Waged war against TODO comments in the AI, some refactoring of AI

This commit is contained in:
Maruno17
2023-05-07 23:12:39 +01:00
parent b7a40d0344
commit 7a8754c425
17 changed files with 702 additions and 830 deletions

View File

@@ -18,7 +18,7 @@ class Battle::AI::AIBattler
@party_index = battler.pokemonIndex
if @party_index != old_party_index
# TODO: Start of battle or Pokémon switched/shifted; recalculate roles,
# etc.
# etc. What is etc.?
end
end
@@ -87,7 +87,7 @@ class Battle::AI::AIBattler
ret += [self.totalhp / 8, 1].max if [:Sun, :HarshSun].include?(weather) && battler.takesIndirectDamage?
end
# Future Sight/Doom Desire
# TODO
# NOTE: Not worth estimating the damage from this.
# Wish
if @ai.battle.positions[@index].effects[PBEffects::Wish] == 1 && battler.canHeal?
ret -= @ai.battle.positions[@index].effects[PBEffects::WishAmount]
@@ -230,10 +230,13 @@ class Battle::AI::AIBattler
active_types = pbTypes(true)
return active_types.include?(GameData::Type.get(type).id)
end
alias pbHasType? has_type?
# TODO: Also make a def effectiveness_of_move_against_battler which calls
# pbCalcTypeModSingle instead of effectiveness_of_type_against_single_battler_type.
# Why?
# pbCalcTypeModSingle instead of effectiveness_of_type_against_single_battler_type,
# for moves with custom def pbCalcTypeMod, e.g. Freeze-Dry. When would
# that be used instead? Or rather, when would THIS method be used if
# that existed?
def effectiveness_of_type_against_battler(type, user = nil)
