Files
infinitefusion-e18/Data/Scripts/011_Battle/005_AI/012_AIMove.rb
2023-06-18 23:36:06 +01:00

563 lines
23 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Battle::AI::AIMove
attr_reader :move
def initialize(ai)
@ai = ai
end
def set_up(move)
@move = move
@move.calcType = rough_type
@ai.battle.moldBreaker ||= ["IgnoreTargetAbility",
"CategoryDependsOnHigherDamageIgnoreTargetAbility"].include?(function_code)
end
#-----------------------------------------------------------------------------
def id; return @move.id; end
def name; return @move.name; end
def physicalMove?(thisType = nil); return @move.physicalMove?(thisType); end
def specialMove?(thisType = nil); return @move.specialMove?(thisType); end
def damagingMove?; return @move.damagingMove?; end
def statusMove?; return @move.statusMove?; end
def function_code; return @move.function_code; end
#-----------------------------------------------------------------------------
def type; return @move.type; end
def rough_type
return @move.pbCalcType(@ai.user.battler) if @ai.trainer.medium_skill?
return @move.type
end
#-----------------------------------------------------------------------------
def pbTarget(user)
return @move.pbTarget((user.is_a?(Battle::AI::AIBattler)) ? user.battler : user)
end
# Returns whether this move targets multiple battlers.
def targets_multiple_battlers?
user_battler = @ai.user.battler
target_data = pbTarget(user_battler)
return false if target_data.num_targets <= 1
num_targets = 0
case target_data.id
when :AllAllies
@ai.battle.allSameSideBattlers(user_battler).each { |b| num_targets += 1 if b.index != user_battler.index }
when :UserAndAllies
@ai.battle.allSameSideBattlers(user_battler).each { |_b| num_targets += 1 }
when :AllNearFoes
@ai.battle.allOtherSideBattlers(user_battler).each { |b| num_targets += 1 if b.near?(user_battler) }
when :AllFoes
@ai.battle.allOtherSideBattlers(user_battler).each { |_b| num_targets += 1 }
when :AllNearOthers
@ai.battle.allBattlers.each { |b| num_targets += 1 if b.near?(user_battler) }
when :AllBattlers
@ai.battle.allBattlers.each { |_b| num_targets += 1 }
end
return num_targets > 1
end
#-----------------------------------------------------------------------------
def rough_priority(user)
ret = @move.pbPriority(user.battler)
if user.ability_active?
ret = Battle::AbilityEffects.triggerPriorityChange(user.ability, user.battler, @move, ret)
user.battler.effects[PBEffects::Prankster] = false # Untrigger this
end
return ret
end
#-----------------------------------------------------------------------------
# Returns this move's base power, taking into account various effects that
# modify it.
def base_power
ret = @move.power
ret = 60 if ret == 1
return ret if !@ai.trainer.medium_skill?
return Battle::AI::Handlers.get_base_power(function_code,
ret, self, @ai.user, @ai.target, @ai, @ai.battle)
end
# Full damage calculation.
def rough_damage
base_dmg = base_power
return base_dmg if @move.is_a?(Battle::Move::FixedDamageMove)
max_stage = Battle::Battler::STAT_STAGE_MAXIMUM
stage_mul = Battle::Battler::STAT_STAGE_MULTIPLIERS
stage_div = Battle::Battler::STAT_STAGE_DIVISORS
# Get the user and target of this move
user = @ai.user
user_battler = user.battler
target = @ai.target
target_battler = target.battler
# Get the move's type
calc_type = rough_type
# Decide whether the move has 50% chance of higher of being a critical hit
crit_stage = rough_critical_hit_stage
is_critical = crit_stage >= Battle::Move::CRITICAL_HIT_RATIOS.length ||
Battle::Move::CRITICAL_HIT_RATIOS[crit_stage] <= 2
##### Calculate user's attack stat #####
if ["CategoryDependsOnHigherDamagePoisonTarget",
"CategoryDependsOnHigherDamageIgnoreTargetAbility"].include?(function_code)
@move.pbOnStartUse(user.battler, [target.battler]) # Calculate category
end
atk, atk_stage = @move.pbGetAttackStats(user.battler, target.battler)
if !target.has_active_ability?(:UNAWARE) || @ai.battle.moldBreaker
atk_stage = max_stage if is_critical && atk_stage < max_stage
atk = (atk.to_f * stage_mul[atk_stage] / stage_div[atk_stage]).floor
end
##### Calculate target's defense stat #####
defense, def_stage = @move.pbGetDefenseStats(user.battler, target.battler)
if !user.has_active_ability?(:UNAWARE) || @ai.battle.moldBreaker
def_stage = max_stage if is_critical && def_stage > max_stage
defense = (defense.to_f * stage_mul[def_stage] / stage_div[def_stage]).floor
end
##### Calculate all multiplier effects #####
multipliers = {
:power_multiplier => 1.0,
:attack_multiplier => 1.0,
:defense_multiplier => 1.0,
:final_damage_multiplier => 1.0
}
# Global abilities
if @ai.trainer.medium_skill? &&
((@ai.battle.pbCheckGlobalAbility(:DARKAURA) && calc_type == :DARK) ||
(@ai.battle.pbCheckGlobalAbility(:FAIRYAURA) && calc_type == :FAIRY))
if @ai.battle.pbCheckGlobalAbility(:AURABREAK)
multipliers[:power_multiplier] *= 3 / 4.0
else
multipliers[:power_multiplier] *= 4 / 3.0
end
end
# Ability effects that alter damage
if user.ability_active?
