Tidying up for v21's release

This commit is contained in:
Maruno17
2023-06-25 22:31:05 +01:00
parent 22fa0f9c0b
commit aecd9e5bb6
15 changed files with 35 additions and 712 deletions

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@@ -1,6 +1,6 @@
#==============================================================================#
# Pokémon Essentials #
# Version 20.1.dev #
# Version 21 #
# https://github.com/Maruno17/pokemon-essentials #
#==============================================================================#
@@ -452,7 +452,7 @@ end
# DO NOT EDIT THESE!
module Essentials
VERSION = "20.1.dev"
VERSION = "21"
ERROR_TEXT = ""
MKXPZ_VERSION = "2.4.2/ee8dc7e"
end

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@@ -380,6 +380,8 @@ SaveData.register_conversion(:v21_replace_phone_data) do
end
end
#===============================================================================
SaveData.register_conversion(:v21_replace_flute_booleans) do
essentials_version 21
display_title "Updating Black/White Flute variables"
@@ -405,6 +407,8 @@ SaveData.register_conversion(:v21_replace_flute_booleans) do
end
end
#===============================================================================
SaveData.register_conversion(:v21_add_bump_stat) do
essentials_version 21
display_title "Adding a bump stat"

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@@ -591,10 +591,7 @@ class Window_AdvancedTextPokemon < SpriteWindow_Base
if busy?
refresh if !@text_delay_changed
updateInternal
# following line needed to allow "textspeed=0" to work seamlessly
# TODO: I don't think this is needed any more, but I don't know where to
# look to confirm it'd work properly without this line.
refresh if @text_delay_changed
refresh if @text_delay_changed # Needed to allow "textspeed=0" to work seamlessly
end
@text_delay_changed = false
end

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@@ -1,4 +1,3 @@
# TODO: Add tileset number in here?
module GameData
class DungeonParameters
attr_reader :id, :area, :version

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@@ -117,7 +117,6 @@ class BattleArenaBattle < Battle
super
return if @decision != 0
# Update mind rating (asserting that a move was chosen)
# TODO: Actually done at Pokémon's turn
2.times do |side|
if @choices[side][2] && @choices[side][0] == :UseMove
@mind[side] += pbMindScore(@choices[side][2])

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@@ -1,25 +1,3 @@
# TODO: Add an information window with details of the person in a phone call.
# Make this work with common event calls (create and dispose the info
# window in start_message and end_message).
# TODO: Look at the "ready to rematch" timers to see if they can be improved?
# Should they be limited to one trainer becoming ready every ~5 minutes?
# Should a rematch-ready contact become unready again after some time if
# they haven't told the player they're ready?
# TODO: See if incoming phone calls can be made optional somehow. Maybe just
# interrupt as normal with the start of the call and ask if the player
# wants to answer? Wait for a couple of seconds before asking to make sure
# the player doesn't accidentally skip/answer a call they didn't want to.
# TODO: Add a Debug way of upgrading old phone script calls to new ones, or at
# least to find events using old phone scripts for the dev to update.
# TODO: More Debug control over contacts (changing their "time to rebattle",
# unhiding hidden contacts, etc.) and the phone (time until next call).
# TODO: Add calling a contact at a particular time forcing rematch readiness.
# Add trainer comments for this.
# TODO: Allow individual trainers to never arrange a rematch by themself, thus
# requiring the player to call them at their particular time of day/week.
# TODO: Be able to put the Phone on silent mode (prevent all phone calls from
# trainers, but allow scripted calls as normal).
#===============================================================================
#
#===============================================================================
@@ -378,8 +356,8 @@ class Phone
valid_contacts = []
$PokemonGlobal.phone.contacts.each do |contact|
next if !contact.trainer? || !contact.visible?
next if contact.map_id == $game_map.map_id
# TODO: next if the contact's map name is the same as the current map's?
next if contact.map_id == $game_map.map_id ||
pbGetMapNameFromId(contact.map_id) == $game_map.name
caller_map_metadata = GameData::MapMetadata.try_get(contact.map_id)
next if !caller_map_metadata || !caller_map_metadata.town_map_position
next if caller_map_metadata.town_map_position[0] != player_region

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@@ -188,7 +188,7 @@ class NPCTrainer < Trainer
attr_accessor :win_text
def initialize(name, trainer_type, version = 0)
super
super(name, trainer_type)
@version = version
@items = []
@lose_text = nil

