AI: Added checks for additional effect chance, Snatch/Magic Coat, more item ratings

This commit is contained in:
Maruno17
2023-03-11 20:13:02 +00:00
parent 5a18f7fd65
commit e9a44377ce
10 changed files with 308 additions and 131 deletions

View File

@@ -273,6 +273,7 @@ class Battle::Move::EffectDependsOnEnvironment < Battle::Move
def pbEffectAfterAllHits(user, target) def pbEffectAfterAllHits(user, target)
return if target.fainted? return if target.fainted?
return if target.damageState.unaffected || target.damageState.substitute return if target.damageState.unaffected || target.damageState.substitute
return if user.hasActiveAbility?(:SHEERFORCE)
chance = pbAdditionalEffectChance(user, target) chance = pbAdditionalEffectChance(user, target)
return if @battle.pbRandom(100) >= chance return if @battle.pbRandom(100) >= chance
case @secretPower case @secretPower
@@ -1194,8 +1195,8 @@ class Battle::Move::UseRandomUserMoveIfAsleep < Battle::Move
end end
#=============================================================================== #===============================================================================
# This round, reflects all moves with the "C" flag targeting the user back at # This round, reflects all moves that can be Magic Coated which target the user
# their origin. (Magic Coat) # or which have no target back at their origin. (Magic Coat)
#=============================================================================== #===============================================================================
class Battle::Move::BounceBackProblemCausingStatusMoves < Battle::Move class Battle::Move::BounceBackProblemCausingStatusMoves < Battle::Move
def pbEffectGeneral(user) def pbEffectGeneral(user)
@@ -1205,7 +1206,7 @@ class Battle::Move::BounceBackProblemCausingStatusMoves < Battle::Move
end end
#=============================================================================== #===============================================================================
# This round, snatches all used moves with the "D" flag. (Snatch) # This round, snatches all used moves that can be Snatched. (Snatch)
#=============================================================================== #===============================================================================
class Battle::Move::StealAndUseBeneficialStatusMove < Battle::Move class Battle::Move::StealAndUseBeneficialStatusMove < Battle::Move
def pbEffectGeneral(user) def pbEffectGeneral(user)

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@@ -24,6 +24,10 @@ class Battle::AI
end end
return get_score_for_target_stat_drop(score, target, stat_changes, whole_effect, fixed_change, true) return get_score_for_target_stat_drop(score, target, stat_changes, whole_effect, fixed_change, true)
end end
# Don't make score changes if the move is a damaging move and its additional
# effect (the stat raise(s)) will be negated
add_effect = @move.get_score_change_for_additional_effect(@user, target)
return score if add_effect == -999 # Additional effect will be negated
# Don't make score changes if target will faint from EOR damage # Don't make score changes if target will faint from EOR damage
if target.rough_end_of_round_damage >= target.hp if target.rough_end_of_round_damage >= target.hp
ret = (whole_effect) ? MOVE_USELESS_SCORE : score ret = (whole_effect) ? MOVE_USELESS_SCORE : score
@@ -66,6 +70,8 @@ class Battle::AI
if real_stat_changes.length == 0 if real_stat_changes.length == 0
return (whole_effect) ? MOVE_USELESS_SCORE : score return (whole_effect) ? MOVE_USELESS_SCORE : score
end end
# Make score change based on the additional effect chance
score += add_effect
# Make score changes based on the general concept of raising stats at all # Make score changes based on the general concept of raising stats at all
score = get_target_stat_raise_score_generic(score, target, real_stat_changes, desire_mult) score = get_target_stat_raise_score_generic(score, target, real_stat_changes, desire_mult)
# Make score changes based on the specific changes to each stat that will be # Make score changes based on the specific changes to each stat that will be
@@ -314,6 +320,10 @@ class Battle::AI
end end
return get_score_for_target_stat_raise(score, target, stat_changes, whole_effect, fixed_change, true) return get_score_for_target_stat_raise(score, target, stat_changes, whole_effect, fixed_change, true)
end end
# Don't make score changes if the move is a damaging move and its additional
# effect (the stat drop(s)) will be negated
add_effect = @move.get_score_change_for_additional_effect(@user, target)
return score if add_effect == -999 # Additional effect will be negated
# Don't make score changes if target will faint from EOR damage # Don't make score changes if target will faint from EOR damage
if target.rough_end_of_round_damage >= target.hp if target.rough_end_of_round_damage >= target.hp
ret = (whole_effect) ? MOVE_USELESS_SCORE : score ret = (whole_effect) ? MOVE_USELESS_SCORE : score
@@ -354,6 +364,8 @@ class Battle::AI
if real_stat_changes.length == 0 if real_stat_changes.length == 0
return (whole_effect) ? MOVE_USELESS_SCORE : score return (whole_effect) ? MOVE_USELESS_SCORE : score
end end
# Make score change based on the additional effect chance
score += add_effect
# Make score changes based on the general concept of lowering stats at all # Make score changes based on the general concept of lowering stats at all
score = get_target_stat_drop_score_generic(score, target, real_stat_changes, desire_mult) score = get_target_stat_drop_score_generic(score, target, real_stat_changes, desire_mult)
# Make score changes based on the specific changes to each stat that will be # Make score changes based on the specific changes to each stat that will be

