ref: e47fbb22f20222f0e3ae080fc8a73a582f0acd10
dir: /engine/battle/ai/scoring.asm/
AIScoring: ; used only for BANK(AIScoring) AI_Basic: ; Don't do anything redundant: ; -Using status-only moves if the player can't be statused ; -Using moves that fail if they've already been used ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z inc hl ld a, [de] and a ret z inc de call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] ld c, a ; Dismiss moves with special effects if they are ; useless or not a good choice right now. ; For example, healing moves, weather moves, Dream Eater... push hl push de push bc farcall AI_Redundant pop bc pop de pop hl jr nz, .discourage ; Dismiss status-only moves if the player can't be statused. ld a, [wEnemyMoveStruct + MOVE_EFFECT] push hl push de push bc ld hl, StatusOnlyEffects ld de, 1 call IsInArray pop bc pop de pop hl jr nc, .checkmove ld a, [wBattleMonStatus] and a jr nz, .discourage ; Dismiss Safeguard if it's already active. ld a, [wPlayerScreens] bit SCREENS_SAFEGUARD, a jr z, .checkmove .discourage call AIDiscourageMove jr .checkmove INCLUDE "data/battle/ai/status_only_effects.asm" AI_Setup: ; Use stat-modifying moves on turn 1. ; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon. ; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon. ; Almost 90% chance to greatly discourage stat-modifying moves otherwise. ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z inc hl ld a, [de] and a ret z inc de call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] cp EFFECT_ATTACK_UP jr c, .checkmove cp EFFECT_EVASION_UP + 1 jr c, .statup ; cp EFFECT_ATTACK_DOWN - 1 jr z, .checkmove cp EFFECT_EVASION_DOWN + 1 jr c, .statdown cp EFFECT_ATTACK_UP_2 jr c, .checkmove cp EFFECT_EVASION_UP_2 + 1 jr c, .statup ; cp EFFECT_ATTACK_DOWN_2 - 1 jr z, .checkmove cp EFFECT_EVASION_DOWN_2 + 1 jr c, .statdown jr .checkmove .statup ld a, [wEnemyTurnsTaken] and a jr nz, .discourage jr .encourage .statdown ld a, [wPlayerTurnsTaken] and a jr nz, .discourage .encourage call AI_50_50 jr c, .checkmove dec [hl] dec [hl] jr .checkmove .discourage call Random cp 12 percent jr c, .checkmove inc [hl] inc [hl] jr .checkmove AI_Types: ; Dismiss any move that the player is immune to. ; Encourage super-effective moves. ; Discourage not very effective moves unless ; all damaging moves are of the same type. ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z inc hl ld a, [de] and a ret z inc de call AIGetEnemyMove push hl push bc push de ld a, 1 ldh [hBattleTurn], a callfar BattleCheckTypeMatchup pop de pop bc pop hl ld a, [wTypeMatchup] and a jr z, .immune cp EFFECTIVE jr z, .checkmove jr c, .noteffective ; effective ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .checkmove dec [hl] jr .checkmove .noteffective ; Discourage this move if there are any moves ; that do damage of a different type. push hl push de push bc ld a, [wEnemyMoveStruct + MOVE_TYPE] ld d, a ld hl, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 ld c, 0 .checkmove2 dec b jr z, .asm_38693 ld a, [hli] and a jr z, .asm_38693 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_TYPE] cp d jr z, .checkmove2 ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr nz, .asm_38692 jr .checkmove2 .asm_38692 ld c, a .asm_38693 ld a, c pop bc pop de pop hl and a jr z, .checkmove inc [hl] jr .checkmove .immune call AIDiscourageMove jr .checkmove AI_Offensive: ; Greatly discourage non-damaging moves. ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z inc hl ld a, [de] and a ret z inc de call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr nz, .checkmove inc [hl] inc [hl] jr .checkmove AI_Smart: ; Context-specific scoring. ld hl, wBuffer1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z ld a, [de] inc de and a ret z push de push bc push hl call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] ld hl, .table_386f2 ld de, 3 call IsInArray inc hl jr nc, .nextmove ld a, [hli] ld e, a ld d, [hl] pop hl push hl ld bc, .nextmove push bc push de ret .nextmove pop hl pop bc pop de inc hl jr .checkmove .table_386f2 dbw EFFECT_SLEEP, AI_Smart_Sleep dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown dbw EFFECT_RESET_STATS, AI_Smart_ResetStats dbw EFFECT_BIDE, AI_Smart_Bide dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch dbw EFFECT_HEAL, AI_Smart_Heal dbw EFFECT_TOXIC, AI_Smart_Toxic dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen dbw EFFECT_OHKO, AI_Smart_Ohko dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B dbw EFFECT_CONFUSE, AI_Smart_Confuse dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2 dbw EFFECT_REFLECT, AI_Smart_Reflect dbw EFFECT_PARALYZE, AI_Smart_Paralyze dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam dbw EFFECT_RAGE, AI_Smart_Rage dbw EFFECT_MIMIC, AI_Smart_Mimic dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed dbw EFFECT_DISABLE, AI_Smart_Disable dbw EFFECT_COUNTER, AI_Smart_Counter dbw EFFECT_ENCORE, AI_Smart_Encore dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit dbw EFFECT_SNORE, AI_Smart_Snore dbw EFFECT_CONVERSION2, AI_Smart_Conversion2 dbw EFFECT_LOCK_ON, AI_Smart_LockOn dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond dbw EFFECT_REVERSAL, AI_Smart_Reversal dbw EFFECT_SPITE, AI_Smart_Spite dbw EFFECT_HEAL_BELL, AI_Smart_HealBell dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit dbw EFFECT_THIEF, AI_Smart_Thief dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel dbw EFFECT_CURSE, AI_Smart_Curse dbw EFFECT_PROTECT, AI_Smart_Protect dbw EFFECT_FORESIGHT, AI_Smart_Foresight dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm dbw EFFECT_ENDURE, AI_Smart_Endure dbw EFFECT_ROLLOUT, AI_Smart_Rollout dbw EFFECT_SWAGGER, AI_Smart_Swagger dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter