Improved AI code for weather-causing moves, added AI getting flags from trainer types, added Legendary/Mythical flags to pokemon.txt, added Setting to make wild Legendary/Mythical Pokémon smarter

This commit is contained in:
Maruno17
2023-02-20 23:33:09 +00:00
parent 0e4053f837
commit d0c99aa512
21 changed files with 610 additions and 241 deletions

View File

@@ -104,4 +104,11 @@ module Settings
CHECK_EVOLUTION_AFTER_ALL_BATTLES = (MECHANICS_GENERATION >= 6)
# Whether fainted Pokémon can try to evolve after a battle.
CHECK_EVOLUTION_FOR_FAINTED_POKEMON = true
#=============================================================================
# Whether wild Pokémon with the "Legendary" or "Mythical" flag (as defined in
# pokemon.txt) have a smarter AI. Their skill level is set to 32, which is a
# medium skill level.
SMARTER_WILD_LEGENDARY_POKEMON = true
end

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@@ -788,7 +788,7 @@ class Battle::Move::UseLastMoveUsedByTarget < Battle::Move
def pbFailsAgainstTarget?(user, target, show_message)
if !target.lastRegularMoveUsed ||
GameData::Move.get(target.lastRegularMoveUsed).flags.none? { |f| f[/^CanMirrorMove$/i] }
!GameData::Move.get(target.lastRegularMoveUsed).has_flag?("CanMirrorMove")
@battle.pbDisplay(_INTL("The mirror move failed!")) if show_message
return true
end

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@@ -105,7 +105,7 @@ class Battle::AI
end
# Spikes
if battler_side.effects[PBEffects::Spikes] > 0 && !pkmn.hasAbility?(:MAGICGUARD) &&
!battler.airborne? && !pkmn.hasItem?(:HEAVYDUTYBOOTS)
!pkmn.hasItem?(:HEAVYDUTYBOOTS)
if @battle.field.effects[PBEffects::Gravity] > 0 || pkmn.hasItem?(:IRONBALL) ||
!(pkmn.hasType?(:FLYING) || pkmn.hasItem?(:LEVITATE) || pkmn.hasItem?(:AIRBALLOON))
spikes_div = [8, 6, 4][battler_side.effects[PBEffects::Spikes] - 1]

