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Yet more script rearranging
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178
Data/Scripts/011_Battle/004_AI/003_AI_Switch.rb
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178
Data/Scripts/011_Battle/004_AI/003_AI_Switch.rb
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class PokeBattle_AI
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#=============================================================================
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# Decide whether the opponent should switch Pokémon
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#=============================================================================
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def pbEnemyShouldWithdraw?(idxBattler)
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return pbEnemyShouldWithdrawEx?(idxBattler,false)
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end
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def pbEnemyShouldWithdrawEx?(idxBattler,forceSwitch)
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return false if @battle.wildBattle?
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shouldSwitch = forceSwitch
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batonPass = -1
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moveType = -1
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skill = @battle.pbGetOwnerFromBattlerIndex(idxBattler).skill_level || 0
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battler = @battle.battlers[idxBattler]
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# If Pokémon is within 6 levels of the foe, and foe's last move was
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# super-effective and powerful
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if !shouldSwitch && battler.turnCount>0 && skill>=PBTrainerAI.highSkill
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target = battler.pbDirectOpposing(true)
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if !target.fainted? && target.lastMoveUsed &&
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(target.level-battler.level).abs<=6
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moveData = GameData::Move.get(target.lastMoveUsed)
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moveType = moveData.type
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typeMod = pbCalcTypeMod(moveType,target,battler)
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if Effectiveness.super_effective?(typeMod) && moveData.base_damage > 50
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switchChance = (moveData.base_damage > 70) ? 30 : 20
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shouldSwitch = (pbAIRandom(100) < switchChance)
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end
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end
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end
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# Pokémon can't do anything (must have been in battle for at least 5 rounds)
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if !@battle.pbCanChooseAnyMove?(idxBattler) &&
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battler.turnCount && battler.turnCount>=5
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shouldSwitch = true
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end
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# Pokémon is Perish Songed and has Baton Pass
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if skill>=PBTrainerAI.highSkill && battler.effects[PBEffects::PerishSong]==1
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battler.eachMoveWithIndex do |m,i|
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next if m.function!="0ED" # Baton Pass
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next if !@battle.pbCanChooseMove?(idxBattler,i,false)
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batonPass = i
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break
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end
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end
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# Pokémon will faint because of bad poisoning at the end of this round, but
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# would survive at least one more round if it were regular poisoning instead
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if battler.status == :POISON && battler.statusCount > 0 &&
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skill>=PBTrainerAI.highSkill
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toxicHP = battler.totalhp/16
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nextToxicHP = toxicHP*(battler.effects[PBEffects::Toxic]+1)
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if battler.hp<=nextToxicHP && battler.hp>toxicHP*2
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shouldSwitch = true if pbAIRandom(100)<80
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end
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end
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# Pokémon is Encored into an unfavourable move
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if battler.effects[PBEffects::Encore]>0 && skill>=PBTrainerAI.mediumSkill
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idxEncoredMove = battler.pbEncoredMoveIndex
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if idxEncoredMove>=0
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scoreSum = 0
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scoreCount = 0
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battler.eachOpposing do |b|
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scoreSum += pbGetMoveScore(battler.moves[idxEncoredMove],battler,b,skill)
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scoreCount += 1
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end
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if scoreCount>0 && scoreSum/scoreCount<=20
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shouldSwitch = true if pbAIRandom(100)<80
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end
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end
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end
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# If there is a single foe and it is resting after Hyper Beam or is
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# Truanting (i.e. free turn)
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if @battle.pbSideSize(battler.index+1)==1 &&
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!battler.pbDirectOpposing.fainted? && skill>=PBTrainerAI.highSkill
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opp = battler.pbDirectOpposing
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if opp.effects[PBEffects::HyperBeam]>0 ||
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(opp.hasActiveAbility?(:TRUANT) && opp.effects[PBEffects::Truant])
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shouldSwitch = false if pbAIRandom(100)<80
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end
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end
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# Sudden Death rule - I'm not sure what this means
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if @battle.rules["suddendeath"] && battler.turnCount>0
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if battler.hp<=battler.totalhp/4 && pbAIRandom(100)<30
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shouldSwitch = true
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elsif battler.hp<=battler.totalhp/2 && pbAIRandom(100)<80