case user.ability_id
when :AERILATE, :GALVANIZE, :PIXILATE, :REFRIGERATE
multipliers[:power_multiplier] *= 1.2 if type == :NORMAL # NOTE: Not calc_type.
when :ANALYTIC
if rough_priority(user) <= 0
user_faster = false
@ai.each_battler do |b, i|
user_faster = (i != user.index && user.faster_than?(b))
break if user_faster
end
multipliers[:power_multiplier] *= 1.3 if !user_faster
end
when :NEUROFORCE
if Effectiveness.super_effective_type?(calc_type, *target.pbTypes(true))
multipliers[:final_damage_multiplier] *= 1.25
end
when :NORMALIZE
multipliers[:power_multiplier] *= 1.2 if Settings::MECHANICS_GENERATION >= 7
when :SNIPER
multipliers[:final_damage_multiplier] *= 1.5 if is_critical
when :STAKEOUT
# NOTE: Can't predict whether the target will switch out this round.
when :TINTEDLENS
if Effectiveness.resistant_type?(calc_type, *target.pbTypes(true))
multipliers[:final_damage_multiplier] *= 2
end
else
Battle::AbilityEffects.triggerDamageCalcFromUser(
user.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
if !@ai.battle.moldBreaker
user_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromAlly(
b.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
if target.ability_active?
case target.ability_id
when :FILTER, :SOLIDROCK
if Effectiveness.super_effective_type?(calc_type, *target.pbTypes(true))
multipliers[:final_damage_multiplier] *= 0.75
end
else
Battle::AbilityEffects.triggerDamageCalcFromTarget(
target.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
end
if target.ability_active?
Battle::AbilityEffects.triggerDamageCalcFromTargetNonIgnorable(
target.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
if !@ai.battle.moldBreaker
target_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerDamageCalcFromTargetAlly(
b.ability, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
end
# Item effects that alter damage
if user.item_active?
case user.item_id
when :EXPERTBELT
if Effectiveness.super_effective_type?(calc_type, *target.pbTypes(true))
multipliers[:final_damage_multiplier] *= 1.2
end
when :LIFEORB
multipliers[:final_damage_multiplier] *= 1.3
else
Battle::ItemEffects.triggerDamageCalcFromUser(
user.item, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
user.effects[PBEffects::GemConsumed] = nil # Untrigger consuming of Gems
end
end
if target.item_active? && target.item && !target.item.is_berry?
Battle::ItemEffects.triggerDamageCalcFromTarget(
target.item, user_battler, target_battler, @move, multipliers, base_dmg, calc_type
)
end
# Parental Bond
if user.has_active_ability?(:PARENTALBOND)
multipliers[:power_multiplier] *= (Settings::MECHANICS_GENERATION >= 7) ? 1.25 : 1.5
end
# Me First - n/a because can't predict the move Me First will use
# Helping Hand - n/a
# Charge
if @ai.trainer.medium_skill? &&
user.effects[PBEffects::Charge] > 0 && calc_type == :ELECTRIC
multipliers[:power_multiplier] *= 2
end
# Mud Sport and Water Sport
if @ai.trainer.medium_skill?
