Split AI move handlers into general ones and ones per target, rearranged some main move-scoring code

This commit is contained in:
Maruno17
2022-10-30 15:25:46 +00:00
parent e12fd08eb1
commit 3408b038cf
16 changed files with 1133 additions and 1040 deletions

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@@ -1,112 +1,97 @@
class Battle::AI
MOVE_FAIL_SCORE = 25
MOVE_USELESS_SCORE = 60 # Move predicted to do nothing or just be detrimental
MOVE_BASE_SCORE = 100
#=============================================================================
# Get scores for the user's moves (done before any action is assessed).
#=============================================================================
def pbGetMoveScores
battler = @user.battler
# Get scores and targets for each move
choices = []
# TODO: Split this into two, the first part being the calculation of all
# predicted damages and the second part being the score calculations
# (which are based on the predicted damages). Multi-target moves could
# be fiddly since damages should be calculated for each target but
# they're all related.
battler.eachMoveWithIndex do |m, i|
if !@battle.pbCanChooseMove?(battler.index, i, false) # Unchoosable moves aren't considered
if m.pp == 0 && m.total_pp > 0
PBDebug.log("[AI] #{battler.pbThis} (#{battler.index}) cannot use move #{m.name} as it has no PP left")
@user.battler.eachMoveWithIndex do |move, idxMove|
# Unchoosable moves aren't considered
if !@battle.pbCanChooseMove?(@user.index, idxMove, false)
if move.pp == 0 && move.total_pp > 0
PBDebug.log("[AI] #{@user.battler.pbThis} (#{@user.index}) cannot use move #{move.name} as it has no PP left")
else
PBDebug.log("[AI] #{battler.pbThis} (#{battler.index}) cannot choose to use #{m.name}")
PBDebug.log("[AI] #{@user.battler.pbThis} (#{@user.index}) cannot choose to use #{move.name}")
end
next
end
pbAddMoveWithScoreToChoices(i, choices)
# Set up move in class variables
set_up_move_check(move)
# Predict whether the move will fail (generally)
if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailure
add_move_to_choices(choices, idxMove, MOVE_FAIL_SCORE)
next
end
target_data = move.pbTarget(@user.battler)
# TODO: Alter target_data if user has Protean and move is Curse.
case target_data.num_targets
when 0 # No targets, affects the user or a side or the whole field
# Includes: BothSides, FoeSide, None, User, UserSide
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore(move) }
add_move_to_choices(choices, idxMove, score)
when 1 # One target to be chosen by the trainer
# Includes: Foe, NearAlly, NearFoe, NearOther, Other, RandomNearFoe, UserOrNearAlly
# TODO: Figure out first which targets are valid. Includes the call to
# pbMoveCanTarget?, but also includes move-redirecting effects like
# Lightning Rod. Skip any battlers that can't be targeted.
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data)
# TODO: This should consider targeting an ally if possible. Scores will
# need to distinguish between harmful and beneficial to target.
# def pbGetMoveScore uses "175 - score" if the target is an ally;
# is this okay?
# Noticeably affects a few moves like Heal Pulse, as well as moves
# that the target can be immune to by an ability (you may want to
# attack the ally anyway so it gains the effect of that ability).
next if target_data.targets_foe && !@user.battler.opposes?(b)
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore(move, [b]) }
add_move_to_choices(choices, idxMove, score, b.index)
end
else # Multiple targets at once
# Includes: AllAllies, AllBattlers, AllFoes, AllNearFoes, AllNearOthers, UserAndAllies
targets = []
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data)
targets.push(b)
end
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore(move, targets) }
add_move_to_choices(choices, idxMove, score)
end
end
@battle.moldBreaker = false
return choices
end
#=============================================================================
# Get scores for the given move against each possible target.
#=============================================================================
# Wild Pokémon choose their moves randomly.
# Trainer Pokémon calculate how much they want to use each of their moves.
def pbAddMoveWithScoreToChoices(idxMove, choices)
battler = @user.battler
# TODO: Better incorporate this with the below code in future. This is here
# for now because of the num_targets > 1 code below, which would
# produce a score of 100 * the number of targets for a multi-target
# move, making it ridiculously over-preferred.
if @user.wild?