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@@ -35,6 +35,28 @@ class Player < Trainer
# @return [Array<Array>] downloaded Mystery Gift data
attr_accessor :mystery_gifts
def initialize(name, trainer_type)
super
@character_ID = 0
@outfit = 0
@badges = [false] * 8
@money = GameData::Metadata.get.start_money
@coins = 0
@battle_points = 0
@soot = 0
@pokedex = Pokedex.new
@has_pokedex = false
@has_pokegear = false
@has_running_shoes = false
@has_box_link = false
@seen_storage_creator = false
@has_exp_all = false
@mystery_gift_unlocked = false
@mystery_gifts = []
end
#=============================================================================
def character_ID=(value)
return if @character_ID == value
@character_ID = value
@@ -98,26 +120,4 @@ class Player < Trainer
def owned?(species)
return @pokedex.owned?(species)
end
#=============================================================================
def initialize(name, trainer_type)
super
@character_ID = 0
@outfit = 0
@badges = [false] * 8
@money = GameData::Metadata.get.start_money
@coins = 0
@battle_points = 0
@soot = 0
@pokedex = Pokedex.new
@has_pokedex = false
@has_pokegear = false
@has_running_shoes = false
@has_box_link = false
@seen_storage_creator = false
@has_exp_all = false
@mystery_gift_unlocked = false
@mystery_gifts = []
end
end

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@@ -1,4 +1,3 @@
# TODO: Choosable icons/marks for each contact? Add a "sort by" option for these.
#===============================================================================
# Phone list of contacts
#===============================================================================

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@@ -759,7 +759,7 @@ module BattleAnimationEditor
return false
end
if usealpha
# TODO: This should account for sprite.angle as well
# TODO: This should account for sprite.angle as well.
bitmapX = sprite.src_rect.x
bitmapY = sprite.src_rect.y
bitmapX += sprite.ox

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@@ -1024,7 +1024,7 @@ MenuHandlers.add(:debug_menu, :edit_phone_contacts, {
edit_cmd = 0
loop do
edit_cmds = []
edit_cmds.push((contact.visible? ? "[Y]" : "[ ]") + " " + _INTL("Contact visible")) if contact.can_hide?
edit_cmds.push((contact.visible? ? "[Y]" : "[ ]") + " " + _INTL("Contact visible"))
if contact.trainer?
edit_cmds.push((contact.can_rematch? ? "[Y]" : "[ ]") + " " + _INTL("Can battle"))
ready_time = contact.time_to_ready # time is in seconds
@@ -1038,7 +1038,7 @@ MenuHandlers.add(:debug_menu, :edit_phone_contacts, {
break if edit_cmd < 0
case edit_cmd
when 0 # Visibility
contact.visible = !contact.visible
contact.visible = !contact.visible if contact.can_hide?
when 1 # Can battle
contact.rematch_flag = (contact.can_rematch?) ? 0 : 1
contact.time_to_ready = 0 if contact.can_rematch?

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@@ -1,82 +0,0 @@
#===============================================================================
#
#===============================================================================
def marListMoveTargetFunctionCodes
target_hash = {}
function_hash = {}
GameData::Move.each do |move|
target_hash[move.target] ||= []
target_hash[move.target].push(move.function_code)
function_hash[move.function_code] ||= []
function_hash[move.function_code].push(move.target)
end
# Write results to file
File.open("moves_by_target.txt", "wb") { |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("=========================================================\r\n")
f.write("SORTED BY TARGET\r\n")
f.write("=========================================================\r\n\r\n")
target_keys = target_hash.keys.sort { |a, b| a.downcase <=> b.downcase }
target_keys.each do |key|
next if !key || !target_hash[key] || target_hash[key].length == 0
f.write("===== #{key} =====\r\n\r\n")
arr = target_hash[key].uniq.sort
arr.each { |code| f.write("#{code}\r\n")}
f.write("\r\n")
end
}
File.open("moves_by_function_code.txt", "wb") { |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("=========================================================\r\n")
f.write("SORTED BY FUNCTION CODE\r\n")
f.write("=========================================================\r\n\r\n")
code_keys = function_hash.keys.sort { |a, b| a.downcase <=> b.downcase }
code_keys.each do |key|
next if !key || !function_hash[key] || function_hash[key].length == 0
f.write("===== #{key} =====\r\n\r\n")
function_hash[key].sort.each { |target| f.write("#{target}\r\n")}
f.write("\r\n")
end
}
File.open("moves_by_function_code_multiple_target_types_only.txt", "wb") { |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("=========================================================\r\n")
f.write("SORTED BY FUNCTION CODE\r\n")
f.write("=========================================================\r\n\r\n")
code_keys = function_hash.keys.sort { |a, b| a.downcase <=> b.downcase }
code_keys.each do |key|
next if !key || !function_hash[key] || function_hash[key].length == 0
next if function_hash[key].uniq.length <= 1
f.write("===== #{key} =====\r\n\r\n")
function_hash[key].sort.each { |target| f.write("#{target}\r\n")}
f.write("\r\n")
end
}
end
#===============================================================================
# Add to Debug menu
#===============================================================================
MenuHandlers.add(:debug_menu, :print_move_target_functions, {
"name" => "Print Out Move Targets",
"parent" => :main,
"description" => "Print all blah blah blah.",
"effect" => proc {
marListMoveTargetFunctionCodes
}
})