dbw EFFECT_ATTRACT, AI_Smart_Attract dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude dbw EFFECT_BATON_PASS, AI_Smart_BatonPass dbw EFFECT_PURSUIT, AI_Smart_Pursuit dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash dbw EFFECT_TWISTER, AI_Smart_Twister dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight dbw EFFECT_GUST, AI_Smart_Gust dbw EFFECT_STOMP, AI_Smart_Stomp dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam dbw EFFECT_THUNDER, AI_Smart_Thunder dbw EFFECT_FLY, AI_Smart_Fly db -1 ; end AI_Smart_Sleep: ; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare. ; 50% chance to greatly encourage sleep inducing moves otherwise. ld b, EFFECT_DREAM_EATER call AIHasMoveEffect jr c, .asm_387f0 ld b, EFFECT_NIGHTMARE call AIHasMoveEffect ret nc .asm_387f0 call AI_50_50 ret c dec [hl] dec [hl] ret AI_Smart_LeechHit: push hl ld a, 1 ldh [hBattleTurn], a callfar BattleCheckTypeMatchup pop hl ; 60% chance to discourage this move if not very effective. ld a, [wTypeMatchup] cp EFFECTIVE jr c, .asm_38815 ; Do nothing if effectiveness is neutral. ret z ; Do nothing if enemy's HP is full. call AICheckEnemyMaxHP ret c ; 80% chance to encourage this move otherwise. call AI_80_20 ret c dec [hl] ret .asm_38815 call Random cp 39 percent + 1 ret c inc [hl] ret AI_Smart_LockOn: ld a, [wPlayerSubStatus5] bit SUBSTATUS_LOCK_ON, a jr nz, .asm_38882 push hl call AICheckEnemyQuarterHP jr nc, .asm_38877 call AICheckEnemyHalfHP jr c, .asm_38834 call AICompareSpeed jr nc, .asm_38877 .asm_38834 ld a, [wPlayerEvaLevel] cp $a jr nc, .asm_3887a cp $8 jr nc, .asm_38875 ld a, [wEnemyAccLevel] cp $5 jr c, .asm_3887a cp $7 jr c, .asm_38875 ld hl, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_3884f dec c jr z, .asm_38877 ld a, [hli] and a jr z, .asm_38877 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_ACC] cp 180 jr nc, .asm_3884f ld a, $1 ldh [hBattleTurn], a push hl push bc farcall BattleCheckTypeMatchup ld a, [wTypeMatchup] cp EFFECTIVE pop bc pop hl jr c, .asm_3884f .asm_38875 pop hl ret .asm_38877 pop hl inc [hl] ret .asm_3887a pop hl call AI_50_50 ret c dec [hl] dec [hl] ret .asm_38882 push hl ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_3888b inc hl dec c jr z, .asm_388a2 ld a, [de] and a jr z, .asm_388a2 inc de call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_ACC] cp 180 jr nc, .asm_3888b dec [hl] dec [hl] jr .asm_3888b .asm_388a2 pop hl jp AIDiscourageMove AI_Smart_Selfdestruct: ; Selfdestruct, Explosion ; Unless this is the enemy's last Pokemon... push hl farcall FindAliveEnemyMons pop hl jr nc, .asm_388b7 ; ...greatly discourage this move unless this is the player's last Pokemon too. push hl call AICheckLastPlayerMon pop hl jr nz, .asm_388c6 .asm_388b7 ; Greatly discourage this move if enemy's HP is above 50%. call AICheckEnemyHalfHP jr c, .asm_388c6 ; Do nothing if enemy's HP is below 25%. call AICheckEnemyQuarterHP ret nc ; If enemy's HP is between 25% and 50%, ; over 90% chance to greatly discourage this move. call Random cp 9 percent - 2 ret c .asm_388c6 inc [hl] inc [hl] inc [hl] ret AI_Smart_DreamEater: ; 90% chance to greatly encourage this move. ; The AI_Basic layer will make sure that ; Dream Eater is only used against sleeping targets. call Random cp 10 percent ret c dec [hl] dec [hl] dec [hl] ret AI_Smart_EvasionUp: ; Dismiss this move if enemy's evasion can't raise anymore. ld a, [wEnemyEvaLevel] cp $d jp nc, AIDiscourageMove ; If enemy's HP is full... call AICheckEnemyMaxHP jr nc, .asm_388f2 ; ...greatly encourage this move if player is badly poisoned. ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_388ef ; ...70% chance to greatly encourage this move if player is not badly poisoned. call Random cp 70 percent jr nc, .asm_38911 .asm_388ef dec [hl] dec [hl] ret .asm_388f2 ; Greatly discourage this move if enemy's HP is below 25%. call AICheckEnemyQuarterHP jr nc, .asm_3890f ; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move. call Random cp 4 percent jr c, .asm_388ef ; If enemy's HP is between 25% and 50%,... call AICheckEnemyHalfHP jr nc, .asm_3890a ; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move. call AI_80_20 jr c, .asm_388ef jr .asm_38911 .asm_3890a ; ...50% chance to greatly discourage this move. call AI_50_50 jr c, .asm_38911 .asm_3890f inc [hl] inc [hl] ; 30% chance to end up here if enemy's HP is full and player is not badly poisoned. ; 77% chance to end up here if enemy's HP is above 50% but not full. ; 96% chance to end up here if enemy's HP is between 25% and 50%. ; 100% chance to end up here if enemy's HP is below 25%. ; In other words, we only end up here if the move has not been encouraged or dismissed. .asm_38911 ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38938 ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_38941 ; Discourage this move if enemy's evasion level is higher than player's accuracy level. ld a, [wEnemyEvaLevel] ld b, a ld a, [wPlayerAccLevel] cp b jr c, .asm_38936 ; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. ld a, [wPlayerFuryCutterCount] and a jr nz, .asm_388ef ld a, [wPlayerSubStatus1] bit SUBSTATUS_ROLLOUT, a jr nz, .asm_388ef .asm_38936 inc [hl] ret ; Player is badly poisoned. ; 70% chance to greatly encourage this move. ; This would counter any previous discouragement. .asm_38938 call Random cp 31 percent + 1 ret c dec [hl] dec [hl] ret ; Player is seeded. ; 50% chance to encourage this move. ; This would partly counter any previous discouragement. .asm_38941 call AI_50_50 ret c dec [hl] ret AI_Smart_AlwaysHit: ; 80% chance to greatly encourage this move if either... ; ...enemy's accuracy level has been lowered three or more stages ld a, [wEnemyAccLevel] cp $5 jr c, .asm_38954 ; ...or player's evasion level has been raised three or