Rewrote various AI switching checks

This commit is contained in:
Maruno17
2023-03-25 23:26:34 +00:00
parent 138d41f7bc
commit 0bb0fb4a26
6 changed files with 316 additions and 116 deletions

View File

@@ -8,11 +8,11 @@ class Battle::AI
def pbChooseToSwitchOut(force_switch = false)
return false if @user.wild?
return false if !@battle.pbCanSwitchOut?(@user.index)
# Don't switch if there is a single foe and it is resting after Hyper Beam
# or will Truant (i.e. free turn)
# Don't switch if all foes are unable to do anything, e.g. resting after
# Hyper Beam, will Truant (i.e. free turn)
if @trainer.high_skill?
foe_can_act = false
each_foe_battler(@user.side) do |b|
each_foe_battler(@user.side) do |b, i|
next if !b.can_attack?
foe_can_act = true
break
@@ -23,7 +23,12 @@ class Battle::AI
if force_switch
PBDebug.log_ai("#{@user.name} is being forced to switch out")
else
should_switch = Battle::AI::Handlers.should_switch?(@user, self, @battle)
return false if !@trainer.has_skill_flag?("ConsiderSwitching")
reserves = get_non_active_party_pokemon(@user.index)
should_switch = Battle::AI::Handlers.should_switch?(@user, reserves, self, @battle)
if should_switch && @trainer.medium_skill?
should_switch = false if Battle::AI::Handlers.should_not_switch?(@user, reserves, self, @battle)
end
return false if !should_switch
end
# Want to switch; find the best replacement Pokémon
@@ -50,6 +55,14 @@ class Battle::AI
return false
end
def get_non_active_party_pokemon(idxBattler)
ret = []
@battle.pbParty(idxBattler).each_with_index do |pkmn, i|
ret.push(pkmn) if @battle.pbCanSwitchIn?(idxBattler, i)
end
return ret
end
#=============================================================================
def choose_best_replacement_pokemon(idxBattler, mandatory = false)
@@ -59,7 +72,7 @@ class Battle::AI
reserves = []
party.each_with_index do |_pkmn, i|
next if !@battle.pbCanSwitchIn?(idxBattler, i)
if !mandatory
if !mandatory # Not mandatory means choosing an action for the round
ally_will_switch_with_i = false
@battle.allSameSideBattlers(idxBattler).each do |b|
next if @battle.choices[b.index][0] != :SwitchOut || @battle.choices[b.index][1] != i
