Some rearranging of AI script files/methods

This commit is contained in:
Maruno17
2023-02-10 21:47:04 +00:00
parent 7e4ef4247b
commit a8e024eb3e
15 changed files with 617 additions and 535 deletions

View File

@@ -11,8 +11,8 @@ class Battle::AI
@battle = battle
# TODO: Move this elsewhere?
@roles = [Array.new(@battle.pbParty(0).length) { |i| determine_roles(0, i) },
Array.new(@battle.pbParty(1).length) { |i| determine_roles(1, i) }]
@roles = [Array.new(@battle.pbParty(0).length) { |i| determine_roles(0, i) },
Array.new(@battle.pbParty(1).length) { |i| determine_roles(1, i) }]
end
def create_ai_objects

View File

@@ -25,8 +25,8 @@ class Battle::AI
moveData = GameData::Move.get(target.lastMoveUsed)
moveType = moveData.type
typeMod = @user.effectiveness_of_type_against_battler(moveType, foe)
if Effectiveness.super_effective?(typeMod) && moveData.base_damage > 50
switchChance = (moveData.base_damage > 70) ? 30 : 20
if Effectiveness.super_effective?(typeMod) && moveData.power > 50
switchChance = (moveData.power > 70) ? 30 : 20
shouldSwitch = (pbAIRandom(100) < switchChance)
end
end
@@ -169,7 +169,7 @@ class Battle::AI
pkmn = party[i]
sum = 0
pkmn.moves.each do |m|
next if m.base_damage == 0
next if m.power == 0
@battle.battlers[idxBattler].allOpposing.each do |b|
bTypes = b.pbTypes(true)
sum += Effectiveness.calculate(m.type, *bTypes)

View File

@@ -536,7 +536,7 @@ class Battle::AI
when :ACCURACY
# Prefer if user knows any weaker moves
mini_score *= 1.1 if check_for_move(@user) { |m| m.damagingMove? && m.basedamage < 95 }
mini_score *= 1.1 if check_for_move(@user) { |m| m.damagingMove? && m.power < 95 }
# Prefer if target has a raised evasion
sum_stages = @target.stages[:EVASION]
mini_score *= 1 + sum_stages * 0.05 if sum_stages > 0
@@ -996,465 +996,4 @@ class Battle::AI
end
return ret
end
#=============================================================================
# Returns a value indicating how beneficial the given item will be to the
# given battler if it is holding it.
# Return values are typically -2, -1, 0, 1 or 2. 0 is indifferent, positive
# values mean the battler benefits, negative values mean the battler suffers.
#=============================================================================
def battler_wants_item?(battler, item = :NONE)
item == :NONE if item.nil?
# TODO: Add more items.
preferred_items = [
:CHOICESCARF,
:LEFTOVERS
]
preferred_items.push(:BLACKSLUDGE) if battler.has_type?(:POISON)
preferred_items.push(:IRONBALL) if battler.has_move_with_function?("ThrowUserItemAtTarget")
preferred_items.push(:CHOICEBAND) if battler.check_for_move { |m| m.physicalMove?(m.type) }
preferred_items.push(:CHOICESPECS) if battler.check_for_move { |m| m.specialMove?(m.type) }
unpreferred_items = [
:BLACKSLUDGE,
:FLAMEORB,
:IRONBALL,
:LAGGINGTAIL,
:STICKYBARB,
:TOXICORB
]
ret = 0
if preferred_items.include?(item)
ret = 2
elsif unpreferred_items.include?(item)
ret = -2
end
# Don't prefer if the battler knows Acrobatics
if battler.has_move_with_function?("DoublePowerIfUserHasNoItem")
ret += (item == :NONE) ? 1 : -1
end
return ret
end
#=============================================================================
# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
#=============================================================================
def get_score_change_for_consuming_item(battler, item)
ret = 0
case item
when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
# Healing
ret += (battler.hp > battler.totalhp * 3 / 4) ? -8 : 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && battler.has_active_ability?(:RIPEN)
when :AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY
# Healing with confusion
fraction_to_heal = 8 # Gens 6 and lower
if Settings::MECHANICS_GENERATION == 7
fraction_to_heal = 2
elsif Settings::MECHANICS_GENERATION >= 8
fraction_to_heal = 3
end
ret += (battler.hp > battler.totalhp * (1 - (1 / fraction_to_heal))) ? -8 : 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && battler.has_active_ability?(:RIPEN)
# TODO: Check whether the item will cause confusion?
when :ASPEARBERRY, :CHERIBERRY, :CHESTOBERRY, :PECHABERRY, :RAWSTBERRY
# Status cure
status = {
:ASPEAR => :FROZEN,
:CHERIBERRY => :PARALYSIS,
:CHESTOBERRY => :SLEEP,
:PECHABERRY => :POISON,
:RAWSTBERRY => :BURN
}[item]
ret += (status && battler.status == status) ? 8 : -8
when :PERSIMBERRY
# Confusion cure
ret += (battler.effects[PBEffects::Confusion] > 1) ? 8 : -8
when :LUMBERRY
# Any status/confusion cure
ret += (battler.status != :NONE || battler.effects[PBEffects::Confusion] > 1) ? 8 : -8
when :MENTALHERB
# Cure mental effects
ret += 8 if battler.effects[PBEffects::Attract] >= 0 ||
battler.effects[PBEffects::Taunt] > 1 ||
battler.effects[PBEffects::Encore] > 1 ||
battler.effects[PBEffects::Torment] ||
battler.effects[PBEffects::Disable] > 1 ||
battler.effects[PBEffects::HealBlock] > 1
when :APICOTBERRY, :GANLONBERRY, :LIECHIBERRY, :PETAYABERRY, :SALACBERRY,
:KEEBERRY, :MARANGABERRY
# Stat raise
stat = {
:APICOTBERRY => :SPECIAL_DEFENSE,
:GANLONBERRY => :DEFENSE,
:LIECHIBERRY => :ATTACK,
:PETAYABERRY => :SPECIAL_ATTACK,
:SALACBERRY => :SPEED,
:KEEBERRY => :DEFENSE,
:MARANGABERRY => :SPECIAL_DEFENSE
}[item]
ret += 8 if stat && stat_raise_worthwhile?(battler, stat)
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && battler.has_active_ability?(:RIPEN)
when :STARFBERRY
# Random stat raise
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && battler.has_active_ability?(:RIPEN)
when :WHITEHERB
# Resets lowered stats
reduced_stats = false
GameData::Stat.each_battle do |s|
next if battler.stages[s.id] >= 0
reduced_stats = true
break
end
ret += 8 if reduced_stats
when :MICLEBERRY
# Raises accuracy of next move
ret += 8
when :LANSATBERRY
# Focus energy
ret += 8 if battler.effects[PBEffects::FocusEnergy] < 2
when :LEPPABERRY
# Restore PP
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && battler.has_active_ability?(:RIPEN)
end
return ret
end
#=============================================================================
# Returns a value indicating how beneficial the given ability will be to the
# given battler if it has it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean the battler benefits, negative values mean the battler suffers.
#=============================================================================
# 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
}
# TODO: This method assumes the ability isn't being negated. Should it return
# 0 if it is? The calculations that call this method separately check
# for it being negated, because they need to do something special in
# that case, so I think it's okay for this method to ignore negation.
def battler_wants_ability?(battler, ability = :NONE)
ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
# TODO: Ideally replace the above list of ratings with context-sensitive
# calculations. Should they all go in this method, or should there be
# more handlers for each ability?
case ability
when :BLAZE
return 0 if !battler.has_damaging_move_of_type?(:FIRE)
when :CUTECHARM, :RIVALRY
return 0 if battler.gender == 2
when :FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY
has_ally = false
each_ally(battler.side) { |b, i| has_ally = true }
return 0 if !has_ally
when :GALEWINGS
return 0 if !battler.check_for_move { |m| m.type == :FLYING }
when :HUGEPOWER, :PUREPOWER
return 0 if !battler.check_for_move { |m| m.physicalMove?(m.type) &&
m.function != "UseUserDefenseInsteadOfUserAttack" &&
m.function != "UseTargetAttackInsteadOfUserAttack" }
when :IRONFIST
return 0 if !battler.check_for_move { |m| m.punchingMove? }
when :LIQUIDVOICE
return 0 if !battler.check_for_move { |m| m.soundMove? }
when :MEGALAUNCHER
return 0 if !battler.check_for_move { |m| m.pulseMove? }
when :OVERGROW
return 0 if !battler.has_damaging_move_of_type?(:GRASS)
when :PRANKSTER
return 0 if !battler.check_for_move { |m| m.statusMove? }
when :PUNKROCK
return 1 if !battler.check_for_move { |m| m.damagingMove? && m.soundMove? }
when :RECKLESS
return 0 if !battler.check_for_move { |m| m.recoilMove? }
when :ROCKHEAD
return 0 if !battler.check_for_move { |m| m.recoilMove? && !m.is_a?(Battle::Move::CrashDamageIfFailsUnusableInGravity) }
when :RUNAWAY
return 0 if battler.wild?
when :SANDFORCE
return 2 if !battler.has_damaging_move_of_type?(:GROUND, :ROCK, :STEEL)
when :SKILLLINK
return 0 if !battler.check_for_move { |m| m.is_a?(Battle::Move::HitTwoToFiveTimes) }
when :STEELWORKER
return 0 if !battler.has_damaging_move_of_type?(:GRASS)
when :SWARM
return 0 if !battler.has_damaging_move_of_type?(:BUG)
when :TORRENT
return 0 if !battler.has_damaging_move_of_type?(:WATER)
when :TRIAGE
return 0 if !battler.check_for_move { |m| m.healingMove? }
end
ret = BASE_ABILITY_RATINGS[ability] || 0
return ret
end
end

