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infinitefusion-e18/Data/Scripts/011_Battle/005_AI/004_AI_ChooseMove.rb

396 lines
18 KiB
Ruby

class Battle::AI
MOVE_FAIL_SCORE = 20
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) # 0.635 to 0.95
end
#=============================================================================
# Get scores for the user's moves (done before any action is assessed).
# NOTE: For any move with a target type that can target a foe (or which
# includes a foe(s) if it has multiple targets), the score calculated
# for a target ally will be inverted. The MoveHandlers for those moves
# should therefore treat an ally as a foe when calculating a score
# against it.
#=============================================================================
def pbGetMoveScores
choices = []
@user.battler.eachMoveWithIndex do |orig_move, idxMove|
# Unchoosable moves aren't considered
if !@battle.pbCanChooseMove?(@user.index, idxMove, false)
if orig_move.pp == 0 && orig_move.total_pp > 0
PBDebug.log_ai("#{@user.name} cannot use #{orig_move.name} (no PP left)")
else
PBDebug.log_ai("#{@user.name} cannot choose to use #{orig_move.name}")
end
next
end
# Set up move in class variables
set_up_move_check(orig_move)
# Predict whether the move will fail (generally)
if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailure
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
PBDebug.log_score_change(MOVE_FAIL_SCORE - MOVE_BASE_SCORE, "move will fail")
add_move_to_choices(choices, idxMove, MOVE_FAIL_SCORE)
next
end
# Get the move's target type
target_data = @move.pbTarget(@user.battler)
if @move.function == "CurseTargetOrLowerUserSpd1RaiseUserAtkDef1" &&
@move.rough_type == :GHOST && @user.has_active_ability?([:LIBERO, :PROTEAN])
target_data = GameData::Target.get((Settings::MECHANICS_GENERATION >= 8) ? :RandomNearFoe : :NearFoe)
end
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
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore }
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
redirected_target = get_redirected_target(target_data)
num_targets = 0
@battle.allBattlers.each do |b|
next if redirected_target && b.index != redirected_target
next if !@battle.pbMoveCanTarget?(@user.battler.index, b.index, target_data)
# TODO: Should this sometimes consider targeting an ally? See def
# pbGetMoveScoreAgainstTarget for more information.
next if target_data.targets_foe && !@user.battler.opposes?(b)
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name} against #{b.name} (#{b.index})...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore([b]) }
add_move_to_choices(choices, idxMove, score, b.index)
num_targets += 1
end
PBDebug.log(" no valid targets") if num_targets == 0
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
PBDebug.log_ai("#{@user.name} is considering using #{orig_move.name}...")
score = MOVE_BASE_SCORE
PBDebug.logonerr { score = pbGetMoveScore(targets) }
add_move_to_choices(choices, idxMove, score)
end
end
@battle.moldBreaker = false
return choices
end
def get_redirected_target(target_data)
return nil if @move.move.cannotRedirect?
return nil if !target_data.can_target_one_foe? || target_data.num_targets != 1
return nil if @user.has_active_ability?([:PROPELLERTAIL, :STALWART])
priority = @battle.pbPriority(true)
near_only = !target_data.can_choose_distant_target?
# Spotlight, Follow Me/Rage Powder
new_target = -1
strength = 100 # Lower strength takes priority
priority.each do |b|
next if b.fainted? || b.effects[PBEffects::SkyDrop] >= 0
next if !b.opposes?(@user.battler)
next if near_only && !b.near?(@user.battler)
if b.effects[PBEffects::Spotlight] > 0 && b.effects[PBEffects::Spotlight] - 50 < strength
new_target = b.index
strength = b.effects[PBEffects::Spotlight] - 50 # Spotlight takes priority
elsif (b.effects[PBEffects::RagePowder] && @user.battler.affectedByPowder?) ||
(b.effects[PBEffects::FollowMe] > 0 && b.effects[PBEffects::FollowMe] < strength)
new_target = b.index
strength = b.effects[PBEffects::FollowMe]
end
end
return new_target if new_target
calc_type = @move.rough_type
priority.each do |b|
next if b.index == @user.index
next if near_only && !b.near?(@user.battler)
case calc_type
when :ELECTRIC
new_target = b.index if b.hasActiveAbility?(:LIGHTNINGROD)
when :WATER
new_target = b.index if b.hasActiveAbility?(:STORMDRAIN)
end
break if new_target >= 0
end
return new_target
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)
case move.function
when "UseLastMoveUsed"
if @battle.lastMoveUsed &&
!move.moveBlacklist.include?(GameData::Move.get(@battle.lastMoveUsed).function_code)
move = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(@battle.lastMoveUsed))
end
when "UseMoveDependingOnEnvironment"
move.pbOnStartUse(@user.battler, []) # Determine which move is used instead
move = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(move.npMove))
end
@battle.moldBreaker = @user.has_mold_breaker?
@move.set_up(move)
end
def set_up_move_check_target(target)
@target = (target) ? @battlers[target.index] : nil
@target&.refresh_battler
if @target && @move.function == "UseLastMoveUsedByTarget"
if @target.battler.lastRegularMoveUsed &&
GameData::Move.get(@target.battler.lastRegularMoveUsed).has_flag?("CanMirrorMove")
mov = Battle::Move.from_pokemon_move(@battle, Pokemon::Move.new(@target.battler.lastRegularMoveUsed))
@battle.moldBreaker = @user.has_mold_breaker?
