More AI code for deciding when to switch

This commit is contained in:
Maruno17
2023-04-17 19:08:42 +01:00
parent 7f6f57dec3
commit d277658965
11 changed files with 468 additions and 171 deletions

View File

@@ -25,6 +25,7 @@ class Battle::AI
else
return false if !@trainer.has_skill_flag?("ConsiderSwitching")
reserves = get_non_active_party_pokemon(@user.index)
return false if reserves.empty?
should_switch = Battle::AI::Handlers.should_switch?(@user, reserves, self, @battle)
if should_switch && @trainer.medium_skill?
should_switch = false if Battle::AI::Handlers.should_not_switch?(@user, reserves, self, @battle)
@@ -63,8 +64,9 @@ class Battle::AI
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
# TODO: Need a way to allow a ShouldSwitch handler to recommend a replacement.
def choose_best_replacement_pokemon(idxBattler, mandatory = false)
# Get all possible replacement Pokémon
party = @battle.pbParty(idxBattler)
@@ -134,7 +136,8 @@ class Battle::AI
end
end
# Prefer if user is about to faint from Perish Song
score += 10 if @user.effects[PBEffects::PerishSong] == 1
score += 20 if @user.effects[PBEffects::PerishSong] == 1
# TODO: Prefer if pkmn has lower HP and its position will be healed by Wish.
return score
end
@@ -161,7 +164,6 @@ end
#===============================================================================
# Pokémon is about to faint because of Perish Song.
# TODO: Also switch to remove other negative effects like Disable, Yawn.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:perish_song,
proc { |battler, reserves, ai, battle|
@@ -174,10 +176,9 @@ Battle::AI::Handlers::ShouldSwitch.add(:perish_song,
)
#===============================================================================
# Pokémon will take a significant amount of damage at the end of this round.
# Also, Pokémon has an effect that causes it damage at the end of this round,
# which it can remove by switching.
# TODO: Review switch deciding.
# Pokémon will take a significant amount of damage at the end of this round, or
# it has an effect that causes it damage at the end of this round which it can
# remove by switching.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:significant_eor_damage,
proc { |battler, reserves, ai, battle|
@@ -217,8 +218,9 @@ Battle::AI::Handlers::ShouldSwitch.add(:significant_eor_damage,
#===============================================================================
# Pokémon can cure its status problem or heal some HP with its ability by
# switching out. Covers all abilities with an OnSwitchOut AbilityEffects handler.
# TODO: Review switch deciding. Add randomness?
# switching out. Covers all abilities with an OnSwitchOut AbilityEffects
# handler.
# TODO: Add randomness?
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:cure_status_problem_by_switching_out,
proc { |battler, reserves, ai, battle|
@@ -237,7 +239,7 @@ Battle::AI::Handlers::ShouldSwitch.add(:cure_status_problem_by_switching_out,
:WATERBUBBLE => :BURN,
:WATERVEIL => :BURN
}[battler.ability_id]
if battler.ability_id == :NATURALCURE || (single_status_cure && single_status_cure == battler.status)
if battler.ability == :NATURALCURE || (single_status_cure && single_status_cure == battler.status)
# Cures status problem
next false if battler.wants_status_problem?(battler.status)
next false if battler.status == :SLEEP && battler.statusCount == 1 # Will wake up this round anyway
@@ -252,7 +254,7 @@ Battle::AI::Handlers::ShouldSwitch.add(:cure_status_problem_by_switching_out,
next false if battler.hp >= battler.totalhp / 2 && ![:SLEEP, :FROZEN].include?(battler.status)
PBDebug.log_ai("#{battler.name} wants to switch to cure its status problem with #{battler.ability.name}")
next true
elsif battler.ability_id == :REGENERATOR
elsif battler.ability == :REGENERATOR
# Heals 33% HP
next false if entry_hazard_damage >= battler.totalhp / 3
# Not worth healing HP if already at high HP
@@ -267,10 +269,161 @@ Battle::AI::Handlers::ShouldSwitch.add(:cure_status_problem_by_switching_out,
}
)
#===============================================================================
# Pokémon's position is about to be healed by Wish, and a reserve can benefit
# more from that healing than the Pokémon can.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:wish_healing,
proc { |battler, reserves, ai, battle|
position = battle.positions[battler.index]
next false if position.effects[PBEffects::Wish] == 0
amt = position.effects[PBEffects::WishAmount]
next false if battler.totalhp - battler.hp >= amt * 2 / 3
reserve_wants_healing_more = false
reserves.each do |pkmn|
entry_hazard_damage = calculate_entry_hazard_damage(pkmn, battler.index & 1)
next if entry_hazard_damage >= pkmn.hp
reserve_wants_healing_more = (pkmn.totalhp - pkmn.hp - entry_hazard_damage >= amt * 2 / 3)
break if reserve_wants_healing_more
end
if reserve_wants_healing_more
PBDebug.log_ai("#{battler.name} wants to switch because Wish can heal a reserve more")
next true
end
next false
}
)
#===============================================================================
# Pokémon is yawning and can't do anything while asleep.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:yawning,
proc { |battler, reserves, ai, battle|
# Yawning and can fall asleep because of it
next false if battler.effects[PBEffects::Yawn] == 0 || !battler.battler.pbCanSleepYawn?
# Doesn't want to be asleep (includes checking for moves usable while asleep)
next false if battler.wants_status_problem?(:SLEEP)