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@@ -148,15 +148,13 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:thawing_move_against_fr
# flinching are dealt with in the function code part of score calculation). # flinching are dealt with in the function code part of score calculation).
# TODO: Review score modifier. # TODO: Review score modifier.
#=============================================================================== #===============================================================================
Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:flinching_effects, Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:external_flinching_effects,
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
if ai.trainer.medium_skill? if ai.trainer.medium_skill? && move.damagingMove? && !move.move.flinchingMove?
if (battle.moldBreaker || !target.has_active_ability?([:INNERFOCUS, :SHIELDDUST])) && if (battle.moldBreaker || !target.has_active_ability?([:INNERFOCUS, :SHIELDDUST])) &&
target.effects[PBEffects::Substitute] == 0 target.effects[PBEffects::Substitute] == 0
if move.move.flinchingMove? || if user.has_active_item?([:KINGSROCK, :RAZORFANG]) ||
(move.damagingMove? && user.has_active_ability?(:STENCH)
(user.has_active_item?([:KINGSROCK, :RAZORFANG]) ||
user.has_active_ability?(:STENCH)))
old_score = score old_score = score
score += 8 score += 8
PBDebug.log_score_change(score - old_score, "flinching") PBDebug.log_score_change(score - old_score, "flinching")
@@ -195,7 +193,7 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:flinching_effects,
# repeatedly until the target retaliates). Doesn't do a score change if the user # repeatedly until the target retaliates). Doesn't do a score change if the user
# will be immune to Bide's damage. # will be immune to Bide's damage.
#=============================================================================== #===============================================================================
Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_damaging_a_biding_target, Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:damaging_a_biding_target,
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
if ai.trainer.medium_skill? && target.effects[PBEffects::Bide] > 0 && move.damagingMove? if ai.trainer.medium_skill? && target.effects[PBEffects::Bide] > 0 && move.damagingMove?
eff = user.effectiveness_of_type_against_battler(:NORMAL, target) # Bide is Normal type eff = user.effectiveness_of_type_against_battler(:NORMAL, target) # Bide is Normal type
@@ -216,7 +214,6 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_damaging_a_biding
} }
) )
#=============================================================================== #===============================================================================
# Don't prefer damaging moves that will knock out the target if they are using # Don't prefer damaging moves that will knock out the target if they are using
# Destiny Bond. # Destiny Bond.
@@ -224,7 +221,7 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_damaging_a_biding
# => Also don't prefer damaging moves if user is slower than the target, move # => Also don't prefer damaging moves if user is slower than the target, move
# is likely to be lethal, and target has previously used Destiny Bond # is likely to be lethal, and target has previously used Destiny Bond
#=============================================================================== #===============================================================================
Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_knocking_out_destiny_bonder, Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:knocking_out_a_destiny_bonder,
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
if ai.trainer.medium_skill? && move.damagingMove? && target.effects[PBEffects::DestinyBond] if ai.trainer.medium_skill? && move.damagingMove? && target.effects[PBEffects::DestinyBond]
dmg = move.rough_damage dmg = move.rough_damage
@@ -254,34 +251,65 @@ Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_knocking_out_dest
#=============================================================================== #===============================================================================
# Don't prefer a move that can be Magic Coated if the target (or any foe if the # Don't prefer a move that can be Magic Coated if the target (or any foe if the
# move doesn't have a target) has Magic Bounce. # move doesn't have a target) knows Magic Coat/has Magic Bounce.
#=============================================================================== #===============================================================================
Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:avoid_targeting_bouncable_move_against_Magic_Bouncer, Battle::AI::Handlers::GeneralMoveAgainstTargetScore.add(:target_can_Magic_Coat_or_Bounce_move,
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
# TODO: Modify the semiInvulnerable? check to only apply if the target will
# still be invulnerable when the user acts, i.e. compare speeds?
if move.statusMove? && move.move.canMagicCoat? && if move.statusMove? && move.move.canMagicCoat? &&
!battle.moldBreaker && target.has_active_ability?(:MAGICBOUNCE) target.opposes?(user) && !target.battler.semiInvulnerable?
old_score = score old_score = score
score = Battle::AI::MOVE_USELESS_SCORE if !battle.moldBreaker && target.has_active_ability?(:MAGICBOUNCE)
PBDebug.log_score_change(score - old_score, "useless because target will Magic Bounce it") score = Battle::AI::MOVE_USELESS_SCORE
PBDebug.log_score_change(score - old_score, "useless because target will Magic Bounce it")
elsif target.has_move_with_function?("BounceBackProblemCausingStatusMoves")
score -= 8
PBDebug.log_score_change(score - old_score, "target knows Magic Coat and could bounce it")
end
end end
next score next score
} }
) )
Battle::AI::Handlers::GeneralMoveScore.add(:avoid_bouncable_move_with_foe_Magic_Bouncer, Battle::AI::Handlers::GeneralMoveScore.add(:any_foe_can_Magic_Coat_or_Bounce_move,
proc { |score, move, user, ai, battle| proc { |score, move, user, ai, battle|
if move.statusMove? && move.move.canMagicCoat? && if move.statusMove? && move.move.canMagicCoat? && move.pbTarget(user.battler).num_targets == 0
move.pbTarget(user.battler).num_targets == 0 && !battle.moldBreaker old_score = score
has_magic_bounce = false
ai.each_foe_battler(user.side) do |b, i| ai.each_foe_battler(user.side) do |b, i|
next if !b.has_active_ability?(:MAGICBOUNCE) # TODO: Modify the semiInvulnerable? check to only apply if the target
has_magic_bounce = true # will still be invulnerable when the user acts, i.e. compare
break # speeds?
next if b.battler.semiInvulnerable?
if b.has_active_ability?(:MAGICBOUNCE) && !battle.moldBreaker
score = Battle::AI::MOVE_USELESS_SCORE
PBDebug.log_score_change(score - old_score, "useless because a foe will Magic Bounce it")
break
elsif b.has_move_with_function?("BounceBackProblemCausingStatusMoves")
score -= 8
PBDebug.log_score_change(score - old_score, "a foe knows Magic Coat and could bounce it")
break
end
end end
if has_magic_bounce end
next score
}
)
#===============================================================================
# Don't prefer a move that can be Snatched if any other battler knows Snatch.
#===============================================================================
Battle::AI::Handlers::GeneralMoveScore.add(:any_battler_can_Snatch_move,
proc { |score, move, user, ai, battle|
if move.statusMove? && move.move.canSnatch?
ai.each_battler do |b, i|
next if b.index == user.index
next if b.effects[PBEffects::SkyDrop] >= 0
next if !b.has_move_with_function?("StealAndUseBeneficialStatusMove")
old_score = score old_score = score
score = Battle::AI::MOVE_USELESS_SCORE score -= 8
PBDebug.log_score_change(score - old_score, "useless because a foe will Magic Bounce it") PBDebug.log_score_change(score - old_score, "another battler could Snatch it")
break
end end
end end
next score next score
@@ -372,7 +400,7 @@ Battle::AI::Handlers::GeneralMoveScore.add(:good_move_for_choice_item,
# more (desperate). # more (desperate).
# TODO: Review score modifier. # TODO: Review score modifier.
#=============================================================================== #===============================================================================
Battle::AI::Handlers::GeneralMoveScore.add(:prefer_damaging_moves_if_last_pokemon, Battle::AI::Handlers::GeneralMoveScore.add(:either_side_down_to_last_pokemon,
proc { |score, move, user, ai, battle| proc { |score, move, user, ai, battle|
if ai.trainer.medium_skill? && move.damagingMove? if ai.trainer.medium_skill? && move.damagingMove?
reserves = battle.pbAbleNonActiveCount(user.idxOwnSide) reserves = battle.pbAbleNonActiveCount(user.idxOwnSide)

