ref: 9dc71c771e57c57736c3ab63341676e39d7e98aa
dir: /engine/battle/trainer_ai.asm/
; creates a set of moves that may be used and returns its address in hl ; unused slots are filled with 0, all used slots may be chosen with equal probability AIEnemyTrainerChooseMoves: ld a, $a ld hl, wBuffer ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end ld [hli], a ; move 1 ld [hli], a ; move 2 ld [hli], a ; move 3 ld [hl], a ; move 4 ld a, [wEnemyDisabledMove] ; forbid disabled move (if any) swap a and $f jr z, .noMoveDisabled ld hl, wBuffer dec a ld c, a ld b, $0 add hl, bc ; advance pointer to forbidden move ld [hl], $50 ; forbid (highly discourage) disabled move .noMoveDisabled ld hl, TrainerClassMoveChoiceModifications ld a, [wTrainerClass] ld b, a .loopTrainerClasses dec b jr z, .readTrainerClassData .loopTrainerClassData ld a, [hli] and a jr nz, .loopTrainerClassData jr .loopTrainerClasses .readTrainerClassData ld a, [hl] and a jp z, .useOriginalMoveSet push hl .nextMoveChoiceModification pop hl ld a, [hli] and a jr z, .loopFindMinimumEntries push hl ld hl, AIMoveChoiceModificationFunctionPointers dec a add a ld c, a ld b, 0 add hl, bc ; skip to pointer ld a, [hli] ; read pointer into hl ld h, [hl] ld l, a ld de, .nextMoveChoiceModification ; set return address push de jp hl ; execute modification function .loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero ld hl, wBuffer ; temp move selection array ld de, wEnemyMonMoves ; enemy moves ld c, NUM_MOVES .loopDecrementEntries ld a, [de] inc de and a jr z, .loopFindMinimumEntries dec [hl] jr z, .minimumEntriesFound inc hl dec c jr z, .loopFindMinimumEntries jr .loopDecrementEntries .minimumEntriesFound ld a, c .loopUndoPartialIteration ; undo last (partial) loop iteration inc [hl] dec hl inc a cp NUM_MOVES + 1 jr nz, .loopUndoPartialIteration ld hl, wBuffer ; temp move selection array ld de, wEnemyMonMoves ; enemy moves ld c, NUM_MOVES .filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0) ld a, [de] and a jr nz, .moveExisting ld [hl], a .moveExisting ld a, [hl] dec a jr z, .slotWithMinimalValue xor a ld [hli], a ; disable move slot jr .next .slotWithMinimalValue ld a, [de] ld [hli], a ; enable move slot .next inc de dec c jr nz, .filterMinimalEntries ld hl, wBuffer ; use created temporary array as move set ret .useOriginalMoveSet ld hl, wEnemyMonMoves ; use original move set ret AIMoveChoiceModificationFunctionPointers: dw AIMoveChoiceModification1 dw AIMoveChoiceModification2 dw AIMoveChoiceModification3 dw AIMoveChoiceModification4 ; unused, does nothing ; discourages moves that cause no damage but only a status ailment if player's mon already has one AIMoveChoiceModification1: ld a, [wBattleMonStatus] and a ret z ; return if no status ailment on player's mon ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset) ld de, wEnemyMonMoves ; enemy moves ld b, NUM_MOVES + 1 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove ld a, [wEnemyMovePower] and a jr nz, .nextMove ld a, [wEnemyMoveEffect] push hl push de push bc ld hl, StatusAilmentMoveEffects ld de, $0001 call IsInArray pop bc pop de pop hl jr nc, .nextMove ld a, [hl] add $5 ; heavily discourage move ld [hl], a jr .nextMove StatusAilmentMoveEffects: db $01 ; unused sleep effect db SLEEP_EFFECT db POISON_EFFECT db PARALYZE_EFFECT db $FF ; slightly encourage moves with specific effects. ; in particular, stat-modifying moves and other move effects ; that fall in-between AIMoveChoiceModification2: ld a, [wAILayer2Encouragement] cp $1 ret nz ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset) ld de, wEnemyMonMoves ; enemy