pokecrystal/engine/battle/ai/move.asm

218 lines
3.6 KiB
NASM

AIChooseMove:
; Score each move of wEnemyMonMoves in wEnemyAIMoveScores. Lower is better.
; Pick the move with the lowest score.
; Wildmons attack at random.
ld a, [wBattleMode]
dec a
ret z
ld a, [wLinkMode]
and a
ret nz
; No use picking a move if there's no choice.
farcall CheckEnemyLockedIn
ret nz
; The default score is 20. Unusable moves are given a score of 80.
ld a, 20
ld hl, wEnemyAIMoveScores
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
; Don't pick disabled moves.
ld a, [wEnemyDisabledMove]
and a
jr z, .CheckPP
ld hl, wEnemyMonMoves
ld c, 0
.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
.ScoreDisabledMove:
ld hl, wEnemyAIMoveScores
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
.CheckPP:
ld hl, wEnemyAIMoveScores - 1
ld de, wEnemyMonPP
ld b, 0
.CheckMovePP:
inc b
ld a, b
cp NUM_MOVES + 1
jr z, .ApplyLayers
inc hl
ld a, [de]
inc de
and PP_MASK
jr nz, .CheckMovePP
ld [hl], 80
jr .CheckMovePP
; Apply AI scoring layers depending on the trainer class.
.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first trainer class in wTrainerClass (Falkner)
; so we have always the same AI, regardless of the loaded class of trainer
ld a, [wInBattleTowerBattle]
bit 0, a
jr nz, .battle_tower_skip
ld a, [wTrainerClass]
dec a
ld bc, 7 ; Trainer2AI - Trainer1AI
call AddNTimes
.battle_tower_skip
lb bc, CHECK_FLAG, 0
push bc
push hl
.CheckLayer:
pop hl
pop bc
ld a, c
cp 16 ; up to 16 scoring layers
jr z, .DecrementScores
push bc
ld d, BANK(TrainerClassAttributes)
predef SmallFarFlagAction
ld d, c
pop bc
inc c
push bc
push hl
ld a, d
and a
jr z, .CheckLayer
ld hl, AIScoringPointers
dec c
ld b, 0
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, BANK(AIScoring)
call FarCall_hl
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
.DecrementScores:
ld hl, wEnemyAIMoveScores
ld de, wEnemyMonMoves
ld c, NUM_MOVES
.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
and a
jr z, .DecrementScores
; We are done whenever a score reaches 0
dec [hl]
jr z, .PickLowestScoreMoves
; If we just decremented the fourth move's score, go back to the first move
inc hl
dec c
jr z, .DecrementScores
jr .DecrementNextScore
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
.PickLowestScoreMoves:
ld a, c
.move_loop
inc [hl]
dec hl
inc a
cp NUM_MOVES + 1
jr nz, .move_loop
ld hl, wEnemyAIMoveScores
ld de, wEnemyMonMoves
ld c, NUM_MOVES
; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
jr z, .keep
xor a
ld [hli], a
jr .after_toss
.keep
ld a, [de]
ld [hli], a
.after_toss
inc de
dec c
jr nz, .loop2
; Randomly choose one of the moves with a score of 1
.ChooseMove:
ld hl, wEnemyAIMoveScores
call Random
maskbits NUM_MOVES
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
and a
jr z, .ChooseMove
ld [wCurEnemyMove], a
ld a, c
ld [wCurEnemyMoveNum], a
ret
AIScoringPointers:
; entries correspond to AI_* constants
dw AI_Basic
dw AI_Setup
dw AI_Types
dw AI_Offensive
dw AI_Smart
dw AI_Opportunist
dw AI_Aggressive
dw AI_Cautious
dw AI_Status
dw AI_Risky
dw AI_None
dw AI_None
dw AI_None
dw AI_None
dw AI_None
dw AI_None