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@@ -1,532 +0,0 @@
# TODO: Be much more relevant with the choosing of held items. For example,
# only give a weather-boosting item to a Pokémon that can create the
# corresponding weather.
AI_MOVE_TESTING_THRESHOLD = 1500
AI_ABILITY_TESTING_THRESHOLD = 500
AI_ITEM_TESTING_THRESHOLD = 500
#===============================================================================
#
#===============================================================================
# There are some duplicate effects in here (e.g. Power Weight/Bracer/etc.), but
# whatever.
ITEMS_WITH_HELD_EFFECTS = [
:AIRBALLOON, :BRIGHTPOWDER, :EVIOLITE, :FLOATSTONE, :DESTINYKNOT,
:ROCKYHELMET, :ASSAULTVEST, :SAFETYGOGGLES, :PROTECTIVEPADS, :HEAVYDUTYBOOTS,
:UTILITYUMBRELLA, :EJECTBUTTON, :EJECTPACK, :REDCARD, :SHEDSHELL, :CHOICEBAND,
:CHOICESPECS, :CHOICESCARF, :HEATROCK, :DAMPROCK, :SMOOTHROCK, :ICYROCK,
:TERRAINEXTENDER, :LIGHTCLAY, :GRIPCLAW, :BINDINGBAND, :BIGROOT, :BLACKSLUDGE,
:LEFTOVERS, :SHELLBELL, :MENTALHERB, :WHITEHERB, :POWERHERB, :ABSORBBULB,
:CELLBATTERY, :LUMINOUSMOSS, :SNOWBALL, :WEAKNESSPOLICY, :BLUNDERPOLICY,
:THROATSPRAY, :ADRENALINEORB, :ROOMSERVICE, :ELECTRICSEED, :GRASSYSEED,
:MISTYSEED, :PSYCHICSEED, :LIFEORB, :EXPERTBELT, :METRONOME, :MUSCLEBAND,
:WISEGLASSES, :RAZORCLAW, :SCOPELENS, :WIDELENS, :ZOOMLENS, :KINGSROCK,
:RAZORFANG, :LAGGINGTAIL, :QUICKCLAW, :FOCUSBAND, :FOCUSSASH, :FLAMEORB,
:TOXICORB, :STICKYBARB, :IRONBALL, :RINGTARGET, :MACHOBRACE, :POWERWEIGHT,
:POWERBRACER, :POWERBELT, :POWERLENS, :POWERBAND, :POWERANKLET, :LAXINCENSE,
:FULLINCENSE, :SEAINCENSE, :WAVEINCENSE, :ROSEINCENSE, :ODDINCENSE,
:ROCKINCENSE, :CHARCOAL, :MYSTICWATER, :MAGNET, :MIRACLESEED, :NEVERMELTICE,
:BLACKBELT, :POISONBARB, :SOFTSAND, :SHARPBEAK, :TWISTEDSPOON, :SILVERPOWDER,
:HARDSTONE, :SPELLTAG, :DRAGONFANG, :BLACKGLASSES, :METALCOAT, :SILKSCARF,
:FIREGEM, :WATERGEM, :ELECTRICGEM, :GRASSGEM, :ICEGEM, :FIGHTINGGEM,
:POISONGEM, :GROUNDGEM, :FLYINGGEM, :PSYCHICGEM, :BUGGEM, :ROCKGEM, :GHOSTGEM,
:DRAGONGEM, :DARKGEM, :STEELGEM, :FAIRYGEM, :NORMALGEM, :CHERIBERRY,
:CHESTOBERRY, :PECHABERRY, :RAWSTBERRY, :ASPEARBERRY, :LEPPABERRY, :ORANBERRY,
:PERSIMBERRY, :LUMBERRY, :SITRUSBERRY, :FIGYBERRY, :WIKIBERRY, :MAGOBERRY,
:AGUAVBERRY, :IAPAPABERRY, :OCCABERRY, :PASSHOBERRY, :WACANBERRY, :RINDOBERRY,
:YACHEBERRY, :CHOPLEBERRY, :KEBIABERRY, :SHUCABERRY, :COBABERRY, :PAYAPABERRY,
:TANGABERRY, :CHARTIBERRY, :KASIBBERRY, :HABANBERRY, :COLBURBERRY,
:BABIRIBERRY, :ROSELIBERRY, :CHILANBERRY, :LIECHIBERRY, :GANLONBERRY,
:SALACBERRY, :PETAYABERRY, :APICOTBERRY, :LANSATBERRY, :STARFBERRY,
:ENIGMABERRY, :MICLEBERRY, :CUSTAPBERRY, :JABOCABERRY, :ROWAPBERRY, :KEEBERRY,
:MARANGABERRY
]
# These items have no effect if held by other species. Includes the Plates
# because other items also have the type-boosting effect and we don't need to
# test that effect of Plates.
SIGNATURE_ITEMS = {
:PIKACHU => :LIGHTBALL,
:CHANSEY => :LUCKYPUNCH,
:DITTO => [:METALPOWDER, :QUICKPOWDER],
:CUBONE => :THICKCLUB,
:MAROWAK => :THICKCLUB,
:FARFETCHD => :LEEK,
:SIRFETCHD => :LEEK,
:LATIOS => :SOULDEW,
:LATIAS => :SOULDEW,
:CLAMPERL => [:DEEPSEATOOTH, :DEEPSEASCALE],
:DIALGA => :ADAMANTORB,
:PALKIA => :LUSTROUSORB,
:ARCEUS => [:FLAMEPLATE, :SPLASHPLATE, :ZAPPLATE, :MEADOWPLATE,
:ICICLEPLATE, :FISTPLATE, :TOXICPLATE, :EARTHPLATE, :SKYPLATE,
:MINDPLATE, :INSECTPLATE, :STONEPLATE, :SPOOKYPLATE,
:DRACOPLATE, :DREADPLATE, :IRONPLATE, :PIXIEPLATE],
:GENESECT => [:DOUSEDRIVE, :SHOCKDRIVE, :BURNDRIVE, :CHILLDRIVE],
:SILVALLY => [:FIREMEMORY, :WATERMEMORY, :ELECTRICMEMORY, :GRASSMEMORY,
:ICEMEMORY, :FIGHTINGMEMORY, :POISONMEMORY, :GROUNDMEMORY,
:FLYINGMEMORY, :PSYCHICMEMORY, :BUGMEMORY, :ROCKMEMORY,
:GHOSTMEMORY, :DRAGONMEMORY, :DARKMEMORY, :STEELMEMORY,
:FAIRYMEMORY],
:GROUDON => :REDORB, # Form-changing item
:KYOGRE => :BLUEORB, # Form-changing item
:GIRATINA => :GRISEOUSORB, # Form-changing item
:ZACIAN => :RUSTEDSWORD, # Form-changing item
:ZAMAZENTA => :RUSTEDSHIELD # Form-changing item
