Added AI handlers that calculate a move's base power, moved AI damage calculation

This commit is contained in:
Maruno17
2022-08-25 19:16:21 +01:00
parent cfb870c944
commit b6c84fa278
12 changed files with 581 additions and 457 deletions

View File

@@ -73,14 +73,12 @@ module Battle::AI::Handlers
# Move failure check
def self.apply_move_effect_score(function_code, score, *args)
function_code = function_code.to_sym
ret = MoveEffectScore.trigger(function_code, score, *args)
return (ret.nil?) ? score : ret
end
def self.get_base_power(function_code, power, *args)
function_code = function_code.to_sym
ret = MoveBasePower.trigger(function_code, *args)
ret = MoveBasePower.trigger(function_code, power, *args)
return (ret.nil?) ? power : ret
end
end

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@@ -29,7 +29,7 @@ class Battle::AI
choices.each_with_index do |c, i|
logMsg += "#{battler.moves[c[0]].name}=#{c[1]}"
logMsg += " (target #{c[2]})" if c[2] >= 0
logMsg += ", " if i < choices.length-1
logMsg += ", " if i < choices.length - 1
end
PBDebug.log(logMsg)
end
@@ -117,8 +117,8 @@ class Battle::AI
score = pbGetStatusMoveBaseScore
end
# Modify the score according to the move's effect
score = Battle::AI::Handlers.apply_move_effect_score(@move.move.function,
score, @move.move, user_battler, target_battler, self, @battle)
score = Battle::AI::Handlers.apply_move_effect_score(@move.function,
score, @move, @user, @target, self, @battle)
# A score of 0 here means it absolutely should not be used
return 0 if score <= 0
@@ -327,8 +327,7 @@ class Battle::AI
target_battler = @target.battler
# Calculate how much damage the move will do (roughly)
base_damage = @move.base_power
calc_damage = pbRoughDamage(@move, @target, base_damage)
calc_damage = @move.rough_damage
# TODO: Maybe move this check elsewhere? Note that Reborn's base score does
# not include this halving, but the predicted damage does.
@@ -362,6 +361,9 @@ class Battle::AI
return damage_percentage.to_i
end
#=============================================================================
#
#=============================================================================
def pbGetStatusMoveBaseScore
# TODO: Call @target.immune_to_move? here too, not just for damaging moves
# (only if this status move will be affected).