more stages. ld a, [wPlayerEvaLevel] cp $a ret c .asm_38954 call AI_80_20 ret c dec [hl] dec [hl] ret AI_Smart_MirrorMove: ; If the player did not use any move last turn... ld a, [wLastPlayerCounterMove] and a jr nz, .asm_38968 ; ...do nothing if enemy is slower than player call AICompareSpeed ret nc ; ...or dismiss this move if enemy is faster than player. jp AIDiscourageMove ; If the player did use a move last turn... .asm_38968 push hl ld hl, UsefulMoves ld de, 1 call IsInArray pop hl ; ...do nothing if he didn't use a useful move. ret nc ; If he did, 50% chance to encourage this move... call AI_50_50 ret c dec [hl] ; ...and 90% chance to encourage this move again if the enemy is faster. call AICompareSpeed ret nc call Random cp 10 percent ret c dec [hl] ret AI_Smart_AccuracyDown: ; If player's HP is full... call AICheckPlayerMaxHP jr nc, .asm_389a0 ; ...and enemy's HP is above 50%... call AICheckEnemyHalfHP jr nc, .asm_389a0 ; ...greatly encourage this move if player is badly poisoned. ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_3899d ; ...70% chance to greatly encourage this move if player is not badly poisoned. call Random cp 70 percent jr nc, .asm_389bf .asm_3899d dec [hl] dec [hl] ret .asm_389a0 ; Greatly discourage this move if player's HP is below 25%. call AICheckPlayerQuarterHP jr nc, .asm_389bd ; If player's HP is above 25% but not full, 4% chance to greatly encourage this move. call Random cp 4 percent jr c, .asm_3899d ; If player's HP is between 25% and 50%,... call AICheckPlayerHalfHP jr nc, .asm_389b8 ; If player's HP is above 50% but not full, 20% chance to greatly encourage this move. call AI_80_20 jr c, .asm_3899d jr .asm_389bf ; ...50% chance to greatly discourage this move. .asm_389b8 call AI_50_50 jr c, .asm_389bf .asm_389bd inc [hl] inc [hl] ; We only end up here if the move has not been already encouraged. .asm_389bf ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_389e6 ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_389ef ; Discourage this move if enemy's evasion level is higher than player's accuracy level. ld a, [wEnemyEvaLevel] ld b, a ld a, [wPlayerAccLevel] cp b jr c, .asm_389e4 ; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. ld a, [wPlayerFuryCutterCount] and a jr nz, .asm_3899d ld a, [wPlayerSubStatus1] bit SUBSTATUS_ROLLOUT, a jr nz, .asm_3899d .asm_389e4 inc [hl] ret ; Player is badly poisoned. ; 70% chance to greatly encourage this move. ; This would counter any previous discouragement. .asm_389e6 call Random cp 31 percent + 1 ret c dec [hl] dec [hl] ret ; Player is seeded. ; 50% chance to encourage this move. ; This would partly counter any previous discouragement. .asm_389ef call AI_50_50 ret c dec [hl] ret AI_Smart_ResetStats: ; 85% chance to encourage this move if any of enemy's stat levels is lower than -2. push hl ld hl, wEnemyAtkLevel ld c, $8 .asm_389fb dec c jr z, .asm_38a05 ld a, [hli] cp $5 jr c, .asm_38a12 jr .asm_389fb ; 85% chance to encourage this move if any of player's stat levels is higher than +2. .asm_38a05 ld hl, wPlayerAtkLevel ld c, $8 .asm_38a0a dec c jr z, .asm_38a1b ld a, [hli] cp $a jr c, .asm_38a0a .asm_38a12 pop hl call Random cp 16 percent ret c dec [hl] ret ; Discourage this move if neither: ; Any of enemy's stat levels is lower than -2. ; Any of player's stat levels is higher than +2. .asm_38a1b pop hl inc [hl] ret AI_Smart_Bide: ; 90% chance to discourage this move unless enemy's HP is full. call AICheckEnemyMaxHP ret c call Random cp 10 percent ret c inc [hl] ret AI_Smart_ForceSwitch: ; Whirlwind, Roar. ; Discourage this move if the player has not shown ; a super-effective move against the enemy. ; Consider player's type(s) if its moves are unknown. push hl callfar CheckPlayerMoveTypeMatchups ld a, [wEnemyAISwitchScore] cp 10 ; neutral pop hl ret c inc [hl] ret AI_Smart_Heal: AI_Smart_MorningSun: AI_Smart_Synthesis: AI_Smart_Moonlight: ; 90% chance to greatly encourage this move if enemy's HP is below 25%. ; Discourage this move if enemy's HP is higher than 50%. ; Do nothing otherwise. call AICheckEnemyQuarterHP jr nc, .asm_38a45 call AICheckEnemyHalfHP ret nc inc [hl] ret .asm_38a45 call Random cp 10 percent ret c dec [hl] dec [hl] ret AI_Smart_Toxic: AI_Smart_LeechSeed: ; Discourage this move if player's HP is below 50%. call AICheckPlayerHalfHP ret c inc [hl] ret AI_Smart_LightScreen: AI_Smart_Reflect: ; Over 90% chance to discourage this move unless enemy's HP is full. call AICheckEnemyMaxHP ret c call Random cp 8 percent ret c inc [hl] ret AI_Smart_Ohko: ; Dismiss this move if player's level is higher than enemy's level. ; Else, discourage this move is player's HP is below 50%. ld a, [wBattleMonLevel] ld b, a ld a, [wEnemyMonLevel] cp b jp c, AIDiscourageMove call AICheckPlayerHalfHP ret c inc [hl] ret AI_Smart_TrapTarget: ; Bind, Wrap, Fire Spin, Clamp ; 50% chance to discourage this move if the player is already trapped. ld a, [wPlayerWrapCount] and a jr nz, .asm_38a8b ; 50% chance to greatly encourage this move if player is either ; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare. ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38a91 ld a, [wPlayerSubStatus1] and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE jr nz, .asm_38a91 ; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn. ld a, [wPlayerTurnsTaken] and a jr z, .asm_38a91 ; 50% chance to discourage this move otherwise. .asm_38a8b call AI_50_50 ret c inc [hl] ret .asm_38a91 call AICheckEnemyQuarterHP ret nc call AI_50_50 ret c dec [hl] dec [hl] ret AI_Smart_RazorWind: AI_Smart_Unused2B: ld a, [wEnemySubStatus1] bit SUBSTATUS_PERISH, a jr z, .asm_38aaa ld a, [wEnemyPerishCount] cp 3 jr c, .asm_38ad3 .asm_38aaa push hl ld hl, wPlayerUsedMoves ld c, 4 .asm_38ab0 ld a, [hli] and a jr z, .asm_38ac1 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] cp EFFECT_PROTECT jr z, .asm_38ad5 dec c jr nz, .asm_38ab0 .asm_38ac1 pop hl ld a, [wEnemySubStatus3] bit SUBSTATUS_CONFUSED, a jr nz, .asm_38acd call AICheckEnemyHalfHP ret c .asm_38acd call Random cp 79 percent - 1 ret c .asm_38ad3 inc [hl] ret .asm_38ad5 pop hl ld a, [hl] add 6 ld [hl], a ret AI_Smart_Confuse: ; 90% chance to discourage this move if player's HP is between 25% and 50%. call AICheckPlayerHalfHP ret c call Random cp 10 percent jr c, .asm_38ae7 inc [hl] .asm_38ae7 ; Discourage again if player's HP is below 25%. call AICheckPlayerQuarterHP ret c inc [hl] ret AI_Smart_SpDefenseUp2: ; Discourage this move if enemy's HP is lower than 50%. call AICheckEnemyHalfHP jr nc, .asm_38b10 ; Discourage this move if enemy's special defense level is higher than +3. ld a, [wEnemySDefLevel] cp $b jr nc, .asm_38b10 ; 80% chance to greatly encourage this move if ; enemy's Special Defense level is lower than +2, and the player is of a special type. cp $9 ret nc ld a, [wBattleMonType1] cp SPECIAL jr nc, .asm_38b09 ld a, [wBattleMonType2] cp SPECIAL ret c .asm_38b09 call AI_80_20 ret c dec [hl] dec [hl] ret .asm_38b10 inc [hl] ret AI_Smart_Fly: ; Fly, Dig ; Greatly encourage this move if the player is ; flying or underground, and slower than the enemy. ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret z call AICompareSpeed ret nc dec [hl] dec [hl] dec [hl] ret AI_Smart_SuperFang: ; Discourage this move if player's HP is below 25%. call AICheckPlayerQuarterHP ret c inc [hl] ret AI_Smart_Paralyze: ; 50% chance to discourage this move if player's HP is below 25%. call AICheckPlayerQuarterHP jr nc, .asm_38b3a ; 80% chance to greatly encourage this move ; if enemy is slower than player and its HP is above 25%. call AICompareSpeed ret c call AICheckEnemyQuarterHP ret nc call AI_80_20 ret c dec [hl] dec [hl] ret .asm_38b3a call AI_50_50 ret c inc [hl] ret AI_Smart_SpeedDownHit: ; Icy Wind ; Almost 90% chance to greatly encourage this move if the following conditions all meet: ; Enemy's HP is higher than 25%. ; It's the first turn of player's Pokemon. ; Player is faster than enemy. ld a, [wEnemyMoveStruct + MOVE_ANIM] cp ICY_WIND ret nz call AICheckEnemyQuarterHP ret nc ld a, [wPlayerTurnsTaken] and a ret nz call AICompareSpeed ret c call Random cp 12 percent ret c dec [hl] dec [hl] ret AI_Smart_Substitute: ; Dismiss this move if enemy's HP is below 50%. call AICheckEnemyHalfHP ret c jp AIDiscourageMove AI_Smart_HyperBeam: call AICheckEnemyHalfHP jr c, .asm_38b72 ; 50% chance to encourage this move if enemy's HP is below 25%. call AICheckEnemyQuarterHP ret c call AI_50_50 ret c dec [hl] ret .asm_38b72 ; If enemy's HP is above 50%, discourage this move at random call Random cp 16 percent ret c inc [hl] call AI_50_50 ret c inc [hl] ret AI_Smart_Rage: ld a, [wEnemySubStatus4] bit SUBSTATUS_RAGE, a jr z, .asm_38b9b ; If enemy's Rage is building, 50% chance to encourage this move. call AI_50_50 jr c, .asm_38b8c dec [hl] ; Encourage this move based on Rage's counter. .asm_38b8c ld a, [wEnemyRageCounter] cp $2 ret c dec [hl] ld a, [wEnemyRageCounter] cp $3 ret c dec [hl] ret .asm_38b9b ; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%. call AICheckEnemyHalfHP jr nc, .asm_38ba6 ; 50% chance to encourage this move otherwise. call AI_80_20 ret nc dec [hl] ret .asm_38ba6 inc [hl] ret AI_Smart_Mimic: ld a, [wLastPlayerCounterMove] and a jr z, .asm_38be9 call AICheckEnemyHalfHP jr nc, .asm_38bef push hl ld a, [wLastPlayerCounterMove] call AIGetEnemyMove ld a, $1 ldh [hBattleTurn], a callfar BattleCheckTypeMatchup ld a, [wTypeMatchup] cp EFFECTIVE pop hl jr c, .asm_38bef jr z, .asm_38bd4 call AI_50_50 jr c, .asm_38bd4 dec [hl] .asm_38bd4 ld a, [wLastPlayerCounterMove] push hl ld hl, UsefulMoves ld de, 1 call IsInArray pop hl ret nc call AI_50_50 ret c dec [hl] ret .asm_38be9 call AICompareSpeed jp c, AIDiscourageMove .asm_38bef inc [hl] ret AI_Smart_Counter: push hl ld hl, wPlayerUsedMoves ld c, 4 ld b, 0 .asm_38bf9 ld a, [hli] and a jr z, .asm_38c0e call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .asm_38c0e ld a, [wEnemyMoveStruct + MOVE_TYPE] cp SPECIAL jr nc, .asm_38c0e inc b .asm_38c0e dec c jr nz, .asm_38bf9 pop hl ld a, b and a jr z, .asm_38c39 cp $3 jr nc, .asm_38c30 ld a, [wLastPlayerCounterMove] and a jr z, .asm_38c38 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .asm_38c38 ld a, [wEnemyMoveStruct + MOVE_TYPE] cp SPECIAL jr nc, .asm_38c38 .asm_38c30 call Random cp 39 percent + 1 jr c, .asm_38c38 dec [hl] .asm_38c38 ret .asm_38c39 inc [hl] ret AI_Smart_Encore: call AICompareSpeed jr nc, .asm_38c81 ld a, [wLastPlayerMove] and a jp z, AIDiscourageMove call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .asm_38c68 push hl ld a, [wEnemyMoveStruct + MOVE_TYPE] ld hl, wEnemyMonType1 predef CheckTypeMatchup pop hl ld a, [wTypeMatchup] cp EFFECTIVE jr nc, .asm_38c68 and a ret nz jr .asm_38c78 .asm_38c68 push hl ld a, [wLastPlayerCounterMove] ld hl, EncoreMoves ld de, 1 call IsInArray pop hl jr nc, .asm_38c81 .asm_38c78 call Random cp 28 percent - 1 ret c dec [hl] dec [hl] ret .asm_38c81 inc [hl] inc [hl] inc [hl] ret INCLUDE "data/battle/ai/encore_moves.asm" AI_Smart_PainSplit: ; Discourage this move if [enemy's current HP * 2 > player's current HP]. push hl ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b ld hl, wBattleMonHP + 1 ld a, [hld] cp c ld a, [hl] sbc b pop hl ret nc inc [hl] ret AI_Smart_Snore: AI_Smart_SleepTalk: ; Greatly encourage this move if enemy is fast asleep. ; Greatly discourage this move otherwise. ld a, [wEnemyMonStatus] and $7 cp $1 jr z, .asm_38cc7 dec [hl] dec [hl] dec [hl] ret .asm_38cc7 inc [hl] inc [hl] inc [hl] ret AI_Smart_DefrostOpponent: ; Greatly encourage this