}
MEGA_STONES = [
:VENUSAURITE, :CHARIZARDITEX, :CHARIZARDITEY, :BLASTOISINITE, :BEEDRILLITE,
:PIDGEOTITE, :ALAKAZITE, :SLOWBRONITE, :GENGARITE, :KANGASKHANITE, :PINSIRITE,
:GYARADOSITE, :AERODACTYLITE, :MEWTWONITEX, :MEWTWONITEY, :AMPHAROSITE,
:STEELIXITE, :SCIZORITE, :HERACRONITE, :HOUNDOOMINITE, :TYRANITARITE,
:SCEPTILITE, :BLAZIKENITE, :SWAMPERTITE, :GARDEVOIRITE, :SABLENITE, :MAWILITE,
:AGGRONITE, :MEDICHAMITE, :MANECTITE, :SHARPEDONITE, :CAMERUPTITE,
:ALTARIANITE, :BANETTITE, :ABSOLITE, :GLALITITE, :SALAMENCITE, :METAGROSSITE,
:LATIASITE, :LATIOSITE, :LOPUNNITE, :GARCHOMPITE, :LUCARIONITE, :ABOMASITE,
:GALLADITE, :AUDINITE, :DIANCITE
]
#===============================================================================
#
#===============================================================================
class Battle::AI
alias _ai_testing__pbGetMoveScores pbGetMoveScores
def pbGetMoveScores
if $tested_abilities && @user.ability_id
$tested_abilities[@user.ability_id] ||= 0
$tested_abilities[@user.ability_id] += 1
end
if $tested_items && @user.item_id
$tested_items[@user.item_id] ||= 0
$tested_items[@user.item_id] += 1
end
@user.battler.eachMoveWithIndex do |orig_move, idxMove|
if $tested_moves
$tested_moves[orig_move.id] ||= 0
$tested_moves[orig_move.id] += 1
end
end
return _ai_testing__pbGetMoveScores
end
end
#===============================================================================
#
#===============================================================================
def debug_set_up_trainer
# Values to return
trainer_array = []
foe_items = [] # Items can't be used except in internal battles
pokemon_array = []
party_starts = [0]
# Choose random trainer type and trainer name
trainer_type = :CHAMPION # GameData::TrainerType.keys.sample
trainer_name = ["Alpha", "Bravo", "Charlie", "Delta", "Echo",
"Foxtrot", "Golf", "Hotel", "India", "Juliette",
"Kilo", "Lima", "Mike", "November", "Oscar",
"Papa", "Quebec", "Romeo", "Sierra", "Tango",
"Uniform", "Victor", "Whiskey", "X-ray", "Yankee", "Zulu"].sample
# Generate trainer
trainer = NPCTrainer.new(trainer_name, trainer_type)
trainer.id = $player.make_foreign_ID
trainer.lose_text = "I lost."
trainer.items.push(:MEGARING)
# [:MAXPOTION, :FULLHEAL, :MAXREVIVE, :REVIVE].each do |item|
# trainer.items.push(item)
# end
# foe_items.push(trainer.items)
trainer_array.push(trainer)
# Generate party
valid_species = []
GameData::Species.each_species { |sp| valid_species.push(sp.species) }
Settings::MAX_PARTY_SIZE.times do |i|
this_species = valid_species.sample
this_level = 100 # rand(1, Settings::MAXIMUM_LEVEL)
pkmn = Pokemon.new(this_species, this_level, trainer, false)
# Set form for certain species
case pkmn.species
when :GRENINJA, :SLOWKING, :GEODUDE, :GRAVELER, :GOLEM, :PONYTA, :RAPIDASH,
:GRIMER, :MUK, :SLOWBRO, :RAICHU, :DIGLETT, :DUGTRIO, :STUNFISK
pkmn.form_simple = 1
when :DARMANITAN
pkmn.form_simple = 2
when :CALYREX
pkmn.form_simple = [1, 2].sample # So we test both versions of As One
when :NECROZMA
pkmn.form_simple = 3 # Ultra form
end
# Generate moveset for pkmn (from level-up moves first, then from tutor
# moves + egg moves, then from all moves)
all_moves = pkmn.getMoveList.map { |m| m[1] }
all_moves.uniq!
if !$shown_all_moves_tested_message
all_moves.reject! { |m| $tested_moves[m] && $tested_moves[m] > AI_MOVE_TESTING_THRESHOLD }
if all_moves.length == 0
all_moves = pkmn.species_data.tutor_moves.clone + pkmn.species_data.get_egg_moves.clone
all_moves.reject! { |m| $tested_moves[m] && $tested_moves[m] > AI_MOVE_TESTING_THRESHOLD }
if all_moves.length == 0
all_moves = GameData::Move.keys.clone
all_moves.reject! { |m| $tested_moves[m] && $tested_moves[m] > AI_MOVE_TESTING_THRESHOLD }
end
end
if all_moves.length == 0 && !$shown_all_moves_tested_message
echoln "All moves have been tested at least #{AI_MOVE_TESTING_THRESHOLD} times!"
$shown_all_moves_tested_message = true
end
end
moves = all_moves.sample(4)
moves.each { |m| pkmn.learn_move(m) }
