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All enemies in the game will wait until they are engaged by the player, after which the enemy will begin attacking the player units. An enemy unit is engaged if it is attacked or a player unit is present in its danger zone during the enemy phase. Enemies may also use Assists regardless of whether they have been engaged. e gasoline Additionally, enemies may have additional attributes that control their individual behavior:

• Start turn: An enemy unit may start attacking the player after waiting for a number of turns. In particular, enemies are allowed to wait for 0 turns and start attacking the player on Turn 1. Once the enemy finishes waiting, it starts attacking regardless of whether other movement attributes are defined. All enemies from Arena duels and Rival Domains start moving on Turn 1.

• Movement group: Enemies may be split into movement groups such that engaging any enemy of that group would cause all enemies from the same group to start attacking the player. Ungrouped enemies do not affect other units when they are engaged. Radiant Hero is an example where all units are ungrouped, so enemies would remain passive even if their allies are attacked.

• Movement delay: Enemies that belong to a movement group may additionally have a per-unit movement delay which indicates the additional number of turns to wait after any other unit from the group is engaged. Attacking any other enemy from the group would cause that enemy to start attacking 1 turn earlier. For example, the Lance Flier from Dual Cavaliers waits for 2 more turns if a player unit is present in the danger zone of any other enemy unit, 1 more turn if a player unit attacks any other enemy unit, and 0 turns if the unit itself is engaged.

• Alive target: A reinforcement entry is allowed to check the number of units with a given name that are alive by the end of each enemy phase, and spawn a foe only if units with that name are not present at all. In particular, an entry may check for the existence of the same unit it spawns; in this case, both initial enemies and reinforcements with this unit’s name must be killed in order for new reinforcements to spawn.

• Kill target: Similarly, a reinforcement entry may check the number of units with a given name that have been killed by the end of each enemy phase, and spawn a foe only if that kill count exceeds a given value. A reinforcement entry may only specify either an alive target or a kill target, never both at the same time. If multiple entries share the same target but have different kill counts, and more than one target unit is killed on the same turn, then both entries will spawn their enemies simultaneously, for example in Legion: Masked Maniac (map).

The slot index is a unique integer value assigned to each unit, which increases by 1 for each unit spawned, including initial units. la gasolina reggaeton explosion Reinforcements always have greater slot indices than units that have appeared before them; among reinforcements spawned on the same turn, units defined later in the map files have greater slot indices than units defined earlier. Killing a unit does not free up its slot index; newer reinforcements, including those from the same reinforcement entry, will occupy new slot indices. Player units also have slot indices which are defined according to their team/brigade’s unit order.

Arena and Rival Domains maps place their initial units according to the slot indices of both teams and the internal order of the initial spawn positions. The slot index is also the final tiebreaker for several AI actions; therefore, the relative slot order between units spawned together can be determined empirically, without reading the map files.

• Cells with the shortest distance to the spawn position are considered first. gas near me now Distance is calculated as the number of spaces between the cell under consideration and the spawn position, ignoring terrain movement costs; unreachable cells due to inaccessible terrain are all considered to have positive infinite distance. Among these cells with the same distance,

The cell with the highest priority is then used to spawn the unit. In most cases the spawn position is unoccupied, and the search stops at step 2. Each reinforcement entry finishes spawning before the next entry checks for an unoccupied cell. If all cells are occupied (which does not occur through normal gameplay), the unit is not spawned and waits until any cell is unoccupied at the end of an enemy phase.

The enemy AI units when moving will have a target unit they will move towards, and they will always move in a way to shrink the distance to that target unit. The enemy units will not stop moving towards this target unit unless they are in combat range. The enemy selects targets based on who they would deal the most damage to. They will choose a target, if they have no target or their previous target died. Any buffs or debuffs will be taken into account at that time, however, they will not change their target, even if there is a more favorable one at that time. They will not take their attack range in consideration, which means they will choose the shortest path to move towards their target’s location rather the shortest path towards a square that attacks the target. If a unit has the option to use an assist to bring a friendly unit out of fewer enemy danger zones, it will have priority over any other actions (except for Dance/ Sing) and do so. gas meter reading If multiple units are able to perform this action, it will use the slot order as a tiebreaker. If a unit has the option to move onto a defensive tile before doing the planned action (Support), it will do so. If no other factors are involved, the unit will move in a way that seeks to equalize X-axis and Y-axis distance towards said target.

If the battles do the same amount of damage, it will prioritize the battles that will result in less damage taken. The AI will take defensive tiles into consideration. For both kills and damage dealt, the AI does NOT take into consideration whether a kill can be achieved by having a unit move into a free space. electricity merit badge requirements For example, if a melee unit is blocking a space that a ranged unit can move to get a kill, the enemy AI will not take this into consideration. Additionally, a Refresher will prioritize attacking a unit over using Dance/ Sing on another target even if the Dance/Sing would lead to a kill afterwards. It will, however, check the situation of the map after every move, so if a melee unit moved away to attack a unit and frees up the space for a range unit to kill a unit or deal more damage than the other possible battles, it will do so. If a battle would result in less than 5 damage done to the target unit, the battle will have a lower priority (among all battles) and they will prioritize their Buff Assist skills (e.g. Rally Attack) or Dance/Sing over initiating said battle. It still retains a higher priority over any movement without the use of any assist skill. However, they will still initiate the battle, even if the unit dies before dealing damage (e.g. Vantage 3) or does no damage to the target unit, if they have no Buff Assist skills available. gastroenterology Healing If an enemy AI has a healing skill (e.g. Heal, Ardent Sacrifice), then the enemy AI will heal the unit with the most missing HP [ citation needed]. If it is possible to attack an enemy, they will do so and prioritize it over healing based on the rules above. Non-Arena Rules [ edit | edit source ]

Aside from that, the AI can act in 2 different ways concerning battles and decision making. The first is the aggressive stance, where the AI uses the same rules as the Arena (Listed above) and focus on dealing as much damage to the foe as possible. The second is the defensive stance, where the AI will choose to prioritize their own survival. The AI for Auto-Battle appears to use the defensive stance.

• Tiebreaker: In the case of both taking the same amount of damage and dealing the same amount of damage, the final tiebreaker is the order of the units in the team setup. All other things (deaths avoided, kills achieved, damage dealt, damage taken) being equal, the AI prioritizes the unit in the rightmost slot of the team setup, then the second rightmost, and so on.

• The AI will use the opponent’s danger zone to determine movement assist usage to move an ally out of the danger zone. They use the danger zone at the time of their decision, meaning they will not take into consideration skills that activate at the beginning of the next phase, such as Armor March 3, and by extension the true danger zone it brings.