Files
infinitefusion-e18/AI references/Old AI rewrite attempt/104_Reborn move.rb

1018 lines
44 KiB
Ruby

class PokeBattle_Battle
attr_accessor :scores # Array of move scores (even zeroes), corresponding to battler.moves array
attr_accessor :targets # Array containing best idxBattler to target for each move, corresponding to battler.moves array
attr_accessor :myChoices # Array containing idxMoves that can be used
################################################################################
# Choose a move to use.
# Called before any decisions are made.
################################################################################
def pbBuildMoveScores(index) #Generates an array of movescores for decisions
# Ally targetting stuff marked with ###
attacker=@battlers[index]
@scores=[0,0,0,0]
@targets=nil
@myChoices=[]
totalscore=0
target=-1
skill=0
wildbattle=!@opponent && pbIsOpposing?(index)
=begin
if wildbattle # If wild battle
preference = attacker.personalID % 16 # Doesn't correlate to any property of the attacker, but is consistent
preference = preference % 4
for i in 0...4
if pbCanChooseMove?(index,i,false)
@scores[i]=100
if preference == i # for personality
@scores[i]+=100
end
@myChoices.push(i)
end
end
return
else # Trainer battle
=end
skill=pbGetOwner(attacker.index).skill || 0
opponent=attacker.pbOppositeOpposing
fastermon = (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)
if fastermon && opponent
PBDebug.log(sprintf("AI Pokemon #{attacker.name} is faster than #{opponent.name}.")) if $INTERNAL
elsif opponent
PBDebug.log(sprintf("Player Pokemon #{opponent.name} is faster than #{attacker.name}.")) if $INTERNAL
end
#if @doublebattle && !opponent.isFainted? && !opponent.pbPartner.isFainted?
if @doublebattle && ((!opponent.isFainted? && !opponent.pbPartner.isFainted?) || !attacker.pbPartner.isFainted?)
# Choose a target and move. Also care about partner.
otheropp=opponent.pbPartner
fastermon = (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)
if fastermon && otheropp
PBDebug.log(sprintf("AI Pokemon #{attacker.name} is faster than #{otheropp.name}.")) if $INTERNAL
elsif otheropp
PBDebug.log(sprintf("Player Pokemon #{otheropp.name} is faster than #{attacker.name}.")) if $INTERNAL
end
notopp=attacker.pbPartner ###
scoresAndTargets=[] # [tiebreaker value, idxMove, score, target]
@targets=[-1,-1,-1,-1]
maxscore1=0
maxscore2=0
totalscore1=0
totalscore2=0
baseDamageArray=[]
baseDamageArray2=[]
baseDamageArray3=[] ###
# For each move in turn, get probable percentage damage dealt against
# each opponent and against partner
for j in 0...4
next if attacker.moves[j].id < 1
# check attacker.moves[j].basedamage and if this is 0 instead check the status method
dmgValue = pbRoughDamage(attacker.moves[j],attacker,opponent,skill,attacker.moves[j].basedamage)
if attacker.moves[j].basedamage!=0
if opponent.hp==0
dmgPercent = 0
else
dmgPercent = (dmgValue*100)/(opponent.hp)
dmgPercent = 110 if dmgPercent > 110
end
else
dmgPercent = pbStatusDamage(attacker.moves[j])
end
baseDamageArray.push(dmgPercent)
#Second opponent
dmgValue2 = pbRoughDamage(attacker.moves[j],attacker,otheropp,skill,attacker.moves[j].basedamage)
if attacker.moves[j].basedamage!=0
if otheropp.hp==0
dmgPercent2=0
else
dmgPercent2 = (dmgValue2*100)/(otheropp.hp)
dmgPercent2 = 110 if dmgPercent2 > 110
end
else
dmgPercent2 = pbStatusDamage(attacker.moves[j])
end
baseDamageArray2.push(dmgPercent2)
#Partner ###
dmgValue3 = pbRoughDamage(attacker.moves[j],attacker,notopp,skill,attacker.moves[j].basedamage)
if attacker.moves[j].basedamage!=0
if notopp.hp==0
dmgPercent3=0
else
dmgPercent3 = (dmgValue3*100)/(notopp.hp)
dmgPercent3 = 110 if dmgPercent3 > 110
end
else
dmgPercent3 = pbStatusDamage(attacker.moves[j])
end
baseDamageArray3.push(dmgPercent3)
end
# For each move in turn, calculate final score for each target, and modify
# scores if the move hits multiple targets
# Then push results to scoresAndTargets
for i in 0...4
if pbCanChooseMove?(index,i,false)
score1=pbGetMoveScore(attacker.moves[i],attacker,opponent,skill,baseDamageArray[i],baseDamageArray,i)
score2=pbGetMoveScore(attacker.moves[i],attacker,otheropp,skill,baseDamageArray2[i],baseDamageArray2,i)
totalscore = score1+score2
if (attacker.moves[i].target&0x08)!=0 # Targets all users