View File

@@ -1,804 +0,0 @@
#===============================================================================
#
#===============================================================================
# Struggle
#===============================================================================
#
#===============================================================================
# None
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("DoesNothingCongratulations",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.copy("DoesNothingCongratulations",
"DoesNothingFailsIfNoAlly")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.copy("DoesNothingCongratulations",
"DoesNothingUnusableInGravity")
#===============================================================================
#
#===============================================================================
# AddMoneyGainedFromBattle
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.copy("DoesNothingCongratulations",
"DoubleMoneyGainedFromBattle")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("FailsIfNotUserFirstTurn",
proc { |move, user, ai, battle|
next user.turnCount > 0
}
)
Battle::AI::Handlers::MoveEffectScore.add("FailsIfNotUserFirstTurn",
proc { |score, move, user, ai, battle|
next score + 25 # Use it or lose it
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("FailsIfUserHasUnusedMove",
proc { |move, user, ai, battle|
has_another_move = false
has_unused_move = false
user.battler.eachMove do |m|
next if m.id == move.id
has_another_move = true
next if user.battler.movesUsed.include?(m.id)
has_unused_move = true
break
end
next !has_another_move || has_unused_move
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("FailsIfUserNotConsumedBerry",
proc { |move, user, ai, battle|
next !user.battler.belched?
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("FailsIfTargetHasNoItem",
proc { |move, user, target, ai, battle|
next !target.item || !target.item_active?
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("FailsUnlessTargetSharesTypeWithUser",
proc { |move, user, target, ai, battle|
user_types = user.pbTypes(true)
target_types = target.pbTypes(true)
next (user_types & target_types).empty?
}
)
#===============================================================================
# TODO: Split some of this into a MoveEffectScore?
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("FailsIfUserDamagedThisTurn",
proc { |score, move, user, target, ai, battle|
# Check whether user is faster than its foe(s) and could use this move
user_faster_count = 0
foe_faster_count = 0
ai.each_foe_battler(user.side) do |b, i|
if user.faster_than?(b)
user_faster_count += 1
else
foe_faster_count += 1
end
end
next Battle::AI::MOVE_USELESS_SCORE if user_faster_count == 0
score += 10 if foe_faster_count == 0
# Effects that make the target unlikely to act before the user
if ai.trainer.high_skill?
if !target.can_attack?
score += 20
elsif target.effects[PBEffects::Confusion] > 1 ||
target.effects[PBEffects::Attract] == user.index
score += 10
elsif target.battler.paralyzed?
score += 5
end
end
# Don't risk using this move if target is weak
score -= 10 if target.hp <= target.totalhp / 2
score -= 10 if target.hp <= target.totalhp / 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("FailsIfTargetActed",
proc { |score, move, user, target, ai, battle|
# Check whether user is faster than its foe(s) and could use this move
next Battle::AI::MOVE_USELESS_SCORE if target.faster_than?(user)
score += 10
# TODO: Predict the target switching/using an item.
# TODO: Predict the target using a damaging move or Me First.
# Don't risk using this move if target is weak
score -= 10 if target.hp <= target.totalhp / 2
score -= 10 if target.hp <= target.totalhp / 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CrashDamageIfFailsUnusableInGravity",
proc { |score, move, user, target, ai, battle|
score -= (100 - move.rough_accuracy) if user.battler.takesIndirectDamage?
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartSunWeather",
proc { |move, user, ai, battle|
next [:HarshSun, :HeavyRain, :StrongWinds, move.move.weatherType].include?(battle.field.weather)
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartSunWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:HEATROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for Fire/Water moves
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:FIRE)
score += (b.opposes?(user)) ? -15 : 15
end
if b.has_damaging_move_of_type?(:WATER)
score += (b.opposes?(user)) ? 15 : -15
end
end
# TODO: Check for freezing moves.
# Check for abilities/other moves affected by sun
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:CHLOROPHYLL, :FLOWERGIFT, :FORECAST, :HARVEST, :LEAFGUARD, :SOLARPOWER])
score += 15
elsif user.has_active_ability?(:DRYSKIN)
score -= 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"RaiseUserAtkSpAtk1Or2InSun",
"TwoTurnAttackOneTurnInSun",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky")
score -= 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("StartSunWeather",
"StartRainWeather")
Battle::AI::Handlers::MoveEffectScore.add("StartRainWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:DAMPROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for Fire/Water moves
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:WATER)
score += (b.opposes?(user)) ? -15 : 15
end
if b.has_damaging_move_of_type?(:FIRE)
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for abilities/other moves affected by rain
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:DRYSKIN, :FORECAST, :HYDRATION, :RAINDISH, :SWIFTSWIM])
score += 15
end
if user.has_move_with_function?("ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("StartSunWeather",
"StartSandstormWeather")
Battle::AI::Handlers::MoveEffectScore.add("StartSandstormWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:SMOOTHROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by sandstorm's effects
ai.each_battler do |b, i|
if b.battler.takesSandstormDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
if b.has_type?(:ROCK) # +SpDef for Rock types
score += (b.opposes?(user)) ? -15 : 15
end
end
# Check for abilities/moves affected by sandstorm
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:SANDFORCE, :SANDRUSH, :SANDVEIL])
score += 15
end
if user.has_move_with_function?("HealUserDependingOnSandstorm",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("StartSunWeather",
"StartHailWeather")
Battle::AI::Handlers::MoveEffectScore.add("StartHailWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:ICYROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by hail's effects
ai.each_battler do |b, i|
if b.battler.takesHailDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for abilities/moves affected by hail
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:FORECAST, :ICEBODY, :SLUSHRUSH, :SNOWCLOAK])
score += 15
elsif user.ability == :ICEFACE
score += 15
end
if user.has_move_with_function?("FreezeTargetAlwaysHitsInHail",
"StartWeakenDamageAgainstUserSideIfHail",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartElectricTerrain",
proc { |move, user, ai, battle|
next battle.field.terrain == :Electric
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartElectricTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Electric, user)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartGrassyTerrain",
proc { |move, user, ai, battle|
next battle.field.terrain == :Grassy
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartGrassyTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Grassy, user)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartMistyTerrain",
proc { |move, user, ai, battle|
next battle.field.terrain == :Misty
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartMistyTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Misty, user)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartPsychicTerrain",
proc { |move, user, ai, battle|
next battle.field.terrain == :Psychic
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartPsychicTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Psychic, user)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("RemoveTerrain",
proc { |move, user, ai, battle|
next battle.field.terrain == :None
}
)
Battle::AI::Handlers::MoveEffectScore.add("RemoveTerrain",
proc { |score, move, user, ai, battle|
next score - ai.get_score_for_terrain(battle.field.terrain, user)
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("AddSpikesToFoeSide",
proc { |move, user, ai, battle|
next user.pbOpposingSide.effects[PBEffects::Spikes] >= 3
}
)
Battle::AI::Handlers::MoveEffectScore.add("AddSpikesToFoeSide",
proc { |score, move, user, ai, battle|
inBattleIndices = battle.allSameSideBattlers(user.idxOpposingSide).map { |b| b.pokemonIndex }
foe_reserves = []
battle.pbParty(user.idxOpposingSide).each_with_index do |pkmn, idxParty|
next if !pkmn || !pkmn.able? || inBattleIndices.include?(idxParty)
if ai.trainer.medium_skill?
# Check affected by entry hazard
next if pkmn.hasItem?(:HEAVYDUTYBOOTS)
# Check can take indirect damage
next if pkmn.hasAbility?(:MAGICGUARD)
# Check airborne
if !pkmn.hasItem?(:IRONBALL) &&
battle.field.effects[PBEffects::Gravity] == 0
next if pkmn.hasType?(:FLYING)
next if pkmn.hasAbility?(:LEVITATE)
next if pkmn.hasItem?(:AIRBALLOON)
end
end
foe_reserves.push(pkmn) # pkmn will be affected by Spikes
end
next Battle::AI::MOVE_USELESS_SCORE if foe_reserves.empty?
multiplier = [8, 5, 3][user.pbOpposingSide.effects[PBEffects::Spikes]]
score += multiplier * foe_reserves.length
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("AddToxicSpikesToFoeSide",
proc { |move, user, ai, battle|
next user.pbOpposingSide.effects[PBEffects::ToxicSpikes] >= 2
}
)
Battle::AI::Handlers::MoveEffectScore.add("AddToxicSpikesToFoeSide",
proc { |score, move, user, ai, battle|
inBattleIndices = battle.allSameSideBattlers(user.idxOpposingSide).map { |b| b.pokemonIndex }
foe_reserves = []
battle.pbParty(user.idxOpposingSide).each_with_index do |pkmn, idxParty|
next if !pkmn || !pkmn.able? || inBattleIndices.include?(idxParty)
if ai.trainer.medium_skill?
# Check affected by entry hazard
next if pkmn.hasItem?(:HEAVYDUTYBOOTS)
# TODO: Check pkmn's immunity to being poisoned.
next if battle.field.terrain == :Misty
next if pkmn.hasType?(:POISON)
next if pkmn.hasType?(:STEEL)
# Check airborne
if !pkmn.hasItem?(:IRONBALL) &&
battle.field.effects[PBEffects::Gravity] == 0
next if pkmn.hasType?(:FLYING)
next if pkmn.hasAbility?(:LEVITATE)
next if pkmn.hasItem?(:AIRBALLOON)
end
end
foe_reserves.push(pkmn) # pkmn will be affected by Toxic Spikes
end
next Battle::AI::MOVE_USELESS_SCORE if foe_reserves.empty?
multiplier = [6, 4][user.pbOpposingSide.effects[PBEffects::ToxicSpikes]]
score += multiplier * foe_reserves.length
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("AddStealthRocksToFoeSide",
proc { |move, user, ai, battle|
next user.pbOpposingSide.effects[PBEffects::StealthRock]
}
)
Battle::AI::Handlers::MoveEffectScore.add("AddStealthRocksToFoeSide",
proc { |score, move, user, ai, battle|
inBattleIndices = battle.allSameSideBattlers(user.idxOpposingSide).map { |b| b.pokemonIndex }
foe_reserves = []
battle.pbParty(user.idxOpposingSide).each_with_index do |pkmn, idxParty|
next if !pkmn || !pkmn.able? || inBattleIndices.include?(idxParty)
if ai.trainer.medium_skill?
# Check affected by entry hazard
next if pkmn.hasItem?(:HEAVYDUTYBOOTS)
# Check can take indirect damage
next if pkmn.hasAbility?(:MAGICGUARD)
end
foe_reserves.push(pkmn) # pkmn will be affected by Stealth Rock
end
next Battle::AI::MOVE_USELESS_SCORE if foe_reserves.empty?
next score + 8 * foe_reserves.length
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("AddStickyWebToFoeSide",
proc { |move, user, ai, battle|
next user.pbOpposingSide.effects[PBEffects::StickyWeb]
}
)
Battle::AI::Handlers::MoveEffectScore.add("AddStickyWebToFoeSide",
proc { |score, move, user, ai, battle|
inBattleIndices = battle.allSameSideBattlers(user.idxOpposingSide).map { |b| b.pokemonIndex }
foe_reserves = []
battle.pbParty(user.idxOpposingSide).each_with_index do |pkmn, idxParty|
next if !pkmn || !pkmn.able? || inBattleIndices.include?(idxParty)
if ai.trainer.medium_skill?
# Check affected by entry hazard
next if pkmn.hasItem?(:HEAVYDUTYBOOTS)
# Check airborne
if !pkmn.hasItem?(:IRONBALL) &&
battle.field.effects[PBEffects::Gravity] == 0
next if pkmn.hasType?(:FLYING)
next if pkmn.hasAbility?(:LEVITATE)
next if pkmn.hasItem?(:AIRBALLOON)
end
end
foe_reserves.push(pkmn) # pkmn will be affected by Sticky Web
end
next Battle::AI::MOVE_USELESS_SCORE if foe_reserves.empty?
next score + 7 * foe_reserves.length
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("SwapSideEffects",
proc { |move, user, ai, battle|
has_effect = false
2.times do |side|
effects = battle.sides[side].effects
move.move.number_effects.each do |e|
next if effects[e] == 0
has_effect = true
break
end
break if has_effect
move.move.boolean_effects.each do |e|
next if !effects[e]
has_effect = true
break
end
break if has_effect
end
next !has_effect
}
)
Battle::AI::Handlers::MoveEffectScore.add("SwapSideEffects",
proc { |score, move, user, ai, battle|
if ai.trainer.medium_skill?
good_effects = [:AuroraVeil, :LightScreen, :Mist, :Rainbow, :Reflect,
:Safeguard, :SeaOfFire, :Swamp, :Tailwind].map! { |e| PBEffects.const_get(e) }
bad_effects = [:Spikes, :StealthRock, :StickyWeb, :ToxicSpikes].map! { |e| PBEffects.const_get(e) }
bad_effects.each do |e|
score += 10 if ![0, false, nil].include?(user.pbOwnSide.effects[e])
score -= 10 if ![0, 1, false, nil].include?(user.pbOpposingSide.effects[e])
end
if ai.trainer.high_skill?
good_effects.each do |e|
score += 10 if ![0, 1, false, nil].include?(user.pbOpposingSide.effects[e])
score -= 10 if ![0, false, nil].include?(user.pbOwnSide.effects[e])
end
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserMakeSubstitute",
proc { |move, user, ai, battle|
next true if user.effects[PBEffects::Substitute] > 0
next user.hp <= [user.totalhp / 4, 1].max
}
)
Battle::AI::Handlers::MoveEffectScore.add("UserMakeSubstitute",
proc { |score, move, user, ai, battle|
# Prefer more the higher the user's HP
score += (8 * user.hp.to_f / user.totalhp).round
# Prefer if foes don't know any moves that can bypass a substitute
ai.each_battler do |b, i|
score += 4 if !b.check_for_move { |m| m.ignoresSubstitute?(b.battler) }
end
# TODO: Predict incoming damage, and prefer if it's greater than
# user.totalhp / 4?
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("RemoveUserBindingAndEntryHazards",
proc { |score, move, user, ai, battle|
score += 10 if user.effects[PBEffects::Trapping] > 0
score += 15 if user.effects[PBEffects::LeechSeed] >= 0
if battle.pbAbleNonActiveCount(user.idxOwnSide) > 0
score += 15 if user.pbOwnSide.effects[PBEffects::Spikes] > 0
score += 15 if user.pbOwnSide.effects[PBEffects::ToxicSpikes] > 0
score += 20 if user.pbOwnSide.effects[PBEffects::StealthRock]
score += 15 if user.pbOwnSide.effects[PBEffects::StickyWeb]
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("AttackTwoTurnsLater",
proc { |move, user, target, ai, battle|
next battle.positions[target.index].effects[PBEffects::FutureSightCounter] > 0
}
)
Battle::AI::Handlers::MoveEffectScore.add("AttackTwoTurnsLater",
proc { |score, move, user, ai, battle|
# Future Sight tends to be wasteful if down to last Pokémon
score -= 20 if battle.pbAbleNonActiveCount(user.idxOwnSide) == 0
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserSwapsPositionsWithAlly",
proc { |move, user, ai, battle|
num_targets = 0
idxUserOwner = battle.pbGetOwnerIndexFromBattlerIndex(user.index)
ai.each_ally(user.side) do |b, i|
next if battle.pbGetOwnerIndexFromBattlerIndex(b.index) != idxUserOwner
next if !b.battler.near?(user.battler)
num_targets += 1
end
next num_targets != 1
}
)
Battle::AI::Handlers::MoveEffectScore.add("UserSwapsPositionsWithAlly",
proc { |score, move, user, ai, battle|
next score - 30 # Usually no point in using this
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("BurnAttackerBeforeUserActs",
proc { |score, move, user, ai, battle|
ai.each_foe_battler(user.side) do |b|
next if !b.battler.affectedByContactEffect?
next if !b.battler.pbCanBurn?(user.battler, false, move.move)
if ai.trainer.high_skill?
next if !b.check_for_move { |m| m.pbContactMove?(b.battler) }
end
score += 10 # Possible to burn
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("AllBattlersLoseHalfHPUserSkipsNextTurn",
proc { |score, move, user, ai, battle|
# HP halving
foe_hp_lost = 0
ally_hp_lost = 0
ai.each_battler do |b, i|
next if b.hp == 1
if b.battler.opposes?(user.battler)
foe_hp_lost += b.hp / 2
else
ally_hp_lost += b.hp / 2
end
end
score += 15 * foe_hp_lost / ally_hp_lost
score -= 15 * ally_hp_lost / foe_hp_lost
# Recharging
score = Battle::AI::Handlers.apply_move_effect_score("AttackAndSkipNextTurn",
score, move, user, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("UserLosesHalfHP",
proc { |score, move, user, ai, battle|
score = Battle::AI::Handlers.apply_move_effect_score("UserLosesHalfOfTotalHP",
score, move, user, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("StartSunWeather",
"StartShadowSkyWeather")
Battle::AI::Handlers::MoveEffectScore.add("StartShadowSkyWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by Shadow Sky's effects
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:SHADOW)
score += (b.opposes?(user)) ? 15 : -15
end
if b.battler.takesShadowSkyDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for moves affected by Shadow Sky
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_move_with_function?("TypeAndPowerDependOnWeather")
score += 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("RemoveAllScreensAndSafeguard",
proc { |move, user, ai, battle|
will_fail = true
battle.sides.each do |side|
will_fail = false if side.effects[PBEffects::AuroraVeil] > 0 ||
side.effects[PBEffects::LightScreen] > 0 ||
side.effects[PBEffects::Reflect] > 0 ||
side.effects[PBEffects::Safeguard] > 0
end
next will_fail
}
)
Battle::AI::Handlers::MoveEffectScore.add("RemoveAllScreensAndSafeguard",
proc { |score, move, user, ai, battle|
foe_side = user.pbOpposingSide
# Useless if the foe's side has no screens/Safeguard to remove, or if
# they'll end this round anyway
if foe_side.effects[PBEffects::AuroraVeil] <= 1 &&
foe_side.effects[PBEffects::LightScreen] <= 1 &&
foe_side.effects[PBEffects::Reflect] <= 1 &&
foe_side.effects[PBEffects::Safeguard] <= 1
next Battle::AI::MOVE_USELESS_SCORE
end
# Prefer removing opposing screens
score = Battle::AI::Handlers.apply_move_effect_score("RemoveScreens",
score, move, user, ai, battle)
# Don't prefer removing same side screens
ai.each_foe_battler(user.side) do |b, i|
score -= Battle::AI::Handlers.apply_move_effect_score("RemoveScreens",
0, move, b, ai, battle)
break
end
# Safeguard
score += 10 if foe_side.effects[PBEffects::Safeguard] > 0
score -= 10 if user.pbOwnSide.effects[PBEffects::Safeguard] > 0
next score
}
)