View File

@@ -19,21 +19,21 @@ class Battle::AI
#=============================================================================
def pbGetMoveScores
choices = []
@user.battler.eachMoveWithIndex do |move, idxMove|
@user.battler.eachMoveWithIndex do |orig_move, idxMove|
# Unchoosable moves aren't considered
if !@battle.pbCanChooseMove?(@user.index, idxMove, false)
if move.pp == 0 && move.total_pp > 0
PBDebug.log_ai("#{@user.name} cannot use #{move.name} (no PP left)")
if orig_move.pp == 0 && orig_move.total_pp > 0
PBDebug.log_ai("#{@user.name} cannot use #{orig_move.name} (no PP left)")
else
PBDebug.log_ai("#{@user.name} cannot choose to use #{move.name}")
PBDebug.log_ai("#{@user.name} cannot choose to use #{orig_move.name}")
end
next
end
# Set up move in class variables
set_up_move_check(move)
set_up_move_check(orig_move)
# Predict whether the move will fail (generally)
if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailure
PBDebug.log_ai("#{@user.name} is considering using #{@move.name}...")
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
PBDebug.log_score_change(MOVE_FAIL_SCORE - MOVE_BASE_SCORE, "move will fail")
add_move_to_choices(choices, idxMove, MOVE_FAIL_SCORE)
next
@@ -47,7 +47,7 @@ class Battle::AI
case target_data.num_targets
when 0 # No targets, affects the user or a side or the whole field
# Includes: BothSides, FoeSide, None, User, UserSide
PBDebug.log_ai("#{@user.name} is considering using #{@move.name}...")
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore }
add_move_to_choices(choices, idxMove, score)
@@ -61,7 +61,7 @@ class Battle::AI
# TODO: Should this sometimes consider targeting an ally? See def
# pbGetMoveScoreAgainstTarget for more information.
next if target_data.targets_foe && !@user.battler.opposes?(b)
PBDebug.log_ai("#{@user.name} is considering using #{@move.name} against #{b.name} (#{b.index})...")
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name} against #{b.name} (#{b.index})...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore([b]) }
add_move_to_choices(choices, idxMove, score, b.index)
@@ -75,7 +75,7 @@ class Battle::AI
next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data)
targets.push(b)
end
PBDebug.log_ai("#{@user.name} is considering using #{@move.name}...")
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore(targets) }
add_move_to_choices(choices, idxMove, score)
@@ -143,11 +143,6 @@ class Battle::AI
!move.moveBlacklist.include?(GameData::Move.get(@battle.lastMoveUsed).function_code)
move = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(@battle.lastMoveUsed))
end
when "UseLastMoveUsedByTarget"
if target.battler.lastRegularMoveUsed &&
GameData::Move.get(target.battler.lastRegularMoveUsed).flags.any? { |f| f[/^CanMirrorMove$/i] }
move = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(target.battler.lastRegularMoveUsed))
end
when "UseMoveDependingOnEnvironment"
move.pbOnStartUse(@user.battler, []) # Determine which move is used instead
move = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(move.npMove))
@@ -159,6 +154,13 @@ class Battle::AI
def set_up_move_check_target(target)
@target = (target) ? @battlers[target.index] : nil
@target&.refresh_battler
if @target && @move.function == "UseLastMoveUsedByTarget"
if @target.battler.lastRegularMoveUsed &&
GameData::Move.get(@target.battler.lastRegularMoveUsed).has_flag?("CanMirrorMove")
mov = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(@target.battler.lastRegularMoveUsed))
@move.set_up(mov)
end
end
end
#=============================================================================
@@ -231,7 +233,9 @@ class Battle::AI
# TODO: Distinguish between affected foes and affected allies?
affected_targets = 0
# Get a score for the move against each target in turn
orig_move = @move.move # In case move is Mirror Move and changes depending on the target
targets.each do |target|
set_up_move_check(orig_move)
set_up_move_check_target(target)
t_score = pbGetMoveScoreAgainstTarget
next if t_score < 0