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@@ -301,34 +301,174 @@ class Battle::AI::AIBattler
#============================================================================= #=============================================================================
# TODO: Add more items.
BASE_ITEM_RATINGS = {
:ADAMANTORB => 3,
:BLACKBELT => 2,
:BLACKGLASSES => 2,
:BLACKSLUDGE => -4,
:CHARCOAL => 2,
:CHOICEBAND => 4,
:CHOICESCARF => 4,
:CHOICESPECS => 4,
:DEEPSEATOOTH => 4,
:DRACOPLATE => 2,
:DRAGONFANG => 2,
:DREADPLATE => 2,
:EARTHPLATE => 2,
:FISTPLATE => 2,
:FLAMEORB => -4,
:FLAMEPLATE => 2,
:GRISEOUSORB => 3,
:HARDSTONE => 2,
:ICICLEPLATE => 2,
:INSECTPLATE => 2,
:IRONBALL => -4,
:IRONPLATE => 2,
:LAGGINGTAIL => -2,
:LEFTOVERS => 4,
:LIFEORB => 3,
:LIGHTBALL => 4,
:LUSTROUSORB => 3,
:MAGNET => 2,
:MEADOWPLATE => 2,
:METALCOAT => 2,
:METRONOME => 1,
:MINDPLATE => 2,
:MIRACLESEED => 2,
:MUSCLEBAND => 2,
:MYSTICWATER => 2,
:NEVERMELTICE => 2,
:ODDINCENSE => 2,
:PIXIEPLATE => 2,
:POISONBARB => 2,
:ROCKINCENSE => 2,
:ROSEINCENSE => 2,
:SEAINCENSE => 2,
:SHARPBEAK => 2,
:SILKSCARF => 2,
:SILVERPOWDER => 2,
:SKYPLATE => 2,
:SOFTSAND => 2,
:SOULDEW => 3,
:SPELLTAG => 2,
:SPLASHPLATE => 2,
:SPOOKYPLATE => 2,
:STICKYBARB => -2,
:STONEPLATE => 2,
:THICKCLUB => 4,
:TOXICORB => -4,
:TOXICPLATE => 2,
:TWISTEDSPOON => 2,
:WAVEINCENSE => 2,
:WISEGLASSES => 2,
:ZAPPLATE => 2
}
# Returns a value indicating how beneficial the given item will be to this # Returns a value indicating how beneficial the given item will be to this
# battler if it is holding it. # battler if it is holding it.
# Return values are typically -2, -1, 0, 1 or 2. 0 is indifferent, positive # Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers. # values mean this battler benefits, negative values mean this battler suffers.
def wants_item?(item = :NONE) def wants_item?(item)
item == :NONE if item.nil? item = item.id if !item.is_a?(Symbol) && item.respond_to?("id")
# TODO: Add more items. return 0 if has_active_ability?(:KLUTZ)
preferred_items = [ # TODO: Unnerve, other item-negating effects.
:CHOICESCARF, ret = BASE_ITEM_RATINGS[item] || 0
:LEFTOVERS case item
] when :ADAMANTORB
preferred_items.push(:BLACKSLUDGE) if has_type?(:POISON) ret = 0 if !@battler.isSpecies?(:DIALGA) || !has_damaging_move_of_type?(:DRAGON, :STEEL)
preferred_items.push(:IRONBALL) if has_move_with_function?("ThrowUserItemAtTarget") when :BLACKBELT, :BLACKGLASSES, :CHARCOAL, :DRAGONFANG, :HARDSTONE, :MAGNET,
preferred_items.push(:CHOICEBAND) if check_for_move { |m| m.physicalMove?(m.type) } :METALCOAT, :MIRACLESEED, :MYSTICWATER, :NEVERMELTICE, :POISONBARB,
preferred_items.push(:CHOICESPECS) if check_for_move { |m| m.specialMove?(m.type) } :SHARPBEAK, :SILKSCARF, :SILVERPOWDER, :SOFTSAND, :SPELLTAG,
unpreferred_items = [ :TWISTEDSPOON,
:BLACKSLUDGE, :DRACOPLATE, :DREADPLATE, :EARTHPLATE, :FISTPLATE, :FLAMEPLATE,
:FLAMEORB, :ICICLEPLATE, :INSECTPLATE, :IRONPLATE, :MEADOWPLATE, :MINDPLATE,
:IRONBALL, :PIXIEPLATE, :SKYPLATE, :SPLASHPLATE, :SPOOKYPLATE, :STONEPLATE,