score1=totalscore # Consider both scores as it will hit BOTH targets
score2=totalscore
if attacker.pbPartner.isFainted? || (!attacker.pbPartner.abilitynulled && attacker.pbPartner.ability == PBAbilities::TELEPATHY) # No partner
score1*=1.66
score2*=1.66
else
# If this move can also target the partner, get the partner's
# score too
v=pbRoughDamage(attacker.moves[i],attacker,attacker.pbPartner,skill,attacker.moves[i].basedamage)
p=(v*100)/(attacker.pbPartner.hp)
s=pbGetMoveScore(attacker.moves[i],attacker,attacker.pbPartner,skill,p)
s=110 if s>110
if !attacker.pbPartner.abilitynulled &&
(attacker.moves[i].type == PBTypes::FIRE && attacker.pbPartner.ability == PBAbilities::FLASHFIRE) ||
(attacker.moves[i].type == PBTypes::WATER && [PBAbilities::WATERABSORB, PBAbilities::STORMDRAIN, PBAbilities::DRYSKIN].include?(attacker.pbPartner.ability)) ||
(attacker.moves[i].type == PBTypes::GRASS && attacker.pbPartner.ability == PBAbilities::SAPSIPPER) ||
(attacker.moves[i].type == PBTypes::ELECTRIC && [PBAbilities::VOLTABSORB, PBAbilities::LIGHTNINGROD, PBAbilities::MOTORDRIVE].include?(attacker.pbPartner.ability))
score1*=2.00
score2*=2.00
else
if (attacker.pbPartner.hp.to_f)/attacker.pbPartner.totalhp>0.10 || ((attacker.pbPartner.pbSpeed<attacker.pbSpeed) ^ (@trickroom!=0))
s = 100-s
s=0 if s<0
s/=100.0
s * 0.5 # multiplier to control how much to arbitrarily care about hitting partner; lower cares more
if (attacker.pbPartner.pbSpeed<attacker.pbSpeed) ^ (@trickroom!=0)
s * 0.5 # care more if we're faster and would knock it out before it attacks
end
score1*=s
score2*=s
end
end
end
score1=score1.to_i
score2=score2.to_i
PBDebug.log(sprintf("%s: Final Score after Multi-Target Adjustment: %d",PBMoves.getName(attacker.moves[i].id),score1))
PBDebug.log(sprintf(""))
end
if attacker.moves[i].target==PBTargets::AllOpposing # Consider both scores as it will hit BOTH targets
totalscore = score1+score2
score1=totalscore
score2=totalscore
PBDebug.log(sprintf("%s: Final Score after Multi-Target Adjustment: %d",PBMoves.getName(attacker.moves[i].id),score1))
PBDebug.log(sprintf(""))
end
@myChoices.push(i)
scoresAndTargets.push([i*2,i,score1,opponent.index])
scoresAndTargets.push([i*2+1,i,score2,otheropp.index])
else
scoresAndTargets.push([i*2,i,-1,opponent.index])
scoresAndTargets.push([i*2+1,i,-1,otheropp.index])
end
end
# Check certain moves for use on partner instead of opponent
for i in 0...4 ### This whole bit -
if pbCanChooseMove?(index,i,false)
movecode = attacker.moves[i].function
if movecode == 0xDF || movecode == 0x63 || movecode == 0x67 || #Heal Pulse, Simple Beam, Skill Swap,
movecode == 0xA0 || movecode == 0xC1 || movecode == 0x142 || #Frost Breath, Beat Up, Topsy-Turvy,
movecode == 0x162 || movecode == 0x164 || movecode == 0x167 || #Floral Healing, Instruct, Pollen Puff,
movecode == 0x169 || movecode == 0x170 || movecode == 0x55 || #Purify, Spotlight, Psych Up,
movecode == 0x40 || movecode == 0x41 || movecode == 0x66 #Swagger, Flatter, Entrainment
partnerscore=pbGetMoveScore(attacker.moves[i],attacker,notopp,skill,baseDamageArray3[i],baseDamageArray3,i)
PBDebug.log(sprintf("%s: Score for using on partner: %d",PBMoves.getName(attacker.moves[i].id),partnerscore))
PBDebug.log(sprintf(""))
scoresAndTargets.push([i*10,i,partnerscore,notopp.index])
end
end
end
# Sort scores for all possible targets of this move
scoresAndTargets.sort!{|a,b|
if a[2]==b[2] # if scores are equal
a[0]<=>b[0] # sort by index (for stable comparison)
else
b[2]<=>a[2]
end
}
# Push this move's score to @scores (one per move) and usable move idxMove to @myChoices
# Also push move's target to @targets
# Ends up with the highest scoring move/target combo, or a 50/50 choice
# if two combos have the same score (or 25/25/50 if three combos have equal scores, etc.)
for i in 0...scoresAndTargets.length
idx=scoresAndTargets[i][1]
thisScore=scoresAndTargets[i][2]
if thisScore>0 || thisScore==-1
if scores[idx]==0 || (scores[idx]==thisScore && pbAIRandom(10)<5) || (scores[idx] < thisScore)
# (scores[idx]!=thisScore && pbAIRandom(10)<3))
@scores[idx]=thisScore
@targets[idx]=scoresAndTargets[i][3]
end
end
end
else
# Choose a move. There is only 1 opposing Pokémon and no partner.
if @doublebattle && opponent.isFainted?
