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