moves ld b, NUM_MOVES + 1 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove ld a, [wEnemyMoveEffect] cp ATTACK_UP1_EFFECT jr c, .nextMove cp BIDE_EFFECT jr c, .preferMove cp ATTACK_UP2_EFFECT jr c, .nextMove cp POISON_EFFECT jr c, .preferMove jr .nextMove .preferMove dec [hl] ; slightly encourage this move jr .nextMove ; encourages moves that are effective against the player's mon (even if non-damaging). ; discourage damaging moves that are ineffective or not very effective against the player's mon, ; unless there's no damaging move that deals at least neutral damage AIMoveChoiceModification3: ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset) ld de, wEnemyMonMoves ; enemy moves ld b, NUM_MOVES + 1 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove push hl push bc push de callab AIGetTypeEffectiveness pop de pop bc pop hl ld a, [wTypeEffectiveness] cp $10 jr z, .nextMove jr c, .notEffectiveMove dec [hl] ; slightly encourage this move jr .nextMove .notEffectiveMove ; discourages non-effective moves if better moves are available push hl push de push bc ld a, [wEnemyMoveType] ld d, a ld hl, wEnemyMonMoves ; enemy moves ld b, NUM_MOVES + 1 ld c, $0 .loopMoves dec b jr z, .done ld a, [hli] and a jr z, .done call ReadMove ld a, [wEnemyMoveEffect] cp SUPER_FANG_EFFECT jr z, .betterMoveFound ; Super Fang is considered to be a better move cp SPECIAL_DAMAGE_EFFECT jr z, .betterMoveFound ; any special damage moves are considered to be better moves cp FLY_EFFECT jr z, .betterMoveFound ; Fly is considered to be a better move ld a, [wEnemyMoveType] cp d jr z, .loopMoves ld a, [wEnemyMovePower] and a jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves jr .loopMoves .betterMoveFound ld c, a .done ld a, c pop bc pop de pop hl and a jr z, .nextMove inc [hl] ; slightly discourage this move jr .nextMove AIMoveChoiceModification4: ret ReadMove: push hl push de push bc dec a ld hl, Moves ld bc, MoveEnd - Moves call AddNTimes ld de, wEnemyMoveNum call CopyData pop bc pop de pop hl ret ; move choice modification methods that are applied for each trainer class ; 0 is sentinel value TrainerClassMoveChoiceModifications: db 0 ; YOUNGSTER db 1,0 ; BUG CATCHER db 1,0 ; LASS db 1,3,0 ; SAILOR db 1,0 ; JR_TRAINER_M db 1,0 ; JR_TRAINER_F db 1,2,3,0; POKEMANIAC db 1,2,0 ; SUPER_NERD db 1,0 ; HIKER db 1,0 ; BIKER db 1,3,0 ; BURGLAR db 1,0 ; ENGINEER db 1,2,0 ; JUGGLER_X db 1,3,0 ; FISHER db 1,3,0 ; SWIMMER db 0 ; CUE_BALL db 1,0 ; GAMBLER db 1,3,0 ; BEAUTY db 1,2,0 ; PSYCHIC_TR db 1,3,0 ; ROCKER db 1,0 ; JUGGLER db 1,0 ; TAMER db 1,0 ; BIRD_KEEPER db 1,0 ; BLACKBELT db 1,0 ; SONY1 db 1,3,0 ; PROF_OAK db 1,2,0 ; CHIEF db 1,2,0 ; SCIENTIST db 1,3,0 ; GIOVANNI db 1,0 ; ROCKET db 1,3,0 ; COOLTRAINER_M db 1,3,0 ; COOLTRAINER_F db 1,0 ; BRUNO db 1,0 ; BROCK db 1,3,0 ; MISTY db 1,3,0 ; LT_SURGE db 1,3,0 ; ERIKA db 1,3,0 ; KOGA db 1,3,0 ; BLAINE db 1,3,0 ; SABRINA db 1,2,0 ; GENTLEMAN db 1,3,0 ; SONY2 db 1,3,0 ; SONY3 db 1,2,3,0; LORELEI db 1,0 ; CHANNELER db 1,0 ; AGATHA db 1,3,0 ; LANCE INCLUDE "engine/battle/trainer_pic_money_pointers.asm" INCLUDE "text/trainer_names.asm" INCLUDE "engine/battle/bank_e_misc.asm" INCLUDE "engine/battle/read_trainer_party.asm" INCLUDE "data/trainer_moves.asm" INCLUDE "data/trainer_parties.asm" TrainerAI: and a ld a, [wIsInBattle] dec a ret z ; if not a trainer, we're done here ld a, [wLinkState] cp LINK_STATE_BATTLING ret z ld a, [wTrainerClass] ; what trainer class is this? dec a ld c, a ld b, 0 ld hl, TrainerAIPointers add hl, bc add hl, bc add hl, bc ld a, [wAICount] and a ret z ; if no AI uses left, we're done here inc hl