score = 100
choices.push([idxMove, score, -1]) # Move index, score, target
# Doubly prefer one of the user's moves (the choice is random but consistent
# and does not correlate to any other property of the user)
choices.push([idxMove, score, -1]) if battler.pokemon.personalID % battler.moves.length == idxMove
return
end
move = battler.moves[idxMove]
target_data = move.pbTarget(battler)
# TODO: Alter target_data if user has Protean and move is Curse.
if [:UserAndAllies, :AllAllies, :AllBattlers].include?(target_data.id) ||
target_data.num_targets == 0
# Also includes: BothSides, FoeSide, None, User, UserSide
# If move has no targets, affects the user, a side or the whole field, or
# specially affects multiple Pokémon and the AI calculates an overall
# score at once instead of per target
score = 100
PBDebug.logonerr { score = pbGetMoveScore(move) }
choices.push([idxMove, score, -1])
elsif target_data.num_targets > 1
# Includes: AllFoes, AllNearFoes, AllNearOthers
# Would also include UserAndAllies, AllAllies, AllBattlers, but they're above
# If move affects multiple battlers and you don't choose a particular one
# TODO: Should the scores from each target be averaged instead of summed?
total_score = 0
num_targets = 0
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(battler.index, b.index, target_data)
score = 100
PBDebug.logonerr { score = pbGetMoveScore(move, b) }
total_score += ((battler.opposes?(b)) ? score : -score)
num_targets += 1
end
final_score = (num_targets == 1) ? total_score : 1.5 * total_score / num_targets
choices.push([idxMove, final_score, -1])
else
# Includes: Foe, NearAlly, NearFoe, NearOther, Other, RandomNearFoe, UserOrNearAlly
# If move affects one battler and you have to choose which one
# TODO: Figure out first which targets are valid. Includes the call to
# pbMoveCanTarget?, but also includes move-redirecting effects like
# Lightning Rod. Skip any battlers that can't be targeted.
@battle.allBattlers.each do |b|
next if !@battle.pbMoveCanTarget?(battler.index, b.index, target_data)
# TODO: This should consider targeting an ally if possible. Scores will
# need to distinguish between harmful and beneficial to target -
# maybe make the score "150 - score" if target is an ally (but
# only if the score is > 10 which is the "will fail" value)?
# Noticeably affects a few moves like Heal Pulse, as well as moves
# that the target can be immune to by an ability (you may want to
# attack the ally anyway so it gains the effect of that ability).
next if target_data.targets_foe && !battler.opposes?(b)
score = 100
PBDebug.logonerr { score = pbGetMoveScore(move, b) }
choices.push([idxMove, score, b.index])
end
def add_move_to_choices(choices, idxMove, score, idxTarget = -1)
choices.push([idxMove, score, idxTarget])
# If the user is a wild Pokémon, doubly prefer one of its moves (the choice
# is random but consistent and does not correlate to any other property of
# the user)
if @user.wild? && @user.pokemon.personalID % @user.battler.moves.length == idxMove
choices.push([idxMove, score, idxTarget])
end
end
#=============================================================================
# Set some extra class variables for the move/target combo being assessed.
#=============================================================================
def set_up_move_check(move, target)
def set_up_move_check(move)
@move.set_up(move, @user)
# TODO: Set @target to nil if there isn't one?
@target = (target) ? @battlers[target.index] : @user
@target&.refresh_battler
@battle.moldBreaker = @user.has_mold_breaker?
end
def set_up_move_check_target(target)
# TODO: Set @target to nil if there isn't one?
@target = (target) ? @battlers[target.index] : nil # @user
@target&.refresh_battler
end
#=============================================================================
# Returns whether the move will definitely fail (assuming no battle conditions
# change between now and using the move).
@@ -121,7 +106,13 @@ class Battle::AI
# User will be truanting
return true if @user.has_active_ability?(:TRUANT) && @user.effects[PBEffects::Truant]
# Move effect-specific checks
return true if Battle::AI::Handlers.move_will_fail?(@move.function, @move, @user, @target, self, @battle)
return true if Battle::AI::Handlers.move_will_fail?(@move.function, @move, @user, self, @battle)
return false
end
def pbPredictMoveFailureAgainstTarget
# Move effect-specific checks
return true if Battle::AI::Handlers.move_will_fail_against_target?(@move.function, @move, @user, @target, self, @battle)
# Immunity to priority moves because of Psychic Terrain
return true if @battle.field.terrain == :Psychic && @target.battler.affectedByTerrain? &&
@target.opposes?(@user) && @move.rough_priority(@user) > 0
@@ -152,31 +143,63 @@ class Battle::AI
#=============================================================================
# Get a score for the given move being used against the given target.
#=============================================================================
def pbGetMoveScore(move, target = nil)
set_up_move_check(move, target)
# Predict whether the move will fail
if @trainer.has_skill_flag?("PredictMoveFailure")
return 25 if pbPredictMoveFailure
end
def pbGetMoveScore(move, targets = nil)