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@@ -36,293 +36,6 @@ class Battle::AI
return mod1 * mod2
end
#=============================================================================
# Damage calculation
#=============================================================================
def pbRoughDamage(move, target, baseDmg)
# Fixed damage moves
return baseDmg if move.move.is_a?(Battle::Move::FixedDamageMove)
user_battler = @user.battler
target_battler = target.battler
# Get the move's type
type = move.rough_type
##### Calculate user's attack stat #####
atk = @user.rough_stat(:ATTACK)
if move.move.function == "UseTargetAttackInsteadOfUserAttack" # Foul Play
atk = target.rough_stat(:ATTACK)
elsif move.move.function == "UseUserBaseDefenseInsteadOfUserBaseAttack" # Body Press
atk = @user.rough_stat(:DEFENSE)
elsif move.move.specialMove?(type)
if move.move.function == "UseTargetAttackInsteadOfUserAttack" # Foul Play
atk = target.rough_stat(:SPECIAL_ATTACK)
else
atk = @user.rough_stat(:SPECIAL_ATTACK)
end
end
##### Calculate target's defense stat #####
defense = target.rough_stat(:DEFENSE)
if move.move.specialMove?(type) && move.move.function != "UseTargetDefenseInsteadOfTargetSpDef" # Psyshock
defense = target.rough_stat(:SPECIAL_DEFENSE)
end
##### Calculate all multiplier effects #####
multipliers = {
:base_damage_multiplier => 1.0,
:attack_multiplier => 1.0,
:defense_multiplier => 1.0,
:final_damage_multiplier => 1.0
}
# Ability effects that alter damage
moldBreaker = @trainer.high_skill? && target_battler.hasMoldBreaker?
if @user.ability_active?
# NOTE: These abilities aren't suitable for checking at the start of the
# round.
abilityBlacklist = [:ANALYTIC, :SNIPER, :TINTEDLENS, :AERILATE, :PIXILATE, :REFRIGERATE]
canCheck = true
abilityBlacklist.each do |m|
next if move.move.id != m
canCheck = false
break
end
if canCheck
Battle::AbilityEffects.triggerDamageCalcFromUser(
user_battler.ability, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
end
end
if @trainer.medium_skill? && !moldBreaker
user_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromAlly(
b.ability, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
end
end
if !moldBreaker && target.ability_active?
# NOTE: These abilities aren't suitable for checking at the start of the
# round.
abilityBlacklist = [:FILTER, :SOLIDROCK]
canCheck = true
abilityBlacklist.each do |m|
next if move.move.id != m
canCheck = false
break
end
if canCheck
Battle::AbilityEffects.triggerDamageCalcFromTarget(
target_battler.ability, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
end
end
if @trainer.high_skill? && !moldBreaker
target_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromTargetAlly(
b.ability, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
end
end
# Item effects that alter damage
# NOTE: Type-boosting gems aren't suitable for checking at the start of the
# round.
if @user.item_active?
# NOTE: These items aren't suitable for checking at the start of the
# round.
itemBlacklist = [:EXPERTBELT, :LIFEORB]
if !itemBlacklist.include?(user_battler.item_id)
Battle::ItemEffects.triggerDamageCalcFromUser(
user_battler.item, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
user_battler.effects[PBEffects::GemConsumed] = nil # Untrigger consuming of Gems
end
# TODO: Prefer (1.5x?) if item will be consumed and user has Unburden.
end
if target.item_active? && target_battler.item && !target_battler.item.is_berry?
Battle::ItemEffects.triggerDamageCalcFromTarget(
target_battler.item, user_battler, target_battler, move.move, multipliers, baseDmg, type
)
end
# Global abilities
if @trainer.medium_skill? &&
((@battle.pbCheckGlobalAbility(:DARKAURA) && type == :DARK) ||
(@battle.pbCheckGlobalAbility(:FAIRYAURA) && type == :FAIRY))
if @battle.pbCheckGlobalAbility(:AURABREAK)
multipliers[:base_damage_multiplier] *= 2 / 3.0
else
multipliers[:base_damage_multiplier] *= 4 / 3.0
end
end
# Parental Bond
if @user.has_active_ability?(:PARENTALBOND)
multipliers[:base_damage_multiplier] *= 1.25
end
# Me First
# TODO
# Helping Hand - n/a
# Charge
if @trainer.medium_skill? &&
user_battler.effects[PBEffects::Charge] > 0 && type == :ELECTRIC
multipliers[:base_damage_multiplier] *= 2
end
# Mud Sport and Water Sport
if @trainer.medium_skill?
if type == :ELECTRIC
if @battle.allBattlers.any? { |b| b.effects[PBEffects::MudSport] }
multipliers[:base_damage_multiplier] /= 3
end
if @battle.field.effects[PBEffects::MudSportField] > 0
multipliers[:base_damage_multiplier] /= 3
end
end
if type == :FIRE
if @battle.allBattlers.any? { |b| b.effects[PBEffects::WaterSport] }
multipliers[:base_damage_multiplier] /= 3
end
if @battle.field.effects[PBEffects::WaterSportField] > 0
multipliers[:base_damage_multiplier] /= 3
end
end
end
# Terrain moves
if @trainer.medium_skill?
case @battle.field.terrain
when :Electric
multipliers[:base_damage_multiplier] *= 1.5 if type == :ELECTRIC && user_battler.affectedByTerrain?
when :Grassy
multipliers[:base_damage_multiplier] *= 1.5 if type == :GRASS && user_battler.affectedByTerrain?
when :Psychic
multipliers[:base_damage_multiplier] *= 1.5 if type == :PSYCHIC && user_battler.affectedByTerrain?
when :Misty
multipliers[:base_damage_multiplier] /= 2 if type == :DRAGON && target_battler.affectedByTerrain?
end
end
# Badge multipliers
if @trainer.high_skill? && @battle.internalBattle && target_battler.pbOwnedByPlayer?
# Don't need to check the Atk/Sp Atk-boosting badges because the AI
# won't control the player's Pokémon.
if move.move.physicalMove?(type) && @battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_DEFENSE
multipliers[:defense_multiplier] *= 1.1
elsif move.move.specialMove?(type) && @battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_SPDEF
multipliers[:defense_multiplier] *= 1.1
end
end
# Multi-targeting attacks
if @trainer.high_skill? && move.targets_multiple_battlers?
multipliers[:final_damage_multiplier] *= 0.75
end
# Weather
if @trainer.medium_skill?
case user_battler.effectiveWeather
when :Sun, :HarshSun
case type
when :FIRE
multipliers[:final_damage_multiplier] *= 1.5
when :WATER
multipliers[:final_damage_multiplier] /= 2
end
when :Rain, :HeavyRain
case type
when :FIRE
multipliers[:final_damage_multiplier] /= 2
when :WATER
multipliers[:final_damage_multiplier] *= 1.5
end
when :Sandstorm
if target.has_type?(:ROCK) && move.move.specialMove?(type) &&
move.move.function != "UseTargetDefenseInsteadOfTargetSpDef" # Psyshock
multipliers[:defense_multiplier] *= 1.5
end
end
end
# Critical hits - n/a
# Random variance - n/a
# STAB
if type && @user.has_type?(type)
if @user.has_active_ability?(:ADAPTABILITY)
multipliers[:final_damage_multiplier] *= 2
else
multipliers[:final_damage_multiplier] *= 1.5
end
end
# Type effectiveness
typemod = target.effectiveness_of_type_against_battler(type, @user)
multipliers[:final_damage_multiplier] *= typemod.to_f / Effectiveness::NORMAL_EFFECTIVE
# Burn
if @trainer.high_skill? && move.move.physicalMove?(type) &&
user_battler.status == :BURN && !@user.has_active_ability?(:GUTS) &&
!(Settings::MECHANICS_GENERATION >= 6 &&
move.move.function == "DoublePowerIfUserPoisonedBurnedParalyzed") # Facade
multipliers[:final_damage_multiplier] /= 2
end
# Aurora Veil, Reflect, Light Screen
if @trainer.medium_skill? && !move.move.ignoresReflect? && !@user.has_active_ability?(:INFILTRATOR)
if target_battler.pbOwnSide.effects[PBEffects::AuroraVeil] > 0
if @battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target_battler.pbOwnSide.effects[PBEffects::Reflect] > 0 && move.move.physicalMove?(type)
if @battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target_battler.pbOwnSide.effects[PBEffects::LightScreen] > 0 && move.move.specialMove?(type)
if @battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
end
end
# Minimize
if @trainer.medium_skill? && target_battler.effects[PBEffects::Minimize] && move.move.tramplesMinimize?
multipliers[:final_damage_multiplier] *= 2
end
# Move-specific base damage modifiers
# TODO
# Move-specific final damage modifiers
# TODO
##### Main damage calculation #####
baseDmg = [(baseDmg * 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_battler.level / 5) + 2).floor * baseDmg * atk / defense).floor / 50).floor + 2
damage = [(damage * multipliers[:final_damage_multiplier]).round, 1].max
return damage.floor
end
#=============================================================================
# Check if battler has a move that meets the criteria in the block provided
#=============================================================================