if calc_type == :ELECTRIC
if @ai.battle.allBattlers.any? { |b| b.effects[PBEffects::MudSport] }
multipliers[:power_multiplier] /= 3
end
if @ai.battle.field.effects[PBEffects::MudSportField] > 0
multipliers[:power_multiplier] /= 3
end
elsif calc_type == :FIRE
if @ai.battle.allBattlers.any? { |b| b.effects[PBEffects::WaterSport] }
multipliers[:power_multiplier] /= 3
end
if @ai.battle.field.effects[PBEffects::WaterSportField] > 0
multipliers[:power_multiplier] /= 3
end
end
end
# Terrain moves
if @ai.trainer.medium_skill?
terrain_multiplier = (Settings::MECHANICS_GENERATION >= 8) ? 1.3 : 1.5
case @ai.battle.field.terrain
when :Electric
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :ELECTRIC && user_battler.affectedByTerrain?
when :Grassy
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :GRASS && user_battler.affectedByTerrain?
when :Psychic
multipliers[:power_multiplier] *= terrain_multiplier if calc_type == :PSYCHIC && user_battler.affectedByTerrain?
when :Misty
multipliers[:power_multiplier] /= 2 if calc_type == :DRAGON && target_battler.affectedByTerrain?
end
end
# Badge multipliers
if @ai.trainer.high_skill? && @ai.battle.internalBattle && target_battler.pbOwnedByPlayer?
# Don't need to check the Atk/Sp Atk-boosting badges because the AI
# won't control the player's Pokémon.
if physicalMove?(calc_type) && @ai.battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_DEFENSE
multipliers[:defense_multiplier] *= 1.1
elsif specialMove?(calc_type) && @ai.battle.pbPlayer.badge_count >= Settings::NUM_BADGES_BOOST_SPDEF
multipliers[:defense_multiplier] *= 1.1
end
end
# Multi-targeting attacks
if @ai.trainer.high_skill? && targets_multiple_battlers?
multipliers[:final_damage_multiplier] *= 0.75
end
# Weather
if @ai.trainer.medium_skill?
case user_battler.effectiveWeather
when :Sun, :HarshSun
case calc_type
when :FIRE
multipliers[:final_damage_multiplier] *= 1.5
when :WATER
multipliers[:final_damage_multiplier] /= 2
end
when :Rain, :HeavyRain
case calc_type
when :FIRE
multipliers[:final_damage_multiplier] /= 2
when :WATER
multipliers[:final_damage_multiplier] *= 1.5
end
when :Sandstorm
if target.has_type?(:ROCK) && specialMove?(calc_type) &&
function_code != "UseTargetDefenseInsteadOfTargetSpDef" # Psyshock
multipliers[:defense_multiplier] *= 1.5
end
end
end
# Critical hits
if is_critical
if Settings::NEW_CRITICAL_HIT_RATE_MECHANICS
multipliers[:final_damage_multiplier] *= 1.5
else
multipliers[:final_damage_multiplier] *= 2
end
end
# Random variance - n/a
# STAB
if calc_type && user.has_type?(calc_type)
if user.has_active_ability?(:ADAPTABILITY)
multipliers[:final_damage_multiplier] *= 2
else
multipliers[:final_damage_multiplier] *= 1.5
end
end
# Type effectiveness
typemod = target.effectiveness_of_type_against_battler(calc_type, user, @move)
multipliers[:final_damage_multiplier] *= typemod
# Burn
if @ai.trainer.high_skill? && user.status == :BURN && physicalMove?(calc_type) &&
@move.damageReducedByBurn? && !user.has_active_ability?(:GUTS)
multipliers[:final_damage_multiplier] /= 2
end
# Aurora Veil, Reflect, Light Screen
if @ai.trainer.medium_skill? && !@move.ignoresReflect? && !is_critical &&
!user.has_active_ability?(:INFILTRATOR)
if target.pbOwnSide.effects[PBEffects::AuroraVeil] > 0
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target.pbOwnSide.effects[PBEffects::Reflect] > 0 && physicalMove?(calc_type)
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
elsif target.pbOwnSide.effects[PBEffects::LightScreen] > 0 && specialMove?(calc_type)
if @ai.battle.pbSideBattlerCount(target_battler) > 1
multipliers[:final_damage_multiplier] *= 2 / 3.0
else
multipliers[:final_damage_multiplier] /= 2
end
end
end
# Minimize
if @ai.trainer.medium_skill? && target.effects[PBEffects::Minimize] && @move.tramplesMinimize?
