mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
Some rearranging of AI script files/methods
This commit is contained in:
@@ -25,10 +25,10 @@ class Battle::AI::AIBattler
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def pokemon; return @battler.pokemon; end
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def level; return @battler.level; end
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def hp; return @battler.hp; end
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def totalhp; return @battler.totalhp; end
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def fainted?; return @battler.fainted?; end
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def status; return @battler.status; end
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def statusCount; return @battler.statusCount; end
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def totalhp; return @battler.totalhp; end
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def gender; return @battler.gender; end
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def turnCount; return @battler.turnCount; end
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def effects; return @battler.effects; end
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@@ -307,6 +307,467 @@ class Battle::AI::AIBattler
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#=============================================================================
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# Returns a value indicating how beneficial the given item will be to this
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# battler if it is holding it.
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# Return values are typically -2, -1, 0, 1 or 2. 0 is indifferent, positive
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# values mean this battler benefits, negative values mean this battler suffers.
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def wants_item?(item = :NONE)
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item == :NONE if item.nil?
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# TODO: Add more items.
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preferred_items = [
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:CHOICESCARF,
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:LEFTOVERS
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]
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preferred_items.push(:BLACKSLUDGE) if has_type?(:POISON)
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preferred_items.push(:IRONBALL) if has_move_with_function?("ThrowUserItemAtTarget")
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preferred_items.push(:CHOICEBAND) if check_for_move { |m| m.physicalMove?(m.type) }
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preferred_items.push(:CHOICESPECS) if check_for_move { |m| m.specialMove?(m.type) }
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unpreferred_items = [
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:BLACKSLUDGE,
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:FLAMEORB,
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:IRONBALL,
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:LAGGINGTAIL,
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:STICKYBARB,
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:TOXICORB
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]
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ret = 0
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if preferred_items.include?(item)
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ret = 2
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elsif unpreferred_items.include?(item)
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ret = -2
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end
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# Don't prefer if this battler knows Acrobatics
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if has_move_with_function?("DoublePowerIfUserHasNoItem")
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ret += (item == :NONE) ? 1 : -1
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end
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return ret
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end
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#=============================================================================
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# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
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def get_score_change_for_consuming_item(item)
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ret = 0
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case item
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when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
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# Healing
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ret += (hp > totalhp * 3 / 4) ? -8 : 8
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ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
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when :AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY
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# Healing with confusion
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fraction_to_heal = 8 # Gens 6 and lower
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if Settings::MECHANICS_GENERATION == 7
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fraction_to_heal = 2
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elsif Settings::MECHANICS_GENERATION >= 8
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fraction_to_heal = 3
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end
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ret += (hp > totalhp * (1 - (1 / fraction_to_heal))) ? -8 : 8
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ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
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# TODO: Check whether the item will cause confusion?
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when :ASPEARBERRY, :CHERIBERRY, :CHESTOBERRY, :PECHABERRY, :RAWSTBERRY
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# Status cure
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cured_status = {
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:ASPEAR => :FROZEN,
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:CHERIBERRY => :PARALYSIS,
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:CHESTOBERRY => :SLEEP,
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:PECHABERRY => :POISON,
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:RAWSTBERRY => :BURN
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}[item]
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ret += (cured_status && status == cured_status) ? 8 : -8
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when :PERSIMBERRY
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# Confusion cure
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ret += (effects[PBEffects::Confusion] > 1) ? 8 : -8
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when :LUMBERRY
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# Any status/confusion cure
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ret += (status != :NONE || effects[PBEffects::Confusion] > 1) ? 8 : -8
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when :MENTALHERB
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# Cure mental effects
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ret += 8 if effects[PBEffects::Attract] >= 0 ||
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effects[PBEffects::Taunt] > 1 ||
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effects[PBEffects::Encore] > 1 ||
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effects[PBEffects::Torment] ||
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effects[PBEffects::Disable] > 1 ||
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effects[PBEffects::HealBlock] > 1
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when :APICOTBERRY, :GANLONBERRY, :LIECHIBERRY, :PETAYABERRY, :SALACBERRY,