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@@ -920,6 +920,11 @@ Battle::AI::Handlers::MoveEffectScore.add("LowerTargetDefense1",
}
)
Battle::AI::Handlers::MoveBasePower.add("LowerTargetDefense1PowersUpInGravity",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("LowerTargetDefense1PowersUpInGravity",
proc { |score, move, user, target, ai, battle|
if move.statusMove?
@@ -1089,6 +1094,12 @@ Battle::AI::Handlers::MoveEffectScore.add("LowerTargetSpeed1",
Battle::AI::Handlers::MoveEffectScore.copy("LowerTargetSpeed1",
"LowerTargetSpeed1WeakerInGrassyTerrain")
Battle::AI::Handlers::MoveBasePower.add("LowerTargetSpeed1WeakerInGrassyTerrain",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("LowerTargetSpeed1MakeTargetWeakerToFire",
proc { |score, move, user, target, ai, battle|
next 0 if !target.battler.pbCanLowerStatStage?(:SPEED, user.battler) &&
@@ -1394,6 +1405,7 @@ Battle::AI::Handlers::MoveEffectScore.add("UserCopyTargetStatStages",
}
)
# TODO: Account for stat theft before damage calculation.
Battle::AI::Handlers::MoveEffectScore.add("UserStealTargetPositiveStatStages",
proc { |score, move, user, target, ai, battle|
numStages = 0

View File

@@ -297,6 +297,11 @@ Battle::AI::Handlers::MoveEffectScore.add("FlinchTargetFailsIfNotUserFirstTurn",
}
)
Battle::AI::Handlers::MoveBasePower.add("FlinchTargetDoublePowerIfTargetInSky",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("FlinchTargetDoublePowerIfTargetInSky",
proc { |score, move, user, target, ai, battle|
score += 30 if !target.has_active_ability?(:INNERFOCUS) &&