View File

@@ -1,515 +0,0 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitTwoTimes",
proc { |power, move, user, target, ai, battle|
next power * move.move.pbNumHits(user.battler, [target.battler])
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitTwoTimes",
proc { |score, move, user, target, ai, battle|
# Prefer if the target has a Substitute and the first hit can break it
if target.effects[PBEffects::Substitute] > 0 && !move.move.ignoresSubstitute?(user.battler)
dmg = move.rough_damage
num_hits = move.move.pbNumHits(user.battler, [target.battler])
score += 10 if target.effects[PBEffects::Substitute] < dmg * (num_hits - 1) / num_hits
end
# TODO: Consider effects that trigger per hit.
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.copy("HitTwoTimes",
"HitTwoTimesPoisonTarget")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitTwoTimesPoisonTarget",
proc { |score, move, user, target, ai, battle|
# Score for hitting multiple times
score = Battle::AI::Handlers.apply_move_effect_against_target_score("HitTwoTimes",
score, move, user, target, ai, battle)
# Score for poisoning
score = Battle::AI::Handlers.apply_move_effect_against_target_score("PoisonTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.copy("HitTwoTimes",
"HitTwoTimesFlinchTarget")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitTwoTimesFlinchTarget",
proc { |score, move, user, target, ai, battle|
# Score for hitting multiple times
score = Battle::AI::Handlers.apply_move_effect_against_target_score("HitTwoTimes",
score, move, user, target, ai, battle)
# Score for flinching
score = Battle::AI::Handlers.apply_move_effect_against_target_score("FlinchTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitTwoTimesTargetThenTargetAlly",
proc { |power, move, user, target, ai, battle|
next power * 2
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitThreeTimesPowersUpWithEachHit",
proc { |power, move, user, target, ai, battle|
next power * 6 # Hits do x1, x2, x3 ret in turn, for x6 in total
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitThreeTimesPowersUpWithEachHit",
proc { |score, move, user, target, ai, battle|
# Prefer if the target has a Substitute and the first or second hit can break it
if target.effects[PBEffects::Substitute] > 0 && !move.move.ignoresSubstitute?(user.battler)
dmg = move.rough_damage
score += 10 if target.effects[PBEffects::Substitute] < dmg / 2
end
# TODO: Consider effects that trigger per hit.
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.copy("HitTwoTimes",
"HitThreeTimesAlwaysCriticalHit")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("HitTwoTimes",
"HitThreeTimesAlwaysCriticalHit")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitTwoToFiveTimes",
proc { |power, move, user, target, ai, battle|
next power * 5 if user.has_active_ability?(:SKILLLINK)
next power * 31 / 10 # Average damage dealt
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitTwoToFiveTimes",
proc { |score, move, user, target, ai, battle|
# Prefer if the target has a Substitute and the first hit(s) can break it
if target.effects[PBEffects::Substitute] > 0 && !move.move.ignoresSubstitute?(user.battler)
dmg = move.rough_damage
num_hits = (user.has_active_ability?(:SKILLLINK)) ? 5 : 3 # 3 is about average
score += 10 if target.effects[PBEffects::Substitute] < dmg * (num_hits - 1) / num_hits
end
# TODO: Consider effects that trigger per hit.
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitTwoToFiveTimesOrThreeForAshGreninja",
proc { |power, move, user, target, ai, battle|
if user.battler.isSpecies?(:GRENINJA) && user.battler.form == 2
next move.move.pbBaseDamage(power, user.battler, target.battler) * move.move.pbNumHits(user.battler, [target.battler])
end
next power * 5 if user.has_active_ability?(:SKILLLINK)
next power * 31 / 10 # Average damage dealt
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("HitTwoToFiveTimes",
"HitTwoToFiveTimesOrThreeForAshGreninja")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.copy("HitTwoToFiveTimes",
"HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1",
proc { |score, move, user, target, ai, battle|
# Score for being a multi-hit attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("HitTwoToFiveTimes",
score, move, user, target, ai, battle)
# Score for user's stat changes
score = ai.get_score_for_target_stat_raise(score, user, [:SPEED, 1], false)
score = ai.get_score_for_target_stat_drop(score, user, [:DEFENSE, 1], false)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("HitOncePerUserTeamMember",
proc { |move, user, ai, battle|
will_fail = true
battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, i|
next if !pkmn.able? || pkmn.status != :NONE
will_fail = false
break
end
next will_fail
}
)
Battle::AI::Handlers::MoveBasePower.add("HitOncePerUserTeamMember",
proc { |power, move, user, target, ai, battle|
ret = 0
battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, _i|
ret += 5 + (pkmn.baseStats[:ATTACK] / 10) if pkmn.able? && pkmn.status == :NONE
end
next ret
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HitOncePerUserTeamMember",
proc { |score, move, user, target, ai, battle|
# Prefer if the target has a Substitute and the first hit(s) can break it
if target.effects[PBEffects::Substitute] > 0 && !move.move.ignoresSubstitute?(user.battler)
dmg = move.rough_damage
num_hits = 0
battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, _i|
num_hits += 1 if pkmn.able? && pkmn.status == :NONE
end
score += 10 if target.effects[PBEffects::Substitute] < dmg * (num_hits - 1) / num_hits
end
# TODO: Consider effects that trigger per hit.
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("AttackAndSkipNextTurn",
proc { |score, move, user, ai, battle|
# Don't prefer because it uses up two turns
score -= 10 if !user.has_active_ability?(:TRUANT)
# Don't prefer if user is at a high HP (treat this move as a last resort)
score -= 10 if user.hp >= user.totalhp / 2
# TODO: Don't prefer if another of the user's moves could KO the target.
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttack",
proc { |score, move, user, target, ai, battle|
# Power Herb makes this a 1 turn move, the same as a move with no effect
next score if user.has_active_item?(:POWERHERB)
# Treat as a failure if user has Truant (the charging turn has no effect)
next Battle::AI::MOVE_USELESS_SCORE if user.has_active_ability?(:TRUANT)
# Useless if user will faint from EoR damage before finishing this attack
next Battle::AI::MOVE_USELESS_SCORE if user.rough_end_of_round_damage >= user.hp
# Don't prefer because it uses up two turns
score -= 10
# Don't prefer if user is at a low HP (time is better spent on quicker moves)
score -= 8 if user.hp < user.totalhp / 2
# Don't prefer if target has a protecting move
if ai.trainer.high_skill? && !(user.has_active_ability?(:UNSEENFIST) && move.move.contactMove?)
has_protect_move = false
if move.move.pbTarget(user).num_targets > 1 &&
(Settings::MECHANICS_GENERATION >= 7 || move.damagingMove?)
if target.has_move_with_function?("ProtectUserSideFromMultiTargetDamagingMoves")
has_protect_move = true
end
end
if move.move.canProtectAgainst?
if target.has_move_with_function?("ProtectUser",
"ProtectUserFromTargetingMovesSpikyShield",
"ProtectUserBanefulBunker")
has_protect_move = true
end
if move.damagingMove?
# NOTE: Doesn't check for Mat Block because it only works on its
# user's first turn in battle, so it can't be used in response
# to this move charging up.
if target.has_move_with_function?("ProtectUserFromDamagingMovesKingsShield",
"ProtectUserFromDamagingMovesObstruct")
has_protect_move = true
end
end
if move.rough_priority(user) > 0
if target.has_move_with_function?("ProtectUserSideFromPriorityMoves")
has_protect_move = true
end
end
end
score -= 15 if has_protect_move
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("TwoTurnAttackOneTurnInSun",
proc { |power, move, user, target, ai, battle|
next move.move.pbBaseDamageMultiplier(power, user.battler, target.battler)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackOneTurnInSun",
proc { |score, move, user, target, ai, battle|
# In sunny weather this a 1 turn move, the same as a move with no effect
next score if [:Sun, :HarshSun].include?(user.battler.effectiveWeather)
# Score for being a two turn attack
next Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackParalyzeTarget",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for paralysing
score = Battle::AI::Handlers.apply_move_effect_against_target_score("ParalyzeTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackBurnTarget",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for burning
score = Battle::AI::Handlers.apply_move_effect_against_target_score("BurnTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackFlinchTarget",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for flinching
score = Battle::AI::Handlers.apply_move_effect_against_target_score("FlinchTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("RaiseUserAtkDef1",
"TwoTurnAttackRaiseUserSpAtkSpDefSpd2")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackRaiseUserSpAtkSpDefSpd2",
proc { |score, move, user, target, ai, battle|
# Score for raising user's stats
score = ai.get_score_for_target_stat_raise(score, user, move.move.statUp)
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackChargeRaiseUserDefense1",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for raising the user's stat
score = Battle::AI::Handlers.apply_move_effect_score("RaiseUserDefense1",
score, move, user, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackChargeRaiseUserSpAtk1",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for raising the user's stat
score = Battle::AI::Handlers.apply_move_effect_score("RaiseUserSpAtk1",
score, move, user, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackInvulnerableUnderground",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for being semi-invulnerable underground
user.each_foe_battler(user.side) do |b, i|
if b.check_for_move { |m| m.hitsDiggingTargets? }
score -= 8
else
score += 5
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackInvulnerableUnderwater",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for being semi-invulnerable underwater
user.each_foe_battler(user.side) do |b, i|
if b.check_for_move { |m| m.hitsDivingTargets? }
score -= 8
else
score += 5
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackInvulnerableInSky",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for being semi-invulnerable in the sky
user.each_foe_battler(user.side) do |b, i|
if b.check_for_move { |m| m.hitsFlyingTargets? }
score -= 8
else
score += 5
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackInvulnerableInSkyParalyzeTarget",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack and semi-invulnerable in the sky
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttackInvulnerableInSky",
score, move, user, target, ai, battle)
# Score for paralyzing the target
score = Battle::AI::Handlers.apply_move_effect_against_target_score("ParalyzeTarget",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TwoTurnAttackInvulnerableInSkyTargetCannotAct",
proc { |move, user, target, ai, battle|
next true if !target.opposes?(user)
next true if target.effects[PBEffects::Substitute] > 0 && !move.move.ignoresSubstitute?(user.battler)
next true if Settings::MECHANICS_GENERATION >= 6 && target.battler.pbWeight >= 2000 # 200.0kg
next true if target.battler.semiInvulnerable? || target.effects[PBEffects::SkyDrop] >= 0
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("TwoTurnAttackInvulnerableInSky",
"TwoTurnAttackInvulnerableInSkyTargetCannotAct")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TwoTurnAttackInvulnerableRemoveProtections",
proc { |score, move, user, target, ai, battle|
# Score for being a two turn attack
score = Battle::AI::Handlers.apply_move_effect_against_target_score("TwoTurnAttack",
score, move, user, target, ai, battle)
# Score for being invulnerable
score += 5
# Score for removing protections
score = Battle::AI::Handlers.apply_move_effect_against_target_score("RemoveProtections",
score, move, user, target, ai, battle)
next score
}
)
#===============================================================================
#
#===============================================================================
# MultiTurnAttackPreventSleeping
#===============================================================================
#
#===============================================================================
# MultiTurnAttackConfuseUserAtEnd
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("MultiTurnAttackPowersUpEachTurn",
proc { |power, move, user, target, ai, battle|
# NOTE: The * 2 (roughly) incorporates the higher damage done in subsequent
# rounds. It is nearly the average damage this move will do per round,
# assuming it hits for 3 rounds (hoping for hits in all 5 rounds is
# optimistic).
next move.move.pbBaseDamage(power, user.battler, target.battler) * 2
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("MultiTurnAttackBideThenReturnDoubleDamage",
proc { |power, move, user, target, ai, battle|
next 40 # Representative value
}
)
Battle::AI::Handlers::MoveEffectScore.add("MultiTurnAttackBideThenReturnDoubleDamage",
proc { |score, move, user, ai, battle|
# Useless if no foe has any damaging moves
has_damaging_move = false
ai.each_foe_battler(user.side) do |b, i|
next if b.status == :SLEEP && b.statusCount > 2
next if b.status == :FROZEN
has_damaging_move = true if b.check_for_move { |m| m.damagingMove? }
break if has_damaging_move
end
next Battle::AI::MOVE_USELESS_SCORE if !has_damaging_move
# Don't prefer if the user isn't at high HP
next Battle::AI::MOVE_USELESS_SCORE if user.hp <= user.totalhp / 4
score -= 15 if user.hp <= user.totalhp / 2
score -= 8 if user.hp <= user.totalhp * 3 / 4
next score
}
)