move if enemy is frozen. ; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused. ld a, [wEnemyMonStatus] and 1 << FRZ ret z dec [hl] dec [hl] dec [hl] ret AI_Smart_Spite: ld a, [wLastPlayerCounterMove] and a jr nz, .asm_38ce7 call AICompareSpeed jp c, AIDiscourageMove call AI_50_50 ret c inc [hl] ret .asm_38ce7 push hl ld b, a ld c, 4 ld hl, wBattleMonMoves ld de, wBattleMonPP .asm_38cf1 ld a, [hli] cp b jr z, .asm_38cfb inc de dec c jr nz, .asm_38cf1 pop hl ret .asm_38cfb pop hl ld a, [de] cp $6 jr c, .asm_38d0d cp $f jr nc, .asm_38d0b call Random cp 39 percent + 1 ret nc .asm_38d0b inc [hl] ret .asm_38d0d call Random cp 39 percent + 1 ret c dec [hl] dec [hl] ret Function_0x38d16: jp AIDiscourageMove AI_Smart_DestinyBond: AI_Smart_Reversal: AI_Smart_SkullBash: ; Discourage this move if enemy's HP is above 25%. call AICheckEnemyQuarterHP ret nc inc [hl] ret AI_Smart_HealBell: ; Dismiss this move if none of the opponent's Pokemon is statused. ; Encourage this move if the enemy is statused. ; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen. push hl ld a, [wOTPartyCount] ld b, a ld c, 0 ld hl, wOTPartyMon1HP ld de, PARTYMON_STRUCT_LENGTH .loop push hl ld a, [hli] or [hl] jr z, .next ; status dec hl dec hl dec hl ld a, [hl] or c ld c, a .next pop hl add hl, de dec b jr nz, .loop pop hl ld a, c and a jr z, .no_status ld a, [wEnemyMonStatus] and a jr z, .ok dec [hl] .ok and 1 << FRZ | SLP ret z call AI_50_50 ret c dec [hl] dec [hl] ret .no_status ld a, [wEnemyMonStatus] and a ret nz jp AIDiscourageMove AI_Smart_PriorityHit: call AICompareSpeed ret c ; Dismiss this move if the player is flying or underground. ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND jp nz, AIDiscourageMove ; Greatly encourage this move if it will KO the player. ld a, $1 ldh [hBattleTurn], a push hl callfar EnemyAttackDamage callfar BattleCommand_DamageCalc callfar BattleCommand_Stab pop hl ld a, [wCurDamage + 1] ld c, a ld a, [wCurDamage] ld b, a ld a, [wBattleMonHP + 1] cp c ld a, [wBattleMonHP] sbc b ret nc dec [hl] dec [hl] dec [hl] ret AI_Smart_Thief: ; Don't use Thief unless it's the only move available. ld a, [hl] add $1e ld [hl], a ret AI_Smart_Conversion2: ld a, [wLastPlayerMove] and a jr nz, .asm_38dc9 push hl dec a ld hl, Moves + MOVE_TYPE ld bc, MOVE_LENGTH call AddNTimes ld a, BANK(Moves) call GetFarByte ld [wPlayerMoveStruct + MOVE_TYPE], a xor a ldh [hBattleTurn], a callfar BattleCheckTypeMatchup ld a, [wTypeMatchup] cp EFFECTIVE pop hl jr c, .asm_38dc9 ret z call AI_50_50 ret c dec [hl] ret .asm_38dc9 call Random cp 10 percent ret c inc [hl] ret AI_Smart_Disable: call AICompareSpeed jr nc, .asm_38df3 push hl ld a, [wLastPlayerCounterMove] ld hl, UsefulMoves ld de, 1 call IsInArray pop hl jr nc, .asm_38dee call Random cp 39 percent + 1 ret c dec [hl] ret .asm_38dee ld a, [wEnemyMoveStruct + MOVE_POWER] and a ret nz .asm_38df3 call Random cp 8 percent ret c inc [hl] ret AI_Smart_MeanLook: call AICheckEnemyHalfHP jr nc, .asm_38e24 push hl call AICheckLastPlayerMon pop hl jp z, AIDiscourageMove ; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy). ; Should check wPlayerSubStatus5 instead. ld a, [wEnemySubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38e26 ; 80% chance to greatly encourage this move if the player is either ; in love, identified, stuck in Rollout, or has a Nightmare. ld a, [wPlayerSubStatus1] and 1 << SUBSTATUS_IN_LOVE | 1 << SUBSTATUS_ROLLOUT | 1 << SUBSTATUS_IDENTIFIED | 1 << SUBSTATUS_NIGHTMARE jr nz, .asm_38e26 ; Otherwise, discourage this move unless the player only has not very effective moves against the enemy. push hl callfar CheckPlayerMoveTypeMatchups ld a, [wEnemyAISwitchScore] cp $b ; not very effective pop hl ret nc .asm_38e24 inc [hl] ret .asm_38e26 call AI_80_20 ret c dec [hl] dec [hl] dec [hl] ret AICheckLastPlayerMon: ld a, [wPartyCount] ld b, a ld c, 0 ld hl, wPartyMon1HP ld de, PARTYMON_STRUCT_LENGTH .loop ld a, [wCurBattleMon] cp c jr z, .asm_38e44 ld a, [hli] or [hl] ret nz dec hl .asm_38e44 add hl, de inc c dec b jr nz, .loop ret AI_Smart_Nightmare: ; 50% chance to encourage this move. ; The AI_Basic layer will make sure that ; Dream Eater is only used against sleeping targets. call AI_50_50 ret c dec [hl] ret AI_Smart_FlameWheel: ; Use this move if the enemy is frozen. ld a, [wEnemyMonStatus] bit FRZ, a ret z rept 5 dec [hl] endr ret AI_Smart_Curse: ld a, [wEnemyMonType1] cp GHOST jr z, .ghostcurse ld a, [wEnemyMonType2] cp GHOST jr z, .ghostcurse call AICheckEnemyHalfHP jr nc, .asm_38e93 ld a, [wEnemyAtkLevel] cp $b jr nc, .asm_38e93 cp $9 ret nc ld a, [wBattleMonType1] cp GHOST jr z, .asm_38e92 cp SPECIAL ret nc ld a, [wBattleMonType2] cp SPECIAL ret nc call AI_80_20 ret c dec [hl] dec [hl] ret .asm_38e90 inc [hl] inc [hl] .asm_38e92 inc [hl] .asm_38e93 inc [hl] ret .ghostcurse ld a, [wPlayerSubStatus1] bit SUBSTATUS_CURSE, a jp nz, AIDiscourageMove push hl farcall FindAliveEnemyMons pop hl jr nc, .asm_38eb0 push hl call AICheckLastPlayerMon pop hl jr nz, .asm_38e90 jr .asm_38eb7 .asm_38eb0 push hl call AICheckLastPlayerMon pop hl jr z, .asm_38ecb .asm_38eb7 call AICheckEnemyQuarterHP jp nc, .asm_38e90 call AICheckEnemyHalfHP jr nc, .asm_38e92 call AICheckEnemyMaxHP ret nc ld a, [wPlayerTurnsTaken] and a ret nz .asm_38ecb call AI_50_50 ret c dec [hl] dec [hl] ret AI_Smart_Protect: ld a, [wEnemyProtectCount] and a jr nz, .asm_38f13 ld a, [wPlayerSubStatus5] bit SUBSTATUS_LOCK_ON, a jr nz, .asm_38f14 ld a, [wPlayerFuryCutterCount] cp 3 jr nc, .asm_38f0d ld a, [wPlayerSubStatus3] bit SUBSTATUS_CHARGED, a jr nz, .asm_38f0d ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38f0d ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_38f0d ld a, [wPlayerSubStatus1] bit SUBSTATUS_CURSE, a jr nz, .asm_38f0d bit SUBSTATUS_ROLLOUT, a