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@@ -1,6 +1,11 @@
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::MoveBasePower.add("FixedDamage20",
proc { |power, move, user, target, ai, battle|
next move.pbFixedDamage(user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("FixedDamage20",
proc { |score, move, user, target, ai, battle|
if target.hp <= 20
@@ -12,12 +17,22 @@ Battle::AI::Handlers::MoveEffectScore.add("FixedDamage20",
}
)
Battle::AI::Handlers::MoveBasePower.add("FixedDamage40",
proc { |power, move, user, target, ai, battle|
next move.pbFixedDamage(user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("FixedDamage40",
proc { |score, move, user, target, ai, battle|
next score + 80 if target.hp <= 40
}
)
Battle::AI::Handlers::MoveBasePower.add("FixedDamageHalfTargetHP",
proc { |power, move, user, target, ai, battle|
next move.pbFixedDamage(user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("FixedDamageHalfTargetHP",
proc { |score, move, user, target, ai, battle|
score -= 50
@@ -25,18 +40,33 @@ Battle::AI::Handlers::MoveEffectScore.add("FixedDamageHalfTargetHP",
}
)
Battle::AI::Handlers::MoveBasePower.add("FixedDamageUserLevel",
proc { |power, move, user, target, ai, battle|
next move.pbFixedDamage(user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("FixedDamageUserLevel",
proc { |score, move, user, target, ai, battle|
next score + 80 if target.hp <= user.level
}
)
Battle::AI::Handlers::MoveBasePower.add("FixedDamageUserLevelRandom",
proc { |power, move, user, target, ai, battle|
next user.level # Average power
}
}
Battle::AI::Handlers::MoveEffectScore.add("FixedDamageUserLevelRandom",
proc { |score, move, user, target, ai, battle|
next score + 30 if target.hp <= user.level
}
)
Battle::AI::Handlers::MoveBasePower.add("LowerTargetHPToUserHP",
proc { |power, move, user, target, ai, battle|
next move.pbFixedDamage(user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("LowerTargetHPToUserHP",
proc { |score, move, user, target, ai, battle|
if user.hp >= target.hp
@@ -48,6 +78,11 @@ Battle::AI::Handlers::MoveEffectScore.add("LowerTargetHPToUserHP",
}
)
Battle::AI::Handlers::MoveBasePower.add("OHKO",
proc { |power, move, user, target, ai, battle|
next 999
}
}
Battle::AI::Handlers::MoveEffectScore.add("OHKO",
proc { |score, move, user, target, ai, battle|
next 0 if target.has_active_ability?(:STURDY)
@@ -55,6 +90,9 @@ Battle::AI::Handlers::MoveEffectScore.add("OHKO",
}
)
Battle::AI::Handlers::MoveBasePower.copy("OHKO",
"OHKOIce",
"OHKOHitsUndergroundTarget")
Battle::AI::Handlers::MoveEffectScore.copy("OHKO",
"OHKOIce",
"OHKOHitsUndergroundTarget")
@@ -69,40 +107,70 @@ Battle::AI::Handlers::MoveEffectScore.add("DamageTargetAlly",
}
)
# PowerHigherWithUserHP
Battle::AI::Handlers::MoveBasePower.add("PowerHigherWithUserHP",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
# PowerLowerWithUserHP
Battle::AI::Handlers::MoveBasePower.copy("PowerHigherWithUserHP",
"PowerLowerWithUserHP",
"PowerHigherWithTargetHP",
"PowerHigherWithUserHappiness",
"PowerLowerWithUserHappiness",
"PowerHigherWithUserPositiveStatStages",
"PowerHigherWithTargetPositiveStatStages",
"PowerHigherWithUserFasterThanTarget",
"PowerHigherWithTargetFasterThanUser")
# PowerHigherWithTargetHP
Battle::AI::Handlers::MoveBasePower.add("PowerHigherWithLessPP",
proc { |power, move, user, target, ai, battle|
next 0 if move.move.pp == 0 && move.move.totalpp > 0
dmgs = [200, 80, 60, 50, 40]
ppLeft = [move.pp - 1, dmgs.length - 1].min
next dmgs[ppLeft]
}
}
# PowerHigherWithUserHappiness
Battle::AI::Handlers::MoveBasePower.add("PowerHigherWithTargetWeight",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
# PowerLowerWithUserHappiness
Battle::AI::Handlers::MoveBasePower.copy("PowerHigherWithTargetWeight",
"PowerHigherWithUserHeavierThanTarget")
# PowerHigherWithUserPositiveStatStages
Battle::AI::Handlers::MoveBasePower.add("PowerHigherWithConsecutiveUse",
proc { |power, move, user, target, ai, battle|
next power << user.effects[PBEffects::FuryCutter]
}
}
# PowerHigherWithTargetPositiveStatStages
Battle::AI::Handlers::MoveBasePower.add("PowerHigherWithConsecutiveUseOnUserSide",
proc { |power, move, user, target, ai, battle|
next power * (user.pbOwnSide.effects[PBEffects::EchoedVoiceCounter] + 1)
}
}
# PowerHigherWithUserFasterThanTarget
Battle::AI::Handlers::MoveBasePower.add("RandomPowerDoublePowerIfTargetUnderground",
proc { |power, move, user, target, ai, battle|
power = 71 # Average damage
next move.pbModifyDamage(power, user.battler, target.battler)
}
}
# PowerHigherWithTargetFasterThanUser
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfTargetHPLessThanHalf",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
# PowerHigherWithLessPP
# PowerHigherWithTargetWeight
# PowerHigherWithUserHeavierThanTarget
# PowerHigherWithConsecutiveUse
# PowerHigherWithConsecutiveUseOnUserSide
# RandomPowerDoublePowerIfTargetUnderground
# DoublePowerIfTargetHPLessThanHalf
# DoublePowerIfUserPoisonedBurnedParalyzed
Battle::AI::Handlers::MoveBasePower.copy("DoublePowerIfTargetHPLessThanHalf",
"DoublePowerIfUserPoisonedBurnedParalyzed")
Battle::AI::Handlers::MoveBasePower.copy("DoublePowerIfTargetHPLessThanHalf",
"DoublePowerIfTargetAsleepCureTarget")
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerIfTargetAsleepCureTarget",
proc { |score, move, user, target, ai, battle|
next score - 20 if target.status == :SLEEP && # Will cure status
@@ -110,33 +178,51 @@ Battle::AI::Handlers::MoveEffectScore.add("DoublePowerIfTargetAsleepCureTarget",
}
)
# DoublePowerIfTargetPoisoned
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfTargetPoisoned",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveBasePower.copy("DoublePowerIfTargetPoisoned",
"DoublePowerIfTargetParalyzedCureTarget")
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerIfTargetParalyzedCureTarget",
proc { |score, move, user, target, ai, battle|
next score - 20 if target.status == :PARALYSIS # Will cure status
}
)
# DoublePowerIfTargetStatusProblem
# DoublePowerIfUserHasNoItem
# DoublePowerIfTargetUnderwater
# DoublePowerIfTargetUnderground
# DoublePowerIfTargetInSky
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerInElectricTerrain",
proc { |score, move, user, target, ai, battle|
next score + 40 if battle.field.terrain == :Electric && target.battler.affectedByTerrain?
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfTargetStatusProblem",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
)
}
# DoublePowerIfUserLastMoveFailed
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfUserHasNoItem",
proc { |power, move, user, target, ai, battle|
next power * 2 if !user.item || user.has_active_item?(:FLYINGGEM)
}
}
# DoublePowerIfAllyFaintedLastTurn
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfTargetUnderwater",
proc { |power, move, user, target, ai, battle|
next move.pbModifyDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveBasePower.copy("DoublePowerIfTargetUnderwater",
"DoublePowerIfTargetUnderground")
Battle::AI::Handlers::MoveBasePower.add("DoublePowerIfTargetInSky",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveBasePower.copy("DoublePowerIfTargetInSky",
"DoublePowerInElectricTerrain",
"DoublePowerIfUserLastMoveFailed",
"DoublePowerIfAllyFaintedLastTurn")
Battle::AI::Handlers::MoveEffectScore.add("DoublePowerIfUserLostHPThisTurn",
proc { |score, move, user, target, ai, battle|
@@ -393,7 +479,23 @@ Battle::AI::Handlers::MoveEffectScore.add("RecoilHalfOfDamageDealt",
}
)
# EffectivenessIncludesFlyingType
Battle::AI::Handlers::MoveBasePower.add("EffectivenessIncludesFlyingType",
proc { |power, move, user, target, ai, battle|
if GameData::Type.exists?(:FLYING)
if ai.trainer.high_skill?
targetTypes = target.battler.pbTypes(true)
mult = Effectiveness.calculate(
:FLYING, targetTypes[0], targetTypes[1], targetTypes[2]
)
else
mult = Effectiveness.calculate(
:FLYING, target.types[0], target.types[1], target.effects[PBEffects::Type3]
)
end
next (power.to_f * mult / Effectiveness::NORMAL_EFFECTIVE).round
end
}
}
Battle::AI::Handlers::MoveEffectScore.add("CategoryDependsOnHigherDamagePoisonTarget",
proc { |score, move, user, target, ai, battle|
@@ -446,8 +548,19 @@ Battle::AI::Handlers::MoveEffectScore.add("StartNegateTargetEvasionStatStageAndD
# TypeIsUserFirstType
# TypeDependsOnUserIVs
Battle::AI::Handlers::MoveBasePower.add("TypeDependsOnUserIVs",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveBasePower.add("TypeAndPowerDependOnUserBerry",
proc { |power, move, user, target, ai, battle|
# TODO: Can't this just call move.pbBaseDamage?
ret = move.pbNaturalGiftBaseDamage(user.item_id)
next (ret == 1) ? 0 : ret
}
}
Battle::AI::Handlers::MoveEffectScore.add("TypeAndPowerDependOnUserBerry",
proc { |score, move, user, target, ai, battle|
next 0 if !user.item || !user.item.is_berry? || !user.item_active?
@@ -466,8 +579,14 @@ Battle::AI::Handlers::MoveEffectScore.add("TypeDependsOnUserMorpekoFormRaiseUser
}
)
# TypeAndPowerDependOnWeather
Battle::AI::Handlers::MoveBasePower.add("TypeAndPowerDependOnWeather",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveBasePower.copy("TypeAndPowerDependOnWeather",
"TypeAndPowerDependOnTerrain")
Battle::AI::Handlers::MoveEffectScore.add("TypeAndPowerDependOnTerrain",
proc { |score, move, user, target, ai, battle|
next score + 40 if battle.field.terrain != :None