opponent=opponent.pbPartner
end
baseDamageArray=[]
baseDamageArrayAdj=[]
# For each move in turn, get probable percentage damage dealt against opponent
for j in 0...4
next if attacker.moves[j].id < 1
# check attacker.moves[j].basedamage and if this is 0 instead check the status method
dmgValue = pbRoughDamage(attacker.moves[j],attacker,opponent,skill,attacker.moves[j].basedamage)
if attacker.moves[j].basedamage!=0 # Damaging moves
# Turn probable damage dealt into a percentage of the target's current HP
dmgPercent = (dmgValue*100)/(opponent.hp)
dmgPercent = 110 if dmgPercent > 110 # Cap at 110% of target's HP
# Halve the effective damage for two-turn moves (but not Hyper Beam)
if attacker.moves[j].function == 0x115 || attacker.moves[j].function == 0xC3 ||
attacker.moves[j].function == 0xC4 || attacker.moves[j].function == 0xC5 ||
attacker.moves[j].function == 0xC6 || attacker.moves[j].function == 0xC7 ||
attacker.moves[j].function == 0xC8
dmgPercentAdj = (dmgPercent * 0.5)
else
dmgPercentAdj = dmgPercent
end
else # Status moves
dmgPercent = pbStatusDamage(attacker.moves[j])
dmgPercentAdj = dmgPercent
end
baseDamageArray.push(dmgPercent)
baseDamageArrayAdj.push(dmgPercentAdj) # Adjusted percentage due to two-turn attacks
end
# Push all scores to @scores (one per move) and usable move idxMoves to @myChoices
for i in 0...4
if pbCanChooseMove?(index,i,false)
@scores[i]=pbGetMoveScore(attacker.moves[i],attacker,opponent,skill,baseDamageArray[i],baseDamageArrayAdj,i)
@myChoices.push(i)
else
@scores[i] = -1
end
end
end
# end
end
################################################################################
# Primary method for deciding which move to use.
################################################################################
def pbChooseMoves(index)
maxscore=0
totalscore=0
attacker=@battlers[index]
skill=pbGetOwner(attacker.index).skill rescue 0
wildbattle=!@opponent && pbIsOpposing?(index)
# Calculate highest score and sum of scores
for i in 0...4
#next if scores[i] == -1
@scores[i]=0 if @scores[i]<0
maxscore=@scores[i] if @scores[i]>maxscore
totalscore+=@scores[i]
end
# Minmax choices depending on AI (reduce the scores for moves that are already significantly lower than the highest score)
if !wildbattle && skill>=PBTrainerAI.mediumSkill
threshold=(skill>=PBTrainerAI.bestSkill) ? 1.5 : (skill>=PBTrainerAI.highSkill) ? 2 : 3
newscore=(skill>=PBTrainerAI.bestSkill) ? 5 : (skill>=PBTrainerAI.highSkill) ? 10 : 15
for i in 0...@scores.length
if @scores[i]>newscore && @scores[i]*threshold<maxscore
totalscore-=(@scores[i]-newscore)
@scores[i]=newscore
end
end
end
# Debug logging
if $INTERNAL
x="[#{attacker.pbThis}: "
j=0
for i in 0...4
if attacker.moves[i].id!=0
x+=", " if j>0
x+=PBMoves.getName(attacker.moves[i].id)+"="+@scores[i].to_s
j+=1
end
end
x+="]"
PBDebug.log(x)
end
# Decide on a move whose score is at least 0.95 times the highest score
# If there are multiple moves with such high scores, randomly choose one (each
# is equally weighted apart from ones that equal the max score, which are each
# twice as likely to be chosen)
if !wildbattle #&& maxscore>100
stdev=pbStdDev(@scores)
preferredMoves=[]
for i in 0...4
if attacker.moves[i].id!=0 && (@scores[i] >= (maxscore*0.95)) && pbCanChooseMove?(index,i,false)
preferredMoves.push(i)
preferredMoves.push(i) if @scores[i]==maxscore # Doubly prefer the best move
end
end
if preferredMoves.length>0
i=preferredMoves[pbAIRandom(preferredMoves.length)]
PBDebug.log("[Prefer "+PBMoves.getName(attacker.moves[i].id)+"]") if $INTERNAL
pbRegisterMove(index,i,false)
target=@targets[i] if @targets
if @doublebattle && target && target>=0
pbRegisterTarget(index,target)
