Remove temp scores in AI_CalcMoveEffectScores (#4655)
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2 changed files with 5 additions and 18 deletions
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@ -32,17 +32,11 @@
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#define BEST_DAMAGE_MOVE 1 // Move with the most amount of hits with the best accuracy/effect
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#define POWERFUL_STATUS_MOVE 10 // Moves with this score will be chosen over a move that faints target
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// Temporary scores that are added together to determine a final score at the end of AI_CalcMoveEffectScore
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// Scores given in AI_CalcMoveEffectScore
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#define WEAK_EFFECT 1
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#define DECENT_EFFECT 2
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#define GOOD_EFFECT 4
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#define BEST_EFFECT 6
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// AI_CalcMoveEffectScore final score
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#define NOT_GOOD_ENOUGH 0 // Not worth using over a damaging move
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#define GOOD_MOVE_EFFECTS 2 // Worth using over a damaging move
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#define PREFERRED_MOVE_EFFECTS 3 // Worth using over a damagin move and is better then DECENT_EFFECT
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#define BEST_MOVE_EFFECTS 4 // Best possible move effects. E.g. stat boosting moves that boost multiply moves
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#define GOOD_EFFECT 3
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#define BEST_EFFECT 4
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// AI_TryToFaint
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#define FAST_KILL 6 // AI is faster and faints target
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@ -4722,14 +4722,7 @@ static u32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move)
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}
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}
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if (score <= 1)
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return NOT_GOOD_ENOUGH;
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else if (score <= 3)
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return GOOD_MOVE_EFFECTS;
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else if (score <= 5)
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return PREFERRED_MOVE_EFFECTS;
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else
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return BEST_MOVE_EFFECTS;
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return score;
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}
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// AI_FLAG_CHECK_VIABILITY - Chooses best possible move to hit player
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