@@ -82,36 +95,18 @@ class Battle::AI
end
reserves.sort! { |a, b| b[1] <=> a[1] } # Sort from highest to lowest rated
# Don't bother choosing to switch if all replacements are poorly rated
if !mandatory
if @trainer.high_skill? && !mandatory
# TODO: Should the current battler be rated as well, to provide a
# threshold instead of using a threshold of 100?
return -1 if reserves[0][1] < 100 # Best replacement rated at <100, don't switch
end
# Return the best rated replacement Pokémon
# Return the party index of the best rated replacement Pokémon
return reserves[0][0]
end
def rate_replacement_pokemon(idxBattler, pkmn, score)
battler_side = @battle.sides[idxBattler & 1]
pkmn_types = pkmn.types
entry_hazard_damage = 0
# Stealth Rock
if battler_side.effects[PBEffects::StealthRock] && !pkmn.hasAbility?(:MAGICGUARD) &&
GameData::Type.exists?(:ROCK) && !pkmn.hasItem?(:HEAVYDUTYBOOTS)
eff = Effectiveness.calculate(:ROCK, *pkmn_types)
if !Effectiveness.ineffective?(eff)
entry_hazard_damage += pkmn.totalhp * eff / 8
end
end
# Spikes
if battler_side.effects[PBEffects::Spikes] > 0 && !pkmn.hasAbility?(:MAGICGUARD) &&
!pkmn.hasItem?(:HEAVYDUTYBOOTS)
if @battle.field.effects[PBEffects::Gravity] > 0 || pkmn.hasItem?(:IRONBALL) ||
!(pkmn.hasType?(:FLYING) || pkmn.hasItem?(:LEVITATE) || pkmn.hasItem?(:AIRBALLOON))
spikes_div = [8, 6, 4][battler_side.effects[PBEffects::Spikes] - 1]
entry_hazard_damage += pkmn.totalhp / spikes_div
end
end
entry_hazard_damage = calculate_entry_hazard_damage(pkmn, idxBattler & 1)
if entry_hazard_damage >= pkmn.hp
score -= 50 # pkmn will just faint
elsif entry_hazard_damage > 0
@@ -128,11 +123,13 @@ class Battle::AI
eff = Effectiveness.calculate(move_type, *pkmn_types)
score -= move_data.power * eff / 5
end
# Add power * effectiveness / 10 of all moves to score
# Add power * effectiveness / 10 of all pkmn's moves to score
pkmn.moves.each do |m|
next if m.power == 0 || (m.pp == 0 && m.total_pp > 0)
@battle.battlers[idxBattler].allOpposing.each do |b|
bTypes = b.pbTypes(true)
# TODO: Consider Wonder Guard, Volt Absorb et al. Consider pkmn's
# ability if it changes the user's types or powers up their moves?
score += m.power * Effectiveness.calculate(m.type, *bTypes) / 10
end
end
@@ -140,54 +137,34 @@ class Battle::AI
score += 10 if @user.effects[PBEffects::PerishSong] == 1
return score
end
def calculate_entry_hazard_damage(pkmn, side)
return 0 if pkmn.hasAbility?(:MAGICGUARD) || pkmn.hasItem?(:HEAVYDUTYBOOTS)
ret = 0
# Stealth Rock
if @battle.sides[side].effects[PBEffects::StealthRock] && GameData::Type.exists?(:ROCK)
eff = Effectiveness.calculate(:ROCK, *pkmn_types)
ret += pkmn.totalhp * eff / 8 if !Effectiveness.ineffective?(eff)
end
# Spikes
if @battle.sides[side].effects[PBEffects::Spikes] > 0
if @battle.field.effects[PBEffects::Gravity] > 0 || pkmn.hasItem?(:IRONBALL) ||
!(pkmn.hasType?(:FLYING) || pkmn.hasItem?(:LEVITATE) || pkmn.hasItem?(:AIRBALLOON))
spikes_div = [8, 6, 4][@battle.sides[side].effects[PBEffects::Spikes] - 1]
ret += pkmn.totalhp / spikes_div
end
end
return ret
end
end
#===============================================================================
# If Pokémon is within 5 levels of the foe, and foe's last move was
# super-effective and powerful.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:high_damage_from_foe,
proc { |battler, ai, battle|
if battler.turnCount > 0 && battler.hp < battler.totalhp / 2 && ai.trainer.high_skill?
target_battler = battler.battler.pbDirectOpposing(true)
foe = ai.battlers[target_battler.index]
if !foe.fainted? && foe.battler.lastMoveUsed && (foe.level - battler.level).abs <= 5
move_data = GameData::Move.get(foe.battler.lastMoveUsed)
eff = battler.effectiveness_of_type_against_battler(move_data.type, foe)
if Effectiveness.super_effective?(eff) && move_data.power > 70
switch_chance = (move_data.power > 95) ? 40 : 20
if ai.pbAIRandom(100) < switch_chance
PBDebug.log_ai("#{battler.name} wants to switch because a foe can do a lot of damage to it")
next true
end
end
end
end
next false
}
)
#===============================================================================
# Pokémon can't do anything (must have been in battle for at least 5 rounds).
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:battler_is_useless,
proc { |battler, ai, battle|
if !battle.pbCanChooseAnyMove?(battler.index) && battler.turnCount >= 5
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything")
next true
end
next false
}
)
