]
cp DECKS_END
jr c, .valid_deck
ld a, PRACTICE_PLAYER_DECK_ID
ld [wOpponentDeckID], a
.valid_deck
; set opponent as controlled by AI
ld a, DUELVARS_DUELIST_TYPE
call GetTurnDuelistVariable
ld a, [wOpponentDeckID]
or DUELIST_TYPE_AI_OPP
ld [hl], a
ret
AIDoAction_Turn:
ld a, AIACTION_DO_TURN
jr AIDoAction
AIDoAction_StartDuel:
ld a, AIACTION_START_DUEL
jr AIDoAction
AIDoAction_ForcedSwitch:
ld a, AIACTION_FORCED_SWITCH
call AIDoAction
ldh [hTempPlayAreaLocation_ff9d], a
ret
AIDoAction_KOSwitch:
ld a, AIACTION_KO_SWITCH
call AIDoAction
ldh [hTemp_ffa0], a
ret
AIDoAction_TakePrize:
ld a, AIACTION_TAKE_PRIZE
jr AIDoAction ; this line is not needed
; calls the appropriate AI routine to handle action,
; depending on the deck ID (see engine/duel/ai/deck_ai.asm)
; input:
; - a = AIACTION_* constant
AIDoAction:
ld c, a
; load bank for Opponent Deck pointer table
ldh a, [hBankROM]
push af
ld a, BANK(DeckAIPointerTable)
call BankswitchROM
; load hl with the corresponding pointer
ld a, [wOpponentDeckID]
ld l, a
ld h, $0
add hl, hl ; two bytes per deck
ld de, DeckAIPointerTable
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld a, c
or a
jr nz, .not_zero
; if input was 0, copy deck data of turn player
ld e, [hl]
inc hl
ld d, [hl]
call CopyDeckData
jr .done
; jump to corresponding AI routine related to input
.not_zero
call JumpToFunctionInTable
.done
ld c, a
pop af
call BankswitchROM
ld a, c
ret
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