sovereignx/include/battle_ai_main.h
2023-10-04 18:53:29 +01:00

51 lines
1.4 KiB
C

#ifndef GUARD_BATTLE_AI_MAIN_H
#define GUARD_BATTLE_AI_MAIN_H
// return vals for BattleAI_ChooseMoveOrAction
// 0 - 3 are move idx
#define AI_CHOICE_FLEE 4
#define AI_CHOICE_WATCH 5
#define AI_CHOICE_SWITCH 7
#include "test_runner.h"
// Logs for debugging AI tests.
#define SET_SCORE(battler, movesetIndex, val) \
do \
{ \
TestRunner_Battle_AISetScore(__FILE__, __LINE__, battler, movesetIndex, val); \
AI_THINKING_STRUCT->score[movesetIndex] = val; \
} while (0) \
#define ADJUST_SCORE(val) \
do \
{ \
TestRunner_Battle_AIAdjustScore(__FILE__, __LINE__, sBattler_AI, AI_THINKING_STRUCT->movesetIndex, val); \
score += val; \
} while (0) \
#define RETURN_SCORE_PLUS(val) \
{ \
ADJUST_SCORE(val); \
return score; \
}
#define RETURN_SCORE_MINUS(val) \
{ \
ADJUST_SCORE(-val); \
return score; \
}
u32 ComputeBattleAiScores(u32 battler);
void BattleAI_SetupItems(void);
void BattleAI_SetupFlags(void);
void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler);
u32 BattleAI_ChooseMoveOrAction(void);
void Ai_InitPartyStruct(void);
void Ai_UpdateSwitchInData(u32 battler);
void Ai_UpdateFaintData(u32 battler);
void SetAiLogicDataForTurn(struct AiLogicData *aiData);
extern u8 sBattler_AI;
#endif // GUARD_BATTLE_AI_MAIN_H