View File

@@ -1,685 +0,0 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("HealUserFullyAndFallAsleep",
proc { |move, user, ai, battle|
next true if !user.battler.canHeal?
next true if user.battler.asleep?
next true if !user.battler.pbCanSleep?(user.battler, false, move.move, true)
next false
}
)
Battle::AI::Handlers::MoveEffectScore.add("HealUserFullyAndFallAsleep",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
# Check whether an existing status problem will be removed
score += 10 if user.status != :NONE
# Check if user will be able to act while asleep
if ai.trainer.medium_skill?
if user.check_for_move { |m| m.usableWhenAsleep? }
score += 10
else
score -= 10
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("HealUserHalfOfTotalHP",
proc { |move, user, ai, battle|
next !user.battler.canHeal?
}
)
Battle::AI::Handlers::MoveEffectScore.add("HealUserHalfOfTotalHP",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("HealUserHalfOfTotalHP",
"HealUserDependingOnWeather")
Battle::AI::Handlers::MoveEffectScore.add("HealUserDependingOnWeather",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
case user.battler.effectiveWeather
when :Sun, :HarshSun
score += 5
when :None, :StrongWinds
else
score -= 10
end
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("HealUserHalfOfTotalHP",
"HealUserDependingOnSandstorm")
Battle::AI::Handlers::MoveEffectScore.add("HealUserDependingOnSandstorm",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 5 if user.battler.effectiveWeather == :Sandstorm
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("HealUserHalfOfTotalHP",
"HealUserHalfOfTotalHPLoseFlyingTypeThisTurn")
Battle::AI::Handlers::MoveEffectScore.add("HealUserHalfOfTotalHPLoseFlyingTypeThisTurn",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
if user.has_type?(:FLYING)
# TODO: Decide whether losing the Flying type is good or bad. Look at
# type effectiveness changes against the user, and for foes' Ground
# moves. Anything else?
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("CureTargetStatusHealUserHalfOfTotalHP",
proc { |move, user, target, ai, battle|
next !user.battler.canHeal? || target.status == :NONE
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CureTargetStatusHealUserHalfOfTotalHP",
proc { |score, move, user, target, ai, battle|
# TODO: Add high level checks for whether the target wants to lose their
# status problem, and change the score accordingly.
if target.opposes?(user)
score -= 10
else
score += 15
end
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealUserByTargetAttackLowerTargetAttack1",
proc { |move, user, target, ai, battle|
if !battle.moldBreaker && target.has_active_ability?(:CONTRARY)
next target.statStageAtMax?(:ATTACK)
end
next target.statStageAtMin?(:ATTACK)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealUserByTargetAttackLowerTargetAttack1",
proc { |score, move, user, target, ai, battle|
# Check whether lowering the target's Attack will have any impact
if ai.trainer.medium_skill?
score = ai.get_score_for_target_stat_drop(score, target, move.move.statDown)
end
# Consider how much HP will be restored
heal_amt = target.rough_stat(:ATTACK)
if heal_amt > user.totalhp * 0.3 # Only modify the score if it'll heal a decent amount
# Things that affect healing caused by draining
if target.has_active_ability?(:LIQUIDOOZE)
score -= 20
elsif user.battler.canHeal?
if user.hp >= user.totalhp * 0.5
score -= 10
else
heal_amt *= 1.3 if user.has_active_item?(:BIGROOT)
heal_fraction = [user.totalhp - user.hp, heal_amt].min.to_f / user.totalhp
score += 40 * heal_fraction * (user.totalhp - user.hp) / user.totalhp
end
end
else
score -= 10 if target.has_active_ability?(:LIQUIDOOZE)
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealUserByHalfOfDamageDone",
proc { |score, move, user, target, ai, battle|
# Consider how much HP will be restored
heal_amt = move.rough_damage / 2
if heal_amt > user.totalhp * 0.3 # Only modify the score if it'll heal a decent amount
# Things that affect healing caused by draining
if target.has_active_ability?(:LIQUIDOOZE)
score -= 20
elsif user.battler.canHeal?
heal_amt *= 1.3 if user.has_active_item?(:BIGROOT)
heal_fraction = [user.totalhp - user.hp, heal_amt].min.to_f / user.totalhp
score += 40 * heal_fraction * (user.totalhp - user.hp) / user.totalhp
end
else
score -= 10 if target.has_active_ability?(:LIQUIDOOZE)
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealUserByHalfOfDamageDoneIfTargetAsleep",
proc { |move, user, target, ai, battle|
next !target.battler.asleep?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("HealUserByHalfOfDamageDone",
"HealUserByHalfOfDamageDoneIfTargetAsleep")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealUserByThreeQuartersOfDamageDone",
proc { |score, move, user, target, ai, battle|
# Consider how much HP will be restored
heal_amt = move.rough_damage * 0.75
if heal_amt > user.totalhp * 0.3 # Only modify the score if it'll heal a decent amount
# Things that affect healing caused by draining
if target.has_active_ability?(:LIQUIDOOZE)
score -= 20
elsif user.battler.canHeal?
heal_amt *= 1.3 if user.has_active_item?(:BIGROOT)
heal_fraction = [user.totalhp - user.hp, heal_amt].min.to_f / user.totalhp
score += 40 * heal_fraction * (user.totalhp - user.hp) / user.totalhp
end
else
score -= 10 if target.has_active_ability?(:LIQUIDOOZE)
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealUserAndAlliesQuarterOfTotalHP",
proc { |move, user, target, ai, battle|
next !target.battler.canHeal?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealUserAndAlliesQuarterOfTotalHP",
proc { |score, move, user, target, ai, battle|
# Consider how much HP will be restored
if target.hp >= target.totalhp * 0.75
score -= 5
else
score += 15 * (target.totalhp - target.hp) / target.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealUserAndAlliesQuarterOfTotalHPCureStatus",
proc { |move, user, target, ai, battle|
next !target.battler.canHeal? && target.status == :NONE
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealUserAndAlliesQuarterOfTotalHPCureStatus",
proc { |score, move, user, target, ai, battle|
# Consider how much HP will be restored
if target.hp >= target.totalhp * 0.75
score -= 5
else
score += 15 * (target.totalhp - target.hp) / target.totalhp
end
# Check whether an existing status problem will be removed
score += 10 if target.status != :NONE
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealTargetHalfOfTotalHP",
proc { |move, user, target, ai, battle|
next !target.battler.canHeal?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealTargetHalfOfTotalHP",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.opposes?(user)
# Consider how much HP will be restored
heal_amt = target.totalhp / 2
heal_amt = target.totalhp * 0.75 if move.move.pulseMove? &&
user.has_active_ability?(:MEGALAUNCHER)
if target.hp >= target.totalhp * 0.5
score -= 10
else
heal_fraction = [target.totalhp - target.hp, heal_amt].min.to_f / target.totalhp
score += 40 * heal_fraction * (target.totalhp - target.hp) / target.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("HealTargetHalfOfTotalHP",
"HealTargetDependingOnGrassyTerrain")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealTargetDependingOnGrassyTerrain",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if user.opposes?(target)
# Consider how much HP will be restored
heal_amt = target.totalhp / 2
heal_amt = (target.totalhp * 2 / 3.0).round if battle.field.terrain == :Grassy
if target.hp >= target.totalhp * 0.5
score -= 10
else
heal_fraction = [target.totalhp - target.hp, heal_amt].min.to_f / target.totalhp
score += 40 * heal_fraction * (target.totalhp - target.hp) / target.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("HealUserPositionNextTurn",
proc { |move, user, ai, battle|
next battle.positions[user.index].effects[PBEffects::Wish] > 0
}
)
Battle::AI::Handlers::MoveEffectScore.add("HealUserPositionNextTurn",
proc { |score, move, user, ai, battle|
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
score += 15 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartHealUserEachTurn",
proc { |move, user, ai, battle|
next user.effects[PBEffects::AquaRing]
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartHealUserEachTurn",
proc { |score, move, user, ai, battle|
score += 10
score += 10 if user.has_active_item?(:BIGROOT)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("StartHealUserEachTurnTrapUserInBattle",
proc { |move, user, ai, battle|
next user.effects[PBEffects::Ingrain]
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartHealUserEachTurnTrapUserInBattle",
proc { |score, move, user, ai, battle|
score += 5
score += 10 if user.turnCount < 2
score += 10 if user.has_active_item?(:BIGROOT)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("StartDamageTargetEachTurnIfTargetAsleep",
proc { |move, user, target, ai, battle|
next !target.battler.asleep? || target.effects[PBEffects::Nightmare]
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("StartDamageTargetEachTurnIfTargetAsleep",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.statusCount <= 1
next score + 10 * target.statusCount
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("StartLeechSeedTarget",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::LeechSeed] >= 0
next true if target.has_type?(:GRASS) || !target.battler.takesIndirectDamage?
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("StartLeechSeedTarget",
proc { |score, move, user, target, ai, battle|
# Prefer early on
score += 10 if user.turnCount < 2
if ai.trainer.medium_skill?
# Prefer if the user has no damaging moves
score += 20 if !user.check_for_move { |m| m.damagingMove? }
# Prefer if the target can't switch out to remove its seeding
score += 10 if !battle.pbCanChooseNonActive?(target.index)
# Don't prefer if the leeched HP will hurt the user
score -= 20 if target.has_active_ability?([:LIQUIDOOZE])
end
if ai.trainer.high_skill?
# Prefer if user can stall while damage is dealt
if user.check_for_move { |m| m.is_a?(Battle::Move::ProtectMove) }
score += 15
end
# Don't prefer if target can remove the seed
if target.check_for_move { |m| m.is_a?(Battle::Move::RemoveUserBindingAndEntryHazards) }
score -= 15
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("UserLosesHalfOfTotalHP",
proc { |score, move, user, ai, battle|
score -= 15 # User will lose 50% HP, don't prefer this move
if ai.trainer.medium_skill?
score += 10 if user.hp >= user.totalhp * 0.75 # User at 75% HP or more
score += 10 if user.hp <= user.totalhp * 0.25 # User at 25% HP or less
end
if ai.trainer.high_skill?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
foes = battle.pbAbleNonActiveCount(user.idxOpposingSide)
if reserves == 0 # AI is down to its last Pokémon
score += 30 # => Go out with a bang
elsif foes == 0 # Foe is down to their last Pokémon, AI has reserves
score += 20 # => Go for the kill
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserLosesHalfOfTotalHPExplosive",
proc { |move, user, ai, battle|
next !battle.moldBreaker && battle.pbCheckGlobalAbility(:DAMP)
}
)
Battle::AI::Handlers::MoveEffectScore.copy("UserLosesHalfOfTotalHP",
"UserLosesHalfOfTotalHPExplosive")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("UserLosesHalfOfTotalHPExplosive",
"UserFaintsExplosive")
Battle::AI::Handlers::MoveEffectScore.add("UserFaintsExplosive",
proc { |score, move, user, ai, battle|
score -= 25 # User will faint, don't prefer this move
if ai.trainer.medium_skill?
score -= 10 if user.hp >= user.totalhp * 0.5 # User at 50% HP or more
score += 10 if user.hp <= user.totalhp * 0.25 # User at 25% HP or less
end
if ai.trainer.high_skill?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
foes = battle.pbAbleNonActiveCount(user.idxOpposingSide)
if reserves == 0 # AI is down to its last Pokémon
score += 30 # => Go out with a bang
elsif foes == 0 # Foe is down to their last Pokémon, AI has reserves
score += 20 # => Go for the kill
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("UserFaintsExplosive",
"UserFaintsPowersUpInMistyTerrainExplosive")
Battle::AI::Handlers::MoveBasePower.add("UserFaintsPowersUpInMistyTerrainExplosive",
proc { |power, move, user, target, ai, battle|
power = power * 3 / 2 if battle.field.terrain == :Misty
next power
}
)
Battle::AI::Handlers::MoveEffectScore.copy("UserFaintsExplosive",
"UserFaintsPowersUpInMistyTerrainExplosive")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("UserFaintsFixedDamageUserHP",
proc { |power, move, user, target, ai, battle|
next user.hp
}
)
Battle::AI::Handlers::MoveEffectScore.copy("UserFaintsExplosive",
"UserFaintsFixedDamageUserHP")
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("UserFaintsLowerTargetAtkSpAtk2",
proc { |score, move, user, target, ai, battle|
score -= 25 # User will faint, don't prefer this move
# Check the impact of lowering the target's stats
score = ai.get_score_for_target_stat_drop(score, target, move.move.statDown)
next score if score == Battle::AI::MOVE_USELESS_SCORE
# Score for the user fainting
if ai.trainer.medium_skill?
score -= 10 if user.hp >= user.totalhp * 0.5 # User at 50% HP or more
score += 10 if user.hp <= user.totalhp * 0.25 # User at 25% HP or less
end
if ai.trainer.high_skill?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
foes = battle.pbAbleNonActiveCount(user.idxOpposingSide)
if reserves > 0 && foes == 0 # Foe is down to their last Pokémon, AI has reserves
score += 20 # => Can afford to lose this Pokémon
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserFaintsHealAndCureReplacement",
proc { |move, user, ai, battle|
next !battle.pbCanChooseNonActive?(user.index)
}
)
Battle::AI::Handlers::MoveEffectScore.add("UserFaintsHealAndCureReplacement",
proc { |score, move, user, ai, battle|
score -= 25 # User will faint, don't prefer this move
# Check whether the replacement user needs healing, and don't make the below
# calculations if not
if ai.trainer.medium_skill?
need_healing = false
battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, party_index|
next if pkmn.hp >= pkmn.totalhp * 0.75 && pkmn.status == :NONE
need_healing = true
break
end
next Battle::AI::MOVE_USELESS_SCORE if !need_healing
end
if ai.trainer.medium_skill?
score -= 10 if user.hp >= user.totalhp * 0.5 # User at 50% HP or more
score += 10 if user.hp <= user.totalhp * 0.25 # User at 25% HP or less
end
if ai.trainer.high_skill?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
foes = battle.pbAbleNonActiveCount(user.idxOpposingSide)
if reserves > 0 && foes == 0 # Foe is down to their last Pokémon, AI has reserves
score += 20 # => Can afford to lose this Pokémon
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("UserFaintsHealAndCureReplacement",
"UserFaintsHealAndCureReplacementRestorePP")
Battle::AI::Handlers::MoveEffectScore.copy("UserFaintsHealAndCureReplacement",
"UserFaintsHealAndCureReplacementRestorePP")
#===============================================================================
# TODO: This code should be for a single battler (each is checked in turn).
# Should have a MoveEffectAgainstTargetScore instead.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("StartPerishCountsForAllBattlers",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::PerishSong] > 0
next true if Battle::AbilityEffects.triggerMoveImmunity(target.ability, user.battler, target.battler,
move.move, move.rough_type, battle, false)
next false
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartPerishCountsForAllBattlers",
proc { |score, move, user, ai, battle|
score -= 15
# Check which battlers will be affected by this move
if ai.trainer.medium_skill?
allies_affected = 0
foes_affected = 0
foes_with_high_hp = 0
battle.allBattlers.each do |b|
next if b.effects[PBEffects::PerishSong] > 0
next if Battle::AbilityEffects.triggerMoveImmunity(b.ability, user.battler, b,
move.move, move.rough_type, battle, false)
if b.opposes?(user.index)
foes_affected += 1
foes_with_high_hp += 1 if b.hp >= b.totalhp * 0.75
else
allies_affected += 1
end
end
next Battle::AI::MOVE_USELESS_SCORE if foes_affected == 0
score += 15 if allies_affected == 0 # No downside for user; cancel out inherent negative score
score += 15 * (foes_affected - allies_affected)
score += 5 * foes_with_high_hp
end
if ai.trainer.high_skill?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
foes = battle.pbAbleNonActiveCount(user.idxOpposingSide)
if foes == 0 # Foe is down to their last Pokémon, can't lose Perish count
score += 30 # => Want to auto-win in 3 turns
elsif reserves == 0 # AI is down to its last Pokémon, can't lose Perish count
score -= 20 # => Don't want to auto-lose in 3 turns
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("AttackerFaintsIfUserFaints",
proc { |move, user, ai, battle|
next Settings::MECHANICS_GENERATION >= 7 && user.effects[PBEffects::DestinyBondPrevious]
}
)
Battle::AI::Handlers::MoveEffectScore.add("AttackerFaintsIfUserFaints",
proc { |score, move, user, ai, battle|
score -= 25
# Check whether user is faster than its foe(s) and could use this move
user_faster_count = 0
ai.each_foe_battler(user.side) do |b, i|
user_faster_count += 1 if user.faster_than?(b)
end
next score if user_faster_count == 0 # Move will almost certainly have no effect
score += 5 * user_faster_count
# Prefer this move at lower user HP
if ai.trainer.medium_skill?
score += 20 if user.hp <= user.totalhp * 0.4
score += 10 if user.hp <= user.totalhp * 0.25
score += 15 if user.hp <= user.totalhp * 0.1
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("SetAttackerMovePPTo0IfUserFaints",
proc { |score, move, user, ai, battle|
score -= 25
# Check whether user is faster than its foe(s) and could use this move
user_faster_count = 0
ai.each_foe_battler(user.side) do |b, i|
user_faster_count += 1 if user.faster_than?(b)
end
next score if user_faster_count == 0 # Move will almost certainly have no effect
score += 5 * user_faster_count
# Prefer this move at lower user HP (not as preferred as Destiny Bond, though)
if ai.trainer.medium_skill?
score += 15 if user.hp <= user.totalhp * 0.4
score += 10 if user.hp <= user.totalhp * 0.25
score += 10 if user.hp <= user.totalhp * 0.1
end
next score
}
)