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
return ret if !type
@@ -394,164 +397,49 @@ class Battle::AI::AIBattler
#-----------------------------------------------------------------------------
# TODO: Add more items.
BASE_ITEM_RATINGS = {
:ADAMANTORB => 3,
:BLACKBELT => 2,
:BLACKGLASSES => 2,
:BLACKSLUDGE => -4,
:CHARCOAL => 2,
:CHOICEBAND => 4,
:CHOICESCARF => 4,
:CHOICESPECS => 4,
:DEEPSEATOOTH => 4,
:DRACOPLATE => 2,
:DRAGONFANG => 2,
:DREADPLATE => 2,
:EARTHPLATE => 2,
:FISTPLATE => 2,
:FLAMEORB => -4,
:FLAMEPLATE => 2,
:GRISEOUSORB => 3,
:HARDSTONE => 2,
:ICICLEPLATE => 2,
:INSECTPLATE => 2,
:IRONBALL => -4,
:IRONPLATE => 2,
:LAGGINGTAIL => -2,
:LEFTOVERS => 4,
:LIFEORB => 3,
:LIGHTBALL => 4,
:LUSTROUSORB => 3,
:MAGNET => 2,
:MEADOWPLATE => 2,
:METALCOAT => 2,
:METRONOME => 1,
:MINDPLATE => 2,
:MIRACLESEED => 2,
:MUSCLEBAND => 2,
:MYSTICWATER => 2,
:NEVERMELTICE => 2,
:ODDINCENSE => 2,
:PIXIEPLATE => 2,
:POISONBARB => 2,
:ROCKINCENSE => 2,
:ROSEINCENSE => 2,
:SEAINCENSE => 2,
:SHARPBEAK => 2,
:SILKSCARF => 2,
:SILVERPOWDER => 2,
:SKYPLATE => 2,
:SOFTSAND => 2,
:SOULDEW => 3,
:SPELLTAG => 2,
:SPLASHPLATE => 2,
:SPOOKYPLATE => 2,
:STICKYBARB => -2,
:STONEPLATE => 2,
:THICKCLUB => 4,
:TOXICORB => -4,
:TOXICPLATE => 2,
:TWISTEDSPOON => 2,
:WAVEINCENSE => 2,
:WISEGLASSES => 2,
:ZAPPLATE => 2
}
# Returns a value indicating how beneficial the given ability will be to this
# battler if it has it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
# NOTE: This method assumes the ability isn't being negated. The calculations
# that call this method separately check for it being negated, because
# they need to do something special in that case.
def wants_ability?(ability = :NONE)
ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
# Get the base ability rating
ret = 0
Battle::AI::BASE_ABILITY_RATINGS.each_pair do |val, abilities|
next if !abilities.include?(ability)
ret = val
break
end
# Modify the rating based on ability-specific contexts
ret = Battle::AI::Handlers.modify_ability_ranking(ability, ret, self, @ai)
return ret
end
#-----------------------------------------------------------------------------
# Returns a value indicating how beneficial the given item will be to this
# battler if it is holding it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
# TODO: This method shouldn't check for item effect negation, to work the same
# as def wants_ability?.
def wants_item?(item)
item = :NONE if !item
item = item.id if !item.is_a?(Symbol) && item.respond_to?("id")
return 0 if has_active_ability?(:KLUTZ)
# TODO: Unnerve, other item-negating effects.
ret = BASE_ITEM_RATINGS[item] || 0
# TODO: Add more context-sensitive modifications to the ratings from above.
# Should they be moved into a handler?
case item
when :ADAMANTORB
ret = 0 if !battler.isSpecies?(:DIALGA) || !has_damaging_move_of_type?(:DRAGON, :STEEL)
when :BLACKBELT, :BLACKGLASSES, :CHARCOAL, :DRAGONFANG, :HARDSTONE, :MAGNET,
:METALCOAT, :MIRACLESEED, :MYSTICWATER, :NEVERMELTICE, :POISONBARB,
:SHARPBEAK, :SILKSCARF, :SILVERPOWDER, :SOFTSAND, :SPELLTAG,
:TWISTEDSPOON,
:DRACOPLATE, :DREADPLATE, :EARTHPLATE, :FISTPLATE, :FLAMEPLATE,
:ICICLEPLATE, :INSECTPLATE, :IRONPLATE, :MEADOWPLATE, :MINDPLATE,
:PIXIEPLATE, :SKYPLATE, :SPLASHPLATE, :SPOOKYPLATE, :STONEPLATE,
:TOXICPLATE, :ZAPPLATE,