View File

@@ -2,8 +2,14 @@
#
#===============================================================================
# HitTwoTimes
Battle::AI::Handlers::MoveBasePower.add("HitTwoTimes",
proc { |power, move, user, target, ai, battle|
next power * move.pbNumHits(user.battler, [target.battler])
}
}
Battle::AI::Handlers::MoveBasePower.copy("HitTwoTimes",
"HitTwoTimesPoisonTarget")
Battle::AI::Handlers::MoveEffectScore.add("HitTwoTimesPoisonTarget",
proc { |score, move, user, target, ai, battle|
next 0 if !target.battler.pbCanPoison?(user.battler, false)
@@ -22,16 +28,31 @@ Battle::AI::Handlers::MoveEffectScore.add("HitTwoTimesPoisonTarget",
}
)
Battle::AI::Handlers::MoveBasePower.copy("HitTwoTimes",
"HitTwoTimesFlinchTarget")
Battle::AI::Handlers::MoveEffectScore.add("HitTwoTimesFlinchTarget",
proc { |score, move, user, target, ai, battle|
next score + 30 if target.effects[PBEffects::Minimize]
}
)
# HitTwoTimesTargetThenTargetAlly
Battle::AI::Handlers::MoveBasePower.add("HitTwoTimesTargetThenTargetAlly",
proc { |power, move, user, target, ai, battle|
next power * 2
}
}
# HitThreeTimesPowersUpWithEachHit
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::MoveBasePower.add("HitThreeTimesAlwaysCriticalHit",
proc { |power, move, user, target, ai, battle|
next power * move.pbNumHits(user.battler, [target.battler])
}
}
Battle::AI::Handlers::MoveEffectScore.add("HitThreeTimesAlwaysCriticalHit",
proc { |score, move, user, target, ai, battle|
if ai.trainer.high_skill?
@@ -41,10 +62,29 @@ Battle::AI::Handlers::MoveEffectScore.add("HitThreeTimesAlwaysCriticalHit",
}
)
# HitTwoToFiveTimes
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
}
}
# HitTwoToFiveTimesOrThreeForAshGreninja
Battle::AI::Handlers::MoveBasePower.add("HitTwoToFiveTimesOrThreeForAshGreninja",
proc { |power, move, user, target, ai, battle|
if user.battler.isSpecies?(:GRENINJA) && user.battler.form == 2
next move.pbBaseDamage(power, user.battler, target.battler) * 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::MoveBasePower.add("HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1",
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::MoveEffectScore.add("HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1",
proc { |score, move, user, target, ai, battle|
aspeed = user.rough_stat(:SPEED)
@@ -59,13 +99,25 @@ Battle::AI::Handlers::MoveEffectScore.add("HitTwoToFiveTimesRaiseUserSpd1LowerUs
}
)
# HitOncePerUserTeamMember
Battle::AI::Handlers::MoveBasePower.add("HitTwoToFiveTimesRaiseUserSpd1LowerUserDef1",
proc { |power, move, user, target, ai, battle|
ret = 0
ai.battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, _i|
ret += 5 + (pkmn.baseStats[:ATTACK] / 10)
end
next ret
}
}
# AttackAndSkipNextTurn
# TwoTurnAttack
# TwoTurnAttackOneTurnInSun
Battle::AI::Handlers::MoveBasePower.add("TwoTurnAttackOneTurnInSun",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamageMultiplier(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("TwoTurnAttackParalyzeTarget",
proc { |score, move, user, target, ai, battle|
@@ -184,8 +236,17 @@ Battle::AI::Handlers::MoveEffectScore.add("TwoTurnAttackChargeRaiseUserSpAtk1",
# MultiTurnAttackConfuseUserAtEnd
# MultiTurnAttackPowersUpEachTurn
Battle::AI::Handlers::MoveBasePower.add("MultiTurnAttackPowersUpEachTurn",
proc { |power, move, user, target, ai, battle|
next power * 2 if user.effects[PBEffects::DefenseCurl]
}
}
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, target, ai, battle|
if user.hp <= user.totalhp / 4

View File

@@ -273,6 +273,11 @@ Battle::AI::Handlers::MoveEffectScore.add("UserFaintsExplosive",
}
)
Battle::AI::Handlers::MoveBasePower.add("UserFaintsPowersUpInMistyTerrainExplosive",
proc { |power, move, user, target, ai, battle|
next power * 3 / 2 if battle.field.terrain == :Misty
}
}
Battle::AI::Handlers::MoveEffectScore.add("UserFaintsPowersUpInMistyTerrainExplosive",
proc { |score, move, user, target, ai, battle|
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)
@@ -292,7 +297,11 @@ Battle::AI::Handlers::MoveEffectScore.add("UserFaintsPowersUpInMistyTerrainExplo
}
)
# UserFaintsFixedDamageUserHP
Battle::AI::Handlers::MoveBasePower.add("UserFaintsFixedDamageUserHP",
proc { |power, move, user, target, ai, battle|
next user.hp
}
}
Battle::AI::Handlers::MoveEffectScore.add("UserFaintsLowerTargetAtkSpAtk2",
proc { |score, move, user, target, ai, battle|