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:KEEBERRY, :MARANGABERRY
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# Stat raise
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stat = {
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:APICOTBERRY => :SPECIAL_DEFENSE,
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:GANLONBERRY => :DEFENSE,
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:LIECHIBERRY => :ATTACK,
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:PETAYABERRY => :SPECIAL_ATTACK,
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:SALACBERRY => :SPEED,
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:KEEBERRY => :DEFENSE,
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:MARANGABERRY => :SPECIAL_DEFENSE
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}[item]
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ret += 8 if stat && @ai.stat_raise_worthwhile?(self, stat)
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ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
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when :STARFBERRY
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# Random stat raise
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ret += 8
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ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
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when :WHITEHERB
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# Resets lowered stats
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reduced_stats = false
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GameData::Stat.each_battle do |s|
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next if stages[s.id] >= 0
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reduced_stats = true
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break
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end
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ret += 8 if reduced_stats
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when :MICLEBERRY
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# Raises accuracy of next move
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ret += 8
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when :LANSATBERRY
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# Focus energy
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ret += 8 if effects[PBEffects::FocusEnergy] < 2
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when :LEPPABERRY
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# Restore PP
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ret += 8
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ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
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end
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return ret
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end
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#=============================================================================
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# These values are taken from the Complete-Fire-Red-Upgrade decomp here:
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# https://github.com/Skeli789/Complete-Fire-Red-Upgrade/blob/f7f35becbd111c7e936b126f6328fc52d9af68c8/src/ability_battle_effects.c#L41
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BASE_ABILITY_RATINGS = {
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:ADAPTABILITY => 8,
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:AERILATE => 8,
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:AFTERMATH => 5,
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:AIRLOCK => 5,
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:ANALYTIC => 5,
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:ANGERPOINT => 4,
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:ANTICIPATION => 0,
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:ARENATRAP => 9,
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:AROMAVEIL => 3,
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# :ASONECHILLINGNEIGH => 0,
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# :ASONEGRIMNEIGH => 0,
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:AURABREAK => 3,
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:BADDREAMS => 4,
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# :BALLFETCH => 0,
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# :BATTERY => 0,
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:BATTLEARMOR => 2,
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:BATTLEBOND => 6,
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:BEASTBOOST => 7,
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:BERSERK => 5,
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:BIGPECKS => 1,
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:BLAZE => 5,
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:BULLETPROOF => 7,
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:CHEEKPOUCH => 4,
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# :CHILLINGNEIGH => 0,
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:CHLOROPHYLL => 6,
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:CLEARBODY => 4,
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:CLOUDNINE => 5,
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:COLORCHANGE => 2,
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:COMATOSE => 6,
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:COMPETITIVE => 5,
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:COMPOUNDEYES => 7,
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:CONTRARY => 8,
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:CORROSION => 5,
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:COTTONDOWN => 3,
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# :CURIOUSMEDICINE => 0,
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:CURSEDBODY => 4,
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:CUTECHARM => 2,
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:DAMP => 2,
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:DANCER => 5,
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:DARKAURA => 6,
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:DAUNTLESSSHIELD => 3,
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:DAZZLING => 5,
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:DEFEATIST => -1,
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:DEFIANT => 5,
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:DELTASTREAM => 10,
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:DESOLATELAND => 10,
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:DISGUISE => 8,
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:DOWNLOAD => 7,
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:DRAGONSMAW => 8,
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:DRIZZLE => 9,
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:DROUGHT => 9,
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:DRYSKIN => 6,
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:EARLYBIRD => 4,
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:EFFECTSPORE => 4,
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:ELECTRICSURGE => 8,
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:EMERGENCYEXIT => 3,
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:FAIRYAURA => 6,
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:FILTER => 6,
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:FLAMEBODY => 4,
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:FLAREBOOST => 5,
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:FLASHFIRE => 6,
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:FLOWERGIFT => 4,
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# :FLOWERVEIL => 0,
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:FLUFFY => 5,
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:FORECAST => 6,
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:FOREWARN => 0,
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# :FRIENDGUARD => 0,
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:FRISK => 0,
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:FULLMETALBODY => 4,
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:FURCOAT => 7,