# Generate held item for pkmn (compatible Mega Stone first, then compatible
# signature item, then any item with a held effect)
all_items = [] # Find all compatible Mega Stones
GameData::Species.each do |sp|
next if sp.species != pkmn.species || sp.unmega_form != pkmn.form
all_items.push(sp.mega_stone) if sp.mega_stone
end
all_items.reject! { |i| $tested_items[i] && $tested_items[i] > AI_ITEM_TESTING_THRESHOLD }
if all_items.length > 0 && rand(100) < 50
pkmn.item = all_items.sample
elsif SIGNATURE_ITEMS.keys.include?(pkmn.species) && rand(100) < 75
all_items = SIGNATURE_ITEMS[pkmn.species].clone
if all_items.is_a?(Array)
all_items.reject! { |i| $tested_items[i] && $tested_items[i] > AI_ITEM_TESTING_THRESHOLD }
pkmn.item = all_items.sample if all_items.length > 0
else
pkmn.item = all_items if !$tested_items[all_items] || $tested_items[all_items] <= AI_ITEM_TESTING_THRESHOLD
end
end
if !pkmn.hasItem? && rand(100) < 75
all_items = ITEMS_WITH_HELD_EFFECTS.clone
all_items.reject! { |i| $tested_items[i] && $tested_items[i] > AI_ITEM_TESTING_THRESHOLD }
all_items = ITEMS_WITH_HELD_EFFECTS.clone if all_items.length == 0
pkmn.item = all_items.sample
end
# Generate ability for pkmn (any available to that species/form)
abil = pkmn.ability_id
if $tested_abilities[abil] && $tested_abilities[abil] > AI_ABILITY_TESTING_THRESHOLD
abils = pkmn.getAbilityList
abils.reject! { |a| $tested_abilities[a[0]] && $tested_abilities[a[0]] > AI_ABILITY_TESTING_THRESHOLD }
if abils.length > 0
pkmn.ability_index = abils.sample[1]
else
pkmn.ability = GameData::Ability.keys.sample
end
end
trainer.party.push(pkmn)
pokemon_array.push(pkmn)
end
# Return values
return trainer_array, foe_items, pokemon_array, party_starts
end
#===============================================================================
#
#===============================================================================
def debug_test_auto_battle(logging = false, console_messages = true)
mar_load_tested_data_record
old_internal = $INTERNAL
$INTERNAL = logging
if console_messages
echoln "Start of testing auto-battle."
echoln "" if !$INTERNAL
end
PBDebug.log("")
PBDebug.log("================================================================")
PBDebug.log("")
# Generate information for the foes
foe_trainers, foe_items, foe_party, foe_party_starts = debug_set_up_trainer
# Generate information for the player and partner trainer(s)
player_trainers, ally_items, player_party, player_party_starts = debug_set_up_trainer
# Log the combatants
echo_participant = lambda do |trainer, party, index|
trainer_txt = "[Trainer #{index}] #{trainer.full_name} [skill: #{trainer.skill_level}]"
($INTERNAL) ? PBDebug.log_header(trainer_txt) : echoln(trainer_txt)
party.each do |pkmn|
pkmn_txt = "#{pkmn.name}, Lv.#{pkmn.level}"
pkmn_txt += " [Ability: #{pkmn.ability&.name || "---"}]"
pkmn_txt += " [Item: #{pkmn.item&.name || "---"}]"
($INTERNAL) ? PBDebug.log(pkmn_txt) : echoln(pkmn_txt)
moves_msg = " Moves: "
pkmn.moves.each_with_index do |move, i|
moves_msg += ", " if i > 0
moves_msg += move.name
end
($INTERNAL) ? PBDebug.log(moves_msg) : echoln(moves_msg)
end
end
echo_participant.call(player_trainers[0], player_party, 1) if console_messages
PBDebug.log("")
if console_messages
echoln "" if !$INTERNAL
echo_participant.call(foe_trainers[0], foe_party, 2)
echoln "" if !$INTERNAL
end
# Create the battle scene (the visual side of it)
scene = Battle::DebugSceneNoVisuals.new(logging)
# Create the battle class (the mechanics side of it)
battle = Battle.new(scene, player_party, foe_party, player_trainers, foe_trainers)
battle.party1starts = player_party_starts
battle.party2starts = foe_party_starts
battle.ally_items = ally_items
battle.items = foe_items
battle.debug = true
battle.internalBattle = false
battle.controlPlayer = true
# Set various other properties in the battle class
BattleCreationHelperMethods.prepare_battle(battle)
# Perform the battle itself
outcome = battle.pbStartBattle
# End
if console_messages
text = ["Undecided",
"Trainer 1 #{player_trainers[0].name} won",
"Trainer 2 #{foe_trainers[0].name} won",