end
return
end
end
# Trainer battles should have chosen a move by now. The below code is for wild Pokémon only.
PBDebug.log("If this battle is not wild, something has gone wrong in scoring moves (no preference chosen).") if $INTERNAL
# n/a
if !wildbattle && attacker.turncount
badmoves=false
if ((maxscore<=20 && attacker.turncount>2) ||
(maxscore<=30 && attacker.turncount>5)) && pbAIRandom(10)<8
badmoves=true
end
if totalscore<100 && attacker.turncount>1
badmoves=true
movecount=0
for i in 0...4
if attacker.moves[i].id!=0
if @scores[i]>0 && attacker.moves[i].basedamage>0
badmoves=false
end
movecount+=1
end
end
badmoves=badmoves && pbAIRandom(10)!=0
end
end
# Choose a move (wild Pokémon only), either at random or with scores as weights
if maxscore<=0
# If all scores are 0 or less, choose a move at random
if @myChoices.length>0
pbRegisterMove(index,@myChoices[pbAIRandom(@myChoices.length)],false)
else
pbAutoChooseMove(index)
end
else
randnum=pbAIRandom(totalscore)
cumtotal=0
for i in 0...4
if @scores[i]>0
cumtotal+=@scores[i]
if randnum<cumtotal
pbRegisterMove(index,i,false)
target=@targets[i] if @targets
break
end
end
end
end
if @doublebattle && target && target>=0
pbRegisterTarget(index,target)
end
end
##############################################################################
# Get a score for each move being considered (trainer-owned Pokémon only).
# Moves with higher scores are more likely to be chosen.
##############################################################################
def pbGetMoveScore(move,attacker,opponent,skill=100,roughdamage=10,initialscores=[],scoreindex=-1)
if roughdamage<1
roughdamage=1
end
PBDebug.log(sprintf("%s: initial score: %d",PBMoves.getName(move.id),roughdamage)) if $INTERNAL
skill=PBTrainerAI.minimumSkill if skill<PBTrainerAI.minimumSkill
#score=(pbRoughDamage(move,attacker,opponent,skill,move.basedamage)*100/opponent.hp) #roughdamage
score=roughdamage
#Temporarly mega-ing pokemon if it can #perry
if pbCanMegaEvolve?(attacker.index)
attacker.pokemon.makeMega
attacker.pbUpdate(true)
attacker.form=attacker.startform
megaEvolved=true
end
#Little bit of prep before getting into the case statement
oppitemworks = opponent.itemWorks?
attitemworks = attacker.itemWorks?
aimem = getAIMemory(skill,opponent.pokemonIndex)
bettertype = move.pbType(move.type,attacker,opponent)
opponent=attacker.pbOppositeOpposing if !opponent
opponent=opponent.pbPartner if opponent && opponent.isFainted?
roles = pbGetMonRole(attacker,opponent,skill)
# Check priority of move (it's non-zero, or is a status move and attacker has Prankster)
if move.priority>0 || (move.basedamage==0 && !attacker.abilitynulled && attacker.ability == PBAbilities::PRANKSTER)
if move.basedamage>0 # Damaging move
PBDebug.log(sprintf("Priority Check Begin")) if $INTERNAL
fastermon = (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)
if fastermon
PBDebug.log(sprintf("AI Pokemon is faster.")) if $INTERNAL # attacker is faster
else
PBDebug.log(sprintf("Player Pokemon is faster.")) if $INTERNAL # attacker is slower
end
if score>100
# Prefer moves that will KO the opponent
if @doublebattle
score*=1.3
else
if fastermon
score*=1.3
else
score*=2 # Really prefer a KO move if attacker is slower than
# opponent (this is a priority move which will overcome
# attacker's speed disadvantage)
end
end
else
# Don't prefer a non-KO priority move if attacker has Stance Change and
# is slower than the opponent (probably assumes attacker is in Shield Form
# with higher defences, and doesn't want to shift to Attack Form before
# the opponent this round and give them a change to hit the attacker's
# lowered defences)
if (!attacker.abilitynulled && attacker.ability == PBAbilities::STANCECHANGE)
if !fastermon
score*=0.7
end
end
end
movedamage = -1
opppri = false
pridam = -1
# If attacker is slower, check memory for most damaging move used previously
# and for most damaging priority move used previously
if (attacker.pbSpeed<pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)
if aimem.length > 0
for i in aimem
tempdam = pbRoughDamage(i,opponent,attacker,skill,i.basedamage)