:LAGGINGTAIL, :TOXICPLATE, :ZAPPLATE,
:STICKYBARB, :ODDINCENSE, :ROCKINCENSE, :ROSEINCENSE, :SEAINCENSE, :WAVEINCENSE
:TOXICORB boosted_type = {
] :BLACKBELT => :FIGHTING,
ret = 0 :BLACKGLASSES => :DARK,
if preferred_items.include?(item) :CHARCOAL => :FIRE,
ret = 2 :DRAGONFANG => :DRAGON,
elsif unpreferred_items.include?(item) :HARDSTONE => :ROCK,
ret = -2 :MAGNET => :ELECTRIC,
:METALCOAT => :STEEL,
:MIRACLESEED => :GRASS,
:MYSTICWATER => :WATER,
:NEVERMELTICE => :ICE,
:POISONBARB => :POISON,
:SHARPBEAK => :FLYING,
:SILKSCARF => :NORMAL,
:SILVERPOWDER => :BUG,
:SOFTSAND => :GROUND,
:SPELLTAG => :GHOST,
:TWISTEDSPOON => :PSYCHIC,
:DRACOPLATE => :DRAGON,
:DREADPLATE => :DARK,
:EARTHPLATE => :GROUND,
:FISTPLATE => :FIGHTING,
:FLAMEPLATE => :FIRE,
:ICICLEPLATE => :ICE,
:INSECTPLATE => :BUG,
:IRONPLATE => :STEEL,
:MEADOWPLATE => :GRASS,
:MINDPLATE => :PSYCHIC,
:PIXIEPLATE => :FAIRY,
:SKYPLATE => :FLYING,
:SPLASHPLATE => :WATER,
:SPOOKYPLATE => :GHOST,
:STONEPLATE => :ROCK,
:TOXICPLATE => :POISON,
:ZAPPLATE => :ELECTRIC,
:ODDINCENSE => :PSYCHIC,
:ROCKINCENSE => :ROCK,
:ROSEINCENSE => :GRASS,
:SEAINCENSE => :WATER,
:WAVEINCENSE => :WATER
}[item]
ret = 0 if !has_damaging_move_of_type?(boosted_type)
when :BLACKSLUDGE
ret = 4 if has_type?(:POISON)
when :CHOICEBAND, :MUSCLEBAND
ret = 0 if !check_for_move { |m| m.physicalMove?(m.type) }
when :CHOICESPECS, :WISEGLASSES
ret = 0 if !check_for_move { |m| m.specialMove?(m.type) }
when :DEEPSEATOOTH
ret = 0 if !@battler.isSpecies?(:CLAMPERL) || !check_for_move { |m| m.specialMove?(m.type) }
when :GRISEOUSORB
ret = 0 if !@battler.isSpecies?(:GIRATINA) || !has_damaging_move_of_type?(:DRAGON, :GHOST)
when :IRONBALL
ret = 0 if has_move_with_function?("ThrowUserItemAtTarget")
when :LIGHTBALL
ret = 0 if !@battler.isSpecies?(:PIKACHU) || !check_for_move { |m| m.damagingMove? }
when :LUSTROUSORB
ret = 0 if !@battler.isSpecies?(:PALKIA) || !has_damaging_move_of_type?(:DRAGON, :WATER)
when :SOULDEW
if !@battler.isSpecies?(:LATIAS) && !@battler.isSpecies?(:LATIOS)
ret = 0
elsif Settings::SOUL_DEW_POWERS_UP_TYPES
ret = 0 if !has_damaging_move_of_type?(:PSYCHIC, :DRAGON)
else
ret -= 2 if !check_for_move { |m| m.specialMove?(m.type) } # Also boosts SpDef
end
when :THICKCLUB
ret = 0 if (!@battler.isSpecies?(:CUBONE) && !@battler.isSpecies?(:MAROWAK)) ||
!check_for_move { |m| m.physicalMove?(m.type) }
end
# Prefer if this battler knows Fling and it will do a lot of damage/have an
# additional (negative) effect when flung
if has_move_with_function?("ThrowUserItemAtTarget")
GameData::Item.get(item).flags.each do |flag|
next if !flag[/^Fling_(\d+)$/i]
amt = $~[1].to_i
ret += 1 if amt >= 80
ret += 1 if amt >= 100
break
end
if [:FLAMEORB, :KINGSROCK, :LIGHTBALL, :POISONBARB, :RAZORFANG, :TOXICORB].include?(item)
ret += 1
end
end end
# Don't prefer if this battler knows Acrobatics # Don't prefer if this battler knows Acrobatics
if has_move_with_function?("DoublePowerIfUserHasNoItem") if has_move_with_function?("DoublePowerIfUserHasNoItem")