"Ran/forfeited",
"Wild Pokémon caught",
"Draw"][outcome]
echoln sprintf("%s after %d rounds", text, battle.turnCount + 1)
echoln ""
end
$INTERNAL = old_internal
mar_save_tested_data_record
end
def mar_load_tested_data_record
if !$tested_moves
pbRgssOpen("tested_moves.dat", "rb") { |f| $tested_moves = Marshal.load(f) }
end
if !$tested_abilities
pbRgssOpen("tested_abilities.dat", "rb") { |f| $tested_abilities = Marshal.load(f) }
end
if !$tested_items
pbRgssOpen("tested_items.dat", "rb") { |f| $tested_items = Marshal.load(f) }
end
end
def mar_save_tested_data_record
$tested_moves ||= {}
$tested_abilities ||= {}
$tested_items ||= {}
File.open("tested_moves.dat", "wb") { |f| Marshal.dump($tested_moves, f) }
File.open("tested_abilities.dat", "wb") { |f| Marshal.dump($tested_abilities, f) }
File.open("tested_items.dat", "wb") { |f| Marshal.dump($tested_items, f) }
end
#===============================================================================
# Add to Debug menu.
#===============================================================================
MenuHandlers.add(:debug_menu, :ai_testing_menu, {
"name" => "AI Testing...",
"parent" => :main,
"description" => "Functions that help to test the AI.",
"always_show" => false
})
MenuHandlers.add(:debug_menu, :generate_test_data, {
"name" => "Generate new test data",
"parent" => :ai_testing_menu,
"description" => "Save current tested moves/abilities/items data. If none, generates it from scratch.",
"always_show" => false,
"effect" => proc {
mar_save_tested_data_record
}
})
MenuHandlers.add(:debug_menu, :test_auto_battle, {
"name" => "Test Auto Battle",
"parent" => :ai_testing_menu,
"description" => "Runs an AI-controlled battle with no visuals.",
"always_show" => false,
"effect" => proc {
debug_test_auto_battle
}
})
MenuHandlers.add(:debug_menu, :test_auto_battle_logging, {
"name" => "Test Auto Battle with logging",
"parent" => :ai_testing_menu,
"description" => "Runs an AI-controlled battle with no visuals. Logs messages.",
"always_show" => false,
"effect" => proc {
debug_test_auto_battle(true)
pbMessage("Battle transcript was logged in Data/debuglog.txt.")
}
})
MenuHandlers.add(:debug_menu, :bulk_test_auto_battle, {
"name" => "Bulk test Auto Battle",
"parent" => :ai_testing_menu,
"description" => "Runs 50 AI-controlled battles with no visuals.",
"always_show" => false,
"effect" => proc {
echoln "Running 50 battles.."
50.times do |i|
echoln "#{i + 1}..."
debug_test_auto_battle(false, false)
end
echoln "Done!"
}
})
#===============================================================================
#
#===============================================================================
MenuHandlers.add(:debug_menu, :review_tested_data, {
"name" => "Review tested moves/abilities/items",
"parent" => :ai_testing_menu,
"description" => "List how much all moves/abilities/items have been tested.",
"always_show" => false,
"effect" => proc {
mar_load_tested_data_record
max_move_length = 0
GameData::Move.keys.each { |m| max_move_length = [m.to_s.length, max_move_length].max }
thresholded_moves = []
($tested_moves || {}).each_pair do |move, count|
next if !count || count < AI_MOVE_TESTING_THRESHOLD
thresholded_moves.push([move, count])
end
thresholded_moves.sort! { |a, b| a[0].to_s <=> b[0].to_s }
remaining_moves = GameData::Move.keys.clone
thresholded_moves.each { |m| remaining_moves.delete(m[0]) }
remaining_moves.sort! { |a, b| a.to_s <=> b.to_s }
File.open("tested moves summary.txt", "wb") do |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("================================================\r\n")
f.write("Met threshold of #{AI_MOVE_TESTING_THRESHOLD}: #{thresholded_moves.length}\r\n")
f.write("================================================\r\n")
thresholded_moves.each do |m|
f.write(m[0].to_s)
f.write(" " * (5 + max_move_length - m[0].to_s.length))
f.write(m[1].to_s)
f.write("\r\n")
end
f.write("\r\n")
f.write("\r\n")
f.write("\r\n")
f.write("================================================\r\n")