#===============================================================================
# Pokémon is Perish Songed and has Baton Pass.
# Pokémon is about to faint because of Perish Song.
# TODO: Also switch to remove other negative effects like Disable, Yawn.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:perish_song,
proc { |battler, ai, battle|
proc { |battler, reserves, ai, battle|
if battler.effects[PBEffects::PerishSong] == 1
PBDebug.log_ai("#{battler.name} wants to switch because it is about to faint from Perish Song")
next true
@@ -197,19 +174,38 @@ Battle::AI::Handlers::ShouldSwitch.add(:perish_song,
)
#===============================================================================
# Pokémon will faint because of bad poisoning at the end of this round, but
# would survive at least one more round if it were regular poisoning instead.
# Pokémon will take a significant amount of damage at the end of this round.
# Also, Pokémon has an effect that causes it damage at the end of this round,
# which it can remove by switching.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:reduce_toxic_to_regular_poisoning,
proc { |battler, ai, battle|
if battler.status == :POISON && battler.statusCount > 0 && ai.trainer.high_skill?
next false if battler.has_active_ability?(:POISONHEAL)
next false if !battler.battler.takesIndirectDamage?
poison_damage = battler.totalhp / 8
next_toxic_damage = battler.totalhp * (battler.effects[PBEffects::Toxic] + 1) / 16
if battler.hp <= next_toxic_damage && battler.hp > poison_damage
if ai.pbAIRandom(100) < 80
Battle::AI::Handlers::ShouldSwitch.add(:significant_eor_damage,
proc { |battler, reserves, ai, battle|
eor_damage = battler.rough_end_of_round_damage
# Switch if battler will take significant EOR damage
if eor_damage >= battler.hp / 2 || eor_damage >= battler.totalhp / 4
PBDebug.log_ai("#{battler.name} wants to switch because it will take a lot of EOR damage")
next true
end
# Switch to remove certain effects that cause the battler EOR damage
if ai.trainer.high_skill? && eor_damage > 0
if battler.effects[PBEffects::LeechSeed] >= 0 && ai.pbAIRandom(100) < 50
PBDebug.log_ai("#{battler.name} wants to switch to get rid of its Leech Seed")
next true
end
if battler.effects[PBEffects::Nightmare]
PBDebug.log_ai("#{battler.name} wants to switch to get rid of its Nightmare")
next true
end
if battler.effects[PBEffects::Curse]
PBDebug.log_ai("#{battler.name} wants to switch to get rid of its Curse")
next true
end
if battler.status == :POISON && battler.statusCount > 0 && !battler.has_active_ability?(:POISONHEAL)
poison_damage = battler.totalhp / 8
next_toxic_damage = battler.totalhp * (battler.effects[PBEffects::Toxic] + 1) / 16
if (battler.hp <= next_toxic_damage && battler.hp > poison_damage) ||
next_toxic_damage > poison_damage * 2
PBDebug.log_ai("#{battler.name} wants to switch to reduce toxic to regular poisoning")
next true
end
@@ -219,30 +215,207 @@ Battle::AI::Handlers::ShouldSwitch.add(:reduce_toxic_to_regular_poisoning,
}
)
#===============================================================================
# Pokémon can cure its status problem or heal some HP with its ability by
# switching out. Covers all abilities with an OnSwitchOut AbilityEffects handler.
# TODO: Review switch deciding. Add randomness?
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:cure_status_problem_by_switching_out,
proc { |battler, reserves, ai, battle|
next false if !battler.ability_active?