View File

@@ -557,8 +557,127 @@ class Battle::AI
#=============================================================================
#
#=============================================================================
def get_score_for_terrain(terrain, move_user)
def get_score_for_weather(weather, move_user, starting = false)
return 0 if @battle.pbCheckGlobalAbility(:AIRLOCK) ||
@battle.pbCheckGlobalAbility(:CLOUDNINE)
ret = 0
if starting
weather_extender = {
:Sun => :HEATROCK,
:Rain => :DAMPROCK,
:Sandstorm => :SMOOTHROCK,
:Hail => :ICYROCK
}[weather]
ret += 4 if weather_extender && move_user.has_active_item?(weather_extender)
end
each_battler do |b, i|
# Check each battler for weather-specific effects
case weather
when :Sun
# Check for Fire/Water moves
if b.has_damaging_move_of_type?(:FIRE)
ret += (b.opposes?(move_user)) ? -8 : 8
end
if b.has_damaging_move_of_type?(:WATER)
ret += (b.opposes?(move_user)) ? 8 : -8
end
# TODO: Check for freezing moves.
when :Rain
# Check for Fire/Water moves
if b.has_damaging_move_of_type?(:WATER)
ret += (b.opposes?(move_user)) ? -8 : 8
end
if b.has_damaging_move_of_type?(:FIRE)
ret += (b.opposes?(move_user)) ? 8 : -8
end
when :Sandstorm
# Check for battlers affected by sandstorm's effects
if b.battler.takesSandstormDamage? # End of round damage
ret += (b.opposes?(move_user)) ? 8 : -8
end
if b.has_type?(:ROCK) # +SpDef for Rock types
ret += (b.opposes?(move_user)) ? -8 : 8
end
when :Hail
# Check for battlers affected by hail's effects
if b.battler.takesHailDamage? # End of round damage
ret += (b.opposes?(move_user)) ? 8 : -8
end
when :ShadowSky
# Check for battlers affected by Shadow Sky's effects
if b.has_damaging_move_of_type?(:SHADOW)
ret += (b.opposes?(move_user)) ? 8 : -8
end
if b.battler.takesShadowSkyDamage? # End of round damage
ret += (b.opposes?(move_user)) ? 8 : -8
end
end
# Check each battler's abilities/other moves affected by the new weather
if @trainer.medium_skill? && !b.has_active_item?(:UTILITYUMBRELLA)
beneficial_abilities = {
:Sun => [:CHLOROPHYLL, :FLOWERGIFT, :FORECAST, :HARVEST, :LEAFGUARD, :SOLARPOWER],
:Rain => [:DRYSKIN, :FORECAST, :HYDRATION, :RAINDISH, :SWIFTSWIM],
:Sandstorm => [:SANDFORCE, :SANDRUSH, :SANDVEIL],
:Hail => [:FORECAST, :ICEBODY, :SLUSHRUSH, :SNOWCLOAK]
}[weather]
if beneficial_abilities && beneficial_abilities.length > 0 &&
b.has_active_ability?(beneficial_abilities)
ret += (b.opposes?(move_user)) ? -5 : 5
end
if weather == :Hail && b.ability == :ICEFACE
ret += (b.opposes?(move_user)) ? -5 : 5
end
negative_abilities = {
:Sun => [:DRYSKIN]
}[weather]
if negative_abilities && negative_abilities.length > 0 &&
b.has_active_ability?(negative_abilities)
ret += (b.opposes?(move_user)) ? 5 : -5
end
beneficial_moves = {
:Sun => ["HealUserDependingOnWeather",
"RaiseUserAtkSpAtk1Or2InSun",
"TwoTurnAttackOneTurnInSun",
"TypeAndPowerDependOnWeather"],
:Rain => ["ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky",
"TypeAndPowerDependOnWeather"],
:Sandstorm => ["HealUserDependingOnSandstorm",
"TypeAndPowerDependOnWeather"],
:Hail => ["FreezeTargetAlwaysHitsInHail",
"StartWeakenDamageAgainstUserSideIfHail",
"TypeAndPowerDependOnWeather"],
:ShadowSky => ["TypeAndPowerDependOnWeather"]
}[weather]
if beneficial_moves && beneficial_moves.length > 0 &&
b.has_move_with_function?(*beneficial_moves)
ret += (b.opposes?(move_user)) ? -5 : 5
end
negative_moves = {
:Sun => ["ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky"],
:Rain => ["HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun"],
:Sandstorm => ["HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun"],
:Hail => ["HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun"]
}[weather]
if negative_moves && negative_moves.length > 0 &&
b.has_move_with_function?(*negative_moves)
ret += (b.opposes?(move_user)) ? 5 : -5
end
end
end
return ret
end
#=============================================================================
#
#=============================================================================
def get_score_for_terrain(terrain, move_user, starting = false)
ret = 0
ret += 4 if starting && terrain != :None && move_user.has_active_item?(:TERRAINEXTENDER)
# Inherent effects of terrain
each_battler do |b, i|
next if !b.battler.affectedByTerrain?
@@ -613,9 +732,7 @@ class Battle::AI
:Psychic => :PSYCHICSEED
}[terrain]
each_battler do |b, i|
if b.has_active_item?(:TERRAINEXTENDER)
ret += (b.opposes?(move_user)) ? -15 : 15
elsif seed && b.has_active_item?(seed)
if seed && b.has_active_item?(seed)
ret += (b.opposes?(move_user)) ? -15 : 15
end
end
@@ -623,9 +740,7 @@ class Battle::AI
if @trainer.medium_skill?
abils = {
:Electric => :SURGESURFER,
:Grassy => :GRASSPELT,
:Misty => nil,
:Psychic => nil
:Grassy => :GRASSPELT
}[terrain]
good_moves = {
:Electric => ["DoublePowerInElectricTerrain"],
@@ -635,12 +750,9 @@ class Battle::AI
:Psychic => ["HitsAllFoesAndPowersUpInPsychicTerrain"]
}[terrain]
bad_moves = {
:Electric => nil,
:Grassy => ["DoublePowerIfTargetUnderground",
"LowerTargetSpeed1WeakerInGrassyTerrain",
"RandomPowerDoublePowerIfTargetUnderground"],
:Misty => nil,
:Psychic => nil
:Grassy => ["DoublePowerIfTargetUnderground",
"LowerTargetSpeed1WeakerInGrassyTerrain",
"RandomPowerDoublePowerIfTargetUnderground"]
}[terrain]
each_battler do |b, i|
next if !b.battler.affectedByTerrain?