View File

@@ -58,6 +58,11 @@ Battle::AI::Handlers::MoveEffectScore.add("RestoreUserConsumedItem",
}
)
Battle::AI::Handlers::MoveBasePower.add("RemoveTargetItem",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("RemoveTargetItem",
proc { |score, move, user, target, ai, battle|
if ai.trainer.high_skill?
@@ -186,6 +191,11 @@ Battle::AI::Handlers::MoveEffectScore.add("UserConsumeTargetBerry",
}
)
Battle::AI::Handlers::MoveBasePower.add("ThrowUserItemAtTarget",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("ThrowUserItemAtTarget",
proc { |score, move, user, target, ai, battle|
next 0 if !user.item || !user.item_active? ||

View File

@@ -32,7 +32,11 @@ Battle::AI::Handlers::MoveEffectScore.add("CannotBeRedirected",
}
)
# RandomlyDamageOrHealTarget
Battle::AI::Handlers::MoveBasePower.add("RandomlyDamageOrHealTarget",
proc { |power, move, user, target, ai, battle|
next 50 # Average power, ish
}
}
Battle::AI::Handlers::MoveEffectScore.add("HealAllyOrDamageFoe",
proc { |score, move, user, target, ai, battle|
@@ -73,6 +77,11 @@ Battle::AI::Handlers::MoveEffectScore.add("CurseTargetOrLowerUserSpd1RaiseUserAt
# EffectDependsOnEnvironment
Battle::AI::Handlers::MoveBasePower.add("HitsAllFoesAndPowersUpInPsychicTerrain",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("HitsAllFoesAndPowersUpInPsychicTerrain",
proc { |score, move, user, target, ai, battle|
next score + 40 if battle.field.terrain == :Psychic && user.battler.affectedByTerrain?
@@ -103,6 +112,11 @@ Battle::AI::Handlers::MoveEffectScore.add("PowerUpAllyMove",
}
)
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, target, ai, battle|
if target.effects[PBEffects::HyperBeam] > 0
@@ -121,6 +135,11 @@ Battle::AI::Handlers::MoveEffectScore.add("CounterPhysicalDamage",
}
)
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, target, ai, battle|
if target.effects[PBEffects::HyperBeam] > 0
@@ -139,6 +158,11 @@ Battle::AI::Handlers::MoveEffectScore.add("CounterSpecialDamage",
}
)
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, target, ai, battle|
next score - 90 if target.effects[PBEffects::HyperBeam] > 0
@@ -161,6 +185,11 @@ Battle::AI::Handlers::MoveEffectScore.add("UserAddStockpileRaiseDefSpDef1",
}
)
Battle::AI::Handlers::MoveBasePower.add("PowerDependsOnUserStockpile",
proc { |power, move, user, target, ai, battle|
next move.pbBaseDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("PowerDependsOnUserStockpile",
proc { |score, move, user, target, ai, battle|
next 0 if user.effects[PBEffects::Stockpile] == 0

View File

@@ -115,6 +115,11 @@ Battle::AI::Handlers::MoveEffectScore.add("BindTarget",
}
)
Battle::AI::Handlers::MoveBasePower.add("BindTargetDoublePowerIfTargetUnderwater",
proc { |power, move, user, target, ai, battle|
next move.pbModifyDamage(power, user.battler, target.battler)
}
}
Battle::AI::Handlers::MoveEffectScore.add("BindTargetDoublePowerIfTargetUnderwater",
proc { |score, move, user, target, ai, battle|
next score + 40 if target.effects[PBEffects::Trapping] == 0