View File

@@ -1,325 +0,0 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("UserTakesTargetItem",
proc { |score, move, user, target, ai, battle|
next score if user.wild? || user.item
next score if !target.item || target.battler.unlosableItem?(target.item)
next score if user.battler.unlosableItem?(target.item)
next score if target.effects[PBEffects::Substitute] > 0
next score if target.has_active_ability?(:STICKYHOLD) && !battle.moldBreaker
# User can steal the target's item; score it
user_item_preference = ai.battler_wants_item?(user, target.item_id)
user_no_item_preference = ai.battler_wants_item?(user, :NONE)
target_item_preference = ai.battler_wants_item?(target, target.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score += (user_item_preference - user_no_item_preference) * 3
score += (target_item_preference - target_no_item_preference) * 3
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TargetTakesUserItem",
proc { |move, user, target, ai, battle|
next true if !user.item || user.battler.unlosableItem?(user.item)
next true if target.item || target.battler.unlosableItem?(user.item)
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TargetTakesUserItem",
proc { |score, move, user, target, ai, battle|
user_item_preference = ai.battler_wants_item?(user, user.item_id)
user_no_item_preference = ai.battler_wants_item?(user, :NONE)
target_item_preference = ai.battler_wants_item?(target, user.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score -= (user_item_preference - user_no_item_preference) * 3
score -= (target_item_preference - target_no_item_preference) * 3
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("UserTargetSwapItems",
proc { |move, user, target, ai, battle|
next true if user.wild?
next true if !user.item && !target.item
next true if user.battler.unlosableItem?(user.item) || user.battler.unlosableItem?(target.item)
next true if target.battler.unlosableItem?(target.item) || target.battler.unlosableItem?(user.item)
next true if target.has_active_ability?(:STICKYHOLD) && !battle.moldBreaker
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("UserTargetSwapItems",
proc { |score, move, user, target, ai, battle|
user_new_item_preference = ai.battler_wants_item?(user, target.item_id)
user_old_item_preference = ai.battler_wants_item?(user, user.item_id)
target_new_item_preference = ai.battler_wants_item?(target, user.item_id)
target_old_item_preference = ai.battler_wants_item?(target, target.item_id)
score += (user_new_item_preference - user_old_item_preference) * 3
score -= (target_new_item_preference - target_old_item_preference) * 3
# Don't prefer if user used this move in the last round
score -= 15 if user.battler.lastMoveUsed &&
GameData::Move.get(user.battler.lastMoveUsed).function_code == "UserTargetSwapItems"
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("RestoreUserConsumedItem",
proc { |move, user, ai, battle|
next !user.battler.recycleItem || user.item
}
)
Battle::AI::Handlers::MoveEffectScore.add("RestoreUserConsumedItem",
proc { |score, move, user, ai, battle|
user_new_item_preference = ai.battler_wants_item?(user, user.battler.recycleItem)
user_old_item_preference = ai.battler_wants_item?(user, user.item_id)
score += (user_new_item_preference - user_old_item_preference) * 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("RemoveTargetItem",
proc { |power, move, user, target, ai, battle|
next move.move.pbBaseDamage(power, user.battler, target.battler)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("RemoveTargetItem",
proc { |score, move, user, target, ai, battle|
next score if user.wild?
next score if !target.item || target.battler.unlosableItem?(target.item)
next score if target.effects[PBEffects::Substitute] > 0
next score if target.has_active_ability?(:STICKYHOLD) && !battle.moldBreaker
# User can knock off the target's item; score it
target_item_preference = ai.battler_wants_item?(target, target.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score += (target_item_preference - target_no_item_preference) * 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DestroyTargetBerryOrGem",
proc { |score, move, user, target, ai, battle|
next score if !target.item || (!target.item.is_berry? &&
!(Settings::MECHANICS_GENERATION >= 6 && target.item.is_gem?))
next score if user.battler.unlosableItem?(target.item)
next score if target.effects[PBEffects::Substitute] > 0
next score if target.has_active_ability?(:STICKYHOLD) && !battle.moldBreaker
# User can incinerate the target's item; score it
target_item_preference = ai.battler_wants_item?(target, target.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score += (target_item_preference - target_no_item_preference) * 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("CorrodeTargetItem",
proc { |move, user, target, ai, battle|
next true if !target.item || target.unlosableItem?(target.item) ||
target.effects[PBEffects::Substitute] > 0
next true if target.has_active_ability?(:STICKYHOLD)
next true if battle.corrosiveGas[target.index % 2][target.party_index]
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CorrodeTargetItem",
proc { |score, move, user, target, ai, battle|
target_item_preference = ai.battler_wants_item?(target, target.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score += (target_item_preference - target_no_item_preference) * 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("StartTargetCannotUseItem",
proc { |move, user, target, ai, battle|
next target.effects[PBEffects::Embargo] > 0
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("StartTargetCannotUseItem",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if !target.item || !target.item_active?
item_score = ai.battler_wants_item?(target, target.item_id)
score += item_score * 5
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
# TODO: This code shouldn't make use of target.
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("StartNegateHeldItems",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.field.effects[PBEffects::MagicRoom] > 0
score += 30 if !user.item # && target.item
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserConsumeBerryRaiseDefense2",
proc { |move, user, ai, battle|
item = user.item
next !item || !item.is_berry? || !user.item_active?
}
)
Battle::AI::Handlers::MoveEffectScore.add("UserConsumeBerryRaiseDefense2",
proc { |score, move, user, ai, battle|
# Score for raising the user's stat
score = Battle::AI::Handlers.apply_move_effect_score("RaiseUserDefense2",
score, move, user, ai, battle)
# Score for the consumed berry's effect
score += ai.get_score_change_for_consuming_item(user, user.item_id)
# Score for other results of consuming the berry
if ai.trainer.medium_skill?
# Prefer if user will heal itself with Cheek Pouch
score += 5 if user.battler.canHeal? && user.hp < user.totalhp / 2 &&
user.has_active_ability?(:CHEEKPOUCH)
# Prefer if target can recover the consumed berry
score += 8 if user.has_active_ability?(:HARVEST) ||
user.has_move_with_function?("RestoreUserConsumedItem")
# Prefer if user couldn't normally consume the berry
score += 4 if !user.battler.canConsumeBerry?
# Prefer if user will become able to use Belch
score += 4 if !user.battler.belched? && user.has_move_with_function?("FailsIfUserNotConsumedBerry")
# Prefer if user will benefit from not having an item
score += 5 if user.has_active_ability?(:UNBURDEN)
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("AllBattlersConsumeBerry",
proc { |move, user, target, ai, battle|
next !target.item || !target.item.is_berry? || target.battler.semiInvulnerable?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("AllBattlersConsumeBerry",
proc { |score, move, user, target, ai, battle|
# Score for the consumed berry's effect
score_change = ai.get_score_change_for_consuming_item(target, target.item_id)
# Score for other results of consuming the berry
if ai.trainer.medium_skill?
# Prefer if target will heal itself with Cheek Pouch
score_change += 5 if target.battler.canHeal? && target.hp < target.totalhp / 2 &&
target.has_active_ability?(:CHEEKPOUCH)
# Prefer if target can recover the consumed berry
score_change += 8 if target.has_active_ability?(:HARVEST) ||
target.has_move_with_function?("RestoreUserConsumedItem")
# Prefer if target couldn't normally consume the berry
score_change += 4 if !target.battler.canConsumeBerry?
# Prefer if target will become able to use Belch
score += 4 if !target.battler.belched? && target.has_move_with_function?("FailsIfUserNotConsumedBerry")
# Prefer if target will benefit from not having an item
score += 5 if target.has_active_ability?(:UNBURDEN)
end
score += (target.opposes?(user)) ? -score_change : score_change
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("UserConsumeTargetBerry",
proc { |score, move, user, target, ai, battle|
next score if !target.item || !target.item.is_berry?
next score if user.battler.unlosableItem?(target.item)
next score if target.effects[PBEffects::Substitute] > 0
next score if target.has_active_ability?(:STICKYHOLD) && !battle.moldBreaker
# Score the user gaining the item's effect
score += ai.get_score_change_for_consuming_item(user, target.item_id)
# Score for other results of consuming the berry
if ai.trainer.medium_skill?
# Prefer if user will heal itself with Cheek Pouch
score += 5 if user.battler.canHeal? && user.hp < user.totalhp / 2 &&
user.has_active_ability?(:CHEEKPOUCH)
# Prefer if user will become able to use Belch
score += 4 if !user.battler.belched? && user.has_move_with_function?("FailsIfUserNotConsumedBerry")
# Don't prefer if target will benefit from not having an item
score -= 5 if target.has_active_ability?(:UNBURDEN)
end
# Score the target no longer having the item
target_item_preference = ai.battler_wants_item?(target, target.item_id)
target_no_item_preference = ai.battler_wants_item?(target, :NONE)
score += (target_item_preference - target_no_item_preference) * 4
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("ThrowUserItemAtTarget",
proc { |move, user, ai, battle|
item = user.item
next true if !item || !user.item_active? || user.battler.unlosableItem?(item)
next true if item.is_berry? && !user.battler.canConsumeBerry?
next true if item.flags.none? { |f| f[/^Fling_/i] }
next false
}
)
Battle::AI::Handlers::MoveBasePower.add("ThrowUserItemAtTarget",
proc { |power, move, user, target, ai, battle|
next move.move.pbBaseDamage(power, user.battler, target.battler)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("ThrowUserItemAtTarget",
proc { |score, move, user, target, ai, battle|
case user.item_id
when :POISONBARB, :TOXICORB
score = Battle::AI::Handlers.apply_move_effect_against_target_score("PoisonTarget",
score, move, user, target, ai, battle)
when :FLAMEORB
score = Battle::AI::Handlers.apply_move_effect_against_target_score("BurnTarget",
score, move, user, target, ai, battle)
when :LIGHTBALL
score = Battle::AI::Handlers.apply_move_effect_against_target_score("ParalyzeTarget",
score, move, user, target, ai, battle)
when :KINGSROCK, :RAZORFANG
score = Battle::AI::Handlers.apply_move_effect_against_target_score("FlinchTarget",
score, move, user, target, ai, battle)
else
score -= ai.get_score_change_for_consuming_item(target, user.item_id)
end
# Score for other results of consuming the berry
if ai.trainer.medium_skill?
# Don't prefer if target will become able to use Belch
score -= 4 if user.item.is_berry? && !target.battler.belched? &&
target.has_move_with_function?("FailsIfUserNotConsumedBerry")
# Prefer if user will benefit from not having an item
score += 5 if user.has_active_ability?(:UNBURDEN)
end
# Prefer if the user doesn't want its held item/don't prefer if it wants to
# keep its held item
user_item_preference = ai.battler_wants_item?(user, user.item_id)
user_no_item_preference = ai.battler_wants_item?(user, :NONE)
score += (user_item_preference - user_no_item_preference) * 4
next score
}
)

