94 lines
6.5 KiB
C
94 lines
6.5 KiB
C
#ifndef GUARD_CONFIG_AI_H
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#define GUARD_CONFIG_AI_H
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// For the details on what specific factors the switching functions are considering, go read the corresponding function inside ShouldSwitch in src/battle_ai_switch_items.c
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// These configuration options control how likely the AI is to switch if it determines that a switch meets all of its criteria
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// Think of them almost like success rates; if the AI has determined that it needs to switch out to hit Wonder Guard, how often do you want it to actually take that course of action? Etc.
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// AI switch chances; if you want more complex behaviour, modify GetSwitchChance
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#define SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE 100
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#define SHOULD_SWITCH_TRUANT_PERCENTAGE 100
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#define SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE 100
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#define STAY_IN_STATS_RAISED 2 // Number of stat stages that must be raised across any stats before the AI won't switch mon out in certain cases
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// AI smart switching chances; if you want more complex behaviour, modify GetSwitchChance
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#define SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE 100
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#define SHOULD_SWITCH_TRAPPER_PERCENTAGE 100
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#define SHOULD_SWITCH_FREE_TURN_PERCENTAGE 100
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#define STAY_IN_ABSORBING_PERCENTAGE 66 // Chance to stay in if outgoing mon has super effective move against player, will prevent switching out for an absorber with this likelihood
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#define SHOULD_SWITCH_HASBADODDS_PERCENTAGE 50
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#define SHOULD_SWITCH_ENCORE_STATUS_PERCENTAGE 100
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#define SHOULD_SWITCH_ENCORE_DAMAGE_PERCENTAGE 50
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#define SHOULD_SWITCH_CHOICE_LOCKED_PERCENTAGE 100 // Only if locked into status move
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#define SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO_PERCENTAGE 50
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#define SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS_PERCENTAGE 100
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#define SHOULD_SWITCH_ALL_SCORES_BAD_PERCENTAGE 100
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// AI smart switching chances for bad statuses
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#define SHOULD_SWITCH_PERISH_SONG_PERCENTAGE 100
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#define SHOULD_SWITCH_YAWN_PERCENTAGE 100
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#define SHOULD_SWITCH_BADLY_POISONED_PERCENTAGE 50
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#define SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED_PERCENTAGE 20
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#define SHOULD_SWITCH_CURSED_PERCENTAGE 50
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#define SHOULD_SWITCH_CURSED_STATS_RAISED_PERCENTAGE 20
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#define SHOULD_SWITCH_NIGHTMARE_PERCENTAGE 33
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#define SHOULD_SWITCH_NIGHTMARE_STATS_RAISED_PERCENTAGE 15
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#define SHOULD_SWITCH_SEEDED_PERCENTAGE 25
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#define SHOULD_SWITCH_SEEDED_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_INFATUATION_PERCENTAGE 100
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// AI smart switching chances for beneficial abilities
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#define SHOULD_SWITCH_NATURAL_CURE_STRONG_PERCENTAGE 66
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#define SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_NATURAL_CURE_WEAK_PERCENTAGE 25
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#define SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_REGENERATOR_PERCENTAGE 50
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#define SHOULD_SWITCH_REGENERATOR_STATS_RAISED_PERCENTAGE 20
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// AI switchin considerations
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#define ALL_MOVES_BAD_STATUS_MOVES_BAD FALSE // If the AI has no moves that affect the target, ShouldSwitchIfAllMovesBad can prompt a switch. Enabling this config will ignore status moves that can affect the target when making this decision.
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#define AI_BAD_SCORE_THRESHOLD 90 // Move scores beneath this threshold are considered "bad" when deciding switching
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#define AI_GOOD_SCORE_THRESHOLD 100 // Move scores above this threshold are considered "good" when deciding switching
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// AI held item-based move scoring
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#define LOW_ACCURACY_THRESHOLD 75 // Moves with accuracy equal OR below this value are considered low accuracy
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// AI move scoring
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#define STATUS_MOVE_FOCUS_PUNCH_CHANCE 50 // Chance the AI will use a status move if the player's best move is Focus Punch
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#define BOOST_INTO_HAZE_CHANCE 0 // Chance the AI will use a stat boosting move if the player has used Haze
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// AI damage calc considerations
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#define RISKY_AI_CRIT_STAGE_THRESHOLD 2 // Stat stages at which Risky will assume it gets a crit
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#define RISKY_AI_CRIT_THRESHOLD_GEN_1 128 // "Stat stage" at which Risky will assume it gets a crit with gen 1 mechanics (this translates to an X / 255 % crit threshold)
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// AI prediction chances
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#define PREDICT_SWITCH_CHANCE 50
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#define PREDICT_MOVE_CHANCE 100
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// AI Terastalization chances
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#define AI_CONSERVE_TERA_CHANCE_PER_MON 10 // Chance for AI with smart tera flag to decide not to tera before considering defensive benefit is this*(X-1), where X is the number of alive pokemon that could tera
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#define AI_TERA_PREDICT_CHANCE 40 // Chance for AI with smart tera flag to tera in the situation where tera would save it from a KO, but could be punished by a KO from a different move.
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// AI_FLAG_PP_STALL_PREVENTION settings
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#define PP_STALL_DISREGARD_MOVE_PERCENTAGE 50 // Detection chance per roll
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#define PP_STALL_SCORE_REDUCTION 20 // Score reduction if any roll for PP stall detection passes
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// AI_FLAG_ASSUME_STAB settings
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#define ASSUME_STAB_SEES_ABILITY FALSE // Flag also gives omniscience for player's ability. Can use AI_FLAG_WEIGH_ABILITY_PREDICTION instead for smarter prediction without omniscience.
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// AI_FLAG_SMART_SWITCHING settings
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#define SMART_SWITCHING_OMNISCIENT FALSE // AI will use omniscience for switching calcs, regardless of omniscience setting otherwise
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// AI's acceptable number of hits to KO the partner via friendly fire in a double battle.
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#define FRIENDLY_FIRE_RISKY_THRESHOLD 2
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#define FRIENDLY_FIRE_NORMAL_THRESHOLD 3
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#define FRIENDLY_FIRE_CONSERVATIVE_THRESHOLD 4
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// AI's desired stat changes for Guard Split and Power Split, treated as %
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#define GUARD_SPLIT_ALLY_PERCENTAGE 200
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#define GUARD_SPLIT_ENEMY_PERCENTAGE 50
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#define POWER_SPLIT_ALLY_PERCENTAGE 150
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#define POWER_SPLIT_ENEMY_PERCENTAGE 50
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#endif // GUARD_CONFIG_AI_H
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