# Can't cure itself of sleep
if battler.ability_active?
next false if [:INSOMNIA, :NATURALCURE, :REGENERATOR, :SHEDSKIN].include?(battler.ability_id)
next false if battler.ability_id == :HYDRATION && [:Rain, :HeavyRain].include?(battler.battler.effectiveWeather)
end
next false if battler.has_active_item?([:CHESTOBERRY, :LUMBERRY]) && battler.battler.canConsumeBerry?
# Ally can't cure sleep
ally_can_heal = false
ai.each_ally(battler.index) do |b, i|
ally_can_heal = b.has_active_ability?(:HEALER)
break if ally_can_heal
end
next false if ally_can_heal
# Doesn't benefit from being asleep/isn't less affected by sleep
next false if battler.has_active_ability?([:EARLYBIRD, :MARVELSCALE])
# Not trapping another battler in battle
if ai.trainer.high_skill?
next false if ai.battlers.any? do |b|
b.effects[PBEffects::JawLock] == battler.index ||
b.effects[PBEffects::MeanLook] == battler.index ||
b.effects[PBEffects::Octolock] == battler.index ||
b.effects[PBEffects::TrappingUser] == battler.index
end
trapping = false
ai.each_foe_battler(battler.side) do |b, i|
next if b.ability_active? && Battle::AbilityEffects.triggerCertainSwitching(b.ability, b, battle)
next if b.item_active? && Battle::ItemEffects.triggerCertainSwitching(b.item, b, battle)
next if Settings::MORE_TYPE_EFFECTS && b.has_type?(:GHOST)
next if b.trappedInBattle? # Relevant trapping effects are checked above
if battler.ability_active?
trapping = Battle::AbilityEffects.triggerTrappingByTarget(battler.ability, b, battler.battler, battle)
break if trapping
end
if battler.item_active?
trapping = Battle::ItemEffects.triggerTrappingByTarget(battler.item, b, battler.battler, battle)
break if trapping
end
end
next false if trapping
end
# Doesn't have sufficiently raised stats that would be lost by switching
next false if battler.stages.any? { |val| val >= 2 }
PBDebug.log_ai("#{battler.name} wants to switch because it is yawning and can't do anything while asleep")
next true
}
)
#===============================================================================
# Pokémon is asleep, won't wake up soon and can't do anything while asleep.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:asleep,
proc { |battler, reserves, ai, battle|
# Asleep and won't wake up this round or next round
next false if battler.status != :SLEEP || battler.statusCount <= 2
# Doesn't want to be asleep (includes checking for moves usable while asleep)
next false if battler.wants_status_problem?(:SLEEP)
# Doesn't benefit from being asleep
next false if battler.has_active_ability?(:MARVELSCALE)
# Doesn't know Rest (if it does, sleep is expected, so don't apply this check)
next false if battler.check_for_move { |m| m.function == "HealUserFullyAndFallAsleep" }
# Not trapping another battler in battle
if ai.trainer.high_skill?
next false if ai.battlers.any? do |b|
b.effects[PBEffects::JawLock] == battler.index ||
b.effects[PBEffects::MeanLook] == battler.index ||
b.effects[PBEffects::Octolock] == battler.index ||
b.effects[PBEffects::TrappingUser] == battler.index
end
trapping = false
ai.each_foe_battler(battler.side) do |b, i|
next if b.ability_active? && Battle::AbilityEffects.triggerCertainSwitching(b.ability, b, battle)
next if b.item_active? && Battle::ItemEffects.triggerCertainSwitching(b.item, b, battle)
next if Settings::MORE_TYPE_EFFECTS && b.has_type?(:GHOST)
next if b.trappedInBattle? # Relevant trapping effects are checked above
if battler.ability_active?
trapping = Battle::AbilityEffects.triggerTrappingByTarget(battler.ability, b, battler.battler, battle)
break if trapping
end
if battler.item_active?
trapping = Battle::ItemEffects.triggerTrappingByTarget(battler.item, b, battler.battler, battle)
break if trapping
end
end
next false if trapping
end
# Doesn't have sufficiently raised stats that would be lost by switching
next false if battler.stages.any? { |val| val >= 2 }
# 50% chance to not bother
next false if ai.pbAIRandom(100) < 50
PBDebug.log_ai("#{battler.name} wants to switch because it is asleep and can't do anything")
next true
}
)
#===============================================================================
# Pokémon can't use any moves and isn't Destiny Bonding/Grudging/hiding behind a
# Substitute.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:battler_is_useless,
proc { |battler, reserves, ai, battle|
next false if !ai.trainer.medium_skill?
next false if battler.turnCount < 2 # Just switched in, give it a chance
next false if battle.pbCanChooseAnyMove?(battler.index)
next false if battler.effects[PBEffects::DestinyBond] || battler.effects[PBEffects::Grudge]
if battler.effects[PBEffects::Substitute]
hidden_behind_substitute = true
ai.each_foe_battler(battler.side) do |b, i|
next if !b.check_for_move { |m| m.ignoresSubstitute?(b.battler) }
hidden_behind_substitute = false
break
end
next false if hidden_behind_substitute
end
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything")
next true
}
)
#===============================================================================
# Pokémon can't do anything to a Wonder Guard foe.
# TODO: Check other abilities that provide immunities?
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:foe_has_wonder_guard,
proc { |battler, reserves, ai, battle|
@@ -350,30 +503,126 @@ Battle::AI::Handlers::ShouldSwitch.add(:foe_has_wonder_guard,
)
#===============================================================================