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:GALEWINGS => 6,
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:GALVANIZE => 8,
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:GLUTTONY => 3,
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:GOOEY => 5,
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:GORILLATACTICS => 4,
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:GRASSPELT => 2,
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:GRASSYSURGE => 8,
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# :GRIMNEIGH => 0,
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:GULPMISSLE => 3,
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:GUTS => 6,
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:HARVEST => 5,
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# :HEALER => 0,
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:HEATPROOF => 5,
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:HEAVYMETAL => -1,
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# :HONEYGATHER => 0,
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:HUGEPOWER => 10,
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:HUNGERSWITCH => 2,
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:HUSTLE => 7,
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:HYDRATION => 4,
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:HYPERCUTTER => 3,
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:ICEBODY => 3,
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:ICEFACE => 4,
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:ICESCALES => 7,
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# :ILLUMINATE => 0,
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:ILLUSION => 8,
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:IMMUNITY => 4,
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:IMPOSTER => 9,
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:INFILTRATOR => 6,
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:INNARDSOUT => 5,
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:INNERFOCUS => 2,
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:INSOMNIA => 4,
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:INTIMIDATE => 7,
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:INTREPIDSWORD => 3,
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:IRONBARBS => 6,
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:IRONFIST => 6,
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:JUSTIFIED => 4,
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:KEENEYE => 1,
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:KLUTZ => -1,
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:LEAFGUARD => 2,
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:LEVITATE => 7,
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:LIBERO => 8,
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:LIGHTMETAL => 2,
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:LIGHTNINGROD => 7,
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:LIMBER => 3,
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:LIQUIDOOZE => 3,
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:LIQUIDVOICE => 5,
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:LONGREACH => 3,
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:MAGICBOUNCE => 9,
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:MAGICGUARD => 9,
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:MAGICIAN => 3,
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:MAGMAARMOR => 1,
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:MAGNETPULL => 9,
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:MARVELSCALE => 5,
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:MEGALAUNCHER => 7,
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:MERCILESS => 4,
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:MIMICRY => 2,
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# :MINUS => 0,
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:MIRRORARMOR => 6,
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:MISTYSURGE => 8,
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:MOLDBREAKER => 7,
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:MOODY => 10,
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:MOTORDRIVE => 6,
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:MOXIE => 7,
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:MULTISCALE => 8,
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:MULTITYPE => 8,
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:MUMMY => 5,
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:NATURALCURE => 7,
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:NEUROFORCE => 6,
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:NEUTRALIZINGGAS => 5,
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:NOGUARD => 8,
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:NORMALIZE => -1,
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:OBLIVIOUS => 2,
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:OVERCOAT => 5,
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:OVERGROW => 5,
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:OWNTEMPO => 3,
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:PARENTALBOND => 10,
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:PASTELVEIL => 4,
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:PERISHBODY => -1,
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:PICKPOCKET => 3,
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:PICKUP => 1,
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:PIXILATE => 8,
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# :PLUS => 0,
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:POISONHEAL => 8,
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:POISONPOINT => 4,
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:POISONTOUCH => 4,
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:POWERCONSTRUCT => 10,
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# :POWEROFALCHEMY => 0,
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:POWERSPOT => 2,
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:PRANKSTER => 8,
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:PRESSURE => 5,
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:PRIMORDIALSEA => 10,
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:PRISMARMOR => 6,
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:PROPELLORTAIL => 2,
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:PROTEAN => 8,
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:PSYCHICSURGE => 8,
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:PUNKROCK => 2,
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:PUREPOWER => 10,
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:QUEENLYMAJESTY => 6,
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# :QUICKDRAW => 0,
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:QUICKFEET => 5,
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:RAINDISH => 3,
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:RATTLED => 3,
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# :RECEIVER => 0,
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:RECKLESS => 6,
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:REFRIGERATE => 8,
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:REGENERATOR => 8,
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:RIPEN => 4,
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:RIVALRY => 1,
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:RKSSYSTEM => 8,
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:ROCKHEAD => 5,
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:ROUGHSKIN => 6,
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# :RUNAWAY => 0,
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:SANDFORCE => 4,
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:SANDRUSH => 6,
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:SANDSPIT => 5,
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:SANDSTREAM => 9,
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:SANDVEIL => 3,
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:SAPSIPPER => 7,
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:SCHOOLING => 6,