f.write("Remaining moves: #{remaining_moves.length}\r\n")
f.write("================================================\r\n")
remaining_moves.each do |m|
f.write(m.to_s)
if $tested_moves && $tested_moves[m]
f.write(" " * (5 + max_move_length - m.to_s.length))
f.write($tested_moves[m].to_s)
end
f.write("\r\n")
end
end
echoln "Moves: #{thresholded_moves.length} tested at least #{AI_MOVE_TESTING_THRESHOLD} times."
echoln " #{remaining_moves.length} moves need more testing."
#---------------------------------------------------------------------------
max_ability_length = 0
GameData::Ability.keys.each { |a| max_ability_length = [a.to_s.length, max_ability_length].max }
thresholded_abilities = []
($tested_abilities || {}).each_pair do |abil, count|
next if !count || count < AI_ABILITY_TESTING_THRESHOLD
thresholded_abilities.push([abil, count])
end
thresholded_abilities.sort! { |a, b| a[0].to_s <=> b[0].to_s }
remaining_abilities = GameData::Ability.keys.clone
thresholded_abilities.each { |a| remaining_abilities.delete(a[0]) }
remaining_abilities.sort! { |a, b| a.to_s <=> b.to_s }
File.open("tested abilities summary.txt", "wb") do |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("================================================\r\n")
f.write("Met threshold of #{AI_ABILITY_TESTING_THRESHOLD}: #{thresholded_abilities.length}\r\n")
f.write("================================================\r\n")
thresholded_abilities.each do |a|
f.write(a[0].to_s)
f.write(" " * (5 + max_ability_length - a[0].to_s.length))
f.write(a[1].to_s)
f.write("\r\n")
end
f.write("\r\n")
f.write("\r\n")
f.write("\r\n")
f.write("================================================\r\n")
f.write("Remaining abilities: #{remaining_abilities.length}\r\n")
f.write("================================================\r\n")
remaining_abilities.each do |a|
f.write(a.to_s)
if $tested_abilities && $tested_abilities[a]
f.write(" " * (5 + max_ability_length - a.to_s.length))
f.write($tested_abilities[a].to_s)
end
f.write("\r\n")
end
end
echoln "Abilities: #{thresholded_abilities.length} tested at least #{AI_ABILITY_TESTING_THRESHOLD} times."
echoln " #{remaining_abilities.length} abilities need more testing."
#---------------------------------------------------------------------------
max_item_length = 0
ITEMS_WITH_HELD_EFFECTS.each { |i| max_item_length = [i.to_s.length, max_item_length].max }
thresholded_items = []
($tested_items || {}).each_pair do |item, count|
next if !count || count < AI_ITEM_TESTING_THRESHOLD
thresholded_items.push([item, count])
end
thresholded_items.sort! { |a, b| a[0].to_s <=> b[0].to_s }
remaining_items = ITEMS_WITH_HELD_EFFECTS.clone
remaining_items += MEGA_STONES.clone
SIGNATURE_ITEMS.each_pair do |species, items|
if items.is_a?(Array)
remaining_items += items
else
remaining_items.push(items)
end
end
remaining_items.uniq!
thresholded_items.each { |i| remaining_items.delete(i[0]) }
remaining_items.sort! { |a, b| a.to_s <=> b.to_s }
File.open("tested items summary.txt", "wb") do |f|
f.write(0xEF.chr)
f.write(0xBB.chr)
f.write(0xBF.chr)
f.write("================================================\r\n")
f.write("Met threshold of #{AI_ITEM_TESTING_THRESHOLD}: #{thresholded_items.length}\r\n")
f.write("================================================\r\n")
thresholded_items.each do |i|
f.write(i[0].to_s)
f.write(" " * (5 + max_item_length - i[0].to_s.length))
f.write(i[1].to_s)
f.write("\r\n")
end
f.write("\r\n")
f.write("\r\n")
f.write("\r\n")
f.write("================================================\r\n")
f.write("Remaining items: #{remaining_items.length}\r\n")
f.write("================================================\r\n")
remaining_items.each do |i|
f.write(i.to_s)
if $tested_items && $tested_items[i]
f.write(" " * (5 + max_item_length - i.to_s.length))
f.write($tested_items[i].to_s)
end
f.write("\r\n")
end
end
echoln "Items: #{thresholded_items.length} tested at least #{AI_ITEM_TESTING_THRESHOLD} times."
echoln " #{remaining_items.length} items need more testing."
}
})

