class Battle::AI MOVE_FAIL_SCORE = 25 MOVE_USELESS_SCORE = 60 # Move predicted to do nothing or just be detrimental MOVE_BASE_SCORE = 100 # Returns a value between 0.0 and 1.0. All move scores are lowered by this # value multiplied by the highest-scoring move's score. def move_score_threshold return 0.6 + 0.35 * (([@trainer.skill, 100].min / 100.0) ** 0.5) # 0.6 to 0.95 end #============================================================================= # Get scores for the user's moves (done before any action is assessed). #============================================================================= def pbGetMoveScores choices = [] @user.battler.eachMoveWithIndex do |move, idxMove| # Unchoosable moves aren't considered if !@battle.pbCanChooseMove?(@user.index, idxMove, false) if move.pp == 0 && move.total_pp > 0 PBDebug.log("[AI] #{@user.battler.pbThis} (#{@user.index}) cannot use move #{move.name} as it has no PP left") else PBDebug.log("[AI] #{@user.battler.pbThis} (#{@user.index}) cannot choose to use #{move.name}") end next end # Set up move in class variables set_up_move_check(move) # Predict whether the move will fail (generally) if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailure add_move_to_choices(choices, idxMove, MOVE_FAIL_SCORE) next end target_data = move.pbTarget(@user.battler) # TODO: Alter target_data if user has Protean and move is Curse. case target_data.num_targets when 0 # No targets, affects the user or a side or the whole field # Includes: BothSides, FoeSide, None, User, UserSide score = MOVE_BASE_SCORE PBDebug.logonerr { score = pbGetMoveScore(move) } add_move_to_choices(choices, idxMove, score) when 1 # One target to be chosen by the trainer # Includes: Foe, NearAlly, NearFoe, NearOther, Other, RandomNearFoe, UserOrNearAlly # TODO: Figure out first which targets are valid. Includes the call to # pbMoveCanTarget?, but also includes move-redirecting effects like # Lightning Rod. Skip any battlers that can't be targeted. @battle.allBattlers.each do |b| next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data) # TODO: This should consider targeting an ally if possible. Scores will # need to distinguish between harmful and beneficial to target. # def pbGetMoveScore uses "175 - score" if the target is an ally; # is this okay? # Noticeably affects a few moves like Heal Pulse, as well as moves # that the target can be immune to by an ability (you may want to # attack the ally anyway so it gains the effect of that ability). next if target_data.targets_foe && !@user.battler.opposes?(b) score = MOVE_BASE_SCORE PBDebug.logonerr { score = pbGetMoveScore(move, [b]) } add_move_to_choices(choices, idxMove, score, b.index) end else # Multiple targets at once # Includes: AllAllies, AllBattlers, AllFoes, AllNearFoes, AllNearOthers, UserAndAllies targets = [] @battle.allBattlers.each do |b| next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data) targets.push(b) end score = MOVE_BASE_SCORE PBDebug.logonerr { score = pbGetMoveScore(move, targets) } add_move_to_choices(choices, idxMove, score) end end @battle.moldBreaker = false return choices end def add_move_to_choices(choices, idxMove, score, idxTarget = -1) choices.push([idxMove, score, idxTarget]) # If the user is a wild Pokémon, doubly prefer one of its moves (the choice # is random but consistent and does not correlate to any other property of # the user) if @user.wild? && @user.pokemon.personalID % @user.battler.moves.length == idxMove choices.push([idxMove, score, idxTarget]) end end #============================================================================= # Set some extra class variables for the move/target combo being assessed. #============================================================================= def set_up_move_check(move) @move.set_up(move, @user) @battle.moldBreaker = @user.has_mold_breaker? end def set_up_move_check_target(target) # TODO: Set @target to nil if there isn't one? @target = (target) ? @battlers[target.index] : nil # @user @target&.refresh_battler end #============================================================================= # Returns whether the move will definitely fail (assuming no battle conditions # change between now and using the move). # TODO: Add skill checks in here for particular calculations? #============================================================================= def pbPredictMoveFailure # TODO: Something involving user.usingMultiTurnAttack? (perhaps earlier than # this?). # User is asleep and will not wake up return true if @trainer.medium_skill? && @user.battler.asleep? && @user.statusCount > 1 && !@move.move.usableWhenAsleep? # User will be truanting return true if @user.has_active_ability?(:TRUANT) && @user.effects[PBEffects::Truant] # Primal weather return true if @battle.pbWeather == :HeavyRain && @move.rough_type == :FIRE return true if @battle.pbWeather == :HarshSun && @move.rough_type == :WATER # Move effect-specific checks return true if Battle::AI::Handlers.move_will_fail?(@move.function, @move, @user, self, @battle) return false end def pbPredictMoveFailureAgainstTarget # Move effect-specific checks return true if Battle::AI::Handlers.move_will_fail_against_target?(@move.function, @move, @user, @target, self, @battle) # Immunity to priority moves because of Psychic Terrain return true if @battle.field.terrain == :Psychic && @target.battler.affectedByTerrain? && @target.opposes?(@user) && @move.rough_priority(@user) > 0 # Immunity because of ability # TODO: Check for target-redirecting abilities that also provide immunity. # If an ally has such an ability, may want to just not prefer the move # instead of predicting its failure, as might want to hit the ally # after all. return true if @move.move.pbImmunityByAbility(@user.battler, @target.battler, false) # Immunity because of Dazzling/Queenly Majesty if @move.rough_priority(@user) > 0 && @target.opposes?