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@@ -258,7 +258,7 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_knocking_out_dest
#===============================================================================
Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_targeting_bouncable_move_against_Magic_Bouncer,
proc { |score, move, user, target, ai, battle|
if move.statusMove? && move.canMagicCoat? &&
if move.statusMove? && move.move.canMagicCoat? &&
!battle.moldBreaker && target.has_active_ability?(:MAGICBOUNCE)
old_score = score
score = Battle::AI::MOVE_USELESS_SCORE
@@ -270,7 +270,7 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_targeting_bouncab
Battle::AI::Handlers::GeneralMoveScore.add(:avoid_bouncable_move_with_foe_Magic_Bouncer,
proc { |score, move, user, ai, battle|
if move.statusMove? && move.canMagicCoat? &&
if move.statusMove? && move.move.canMagicCoat? &&
move.pbTarget(user.battler).num_targets == 0 && !battle.moldBreaker
has_magic_bounce = false
ai.each_foe_battler(user.side) do |b, i|

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@@ -28,10 +28,27 @@ class Battle::AI::AITrainer
@skill = 0
@skill_flags = []
set_up_skill
set_up_skill_flags
sanitize_skill_flags
end
def set_up_skill
@skill = @trainer.skill_level if @trainer
if @trainer
@skill = @trainer.skill_level
elsif Settings::SMARTER_WILD_LEGENDARY_POKEMON
# Give wild legendary/mythical Pokémon a higher skill
wild_battler = @ai.battle.battlers[@side]
sp_data = wild_battler.pokemon.species_data
if sp_data.has_flag?("Legendary") || sp_data.has_flag?("Mythical")
@skill = 32 # Medium skill
end
end
end
def set_up_skill_flags
if @trainer
@trainer.flags.each { |flag| @skill_flags.push(flag) }
end
# TODO: Add skill flags depending on @skill.
if @skill > 0
@skill_flags.push("PredictMoveFailure")
@@ -41,11 +58,17 @@ class Battle::AI::AITrainer
if !medium_skill?
@skill_flags.push("UsePokemonInOrder")
elsif best_skill?
# TODO: Also have flag "DontReserveLastPokemon" which negates this.
@skill_flags.push("ReserveLastPokemon")
end
end
def sanitize_skill_flags
# NOTE: Any skill flag which is shorthand for multiple other skill flags
# should be "unpacked" here.
# TODO: Have a bunch of "AntiX" flags that negate the corresponding "X" flags.
# TODO: Have flag "DontReserveLastPokemon" which negates "ReserveLastPokemon".
end
def has_skill_flag?(flag)
return @skill_flags.include?(flag)
end

View File

@@ -201,6 +201,8 @@ class Battle::AI::AIBattler
return active_types.include?(GameData::Type.get(type).id)
end
# TODO: Also make a def effectiveness_of_move_against_battler which calls
# pbCalcTypeModSingle instead of effectiveness_of_type_against_single_battler_type.
def effectiveness_of_type_against_battler(type, user = nil)
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
return ret if !type
@@ -214,8 +216,6 @@ class Battle::AI::AIBattler
end
else
@battler.pbTypes(true).each do |defend_type|
# TODO: Need to check the move's pbCalcTypeModSingle because particular
# moves can modify that method to give different effectivenesses.
ret *= effectiveness_of_type_against_single_battler_type(type, defend_type, user)
end
ret *= 2 if self.effects[PBEffects::TarShot] && type == :FIRE

View File

@@ -32,6 +32,7 @@ class Battle::AI::AIMove
# ignoresReflect?
def id; return @move.id; end
def name; return @move.name; end
def physicalMove?(thisType = nil); return @move.physicalMove?(thisType); end
def specialMove?(thisType = nil); return @move.specialMove?(thisType); end
def damagingMove?; return @move.damagingMove?; end