View File

@@ -1,21 +0,0 @@
#===============================================================================
#
#===============================================================================
MenuHandlers.add(:debug_menu, :add_phone_contacts, {
"name" => "Add Phone Contacts",
"parent" => :main,
"description" => "Add 10 different contacts to the phone.",
"effect" => proc {
Phone.add_silent(31, 6, :PICNICKER, "Susie", 2)
Phone.add_silent(52, 1, :POKEMANIAC, "Peter", 2, nil, 1)
Phone.add_silent(26, 1, :POKEMONBREEDER, "Bob", 2)
Phone.add_silent(7, 1, :SCIENTIST, "Cedric", 2)
Phone.add_silent(69, 1, :SWIMMER_F, "Ariel", 2)
Phone.add_silent(5, 1, :BIRDKEEPER, "Sylvie", 2)
Phone.add_silent(72, 1, :BLACKBELT, "Jackie", 2)
Phone.add_silent(28, 1, :BUGCATCHER, "Tommy", 2)
Phone.add_silent(31, 5, :CAMPER, "Jeff", 2)
Phone.add_silent(49, 1, :HIKER, "Ford", 2)
pbMessage("Done.")
}
})

View File

@@ -1,18 +0,0 @@
#===============================================================================
#
#===============================================================================
MenuHandlers.add(:debug_menu, :test_random_dungeon, {
"name" => "Test Random Dungeon Generation",
"parent" => :main,
"description" => "Generates a random dungeon and echoes it to the console.",
"effect" => proc {
# $PokemonGlobal.dungeon_rng_seed = 12345
tileset = :cave # :forest # :cave
tileset_data = GameData::DungeonTileset.try_get((tileset == :forest) ? 23 : 7)
params = GameData::DungeonParameters.try_get(tileset)
dungeon = RandomDungeon::Dungeon.new(params.cell_count_x, params.cell_count_y, tileset_data, params)
dungeon.generate
echoln dungeon.rng_seed
echoln dungeon.write
}
})