if i.priority>0
opppri=true
if tempdam>pridam
pridam = tempdam
end
end
if tempdam>movedamage
movedamage = tempdam
end
end
end
end
PBDebug.log(sprintf("Expected damage taken: %d",movedamage)) if $INTERNAL
# If attacker is slower and will faint from another hit from the most
# damaging move in memory, strongly prefer a priority move
if !fastermon
if movedamage>attacker.hp
if @doublebattle
score+=75
else
score+=150
end
end
end
# If attacker is slower and a priority move was used in the past and the
# attacker will faint from another hit from that priority move...
if opppri
score*=1.1
if pridam>attacker.hp
if fastermon
score*=3 # NOTE: Can't get here because opppri is only true if attacker is slower
else
score*=0.5 # Don't prefer this priority move
end
end
end
# If attacker is slower and opponent is in the middle of a two-turn attack
# (and is likely semi-invulnerable), discard a priority move because it's
# better to attack after the opponent has finished and is vulnerable again
if !fastermon && opponent.effects[PBEffects::TwoTurnAttack]>0
score*=0
end
# Discard higher priority moves if Psychic Terrain is in effect (assumes
# the target is affected by Psychic Terrain's effect)
if $fefieldeffect==37 # Psychic Terrain
score*=0
end
# Discard higher priority moves if opponent has an ability that makes it
# immune to high priority moves
if !opponent.abilitynulled && (opponent.ability == PBAbilities::DAZZLING || opponent.ability == PBAbilities::QUEENLYMAJESTY)
score*=0
end
end
# Strongly don't prefer priority moves if Quick Guard was previously used
score*=0.2 if checkAImoves([PBMoves::QUICKGUARD],aimem)
PBDebug.log(sprintf("Priority Check End")) if $INTERNAL
elsif move.priority<0
if fastermon
# Slightly slower score if attacker is faster than the opponent but the
# move is a lower priority (i.e. can't make use of the speed advantage)
score*=0.9
if move.basedamage>0 # Damaging move
# Prefer a lower priority damaging move if opponent is in the middle of
# a two-turn attack (i.e. is likely semi-invulnerable until their turn)
if opponent.effects[PBEffects::TwoTurnAttack]>0
score*=2
end
end
end
end
##### Alter score depending on the move's function code ########################
score = pbGetMoveScoreFunctions(move,attacker,opponent,skill,roughdamage,initialscores,scoreindex,
score, oppitemworks, attitemworks, aimem, bettertype, roles, tempdam)
###### END FUNCTION CODES ######################################################
=begin
# Don't prefer a dance move if the opponent has Dancer (because they'll get
# a free move)
if (!opponent.abilitynulled && opponent.ability == PBAbilities::DANCER)
if (PBStuff::DANCEMOVE).include?(move.id)
score*=0.5
end
end
=end
ioncheck = false
destinycheck = false
widecheck = false
powdercheck = false
shieldcheck = false
# Check the memory for various moves which are referenced below
if skill>=PBTrainerAI.highSkill
for j in aimem
ioncheck = true if j.id==(PBMoves::IONDELUGE)
destinycheck = true if j.id==(PBMoves::DESTINYBOND)
widecheck = true if j.id==(PBMoves::WIDEGUARD)
powdercheck = true if j.id==(PBMoves::POWDER)
shieldcheck = true if j.id==(PBMoves::SPIKYSHIELD) ||
j.id==(PBMoves::KINGSSHIELD) || j.id==(PBMoves::BANEFULBUNKER)
end
if @doublebattle && @aiMoveMemory[2][opponent.pbPartner.pokemonIndex].length>0
for j in @aiMoveMemory[2][opponent.pbPartner.pokemonIndex]
widecheck = true if j.id==(PBMoves::WIDEGUARD)
powdercheck = true if j.id==(PBMoves::POWDER)
end
end
end
# If Ion Deluge was used previously (turns Normal moves into Electric moves
# for the round), don't prefer Normal moves if the opponent has an ability
# that benefits from being hit by an Electric move
if ioncheck == true
if move.type == 0
if (!opponent.pbPartner.abilitynulled && opponent.pbPartner.ability == PBAbilities::LIGHTNINGROD) ||
(!opponent.abilitynulled && opponent.ability == PBAbilities::LIGHTNINGROD) ||
(!opponent.abilitynulled && opponent.ability == PBAbilities::VOLTABSORB) ||
(!opponent.abilitynulled && opponent.ability == PBAbilities::MOTORDRIVE)
score *= 0.3
end
end
end
# If move targets one or more Pokémon (except the user)...
if (move.target==PBTargets::SingleNonUser || move.target==PBTargets::RandomOpposing ||
move.target==PBTargets::AllOpposing || move.target==PBTargets::SingleOpposing ||
move.target==PBTargets::OppositeOpposing)
# If move is Electric (or Ion Deluge was used in the past and move is Normal),
# and opponent/partner has Lightning Rod, don't prefer it
if move.type==13 || (ioncheck == true && move.type == 0)
if (!opponent.pbPartner.abilitynulled && opponent.pbPartner.ability == PBAbilities::LIGHTNINGROD)
score*=0
elsif (!attacker.pbPartner.abilitynulled && attacker.pbPartner.ability == PBAbilities::LIGHTNINGROD)
score*=0.3 # Would rather hit the opponent, although the partner would benefit
end
# If move is Water and opponent/partner has Storm Drain, don't prefer it
elsif move.type==11
if (!opponent.pbPartner.abilitynulled && opponent.pbPartner.ability == PBAbilities::STORMDRAIN)
score*=0
elsif (!attacker.pbPartner.abilitynulled && attacker.pbPartner.ability == PBAbilities::STORMDRAIN)
score*=0.3 # Would rather hit the opponent, although the partner would benefit
end
end
end
# If move is sound-based and opponent is immune/attacker can't use sound moves,
# discard the move
if move.isSoundBased?
