From 4ddae0745105a187cb8b48e4f920dde5a043b051 Mon Sep 17 00:00:00 2001 From: psf <77138753+pkmnsnfrn@users.noreply.github.com> Date: Mon, 8 Jul 2024 02:38:52 -0700 Subject: [PATCH] Removed AI_FLAG_HELP_PARTNER (#4918) --- include/constants/battle_ai.h | 19 +++++++++---------- src/battle_ai_main.c | 2 +- 2 files changed, 10 insertions(+), 11 deletions(-) diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index 3275992fca..bddd03724b 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -39,17 +39,16 @@ #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_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_SMART_SWITCHING (1 << 14) // AI includes a lot more switching checks. Automatically includes AI_FLAG_SMART_MON_CHOICES. +#define AI_FLAG_ACE_POKEMON (1 << 15) // 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 << 16) // AI has full knowledge of player moves, abilities, hold items +#define AI_FLAG_SMART_MON_CHOICES (1 << 17) // 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 << 18) // AI assumes all moves will low roll damage +#define AI_FLAG_SEQUENCE_SWITCHING (1 << 19) // AI switches in mons in exactly party order, and never switches mid-battle -#define AI_FLAG_COUNT 21 +#define AI_FLAG_COUNT 20 // 'other' ai logic flags #define AI_FLAG_ROAMING (1 << 29) diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index becd609477..a94926b3bf 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -70,7 +70,7 @@ static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) = [9] = AI_PowerfulStatus, // AI_FLAG_POWERFUL_STATUS [10] = NULL, // AI_FLAG_NEGATE_UNAWARE [11] = NULL, // AI_FLAG_WILL_SUICIDE - [12] = NULL, // AI_FLAG_HELP_PARTNER + [12] = NULL, // Unused [13] = NULL, // Unused [14] = NULL, // Unused [15] = NULL, // Unused