# Get the base score for the move
score = 100
# if @move.damagingMove?
# # Is also the predicted damage amount as a percentage of target's current HP
# score = pbGetDamagingMoveBaseScore
# else # Status moves
# # Depends on the move's effect
# score = pbGetStatusMoveBaseScore
# end
# Modify the score according to the move's effect
score = Battle::AI::Handlers.apply_move_effect_score(@move.function,
score, @move, @user, @target, self, @battle)
# Modify the score according to various other effects
score = Battle::AI::Handlers.apply_general_move_score_modifiers(
score, @move, @user, @target, self, @battle)
score = MOVE_BASE_SCORE
# Scores for each target in turn
if targets
# Reset the base score for the move (each target will add its own score)
score = 0
# TODO: Distinguish between affected foes and affected allies?
affected_targets = 0
# Get a score for the move against each target in turn
targets.each do |target|
set_up_move_check_target(target)
# Predict whether the move will fail against the target
if @trainer.has_skill_flag?("PredictMoveFailure")
next if pbPredictMoveFailureAgainstTarget
end
affected_targets += 1
# Score the move
t_score = MOVE_BASE_SCORE
if @trainer.has_skill_flag?("ScoreMoves")
# Modify the score according to the move's effect against the target
t_score = Battle::AI::Handlers.apply_move_effect_against_target_score(@move.function,
MOVE_BASE_SCORE, @move, @user, @target, self, @battle)
# Modify the score according to various other effects against the target
score = Battle::AI::Handlers.apply_general_move_against_target_score_modifiers(
score, @move, @user, @target, self, @battle)
end
score += (@target.opposes?(@user)) ? t_score : 175 - t_score
end
# Check if any targets were affected
if affected_targets == 0
if @trainer.has_skill_flag?("PredictMoveFailure")
return MOVE_FAIL_SCORE if !@move.move.worksWithNoTargets?
score = MOVE_USELESS_SCORE
else
score = MOVE_BASE_SCORE
end
else
# TODO: Can this accounting for multiple targets be improved somehow?
score /= affected_targets # Average the score against multiple targets
# Bonus for affecting multiple targets
if @trainer.has_skill_flag?("PreferMultiTargetMoves")
score += (affected_targets - 1) * 10
end
end
end
# If we're here, the move either has no targets or at least one target will
# be affected (or the move is usable even if no targets are affected, e.g.
# Self-Destruct)
if @trainer.has_skill_flag?("ScoreMoves")
# Modify the score according to the move's effect
score = Battle::AI::Handlers.apply_move_effect_score(@move.function,
score, @move, @user, self, @battle)
# Modify the score according to various other effects
score = Battle::AI::Handlers.apply_general_move_score_modifiers(
score, @move, @user, self, @battle)
end
score = score.to_i
score = 0 if score < 0
return score
@@ -188,26 +211,23 @@ class Battle::AI
#=============================================================================
def pbChooseMove(choices)
user_battler = @user.battler
# If no moves can be chosen, auto-choose a move or Struggle
if choices.length == 0
@battle.pbAutoChooseMove(user_battler.index)
PBDebug.log("[AI] #{user_battler.pbThis} (#{user_battler.index}) will auto-use a move or Struggle")
return
end
# Figure out useful information about the choices
max_score = 0
choices.each { |c| max_score = c[1] if max_score < c[1] }
# Decide whether all choices are bad, and if so, try switching instead
if @trainer.high_skill? && @user.can_switch_lax?
badMoves = false
if (max_score <= 25 && user_battler.turnCount > 2) ||
(max_score <= 60 && user_battler.turnCount > 4)
if (max_score <= MOVE_FAIL_SCORE && user_battler.turnCount > 2) ||
(max_score <= MOVE_USELESS_SCORE && user_battler.turnCount > 4)
badMoves = true if pbAIRandom(100) < 80
end
if !badMoves && max_score <= 60 && user_battler.turnCount >= 1
if !badMoves && max_score <= MOVE_USELESS_SCORE && user_battler.turnCount >= 1
badMoves = choices.none? { |c| user_battler.moves[c[0]].damagingMove? }
badMoves = false if badMoves && pbAIRandom(100) < 10
end
@@ -216,12 +236,10 @@ class Battle::AI
return
end
end
# Calculate a minimum score threshold and reduce all move scores by it
threshold = (max_score * 0.85).floor
choices.each { |c| c[3] = [c[1] - threshold, 0].max }
total_score = choices.sum { |c| c[3] }
# Log the available choices
if $INTERNAL
PBDebug.log("[AI] Move choices for #{user_battler.pbThis(true)} (#{user_battler.index}):")
@@ -233,7 +251,6 @@ class Battle::AI
PBDebug.log(log_msg)
end
end
# Pick a move randomly from choices weighted by their scores
randNum = pbAIRandom(total_score)
choices.each do |c|
@@ -243,7 +260,6 @@ class Battle::AI
@battle.pbRegisterTarget(user_battler.index, c[2]) if c[2] >= 0
break
end
# Log the result
if @battle.choices[user_battler.index][2]
PBDebug.log(" => will use #{@battle.choices[user_battler.index][2].name}")