View File

@@ -1,619 +0,0 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("RedirectAllMovesToUser",
proc { |score, move, user, ai, battle|
# Useless if there is no ally to redirect attacks from
next Battle::AI::MOVE_USELESS_SCORE if user.battler.allAllies.length == 0
# Prefer if ally is at low HP and user is at high HP
if user.hp > user.totalhp * 2 / 3
ai.each_ally(user.index) do |b, i|
score += 10 if b.hp <= b.totalhp / 3
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("RedirectAllMovesToTarget",
proc { |score, move, user, target, ai, battle|
if target.opposes?(user)
# Useless if target is a foe but there is only one foe
next Battle::AI::MOVE_USELESS_SCORE if target.battler.allAllies.length == 0
# Useless if there is no ally to attack the spotlighted foe
next Battle::AI::MOVE_USELESS_SCORE if user.battler.allAllies.length == 0
end
# Generaly don't prefer this move, as it's a waste of the user's turn
next score - 15
}
)
#===============================================================================
#
#===============================================================================
# CannotBeRedirected
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("RandomlyDamageOrHealTarget",
proc { |power, move, user, target, ai, battle|
next 50 # Average power, ish
}
)
Battle::AI::Handlers::MoveEffectScore.add("RandomlyDamageOrHealTarget",
proc { |score, move, user, ai, battle|
# Generaly don't prefer this move, as it may heal the target instead
next score - 8
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("HealAllyOrDamageFoe",
proc { |move, user, target, ai, battle|
next !target.opposes?(user) && target.battler.canHeal?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("HealAllyOrDamageFoe",
proc { |score, move, user, target, ai, battle|
if !target.opposes?(user)
# Consider how much HP will be restored
if target.hp >= target.totalhp * 0.5
score -= 10
else
score += 20 * (target.totalhp - target.hp) / target.totalhp
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("CurseTargetOrLowerUserSpd1RaiseUserAtkDef1",
proc { |move, user, ai, battle|
next false if user.has_type?(:GHOST)
will_fail = true
(move.move.statUp.length / 2).times do |i|
next if !user.battler.pbCanRaiseStatStage?(move.move.statUp[i * 2], user.battler, move.move)
will_fail = false
break
end
(move.move.statDown.length / 2).times do |i|
next if !user.battler.pbCanLowerStatStage?(move.move.statDown[i * 2], user.battler, move.move)
will_fail = false
break
end
next will_fail
}
)
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("CurseTargetOrLowerUserSpd1RaiseUserAtkDef1",
proc { |move, user, target, ai, battle|
next false if !user.has_type?(:GHOST)
next true if target.effects[PBEffects::Curse] || !target.battler.takesIndirectDamage?
next false
}
)
Battle::AI::Handlers::MoveEffectScore.add("CurseTargetOrLowerUserSpd1RaiseUserAtkDef1",
proc { |score, move, user, ai, battle|
next score if user.has_type?(:GHOST)
score = ai.get_score_for_target_stat_raise(score, user, move.move.statUp)
next score if score == Battle::AI::MOVE_USELESS_SCORE
next ai.get_score_for_target_stat_drop(score, user, move.move.statDown, false)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CurseTargetOrLowerUserSpd1RaiseUserAtkDef1",
proc { |score, move, user, target, ai, battle|
next score if !user.has_type?(:GHOST)
# Don't prefer if user will faint because of using this move
next Battle::AI::MOVE_USELESS_SCORE if user.hp <= user.totalhp / 2
# Prefer early on
score += 10 if user.turnCount < 2
if ai.trainer.medium_skill?
# Prefer if the user has no damaging moves
score += 20 if !user.check_for_move { |m| m.damagingMove? }
# Prefer if the target can't switch out to remove its curse
score += 10 if !battle.pbCanChooseNonActive?(target.index)
end
if ai.trainer.high_skill?
# Prefer if user can stall while damage is dealt
if user.check_for_move { |m| m.is_a?(Battle::Move::ProtectMove) }
score += 8
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("EffectDependsOnEnvironment",
proc { |score, move, user, target, ai, battle|
# Determine this move's effect
move.move.pbOnStartUse(user.battler, [target.battler])
function_code = nil
case move.move.secretPower
when 2
function_code = "SleepTarget"
when 10
function_code = "BurnTarget"
when 0, 1
function_code = "ParalyzeTarget"
when 9
function_code = "FreezeTarget"
when 5
function_code = "LowerTargetAttack1"
when 14
function_code = "LowerTargetDefense1"
when 3
function_code = "LowerTargetSpAtk1"
when 4, 6, 12
function_code = "LowerTargetSpeed1"
when 8
function_code = "LowerTargetAccuracy1"
when 7, 11, 13
function_code = "FlinchTarget"
end
if function_code
next Battle::AI::Handlers.apply_move_effect_against_target_score(function_code,
score, move, user, target, ai, battle)
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("HitsAllFoesAndPowersUpInPsychicTerrain",
proc { |power, move, user, target, ai, battle|
next move.move.pbBaseDamage(power, user.battler, target.battler)
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TargetNextFireMoveDamagesTarget",
proc { |move, user, target, ai, battle|
next target.effects[PBEffects::Powder]
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TargetNextFireMoveDamagesTarget",
proc { |score, move, user, target, ai, battle|
# Effect wears off at the end of the round
next Battle::AI::MOVE_USELESS_SCORE if target.faster_than?(user)
# Prefer if target knows any Fire moves (moreso if that's the only type they know)
if target.check_for_move { |m| m.pbCalcType(b.battler) == :FIRE }
score += 10
score += 10 if !target.check_for_move { |m| m.pbCalcType(b.battler) != :FIRE }
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerAfterFusionFlare",
proc { |score, move, user, ai, battle|
# Prefer if an ally knows Fusion Flare
ai.each_ally(user.index) do |b, i|
score += 10 if b.has_move_with_function?("DoublePowerAfterFusionBolt")
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerAfterFusionBolt",
proc { |score, move, user, ai, battle|
# Prefer if an ally knows Fusion Bolt
ai.each_ally(user.index) do |b, i|
score += 10 if b.has_move_with_function?("DoublePowerAfterFusionFlare")
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("PowerUpAllyMove",
proc { |move, user, target, ai, battle|
next target.effects[PBEffects::HelpingHand]
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("PowerUpAllyMove",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if !target.check_for_move { |m| m.damagingMove? }
next score + 4
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("CounterPhysicalDamage",
proc { |power, move, user, target, ai, battle|
next 60 # Representative value
}
)
Battle::AI::Handlers::MoveEffectScore.add("CounterPhysicalDamage",
proc { |score, move, user, ai, battle|
has_physical_move = false
ai.each_foe_battler(user.side) do |b, i|
next if !b.can_attack?
next if !b.check_for_move { |m| m.physicalMove?(m.type) &&
(user.effects[PBEffects::Substitute] == 0 ||
m.ignoresSubstitute?(b.battler)) }
has_physical_move = true
# Prefer if foe has a higher Attack than Special Attack
score += 5 if b.rough_stat(:ATTACK) > b.rough_stat(:SPECIAL_ATTACK)
# Prefer if the last move the foe used was physical
if ai.trainer.medium_skill? && b.battler.lastMoveUsed
score += 5 if GameData::Move.get(b.battler.lastMoveUsed).physical?
end
# Prefer if the foe is taunted into using a damaging move
score += 4 if b.effects[PBEffects::Taunt] > 0
end
# Useless if no foes have a physical move to counter
next Battle::AI::MOVE_USELESS_SCORE if !has_physical_move
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("CounterSpecialDamage",
proc { |power, move, user, target, ai, battle|
next 60 # Representative value
}
)
Battle::AI::Handlers::MoveEffectScore.add("CounterSpecialDamage",
proc { |score, move, user, ai, battle|
has_special_move = false
ai.each_foe_battler(user.side) do |b, i|
next if !b.can_attack?
next if !b.check_for_move { |m| m.specialMove?(m.type) &&
(user.effects[PBEffects::Substitute] == 0 ||
m.ignoresSubstitute?(b.battler)) }
has_special_move = true
# Prefer if foe has a higher Special Attack than Attack
score += 5 if b.rough_stat(:SPECIAL_ATTACK) > b.rough_stat(:ATTACK)
# Prefer if the last move the foe used was special
if ai.trainer.medium_skill? && b.battler.lastMoveUsed
score += 5 if GameData::Move.get(b.battler.lastMoveUsed).special?
end
# Prefer if the foe is taunted into using a damaging move
score += 4 if b.effects[PBEffects::Taunt] > 0
end
# Useless if no foes have a special move to counter
next Battle::AI::MOVE_USELESS_SCORE if !has_special_move
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("CounterDamagePlusHalf",
proc { |power, move, user, target, ai, battle|
next 60 # Representative value
}
)
Battle::AI::Handlers::MoveEffectScore.add("CounterDamagePlusHalf",
proc { |score, move, user, ai, battle|
has_damaging_move = false
ai.each_foe_battler(user.side) do |b, i|
next if !b.can_attack? || user.faster_than?(b)
next if !b.check_for_move { |m| m.damagingMove? &&
(user.effects[PBEffects::Substitute] == 0 ||
m.ignoresSubstitute?(b.battler)) }
has_damaging_move = true
# Prefer if the last move the foe used was damaging
if ai.trainer.medium_skill? && b.battler.lastMoveUsed
score += 5 if GameData::Move.get(b.battler.lastMoveUsed).damaging?
end
# Prefer if the foe is taunted into using a damaging move
score += 6 if b.effects[PBEffects::Taunt] > 0
end
# Useless if no foes have a damaging move to counter
next Battle::AI::MOVE_USELESS_SCORE if !has_damaging_move
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UserAddStockpileRaiseDefSpDef1",
proc { |move, user, ai, battle|
next user.effects[PBEffects::Stockpile] >= 3
}
)
Battle::AI::Handlers::MoveEffectScore.add("UserAddStockpileRaiseDefSpDef1",
proc { |score, move, user, ai, battle|
score = ai.get_score_for_target_stat_raise(score, user, [:DEFENSE, 1, :SPECIAL_DEFENSE, 1], false)
# More preferable if user also has Spit Up/Swallow
if user.battler.pbHasMoveFunction?("PowerDependsOnUserStockpile",
"HealUserDependingOnUserStockpile")
score += [10, 8, 5, 3][user.effects[PBEffects::Stockpile]]
end
next score
}
)
#===============================================================================
# NOTE: Don't worry about the stat drops caused by losing the stockpile, because
# if these moves are known, they want to be used.
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("PowerDependsOnUserStockpile",
proc { |move, user, ai, battle|
next user.effects[PBEffects::Stockpile] == 0
}
)
Battle::AI::Handlers::MoveBasePower.add("PowerDependsOnUserStockpile",
proc { |power, move, user, target, ai, battle|
next move.move.pbBaseDamage(power, user.battler, target.battler)
}
)
Battle::AI::Handlers::MoveEffectScore.add("PowerDependsOnUserStockpile",
proc { |score, move, user, ai, battle|
# Slightly prefer to hold out for another Stockpile to make this move stronger
score -= 5 if user.effects[PBEffects::Stockpile] < 2
next score
}
)
#===============================================================================
# NOTE: Don't worry about the stat drops caused by losing the stockpile, because
# if these moves are known, they want to be used.
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("HealUserDependingOnUserStockpile",
proc { |move, user, ai, battle|
next true if user.effects[PBEffects::Stockpile] == 0
next true if !user.battler.canHeal? &&
user.effects[PBEffects::StockpileDef] == 0 &&
user.effects[PBEffects::StockpileSpDef] == 0
next false
}
)
Battle::AI::Handlers::MoveEffectScore.add("HealUserDependingOnUserStockpile",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if !user.battler.canHeal?
# Consider how much HP will be restored
if user.hp >= user.totalhp * 0.5
score -= 10
else
# Slightly prefer to hold out for another Stockpile to make this move stronger
score -= 5 if user.effects[PBEffects::Stockpile] < 2
score += 20 * (user.totalhp - user.hp) / user.totalhp
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("GrassPledge",
proc { |score, move, user, ai, battle|
# Prefer if an ally knows a different Pledge move
ai.each_ally(user.index) do |b, i|
score += 10 if b.has_move_with_function?("FirePledge", "WaterPledge")
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("FirePledge",
proc { |score, move, user, ai, battle|
# Prefer if an ally knows a different Pledge move
ai.each_ally(user.index) do |b, i|
score += 10 if b.has_move_with_function?("GrassPledge", "WaterPledge")
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("WaterPledge",
proc { |score, move, user, ai, battle|
# Prefer if an ally knows a different Pledge move
ai.each_ally(user.index) do |b, i|
score += 10 if b.has_move_with_function?("GrassPledge", "FirePledge")
end
next score
}
)
#===============================================================================
# NOTE: The move that this move will become is determined in def
# set_up_move_check, and the score for that move is calculated instead. If
# this move cannot become another move and will fail, the score for this
# move is calculated as normal (and the code below says it fails).
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UseLastMoveUsed",
proc { |move, user, ai, battle|
next true if !battle.lastMoveUsed
next move.move.moveBlacklist.include?(GameData::Move.get(battle.lastMoveUsed).function_code)
}
)
#===============================================================================
# NOTE: The move that this move will become is determined in def
# set_up_move_check, and the score for that move is calculated instead. If
# this move cannot become another move and will fail, the score for this
# move is calculated as normal (and the code below says it fails).
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("UseLastMoveUsedByTarget",
proc { |move, user, target, ai, battle|
next true if !target.battler.lastRegularMoveUsed
next GameData::Move.get(target.battler.lastRegularMoveUsed).flags.none? { |f| f[/^CanMirrorMove$/i] }
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("UseMoveTargetIsAboutToUse",
proc { |move, user, target, ai, battle|
next !target.check_for_move { |m| m.damagingMove? && !move.move.moveBlacklist.include?(m.function_code) }
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("UseMoveTargetIsAboutToUse",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.faster_than?(user)
# Don't prefer if target knows any moves that can't be copied
if target.check_for_move { |m| m.statusMove? || move.move.moveBlacklist.include?(m.function_code) }
score -= 8
end
next score
}
)
#===============================================================================
# NOTE: The move that this move will become is determined in def
# set_up_move_check, and the score for that move is calculated instead.
#===============================================================================
# UseMoveDependingOnEnvironment
#===============================================================================
#
#===============================================================================
# UseRandomMove
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UseRandomMoveFromUserParty",
proc { |move, user, ai, battle|
will_fail = true
battle.pbParty(user.index).each_with_index do |pkmn, i|
next if !pkmn || i == user.party_index
next if Settings::MECHANICS_GENERATION >= 6 && pkmn.egg?
pkmn.moves.each do |pkmn_move|
next if move.move.moveBlacklist.include?(pkmn_move.function_code)
next if pkmn_move.type == :SHADOW
will_fail = false
break
end
break if !will_fail
end
next will_fail
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UseRandomUserMoveIfAsleep",
proc { |move, user, ai, battle|
will_fail = true
user.battler.eachMoveWithIndex do |m, i|
next if move.move.moveBlacklist.include?(m.function)
next if !battle.pbCanChooseMove?(user.index, i, false, true)
will_fail = false
break
end
next will_fail
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("BounceBackProblemCausingStatusMoves",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if user.has_active_ability?(:MAGICBOUNCE)
useless = true
ai.each_foe_battler(user.side) do |b, i|
next if !b.can_attack?
next if !b.check_for_move { |m| m.statusMove? && m.canMagicCoat? }
score += 4
useless = false
end
next Battle::AI::MOVE_USELESS_SCORE if useless
# Don't prefer the lower the user's HP is (better to try something else)
if user.hp < user.totalhp / 2
score -= 20 * (0.75 - (user.hp.to_f / user.totalhp)) # -5 to -15
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("StealAndUseBeneficialStatusMove",
proc { |score, move, user, ai, battle|
useless = true
ai.each_foe_battler(user.side) do |b, i|
next if !b.can_attack?
next if !b.check_for_move { |m| m.statusMove? && m.canSnatch? }
score += 4
useless = false
end
next Battle::AI::MOVE_USELESS_SCORE if useless
# Don't prefer the lower the user's HP is (better to try something else)
if user.hp < user.totalhp / 2
score -= 20 * (0.75 - (user.hp.to_f / user.totalhp)) # -5 to -15
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("ReplaceMoveThisBattleWithTargetLastMoveUsed",
proc { |move, user, ai, battle|
next user.effects[PBEffects::Transform] || !user.battler.pbHasMove?(move.id)
}
)
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("ReplaceMoveThisBattleWithTargetLastMoveUsed",
proc { |move, user, target, ai, battle|
next false if !user.faster_than?(target)
last_move_data = GameData::Move.try_get(target.battler.lastRegularMoveUsed)
next true if !last_move_data ||
user.battler.pbHasMove?(target.battler.lastRegularMoveUsed) ||
move.move.moveBlacklist.include?(last_move_data.function_code) ||
last_move_data.type == :SHADOW
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("ReplaceMoveThisBattleWithTargetLastMoveUsed",
proc { |score, move, user, target, ai, battle|
# Generally don't prefer, as this wastes the user's turn just to gain a move
# of unknown utility
score -= 8
# Slightly prefer if this move will definitely succeed, just for the sake of
# getting rid of this move
score += 5 if user.faster_than?(target)
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("ReplaceMoveThisBattleWithTargetLastMoveUsed",
"ReplaceMoveWithTargetLastMoveUsed")
Battle::AI::Handlers::MoveEffectScore.copy("ReplaceMoveThisBattleWithTargetLastMoveUsed",
"ReplaceMoveWithTargetLastMoveUsed")