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:SCRAPPY => 6,
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:SCREENCLEANER => 3,
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:SERENEGRACE => 8,
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:SHADOWSHIELD => 8,
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:SHADOWTAG => 10,
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:SHEDSKIN => 7,
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:SHEERFORCE => 8,
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:SHELLARMOR => 2,
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:SHIELDDUST => 5,
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:SHIELDSDOWN => 6,
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:SIMPLE => 8,
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:SKILLLINK => 7,
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:SLOWSTART => -2,
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:SLUSHRUSH => 5,
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:SNIPER => 3,
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:SNOWCLOAK => 3,
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:SNOWWARNING => 8,
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:SOLARPOWER => 3,
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:SOLIDROCK => 6,
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:SOULHEART => 7,
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:SOUNDPROOF => 4,
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:SPEEDBOOST => 9,
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:STAKEOUT => 6,
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:STALL => -1,
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:STALWART => 2,
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:STAMINA => 6,
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:STANCECHANGE => 10,
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:STATIC => 4,
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:STEADFAST => 2,
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:STEAMENGINE => 3,
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:STEELWORKER => 6,
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:STEELYSPIRIT => 2,
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:STENCH => 1,
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:STICKYHOLD => 3,
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:STORMDRAIN => 7,
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:STRONGJAW => 6,
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:STURDY => 6,
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:SUCTIONCUPS => 2,
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:SUPERLUCK => 3,
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:SURGESURFER => 4,
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:SWARM => 5,
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:SWEETVEIL => 4,
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:SWIFTSWIM => 6,
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# :SYMBIOSIS => 0,
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:SYNCHRONIZE => 4,
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:TANGLEDFEET => 2,
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:TANGLINGHAIR => 5,
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:TECHNICIAN => 8,
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# :TELEPATHY => 0,
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:TERAVOLT => 7,
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:THICKFAT => 7,
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:TINTEDLENS => 7,
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:TORRENT => 5,
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:TOUGHCLAWS => 7,
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:TOXICBOOST => 6,
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:TRACE => 6,
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:TRANSISTOR => 8,
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:TRIAGE => 7,
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:TRUANT => -2,
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:TURBOBLAZE => 7,
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:UNAWARE => 6,
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:UNBURDEN => 7,
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:UNNERVE => 3,
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# :UNSEENFIST => 0,
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:VICTORYSTAR => 6,
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:VITALSPIRIT => 4,
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:VOLTABSORB => 7,
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:WANDERINGSPIRIT => 2,
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:WATERABSORB => 7,
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:WATERBUBBLE => 8,
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:WATERCOMPACTION => 4,
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:WATERVEIL => 4,
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:WEAKARMOR => 2,
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:WHITESMOKE => 4,
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:WIMPOUT => 3,
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:WONDERGUARD => 10,
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:WONDERSKIN => 4,
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:ZENMODE => -1
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}
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# Returns a value indicating how beneficial the given ability will be to this
|
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# battler if it has it.
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# Return values are typically between -10 and +10. 0 is indifferent, positive
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# values mean this battler benefits, negative values mean this battler suffers.
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# TODO: This method assumes the ability isn't being negated. Should it return
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# 0 if it is? The calculations that call this method separately check
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# for it being negated, because they need to do something special in
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# that case, so I think it's okay for this method to ignore negation.
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def wants_ability?(ability = :NONE)
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ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
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# TODO: Ideally replace the above list of ratings with context-sensitive
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# calculations. Should they all go in this method, or should there be
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||||
# more handlers for each ability?
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case ability
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when :BLAZE
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return 0 if !has_damaging_move_of_type?(:FIRE)
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when :CUTECHARM, :RIVALRY
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return 0 if gender == 2
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when :FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY
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||||
has_ally = false
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each_ally(@side) { |b, i| has_ally = true }
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return 0 if !has_ally
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when :GALEWINGS
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return 0 if !check_for_move { |m| m.type == :FLYING }
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when :HUGEPOWER, :PUREPOWER
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||||
return 0 if !check_for_move { |m| m.physicalMove?(m.type) &&
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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)
|
||||
|
||||
Reference in New Issue
Block a user