# If Pokémon is within 5 levels of the foe, and foe's last move was
# super-effective and powerful.
#
#===============================================================================
# TODO: Switch if battler's offensive stats are sufficiently low and it wants to
# use damaging moves (CFRU applies this only to a sweeper).
#===============================================================================
# Pokémon doesn't have an ability that makes it immune to a foe's move, but a
# reserve does (see def pokemon_can_absorb_move?). The foe's move is chosen
# randomly, or is their most powerful move if the trainer's skill level is good
# enough.
# TODO: Add randomness?
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:absorb_foe_move,
proc { |battler, reserves, ai, battle|
next false if !ai.trainer.medium_skill?
# Not worth it if the battler is evasive enough
next false if battler.stages[:EVASION] >= 3
# Not worth it if abilities are being negated
next false if battle.pbCheckGlobalAbility(:NEUTRALIZINGGAS)
# Get the foe move with the highest power (or a random damaging move)
foe_moves = []
ai.each_foe_battler(battler.side) do |b, i|
b.moves.each do |m|
next if m.statusMove?
# TODO: Improve on m_power with STAB and attack stat/stages and certain
# other damage-altering effects, including base power calculations
# for moves with variable power.
m_power = m.power
m_power = battler.hp if m.is_a?(Battle::Move::OHKO)
m_type = move.pbCalcType(b.battler)
foe_moves.push([m_power, m_type, m])
end
end
next false if foe_moves.empty?
if ai.trainer.high_skill?
foe_moves.sort! { |a, b| a[0] <=> b[0] } # Highest power move
chosen_move = foe_moves.last
else
chosen_move = foe_moves[ai.pbAIRandom(foe_moves.length)] # Random move
end
# Get the chosen move's information
move_type = chosen_move[1]
move = chosen_move[2]
# TODO: Don't bother if the move's power isn't particularly high? Would need
# to figure out what "particularly high" means, probably involving the
# battler's defences in a rough damage calculation (the attacking part
# of which is above).
# Check battler for absorbing ability
next false if ai.pokemon_can_absorb_move?(battler, move, move_type)
# battler can't absorb move; find a party Pokémon that can
if reserves.any? { |pkmn| ai.pokemon_can_absorb_move?(pkmn, move, move_type) }
PBDebug.log_ai("#{battler.name} wants to switch because it can't absorb a foe's move but a reserve can")
next true
end
next false
}
)
#===============================================================================
#
#===============================================================================
# TODO: Switch if foe is locked into using a single move and a reserve can
# resist/no sell it.
#===============================================================================
#
#===============================================================================
# TODO: Switch if a foe is using a damaging two-turn attack and a reserve can
# resist/no sell its damage.
#===============================================================================
# Sudden Death rule (at the end of each round, if one side has more able Pokémon
# than the other side, that side wins). Avoid fainting at all costs.
# NOTE: This rule isn't used anywhere.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:sudden_death,
proc { |battler, reserves, ai, battle|
next false if !battle.rules["suddendeath"] || battler.turnCount == 0
if battler.hp <= battler.totalhp / 2
threshold = 100 * (battler.totalhp - battler.hp) / battler.totalhp
if ai.pbAIRandom(100) < threshold
PBDebug.log_ai("#{battler.name} wants to switch to avoid being KO'd and losing because of the sudden death rule")
next true
end
end
next false
}
)
#===============================================================================
#
#===============================================================================
# TODO: Switch if battler is at risk of being KO'd (unless it's at low HP and
# paralysed and can't cure itself/benefit from paralysis, as it'll
# probably not survive anyway). Don't bother if battler is Aegislash and
# could go into Shield Form instead.
#===============================================================================
# Pokémon is within 5 levels of the foe, and foe's last move was super-effective
# and powerful.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:high_damage_from_foe,
proc { |battler, reserves, ai, battle|
next false if battler.hp >= battler.totalhp / 2
next false if !ai.trainer.high_skill?
next false if battler.hp >= battler.totalhp / 2
big_threat = false
ai.each_foe_battler(battler.side) do |b, i|
next if (foe.level - battler.level).abs > 5
next if (b.level - battler.level).abs > 5
next if !b.battler.lastMoveUsed
move_data = GameData::Move.get(b.battler.lastMoveUsed)
next if move_data.status?
eff = battler.effectiveness_of_type_against_battler(move_data.type, b)
next if !Effectiveness.super_effective?(eff) || move_data.power < 60
next if !Effectiveness.super_effective?(eff) || move_data.power < 70
switch_chance = (move_data.power > 90) ? 50 : 25
if ai.pbAIRandom(100) < switch_chance
big_threat = true
break
end
big_threat = (ai.pbAIRandom(100) < switch_chance)
break if big_threat
end
if big_threat
PBDebug.log_ai("#{battler.name} wants to switch because a foe can do a lot of damage to it")
PBDebug.log_ai("#{battler.name} wants to switch because a foe has a powerful super-effective move")
next true
end
next false
@@ -381,74 +630,84 @@ Battle::AI::Handlers::ShouldSwitch.add(:high_damage_from_foe,
)