View File

@@ -1,730 +0,0 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("FleeFromBattle",
proc { |move, user, ai, battle|
next !battle.pbCanRun?(user.index)
}
)
Battle::AI::Handlers::MoveEffectScore.add("FleeFromBattle",
proc { |score, move, user, ai, battle|
# Generally don't prefer (don't want to end the battle too easily)
next score - 15
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("SwitchOutUserStatusMove",
proc { |move, user, ai, battle|
next !battle.pbCanRun?(user.index) if user.wild?
next !battle.pbCanChooseNonActive?(user.index)
}
)
Battle::AI::Handlers::MoveEffectScore.add("SwitchOutUserStatusMove",
proc { |score, move, user, ai, battle|
next score + 10 if user.wild?
if ai.trainer.has_skill_flag?("ReserveLastPokemon") && battle.pbTeamAbleNonActiveCount(user.index) == 1
score -= 60 # Don't switch in ace
else
score += 40 if user.effects[PBEffects::Confusion] > 0
total = 0
GameData::Stat.each_battle { |s| total += user.stages[s.id] }
if total <= 0 || user.turnCount == 0
score += 60
else
score -= total * 10
# special case: user has no damaging moves
score += 75 if !user.check_for_move { |m| m.damagingMove? }
end
end
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("SwitchOutUserDamagingMove",
proc { |score, move, user, ai, battle|
next 0 if !battle.pbCanChooseNonActive?(user.index)
next 0 if ai.trainer.has_skill_flag?("ReserveLastPokemon") && battle.pbTeamAbleNonActiveCount(user.index) == 1 # Don't switch in ace
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
# TODO: Might need both MoveEffectScore and MoveEffectAgainstTargetScore.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("LowerTargetAtkSpAtk1SwitchOutUser",
proc { |move, user, target, ai, battle|
will_fail = true
(move.move.statDown.length / 2).times do |i|
next if !target.battler.pbCanLowerStatStage?(move.move.statDown[i * 2], user.battler, move.move)
will_fail = false
break
end
next will_fail
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("LowerTargetAtkSpAtk1SwitchOutUser",
proc { |score, move, user, target, ai, battle|
score = ai.get_score_for_target_stat_drop(score, target, move.move.statDown, false)
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("SwitchOutUserPassOnEffects",
proc { |move, user, ai, battle|
next !battle.pbCanChooseNonActive?(user.index)
}
)
Battle::AI::Handlers::MoveEffectScore.add("SwitchOutUserPassOnEffects",
proc { |score, move, user, ai, battle|
if battle.pbCanChooseNonActive?(user.index)
score -= 40 if user.effects[PBEffects::Confusion] > 0
total = 0
GameData::Stat.each_battle { |s| total += user.stages[s.id] }
if total <= 0 || user.turnCount == 0
score -= 60
else
score += total * 10
# special case: user has no damaging moves
score += 75 if !user.check_for_move { |m| m.damagingMove? }
end
else
score -= 100
end
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("SwitchOutTargetStatusMove",
proc { |move, user, target, ai, battle|
next true if (!battle.moldBreaker && target.has_active_ability?(:SUCTIONCUPS)) ||
target.effects[PBEffects::Ingrain]
next true if !battle.canRun
next true if battle.wildBattle? && target.level > user.level
if battle.trainerBattle?
will_fail = true
battle.eachInTeamFromBattlerIndex(target.index) do |_pkmn, i|
next if !battle.pbCanSwitchLax?(target.index, i)
will_fail = false
break
end
next will_fail
end
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("SwitchOutTargetStatusMove",
proc { |score, move, user, target, ai, battle|
score += 20 if target.pbOwnSide.effects[PBEffects::Spikes] > 0
score += 20 if target.pbOwnSide.effects[PBEffects::ToxicSpikes] > 0
score += 20 if target.pbOwnSide.effects[PBEffects::StealthRock]
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("SwitchOutTargetDamagingMove",
proc { |score, move, user, target, ai, battle|
if (battle.moldBreaker || !target.has_active_ability?(:SUCTIONCUPS)) &&
!target.effects[PBEffects::Ingrain]
score += 20 if target.pbOwnSide.effects[PBEffects::Spikes] > 0
score += 20 if target.pbOwnSide.effects[PBEffects::ToxicSpikes] > 0
score += 20 if target.pbOwnSide.effects[PBEffects::StealthRock]
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("BindTarget",
proc { |score, move, user, target, ai, battle|
next score if target.effects[PBEffects::Trapping] > 0
next score if target.effects[PBEffects::Substitute] > 0
# Prefer if the user has a Binding Band or Grip Claw (because why have it if
# you don't want to use it?)
score += 5 if user.has_active_item?([:BINDINGBAND, :GRIPCLAW])
# Target will take damage at the end of each round from the binding
score += 8 if target.battler.takesIndirectDamage?
# Check whether the target will be trapped in battle by the binding
untrappable = Settings::MORE_TYPE_EFFECTS && target.has_type?(:GHOST)
if !untrappable && target.ability_active?
untrappable = Battle::AbilityEffects.triggerCertainSwitching(target.ability, target.battler, battle)
end
if !untrappable && target.item_active?
untrappable = Battle::ItemEffects.triggerCertainSwitching(target.ability, target.battler, battle)
end
if !untrappable && !target.battler.trappedInBattle?
score += 8 # Prefer if the target will become trapped by this move
eor_damage = target.rough_end_of_round_damage
if eor_damage > 0
# Prefer if the target will take damage at the end of each round on top
# of binding damage
score += 8
elsif eor_damage < 0
# Don't prefer if the target will heal itself at the end of each round
score -= 8
end
# Prefer if the target has been Perish Songed
score += 10 if target.effects[PBEffects::PerishSong] > 0
end
# Don't prefer if the target can remove the binding (and the binding has an
# effect)
if (!untrappable && !target.battler.trappedInBattle?) || target.battler.takesIndirectDamage?
if target.has_move_with_function?("RemoveUserBindingAndEntryHazards")
score -= 8
end
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("BindTargetDoublePowerIfTargetUnderwater",
proc { |power, move, user, target, ai, battle|
next move.move.pbModifyDamage(power, user.battler, target.battler)
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("BindTarget",
"BindTargetDoublePowerIfTargetUnderwater")
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TrapTargetInBattle",
proc { |move, user, target, ai, battle|
next false if move.damagingMove?
next true if target.effects[PBEffects::MeanLook] >= 0
next true if Settings::MORE_TYPE_EFFECTS && target.has_type?(:GHOST)
next false
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TrapTargetInBattleLowerTargetDefSpDef1EachTurn",
proc { |move, user, target, ai, battle|
next false if move.damagingMove?
next true if target.effects[PBEffects::Octolock] >= 0
next true if Settings::MORE_TYPE_EFFECTS && target.has_type?(:GHOST)
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TrapTargetInBattleLowerTargetDefSpDef1EachTurn",
proc { |score, move, user, target, ai, battle|
score += 30 if !target.battler.trappedInBattle?
score -= 50 if !target.battler.pbCanLowerStatStage?(:DEFENSE, user.battler, move.move) &&
!target.battler.pbCanLowerStatStage?(:SPECIAL_DEFENSE, user.battler, move.move)
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TrapUserAndTargetInBattle",
proc { |score, move, user, target, ai, battle|
if target.effects[PBEffects::JawLock] < 0
score += 40 if !user.battler.trappedInBattle? && !target.battler.trappedInBattle?
end
next score
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("TrapAllBattlersInBattleForOneTurn",
proc { |move, user, ai, battle|
next battle.field.effects[PBEffects::FairyLock] > 0
}
)
#===============================================================================
# TODO: Review score modifiers.
#===============================================================================
# PursueSwitchingFoe
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("UsedAfterUserTakesPhysicalDamage",
proc { |move, user, ai, battle|
found_physical_move = false
ai.each_foe_battler(user.side) do |b, i|
next if !b.check_for_move { |m| m.physicalMove?(m.type) }
found_physical_move = true
break
end
next !found_physical_move
}
)
Battle::AI::Handlers::MoveEffectScore.add("UsedAfterUserTakesPhysicalDamage",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if user.effects[PBEffects::Substitute] > 0
# Prefer if foes don't know any special moves
found_special_move = false
ai.each_foe_battler(user.side) do |b, i|
next if !b.check_for_move { |m| m.specialMove?(m.type) }
found_special_move = true
break
end
score += 10 if !found_special_move
# Generally not worth using
next score - 10
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("UsedAfterAllyRoundWithDoublePower",
proc { |score, move, user, ai, battle|
# No score change if no allies know this move
ally_has_move = false
ai.each_same_side_battler(user.side) do |b, i|
next if !b.has_move_with_function?(move.function)
ally_has_move = true
break
end
next score if !ally_has_move
# Prefer for the sake of doubling in power
score += 5
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("TargetActsNext",
proc { |score, move, user, ai, battle|
# Useless if the target is a foe
next Battle::AI::MOVE_USELESS_SCORE if target.opposes?(user)
# Compare the speeds of all battlers
speeds = []
ai.each_battler { |b, i| speeds.push([i, b.rough_stat(:SPEED)]) }
if battle.field.effects[PBEffects::TrickRoom] > 0
speeds.sort! { |a, b| a[1] <=> b[1] }
else
speeds.sort! { |a, b| b[1] <=> a[1] }
end
idx_user = speeds.index { |ele| ele[0] == user.index }
idx_target = speeds.index { |ele| ele[0] == target.index }
# Useless if the target is faster than the user
next Battle::AI::MOVE_USELESS_SCORE if idx_target < idx_user
# Useless if the target will move next anyway
next Battle::AI::MOVE_USELESS_SCORE if idx_target - idx_user <= 1
# Generally not worth using
# NOTE: Because this move can be used against a foe but is being used on an
# ally (since we're here in this code), this move's score will be
# inverted later. A higher score here means this move will be less
# preferred, which is the result we want.
next score + 10
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("TargetActsLast",
proc { |score, move, user, ai, battle|
# Useless if the target is an ally
next Battle::AI::MOVE_USELESS_SCORE if !target.opposes?(user)
# Useless if the user has no ally (the point of this move is to let the ally
# get in a hit before the foe)
has_ally = false
ai.each_ally(user.index) { |b, i| has_ally = true if b.can_attack? }
next Battle::AI::MOVE_USELESS_SCORE if !has_ally
# Compare the speeds of all battlers
speeds = []
ai.each_battler { |b, i| speeds.push([i, b.rough_stat(:SPEED)]) }
if battle.field.effects[PBEffects::TrickRoom] > 0
speeds.sort! { |a, b| a[1] <=> b[1] }
else
speeds.sort! { |a, b| b[1] <=> a[1] }
end
idx_user = speeds.index { |ele| ele[0] == user.index }
idx_target = speeds.index { |ele| ele[0] == target.index }
idx_slowest_ally = -1
speeds.each_with_index { |ele, i| idx_slowest_ally = i if user.index.even? == ele[0].even? }
# Useless if the target is faster than the user
next Battle::AI::MOVE_USELESS_SCORE if idx_target < idx_user
# Useless if the target will move last anyway
next Battle::AI::MOVE_USELESS_SCORE if idx_target == speeds.length - 1
# Useless if the slowest ally is faster than the target
next Battle::AI::MOVE_USELESS_SCORE if idx_slowest_ally < idx_target
# Generally not worth using
next score - 10
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TargetUsesItsLastUsedMoveAgain",
proc { |move, user, target, ai, battle|
next target.battler.usingMultiTurnAttack?
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TargetUsesItsLastUsedMoveAgain",
proc { |score, move, user, target, ai, battle|
# We don't ever want to make a foe act again
next Battle::AI::MOVE_USELESS_SCORE if target.opposes?(user)
# Useless if target will act before the user, as we don't know what move
# will be instructed
next Battle::AI::MOVE_USELESS_SCORE if target.faster_than?(user)
next Battle::AI::MOVE_USELESS_SCORE if !target.battler.lastRegularMoveUsed
mov = nil
target.battler.eachMove do |m|
mov = m if m.id == target.battler.lastRegularMoveUsed
break if mov
end
next Battle::AI::MOVE_USELESS_SCORE if mov.nil? || (mov.pp == 0 && mov.total_pp > 0)
next Battle::AI::MOVE_USELESS_SCORE if move.move.moveBlacklist.include?(mov.function)
# Without lots of code here to determine good/bad moves, using this move is
# likely to just be a waste of a turn
# NOTE: Because this move can be used against a foe but is being used on an
# ally (since we're here in this code), this move's score will be
# inverted later. A higher score here means this move will be less
# preferred, which is the result we want.
score += 20
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("StartSlowerBattlersActFirst",
proc { |score, move, user, ai, battle|
# Get the speeds of all battlers
ally_speeds = []
foe_speeds = []
ai.each_battler do |b, i|
if b.opposes?(user)
foe_speeds.push(rough_stat(:SPEED))
foe_speeds.last *= 2 if user.pbOpposingSide.effects[PBEffects::Tailwind] > 1
foe_speeds.last /= 2 if user.pbOpposingSide.effects[PBEffects::Swamp] > 1
else
ally_speeds.push(rough_stat(:SPEED))
ally_speeds.last *= 2 if user.pbOwnSide.effects[PBEffects::Tailwind] > 1
ally_speeds.last /= 2 if user.pbOwnSide.effects[PBEffects::Swamp] > 1
end
end
# Just in case a side has no battlers
next Battle::AI::MOVE_USELESS_SCORE if ally_speeds.length == 0 || foe_speeds.length == 0
# Invert the speeds if Trick Room applies (and will last longer than this round)
if battle.field.effects[PBEffects::TrickRoom] > 1
foe_speeds.map! { |val| 100_000 - val } # 100_000 is higher than speed can
ally_speeds.map! { |val| 100_000 - val } # possibly be; only order matters
end
# Score based on the relative speeds
next Battle::AI::MOVE_USELESS_SCORE if ally_speeds.min > foe_speeds.max
if foe_speeds.min > ally_speeds.max
score += 20
elsif ally_speeds.sum / ally_speeds.length < foe_speeds.sum / foe_speeds.length
score += 10
else
score -= 10
end
next score
}
)
#===============================================================================
#
#===============================================================================
# HigherPriorityInGrassyTerrain
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("LowerPPOfTargetLastMoveBy3",
proc { |score, move, user, target, ai, battle|
if user.faster_than?(target)
last_move = target.battler.pbGetMoveWithID(target.battler.lastRegularMoveUsed)
if last_move && last_move.total_pp > 0
next score + 20 if last_move.pp <= 3 # Will fully deplete the move's PP
next score + 10 if last_move.pp <= 5
next score - 10 if last_move.pp > 9 # Too much PP left to make a difference
end
end
next score # Don't know which move it will affect; treat as just a damaging move
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("LowerPPOfTargetLastMoveBy4",
proc { |move, user, target, ai, battle|
last_move = target.battler.pbGetMoveWithID(target.battler.lastRegularMoveUsed)
next !last_move || last_move.pp == 0 || last_move.total_pp <= 0
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("LowerPPOfTargetLastMoveBy4",
proc { |score, move, user, target, ai, battle|
if user.faster_than?(target)
last_move = target.battler.pbGetMoveWithID(target.battler.lastRegularMoveUsed)
next score + 20 if last_move.pp <= 4 # Will fully deplete the move's PP
next score + 10 if last_move.pp <= 6
next score - 10 if last_move.pp > 10 # Too much PP left to make a difference
end
next score - 10 # Don't know which move it will affect; don't prefer
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("DisableTargetLastMoveUsed",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::Disable] > 0 || !target.battler.lastRegularMoveUsed
next true if move.move.pbMoveFailedAromaVeil?(user.battler, target.battler, false)
will_fail = true
target.battler.eachMove do |m|
next if m.id != target.battler.lastRegularMoveUsed
next if m.pp == 0 && m.total_pp > 0
will_fail = false
break
end
next will_fail
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetUsingSameMoveConsecutively",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.has_active_item?(:MENTALHERB)
# Prefer if the target is locked into using a single move, or will be
if target.effects[PBEffects::ChoiceBand] ||
target.has_active_item?([:CHOICEBAND, :CHOICESPECS, :CHOICESCARF]) ||
target.has_active_ability?(:GORILLATACTICS)
score += 8
end
# PRefer disabling a damaging move
score += 5 if GameData::Move.try_get(target.battler.lastRegularMoveUsed)&.damaging?
# Inherent preference
score += 8
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("DisableTargetUsingSameMoveConsecutively",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::Torment]
next true if move.move.pbMoveFailedAromaVeil?(user.battler, target.battler, false)
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetUsingSameMoveConsecutively",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.has_active_item?(:MENTALHERB)
# Prefer if the target is locked into using a single move, or will be
if target.effects[PBEffects::ChoiceBand] ||
target.has_active_item?([:CHOICEBAND, :CHOICESPECS, :CHOICESCARF]) ||
target.has_active_ability?(:GORILLATACTICS)
score += 8
end
# Inherent preference
score += 8
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("DisableTargetUsingDifferentMove",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::Encore] > 0
next true if !target.battler.lastRegularMoveUsed ||
move.move.moveBlacklist.include?(GameData::Move.get(target.battler.lastRegularMoveUsed).function_code)
next true if target.effects[PBEffects::ShellTrap]
next true if move.move.pbMoveFailedAromaVeil?(user.battler, target.battler, false)
will_fail = true
target.battler.eachMove do |m|
next if m.id != target.battler.lastRegularMoveUsed
next if m.pp == 0 && m.total_pp > 0
will_fail = false
break
end
next will_fail
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetUsingDifferentMove",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if target.has_active_item?(:MENTALHERB)
if user.faster_than?(target)
# We know which move is going to be encored (assuming the target doesn't
# use a high priority move)
move_data = GameData::Move.get(target.battler.lastRegularMoveUsed)
if move_data.status?
# Prefer encoring status moves
if [:User, :BothSides].include?(move_data.target)
# TODO: This target distinction was in the old code. Is it appropriate?
score += 10
else
score += 8
end
elsif move_data.damaging? && move_data.target == :NearOther
# Prefer encoring damaging moves depending on their type effectiveness
# against the user
eff = user.effectiveness_of_type_against_battler(move_data.type, target)
if Effectiveness.ineffective?(eff)
score += 15
elsif Effectiveness.not_very_effective?(eff)
score += 10
elsif Effectiveness.super_effective?(eff)
score -= 5
else
score += 5
end
end
else
# We don't know which move is going to be encored; just prefer limiting
# the target's options
score += 8
end
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("DisableTargetStatusMoves",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::Taunt] > 0
next true if move.move.pbMoveFailedAromaVeil?(user.battler, target.battler, false)
next true if Settings::MECHANICS_GENERATION >= 6 &&
!battle.moldBreaker && target.has_active_ability?(:OBLIVIOUS)
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetStatusMoves",
proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if !target.check_for_move { |m| m.statusMove? }
# Not worth using on a sleeping target that won't imminently wake up
if target.status == :SLEEP && target.statusCount > ((target.faster_than?(user)) ? 2 : 1)
if !target.check_for_move { |m| m.statusMove? && m.usableWhenAsleep? && (m.pp > 0 || m.total_pp == 0) }
next Battle::AI::MOVE_USELESS_SCORE
end
end
# Move is likely useless if the target will lock themselves into a move,
# because they'll likely lock themselves into a damaging move anyway
if !target.effects[PBEffects::ChoiceBand]
if target.has_active_item?([:CHOICEBAND, :CHOICESPECS, :CHOICESCARF]) ||
target.has_active_ability?(:GORILLATACTICS)
next Battle::AI::MOVE_USELESS_SCORE
end
end
# Prefer if the target has a protection move
protection_moves = [
"ProtectUser", # Detect, Protect
"ProtectUserSideFromPriorityMoves", # Quick Guard
"ProtectUserSideFromMultiTargetDamagingMoves", # Wide Guard
"UserEnduresFaintingThisTurn", # Endure
"ProtectUserSideFromDamagingMovesIfUserFirstTurn", # Mat Block
"ProtectUserSideFromStatusMoves", # Crafty Shield
"ProtectUserFromDamagingMovesKingsShield", # King's Shield
"ProtectUserFromDamagingMovesObstruct", # Obstruct
"ProtectUserFromTargetingMovesSpikyShield", # Spiky Shield
"ProtectUserBanefulBunker" # Baneful Bunker
]
if target.check_for_move { |m| m.statusMove? && protection_moves.include?(m.function) &&
(m.pp > 0 || m.total_pp == 0) }
score += 6
end
# Inherent preference
score += 8
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("DisableTargetHealingMoves",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::HealBlock] > 0
next true if move.move.pbMoveFailedAromaVeil?(user.battler, target.battler, false)
next false
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetHealingMoves",
proc { |score, move, user, target, ai, battle|
# Useless if the foe can't heal themselves with a move or some held items
if !target.check_for_move { |m| m.healingMove? && (m.pp > 0 || m.total_pp == 0) }
if !target.has_active_item?(:LEFTOVERS) &&
!(target.has_active_item?(:BLACKSLUDGE) && target.has_type?(:POISON))
next Battle::AI::MOVE_USELESS_SCORE
end
end
# Inherent preference
score += 8
next score
}
)
#===============================================================================
#.
#===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetSoundMoves",
proc { |score, move, user, target, ai, battle|
next score if target.effects[PBEffects::ThroatChop] > 1
next score if !target.check_for_move { |m| m.soundMove? && (m.pp > 0 || m.total_pp == 0) }
# Inherent preference
score += 8
next score
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveFailureCheck.add("DisableTargetMovesKnownByUser",
proc { |move, user, ai, battle|
next user.effects[PBEffects::Imprison]
}
)
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetMovesKnownByUser",
proc { |score, move, user, target, ai, battle|
# Useless if the foes have no moves that the user also knows
shared_move = false
user_moves = user.battler.moves.map { |m| m.id }
ai.each_foe_battler(user.side) do |b, i|
b.battler.eachMove do |m|
next if !user_moves.include?(m.id)
next if m.pp == 0 && m.total_pp > 0
shared_move = true
break
end
break if shared_move
end
next Battle::AI::MOVE_USELESS_SCORE if !shared_move
# Inherent preference
score += 6
next score
}
)

