kep-hack/engine/battle/trainer_ai.asm
Llinos Evans ec61a039b8 Battle Tent Port
This is...most of the stuff necessary for the Battle Tent to work. I've faithfully restored most things so far, including doing a few grammar tweaks.

Main issue is that we get a really strange softlock when the Pokemon selection menu comes up. Not sure why, but point is, it can't progress to the next bit for debugging like this. Committing now to ask for assistance.
2023-05-13 02:50:31 +01:00

781 lines
15 KiB
NASM

; 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, 1
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 EFFECT_01 ; unused sleep effect
db SLEEP_EFFECT
db POISON_EFFECT
db PARALYZE_EFFECT
db -1 ; end
; 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
callfar 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, MOVE_LENGTH
call AddNTimes
ld de, wEnemyMoveNum
call CopyData
pop bc
pop de
pop hl
ret
INCLUDE "data/trainers/move_choices.asm"
INCLUDE "data/trainers/pic_pointers_money.asm"
INCLUDE "data/trainers/names.asm"
INCLUDE "engine/battle/misc.asm"
INCLUDE "engine/battle/read_trainer_party.asm"
INCLUDE "data/trainers/special_moves.asm"
INCLUDE "data/trainers/parties.asm"
TrainerAI:
and a
ld a, [wIsInBattle]
dec a
ret z ; if not a trainer, we're done here
ld a, [wCurMap]
cp BATTLE_TENT
ret z ; if we are in battle tent, we are done
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ret z ; if in a link battle, we're done as well
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
INCLUDE "data/trainers/ai_pointers.asm"
; when there's a +1 on the gym/e4 it's referring to the number of items to use - PvK
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 AIUseXAttack ; Used to use a Guard Spec. This will make the item use have a proper impact - healing doesn't feel right for a trainer fixated on strength.
CooltrainerMAI:
cp 25 percent + 1
ret nc
jp AIUseXAttack
CooltrainerFAI:
; The intended 25% chance to consider switching applies, this fixes a bug.
cp 25 percent + 1
ret nc ; fixes the bug
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 old Misty AI
cp 25 percent + 1
ret nc
ld a, 10
call AICheckIfHPBelowFraction
ret nc
jp AIUsePotion ; Replicates Starmie using Recover, but in a more balanced manner. Unlike other trainers that heal, Misty will do this 26% of the time instead of 51%.
LtSurgeAI:
cp 25 percent + 1
ret nc
jp AIUseXSpecial ; Used to be an X Speed. His party is already fast, so this seems far more appropriate.
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 old AI
cp 50 percent + 1
ret nc
ld a, 10
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion ; Koga is weird - I don't think anything fits. X Attack is certainly not the move though...
BlaineAI:
cp 25 percent + 1
ret nc
ld a, 10
call AICheckIfHPBelowFraction
ret nc ; this fixes the super potion thing - PvK
jp AIUseHyperPotion ; Instead of a Super Potion though, let's give him this. More impactful for the sixth gym while staying true to the meme that everyone knows Gen 1 Blaine for.
SabrinaAI:
cp 25 percent + 1
ret nc
ld a, 10
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
Rival2AI:
cp 13 percent - 1
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUsePotion
Rival3AI:
cp 13 percent - 1
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
; Elite Four members will use an associated X Item or a Full Restore.
LoreleiAI:
cp 15 percent + 1
ret nc
jp AIUseXSpecial
cp 50 percent + 1
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
BrunoAI:
;cp 25 percent + 1
;ret nc
; jp AIUseXDefend old ai...???
cp 15 percent + 1
ret nc
jp AIUseXAttack
cp 50 percent + 1
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
AgathaAI:
cp 8 percent
jp c, AISwitchIfEnoughMons
cp 15 percent + 1
ret nc
jp AIUseXAccuracy ; hahahahahahahaha
cp 50 percent + 1
ret nc
ld a, 4
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
LanceAI:
cp 15 percent + 1
ret nc
jp AIUseXSpecial
cp 50 percent + 1
ret nc
ld a, 5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
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_
hlcoord 2, 2
xor a
ld [wHPBarType], a
predef UpdateHPBar2
jp DecrementAICount
AISwitchIfEnoughMons:
; enemy trainer switches if there are 2 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
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
callfar EnemySendOut
xor a
ld [wFirstMonsNotOutYet], a
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ret z
scf
ret
AIBattleWithdrawText:
text_far _AIBattleWithdrawText
text_end
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
ldh [hDivisor], a
ld hl, wEnemyMonMaxHP
ld a, [hli]
ldh [hDividend], a
ld a, [hl]
ldh [hDividend + 1], a
ld b, 2
call Divide
ldh a, [hQuotient + 3]
ld c, a
ldh a, [hQuotient + 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
jr AIIncreaseStat ; this wasn't here before but it seems that this never actually happened??
;; 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, XSTATITEM_DUPLICATE_ANIM
ld [hli], a
ld [hl], b
callfar 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:
text_far _AIBattleUseItemText
text_end