#===============================================================================
# Pokémon can't do anything (must have been in battle for at least 3 rounds).
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:battler_is_useless,
proc { |battler, reserves, ai, battle|
if !battle.pbCanChooseAnyMove?(battler.index) && battler.turnCount >= 3
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything")
next true
end
next false
}
)
#===============================================================================
# Pokémon is Encored into an unfavourable move.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:bad_encored_move,
proc { |battler, reserves, ai, battle|
next false if battler.effects[PBEffects::Encore] == 0
idxEncoredMove = battler.battler.pbEncoredMoveIndex
next false if idxEncoredMove < 0
ai.set_up_move_check(battler.moves[idxEncoredMove])
scoreSum = 0
scoreCount = 0
battler.battler.allOpposing.each do |b|
scoreSum += ai.pbGetMoveScore([b])
scoreCount += 1
end
if scoreCount > 0 && scoreSum / scoreCount <= 20
if ai.pbAIRandom(100) < 80
PBDebug.log_ai("#{battler.name} wants to switch because of encoring a bad move")
next true
else
next false
end
end
next false
}
)
#===============================================================================
# Sudden Death rule - I'm not sure what this means.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:sudden_death,
proc { |battler, reserves, ai, battle|
if battle.rules["suddendeath"] && battler.turnCount > 0
if battler.hp <= battler.totalhp / 4 && ai.pbAIRandom(100) < 30
PBDebug.log_ai("#{battler.name} wants to switch because of the sudden death rule")
next true
elsif battler.hp <= battler.totalhp / 2 && ai.pbAIRandom(100) < 80
PBDebug.log_ai("#{battler.name} wants to switch because of the sudden death rule")
next true
end
end
next false
}
)
#===============================================================================
# Don't bother switching if the battler will just faint from entry hazard damage
# upon switching back in.
# TODO: Allow it if the replacement will be able to get rid of entry hazards?
# upon switching back in, and if no reserve can remove the entry hazard(s).
# Switching out in this case means the battler becomes unusable, so it might as
# well stick around instead and do as much as it can.
#===============================================================================
# Battle::AI::Handlers::ShouldNotSwitch.add(:lethal_entry_hazards,
# proc { |battler, reserves, ai, battle|
# entry_hazard_damage = ai.calculate_entry_hazard_damage(battler.pkmn, battler.side)
# next entry_hazard_damage >= battler.hp
# }
# )
Battle::AI::Handlers::ShouldNotSwitch.add(:lethal_entry_hazards,
proc { |battler, reserves, ai, battle|
next false if battle.rules["suddendeath"]
# Check whether battler will faint from entry hazard(s)
entry_hazard_damage = ai.calculate_entry_hazard_damage(battler.pkmn, battler.side)
next false if entry_hazard_damage < battler.hp
# Check for Rapid Spin
reserve_can_remove_hazards = false
reserves.each do |pkmn|
pkmn.moves.each do |move|
reserve_can_remove_hazards = (move.function_code == "RemoveUserBindingAndEntryHazards")
break if reserve_can_remove_hazards
end
break if reserve_can_remove_hazards
end
next false if reserve_can_remove_hazards
PBDebug.log_ai("#{battler.name} won't switch after all because it will faint from entry hazards if it switches back in")
next true
}
)
#===============================================================================
# Don't bother switching (50% chance) if the battler knows a super-effective
# move.
#===============================================================================
Battle::AI::Handlers::ShouldNotSwitch.add(:battler_has_super_effective_move,
proc { |battler, reserves, ai, battle|
next false if battle.rules["suddendeath"]
has_super_effective_move = false
battler.eachMove do |move|
next if move.pp == 0 && move.total_pp > 0
next if move.statusMove?
# TODO: next if move is unusable? This would be complicated to implement.
move_type = move.type
move_type = move.pbCalcType(battler.battler) if ai.trainer.medium_skill?
ai.each_foe_battler(battler.side) do |b|
# TODO: next if move can't target b? This would be complicated to
# implement.
# TODO: Check the move's power as well? Do a (rough) damage calculation
# for it and come up with a threshold % HP?
eff = b.effectiveness_of_type_against_battler(move_type, battler)
has_super_effective_move = Effectiveness.super_effective?(eff)
break if has_super_effective_move
end
break if has_super_effective_move
end
if has_super_effective_move && ai.pbAIRandom(100) < 50
PBDebug.log_ai("#{battler.name} won't switch after all because it has a super-effective move")
next true
end
next false
}
)
#===============================================================================
# Don't bother switching if the battler has 4 or more positive stat stages.
# Negative stat stages are ignored.
# TODO: Ignore this if deciding whether to use Baton Pass (assuming move-scoring
# uses this code).
#===============================================================================
Battle::AI::Handlers::ShouldNotSwitch.add(:battler_has_very_raised_stats,
proc { |battler, reserves, ai, battle|
next false if battle.rules["suddendeath"]
stat_raises = 0
battler.stages.each_value { |val| stat_raises += val if val > 0 }
if stat_raises >= 4
PBDebug.log_ai("#{battler.name} won't switch after all because it has a lot of raised stats")
next true
end
next false
}
)

