pokeemmo/include/battle_ai_main.h

137 lines
3.5 KiB
C

#ifndef GUARD_BATTLE_AI_MAIN_H
#define GUARD_BATTLE_AI_MAIN_H
typedef s32 (*AiScoreFunc)(u32, u32, u32, s32);
#define UNKNOWN_NO_OF_HITS UINT32_MAX
// for AI_WhoStrikesFirst
#define AI_IS_FASTER 1
#define AI_IS_SLOWER -1
// for stat increasing / decreasing scores
enum StatChange
{
STAT_CHANGE_ATK,
STAT_CHANGE_DEF,
STAT_CHANGE_SPEED,
STAT_CHANGE_SPATK,
STAT_CHANGE_SPDEF,
STAT_CHANGE_ATK_2,
STAT_CHANGE_DEF_2,
STAT_CHANGE_SPEED_2,
STAT_CHANGE_SPATK_2,
STAT_CHANGE_SPDEF_2,
STAT_CHANGE_ATK_3,
STAT_CHANGE_DEF_3,
STAT_CHANGE_SPEED_3,
STAT_CHANGE_SPATK_3,
STAT_CHANGE_SPDEF_3,
STAT_CHANGE_ACC,
STAT_CHANGE_EVASION
};
#define BEST_DAMAGE_MOVE 1 // Move with the most amount of hits with the best accuracy/effect
#define POWERFUL_STATUS_MOVE 10 // Moves with this score will be chosen over a move that faints target
#define NO_DAMAGE_OR_FAILS -20 // Move fails or does no damage
// Scores given in AI_CalcMoveEffectScore and AI_CalcHoldEffectMoveScore
enum AIScore
{
NO_INCREASE = 0,
WEAK_EFFECT = 1,
DECENT_EFFECT = 2,
GOOD_EFFECT = 3,
BEST_EFFECT = 4,
PERFECT_EFFECT = 10,
BAD_EFFECT = -1,
AWFUL_EFFECT = -3,
WORST_EFFECT = -10
};
enum MoveComparisonResult
{
MOVE_NEUTRAL_COMPARISON,
MOVE_WON_COMPARISON,
MOVE_LOST_COMPARISON,
};
// AI_TryToFaint
#define FAST_KILL 6 // AI is faster and faints target
#define SLOW_KILL 4 // AI is slower and faints target
#define LAST_CHANCE 2 // AI faints to target. It should try and do damage with a priority move
// AI_Risky
#define STRONG_RISKY_EFFECT 3
#define AVERAGE_RISKY_EFFECT 2
#include "test_runner.h"
// Logs for debugging AI tests.
#define SET_SCORE(battler, movesetIndex, val) \
do \
{ \
if (TESTING) \
{ \
TestRunner_Battle_AISetScore(__FILE__, __LINE__, battler, movesetIndex, val); \
} \
gAiThinkingStruct->score[movesetIndex] = val; \
} while (0) \
#define ADJUST_SCORE(val) \
do \
{ \
if (TESTING) \
{ \
TestRunner_Battle_AIAdjustScore(__FILE__, __LINE__, battlerAtk, gAiThinkingStruct->movesetIndex, val); \
} \
score += val; \
} while (0) \
#define ADJUST_AND_RETURN_SCORE(val) \
do \
{ \
if (TESTING) \
{ \
TestRunner_Battle_AIAdjustScore(__FILE__, __LINE__, battlerAtk, gAiThinkingStruct->movesetIndex, val); \
} \
score += val; \
return score; \
} while (0) \
#define ADJUST_SCORE_PTR(val) \
do \
{ \
if (TESTING) \
{ \
TestRunner_Battle_AIAdjustScore(__FILE__, __LINE__, battlerAtk, gAiThinkingStruct->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; \
}
void BattleAI_SetupItems(void);
void BattleAI_SetupFlags(void);
void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler);
void ComputeBattlerDecisions(u32 battler);
u32 BattleAI_ChooseMoveIndex(u32 battler);
void Ai_InitPartyStruct(void);
void Ai_UpdateSwitchInData(u32 battler);
void Ai_UpdateFaintData(u32 battler);
void SetAiLogicDataForTurn(struct AiLogicData *aiData);
void ResetDynamicAiFunc(void);
#endif // GUARD_BATTLE_AI_MAIN_H