View File

@@ -175,38 +175,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartSunWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:HEATROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for Fire/Water moves
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:FIRE)
score += (b.opposes?(user)) ? -15 : 15
end
if b.has_damaging_move_of_type?(:WATER)
score += (b.opposes?(user)) ? 15 : -15
end
end
# TODO: Check for freezing moves.
# Check for abilities/other moves affected by sun
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:CHLOROPHYLL, :FLOWERGIFT, :FORECAST, :HARVEST, :LEAFGUARD, :SOLARPOWER])
score += 15
elsif user.has_active_ability?(:DRYSKIN)
score -= 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"RaiseUserAtkSpAtk1Or2InSun",
"TwoTurnAttackOneTurnInSun",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky")
score -= 10
end
if ai.trainer.high_skill? && battle.field.weather != :None
score -= ai.get_score_for_weather(battle.field.weather, user)
end
score += ai.get_score_for_weather(:Sun, user, true)
next score
}
)
@@ -220,34 +193,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartRainWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:DAMPROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for Fire/Water moves
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:WATER)
score += (b.opposes?(user)) ? -15 : 15
end
if b.has_damaging_move_of_type?(:FIRE)
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for abilities/other moves affected by rain
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:DRYSKIN, :FORECAST, :HYDRATION, :RAINDISH, :SWIFTSWIM])
score += 15
end
if user.has_move_with_function?("ConfuseTargetAlwaysHitsInRainHitsTargetInSky",
"ParalyzeTargetAlwaysHitsInRainHitsTargetInSky",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
if ai.trainer.high_skill? && battle.field.weather != :None
score -= ai.get_score_for_weather(battle.field.weather, user)
end
score += ai.get_score_for_weather(:Rain, user, true)
next score
}
)
@@ -261,33 +211,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartSandstormWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:SMOOTHROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by sandstorm's effects
ai.each_battler do |b, i|
if b.battler.takesSandstormDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
if b.has_type?(:ROCK) # +SpDef for Rock types
score += (b.opposes?(user)) ? -15 : 15
end
end
# Check for abilities/moves affected by sandstorm
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:SANDFORCE, :SANDRUSH, :SANDVEIL])
score += 15
end
if user.has_move_with_function?("HealUserDependingOnSandstorm",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
if ai.trainer.high_skill? && battle.field.weather != :None
score -= ai.get_score_for_weather(battle.field.weather, user)
end
score += ai.get_score_for_weather(:Sandstorm, user, true)
next score
}
)
@@ -301,33 +229,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartHailWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score += 15 if user.has_active_item?(:ICYROCK)
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by hail's effects
ai.each_battler do |b, i|
if b.battler.takesHailDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for abilities/moves affected by hail
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_active_ability?([:FORECAST, :ICEBODY, :SLUSHRUSH, :SNOWCLOAK])
score += 15
elsif user.ability == :ICEFACE
score += 15
end
if user.has_move_with_function?("FreezeTargetAlwaysHitsInHail",
"StartWeakenDamageAgainstUserSideIfHail",
"TypeAndPowerDependOnWeather")
score += 10
end
if user.has_move_with_function?("HealUserDependingOnWeather",
"TwoTurnAttackOneTurnInSun")
score -= 10
end
if ai.trainer.high_skill? && battle.field.weather != :None
score -= ai.get_score_for_weather(battle.field.weather, user)
end
score += ai.get_score_for_weather(:Hail, user, true)
next score
}
)
@@ -343,10 +249,10 @@ Battle::AI::Handlers::MoveFailureCheck.add("StartElectricTerrain",
Battle::AI::Handlers::MoveEffectScore.add("StartElectricTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
if ai.trainer.high_skill? && battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Electric, user)
score += ai.get_score_for_terrain(:Electric, user, true)
next score
}
)
@@ -362,10 +268,10 @@ Battle::AI::Handlers::MoveFailureCheck.add("StartGrassyTerrain",
Battle::AI::Handlers::MoveEffectScore.add("StartGrassyTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
if ai.trainer.high_skill? && battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Grassy, user)
score += ai.get_score_for_terrain(:Grassy, user, true)
next score
}
)
@@ -381,10 +287,10 @@ Battle::AI::Handlers::MoveFailureCheck.add("StartMistyTerrain",
Battle::AI::Handlers::MoveEffectScore.add("StartMistyTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
if ai.trainer.high_skill? && battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Misty, user)
score += ai.get_score_for_terrain(:Misty, user, true)
next score
}
)
@@ -400,10 +306,10 @@ Battle::AI::Handlers::MoveFailureCheck.add("StartPsychicTerrain",
Battle::AI::Handlers::MoveEffectScore.add("StartPsychicTerrain",
proc { |score, move, user, ai, battle|
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
if battle.field.terrain != :None
if ai.trainer.high_skill? && battle.field.terrain != :None
score -= ai.get_score_for_terrain(battle.field.terrain, user)
end
score += ai.get_score_for_terrain(:Psychic, user)
score += ai.get_score_for_terrain(:Psychic, user, true)
next score
}
)
@@ -745,24 +651,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartShadowSkyWeather",
proc { |score, move, user, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if battle.pbCheckGlobalAbility(:AIRLOCK) ||
battle.pbCheckGlobalAbility(:CLOUDNINE)
score += 10 if battle.field.weather != :None # Prefer replacing another weather
score -= 10 if user.hp < user.totalhp / 2 # Not worth it at lower HP
# Check for battlers affected by Shadow Sky's effects
ai.each_battler do |b, i|
if b.has_damaging_move_of_type?(:SHADOW)
score += (b.opposes?(user)) ? 15 : -15
end
if b.battler.takesShadowSkyDamage? # End of round damage
score += (b.opposes?(user)) ? 15 : -15
end
end
# Check for moves affected by Shadow Sky
# TODO: Check other battlers for these as well?
if ai.trainer.medium_skill? && !user.has_active_item?(:UTILITYUMBRELLA)
if user.has_move_with_function?("TypeAndPowerDependOnWeather")
score += 10
end
if ai.trainer.high_skill? && battle.field.weather != :None
score -= ai.get_score_for_weather(battle.field.weather, user)
end
score += ai.get_score_for_weather(:ShadowSky, user, true)
next score
}
)