View File

@@ -16,6 +16,7 @@ class Battle::AI::AIMove
#=============================================================================
# pp
# totalpp
# priority
# usableWhenAsleep?
# thawsUser?
@@ -81,121 +82,281 @@ class Battle::AI::AIMove
ret = @move.baseDamage
ret = 60 if ret == 1
return ret if !@ai.trainer.medium_skill?
return Battle::AI::Handlers.get_base_power(function,
ret, self, @ai.user, @ai.target, @ai, @ai.battle)
end
def rough_damage
power = base_power
return power if @move.is_a?(Battle::Move::FixedDamageMove)
# Get the user and target of this move
user = @ai.user
user_battler = user.battler
target = @ai.target
target_battler = target.battler
# Covers all function codes which have their own def pbBaseDamage
case @move.function
when "FixedDamage20", "FixedDamage40", "FixedDamageHalfTargetHP",
"FixedDamageUserLevel", "LowerTargetHPToUserHP"
ret = @move.pbFixedDamage(user_battler, target_battler)
when "FixedDamageUserLevelRandom"
ret = user_battler.level
when "OHKO", "OHKOIce", "OHKOHitsUndergroundTarget"
ret = 200
when "CounterPhysicalDamage", "CounterSpecialDamage", "CounterDamagePlusHalf"
ret = 60
when "DoublePowerIfTargetUnderwater", "DoublePowerIfTargetUnderground",
"BindTargetDoublePowerIfTargetUnderwater"
ret = @move.pbModifyDamage(ret, user_battler, target_battler)
when "DoublePowerIfTargetInSky",
"FlinchTargetDoublePowerIfTargetInSky",
"DoublePowerIfTargetPoisoned",
"DoublePowerIfTargetParalyzedCureTarget",
"DoublePowerIfTargetAsleepCureTarget",
"DoublePowerIfUserPoisonedBurnedParalyzed",
"DoublePowerIfTargetStatusProblem",
"DoublePowerIfTargetHPLessThanHalf",
"DoublePowerIfAllyFaintedLastTurn",
"TypeAndPowerDependOnWeather",
"PowerHigherWithUserHappiness",
"PowerLowerWithUserHappiness",
"PowerHigherWithUserHP",
"PowerHigherWithTargetHP",
"PowerHigherWithUserPositiveStatStages",
"PowerHigherWithTargetPositiveStatStages",
"TypeDependsOnUserIVs",
"PowerHigherWithConsecutiveUse",
"PowerHigherWithConsecutiveUseOnUserSide",
"PowerHigherWithLessPP",
"PowerLowerWithUserHP",
"PowerHigherWithUserFasterThanTarget",
"PowerHigherWithTargetWeight",
"ThrowUserItemAtTarget",
"PowerDependsOnUserStockpile"
ret = @move.pbBaseDamage(ret, user_battler, target_battler)
when "DoublePowerIfUserHasNoItem"
ret *= 2 if !user_battler.item || user.has_active_item?(:FLYINGGEM)
when "PowerHigherWithTargetFasterThanUser"
targetSpeed = target.rough_stat(:SPEED)
userSpeed = user.rough_stat(:SPEED)
ret = [[(25 * targetSpeed / userSpeed).floor, 150].min, 1].max
when "RandomlyDamageOrHealTarget"
ret = 50
when "RandomPowerDoublePowerIfTargetUnderground"
ret = 71
ret *= 2 if target_battler.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground") # Dig
when "TypeAndPowerDependOnUserBerry"
ret = @move.pbNaturalGiftBaseDamage(user_battler.item_id)
when "PowerHigherWithUserHeavierThanTarget"
ret = @move.pbBaseDamage(ret, user_battler, target_battler)
ret *= 2 if Settings::MECHANICS_GENERATION >= 7 && @trainer.medium_skill? &&
target_battler.effects[PBEffects::Minimize]
when "AlwaysCriticalHit", "HitTwoTimes", "HitTwoTimesPoisonTarget"
ret *= 2
when "HitThreeTimesPowersUpWithEachHit"
ret *= 6 # Hits do x1, x2, x3 ret in turn, for x6 in total
when "HitTwoToFiveTimes"
if user.has_active_ability?(:SKILLLINK)
ret *= 5
# Get the move's type
calc_type = rough_type
##### Calculate user's attack stat #####
atk = user.rough_stat(:ATTACK)
if function == "UseTargetAttackInsteadOfUserAttack" # Foul Play
atk = target.rough_stat(:ATTACK)
elsif function == "UseUserBaseDefenseInsteadOfUserBaseAttack" # Body Press
atk = user.rough_stat(:DEFENSE)
elsif specialMove?(calc_type)
if function == "UseTargetAttackInsteadOfUserAttack" # Foul Play
atk = target.rough_stat(:SPECIAL_ATTACK)
else
ret = (ret * 31 / 10).floor # Average damage dealt
atk = user.rough_stat(:SPECIAL_ATTACK)
end
when "HitTwoToFiveTimesOrThreeForAshGreninja"
if user_battler.isSpecies?(:GRENINJA) && user_battler.form == 2
ret *= 4 # 3 hits at 20 power = 4 hits at 15 power
elsif user.has_active_ability?(:SKILLLINK)
ret *= 5
else
ret = (ret * 31 / 10).floor # Average damage dealt
end
when "HitOncePerUserTeamMember"
mult = 0
@ai.battle.eachInTeamFromBattlerIndex(user.index) do |pkmn, _i|
mult += 1 if pkmn&.able? && pkmn.status == :NONE
end
ret *= mult
when "TwoTurnAttackOneTurnInSun"
ret = @move.pbBaseDamageMultiplier(ret, user_battler, target_battler)
when "MultiTurnAttackPowersUpEachTurn"
ret *= 2 if user_battler.effects[PBEffects::DefenseCurl]
when "MultiTurnAttackBideThenReturnDoubleDamage"
ret = 40
when "UserFaintsFixedDamageUserHP"
ret = user_battler.hp
when "EffectivenessIncludesFlyingType"
if GameData::Type.exists?(:FLYING)
if @trainer.high_skill?
targetTypes = target_battler.pbTypes(true)
mult = Effectiveness.calculate(
:FLYING, targetTypes[0], targetTypes[1], targetTypes[2]
)
else
mult = Effectiveness.calculate(
:FLYING, target.types[0], target.types[1], target.effects[PBEffects::Type3]
)
end
ret = (ret.to_f * mult / Effectiveness::NORMAL_EFFECTIVE).round
end
ret *= 2 if @trainer.medium_skill? && target_battler.effects[PBEffects::Minimize]
when "DoublePowerIfUserLastMoveFailed"
ret *= 2 if user_battler.lastRoundMoveFailed
when "HitTwoTimesFlinchTarget"
ret *= 2
ret *= 2 if @trainer.medium_skill? && target_battler.effects[PBEffects::Minimize]
end
return ret
##### Calculate target's defense stat #####
defense = target.rough_stat(:DEFENSE)
if specialMove?(calc_type) && function != "UseTargetDefenseInsteadOfTargetSpDef" # Psyshock
defense = target.rough_stat(:SPECIAL_DEFENSE)
end
##### Calculate all multiplier effects #####
multipliers = {
:base_damage_multiplier => 1.0,
:attack_multiplier => 1.0,
:defense_multiplier => 1.0,
:final_damage_multiplier => 1.0
}