if ((!opponent.abilitynulled && opponent.ability == PBAbilities::SOUNDPROOF) && !opponent.moldbroken) || attacker.effects[PBEffects::ThroatChop]!=0
score*=0
else
# If attacker can use sound moves but Throat Chop was used previously,
# don't prefer this sound move (because attacker may get throat chopped)
score *= 0.6 if checkAImoves([PBMoves::THROATCHOP],aimem)
end
end
# If opponent isn't immune to critical hits and attacker isn't certain to
# deal a critical hit, prefer a high critical hit move
# Prefer the move more if opponent has raised defences and/or attacker has
# lowered offences
if move.flags&0x80!=0 # Boosted crit moves
if !(!opponent.abilitynulled && opponent.ability == PBAbilities::SHELLARMOR) &&
!(!opponent.abilitynulled && opponent.ability == PBAbilities::BATTLEARMOR) &&
attacker.effects[PBEffects::LaserFocus]==0
boostercount = 0
if move.pbIsPhysical?(move.type)
boostercount += opponent.stages[PBStats::DEFENSE] if opponent.stages[PBStats::DEFENSE]>0
boostercount -= attacker.stages[PBStats::ATTACK] if attacker.stages[PBStats::ATTACK]<0
elsif move.pbIsSpecial?(move.type)
boostercount += opponent.stages[PBStats::SPDEF] if opponent.stages[PBStats::SPDEF]>0
boostercount -= attacker.stages[PBStats::SPATK] if attacker.stages[PBStats::SPATK]<0
end
score*=(1.05**boostercount)
end
end
# Don't prefer a damaging move if the opponent has a Destiny Bond in place
# Don't prefer a damaging move if the opponent is faster than the attacker
# and Destiny Bond has been used in the past
# (Note: Doesn't check if the move is likely to be lethal for some reason)
if move.basedamage>0 # Damaging move
if skill>=PBTrainerAI.highSkill
if opponent.effects[PBEffects::DestinyBond]
score*=0.2
else
if ((opponent.pbSpeed>attacker.pbSpeed) ^ (@trickroom!=0)) && destinycheck
score*=0.7
end
end
end
end
# Don't prefer a move that will be blocked by Wide Guard if Wide Guard has
# been used in the past
if widecheck && ((move.target == PBTargets::AllOpposing) || (move.target == PBTargets::AllNonUsers))
score*=0.2
end
# Don't prefer Fire moves if Powder has been used in the past
if powdercheck && move.type==10
score*=0.2
end
# Check for items/abilities that will trigger upon the move making contact
if move.isContactMove? && !(attacker.item == PBItems::PROTECTIVEPADS) &&
!(!attacker.abilitynulled && attacker.ability == PBAbilities::LONGREACH)
# Rocky Helmet or Spiky Shield will damage the attacker; don't prefer the move
# The Spiky Shield part assumes opponent is faster than attacker and could
# get its shield up before attacker hits it (the check for whether it
# currently has a Spiky Shield up is below)
if (oppitemworks && opponent.item == PBItems::ROCKYHELMET) || shieldcheck
score*=0.85
end
if !opponent.abilitynulled
# Various abilities
if opponent.ability == PBAbilities::ROUGHSKIN || opponent.ability == PBAbilities::IRONBARBS
score*=0.85
elsif opponent.ability == PBAbilities::EFFECTSPORE
score*=0.75
elsif opponent.ability == PBAbilities::FLAMEBODY && attacker.pbCanBurn?(false)
score*=0.75
elsif opponent.ability == PBAbilities::STATIC && attacker.pbCanParalyze?(false)
score*=0.75
elsif opponent.ability == PBAbilities::POISONPOINT && attacker.pbCanPoison?(false)
score*=0.75
elsif opponent.ability == PBAbilities::CUTECHARM && attacker.effects[PBEffects::Attract]<0
if initialscores.length>0
if initialscores[scoreindex] < 102 # Move won't be lethal
score*=0.8
end
end
elsif opponent.ability == PBAbilities::GOOEY || opponent.ability == PBAbilities::TANGLINGHAIR
if attacker.pbCanReduceStatStage?(PBStats::SPEED)
score*=0.9
if ((pbRoughStat(opponent,PBStats::SPEED,skill)<attacker.pbSpeed) ^ (@trickroom!=0))
score*=0.8 # Don't prefer it even more if attacker is faster than the opponent (this may make it slower)
end
end
elsif opponent.ability == PBAbilities::MUMMY
if !attacker.abilitynulled && !attacker.unstoppableAbility? &&
attacker.ability != opponent.ability && attacker.ability != PBAbilities::SHIELDDUST
mummyscore = getAbilityDisruptScore(move,opponent,attacker,skill) # 1 makes no difference, >1 is a bad impact if ability is lost
if mummyscore < 2
mummyscore = 2 - mummyscore
else
mummyscore = 0 # Losing current ability is really disruptive; discard the move entirely
end
score*=mummyscore # Don't prefer if attacker would rather keep its current ability
end
end
end
# Prefer a contact move if the attacker has Poison Touch and it'll do something
if (!attacker.abilitynulled && attacker.ability == PBAbilities::POISONTOUCH) && opponent.pbCanPoison?(false)
score*=1.1
end
# Prefer a contact move if the attacker has Pickpocket and it'll do something (assumes attacker has no item)
if (!attacker.abilitynulled && attacker.ability == PBAbilities::PICKPOCKET) && opponent.item!=0 && !pbIsUnlosableItem(opponent,opponent.item)
score*=1.1
end
# Greatly don't prefer a contact move if opponent has a protecting move that
# triggers a negative effect if the attacker makes contact with it (see also
# above for a check of whether Spiky Shield has been used in the past)
# This check makes no sense because these effects only last until the end
# of the round, and AI is run at the start of a round
if opponent.effects[PBEffects::KingsShield]== true ||
opponent.effects[PBEffects::BanefulBunker]== true ||
opponent.effects[PBEffects::SpikyShield]== true
score *=0.1
end
end
# This check makes no sense because these effects only last until the end
# of the round, and AI is run at the start of a round
if move.basedamage>0 && (opponent.effects[PBEffects::SpikyShield] ||
opponent.effects[PBEffects::BanefulBunker] || opponent.effects[PBEffects::KingsShield])
score*=0.1
end
# Don't prefer a status move if attacker has another move that'll KO the opponent
# If opponent has used a move in the past (in memory) that'll hurt the
# attacker by 30% or more of its current HP, reduce the status move's score by
# even more (because it's less safe to use a status move and leave the opponent alive)
if move.basedamage==0 # Status move
if hasgreatmoves(initialscores,scoreindex,skill)
maxdam=checkAIdamage(aimem,attacker,opponent,skill)
if maxdam>0 && maxdam<(attacker.hp*0.3) # Should status moves (maxdam==0) count here too?