View File

@@ -25,10 +25,10 @@ class Battle::AI::AIBattler
def pokemon; return @battler.pokemon; end
def level; return @battler.level; end
def hp; return @battler.hp; end
def totalhp; return @battler.totalhp; end
def fainted?; return @battler.fainted?; end
def status; return @battler.status; end
def statusCount; return @battler.statusCount; end
def totalhp; return @battler.totalhp; end
def gender; return @battler.gender; end
def turnCount; return @battler.turnCount; end
def effects; return @battler.effects; end
@@ -307,6 +307,467 @@ class Battle::AI::AIBattler
#=============================================================================
# Returns a value indicating how beneficial the given item will be to this
# battler if it is holding it.
# Return values are typically -2, -1, 0, 1 or 2. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
def wants_item?(item = :NONE)
item == :NONE if item.nil?
# TODO: Add more items.
preferred_items = [
:CHOICESCARF,
:LEFTOVERS
]
preferred_items.push(:BLACKSLUDGE) if has_type?(:POISON)
preferred_items.push(:IRONBALL) if has_move_with_function?("ThrowUserItemAtTarget")
preferred_items.push(:CHOICEBAND) if check_for_move { |m| m.physicalMove?(m.type) }
preferred_items.push(:CHOICESPECS) if check_for_move { |m| m.specialMove?(m.type) }
unpreferred_items = [
:BLACKSLUDGE,
:FLAMEORB,
:IRONBALL,
:LAGGINGTAIL,
:STICKYBARB,
:TOXICORB
]
ret = 0
if preferred_items.include?(item)
ret = 2
elsif unpreferred_items.include?(item)
ret = -2
end
# Don't prefer if this battler knows Acrobatics
if has_move_with_function?("DoublePowerIfUserHasNoItem")
ret += (item == :NONE) ? 1 : -1
end
return ret
end
#=============================================================================
# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
def get_score_change_for_consuming_item(item)
ret = 0
case item
when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
# Healing
ret += (hp > totalhp * 3 / 4) ? -8 : 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY
# Healing with confusion
fraction_to_heal = 8 # Gens 6 and lower
if Settings::MECHANICS_GENERATION == 7
fraction_to_heal = 2
elsif Settings::MECHANICS_GENERATION >= 8
fraction_to_heal = 3
end
ret += (hp > totalhp * (1 - (1 / fraction_to_heal))) ? -8 : 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
# TODO: Check whether the item will cause confusion?
when :ASPEARBERRY, :CHERIBERRY, :CHESTOBERRY, :PECHABERRY, :RAWSTBERRY
# Status cure
cured_status = {
:ASPEAR => :FROZEN,
:CHERIBERRY => :PARALYSIS,
:CHESTOBERRY => :SLEEP,
:PECHABERRY => :POISON,
:RAWSTBERRY => :BURN
}[item]
ret += (cured_status && status == cured_status) ? 8 : -8
when :PERSIMBERRY
# Confusion cure
ret += (effects[PBEffects::Confusion] > 1) ? 8 : -8
when :LUMBERRY
# Any status/confusion cure
ret += (status != :NONE || effects[PBEffects::Confusion] > 1) ? 8 : -8
when :MENTALHERB
# Cure mental effects
ret += 8 if effects[PBEffects::Attract] >= 0 ||
effects[PBEffects::Taunt] > 1 ||
effects[PBEffects::Encore] > 1 ||
effects[PBEffects::Torment] ||
effects[PBEffects::Disable] > 1 ||
effects[PBEffects::HealBlock] > 1
when :APICOTBERRY, :GANLONBERRY, :LIECHIBERRY, :PETAYABERRY, :SALACBERRY,
:KEEBERRY, :MARANGABERRY
# Stat raise
stat = {
:APICOTBERRY => :SPECIAL_DEFENSE,
:GANLONBERRY => :DEFENSE,
:LIECHIBERRY => :ATTACK,
:PETAYABERRY => :SPECIAL_ATTACK,
:SALACBERRY => :SPEED,
:KEEBERRY => :DEFENSE,
:MARANGABERRY => :SPECIAL_DEFENSE
}[item]
ret += 8 if stat && @ai.stat_raise_worthwhile?(self, stat)
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :STARFBERRY
# Random stat raise
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :WHITEHERB
# Resets lowered stats
reduced_stats = false
GameData::Stat.each_battle do |s|
next if stages[s.id] >= 0
reduced_stats = true
break
end
ret += 8 if reduced_stats
when :MICLEBERRY
# Raises accuracy of next move
ret += 8
when :LANSATBERRY
# Focus energy
ret += 8 if effects[PBEffects::FocusEnergy] < 2
when :LEPPABERRY
# Restore PP
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
end
return ret
end
#=============================================================================
# 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.
# TODO: This method assumes the ability isn't being negated. Should it return
# 0 if it is? The calculations that call this method separately check
# for it being negated, because they need to do something special in
# that case, so I think it's okay for this method to ignore negation.
def wants_ability?(ability = :NONE)
ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
# TODO: Ideally replace the above list of ratings with context-sensitive
# calculations. Should they all go in this method, or should there be
# more handlers for each ability?
case ability
when :BLAZE
return 0 if !has_damaging_move_of_type?(:FIRE)
when :CUTECHARM, :RIVALRY
return 0 if gender == 2
when :FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY
has_ally = false
each_ally(@side) { |b, i| has_ally = true }
return 0 if !has_ally
when :GALEWINGS
return 0 if !check_for_move { |m| m.type == :FLYING }
when :HUGEPOWER, :PUREPOWER
return 0 if !check_for_move { |m| m.physicalMove?(m.type) &&
m.function != "UseUserDefenseInsteadOfUserAttack" &&
m.function != "UseTargetAttackInsteadOfUserAttack" }
when :IRONFIST
return 0 if !check_for_move { |m| m.punchingMove? }
when :LIQUIDVOICE
return 0 if !check_for_move { |m| m.soundMove? }
when :MEGALAUNCHER
return 0 if !check_for_move { |m| m.pulseMove? }
when :OVERGROW
return 0 if !has_damaging_move_of_type?(:GRASS)
when :PRANKSTER
return 0 if !check_for_move { |m| m.statusMove? }
when :PUNKROCK
return 1 if !check_for_move { |m| m.damagingMove? && m.soundMove? }
when :RECKLESS
return 0 if !check_for_move { |m| m.recoilMove? }
when :ROCKHEAD
return 0 if !check_for_move { |m| m.recoilMove? && !m.is_a?(Battle::Move::CrashDamageIfFailsUnusableInGravity) }
when :RUNAWAY
return 0 if wild?
when :SANDFORCE
return 2 if !has_damaging_move_of_type?(:GROUND, :ROCK, :STEEL)
when :SKILLLINK
return 0 if !check_for_move { |m| m.is_a?(Battle::Move::HitTwoToFiveTimes) }
when :STEELWORKER
return 0 if !has_damaging_move_of_type?(:GRASS)
when :SWARM
return 0 if !has_damaging_move_of_type?(:BUG)
when :TORRENT
return 0 if !has_damaging_move_of_type?(:WATER)
when :TRIAGE
return 0 if !check_for_move { |m| m.healingMove? }
end
ret = BASE_ABILITY_RATINGS[ability] || 0
return ret
end
#=============================================================================
private
def effectiveness_of_type_against_single_battler_type(type, defend_type, user = nil)

View File

@@ -88,7 +88,7 @@ class Battle::AI::AIMove
# Returns this move's base power, taking into account various effects that
# modify it.
def base_power
ret = @move.baseDamage
ret = @move.power
ret = 60 if ret == 1
return ret if !@ai.trainer.medium_skill?
return Battle::AI::Handlers.get_base_power(function,
@@ -96,8 +96,8 @@ class Battle::AI::AIMove
end
def rough_damage
power = base_power
return power if @move.is_a?(Battle::Move::FixedDamageMove)
base_dmg = base_power
return base_dmg if @move.is_a?(Battle::Move::FixedDamageMove)
stage_mul = [2, 2, 2, 2, 2, 2, 2, 3, 4, 5, 6, 7, 8]
stage_div = [8, 7, 6, 5, 4, 3, 2, 2, 2, 2, 2, 2, 2]
# Get the user and target of this move
@@ -132,7 +132,7 @@ class Battle::AI::AIMove
##### Calculate all multiplier effects #####
multipliers = {
:base_damage_multiplier => 1.0,
:power_multiplier => 1.0,
:attack_multiplier => 1.0,
:defense_multiplier => 1.0,
:final_damage_multiplier => 1.0
@@ -142,9 +142,9 @@ class Battle::AI::AIMove
((@ai.battle.pbCheckGlobalAbility(:DARKAURA) && calc_type == :DARK) ||
(@ai.battle.pbCheckGlobalAbility(:FAIRYAURA) && calc_type == :FAIRY))
if @ai.battle.pbCheckGlobalAbility(:AURABREAK)
multipliers[:base_damage_multiplier] *= 2 / 3.0
multipliers[:power_multiplier] *= 2 / 3.0
else
multipliers[:base_damage_multiplier] *= 4 / 3.0
multipliers[:power_multiplier] *= 4 / 3.0
end
end
@@ -155,7 +155,7 @@ class Battle::AI::AIMove
abilityBlacklist = [:ANALYTIC, :SNIPER, :TINTEDLENS, :AERILATE, :PIXILATE, :REFRIGERATE]
if !abilityBlacklist.include?(user.ability_id)
Battle::AbilityEffects.triggerDamageCalcFromUser(
user.ability, user_battler, target_battler, @move, multipliers, power, calc_type
user.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
@@ -164,7 +164,7 @@ class Battle::AI::AIMove
user_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromAlly(
b.ability, user_battler, target_battler, @move, multipliers, power, calc_type
b.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
if target.ability_active?
@@ -173,21 +173,21 @@ class Battle::AI::AIMove
abilityBlacklist = [:FILTER, :SOLIDROCK]
if !abilityBlacklist.include?(target.ability_id)
Battle::AbilityEffects.triggerDamageCalcFromTarget(
target.ability, user_battler, target_battler, @move, multipliers, power, calc_type
target.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
end
if target.ability_active?
Battle::AbilityEffects.triggerDamageCalcFromTargetNonIgnorable(
target.ability, user_battler, target_battler, @move, multipliers, power, calc_type
target.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
if !@ai.battle.moldBreaker
target_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromTargetAlly(
b.ability, user_battler, target_battler, @move, multipliers, power, calc_type
b.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
@@ -201,7 +201,7 @@ class Battle::AI::AIMove
itemBlacklist = [:EXPERTBELT, :LIFEORB]
if !itemBlacklist.include?(user.item_id)
Battle::ItemEffects.triggerDamageCalcFromUser(
user.item, user_battler, target_battler, @move, multipliers, power, calc_type
user.item, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
user.effects[PBEffects::GemConsumed] = nil # Untrigger consuming of Gems
end
@@ -209,13 +209,13 @@ class Battle::AI::AIMove
end
if target.item_active? && target.item && !target.item.is_berry?
Battle::ItemEffects.triggerDamageCalcFromTarget(
target.item, user_battler, target_battler, @move, multipliers, power, calc_type
target.item, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
# Parental Bond
if user.has_active_ability?(:PARENTALBOND)
multipliers[:base_damage_multiplier] *= (Settings::MECHANICS_GENERATION >= 7) ? 1.25 : 1.5
multipliers[:power_multiplier] *= (Settings::MECHANICS_GENERATION >= 7) ? 1.25 : 1.5
end
# Me First
@@ -226,24 +226,24 @@ class Battle::AI::AIMove
# Charge
if @ai.trainer.medium_skill? &&
user.effects[PBEffects::Charge] > 0 && calc_type == :ELECTRIC
multipliers[:base_damage_multiplier] *= 2
multipliers[:power_multiplier] *= 2
end
# Mud Sport and Water Sport
if @ai.trainer.medium_skill?
if calc_type == :ELECTRIC
if @ai.battle.allBattlers.any? { |b| b.effects[PBEffects::MudSport] }
multipliers[:base_damage_multiplier] /= 3
multipliers[:power_multiplier] /= 3
end
if @ai.battle.field.effects[PBEffects::MudSportField] > 0
multipliers[:base_damage_multiplier] /= 3
multipliers[:power_multiplier] /= 3
end
elsif calc_type == :FIRE
if @ai.battle.allBattlers.any? { |b| b.effects[PBEffects::WaterSport] }
multipliers[:base_damage_multiplier] /= 3
multipliers[:power_multiplier] /= 3
end
if @ai.battle.field.effects[PBEffects::WaterSportField] > 0
multipliers[:base_damage_multiplier] /= 3
multipliers[:power_multiplier] /= 3
end
end
end
@@ -253,13 +253,13 @@ class Battle::AI::AIMove
terrain_multiplier = (Settings::MECHANICS_GENERATION >= 8) ? 1.3 : 1.5
case @ai.battle.field.terrain
when :Electric
multipliers[:base_damage_multiplier] *= terrain_multiplier if calc_type == :ELECTRIC && user_battler.affectedByTerrain?
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :ELECTRIC && user_battler.affectedByTerrain?
when :Grassy
multipliers[:base_damage_multiplier] *= terrain_multiplier if calc_type == :GRASS && user_battler.affectedByTerrain?
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :GRASS && user_battler.affectedByTerrain?
when :Psychic
multipliers[:base_damage_multiplier] *= terrain_multiplier if calc_type == :PSYCHIC && user_battler.affectedByTerrain?
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :PSYCHIC && user_battler.affectedByTerrain?
when :Misty
multipliers[:base_damage_multiplier] /= 2 if calc_type == :DRAGON && target_battler.affectedByTerrain?
multipliers[:power_multiplier] /= 2 if calc_type == :DRAGON && target_battler.affectedByTerrain?
end
end
@@ -370,11 +370,11 @@ class Battle::AI::AIMove
# TODO
##### Main damage calculation #####
power = [(power * multipliers[:base_damage_multiplier]).round, 1].max
atk = [(atk * multipliers[:attack_multiplier]).round, 1].max
defense = [(defense * multipliers[:defense_multiplier]).round, 1].max
damage = ((((2.0 * user.level / 5) + 2).floor * power * atk / defense).floor / 50).floor + 2
damage = [(damage * multipliers[:final_damage_multiplier]).round, 1].max
base_dmg = [(base_dmg * multipliers[:power_multiplier]).round, 1].max
atk = [(atk * multipliers[:attack_multiplier]).round, 1].max
defense = [(defense * multipliers[:defense_multiplier]).round, 1].max
damage = ((((2.0 * user.level / 5) + 2).floor * base_dmg * atk / defense).floor / 50).floor + 2
damage = [(damage * multipliers[:final_damage_multiplier]).round, 1].max
ret = damage.floor
ret = target.hp - 1 if @move.nonLethal?(user_battler, target_battler) && ret >= target.hp
return ret