jr z, .asm_38f14 ld a, [wPlayerRolloutCount] cp 3 jr c, .asm_38f14 .asm_38f0d call AI_80_20 ret c dec [hl] ret .asm_38f13 inc [hl] .asm_38f14 call Random cp 8 percent ret c inc [hl] inc [hl] ret AI_Smart_Foresight: ld a, [wEnemyAccLevel] cp $5 jr c, .asm_38f41 ld a, [wPlayerEvaLevel] cp $a jr nc, .asm_38f41 ld a, [wBattleMonType1] cp GHOST jr z, .asm_38f41 ld a, [wBattleMonType2] cp GHOST jr z, .asm_38f41 call Random cp 8 percent ret c inc [hl] ret .asm_38f41 call Random cp 39 percent + 1 ret c dec [hl] dec [hl] ret AI_Smart_PerishSong: push hl callfar FindAliveEnemyMons pop hl jr c, .no ld a, [wPlayerSubStatus5] bit SUBSTATUS_CANT_RUN, a jr nz, .yes push hl callfar CheckPlayerMoveTypeMatchups ld a, [wEnemyAISwitchScore] cp 10 ; 1.0 pop hl ret c call AI_50_50 ret c inc [hl] ret .yes call AI_50_50 ret c dec [hl] ret .no ld a, [hl] add 5 ld [hl], a ret AI_Smart_Sandstorm: ; Greatly discourage this move if the player is immune to Sandstorm damage. ld a, [wBattleMonType1] push hl ld hl, .SandstormImmuneTypes ld de, 1 call IsInArray pop hl jr c, .asm_38fa5 ld a, [wBattleMonType2] push hl ld hl, .SandstormImmuneTypes ld de, 1 call IsInArray pop hl jr c, .asm_38fa5 ; Discourage this move if player's HP is below 50%. call AICheckPlayerHalfHP jr nc, .asm_38fa6 ; 50% chance to encourage this move otherwise. call AI_50_50 ret c dec [hl] ret .asm_38fa5 inc [hl] .asm_38fa6 inc [hl] ret .SandstormImmuneTypes: db ROCK db GROUND db STEEL db -1 ; end AI_Smart_Endure: ld a, [wEnemyProtectCount] and a jr nz, .asm_38fd8 call AICheckEnemyMaxHP jr c, .asm_38fd8 call AICheckEnemyQuarterHP jr c, .asm_38fd9 ld b, EFFECT_REVERSAL call AIHasMoveEffect jr nc, .asm_38fcb call AI_80_20 ret c dec [hl] dec [hl] dec [hl] ret .asm_38fcb ld a, [wEnemySubStatus5] bit SUBSTATUS_LOCK_ON, a ret z call AI_50_50 ret c dec [hl] dec [hl] ret .asm_38fd8 inc [hl] .asm_38fd9 inc [hl] ret AI_Smart_FuryCutter: ; Encourage this move based on Fury Cutter's count. ld a, [wEnemyFuryCutterCount] and a jr z, .end dec [hl] cp 2 jr c, .end dec [hl] dec [hl] cp 3 jr c, .end dec [hl] dec [hl] dec [hl] .end ; fallthrough AI_Smart_Rollout: ; Rollout, Fury Cutter ; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed. ld a, [wEnemySubStatus1] bit SUBSTATUS_IN_LOVE, a jr nz, .asm_39020 ld a, [wEnemySubStatus3] bit SUBSTATUS_CONFUSED, a jr nz, .asm_39020 ld a, [wEnemyMonStatus] bit PAR, a jr nz, .asm_39020 ; 80% chance to discourage this move if the enemy's HP is below 25%, ; or if accuracy or evasion modifiers favour the player. call AICheckEnemyQuarterHP jr nc, .asm_39020 ld a, [wEnemyAccLevel] cp 7 jr c, .asm_39020 ld a, [wPlayerEvaLevel] cp 8 jr nc, .asm_39020 ; Otherwise, 80% chance to greatly encourage this move. call Random cp 79 percent - 1 ret nc dec [hl] dec [hl] ret .asm_39020 call AI_80_20 ret c inc [hl] ret AI_Smart_Swagger: AI_Smart_Attract: ; 80% chance to encourage this move during the first turn of player's Pokemon. ; 80% chance to discourage this move otherwise. ld a, [wPlayerTurnsTaken] and a jr z, .first_turn call AI_80_20 ret c inc [hl] ret .first_turn call Random cp 79 percent - 1 ret nc dec [hl] ret AI_Smart_Safeguard: ; 80% chance to discourage this move if player's HP is below 50%. call AICheckPlayerHalfHP ret c call AI_80_20 ret c inc [hl] ret AI_Smart_Magnitude: AI_Smart_Earthquake: ; Greatly encourage this move if the player is underground and the enemy is faster. ld a, [wLastPlayerCounterMove] cp DIG ret nz ld a, [wPlayerSubStatus3] bit SUBSTATUS_UNDERGROUND, a jr z, .could_dig call AICompareSpeed ret nc dec [hl] dec [hl] ret .could_dig ; Try to predict if the player will use Dig this turn. ; 50% chance to encourage this move if the enemy is slower than the player. call AICompareSpeed ret c call AI_50_50 ret c dec [hl] ret AI_Smart_BatonPass: ; Discourage this move if the player hasn't shown super-effective moves against the enemy. ; Consider player's type(s) if its moves are unknown. push hl callfar CheckPlayerMoveTypeMatchups ld a, [wEnemyAISwitchScore] cp 10 ; neutral pop hl ret c inc [hl] ret AI_Smart_Pursuit: ; 50% chance to greatly encourage this move if player's HP is below 25%. ; 80% chance to discourage this move otherwise. call AICheckPlayerQuarterHP jr nc, .asm_3907d call AI_80_20 ret c inc [hl] ret .asm_3907d call AI_50_50 ret c dec [hl] dec [hl] ret AI_Smart_RapidSpin: ; 80% chance to greatly encourage this move if the enemy is ; trapped (Bind effect), seeded, or scattered with spikes. ld a, [wEnemyWrapCount] and a jr nz, .asm_39097 ld a, [wEnemySubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_39097 ld a, [wEnemyScreens] bit SCREENS_SPIKES, a ret z .asm_39097 call AI_80_20 ret c dec [hl] dec [hl] ret AI_Smart_HiddenPower: push hl ld a, 1 ldh [hBattleTurn], a ; Calculate Hidden Power's type and base power based on enemy's DVs. callfar HiddenPowerDamage callfar BattleCheckTypeMatchup pop hl ; Discourage Hidden Power if not very effective. ld a, [wTypeMatchup] cp EFFECTIVE jr c, .bad ; Discourage Hidden Power if its base power is lower than 50. ld a, d cp 50 jr c, .bad ; Encourage Hidden Power if super-effective. ld a, [wTypeMatchup] cp EFFECTIVE + 1 jr nc, .good ; Encourage Hidden Power if its base power is 70. ld a, d cp 70 ret c .good dec [hl] ret .bad inc [hl] ret AI_Smart_RainDance: ; Greatly discourage this move if it would favour the player type-wise. ; Particularly, if the player is a Water-type. ld a, [wBattleMonType1] cp WATER jr z, AIBadWeatherType cp FIRE jr z, AIGoodWeatherType ld a, [wBattleMonType2] cp WATER jr z, AIBadWeatherType cp FIRE jr z, AIGoodWeatherType push hl ld hl, RainDanceMoves jr AI_Smart_WeatherMove INCLUDE "data/battle/ai/rain_dance_moves.asm" AI_Smart_SunnyDay: ; Greatly discourage this move if it would favour the player type-wise. ; Particularly, if