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@@ -546,17 +546,22 @@ class Battle::AI::AIMove
#============================================================================= #=============================================================================
# Returns: # Return values:
# 0 = move doesn't have an additional effect # 0: Regular additional effect chance or isn't an additional effect
# 1 = additional effect will be negated # -999: Additional effect will be negated
# 2 = additional effect will work # Other: Amount to add to a move's score
# 3 = additional effect has an increased chance to work def get_score_change_for_additional_effect(user, target)
def additional_effect_usability(user, target) # Doesn't have an additional effect
return 3 if self.function == "ThrowUserItemAtTarget" return 0 if @move.addlEffect == 0
return 0 if @move.addlEffect == 0 # Doesn't have an additional effect # Additional effect will be negated
return 1 if target.has_active_ability?(:SHIELDDUST) && !@ai.battle.moldBreaker return -999 if user.has_active_ability?(:SHEERFORCE)
return 3 if (Settings::MECHANICS_GENERATION >= 6 || self.function != "EffectDependsOnEnvironment") && return -999 if user.index != target.index &&
target.has_active_ability?(:SHIELDDUST) && !@ai.battle.moldBreaker
# Prefer if the additional effect will have an increased chance of working
return 5 if @move.addlEffect < 100 &&
(Settings::MECHANICS_GENERATION >= 6 || self.function != "EffectDependsOnEnvironment") &&
(user.has_active_ability?(:SERENEGRACE) || user.pbOwnSide.effects[PBEffects::Rainbow] > 0) (user.has_active_ability?(:SERENEGRACE) || user.pbOwnSide.effects[PBEffects::Rainbow] > 0)
return 2 # No change to score
return 0
end end
end end