score*=0.6
else
score*=0.2 ### highly controversial, revert to 0.1 if shit sucks
end
end
end
=begin
# Discard powder moves if opponent is immune to powder
ispowder = (move.id==214 || move.id==218 || move.id==220 || move.id==445 || move.id==600 || move.id==18 || move.id==219)
if ispowder && (opponent.type==(PBTypes::GRASS) ||
(!opponent.abilitynulled && opponent.ability == PBAbilities::OVERCOAT) ||
(oppitemworks && opponent.item == PBItems::SAFETYGOGGLES))
score*=0
end
=end
# A score of 0 here means it should absolutely not be used; return it
if score<=0
PBDebug.log(sprintf("%s: final score: 0",PBMoves.getName(move.id))) if $INTERNAL
PBDebug.log(sprintf(" ")) if $INTERNAL
attacker.pbUpdate(true) if defined?(megaEvolved) && megaEvolved==true #perry
return score
end
##### Other score modifications ################################################
=begin
# Prefer damaging moves if AI has no more Pokémon
if attacker.pbNonActivePokemonCount==0
if skill>=PBTrainerAI.mediumSkill &&
!(skill>=PBTrainerAI.highSkill && opponent.pbNonActivePokemonCount>0)
if move.basedamage==0
PBDebug.log("[Not preferring status move]") if $INTERNAL
score*=0.9
elsif opponent.hp<=opponent.totalhp/2.0 # Opponent is already weakened, hit 'im!
PBDebug.log("[Preferring damaging move]") if $INTERNAL
score*=1.1
end
end
end
# Don't prefer attacking the opponent if they'd be semi-invulnerable; discard the move
if opponent.effects[PBEffects::TwoTurnAttack]>0 && skill>=PBTrainerAI.highSkill
invulmove=$pkmn_move[opponent.effects[PBEffects::TwoTurnAttack]][0] #the function code of the current move
if move.accuracy>0 && # Checks accuracy, i.e. targets opponent
([0xC9,0xCA,0xCB,0xCC,0xCD,0xCE].include?(invulmove) ||
opponent.effects[PBEffects::SkyDrop]) &&
((attacker.pbSpeed>opponent.pbSpeed) ^ (@trickroom!=0))
if skill>=PBTrainerAI.bestSkill # Can get past semi-invulnerability
miss=false
case invulmove
when 0xC9, 0xCC # Fly, Bounce
miss=true unless move.function==0x08 || # Thunder
move.function==0x15 || # Hurricane
move.function==0x77 || # Gust
move.function==0x78 || # Twister
move.function==0x11B || # Sky Uppercut
move.function==0x11C || # Smack Down
(move.id == PBMoves::WHIRLWIND)
when 0xCA # Dig
miss=true unless move.function==0x76 || # Earthquake
move.function==0x95 # Magnitude
when 0xCB # Dive
miss=true unless move.function==0x75 || # Surf
move.function==0xD0 || # Whirlpool
move.function==0x12D # Shadow Storm
when 0xCD # Shadow Force
miss=true
when 0xCE # Sky Drop
miss=true unless move.function==0x08 || # Thunder
move.function==0x15 || # Hurricane
move.function==0x77 || # Gust
move.function==0x78 || # Twister
move.function==0x11B || # Sky Uppercut
move.function==0x11C # Smack Down
end
if opponent.effects[PBEffects::SkyDrop]
miss=true unless move.function==0x08 || # Thunder
move.function==0x15 || # Hurricane
move.function==0x77 || # Gust
move.function==0x78 || # Twister
move.function==0x11B || # Sky Uppercut
move.function==0x11C # Smack Down
end
score*=0 if miss
else
score*=0
end
end
end
# Pick a good move for the Choice items
if attitemworks && (attacker.item == PBItems::CHOICEBAND ||
attacker.item == PBItems::CHOICESPECS || attacker.item == PBItems::CHOICESCARF)
if move.basedamage==0 && move.function!=0xF2 # Trick
score*=0.1 # Really don't prefer status moves (except Trick)
end
# Slightly less prefer certain move types (presumably ones that are considered
# less good offensively/are ineffective against some things)
# Types that are still good: Flying, Rock, Bug, Steel, Ice, Dark, Fairy
if (move.type == PBTypes::NORMAL) ||
(move.type == PBTypes::GHOST) || (move.type == PBTypes::FIGHTING) ||
(move.type == PBTypes::DRAGON) || (move.type == PBTypes::PSYCHIC) ||
(move.type == PBTypes::GROUND) || (move.type == PBTypes::ELECTRIC) ||
(move.type == PBTypes::POISON)
score*=0.95
end
if (move.type == PBTypes::FIRE) || (move.type == PBTypes::WATER) ||
(move.type == PBTypes::GRASS) || (move.type == PBTypes::ELECTRIC)
score*=0.95
end
# Don't prefer moves with lower accuracy
if move.accuracy > 0
miniacc = (move.accuracy/100.0)
score *= miniacc
end
# Don't prefer moves that don't have much current PP
if move.pp < 6
score *= 0.9
end
end
# If user is frozen, prefer a move that can thaw the user
if attacker.status==PBStatuses::FROZEN
if skill>=PBTrainerAI.mediumSkill
if move.canThawUser?