multipliers[:final_damage_multiplier] *= 2
end
# NOTE: No need to check pbBaseDamageMultiplier, as it's already accounted
# for in an AI's MoveBasePower handler or can't be checked now anyway.
# NOTE: No need to check pbModifyDamage, as it's already accounted for in an
# AI's MoveBasePower handler.
##### Main damage calculation #####
base_dmg = [(base_dmg * multipliers[:power_multiplier]).round, 1].max
atk = [(atk * multipliers[:attack_multiplier]).round, 1].max
defense = [(defense * multipliers[:defense_multiplier]).round, 1].max
damage = ((((2.0 * user.level / 5) + 2).floor * base_dmg * atk / defense).floor / 50).floor + 2
damage = [(damage * multipliers[:final_damage_multiplier]).round, 1].max
ret = damage.floor
ret = target.hp - 1 if @move.nonLethal?(user_battler, target_battler) && ret >= target.hp
return ret
end
#-----------------------------------------------------------------------------
def accuracy
return @move.pbBaseAccuracy(@ai.user.battler, @ai.target.battler) if @ai.trainer.medium_skill?
return @move.accuracy
end
# Full accuracy calculation.
def rough_accuracy
# Determine user and target
user = @ai.user
user_battler = user.battler
target = @ai.target
target_battler = target.battler
# OHKO move accuracy
if @move.is_a?(Battle::Move::OHKO)
ret = self.accuracy + user.level - target.level
ret -= 10 if function_code == "OHKOIce" && !user.has_type?(:ICE)
return [ret, 0].max
end
# "Always hit" effects and "always hit" accuracy
if @ai.trainer.medium_skill?
return 100 if target.effects[PBEffects::Telekinesis] > 0
return 100 if target.effects[PBEffects::Minimize] && @move.tramplesMinimize? &&
Settings::MECHANICS_GENERATION >= 6
end
# Get base accuracy
baseAcc = self.accuracy
return 100 if baseAcc == 0
# Get the move's type
type = rough_type
# Calculate all modifier effects
modifiers = {}
modifiers[:base_accuracy] = baseAcc
modifiers[:accuracy_stage] = user.stages[:ACCURACY]
modifiers[:evasion_stage] = target.stages[:EVASION]
modifiers[:accuracy_multiplier] = 1.0
modifiers[:evasion_multiplier] = 1.0
apply_rough_accuracy_modifiers(user, target, type, modifiers)
# Check if move certainly misses/can't miss
return 0 if modifiers[:base_accuracy] < 0
return 100 if modifiers[:base_accuracy] == 0
# Calculation
max_stage = Battle::Battler::STAT_STAGE_MAXIMUM
accStage = [[modifiers[:accuracy_stage], -max_stage].max, max_stage].min + max_stage
evaStage = [[modifiers[:evasion_stage], -max_stage].max, max_stage].min + max_stage
stageMul = Battle::Battler::ACC_EVA_STAGE_MULTIPLIERS
stageDiv = Battle::Battler::ACC_EVA_STAGE_DIVISORS
accuracy = 100.0 * stageMul[accStage] / stageDiv[accStage]
evasion = 100.0 * stageMul[evaStage] / stageDiv[evaStage]
accuracy = (accuracy * modifiers[:accuracy_multiplier]).round
evasion = (evasion * modifiers[:evasion_multiplier]).round
evasion = 1 if evasion < 1
return modifiers[:base_accuracy] * accuracy / evasion
end
def apply_rough_accuracy_modifiers(user, target, calc_type, modifiers)
user_battler = user.battler
target_battler = target.battler
# Ability effects that alter accuracy calculation
if user.ability_active?
Battle::AbilityEffects.triggerAccuracyCalcFromUser(
user.ability, modifiers, user_battler, target_battler, @move, calc_type
)
end
user_battler.allAllies.each do |b|
next if !b.abilityActive?
Battle::AbilityEffects.triggerAccuracyCalcFromAlly(
b.ability, modifiers, user_battler, target_battler, @move, calc_type
)
end
if !@ai.battle.moldBreaker && target.ability_active?