:ODDINCENSE, :ROCKINCENSE, :ROSEINCENSE, :SEAINCENSE, :WAVEINCENSE
boosted_type = {
:BLACKBELT => :FIGHTING,
:BLACKGLASSES => :DARK,
:CHARCOAL => :FIRE,
:DRAGONFANG => :DRAGON,
:HARDSTONE => :ROCK,
:MAGNET => :ELECTRIC,
:METALCOAT => :STEEL,
:MIRACLESEED => :GRASS,
:MYSTICWATER => :WATER,
:NEVERMELTICE => :ICE,
:POISONBARB => :POISON,
:SHARPBEAK => :FLYING,
:SILKSCARF => :NORMAL,
:SILVERPOWDER => :BUG,
:SOFTSAND => :GROUND,
:SPELLTAG => :GHOST,
:TWISTEDSPOON => :PSYCHIC,
:DRACOPLATE => :DRAGON,
:DREADPLATE => :DARK,
:EARTHPLATE => :GROUND,
:FISTPLATE => :FIGHTING,
:FLAMEPLATE => :FIRE,
:ICICLEPLATE => :ICE,
:INSECTPLATE => :BUG,
:IRONPLATE => :STEEL,
:MEADOWPLATE => :GRASS,
:MINDPLATE => :PSYCHIC,
:PIXIEPLATE => :FAIRY,
:SKYPLATE => :FLYING,
:SPLASHPLATE => :WATER,
:SPOOKYPLATE => :GHOST,
:STONEPLATE => :ROCK,
:TOXICPLATE => :POISON,
:ZAPPLATE => :ELECTRIC,
:ODDINCENSE => :PSYCHIC,
:ROCKINCENSE => :ROCK,
:ROSEINCENSE => :GRASS,
:SEAINCENSE => :WATER,
:WAVEINCENSE => :WATER
}[item]
ret = 0 if !has_damaging_move_of_type?(boosted_type)
when :BLACKSLUDGE
ret = 4 if has_type?(:POISON)
when :CHOICEBAND, :MUSCLEBAND
ret = 0 if !check_for_move { |m| m.physicalMove?(m.type) }
when :CHOICESPECS, :WISEGLASSES
ret = 0 if !check_for_move { |m| m.specialMove?(m.type) }
when :DEEPSEATOOTH
ret = 0 if !battler.isSpecies?(:CLAMPERL) || !check_for_move { |m| m.specialMove?(m.type) }
when :GRISEOUSORB
ret = 0 if !battler.isSpecies?(:GIRATINA) || !has_damaging_move_of_type?(:DRAGON, :GHOST)
when :IRONBALL
ret = 0 if has_move_with_function?("ThrowUserItemAtTarget")
when :LIGHTBALL
ret = 0 if !battler.isSpecies?(:PIKACHU) || !check_for_move { |m| m.damagingMove? }
when :LUSTROUSORB
ret = 0 if !battler.isSpecies?(:PALKIA) || !has_damaging_move_of_type?(:DRAGON, :WATER)
when :SOULDEW
if !battler.isSpecies?(:LATIAS) && !battler.isSpecies?(:LATIOS)
ret = 0
elsif Settings::SOUL_DEW_POWERS_UP_TYPES
ret = 0 if !has_damaging_move_of_type?(:PSYCHIC, :DRAGON)
else
ret -= 2 if !check_for_move { |m| m.specialMove?(m.type) } # Also boosts SpDef
end
when :THICKCLUB
ret = 0 if (!battler.isSpecies?(:CUBONE) && !battler.isSpecies?(:MAROWAK)) ||
!check_for_move { |m| m.physicalMove?(m.type) }
# Get the base item rating
ret = 0
Battle::AI::BASE_ITEM_RATINGS.each_pair do |val, items|
next if !items.include?(item)
ret = val
break
end
# Modify the rating based on item-specific contexts
ret = Battle::AI::Handlers.modify_item_ranking(item, ret, self, @ai)
# Prefer if this battler knows Fling and it will do a lot of damage/have an
# additional (negative) effect when flung
if item != :NONE && has_move_with_function?("ThrowUserItemAtTarget")
@@ -660,339 +548,6 @@ class Battle::AI::AIBattler
#-----------------------------------------------------------------------------
# These values are taken from the Complete-Fire-Red-Upgrade decomp here:
# https://github.com/Skeli789/Complete-Fire-Red-Upgrade/blob/f7f35becbd111c7e936b126f6328fc52d9af68c8/src/ability_battle_effects.c#L41
BASE_ABILITY_RATINGS = {
:ADAPTABILITY => 8,
:AERILATE => 8,
:AFTERMATH => 5,
:AIRLOCK => 5,
:ANALYTIC => 5,
:ANGERPOINT => 4,
:ANTICIPATION => 0,
:ARENATRAP => 9,
:AROMAVEIL => 3,
# :ASONECHILLINGNEIGH => 0,
# :ASONEGRIMNEIGH => 0,
:AURABREAK => 3,
:BADDREAMS => 4,
# :BALLFETCH => 0,
# :BATTERY => 0,
:BATTLEARMOR => 2,