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shouldSwitch = true
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end
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end
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# Pokémon is about to faint because of Perish Song
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if battler.effects[PBEffects::PerishSong]==1
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shouldSwitch = true
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end
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if shouldSwitch
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list = []
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@battle.pbParty(idxBattler).each_with_index do |pkmn,i|
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next if !@battle.pbCanSwitch?(idxBattler,i)
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# If perish count is 1, it may be worth it to switch
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# even with Spikes, since Perish Song's effect will end
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if battler.effects[PBEffects::PerishSong]!=1
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# Will contain effects that recommend against switching
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spikes = battler.pbOwnSide.effects[PBEffects::Spikes]
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# Don't switch to this if too little HP
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if spikes>0
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spikesDmg = [8,6,4][spikes-1]
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if pkmn.hp<=pkmn.totalhp/spikesDmg
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next if !pkmn.hasType?(:FLYING) && !pkmn.hasActiveAbility?(:LEVITATE)
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end
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end
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end
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# moveType is the type of the target's last used move
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if moveType>=0 && Effectiveness.ineffective?(pbCalcTypeMod(moveType,battler,battler))
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weight = 65
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typeMod = pbCalcTypeModPokemon(pkmn,battler.pbDirectOpposing(true))
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if Effectiveness.super_effective?(typeMod)
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# Greater weight if new Pokemon's type is effective against target
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weight = 85
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end
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list.unshift(i) if pbAIRandom(100)<weight # Put this Pokemon first
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elsif moveType>=0 && Effectiveness.resistant?(pbCalcTypeMod(moveType,battler,battler))
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weight = 40
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typeMod = pbCalcTypeModPokemon(pkmn,battler.pbDirectOpposing(true))
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if Effectiveness.super_effective?(typeMod)
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# Greater weight if new Pokemon's type is effective against target
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weight = 60
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end
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list.unshift(i) if pbAIRandom(100)<weight # Put this Pokemon first
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else
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list.push(i) # put this Pokemon last
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end
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end
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if list.length>0
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if batonPass>=0 && @battle.pbRegisterMove(idxBattler,batonPass,false)
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PBDebug.log("[AI] #{battler.pbThis} (#{idxBattler}) will use Baton Pass to avoid Perish Song")
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return true
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end
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if @battle.pbRegisterSwitch(idxBattler,list[0])
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PBDebug.log("[AI] #{battler.pbThis} (#{idxBattler}) will switch with " +
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"#{@battle.pbParty(idxBattler)[list[0]].name}")
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return true
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end
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end
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end
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return false
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end
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#=============================================================================
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# Choose a replacement Pokémon
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#=============================================================================
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def pbDefaultChooseNewEnemy(idxBattler,party)
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enemies = []
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party.each_with_index do |_p,i|
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enemies.push(i) if @battle.pbCanSwitchLax?(idxBattler,i)
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end
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return -1 if enemies.length==0
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return pbChooseBestNewEnemy(idxBattler,party,enemies)
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end
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def pbChooseBestNewEnemy(idxBattler,party,enemies)
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return -1 if !enemies || enemies.length==0
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best = -1
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bestSum = 0
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enemies.each do |i|
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pkmn = party[i]
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sum = 0
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pkmn.moves.each do |m|
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next if m.base_damage == 0
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@battle.battlers[idxBattler].eachOpposing do |b|
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bTypes = b.pbTypes(true)
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sum += Effectiveness.calculate(m.type, bTypes[0], bTypes[1], bTypes[2])
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end
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end
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if best==-1 || sum>bestSum
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best = i
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bestSum = sum
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end
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end
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return best
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end
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end
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