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@@ -540,6 +540,9 @@ Battle::AI::Handlers::MoveEffectScore.add("UserMakeSubstitute",
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveEffectScore.add("RemoveUserBindingAndEntryHazards", Battle::AI::Handlers::MoveEffectScore.add("RemoveUserBindingAndEntryHazards",
proc { |score, move, user, ai, battle| proc { |score, move, user, ai, battle|
add_effect = move.get_score_change_for_additional_effect(user, target)
next score if add_effect == -999 # Additional effect will be negated
score += add_effect
score += 10 if user.effects[PBEffects::Trapping] > 0 score += 10 if user.effects[PBEffects::Trapping] > 0
score += 15 if user.effects[PBEffects::LeechSeed] >= 0 score += 15 if user.effects[PBEffects::LeechSeed] >= 0
if battle.pbAbleNonActiveCount(user.idxOwnSide) > 0 if battle.pbAbleNonActiveCount(user.idxOwnSide) > 0

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@@ -36,9 +36,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("RaiseUserAttack2IfTarget
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("RaiseUserAttack2", Battle::AI::Handlers::MoveFailureCheck.copy("RaiseUserAttack1",
"RaiseUserAttack3") "RaiseUserAttack3")
Battle::AI::Handlers::MoveEffectScore.copy("RaiseUserAttack2", Battle::AI::Handlers::MoveEffectScore.copy("RaiseUserAttack1",
"RaiseUserAttack3") "RaiseUserAttack3")
#=============================================================================== #===============================================================================
@@ -282,9 +282,9 @@ Battle::AI::Handlers::MoveEffectScore.add("RaiseUserEvasion2MinimizeUser",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureCheck.copy("RaiseUserEvasion2", Battle::AI::Handlers::MoveFailureCheck.copy("RaiseUserEvasion1",
"RaiseUserEvasion3") "RaiseUserEvasion3")
Battle::AI::Handlers::MoveEffectScore.copy("RaiseUserEvasion2", Battle::AI::Handlers::MoveEffectScore.copy("RaiseUserEvasion1",
"RaiseUserEvasion3") "RaiseUserEvasion3")
#=============================================================================== #===============================================================================
@@ -763,9 +763,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAttack1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetAttack2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetAttack1",
"LowerTargetAttack3") "LowerTargetAttack3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAttack2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAttack1",
"LowerTargetAttack3") "LowerTargetAttack3")
#=============================================================================== #===============================================================================
@@ -800,9 +800,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetDefense1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetDefense2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetDefense1",
"LowerTargetDefense3") "LowerTargetDefense3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetDefense2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetDefense1",
"LowerTargetDefense3") "LowerTargetDefense3")
#=============================================================================== #===============================================================================
@@ -839,9 +839,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpAtk2",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpAtk2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpAtk1",
"LowerTargetSpAtk3") "LowerTargetSpAtk3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpAtk2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpAtk1",
"LowerTargetSpAtk3") "LowerTargetSpAtk3")
#=============================================================================== #===============================================================================
@@ -863,9 +863,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpDef1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpDef2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpDef1",
"LowerTargetSpDef3") "LowerTargetSpDef3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpDef2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpDef1",
"LowerTargetSpDef3") "LowerTargetSpDef3")
#=============================================================================== #===============================================================================
@@ -925,9 +925,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpeed1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpeed2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetSpeed1",
"LowerTargetSpeed3") "LowerTargetSpeed3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpeed2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetSpeed1",
"LowerTargetSpeed3") "LowerTargetSpeed3")
#=============================================================================== #===============================================================================
@@ -949,9 +949,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAccuracy1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetAccuracy2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetAccuracy1",
"LowerTargetAccuracy3") "LowerTargetAccuracy3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAccuracy2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetAccuracy1",
"LowerTargetAccuracy3") "LowerTargetAccuracy3")
#=============================================================================== #===============================================================================
@@ -1028,9 +1028,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetEvasion1",
#=============================================================================== #===============================================================================
# #
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetEvasion2", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.copy("LowerTargetEvasion1",
"LowerTargetEvasion3") "LowerTargetEvasion3")
Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetEvasion2", Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("LowerTargetEvasion1",
"LowerTargetEvasion3") "LowerTargetEvasion3")
#=============================================================================== #===============================================================================