@move.set_up(mov)
end
end
end
#=============================================================================
# Returns whether the move will definitely fail (assuming no battle conditions
# change between now and using the move).
#=============================================================================
def pbPredictMoveFailure
# User is asleep and will not wake up
return true if @user.battler.asleep? && @user.statusCount > 1 && !@move.move.usableWhenAsleep?
# User is awake and can't use moves that are only usable when asleep
return true if !@user.battler.asleep? && @move.move.usableWhenAsleep?
# NOTE: Truanting is not considered, because if it is, a Pokémon with Truant
# will want to switch due to terrible moves every other round (because
# all of its moves will fail), and this is disruptive and shouldn't be
# how such Pokémon behave.
# 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: 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 && @move.statusMove? &&
@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.
# Assumes def set_up_move_check has previously been called.
#=============================================================================
def pbGetMoveScore(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
orig_move = @move.move # In case move is Mirror Move and changes depending on the target
targets.each do |target|
set_up_move_check(orig_move)
set_up_move_check_target(target)
t_score = pbGetMoveScoreAgainstTarget
next if t_score < 0
score += t_score
affected_targets += 1
end
# Set the default score if no targets were affected
if affected_targets == 0
score = (@trainer.has_skill_flag?("PredictMoveFailure")) ? MOVE_USELESS_SCORE : MOVE_BASE_SCORE
end
# Score based on how many targets were affected
if affected_targets == 0 && @trainer.has_skill_flag?("PredictMoveFailure")
if !@move.move.worksWithNoTargets?
PBDebug.log_score_change(MOVE_FAIL_SCORE - MOVE_BASE_SCORE, "move will fail")
return MOVE_FAIL_SCORE
end
else
score /= affected_targets if affected_targets > 1 # Average the score against multiple targets
# Bonus for affecting multiple targets
if @trainer.has_skill_flag?("PreferMultiTargetMoves") && affected_targets > 1
old_score = score
score += (affected_targets - 1) * 10
PBDebug.log_score_change(score - old_score, "affects multiple battlers")
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
old_score = score
score = Battle::AI::Handlers.apply_move_effect_score(@move.function,
score, @move, @user, self, @battle)
PBDebug.log_score_change(score - old_score, "function code modifier (generic)")
# 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
#=============================================================================
# Returns the score of @move being used against @target. A return value of -1
# means the move will fail or do nothing against the target.
# Assumes def set_up_move_check and def set_up_move_check_target have
# previously been called.
# TODO: Add something in here (I think) to specially score moves used against
# an ally and the ally has an ability that will benefit from being hit
# by the move.
# TODO: The above also applies if the move is Heal Pulse or a few other moves
# like that, which CAN target a foe but you'd never do so. Maybe use a
# move flag to determine such moves? The implication is that such moves
# wouldn't apply the "185 - score" bit, which would make their
# MoveHandlers do the opposite calculations to other moves with the same
# targets, but is this desirable?
#=============================================================================
def pbGetMoveScoreAgainstTarget
# Predict whether the move will fail against the target
if @trainer.has_skill_flag?("PredictMoveFailure") && pbPredictMoveFailureAgainstTarget
PBDebug.log(" move will not affect #{@target.name}")
return -1
end
# Score the move
score = MOVE_BASE_SCORE
if @trainer.has_skill_flag?("ScoreMoves")
# Modify the score according to the move's effect against the target
old_score = score
score = Battle::AI::Handlers.apply_move_effect_against_target_score(@move.function,
MOVE_BASE_SCORE, @move, @user, @target, self, @battle)
PBDebug.log_score_change(score - old_score, "function code modifier (against target)")
# 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
# Add the score against the target to the overall score
target_data = @move.pbTarget(@user.battler)
if target_data.targets_foe && !@target.opposes?(@user) && @target.index != @user.index
if score == MOVE_USELESS_SCORE
PBDebug.log(" move is useless against #{@target.name}")
return -1
end
# TODO: Is this reversal of the score okay?
old_score = score
score = 185 - score
PBDebug.log_score_change(score - old_score, "score inverted (move targets ally but can target foe)")
end
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.name} 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_USELESS_SCORE
badMoves = true
elsif max_score < MOVE_BASE_SCORE * move_score_threshold && user_battler.turnCount > 2
badMoves = true if pbAIRandom(100) < 80
end
if badMoves
PBDebug.log_ai("#{@user.name} wants to switch due to terrible moves")
return if pbChooseToSwitchOut(true)
PBDebug.log_ai("#{@user.name} won't switch after all")
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.name}:")
choices.each_with_index do |c, i|
chance = sprintf("%5.1f", (c[3] > 0) ? 100.0 * c[3] / total_score : 0)
log_msg = " * #{chance}% to use #{user_battler.moves[c[0]].name}"
log_msg += " (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]
move_name = @battle.choices[user_battler.index][2].name
if @battle.choices[user_battler.index][3] >= 0
PBDebug.log(" => will use #{move_name} (target #{@battle.choices[user_battler.index][3]})")
else
PBDebug.log(" => will use #{move_name}")
end
end
end
end