View File

@@ -515,13 +515,8 @@ Battle::AI::Handlers::MoveEffectScore.add("StartRaiseUserAtk1WhenDamaged",
# TODO: Check whether any foe has damaging moves that will trigger the stat
# raise?
# Prefer if user benefits from a raised Attack stat
if user.check_for_move { |m| m.physicalMove?(m.type) &&
m.function != "UseUserDefenseInsteadOfUserAttack" &&
m.function != "UseTargetAttackInsteadOfUserAttack" }
score += 8
elsif user.has_move_with_function?("PowerHigherWithUserPositiveStatStages")
score += 4
end
score += 8 if ai.stat_raise_worthwhile?(user, :ATTACK)
score += 4 if user.has_move_with_function?("PowerHigherWithUserPositiveStatStages")
next score
}
)

View File

@@ -581,8 +581,8 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("FlinchTarget",
end
# Inherent preference
score += 10
# Prefer if the target is paralysed, confused or infatuated, to compound the turn skipping
# TODO: Also prefer if the target is trapped in battle or can't switch out?
# Prefer if the target is paralysed, confused or infatuated, to compound the
# turn skipping
score += 5 if target.status == :PARALYSIS ||
target.effects[PBEffects::Confusion] > 1 ||
target.effects[PBEffects::Attract] >= 0