# Don't try to cure a status problem/heal a bit of HP if entry hazards will
# KO the battler if it switches back in
entry_hazard_damage = ai.calculate_entry_hazard_damage(battler.pkmn, battler.side)
next false if entry_hazard_damage >= battler.hp
# Check specific abilities
single_status_cure = {
:IMMUNITY => :POISON,
:INSOMNIA => :SLEEP,
:LIMBER => :PARALYSIS,
:MAGMAARMOR => :FROZEN,
:VITALSPIRIT => :SLEEP,
:WATERBUBBLE => :BURN,
:WATERVEIL => :BURN
}[battler.ability_id]
if battler.ability_id == :NATURALCURE || (single_status_cure && single_status_cure == battler.status)
# Cures status problem
next false if battler.wants_status_problem?(battler.status)
next false if battler.status == :SLEEP && battler.statusCount == 1 # Will wake up this round anyway
next false if entry_hazard_damage >= battler.totalhp / 4
# Don't bother curing a poisoning if Toxic Spikes will just re-poison the
# battler when it switches back in
if battler.status == :POISON && reserves.none? { |pkmn| pkmn.hasType?(:POISON) }
next false if battle.field.effects[PBEffectS::ToxicSpikes] == 2
next false if battle.field.effects[PBEffectS::ToxicSpikes] == 1 && battler.statusCount == 0
end
# Not worth curing status problems that still allow actions if at high HP
next false if battler.hp >= battler.totalhp / 2 && ![:SLEEP, :FROZEN].include?(battler.status)
PBDebug.log_ai("#{battler.name} wants to switch to cure its status problem with #{battler.ability.name}")
next true
elsif battler.ability_id == :REGENERATOR
# Heals 33% HP
next false if entry_hazard_damage >= battler.totalhp / 3
# Not worth healing HP if already at high HP
next false if battler.hp >= battler.totalhp / 2
# TODO: Don't bother if user can do decent damage.
if ai.pbAIRandom(100) < 50
PBDebug.log_ai("#{battler.name} wants to switch to heal with #{battler.ability.name}")
next true
end
end
next false
}
)
#===============================================================================
# Pokémon can't do anything to a Wonder Guard foe.
# TODO: Check other abilities that provide immunities?
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:foe_has_wonder_guard,
proc { |battler, reserves, ai, battle|
next false if battler.battler.hasMoldBreaker?
non_wonder_guard_foe_exists = false
has_super_effective_move = false
foe_types = b.pbTypes(true)
next false if foe_types.length == 0
ai.each_foe_battler(battler.side) do |b, i|
if !b.has_active_ability?(:WONDERGUARD)
non_wonder_guard_foe_exists = true
break
end
if ai.trainer.high_skill? && b.rough_end_of_round_damage > 0
non_wonder_guard_foe_exists = true # Wonder Guard is being overcome already
break
end
# Check for super-effective damaging moves
battler.battler.eachMove do |move|
next if move.statusMove?
if ["IgnoreTargetAbility",
"CategoryDependsOnHigherDamageIgnoreTargetAbility"].include?(move.function)
has_super_effective_move = true
break
end
eff = Effectiveness.calculate(move.pbCalcType(battler.battler), *foe_types)
if Effectiveness.super_effective?(eff)
has_super_effective_move = true
break
end
end
# TODO: Check if battler has other useful status moves. CFRU considers
# these (and makes sure they're usable; also ensure they're not
# stopped by a substitute):
# - Inflict sleep/poison/burn/paralysis (not freeze)
# - Inflict confusion (inc. Swagger/Flatter)
# - Start damaging weather (sandstorm/hail)
# - Trick (to give foe an item with EOR damage/status infliction)
# - Other EOR damage moves (Leech Seed, Nightmare, Curse)
# - Perish Song
# - Add third type to target (Trick-or-Treat, Forest's Curse)
# - Worry Seed, Gastro Acid, Entrainment, Simple Beam, Core Enforcer
# - Roar
# - Baton Pass, Teleport
# - Memento (why?)
# - Entry hazards (not sure why; just to stack them up?)
# - Wish (just to set it up?)
# - Tailwind (just to set it up?)
# - Lucky Chant (just to set it up?)
break if has_super_effective_move
end
if !non_wonder_guard_foe_exists && !has_super_effective_move
# Check reserves for super-effective moves; only switch if there are any
reserve_has_super_effective_move = false
reserves.each do |pkmn|
pkmn.moves.each do |m|
next if m.status_move?