View File

@@ -9,14 +9,14 @@ class Battle::AI
return 0.6 + 0.35 * (([@trainer.skill, 100].min / 100.0) ** 0.5) # 0.635 to 0.95
end
#=============================================================================
# Get scores for the user's moves (done before any action is assessed).
#-----------------------------------------------------------------------------
# Get scores for the user's moves.
# NOTE: For any move with a target type that can target a foe (or which
# includes a foe(s) if it has multiple targets), the score calculated
# for a target ally will be inverted. The MoveHandlers for those moves
# should therefore treat an ally as a foe when calculating a score
# against it.
#=============================================================================
def pbGetMoveScores
choices = []
@user.battler.eachMoveWithIndex do |orig_move, idxMove|
@@ -85,6 +85,8 @@ class Battle::AI
return choices
end
# If the target of a move can be changed by an external effect, this method
# returns the battler index of the new target.
def get_redirected_target(target_data)
return nil if @move.move.cannotRedirect?
return nil if !target_data.can_target_one_foe? || target_data.num_targets != 1
@@ -133,9 +135,9 @@ class Battle::AI
end
end
#=============================================================================
# Set some extra class variables for the move/target combo being assessed.
#=============================================================================
#-----------------------------------------------------------------------------
# Set some extra class variables for the move being assessed.
def set_up_move_check(move)
case move.function
when "UseLastMoveUsed"
@@ -151,6 +153,7 @@ class Battle::AI
@move.set_up(move)
end
# Set some extra class variables for the target being assessed.
def set_up_move_check_target(target)
@target = (target) ? @battlers[target.index] : nil
@target&.refresh_battler
@@ -164,10 +167,10 @@ class Battle::AI
end
end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns whether the move will definitely fail (assuming no battle conditions
# change between now and using the move).
#=============================================================================
def pbPredictMoveFailure
# User is asleep and will not wake up
return true if @user.battler.asleep? && @user.statusCount > 1 && !@move.move.usableWhenAsleep?
@@ -185,6 +188,8 @@ class Battle::AI
return false
end
# Returns whether the move will definitely fail against the target (assuming
# no battle conditions change between now and using the move).
def pbPredictMoveFailureAgainstTarget
# Move effect-specific checks
return true if Battle::AI::Handlers.move_will_fail_against_target?(@move.function, @move, @user, @target, self, @battle)
@@ -220,10 +225,10 @@ class Battle::AI
return false
end
#=============================================================================
#-----------------------------------------------------------------------------
# Get a score for the given move being used against the given target.
# Assumes def set_up_move_check has previously been called.
#=============================================================================
def pbGetMoveScore(targets = nil)
# Get the base score for the move
score = MOVE_BASE_SCORE
@@ -280,7 +285,8 @@ class Battle::AI
return score
end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns the score of @move being used against @target. A return value of -1
# means the move will fail or do nothing against the target.
# Assumes def set_up_move_check and def set_up_move_check_target have
@@ -294,7 +300,6 @@ class Battle::AI
# wouldn't apply the "185 - score" bit, which would make their
# MoveHandlers do the opposite calculations to other moves with the same
# targets, but is this desirable?
#=============================================================================
def pbGetMoveScoreAgainstTarget
# Predict whether the move will fail against the target
if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailureAgainstTarget
@@ -328,10 +333,10 @@ class Battle::AI
return score
end
#=============================================================================
#-----------------------------------------------------------------------------
# Make the final choice of which move to use depending on the calculated
# scores for each move. Moves with higher scores are more likely to be chosen.
#=============================================================================
def pbChooseMove(choices)
user_battler = @user.battler
# If no moves can be chosen, auto-choose a move or Struggle

View File

@@ -1,7 +1,5 @@
class Battle::AI
#=============================================================================
# Decide whether the opponent should Mega Evolve.
#=============================================================================
# TODO: Where relevant, pretend the user is Mega Evolved if it isn't but can
# be.
def pbEnemyShouldMegaEvolve?