View File

@@ -76,13 +76,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("OHKO",
proc { |score, move, user, target, ai, battle|
# Don't prefer if the target has less HP and user has a non-OHKO damaging move
if user.check_for_move { |m| !m.is_a?(Battle::Move::OHKO) && m.damagingMove? }
score -= 10 if target.hp <= target.totalhp / 2
score -= 10 if target.hp <= target.totalhp / 4
score -= 8 if target.hp <= target.totalhp / 2
score -= 8 if target.hp <= target.totalhp / 4
end
# TODO: Maybe predict dealt damage of all user's other moves, and score this
# move useless if another one can KO the target. Might also need to
# take into account whether those moves will fail. Might need to do
# this specially after all move scores are determined.
next score
}
)
@@ -506,7 +502,7 @@ Battle::AI::Handlers::MoveEffectScore.add("StartPreventCriticalHitsAgainstUserSi
if crit_stage >= 0 && crit_stage < 50
crit_stage += b.effects[PBEffects::FocusEnergy]
crit_stage += 1 if b.check_for_move { |m| m.highCriticalRate? }
crit_stage = 99 if m.check_for_move { |m| m.pbCritialOverride(b.battler, user.battler) > 0 }
crit_stage = 99 if b.check_for_move { |m| m.pbCritialOverride(b.battler, user.battler) > 0 }
crit_stage = [crit_stage, Battle::Move::CRITICAL_HIT_RATIOS.length - 1].min
end
# TODO: Change the score depending on how much of an effect a critical hit
@@ -1509,10 +1505,8 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("TargetMovesBecomeElectri
#===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("NormalMovesBecomeElectric",
proc { |score, move, user, ai, battle|
# Get Electric's effectiveness against the user
electric_eff = user.effectiveness_of_type_against_battler(:ELECTRIC, target)
electric_eff *= 1.5 if target.has_type?(:ELECTRIC) # STAB
electric_eff = 0 if user.has_active_ability?([:LIGHTNINGROD, :MOTORDRIVE, :VOLTABSORB])
base_electric_eff = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
base_electric_eff = 0 if user.has_active_ability?([:LIGHTNINGROD, :MOTORDRIVE, :VOLTABSORB])
# Check all affected foe battlers for Normal moves, get their effectiveness
# against the user and decide whether it is better or worse than Electric's
# effectiveness
@@ -1521,11 +1515,17 @@ Battle::AI::Handlers::MoveEffectScore.add("NormalMovesBecomeElectric",
ai.each_foe_battler(user.side) do |b, i|
next if move.pbPriority(b.battler) <= 0 && b.faster_than?(user)
next if !b.has_damaging_move_of_type?(:NORMAL)
# Normal's effectiveness
eff = user.effectiveness_of_type_against_battler(:NORMAL, b)
eff *= 1.5 if b.has_type?(:NORMAL) # STAB
if eff > electric_eff
# Electric's effectiveness
elec_eff = user.effectiveness_of_type_against_battler(:ELECTRIC, b)
elec_eff *= 1.5 if b.has_type?(:ELECTRIC) # STAB
elec_eff *= base_electric_eff
# Compare the two
if eff > elec_eff
electric_type_better += 1
elsif eff < electric_eff
elsif eff < elec_eff
normal_type_better += 1
end
end

View File

@@ -469,7 +469,7 @@ Battle::AI::Handlers::MoveFailureCheck.add("UseLastMoveUsed",
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("UseLastMoveUsedByTarget",
proc { |move, user, target, ai, battle|
next true if !target.battler.lastRegularMoveUsed
next GameData::Move.get(target.battler.lastRegularMoveUsed).flags.none? { |f| f[/^CanMirrorMove$/i] }
next !GameData::Move.get(target.battler.lastRegularMoveUsed).has_flag?("CanMirrorMove")
}
)

View File

@@ -421,11 +421,11 @@ Battle::AI::Handlers::MoveEffectScore.add("StartSlowerBattlersActFirst",
foe_speeds = []
ai.each_battler do |b, i|
if b.opposes?(user)
foe_speeds.push(rough_stat(:SPEED))
foe_speeds.push(b.rough_stat(:SPEED))
foe_speeds.last *= 2 if user.pbOpposingSide.effects[PBEffects::Tailwind] > 1
foe_speeds.last /= 2 if user.pbOpposingSide.effects[PBEffects::Swamp] > 1
else
ally_speeds.push(rough_stat(:SPEED))
ally_speeds.push(b.rough_stat(:SPEED))
ally_speeds.last *= 2 if user.pbOwnSide.effects[PBEffects::Tailwind] > 1
ally_speeds.last /= 2 if user.pbOwnSide.effects[PBEffects::Swamp] > 1
end

View File

@@ -20,7 +20,7 @@ class Trainer
end
def skill_level
return GameData::TrainerType.try_get(:trainer_type)&.skill_level || 0
return GameData::TrainerType.try_get(self.trainer_type)&.skill_level || 0
end
#=============================================================================