#ifndef GUARD_CONSTANTS_BATTLE_AI_H #define GUARD_CONSTANTS_BATTLE_AI_H // battlers #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 #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 #define AI_EFFECTIVENESS_x0 0 // AI Flags. Most run specific functions to update score, new flags are used for internal logic in other scripts #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) #define AI_FLAG_POWERFUL_STATUS (1 << 9) // AI prefers moves that set up field effects or side statuses, even if the user can faint the target // New, Trainer Handicap Flags #define AI_FLAG_NEGATE_UNAWARE (1 << 10) // AI is NOT aware of negating effects like wonder room, mold breaker, etc #define AI_FLAG_WILL_SUICIDE (1 << 11) // AI will use explosion / self destruct / final gambit / etc // New, Trainer Strategy Flags #define AI_FLAG_HELP_PARTNER (1 << 12) // AI can try to help partner. If not set, will tend not to target partner #define AI_FLAG_PREFER_STATUS_MOVES (1 << 13) // 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 << 14) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished #define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks. Automatically includes AI_FLAG_SMART_MON_CHOICES. #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. #define AI_FLAG_OMNISCIENT (1 << 17) // AI has full knowledge of player moves, abilities, hold items #define AI_FLAG_SMART_MON_CHOICES (1 << 18) // AI will make smarter decisions when choosing which mon to send out mid-battle and after a KO, which are separate decisions. Automatically included by AI_FLAG_SMART_SWITCHING. #define AI_FLAG_CONSERVATIVE (1 << 19) // AI assumes all moves will low roll damage #define AI_FLAG_SEQUENCE_SWITCHING (1 << 20) // AI switches in mons in exactly party order, and never switches mid-battle #define AI_FLAG_COUNT 20 // 'other' ai logic flags #define AI_FLAG_ROAMING (1 << 29) #define AI_FLAG_SAFARI (1 << 30) #define AI_FLAG_FIRST_BATTLE (1 << 31) #define AI_SCORE_DEFAULT 100 // Default score for all AI moves. #endif // GUARD_CONSTANTS_BATTLE_AI_H