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infinitefusion-e18/Data/Scripts/011_Battle/005_AI/003_AI_Switch.rb

270 lines
11 KiB
Ruby

class Battle::AI
#=============================================================================
# Decide whether the opponent should switch Pokémon
#=============================================================================
# Called by the AI's def pbDefaultChooseEnemyCommand, and by def pbChooseMove
# if the only moves known are bad ones (the latter forces a switch). Also
# aliased by the Battle Palace and Battle Arena.
def pbChooseToSwitchOut(force_switch = false)
return false if @user.wild?
return false if !@battle.pbCanSwitchOut?(@user.index)
# Don't switch if there is a single foe and it is resting after Hyper Beam
# or will Truant (i.e. free turn)
if @trainer.high_skill?
foe_can_act = false
each_foe_battler(@user.side) do |b|
next if !b.can_attack?
foe_can_act = true
break
end
return false if !foe_can_act
end
# Various calculations to decide whether to switch
if force_switch
PBDebug.log_ai("#{@user.name} is being forced to switch out")
else
should_switch = Battle::AI::Handlers.should_switch?(@user, self, @battle)
return false if !should_switch
end
# Want to switch; find the best replacement Pokémon
idxParty = choose_best_replacement_pokemon(@user.index, force_switch)
if idxParty < 0 # No good replacement Pokémon found
PBDebug.log(" => no good replacement Pokémon, will not switch after all")
return false
end
# Prefer using Baton Pass instead of switching
baton_pass = -1
@user.battler.eachMoveWithIndex do |m, i|
next if m.function != "SwitchOutUserPassOnEffects" # Baton Pass
next if !@battle.pbCanChooseMove?(@user.index, i, false)
baton_pass = i
break
end
if baton_pass >= 0 && @battle.pbRegisterMove(@user.index, baton_pass, false)
PBDebug.log(" => will use Baton Pass to switch out")
return true
elsif @battle.pbRegisterSwitch(@user.index, idxParty)
PBDebug.log(" => will switch with #{@battle.pbParty(@user.index)[idxParty].name}")
return true
end
return false
end
#=============================================================================
def choose_best_replacement_pokemon(idxBattler, mandatory = false)
# Get all possible replacement Pokémon
party = @battle.pbParty(idxBattler)
idxPartyStart, idxPartyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler)
reserves = []
party.each_with_index do |_pkmn, i|
next if !@battle.pbCanSwitchIn?(idxBattler, i)
if !mandatory
ally_will_switch_with_i = false
@battle.allSameSideBattlers(idxBattler).each do |b|
next if @battle.choices[b.index][0] != :SwitchOut || @battle.choices[b.index][1] != i
ally_will_switch_with_i = true
break
end
next if ally_will_switch_with_i
end
# Ignore ace if possible
if @trainer.has_skill_flag?("ReserveLastPokemon") && i == idxPartyEnd - 1
next if !mandatory || reserves.length > 0
end
reserves.push([i, 100])
break if @trainer.has_skill_flag?("UsePokemonInOrder") && reserves.length > 0
end
return -1 if reserves.length == 0
# Rate each possible replacement Pokémon
reserves.each_with_index do |reserve, i|
reserves[i][1] = rate_replacement_pokemon(idxBattler, party[reserve[0]], reserve[1])
end
reserves.sort! { |a, b| b[1] <=> a[1] } # Sort from highest to lowest rated
# Don't bother choosing to switch if all replacements are poorly rated
if !mandatory
# TODO: Should the current battler be rated as well, to provide a
# threshold instead of using a threshold of 100?
return -1 if reserves[0][1] < 100 # Best replacement rated at <100, don't switch
end
# Return the best rated replacement Pokémon
return reserves[0][0]
end
def rate_replacement_pokemon(idxBattler, pkmn, score)
battler_side = @battle.sides[idxBattler & 1]
pkmn_types = pkmn.types
entry_hazard_damage = 0
# Stealth Rock
if battler_side.effects[PBEffects::StealthRock] && !pkmn.hasAbility?(:MAGICGUARD) &&
GameData::Type.exists?(:ROCK) && !pkmn.hasItem?(:HEAVYDUTYBOOTS)
eff = Effectiveness.calculate(:ROCK, *pkmn_types)
if !Effectiveness.ineffective?(eff)
entry_hazard_damage += pkmn.totalhp * eff / 8
end
end
# Spikes
if battler_side.effects[PBEffects::Spikes] > 0 && !pkmn.hasAbility?(:MAGICGUARD) &&
!battler.airborne? && !pkmn.hasItem?(:HEAVYDUTYBOOTS)
if @battle.field.effects[PBEffects::Gravity] > 0 || pkmn.hasItem?(:IRONBALL) ||
!(pkmn.hasType?(:FLYING) || pkmn.hasItem?(:LEVITATE) || pkmn.hasItem?(:AIRBALLOON))
spikes_div = [8, 6, 4][battler_side.effects[PBEffects::Spikes] - 1]