inc a jr nz, .getpointer dec hl ld a, [hli] ld [wAICount], a .getpointer ld a, [hli] ld h, [hl] ld l, a call Random jp hl TrainerAIPointers: ; one entry per trainer class ; first byte, number of times (per Pokémon) it can occur ; next two bytes, pointer to AI subroutine for trainer class dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,JugglerAI ; juggler_x dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,JugglerAI ; juggler dbw 3,GenericAI dbw 3,GenericAI dbw 2,BlackbeltAI ; blackbelt dbw 3,GenericAI dbw 3,GenericAI dbw 1,GenericAI ; chief dbw 3,GenericAI dbw 1,GiovanniAI ; giovanni dbw 3,GenericAI dbw 2,CooltrainerMAI ; cooltrainerm dbw 1,CooltrainerFAI ; cooltrainerf dbw 2,BrunoAI ; bruno dbw 5,BrockAI ; brock dbw 1,MistyAI ; misty dbw 1,LtSurgeAI ; surge dbw 1,ErikaAI ; erika dbw 2,KogaAI ; koga dbw 2,BlaineAI ; blaine dbw 1,SabrinaAI ; sabrina dbw 3,GenericAI dbw 1,Sony2AI ; sony2 dbw 1,Sony3AI ; sony3 dbw 2,LoreleiAI ; lorelei dbw 3,GenericAI dbw 2,AgathaAI ; agatha dbw 1,LanceAI ; lance JugglerAI: cp 25 percent + 1 ret nc jp AISwitchIfEnoughMons BlackbeltAI: cp 13 percent - 1 ret nc jp AIUseXAttack GiovanniAI: cp 25 percent + 1 ret nc jp AIUseGuardSpec CooltrainerMAI: cp 25 percent + 1 ret nc jp AIUseXAttack CooltrainerFAI: cp 25 percent + 1 ld a, 10 call AICheckIfHPBelowFraction jp c, AIUseHyperPotion ld a, 5 call AICheckIfHPBelowFraction ret nc jp AISwitchIfEnoughMons BrockAI: ; if his active monster has a status condition, use a full heal ld a, [wEnemyMonStatus] and a ret z jp AIUseFullHeal MistyAI: cp 25 percent + 1 ret nc jp AIUseXDefend LtSurgeAI: cp 25 percent + 1 ret nc jp AIUseXSpeed ErikaAI: cp 50 percent + 1 ret nc ld a, 10 call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion KogaAI: cp 25 percent + 1 ret nc jp AIUseXAttack BlaineAI: cp 25 percent + 1 ret nc jp AIUseSuperPotion SabrinaAI: cp 25 percent + 1 ret nc ld a, 10 call AICheckIfHPBelowFraction ret nc jp AIUseHyperPotion Sony2AI: cp 13 percent - 1 ret nc ld a, 5 call AICheckIfHPBelowFraction ret nc jp AIUsePotion Sony3AI: cp 13 percent - 1 ret nc ld a, 5 call AICheckIfHPBelowFraction ret nc jp AIUseFullRestore LoreleiAI: cp 50 percent + 1 ret nc ld a, 5 call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion BrunoAI: cp 25 percent + 1 ret nc jp AIUseXDefend AgathaAI: cp 8 percent jp c, AISwitchIfEnoughMons cp 50 percent + 1 ret nc ld a, 4 call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion LanceAI: cp 50 percent + 1 ret nc ld a, 5 call AICheckIfHPBelowFraction ret nc jp AIUseHyperPotion GenericAI: and a ; clear carry ret ; end of individual trainer AI routines DecrementAICount: ld hl, wAICount dec [hl] scf ret AIPlayRestoringSFX: ld a, SFX_HEAL_AILMENT jp PlaySoundWaitForCurrent AIUseFullRestore: call AICureStatus ld a, FULL_RESTORE ld [wAIItem], a ld de, wHPBarOldHP ld hl, wEnemyMonHP + 1 ld a, [hld] ld [de], a inc de ld a, [hl] ld [de], a inc de ld hl, wEnemyMonMaxHP + 1 ld a, [hld] ld [de], a inc de ld [wHPBarMaxHP], a ld [wEnemyMonHP + 1], a ld a, [hl] ld [de], a ld [wHPBarMaxHP+1], a ld [wEnemyMonHP], a jr AIPrintItemUseAndUpdateHPBar AIUsePotion: ; enemy trainer heals his monster with a potion ld a, POTION ld b, 20 jr AIRecoverHP AIUseSuperPotion: ; enemy trainer heals his monster with a super potion ld a, SUPER_POTION ld b, 50 jr AIRecoverHP AIUseHyperPotion: ; enemy trainer heals his monster with a hyper potion ld a, HYPER_POTION ld b, 200 ; fallthrough AIRecoverHP: ; heal b HP and print "trainer used $(a) on pokemon!" ld [wAIItem], a ld hl, wEnemyMonHP + 1 ld a, [hl] ld [wHPBarOldHP], a add b ld [hld], a ld [wHPBarNewHP], a