Battle::AbilityEffects.triggerAccuracyCalcFromTarget(
target.ability, modifiers, user_battler, target_battler, @move, calc_type
)
end
# Item effects that alter accuracy calculation
if user.item_active?
if user.item == :ZOOMLENS
if rough_priority(user) <= 0
modifiers[:accuracy_multiplier] *= 1.2 if target.faster_than?(user)
end
else
Battle::ItemEffects.triggerAccuracyCalcFromUser(
user.item, modifiers, user_battler, target_battler, @move, calc_type
)
end
end
if target.item_active?
Battle::ItemEffects.triggerAccuracyCalcFromTarget(
target.item, modifiers, user_battler, target_battler, @move, calc_type
)
end
# Other effects, inc. ones that set accuracy_multiplier or evasion_stage to specific values
if @ai.battle.field.effects[PBEffects::Gravity] > 0
modifiers[:accuracy_multiplier] *= 5 / 3.0
end
if @ai.trainer.medium_skill?
if user.effects[PBEffects::MicleBerry]
modifiers[:accuracy_multiplier] *= 1.2
end
modifiers[:evasion_stage] = 0 if target.effects[PBEffects::Foresight] && modifiers[:evasion_stage] > 0
modifiers[:evasion_stage] = 0 if target.effects[PBEffects::MiracleEye] && modifiers[:evasion_stage] > 0
end
# "AI-specific calculations below"
modifiers[:evasion_stage] = 0 if function_code == "IgnoreTargetDefSpDefEvaStatStages" # Chip Away
if @ai.trainer.medium_skill?
modifiers[:base_accuracy] = 0 if user.effects[PBEffects::LockOn] > 0 &&
user.effects[PBEffects::LockOnPos] == target.index
end
if @ai.trainer.medium_skill?
case function_code
when "BadPoisonTarget"
modifiers[:base_accuracy] = 0 if Settings::MORE_TYPE_EFFECTS &&
@move.statusMove? && user.has_type?(:POISON)
end
end
end
#-----------------------------------------------------------------------------
# Full critical hit chance calculation (returns the determined critical hit
# stage).
def rough_critical_hit_stage
user = @ai.user
user_battler = user.battler
target = @ai.target
target_battler = target.battler
return -1 if target_battler.pbOwnSide.effects[PBEffects::LuckyChant] > 0
crit_stage = 0
# Ability effects that alter critical hit rate
if user.ability_active?
crit_stage = Battle::AbilityEffects.triggerCriticalCalcFromUser(user_battler.ability,
user_battler, target_battler, crit_stage)
return -1 if crit_stage < 0
end
if !@ai.battle.moldBreaker && target.ability_active?
crit_stage = Battle::AbilityEffects.triggerCriticalCalcFromTarget(target_battler.ability,
user_battler, target_battler, crit_stage)
return -1 if crit_stage < 0
end
# Item effects that alter critical hit rate
if user.item_active?
crit_stage = Battle::ItemEffects.triggerCriticalCalcFromUser(user_battler.item,
user_battler, target_battler, crit_stage)
return -1 if crit_stage < 0
end
if target.item_active?
crit_stage = Battle::ItemEffects.triggerCriticalCalcFromTarget(user_battler.item,
user_battler, target_battler, crit_stage)
return -1 if crit_stage < 0
end
# Other effects
case @move.pbCritialOverride(user_battler, target_battler)
when 1 then return 99
when -1 then return -1
end
return 99 if crit_stage > 50 # Merciless
return 99 if user_battler.effects[PBEffects::LaserFocus] > 0
crit_stage += 1 if @move.highCriticalRate?
crit_stage += user_battler.effects[PBEffects::FocusEnergy]
crit_stage += 1 if user_battler.inHyperMode? && @move.type == :SHADOW
crit_stage = [crit_stage, Battle::Move::CRITICAL_HIT_RATIOS.length - 1].min
return crit_stage
end
#-----------------------------------------------------------------------------
# Return values:
# 0: Regular additional effect chance or isn't an additional effect
# -999: Additional effect will be negated
# Other: Amount to add to a move's score
def get_score_change_for_additional_effect(user, target = nil)
# Doesn't have an additional effect
return 0 if @move.addlEffect == 0
# Additional effect will be negated
return -999 if user.has_active_ability?(:SHEERFORCE)
return -999 if target && 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 || function_code != "EffectDependsOnEnvironment") &&
(user.has_active_ability?(:SERENEGRACE) || user.pbOwnSide.effects[PBEffects::Rainbow] > 0)
# No change to score
return 0
end
end