the player is a Fire-type. ld a, [wBattleMonType1] cp FIRE jr z, AIBadWeatherType cp WATER jr z, AIGoodWeatherType ld a, [wBattleMonType2] cp FIRE jr z, AIBadWeatherType cp WATER jr z, AIGoodWeatherType push hl ld hl, SunnyDayMoves ; fallthrough AI_Smart_WeatherMove: ; Rain Dance, Sunny Day ; Greatly discourage this move if the enemy doesn't have ; one of the useful Rain Dance or Sunny Day moves. call AIHasMoveInArray pop hl jr nc, AIBadWeatherType ; Greatly discourage this move if player's HP is below 50%. call AICheckPlayerHalfHP jr nc, AIBadWeatherType ; 50% chance to encourage this move otherwise. call AI_50_50 ret c dec [hl] ret AIBadWeatherType: inc [hl] inc [hl] inc [hl] ret AIGoodWeatherType: ; Rain Dance, Sunny Day ; Greatly encourage this move if it would disfavour the player type-wise and player's HP is above 50%... call AICheckPlayerHalfHP ret nc ; ...as long as one of the following conditions meet: ; It's the first turn of the player's Pokemon. ld a, [wPlayerTurnsTaken] and a jr z, .good ; Or it's the first turn of the enemy's Pokemon. ld a, [wEnemyTurnsTaken] and a ret nz .good dec [hl] dec [hl] ret INCLUDE "data/battle/ai/sunny_day_moves.asm" AI_Smart_BellyDrum: ; Dismiss this move if enemy's attack is higher than +2 or if enemy's HP is below 50%. ; Else, discourage this move if enemy's HP is not full. ld a, [wEnemyAtkLevel] cp $a jr nc, .asm_3914d call AICheckEnemyMaxHP ret c inc [hl] call AICheckEnemyHalfHP ret c .asm_3914d ld a, [hl] add $5 ld [hl], a ret AI_Smart_PsychUp: push hl ld hl, wEnemyAtkLevel ld b, $8 ld c, 100 ; Calculate the sum of all enemy's stat level modifiers. Add 100 first to prevent underflow. ; Put the result in c. c will range between 58 and 142. .asm_3915a ld a, [hli] sub $7 add c ld c, a dec b jr nz, .asm_3915a ; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow. ; Put the result in d. d will range between 58 and 142. ld hl, wPlayerAtkLevel ld b, $8 ld d, 100 .asm_39169 ld a, [hli] sub $7 add d ld d, a dec b jr nz, .asm_39169 ; Greatly discourage this move if enemy's stat levels are higher than player's (if c>=d). ld a, c sub d pop hl jr nc, .asm_39188 ; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1... ld a, [wPlayerAccLevel] cp $6 ret c ; ...or enemy's evasion level is higher than +0. ld a, [wEnemyEvaLevel] cp $8 ret nc call AI_80_20 ret c dec [hl] ret .asm_39188 inc [hl] inc [hl] ret AI_Smart_MirrorCoat: push hl ld hl, wPlayerUsedMoves ld c, $4 ld b, $0 .asm_39193 ld a, [hli] and a jr z, .asm_391a8 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .asm_391a8 ld a, [wEnemyMoveStruct + MOVE_TYPE] cp SPECIAL jr c, .asm_391a8 inc b .asm_391a8 dec c jr nz, .asm_39193 pop hl ld a, b and a jr z, .asm_391d3 cp $3 jr nc, .asm_391ca ld a, [wLastPlayerCounterMove] and a jr z, .asm_391d2 call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .asm_391d2 ld a, [wEnemyMoveStruct + MOVE_TYPE] cp SPECIAL jr c, .asm_391d2 .asm_391ca call Random cp 100 jr c, .asm_391d2 dec [hl] .asm_391d2 ret .asm_391d3 inc [hl] ret AI_Smart_Twister: AI_Smart_Gust: ; Greatly encourage this move if the player is flying and the enemy is faster. ld a, [wLastPlayerCounterMove] cp FLY ret nz ld a, [wPlayerSubStatus3] bit SUBSTATUS_FLYING, a jr z, .couldFly call AICompareSpeed ret nc dec [hl] dec [hl] ret ; Try to predict if the player will use Fly this turn. .couldFly ; 50% chance to encourage this move if the enemy is slower than the player. call AICompareSpeed ret c call AI_50_50 ret c dec [hl] ret AI_Smart_FutureSight: ; Greatly encourage this move if the player is ; flying or underground, and slower than the enemy. call AICompareSpeed ret nc ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret z dec [hl] dec [hl] ret AI_Smart_Stomp: ; 80% chance to encourage this move if the player has used Minimize. ld a, [wPlayerMinimized] and a ret z call AI_80_20 ret c dec [hl] ret AI_Smart_Solarbeam: ; 80% chance to encourage this move when it's sunny. ; 90% chance to discourage this move when it's raining. ld a, [wBattleWeather] cp WEATHER_SUN jr z, .asm_3921e cp WEATHER_RAIN ret nz call Random cp 10 percent ret c inc [hl] inc [hl] ret .asm_3921e call AI_80_20 ret c dec [hl] dec [hl] ret AI_Smart_Thunder: ; 90% chance to discourage this move when it's sunny. ld a, [wBattleWeather] cp WEATHER_SUN ret nz call Random cp 10 percent ret c inc [hl] ret AICompareSpeed: ; Return carry if enemy is faster than player. push bc ld a, [wEnemyMonSpeed + 1] ld b, a ld a, [wBattleMonSpeed + 1] cp b ld a, [wEnemyMonSpeed] ld b, a ld a, [wBattleMonSpeed] sbc b pop bc ret AICheckPlayerMaxHP: push hl push de push bc ld de, wBattleMonHP ld hl, wBattleMonMaxHP jr AICheckMaxHP AICheckEnemyMaxHP: push hl push de push bc ld de, wEnemyMonHP ld hl, wEnemyMonMaxHP ; fallthrough AICheckMaxHP: ; Return carry if hp at de matches max hp at hl. ld a, [de] inc de cp [hl] jr nz, .asm_39269 inc hl ld a, [de] cp [hl] jr nz, .asm_39269 pop bc pop de pop hl scf ret .asm_39269 pop bc pop de pop hl and a ret AICheckPlayerHalfHP: push hl ld hl, wBattleMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b inc hl inc hl ld a, [hld] cp c ld a, [hl] sbc b pop hl ret AICheckEnemyHalfHP: push hl push de push bc ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b inc hl inc hl ld a, [hld] cp c ld a, [hl] sbc b pop bc pop de pop hl ret AICheckEnemyQuarterHP: push hl push de push bc ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b sla c rl b inc hl inc hl ld a, [hld] cp c ld a, [hl] sbc b pop bc pop de pop hl ret AICheckPlayerQuarterHP: push hl ld hl, wBattleMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b sla c rl b inc hl inc hl ld a, [hld] cp c ld a, [hl] sbc b pop hl ret AIHasMoveEffect: ; Return carry if the enemy has move b. push hl ld hl, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves .checkmove ld a, [hli] and a jr z, .no call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] cp b jr z, .yes dec c jr nz, .checkmove .no pop hl and a ret .yes pop hl scf ret AIHasMoveInArray: ; Return carry if the enemy has a move in array hl. push hl push de push bc .next ld a, [hli] cp $ff jr z, .done ld b, a ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 ld de, wEnemyMonMoves .check dec c jr z, .next ld a, [de] inc de cp b jr nz, .check scf .done pop bc pop de pop hl ret INCLUDE "data/battle/ai/useful_moves.asm" AI_Opportunist: ; Discourage stall moves when the enemy's HP is low. ; Do nothing if enemy's HP is above 50%. call AICheckEnemyHalfHP ret c ; Discourage stall moves if enemy's HP is below 25%. call AICheckEnemyQuarterHP jr nc, .asm_39322 ; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%. call AI_50_50 ret c .asm_39322 ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove inc hl dec c jr z, .asm_39347 ld a, [de] inc de and a jr z, .asm_39347 push hl push de push bc ld hl, StallMoves ld de, 1 call IsInArray pop bc pop de pop hl jr nc, .checkmove inc [hl] jr .checkmove .asm_39347 ret INCLUDE "data/battle/ai/stall_moves.asm" AI_Aggressive: ; Use whatever does the most damage. ; Discourage all damaging moves but the one that does the most damage. ; If no damaging move deals damage to the player (immune), ; no move will be discouraged ; Figure out which attack does the most damage and put it in c. ld hl, wEnemyMonMoves ld bc, 0 ld de, 0 .checkmove inc b ld a, b cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .gotstrongestmove ld a, [hli] and a jr z, .gotstrongestmove push hl push de push bc call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .nodamage call AIDamageCalc pop bc pop de pop hl ; Update current move if damage is highest so far ld a, [wCurDamage + 1] cp e ld a, [wCurDamage] sbc d jr c, .checkmove ld a, [wCurDamage + 1] ld e, a ld a, [wCurDamage] ld d, a ld c, b jr .checkmove .nodamage pop bc pop de pop hl jr .checkmove .gotstrongestmove ; Nothing we can do if no attacks did damage. ld a, c and a jr z, .done ; Discourage moves that do less damage unless they're reckless too. ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, 0 .checkmove2 inc b ld a, b cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .done ; Ignore this move if it is the highest damaging one. cp c ld a, [de] inc de inc hl jr z, .checkmove2 call AIGetEnemyMove ; Ignore this move if its power is 0 or 1. ; Moves such as Seismic Toss, Hidden Power, ; Counter and Fissure have a base power of 1. ld a, [wEnemyMoveStruct + MOVE_POWER] cp 2 jr c, .checkmove2 ; Ignore this move if it is reckless. push hl push de push bc ld a, [wEnemyMoveStruct + MOVE_EFFECT] ld hl, RecklessMoves ld de, 1 call IsInArray pop bc pop de pop hl jr c, .checkmove2 ; If we made it this far, discourage this move. inc [hl] jr .checkmove2 .done ret INCLUDE "data/battle/ai/reckless_moves.asm" AIDamageCalc: ld a, 1 ldh [hBattleTurn], a ld a, [wEnemyMoveStruct + MOVE_EFFECT] ld de, 1 ld hl, ConstantDamageEffects call IsInArray jr nc, .asm_39400 callfar BattleCommand_ConstantDamage ret .asm_39400 callfar EnemyAttackDamage callfar BattleCommand_DamageCalc callfar BattleCommand_Stab ret INCLUDE "data/battle/ai/constant_damage_effects.asm" AI_Cautious: ; 90% chance to discourage moves with residual effects after the first turn. ld a, [wEnemyTurnsTaken] and a ret z ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_39425 inc hl dec c ret z ld a, [de] inc de and a ret z push hl push de push bc ld hl, ResidualMoves ld de, 1 call IsInArray pop bc pop de pop hl jr nc, .asm_39425 call Random cp 90 percent + 1 ret nc inc [hl] jr .asm_39425 INCLUDE "data/battle/ai/residual_moves.asm" AI_Status: ; Dismiss status moves that don't affect the player. ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z inc hl ld a, [de] and a ret z inc de call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_EFFECT] cp EFFECT_TOXIC jr z, .poisonimmunity cp EFFECT_POISON jr z, .poisonimmunity cp EFFECT_SLEEP jr z, .typeimmunity cp EFFECT_PARALYZE jr z, .typeimmunity ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .checkmove jr .typeimmunity .poisonimmunity ld a, [wBattleMonType1] cp POISON jr z, .immune ld a, [wBattleMonType2] cp POISON jr z, .immune .typeimmunity push hl push bc push de ld a, 1 ldh [hBattleTurn], a callfar BattleCheckTypeMatchup pop de pop bc pop hl ld a, [wTypeMatchup] and a jr nz, .checkmove .immune call AIDiscourageMove jr .checkmove AI_Risky: ; Use any move that will KO the target. ; Risky moves will often be an exception (see below). ld hl, wBuffer1 - 1 ld de, wEnemyMonMoves ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove inc hl dec c ret z ld a, [de] inc de and a ret z push de push bc push hl call AIGetEnemyMove ld a, [wEnemyMoveStruct + MOVE_POWER] and a jr z, .nextmove ; Don't use risky moves at max hp. ld a, [wEnemyMoveStruct + MOVE_EFFECT] ld de, 1 ld hl, RiskyEffects call IsInArray jr nc, .checkko call AICheckEnemyMaxHP jr c, .nextmove ; Else, 80% chance to exclude them. call Random cp 79 percent - 1 jr c, .nextmove .checkko call AIDamageCalc ld a, [wCurDamage + 1] ld e, a ld a, [wCurDamage] ld d, a ld a, [wBattleMonHP + 1] cp e ld a, [wBattleMonHP] sbc d jr nc, .nextmove pop hl rept 5 dec [hl] endr push hl .nextmove pop hl pop bc pop de jr .checkmove INCLUDE "data/battle/ai/risky_effects.asm" AI_None: ret AIDiscourageMove: ld a, [hl] add 10 ld [hl], a ret AIGetEnemyMove: ; Load attributes of move a into ram push hl push de push bc dec a ld hl, Moves ld bc, MOVE_LENGTH call AddNTimes ld de, wEnemyMoveStruct ld a, BANK(Moves) call FarCopyBytes pop bc pop de pop hl ret AI_80_20: call Random cp 20 percent - 1 ret AI_50_50: call Random cp 50 percent + 1 ret