ld a, [hl] ld [wHPBarOldHP+1], a ld [wHPBarNewHP+1], a jr nc, .next inc a ld [hl], a ld [wHPBarNewHP+1], a .next inc hl ld a, [hld] ld b, a ld de, wEnemyMonMaxHP + 1 ld a, [de] dec de ld [wHPBarMaxHP], a sub b ld a, [hli] ld b, a ld a, [de] ld [wHPBarMaxHP+1], a sbc b jr nc, AIPrintItemUseAndUpdateHPBar inc de ld a, [de] dec de ld [hld], a ld [wHPBarNewHP], a ld a, [de] ld [hl], a ld [wHPBarNewHP+1], a ; fallthrough AIPrintItemUseAndUpdateHPBar: call AIPrintItemUse_ coord hl, 2, 2 xor a ld [wHPBarType], a predef UpdateHPBar2 jp DecrementAICount AISwitchIfEnoughMons: ; enemy trainer switches if there are 3 or more unfainted mons in party ld a, [wEnemyPartyCount] ld c, a ld hl, wEnemyMon1HP ld d, 0 ; keep count of unfainted monsters ; count how many monsters haven't fainted yet .loop ld a, [hli] ld b, a ld a, [hld] or b jr z, .Fainted ; has monster fainted? inc d .Fainted push bc ld bc, wEnemyMon2 - wEnemyMon1 add hl, bc pop bc dec c jr nz, .loop ld a, d ; how many available monsters are there? cp 2 ; don't bother if only 1 or 2 jp nc, SwitchEnemyMon and a ret SwitchEnemyMon: ; prepare to withdraw the active monster: copy hp, number, and status to roster ld a, [wEnemyMonPartyPos] ld hl, wEnemyMon1HP ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes ld d, h ld e, l ld hl, wEnemyMonHP ld bc, 4 call CopyData ld hl, AIBattleWithdrawText call PrintText ; This wFirstMonsNotOutYet variable is abused to prevent the player from ; switching in a new mon in response to this switch. ld a, 1 ld [wFirstMonsNotOutYet], a callab EnemySendOut xor a ld [wFirstMonsNotOutYet], a ld a, [wLinkState] cp LINK_STATE_BATTLING ret z scf ret AIBattleWithdrawText: TX_FAR _AIBattleWithdrawText db "@" AIUseFullHeal: call AIPlayRestoringSFX call AICureStatus ld a, FULL_HEAL jp AIPrintItemUse AICureStatus: ; cures the status of enemy's active pokemon ld a, [wEnemyMonPartyPos] ld hl, wEnemyMon1Status ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes xor a ld [hl], a ; clear status in enemy team roster ld [wEnemyMonStatus], a ; clear status of active enemy ld hl, wEnemyBattleStatus3 res 0, [hl] ret AIUseXAccuracy: ; unused call AIPlayRestoringSFX ld hl, wEnemyBattleStatus2 set 0, [hl] ld a, X_ACCURACY jp AIPrintItemUse AIUseGuardSpec: call AIPlayRestoringSFX ld hl, wEnemyBattleStatus2 set 1, [hl] ld a, GUARD_SPEC jp AIPrintItemUse AIUseDireHit: ; unused call AIPlayRestoringSFX ld hl, wEnemyBattleStatus2 set 2, [hl] ld a, DIRE_HIT jp AIPrintItemUse AICheckIfHPBelowFraction: ; return carry if enemy trainer's current HP is below 1 / a of the maximum ld [H_DIVISOR], a ld hl, wEnemyMonMaxHP ld a, [hli] ld [H_DIVIDEND], a ld a, [hl] ld [H_DIVIDEND + 1], a ld b, 2 call Divide ld a, [H_QUOTIENT + 3] ld c, a ld a, [H_QUOTIENT + 2] ld b, a ld hl, wEnemyMonHP + 1 ld a, [hld] ld e, a ld a, [hl] ld d, a ld a, d sub b ret nz ld a, e sub c ret AIUseXAttack: ld b, $A ld a, X_ATTACK jr AIIncreaseStat AIUseXDefend: ld b, $B ld a, X_DEFEND jr AIIncreaseStat AIUseXSpeed: ld b, $C ld a, X_SPEED jr AIIncreaseStat AIUseXSpecial: ld b, $D ld a, X_SPECIAL ; fallthrough AIIncreaseStat: ld [wAIItem], a push bc call AIPrintItemUse_ pop bc ld hl, wEnemyMoveEffect ld a, [hld] push af ld a, [hl] push af push hl ld a, ANIM_AF ld [hli], a ld [hl], b callab StatModifierUpEffect pop hl pop af ld [hli], a pop af ld [hl], a jp DecrementAICount AIPrintItemUse: ld [wAIItem], a call AIPrintItemUse_ jp DecrementAICount AIPrintItemUse_: ; print "x used [wAIItem] on z!" ld a, [wAIItem] ld [wd11e], a call GetItemName ld hl, AIBattleUseItemText jp PrintText AIBattleUseItemText: TX_FAR _AIBattleUseItemText db "@"