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54 lines
1.6 KiB
C
54 lines
1.6 KiB
C
#ifndef GUARD_BATTLE_AI_SWITCH_H
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#define GUARD_BATTLE_AI_SWITCH_H
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enum ShouldSwitchScenario
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{
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SHOULD_SWITCH_WONDER_GUARD,
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SHOULD_SWITCH_ABSORBS_MOVE,
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SHOULD_SWITCH_TRAPPER,
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SHOULD_SWITCH_FREE_TURN,
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SHOULD_SWITCH_TRUANT,
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SHOULD_SWITCH_ALL_MOVES_BAD,
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SHOULD_SWITCH_PERISH_SONG,
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SHOULD_SWITCH_YAWN,
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SHOULD_SWITCH_BADLY_POISONED,
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SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED,
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SHOULD_SWITCH_CURSED,
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SHOULD_SWITCH_CURSED_STATS_RAISED,
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SHOULD_SWITCH_NIGHTMARE,
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SHOULD_SWITCH_NIGHTMARE_STATS_RAISED,
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SHOULD_SWITCH_SEEDED,
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SHOULD_SWITCH_SEEDED_STATS_RAISED,
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SHOULD_SWITCH_INFATUATION,
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SHOULD_SWITCH_HASBADODDS,
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SHOULD_SWITCH_NATURAL_CURE_STRONG,
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SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED,
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SHOULD_SWITCH_NATURAL_CURE_WEAK,
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SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED,
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SHOULD_SWITCH_REGENERATOR,
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SHOULD_SWITCH_REGENERATOR_STATS_RAISED,
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SHOULD_SWITCH_ENCORE_STATUS,
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SHOULD_SWITCH_ENCORE_DAMAGE,
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SHOULD_SWITCH_CHOICE_LOCKED,
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SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO,
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SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS,
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SHOULD_SWITCH_ALL_SCORES_BAD,
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SHOULD_SWITCH_DYN_FUNC,
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};
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enum SwitchType
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{
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SWITCH_AFTER_KO,
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SWITCH_MID_BATTLE_FORCED,
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SWITCH_MID_BATTLE_OPTIONAL,
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};
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u32 GetMostSuitableMonToSwitchInto(enum BattlerId battler, enum SwitchType switchType);
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bool32 ShouldSwitch(enum BattlerId battler);
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void ModifySwitchAfterMoveScoring(enum BattlerId battler);
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u32 AI_SelectRevivalBlessingMon(enum BattlerId battler);
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bool32 IsSwitchinValid(enum BattlerId battler);
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bool32 IsAceMon(enum BattlerId battler, u32 monPartyId);
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#endif // GUARD_BATTLE_AI_SWITCH_H
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