(@user) each_same_side_battler(@target.side) do |b, i| return true if b.has_active_ability?([:DAZZLING, :QUEENLYMAJESTY]) end end # Type immunity calc_type = @move.rough_type typeMod = @move.move.pbCalcTypeMod(calc_type, @user.battler, @target.battler) return true if @move.move.pbDamagingMove? && Effectiveness.ineffective?(typeMod) # Dark-type immunity to moves made faster by Prankster return true if Settings::MECHANICS_GENERATION >= 7 && @user.has_active_ability?(:PRANKSTER) && @target.has_type?(:DARK) && @target.opposes?(@user) # Airborne-based immunity to Ground moves return true if @move.damagingMove? && calc_type == :GROUND && @target.battler.airborne? && !@move.move.hitsFlyingTargets? # Immunity to powder-based moves return true if @move.move.powderMove? && !@target.battler.affectedByPowder? # Substitute return true if @target.effects[PBEffects::Substitute] > 0 && @move.statusMove? && !@move.move.ignoresSubstitute?(@user.battler) && @user.index != @target.index return false end #============================================================================= # Get a score for the given move being used against the given target. #============================================================================= def pbGetMoveScore(move, targets = nil) # Get the base score for the move score = MOVE_BASE_SCORE # Scores for each target in turn if targets # Reset the base score for the move (each target will add its own score) score = 0 # TODO: Distinguish between affected foes and affected allies? affected_targets = 0 # Get a score for the move against each target in turn targets.each do |target| set_up_move_check_target(target) # Predict whether the move will fail against the target if @trainer.has_skill_flag?("PredictMoveFailure") next if pbPredictMoveFailureAgainstTarget end affected_targets += 1 # Score the move t_score = MOVE_BASE_SCORE if @trainer.has_skill_flag?("ScoreMoves") # Modify the score according to the move's effect against the target t_score = Battle::AI::Handlers.apply_move_effect_against_target_score(@move.function, MOVE_BASE_SCORE, @move, @user, @target, self, @battle) # Modify the score according to various other effects against the target score = Battle::AI::Handlers.apply_general_move_against_target_score_modifiers( score, @move, @user, @target, self, @battle) end score += (@target.opposes?(@user)) ? t_score : 175 - t_score end # Check if any targets were affected if affected_targets == 0 if @trainer.has_skill_flag?("PredictMoveFailure") return MOVE_FAIL_SCORE if !@move.move.worksWithNoTargets? score = MOVE_USELESS_SCORE else score = MOVE_BASE_SCORE end else # TODO: Can this accounting for multiple targets be improved somehow? score /= affected_targets # Average the score against multiple targets # Bonus for affecting multiple targets if @trainer.has_skill_flag?("PreferMultiTargetMoves") score += (affected_targets - 1) * 10 end end end # If we're here, the move either has no targets or at least one target will # be affected (or the move is usable even if no targets are affected, e.g. # Self-Destruct) if @trainer.has_skill_flag?("ScoreMoves") # Modify the score according to the move's effect score = Battle::AI::Handlers.apply_move_effect_score(@move.function, score, @move, @user, self, @battle) # Modify the score according to various other effects score = Battle::AI::Handlers.apply_general_move_score_modifiers( score, @move, @user, self, @battle) end score = score.to_i score = 0 if score < 0 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 if choices.length == 0 @battle.pbAutoChooseMove(user_battler.index) PBDebug.log("[AI] #{user_battler.pbThis} (#{user_battler.index}) will auto-use a move or Struggle") return end # Figure out useful information about the choices max_score = 0 choices.each { |c| max_score = c[1] if max_score < c[1] } # Decide whether all choices are bad, and if so, try switching instead if @trainer.high_skill? && @user.can_switch_lax? badMoves = false if (max_score <= MOVE_FAIL_SCORE && user_battler.turnCount > 2) || (max_score <= MOVE_USELESS_SCORE && user_battler.turnCount > 4) badMoves = true if pbAIRandom(100) < 80 end if !badMoves && max_score <= MOVE_USELESS_SCORE && user_battler.turnCount >= 1 badMoves = choices.none? { |c| user_battler.moves[c[0]].damagingMove? } badMoves = false if badMoves && pbAIRandom(100) < 10 end if badMoves && pbEnemyShouldWithdrawEx?(true) PBDebug.log("[AI] #{user_battler.pbThis} (#{user_battler.index}) will switch due to terrible moves") return end end # Calculate a minimum score threshold and reduce all move scores by it threshold = (max_score * move_score_threshold.to_f).floor choices.each { |c| c[3] = [c[1] - threshold, 0].max } total_score = choices.sum { |c| c[3] } # Log the available choices if $INTERNAL PBDebug.log("[AI] Move choices for #{user_battler.pbThis(true)} (#{user_battler.index}):") choices.each_with_index do |c, i| chance = sprintf("%5.1f", (c[3] > 0) ? 100.0 * c[3] / total_score : 0) log_msg = " * #{chance}% chance: #{user_battler.moves[c[0]].name}" log_msg += " (against target #{c[2]})" if c[2] >= 0 log_msg += " = score #{c[1]}" PBDebug.log(log_msg) end end # Pick a move randomly from choices weighted by their scores randNum = pbAIRandom(total_score) choices.each do |c| randNum -= c[3] next if randNum >= 0 @battle.pbRegisterMove(user_battler.index, c[0], false) @battle.pbRegisterTarget(user_battler.index, c[2]) if c[2] >= 0 break end # Log the result if @battle.choices[user_battler.index][2] PBDebug.log(" => will use #{@battle.choices[user_battler.index][2].name}") end end end