:BATTLEBOND => 6,
:BEASTBOOST => 7,
:BERSERK => 5,
:BIGPECKS => 1,
:BLAZE => 5,
:BULLETPROOF => 7,
:CHEEKPOUCH => 4,
# :CHILLINGNEIGH => 0,
:CHLOROPHYLL => 6,
:CLEARBODY => 4,
:CLOUDNINE => 5,
:COLORCHANGE => 2,
:COMATOSE => 6,
:COMPETITIVE => 5,
:COMPOUNDEYES => 7,
:CONTRARY => 8,
:CORROSION => 5,
:COTTONDOWN => 3,
# :CURIOUSMEDICINE => 0,
:CURSEDBODY => 4,
:CUTECHARM => 2,
:DAMP => 2,
:DANCER => 5,
:DARKAURA => 6,
:DAUNTLESSSHIELD => 3,
:DAZZLING => 5,
:DEFEATIST => -1,
:DEFIANT => 5,
:DELTASTREAM => 10,
:DESOLATELAND => 10,
:DISGUISE => 8,
:DOWNLOAD => 7,
:DRAGONSMAW => 8,
:DRIZZLE => 9,
:DROUGHT => 9,
:DRYSKIN => 6,
:EARLYBIRD => 4,
:EFFECTSPORE => 4,
:ELECTRICSURGE => 8,
:EMERGENCYEXIT => 3,
:FAIRYAURA => 6,
:FILTER => 6,
:FLAMEBODY => 4,
:FLAREBOOST => 5,
:FLASHFIRE => 6,
:FLOWERGIFT => 4,
# :FLOWERVEIL => 0,
:FLUFFY => 5,
:FORECAST => 6,
:FOREWARN => 0,
# :FRIENDGUARD => 0,
:FRISK => 0,
:FULLMETALBODY => 4,
:FURCOAT => 7,
:GALEWINGS => 6,
:GALVANIZE => 8,
:GLUTTONY => 3,
:GOOEY => 5,
:GORILLATACTICS => 4,
:GRASSPELT => 2,
:GRASSYSURGE => 8,
# :GRIMNEIGH => 0,
:GULPMISSLE => 3,
:GUTS => 6,
:HARVEST => 5,
# :HEALER => 0,
:HEATPROOF => 5,
:HEAVYMETAL => -1,
# :HONEYGATHER => 0,
:HUGEPOWER => 10,
:HUNGERSWITCH => 2,
:HUSTLE => 7,
:HYDRATION => 4,
:HYPERCUTTER => 3,
:ICEBODY => 3,
:ICEFACE => 4,
:ICESCALES => 7,
# :ILLUMINATE => 0,
:ILLUSION => 8,
:IMMUNITY => 4,
:IMPOSTER => 9,
:INFILTRATOR => 6,
:INNARDSOUT => 5,
:INNERFOCUS => 2,
:INSOMNIA => 4,
:INTIMIDATE => 7,
:INTREPIDSWORD => 3,
:IRONBARBS => 6,
:IRONFIST => 6,
:JUSTIFIED => 4,
:KEENEYE => 1,
:KLUTZ => -1,
:LEAFGUARD => 2,
:LEVITATE => 7,
:LIBERO => 8,
:LIGHTMETAL => 2,
:LIGHTNINGROD => 7,
:LIMBER => 3,
:LIQUIDOOZE => 3,
:LIQUIDVOICE => 5,
:LONGREACH => 3,
:MAGICBOUNCE => 9,
:MAGICGUARD => 9,
:MAGICIAN => 3,
:MAGMAARMOR => 1,
:MAGNETPULL => 9,
:MARVELSCALE => 5,
:MEGALAUNCHER => 7,
:MERCILESS => 4,
:MIMICRY => 2,
# :MINUS => 0,
:MIRRORARMOR => 6,
:MISTYSURGE => 8,
:MOLDBREAKER => 7,
:MOODY => 10,
:MOTORDRIVE => 6,
:MOXIE => 7,
:MULTISCALE => 8,
:MULTITYPE => 8,
:MUMMY => 5,
:NATURALCURE => 7,
:NEUROFORCE => 6,
:NEUTRALIZINGGAS => 5,
:NOGUARD => 8,
:NORMALIZE => -1,
:OBLIVIOUS => 2,
:OVERCOAT => 5,
:OVERGROW => 5,
:OWNTEMPO => 3,
:PARENTALBOND => 10,
:PASTELVEIL => 4,
:PERISHBODY => -1,
:PICKPOCKET => 3,
:PICKUP => 1,
:PIXILATE => 8,
# :PLUS => 0,
:POISONHEAL => 8,
:POISONPOINT => 4,
:POISONTOUCH => 4,
:POWERCONSTRUCT => 10,
# :POWEROFALCHEMY => 0,
:POWERSPOT => 2,
:PRANKSTER => 8,
:PRESSURE => 5,
:PRIMORDIALSEA => 10,
:PRISMARMOR => 6,
:PROPELLORTAIL => 2,
:PROTEAN => 8,
:PSYCHICSURGE => 8,
:PUNKROCK => 2,
:PUREPOWER => 10,
:QUEENLYMAJESTY => 6,
# :QUICKDRAW => 0,
:QUICKFEET => 5,
:RAINDISH => 3,
:RATTLED => 3,
# :RECEIVER => 0,
:RECKLESS => 6,
:REFRIGERATE => 8,
:REGENERATOR => 8,
:RIPEN => 4,
:RIVALRY => 1,
:RKSSYSTEM => 8,
:ROCKHEAD => 5,
:ROUGHSKIN => 6,
# :RUNAWAY => 0,
:SANDFORCE => 4,
:SANDRUSH => 6,
:SANDSPIT => 5,
:SANDSTREAM => 9,
:SANDVEIL => 3,
:SAPSIPPER => 7,
:SCHOOLING => 6,
:SCRAPPY => 6,
:SCREENCLEANER => 3,
:SERENEGRACE => 8,
:SHADOWSHIELD => 8,
:SHADOWTAG => 10,
:SHEDSKIN => 7,
:SHEERFORCE => 8,
:SHELLARMOR => 2,
:SHIELDDUST => 5,
:SHIELDSDOWN => 6,
:SIMPLE => 8,
:SKILLLINK => 7,
:SLOWSTART => -2,
:SLUSHRUSH => 5,
:SNIPER => 3,
:SNOWCLOAK => 3,
:SNOWWARNING => 8,
:SOLARPOWER => 3,