View File

@@ -15,12 +15,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("SleepTarget",
target.has_active_ability?(:HYDRATION) && target.has_active_ability?(:HYDRATION) &&
[:Rain, :HeavyRain].include?(target.battler.effectiveWeather) [:Rain, :HeavyRain].include?(target.battler.effectiveWeather)
if target.battler.pbCanSleep?(user.battler, false, move.move) if target.battler.pbCanSleep?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 15 score += 15
# Prefer if the user or an ally has a move/ability that is better if the target is asleep # Prefer if the user or an ally has a move/ability that is better if the target is asleep
@@ -107,12 +104,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("PoisonTarget",
target.has_active_ability?(:HYDRATION) && target.has_active_ability?(:HYDRATION) &&
[:Rain, :HeavyRain].include?(target.battler.effectiveWeather) [:Rain, :HeavyRain].include?(target.battler.effectiveWeather)
if target.battler.pbCanPoison?(user.battler, false, move.move) if target.battler.pbCanPoison?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 10 score += 10
# Prefer if the target is at high HP # Prefer if the target is at high HP
@@ -194,12 +188,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("ParalyzeTarget",
target.has_active_ability?(:HYDRATION) && target.has_active_ability?(:HYDRATION) &&
[:Rain, :HeavyRain].include?(target.battler.effectiveWeather) [:Rain, :HeavyRain].include?(target.battler.effectiveWeather)
if target.battler.pbCanParalyze?(user.battler, false, move.move) if target.battler.pbCanParalyze?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference (because of the chance of full paralysis) # Inherent preference (because of the chance of full paralysis)
score += 10 score += 10
# Prefer if the target is faster than the user but will become slower if # Prefer if the target is faster than the user but will become slower if
@@ -291,12 +282,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("BurnTarget",
target.has_active_ability?(:HYDRATION) && target.has_active_ability?(:HYDRATION) &&
[:Rain, :HeavyRain].include?(target.battler.effectiveWeather) [:Rain, :HeavyRain].include?(target.battler.effectiveWeather)
if target.battler.pbCanBurn?(user.battler, false, move.move) if target.battler.pbCanBurn?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 10 score += 10
# Prefer if the target knows any physical moves that will be weaked by a burn # Prefer if the target knows any physical moves that will be weaked by a burn
@@ -370,12 +358,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("FreezeTarget",
target.has_active_ability?(:HYDRATION) && target.has_active_ability?(:HYDRATION) &&
[:Rain, :HeavyRain].include?(target.battler.effectiveWeather) [:Rain, :HeavyRain].include?(target.battler.effectiveWeather)
if target.battler.pbCanFreeze?(user.battler, false, move.move) if target.battler.pbCanFreeze?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 15 score += 15
# Prefer if the user or an ally has a move/ability that is better if the target is frozen # Prefer if the user or an ally has a move/ability that is better if the target is frozen
@@ -528,10 +513,14 @@ Battle::AI::Handlers::MoveEffectScore.add("CureUserPartyStatus",
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CureTargetBurn", Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("CureTargetBurn",
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
add_effect = move.get_score_change_for_additional_effect(user, target)
next score if add_effect == -999 # Additional effect will be negated
if target.status == :BURN if target.status == :BURN
if target.opposes?(user) if target.opposes?(user)
score -= add_effect
score -= 10 score -= 10
else else
score += add_effect
score += 10 score += 10
end end
end end
@@ -573,12 +562,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("FlinchTarget",
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
next score if target.faster_than?(user) || target.effects[PBEffects::Substitute] > 0 next score if target.faster_than?(user) || target.effects[PBEffects::Substitute] > 0
next score if target.has_active_ability?(:INNERFOCUS) && !battle.moldBreaker next score if target.has_active_ability?(:INNERFOCUS) && !battle.moldBreaker
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 10 score += 10
# Prefer if the target is paralysed, confused or infatuated, to compound the # Prefer if the target is paralysed, confused or infatuated, to compound the
@@ -631,12 +617,9 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("ConfuseTarget",
# No score modifier if the status problem will be removed immediately # No score modifier if the status problem will be removed immediately
next score if target.has_active_item?(:PERSIMBERRY) next score if target.has_active_item?(:PERSIMBERRY)
if target.battler.pbCanConfuse?(user.battler, false, move.move) if target.battler.pbCanConfuse?(user.battler, false, move.move)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 5 score += 5
# Prefer if the target is at high HP # Prefer if the target is at high HP
@@ -668,12 +651,9 @@ Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("AttractTarget",
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("AttractTarget", Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("AttractTarget",
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
if target.battler.pbCanAttract?(user.battler, false) if target.battler.pbCanAttract?(user.battler, false)
case move.additional_effect_usability(user, target) add_effect = move.get_score_change_for_additional_effect(user, target)
when 1 # Additional effect will be negated next score if add_effect == -999 # Additional effect will be negated
next score score += add_effect
when 3 # Additional effect has an increased chance to work
score += 5
end
# Inherent preference # Inherent preference
score += 10 score += 10
# Prefer if the target is paralysed or confused, to compound the turn skipping # Prefer if the target is paralysed or confused, to compound the turn skipping

