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# ifndef GUARD_CONSTANTS_BATTLE_AI_H
# define GUARD_CONSTANTS_BATTLE_AI_H
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// battlers
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# define AI_TARGET 0
# define AI_USER 1
# define AI_TARGET_PARTNER 2
# define AI_USER_PARTNER 3
// get_type command
# define AI_TYPE1_TARGET 0
# define AI_TYPE1_USER 1
# define AI_TYPE2_TARGET 2
# define AI_TYPE2_USER 3
# define AI_TYPE_MOVE 4
// type effectiveness
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# define AI_EFFECTIVENESS_x8 7
# define AI_EFFECTIVENESS_x4 6
# define AI_EFFECTIVENESS_x2 5
# define AI_EFFECTIVENESS_x1 4
# define AI_EFFECTIVENESS_x0_5 3
# define AI_EFFECTIVENESS_x0_25 2
# define AI_EFFECTIVENESS_x0_125 1
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# define AI_EFFECTIVENESS_x0 0
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// ai weather
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# define AI_WEATHER_NONE 0
# define AI_WEATHER_SUN 1
# define AI_WEATHER_RAIN 2
# define AI_WEATHER_SANDSTORM 3
# define AI_WEATHER_HAIL 4
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# define AI_WEATHER_SNOW 5
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// get_how_powerful_move_is
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# define MOVE_POWER_OTHER 0
# define MOVE_POWER_BEST 1
# define MOVE_POWER_GOOD 2 // Similar dmg range with best.
# define MOVE_POWER_WEAK 3 // Significantly lower than best and good.
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// AI Flags. Most run specific functions to update score, new flags are used for internal logic in other scripts
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# define AI_FLAG_CHECK_BAD_MOVE (1 << 0)
# define AI_FLAG_TRY_TO_FAINT (1 << 1)
# define AI_FLAG_CHECK_VIABILITY (1 << 2)
# define AI_FLAG_SETUP_FIRST_TURN (1 << 3)
# define AI_FLAG_RISKY (1 << 4)
# define AI_FLAG_PREFER_STRONGEST_MOVE (1 << 5)
# define AI_FLAG_PREFER_BATON_PASS (1 << 6)
# define AI_FLAG_DOUBLE_BATTLE (1 << 7) // removed, split between AI_FLAG_CHECK_BAD_MOVE & AI_FLAG_CHECK_GOOD_MOVE
# define AI_FLAG_HP_AWARE (1 << 8)
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// New, Trainer Handicap Flags
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# define AI_FLAG_NEGATE_UNAWARE (1 << 9) // AI is NOT aware of negating effects like wonder room, mold breaker, etc
# define AI_FLAG_WILL_SUICIDE (1 << 10) // AI will use explosion / self destruct / final gambit / etc
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// New, Trainer Strategy Flags
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# define AI_FLAG_HELP_PARTNER (1 << 11) // AI can try to help partner. If not set, will tend not to target partner
# define AI_FLAG_PREFER_STATUS_MOVES (1 << 12) // AI gets a score bonus for status moves. Should be combined with AI_FLAG_CHECK_BAD_MOVE to prevent using only status moves
# define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished
# define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished
# define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks
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# define AI_FLAG_ACE_POKEMON (1 << 16) // AI has an Ace Pokemon. The last Pokemon in the party will not be used until it's the last one remaining.
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# define AI_FLAG_OMNISCIENT (1 << 17) // AI has full knowledge of player moves, abilities, hold items
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# define AI_FLAG_COUNT 18
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// 'other' ai logic flags
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# define AI_FLAG_ROAMING (1 << 29)
# define AI_FLAG_SAFARI (1 << 30)
# define AI_FLAG_FIRST_BATTLE (1 << 31)
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# endif // GUARD_CONSTANTS_BATTLE_AI_H