if ["IgnoreTargetAbility",
"CategoryDependsOnHigherDamageIgnoreTargetAbility"].include?(move.function_code)
reserve_has_super_effective_move = true
break
end
eff = Effectiveness.calculate(m.type, *foe_types)
if Effectiveness.super_effective?(eff)
reserve_has_super_effective_move = true
break
end
end
break if reserve_has_super_effective_move
end
next false if !reserve_has_super_effective_move
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything against Wonder Guard")
next true
end
next false
}
)
#===============================================================================
# If Pokémon is within 5 levels of the foe, and foe's last move was
# super-effective and powerful.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:high_damage_from_foe,
proc { |battler, reserves, ai, battle|
next false if battler.hp >= battler.totalhp / 2
next false if !ai.trainer.high_skill?
big_threat = false
ai.each_foe_battler(battler.side) do |b, i|
next if (foe.level - battler.level).abs > 5
next if !b.battler.lastMoveUsed
move_data = GameData::Move.get(b.battler.lastMoveUsed)
next if move_data.status?
eff = battler.effectiveness_of_type_against_battler(move_data.type, b)
next if !Effectiveness.super_effective?(eff) || move_data.power < 60
switch_chance = (move_data.power > 90) ? 50 : 25
if ai.pbAIRandom(100) < switch_chance
big_threat = true
break
end
end
if big_threat
PBDebug.log_ai("#{battler.name} wants to switch because a foe can do a lot of damage to it")
next true
end
next false
}
)
#===============================================================================
# Pokémon can't do anything (must have been in battle for at least 3 rounds).
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:battler_is_useless,
proc { |battler, reserves, ai, battle|
if !battle.pbCanChooseAnyMove?(battler.index) && battler.turnCount >= 3
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything")
next true
end
next false
}
)
#===============================================================================
# Pokémon is Encored into an unfavourable move.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:bad_encored_move,
proc { |battler, ai, battle|
if battler.effects[PBEffects::Encore] > 0 && ai.trainer.medium_skill?
idxEncoredMove = battler.battler.pbEncoredMoveIndex
if idxEncoredMove >= 0
ai.set_up_move_check(battler.moves[idxEncoredMove])
scoreSum = 0
scoreCount = 0
battler.battler.allOpposing.each do |b|
scoreSum += ai.pbGetMoveScore([b])
scoreCount += 1
end
if scoreCount > 0 && scoreSum / scoreCount <= 20
if ai.pbAIRandom(100) < 80
PBDebug.log_ai("#{battler.name} wants to switch because of encoring a bad move")
next true
else
next false
end
end
proc { |battler, reserves, ai, battle|
next false if battler.effects[PBEffects::Encore] == 0
idxEncoredMove = battler.battler.pbEncoredMoveIndex
next false if idxEncoredMove < 0
ai.set_up_move_check(battler.moves[idxEncoredMove])
scoreSum = 0
scoreCount = 0
battler.battler.allOpposing.each do |b|
scoreSum += ai.pbGetMoveScore([b])
scoreCount += 1
end
if scoreCount > 0 && scoreSum / scoreCount <= 20
if ai.pbAIRandom(100) < 80
PBDebug.log_ai("#{battler.name} wants to switch because of encoring a bad move")
next true
else
next false
end
end
next false
@@ -254,7 +427,7 @@ Battle::AI::Handlers::ShouldSwitch.add(:bad_encored_move,
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:sudden_death,
proc { |battler, ai, battle|
proc { |battler, reserves, ai, battle|
if battle.rules["suddendeath"] && battler.turnCount > 0
if battler.hp <= battler.totalhp / 4 && ai.pbAIRandom(100) < 30
PBDebug.log_ai("#{battler.name} wants to switch because of the sudden death rule")
@@ -267,3 +440,15 @@ Battle::AI::Handlers::ShouldSwitch.add(:sudden_death,
next false
}
)
#===============================================================================
# Don't bother switching if the battler will just faint from entry hazard damage
# upon switching back in.
# TODO: Allow it if the replacement will be able to get rid of entry hazards?
#===============================================================================
# Battle::AI::Handlers::ShouldNotSwitch.add(:lethal_entry_hazards,
# proc { |battler, reserves, ai, battle|
# entry_hazard_damage = ai.calculate_entry_hazard_damage(battler.pkmn, battler.side)
# next entry_hazard_damage >= battler.hp
# }
# )