View File

@@ -159,7 +159,7 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("StartTargetCannotUseItem
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
next Battle::AI::MOVE_USELESS_SCORE if !target.item || !target.item_active? next Battle::AI::MOVE_USELESS_SCORE if !target.item || !target.item_active?
item_score = target.wants_item?(target.item_id) item_score = target.wants_item?(target.item_id)
score += item_score * 5 score += item_score * 3
next score next score
} }
) )

View File

@@ -207,6 +207,7 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.copy("BindTarget",
#=============================================================================== #===============================================================================
# TODO: Review score modifiers. # TODO: Review score modifiers.
# TODO: Include get_score_change_for_additional_effect usage.
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TrapTargetInBattle", Battle::AI::Handlers::MoveFailureAgainstTargetCheck.add("TrapTargetInBattle",
proc { |move, user, target, ai, battle| proc { |move, user, target, ai, battle|
@@ -466,9 +467,12 @@ Battle::AI::Handlers::MoveEffectScore.add("StartSlowerBattlersActFirst",
#=============================================================================== #===============================================================================
Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("LowerPPOfTargetLastMoveBy3", Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("LowerPPOfTargetLastMoveBy3",
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
add_effect = move.get_score_change_for_additional_effect(user, target)
next score if add_effect == -999 # Additional effect will be negated
if user.faster_than?(target) if user.faster_than?(target)
last_move = target.battler.pbGetMoveWithID(target.battler.lastRegularMoveUsed) last_move = target.battler.pbGetMoveWithID(target.battler.lastRegularMoveUsed)
if last_move && last_move.total_pp > 0 if last_move && last_move.total_pp > 0
score += add_effect
next score + 20 if last_move.pp <= 3 # Will fully deplete the move's PP next score + 20 if last_move.pp <= 3 # Will fully deplete the move's PP
next score + 10 if last_move.pp <= 5 next score + 10 if last_move.pp <= 5
next score - 10 if last_move.pp > 9 # Too much PP left to make a difference next score - 10 if last_move.pp > 9 # Too much PP left to make a difference
@@ -685,6 +689,10 @@ Battle::AI::Handlers::MoveEffectAgainstTargetScore.add("DisableTargetSoundMoves"
proc { |score, move, user, target, ai, battle| proc { |score, move, user, target, ai, battle|
next score if target.effects[PBEffects::ThroatChop] > 1 next score if target.effects[PBEffects::ThroatChop] > 1
next score if !target.check_for_move { |m| m.soundMove? } next score if !target.check_for_move { |m| m.soundMove? }
# Check additional effect chance
add_effect = move.get_score_change_for_additional_effect(user, target)
next score if add_effect == -999 # Additional effect will be negated
score += add_effect
# Inherent preference # Inherent preference
score += 8 score += 8
next score next score