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Yet more Rubocopping
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@@ -61,9 +61,9 @@ class Battle::AI
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# Decide whether all choices are bad, and if so, try switching instead
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if !wildBattler && skill >= PBTrainerAI.highSkill
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badMoves = false
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if (maxScore <= 20 && user.turnCount > 2) ||
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(maxScore <= 40 && user.turnCount > 5)
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badMoves = true if pbAIRandom(100) < 80
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if ((maxScore <= 20 && user.turnCount > 2) ||
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(maxScore <= 40 && user.turnCount > 5)) && pbAIRandom(100) < 80
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badMoves = true
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end
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if !badMoves && totalScore < 100 && user.turnCount > 1
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badMoves = true
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@@ -160,13 +160,12 @@ class Battle::AI
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return 0 if score <= 0
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if skill >= PBTrainerAI.mediumSkill
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# Prefer damaging moves if AI has no more Pokémon or AI is less clever
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if @battle.pbAbleNonActiveCount(user.idxOwnSide) == 0
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if !(skill >= PBTrainerAI.highSkill && @battle.pbAbleNonActiveCount(target.idxOwnSide) > 0)
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if move.statusMove?
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score /= 1.5
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elsif target.hp <= target.totalhp / 2
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score *= 1.5
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end
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if @battle.pbAbleNonActiveCount(user.idxOwnSide) == 0 &&
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!(skill >= PBTrainerAI.highSkill && @battle.pbAbleNonActiveCount(target.idxOwnSide) > 0)
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if move.statusMove?
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score /= 1.5
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elsif target.hp <= target.totalhp / 2
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score *= 1.5
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end
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end
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# Don't prefer attacking the target if they'd be semi-invulnerable
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@@ -266,18 +265,16 @@ class Battle::AI
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end
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# Prefer flinching external effects (note that move effects which cause
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# flinching are dealt with in the function code part of score calculation)
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if skill >= PBTrainerAI.mediumSkill && !move.flinchingMove?
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if !target.hasActiveAbility?(:INNERFOCUS) &&
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!target.hasActiveAbility?(:SHIELDDUST) &&
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target.effects[PBEffects::Substitute] == 0
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canFlinch = false
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if user.hasActiveItem?([:KINGSROCK, :RAZORFANG])
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canFlinch = true
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elsif user.hasActiveAbility?(:STENCH)
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canFlinch = true
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end
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realDamage *= 1.3 if canFlinch
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if skill >= PBTrainerAI.mediumSkill && !move.flinchingMove? &&
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!target.hasActiveAbility?(:INNERFOCUS) &&
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!target.hasActiveAbility?(:SHIELDDUST) &&
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target.effects[PBEffects::Substitute] == 0
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canFlinch = false
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if user.hasActiveItem?([:KINGSROCK, :RAZORFANG]) ||
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user.hasActiveAbility?(:STENCH)
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canFlinch = true
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end
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realDamage *= 1.3 if canFlinch
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end
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# Convert damage to percentage of target's remaining HP
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damagePercentage = realDamage * 100.0 / target.hp
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