:SOLIDROCK => 6,
:SOULHEART => 7,
:SOUNDPROOF => 4,
:SPEEDBOOST => 9,
:STAKEOUT => 6,
:STALL => -1,
:STALWART => 2,
:STAMINA => 6,
:STANCECHANGE => 10,
:STATIC => 4,
:STEADFAST => 2,
:STEAMENGINE => 3,
:STEELWORKER => 6,
:STEELYSPIRIT => 2,
:STENCH => 1,
:STICKYHOLD => 3,
:STORMDRAIN => 7,
:STRONGJAW => 6,
:STURDY => 6,
:SUCTIONCUPS => 2,
:SUPERLUCK => 3,
:SURGESURFER => 4,
:SWARM => 5,
:SWEETVEIL => 4,
:SWIFTSWIM => 6,
# :SYMBIOSIS => 0,
:SYNCHRONIZE => 4,
:TANGLEDFEET => 2,
:TANGLINGHAIR => 5,
:TECHNICIAN => 8,
# :TELEPATHY => 0,
:TERAVOLT => 7,
:THICKFAT => 7,
:TINTEDLENS => 7,
:TORRENT => 5,
:TOUGHCLAWS => 7,
:TOXICBOOST => 6,
:TRACE => 6,
:TRANSISTOR => 8,
:TRIAGE => 7,
:TRUANT => -2,
:TURBOBLAZE => 7,
:UNAWARE => 6,
:UNBURDEN => 7,
:UNNERVE => 3,
# :UNSEENFIST => 0,
:VICTORYSTAR => 6,
:VITALSPIRIT => 4,
:VOLTABSORB => 7,
:WANDERINGSPIRIT => 2,
:WATERABSORB => 7,
:WATERBUBBLE => 8,
:WATERCOMPACTION => 4,
:WATERVEIL => 4,
:WEAKARMOR => 2,
:WHITESMOKE => 4,
:WIMPOUT => 3,
:WONDERGUARD => 10,
:WONDERSKIN => 4,
:ZENMODE => -1
}
# Returns a value indicating how beneficial the given ability will be to this
# battler if it has it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
# NOTE: This method assumes the ability isn't being negated. The calculations
# that call this method separately check for it being negated, because
# they need to do something special in that case.
def wants_ability?(ability = :NONE)
ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
ret = BASE_ABILITY_RATINGS[ability] || 0
# TODO: Add more context-sensitive modifications to the ratings from above.
# Should they be moved into a handler?
case ability
when :BLAZE
ret = 0 if !has_damaging_move_of_type?(:FIRE)
when :CUTECHARM, :RIVALRY
ret = 0 if gender == 2
when :FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY
has_ally = false
@ai.each_ally(@side) { |b, i| has_ally = true }
ret = 0 if !has_ally
when :GALEWINGS
ret = 0 if !check_for_move { |m| m.type == :FLYING }
when :HUGEPOWER, :PUREPOWER
ret = 0 if !@ai.stat_raise_worthwhile?(self, :ATTACK, true)
when :IRONFIST
ret = 0 if !check_for_move { |m| m.punchingMove? }
when :LIQUIDVOICE
ret = 0 if !check_for_move { |m| m.soundMove? }
when :MEGALAUNCHER
ret = 0 if !check_for_move { |m| m.pulseMove? }
when :OVERGROW
ret = 0 if !has_damaging_move_of_type?(:GRASS)
when :PRANKSTER
ret = 0 if !check_for_move { |m| m.statusMove? }
when :PUNKROCK
ret = 1 if !check_for_move { |m| m.damagingMove? && m.soundMove? }
when :RECKLESS
ret = 0 if !check_for_move { |m| m.recoilMove? }
when :ROCKHEAD
ret = 0 if !check_for_move { |m| m.recoilMove? && !m.is_a?(Battle::Move::CrashDamageIfFailsUnusableInGravity) }
when :RUNAWAY
ret = 0 if wild?
when :SANDFORCE
ret = 2 if !has_damaging_move_of_type?(:GROUND, :ROCK, :STEEL)
when :SKILLLINK
ret = 0 if !check_for_move { |m| m.is_a?(Battle::Move::HitTwoToFiveTimes) }
when :STEELWORKER
ret = 0 if !has_damaging_move_of_type?(:STEEL)
when :SWARM
ret = 0 if !has_damaging_move_of_type?(:BUG)
when :TORRENT
ret = 0 if !has_damaging_move_of_type?(:WATER)
when :TRIAGE
ret = 0 if !check_for_move { |m| m.healingMove? }
end
return ret
end
#-----------------------------------------------------------------------------
private
def effectiveness_of_type_against_single_battler_type(type, defend_type, user = nil)