# Ability effects that alter damage
moldBreaker = @ai.trainer.high_skill? && target_battler.hasMoldBreaker?
if user.ability_active?
# NOTE: These abilities aren't suitable for checking at the start of the
# round.
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
)
end
end
if @ai.trainer.medium_skill? && !moldBreaker
user_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromAlly(
b.ability, user_battler, target_battler, @move, multipliers, power, calc_type
)
end
end
if !moldBreaker && target.ability_active?
# NOTE: These abilities aren't suitable for checking at the start of the
# round.
abilityBlacklist = [:FILTER, :SOLIDROCK]
if !abilityBlacklist.include?(target.ability_id)
Battle::AbilityEffects.triggerDamageCalcFromTarget(
target.ability, user_battler, target_battler, @move, multipliers, power, calc_type
)
end
end
if @ai.trainer.high_skill? && !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
)
end
end
# Item effects that alter damage
# NOTE: Type-boosting gems aren't suitable for checking at the start of the
# round.
if user.item_active?
# NOTE: These items aren't suitable for checking at the start of the
# round.
itemBlacklist = [:EXPERTBELT, :LIFEORB]
if !itemBlacklist.include?(user.item_id)
Battle::ItemEffects.triggerDamageCalcFromUser(
user.item, user_battler, target_battler, @move, multipliers, power, calc_type
)
user.effects[PBEffects::GemConsumed] = nil # Untrigger consuming of Gems
end
# TODO: Prefer (1.5x?) if item will be consumed and user has Unburden.
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
)
end
# Global abilities
if @ai.trainer.medium_skill? &&
((@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
else
multipliers[:base_damage_multiplier] *= 4 / 3.0
end
end
# Parental Bond
if user.has_active_ability?(:PARENTALBOND)
multipliers[:base_damage_multiplier] *= 1.25
end
# Me First
# TODO
# Helping Hand - n/a
# Charge
if @ai.trainer.medium_skill? &&
user.effects[PBEffects::Charge] > 0 && calc_type == :ELECTRIC
multipliers[:base_damage_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
end
if @ai.battle.field.effects[PBEffects::MudSportField] > 0
multipliers[:base_damage_multiplier] /= 3
end
elsif calc_type == :FIRE
if @ai.battle.allBattlers.any? { |b| b.effects[PBEffects::WaterSport] }
multipliers[:base_damage_multiplier] /= 3
end
if @ai.battle.field.effects[PBEffects::WaterSportField] > 0
multipliers[:base_damage_multiplier] /= 3
end
end
end
# Terrain moves
if @ai.trainer.medium_skill?
case @ai.battle.field.terrain
when :Electric
multipliers[:base_damage_multiplier] *= 1.5 if calc_type == :ELECTRIC && user_battler.affectedByTerrain?
when :Grassy
multipliers[:base_damage_multiplier] *= 1.5 if calc_type == :GRASS && user_battler.affectedByTerrain?
when :Psychic
multipliers[:base_damage_multiplier] *= 1.5 if calc_type == :PSYCHIC && user_battler.affectedByTerrain?
when :Misty
multipliers[:base_damage_multiplier] /= 2 if calc_type == :DRAGON && target_battler.affectedByTerrain?
end
end
# Badge multipliers
if @ai.trainer.high_skill? && @ai.battle.internalBattle && target_battler.pbOwnedByPlayer?
# Don't need to check the Atk/Sp Atk-boosting badges because the AI
# won't control the player's Pokémon.
if physicalMove?(calc_type) && @ai.battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_DEFENSE
multipliers[:defense_multiplier] *= 1.1
elsif specialMove?(calc_type) && @ai.battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_SPDEF
multipliers[:defense_multiplier] *= 1.1
end
end
# Multi-targeting attacks
if @ai.trainer.high_skill? && targets_multiple_battlers?
multipliers[:final_damage_multiplier] *= 0.75
end
# Weather
if @ai.trainer.medium_skill?
case user_battler.effectiveWeather
when :Sun, :HarshSun
case calc_type
when :FIRE
multipliers[:final_damage_multiplier] *= 1.5
when :WATER
multipliers[:final_damage_multiplier] /= 2
end
when :Rain, :HeavyRain
case calc_type
when :FIRE
multipliers[:final_damage_multiplier] /= 2
when :WATER
multipliers[:final_damage_multiplier] *= 1.5
end
when :Sandstorm
if target.has_type?(:ROCK) && specialMove?(calc_type) &&
function != "UseTargetDefenseInsteadOfTargetSpDef" # Psyshock
multipliers[:defense_multiplier] *= 1.5
end
end
end
# Critical hits - n/a
# Random variance - n/a
# STAB
if calc_type && user.has_type?(calc_type)
if user.has_active_ability?(:ADAPTABILITY)
multipliers[:final_damage_multiplier] *= 2
else
multipliers[:final_damage_multiplier] *= 1.5
end
end
# Type effectiveness
typemod = target.effectiveness_of_type_against_battler(calc_type, user)
multipliers[:final_damage_multiplier] *= typemod.to_f / Effectiveness::NORMAL_EFFECTIVE
# Burn
if @ai.trainer.high_skill? && physicalMove?(calc_type) &&
user.status == :BURN && !user.has_active_ability?(:GUTS) &&
!(Settings::MECHANICS_GENERATION >= 6 &&
function == "DoublePowerIfUserPoisonedBurnedParalyzed") # Facade
multipliers[:final_damage_multiplier] /= 2
end
# Aurora Veil, Reflect, Light Screen
if @ai.trainer.medium_skill? && !@move.ignoresReflect? && !user.has_active_ability?(:INFILTRATOR)
if target.pbOwnSide.effects[PBEffects::AuroraVeil] > 0
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target.pbOwnSide.effects[PBEffects::Reflect] > 0 && physicalMove?(calc_type)
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target.pbOwnSide.effects[PBEffects::LightScreen] > 0 && specialMove?(calc_type)
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
end
end
# Minimize
if @ai.trainer.medium_skill? && target.effects[PBEffects::Minimize] && @move.tramplesMinimize?
multipliers[:final_damage_multiplier] *= 2
end
# Move-specific base damage modifiers
# TODO
# Move-specific final damage modifiers
# 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
return damage.floor
end
#=============================================================================