View File

@@ -21,11 +21,11 @@ class Battle::AI
return Math.sqrt(varianceTimesN / n)
end
#=============================================================================
# Move's type effectiveness
#=============================================================================
# For switching. Determines the effectiveness of a potential switch-in against
# an opposing battler.
#-----------------------------------------------------------------------------
# Move's type effectiveness. For switching. Determines the effectiveness of a
# potential switch-in against an opposing battler.
# TODO: Unused.
def pbCalcTypeModPokemon(pkmn, target_battler)
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
pkmn.types.each do |thisType|
@@ -34,9 +34,40 @@ class Battle::AI
return ret
end
#=============================================================================
# Yields certain AIBattler objects
#=============================================================================
# Assumes that pkmn's ability is not negated by a global effect (e.g.
# Neutralizing Gas).
# pkmn is either a Battle::AI::AIBattler or a Pokemon. move is a Battle::Move.
def pokemon_can_absorb_move?(pkmn, move, move_type)
return false if pkmn.is_a?(Battle::AI::AIBattler) && !pkmn.ability_active?
# Check pkmn's ability
# Anything with a Battle::AbilityEffects::MoveImmunity handler
# TODO: Are there any other absorbing effects? Held item?
case pkmn.ability_id
when :BULLETPROOF
return move.bombMove?
when :FLASHFIRE
return move_type == :FIRE
when :LIGHTNINGROD, :MOTORDRIVE, :VOLTABSORB
return move_type == :ELECTRIC
when :SAPSIPPER
return move_type == :GRASS
when :SOUNDPROOF
return move.soundMove?
when :STORMDRAIN, :WATERABSORB, :DRYSKIN
return move_type == :WATER
when :TELEPATHY
# NOTE: The move is being used by a foe of pkmn.
return false
when :WONDERGUARD
types = pkmn.types
types = pkmn.pbTypes(true) if pkmn.is_a?(Battle::AI::AIBattler)
return Effectiveness.super_effective_type?(move_type, *types)
end
return false
end
#-----------------------------------------------------------------------------
def each_battler
@battlers.each_with_index do |battler, i|
next if !battler || battler.fainted?

View File

@@ -26,10 +26,10 @@ class Battle::AI
SECOND = 17
end
#=============================================================================
#-----------------------------------------------------------------------------
# Determine the roles filled by a Pokémon on a given side at a given party
# index.
#=============================================================================
def determine_roles(side, index)
pkmn = @battle.pbParty(side)[index]
ret = []

View File

@@ -1,12 +1,10 @@
class Battle::AI
#=============================================================================
# Main method for calculating the score for moves that raise a battler's
# stat(s).
# By default, assumes that a stat raise is a good thing. However, this score
# is inverted (by desire_mult) if the target opposes the user. If the move
# could target a foe but is targeting an ally, the score is also inverted, but
# only because it is inverted again in def pbGetMoveScoreAgainstTarget.
#=============================================================================
def get_score_for_target_stat_raise(score, target, stat_changes, whole_effect = true,
fixed_change = false, ignore_contrary = false)
whole_effect = false if @move.damagingMove?
@@ -88,12 +86,12 @@ class Battle::AI
return score
end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns whether the target raising the given stat will have any impact.
# TODO: Make sure the move's actual damage category is taken into account,
# i.e. CategoryDependsOnHigherDamagePoisonTarget and
# CategoryDependsOnHigherDamageIgnoreTargetAbility.
#=============================================================================
def stat_raise_worthwhile?(target, stat, fixed_change = false)
if !fixed_change
return false if !target.battler.pbCanRaiseStatStage?(stat, @user.battler, @move.move)
@@ -143,9 +141,9 @@ class Battle::AI
return true
end
#=============================================================================
#-----------------------------------------------------------------------------
# Make score changes based on the general concept of raising stats at all.
#=============================================================================
def get_target_stat_raise_score_generic(score, target, stat_changes, desire_mult = 1)
total_increment = stat_changes.sum { |change| change[1] }
# Prefer if move is a status move and it's the user's first/second turn
@@ -164,9 +162,7 @@ class Battle::AI
return score
end
#=============================================================================
# Make score changes based on the raising of a specific stat.
#=============================================================================
def get_target_stat_raise_score_one(score, target, stat, increment, desire_mult = 1)
# Figure out how much the stat will actually change by
max_stage = Battle::Battler::STAT_STAGE_MAXIMUM
@@ -293,7 +289,8 @@ class Battle::AI
return score
end
#=============================================================================
#-----------------------------------------------------------------------------
# Main method for calculating the score for moves that lower a battler's
# stat(s).
# By default, assumes that a stat drop is a good thing. However, this score
@@ -301,7 +298,6 @@ class Battle::AI
# inversion does not happen if the move could target a foe but is targeting an
# ally, but only because it is inverted in def pbGetMoveScoreAgainstTarget
# instead.
#=============================================================================
def get_score_for_target_stat_drop(score, target, stat_changes, whole_effect = true,
fixed_change = false, ignore_contrary = false)
whole_effect = false if @move.damagingMove?
@@ -381,12 +377,12 @@ class Battle::AI
return score
end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns whether the target lowering the given stat will have any impact.
# TODO: Make sure the move's actual damage category is taken into account,
# i.e. CategoryDependsOnHigherDamagePoisonTarget and
# CategoryDependsOnHigherDamageIgnoreTargetAbility.
#=============================================================================
def stat_drop_worthwhile?(target, stat, fixed_change = false)
if !fixed_change
return false if !target.battler.pbCanLowerStatStage?(stat, @user.battler, @move.move)
@@ -431,9 +427,9 @@ class Battle::AI
return true
end
#=============================================================================
#-----------------------------------------------------------------------------
# Make score changes based on the general concept of lowering stats at all.
#=============================================================================
def get_target_stat_drop_score_generic(score, target, stat_changes, desire_mult = 1)
total_decrement = stat_changes.sum { |change| change[1] }
# Prefer if move is a status move and it's the user's first/second turn
@@ -452,9 +448,7 @@ class Battle::AI
return score
end
#=============================================================================
# Make score changes based on the lowering of a specific stat.
#=============================================================================
def get_target_stat_drop_score_one(score, target, stat, decrement, desire_mult = 1)
# Figure out how much the stat will actually change by
max_stage = Battle::Battler::STAT_STAGE_MAXIMUM
@@ -559,9 +553,8 @@ class Battle::AI
return score
end
#=============================================================================
#
#=============================================================================
#-----------------------------------------------------------------------------
def get_score_for_weather(weather, move_user, starting = false)
return 0 if @battle.pbCheckGlobalAbility(:AIRLOCK) ||
@battle.pbCheckGlobalAbility(:CLOUDNINE)
@@ -677,9 +670,8 @@ class Battle::AI
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)