entry_hazard_damage += pkmn.totalhp / spikes_div
end
end
if entry_hazard_damage >= pkmn.hp
score -= 50 # pkmn will just faint
elsif entry_hazard_damage > 0
score -= 50 * entry_hazard_damage / pkmn.hp
end
# TODO: Toxic Spikes.
# TODO: Sticky Web.
# Predict effectiveness of foe's last used move against pkmn
each_foe_battler(@user.side) do |b, i|
next if !b.battler.lastMoveUsed
move_data = GameData::Move.get(b.battler.lastMoveUsed)
next if move_data.status?
move_type = move_data.type
eff = Effectiveness.calculate(move_type, *pkmn_types)
score -= move_data.power * eff / 5
end
# Add power * effectiveness / 10 of all moves to score
pkmn.moves.each do |m|
next if m.power == 0 || (m.pp == 0 && m.total_pp > 0)
@battle.battlers[idxBattler].allOpposing.each do |b|
bTypes = b.pbTypes(true)
score += m.power * Effectiveness.calculate(m.type, *bTypes) / 10
end
end
# Prefer if user is about to faint from Perish Song
score += 10 if @user.effects[PBEffects::PerishSong] == 1
return score
end
end
#===============================================================================
# If Pokémon is within 5 levels of the foe, and foe's last move was
# super-effective and powerful.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:high_damage_from_foe,
proc { |battler, ai, battle|
if battler.turnCount > 0 && battler.hp < battler.totalhp / 2 && ai.trainer.high_skill?
target_battler = battler.battler.pbDirectOpposing(true)
foe = ai.battlers[target_battler.index]
if !foe.fainted? && foe.battler.lastMoveUsed && (foe.level - battler.level).abs <= 5
move_data = GameData::Move.get(foe.battler.lastMoveUsed)
eff = battler.effectiveness_of_type_against_battler(move_data.type, foe)
if Effectiveness.super_effective?(eff) && move_data.power > 70
switch_chance = (move_data.power > 95) ? 40 : 20
if ai.pbAIRandom(100) < switch_chance
PBDebug.log_ai("#{battler.name} wants to switch because a foe can do a lot of damage to it")
next true
end
end
end
end
next false
}
)
#===============================================================================
# Pokémon can't do anything (must have been in battle for at least 5 rounds).
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:battler_is_useless,
proc { |battler, ai, battle|
if !battle.pbCanChooseAnyMove?(battler.index) && battler.turnCount >= 5
PBDebug.log_ai("#{battler.name} wants to switch because it can't do anything")
next true
end
next false
}
)
#===============================================================================
# Pokémon is Perish Songed and has Baton Pass.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:perish_song,
proc { |battler, ai, battle|
if battler.effects[PBEffects::PerishSong] == 1
PBDebug.log_ai("#{battler.name} wants to switch because it is about to faint from Perish Song")
next true
end
next false
}
)
#===============================================================================
# Pokémon will faint because of bad poisoning at the end of this round, but
# would survive at least one more round if it were regular poisoning instead.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:reduce_toxic_to_regular_poisoning,
proc { |battler, ai, battle|
if battler.status == :POISON && battler.statusCount > 0 && ai.trainer.high_skill?
next false if battler.has_active_ability?(:POISONHEAL)
next false if !battler.battler.takesIndirectDamage?
poison_damage = battler.totalhp / 8
next_toxic_damage = battler.totalhp * (battler.effects[PBEffects::Toxic] + 1) / 16
if battler.hp <= next_toxic_damage && battler.hp > poison_damage
if ai.pbAIRandom(100) < 80
PBDebug.log_ai("#{battler.name} wants to switch to reduce toxic to regular poisoning")
next true
end
end
end
next false
}
)
#===============================================================================
# Pokémon is Encored into an unfavourable move.
# TODO: Review switch deciding.
#===============================================================================
Battle::AI::Handlers::ShouldSwitch.add(:bad_encored_move,
proc { |battler, ai, battle|
if battler.effects[PBEffects::Encore] > 0 && ai.trainer.medium_skill?
idxEncoredMove = battler.battler.pbEncoredMoveIndex
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
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, 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
}
)