View File

@@ -55,7 +55,7 @@ class Battle::AI::AIBattler
def idxOpposingSide; return battler.idxOpposingSide; end
def pbOpposingSide; return battler.pbOpposingSide; end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns how much damage this battler will take at the end of this round.
def rough_end_of_round_damage
@@ -160,7 +160,7 @@ class Battle::AI::AIBattler
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
def base_stat(stat)
ret = 0
@@ -194,7 +194,7 @@ class Battle::AI::AIBattler
return (this_speed > other_speed) ^ (@ai.battle.field.effects[PBEffects::TrickRoom] > 0)
end
#=============================================================================
#-----------------------------------------------------------------------------
def types; return battler.types; end
def pbTypes(withExtraType = false); return battler.pbTypes(withExtraType); end
@@ -228,7 +228,7 @@ class Battle::AI::AIBattler
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
def ability_id; return battler.ability_id; end
def ability; return battler.ability; end
@@ -245,7 +245,7 @@ class Battle::AI::AIBattler
return @ai.move.function == "IgnoreTargetAbility" || battler.hasMoldBreaker?
end
#=============================================================================
#-----------------------------------------------------------------------------
def item_id; return battler.item_id; end
def item; return battler.item; end
@@ -258,7 +258,7 @@ class Battle::AI::AIBattler
return battler.hasActiveItem?(item)
end
#=============================================================================
#-----------------------------------------------------------------------------
def check_for_move
ret = false
@@ -283,7 +283,7 @@ class Battle::AI::AIBattler
return false
end
#=============================================================================
#-----------------------------------------------------------------------------
def can_attack?
return false if self.effects[PBEffects::HyperBeam] > 0
@@ -334,18 +334,20 @@ class Battle::AI::AIBattler
return true
end
#=============================================================================
#-----------------------------------------------------------------------------
def wants_status_problem?(new_status)
return true if new_status == :NONE
if ability_active?
case ability_id
when :GUTS
return true if stat_raise_worthwhile?(self, :ATTACK, true)
return true if ![:SLEEP, :FROZEN].include?(new_status) &&
stat_raise_worthwhile?(self, :ATTACK, true)
when :MARVELSCALE
return true if stat_raise_worthwhile?(self, :DEFENSE, true)
when :QUICKFEET
return true if stat_raise_worthwhile?(self, :SPEED, true)
return true if ![:SLEEP, :FROZEN].include?(new_status) &&
stat_raise_worthwhile?(self, :SPEED, true)
when :FLAREBOOST
return true if new_status == :BURN && stat_raise_worthwhile?(self, :SPECIAL_ATTACK, true)
when :TOXICBOOST
@@ -363,7 +365,7 @@ class Battle::AI::AIBattler
return false
end
#=============================================================================
#-----------------------------------------------------------------------------
# TODO: Add more items.
BASE_ITEM_RATINGS = {
@@ -544,7 +546,7 @@ class Battle::AI::AIBattler
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
def get_score_change_for_consuming_item(item, try_preserving_item = false)
@@ -629,7 +631,7 @@ class Battle::AI::AIBattler
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
# These values are taken from the Complete-Fire-Red-Upgrade decomp here:
# https://github.com/Skeli789/Complete-Fire-Red-Upgrade/blob/f7f35becbd111c7e936b126f6328fc52d9af68c8/src/ability_battle_effects.c#L41
@@ -962,7 +964,7 @@ class Battle::AI::AIBattler
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
private

View File

@@ -15,7 +15,7 @@ class Battle::AI::AIMove
"CategoryDependsOnHigherDamageIgnoreTargetAbility"].include?(function)
end
#=============================================================================
#-----------------------------------------------------------------------------
# pp
# totalpp
@@ -41,7 +41,16 @@ class Battle::AI::AIMove
def statusMove?; return @move.statusMove?; end
def function; return @move.function; end
#=============================================================================
#-----------------------------------------------------------------------------
def type; return @move.type; end
def rough_type
return @move.pbCalcType(@ai.user.battler) if @ai.trainer.medium_skill?
return @move.type
end
#-----------------------------------------------------------------------------
def pbTarget(user)
return @move.pbTarget((user.is_a?(Battle::AI::AIBattler)) ? user.battler : user)
@@ -70,7 +79,7 @@ class Battle::AI::AIMove
return num_targets > 1
end
#=============================================================================
#-----------------------------------------------------------------------------
def rough_priority(user)
ret = @move.pbPriority(user.battler)
@@ -81,16 +90,7 @@ class Battle::AI::AIMove
return ret
end
#=============================================================================
def type; return @move.type; end
def rough_type
return @move.pbCalcType(@ai.user.battler) if @ai.trainer.medium_skill?
return @move.type
end
#=============================================================================
#-----------------------------------------------------------------------------
# Returns this move's base power, taking into account various effects that
# modify it.
@@ -102,6 +102,7 @@ class Battle::AI::AIMove
ret, self, @ai.user, @ai.target, @ai, @ai.battle)
end
# Full damage calculation.
def rough_damage
base_dmg = base_power
return base_dmg if @move.is_a?(Battle::Move::FixedDamageMove)
@@ -363,13 +364,14 @@ class Battle::AI::AIMove
return ret
end
#=============================================================================
#-----------------------------------------------------------------------------
def accuracy
return @move.pbBaseAccuracy(@ai.user.battler, @ai.target.battler) if @ai.trainer.medium_skill?
return @move.accuracy
end
# Full accuracy calculation.
def rough_accuracy
# Determine user and target
user = @ai.user
@@ -479,8 +481,10 @@ class Battle::AI::AIMove
end
end
#=============================================================================
#-----------------------------------------------------------------------------
# Full critical hit chance calculation (returns the determined critical hit
# stage).
def rough_critical_hit_stage
user = @ai.user
user_battler = user.battler
@@ -524,7 +528,7 @@ class Battle::AI::AIMove
return crit_stage
end
#=============================================================================
#-----------------------------------------------------------------------------
# Return values:
# 0: Regular additional effect chance or isn't an additional effect

View File

@@ -589,9 +589,9 @@ Battle::AI::Handlers::MoveEffectScore.copy("UserFaintsHealAndCureReplacement",
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("StartPerishCountsForAllBattlers",
proc { |move, user, target, ai, battle|
next true if target.effects[PBEffects::PerishSong] > 0
next true if Battle::AbilityEffects.triggerMoveImmunity(target.ability, user.battler, target.battler,
move.move, move.rough_type, battle, false)
next false
next false if !target.ability_active?
next Battle::AbilityEffects.triggerMoveImmunity(target.ability, user.battler, target.battler,
move.move, move.rough_type, battle, false)
}
)
Battle::AI::Handlers::MoveEffectScore.add("StartPerishCountsForAllBattlers",

View File

@@ -248,7 +248,7 @@ class Battle::Move::UserFaintsExplosive
def pbMoveFailed?(user, targets)
if @battle.rules["selfkoclause"]
# Check whether no unfainted Pokemon remain in either party
count = @battle.pbAbleNonActiveCount(user.idxOwnSide)
count = @battle.pbAbleNonActiveCount(user.idxOwnSide)
count += @battle.pbAbleNonActiveCount(user.idxOpposingSide)
if count == 0
@battle.pbDisplay("But it failed!")
@@ -257,7 +257,7 @@ class Battle::Move::UserFaintsExplosive
end
if @battle.rules["selfdestructclause"]
# Check whether no unfainted Pokemon remain in either party
count = @battle.pbAbleNonActiveCount(user.idxOwnSide)
count = @battle.pbAbleNonActiveCount(user.idxOwnSide)
count += @battle.pbAbleNonActiveCount(user.idxOpposingSide)
if count == 0
@battle.pbDisplay(_INTL("{1}'s team was disqualified!", user.pbThis))