score+=30
else
hasFreezeMove=false
for m in attacker.moves
if m.canThawUser?
hasFreezeMove=true; break
end
end
score*=0 if hasFreezeMove # Discard this move if it can't thaw the attacker, but it knows another that can
end
end
end
# If target is frozen, don't prefer moves that could thaw them
if opponent.status==PBStatuses::FROZEN
if (move.type == PBTypes::FIRE)
score *= 0.1
end
end
# Adjust score based on how much damage it can deal
if move.basedamage>0 # Damaging moves
# Discard damaging moves if they are ineffective because of their type
typemod=pbTypeModNoMessages(bettertype,attacker,opponent,move,skill)
if typemod==0 || score<=0
score=0
elsif skill>=PBTrainerAI.mediumSkill && !(!attacker.abilitynulled &&
(attacker.ability == PBAbilities::MOLDBREAKER ||
attacker.ability == PBAbilities::TURBOBLAZE ||
attacker.ability == PBAbilities::TERAVOLT))
if !opponent.abilitynulled
# Discard damaging moves if opponent is immune to them because of their ability
if (typemod<=4 && opponent.ability == PBAbilities::WONDERGUARD) ||
(move.type == PBTypes::GROUND && (opponent.ability == PBAbilities::LEVITATE || (oppitemworks && opponent.item == PBItems::AIRBALLOON) || opponent.effects[PBEffects::MagnetRise]>0)) ||
(move.type == PBTypes::FIRE && opponent.ability == PBAbilities::FLASHFIRE) ||
(move.type == PBTypes::WATER && (opponent.ability == PBAbilities::WATERABSORB || opponent.ability == PBAbilities::STORMDRAIN || opponent.ability == PBAbilities::DRYSKIN)) ||
(move.type == PBTypes::GRASS && opponent.ability == PBAbilities::SAPSIPPER) ||
(move.type == PBTypes::ELECTRIC)&& (opponent.ability == PBAbilities::VOLTABSORB || opponent.ability == PBAbilities::LIGHTNINGROD || opponent.ability == PBAbilities::MOTORDRIVE)
score=0
end
end
else
# Discard damaging ground moves if the opponent is airborne (even moron trainers can do this much)
if move.type == PBTypes::GROUND && (opponent.ability == PBAbilities::LEVITATE || (oppitemworks && opponent.item == PBItems::AIRBALLOON) || opponent.effects[PBEffects::MagnetRise]>0)
score=0
end
end
# This calculation has no effect, and should be unused anyway as the base
# score already is the likely damage percentage
if score != 0
# Calculate how much damage the move will do (roughly)
realBaseDamage=move.basedamage
realBaseDamage=60 if move.basedamage==1
if skill>=PBTrainerAI.mediumSkill
realBaseDamage=pbBetterBaseDamage(move,attacker,opponent,skill,realBaseDamage)
end
end
else # non-damaging moves
if !opponent.abilitynulled
# Discard status moves if opponent is immune to them because of their ability
if (move.type == PBTypes::GROUND && (opponent.ability == PBAbilities::LEVITATE || (oppitemworks && opponent.item == PBItems::AIRBALLOON) || opponent.effects[PBEffects::MagnetRise]>0)) ||
(move.type == PBTypes::FIRE && opponent.ability == PBAbilities::FLASHFIRE) ||
(move.type == PBTypes::WATER && (opponent.ability == PBAbilities::WATERABSORB || opponent.ability == PBAbilities::STORMDRAIN || opponent.ability == PBAbilities::DRYSKIN)) ||
(move.type == PBTypes::GRASS && opponent.ability == PBAbilities::SAPSIPPER) ||
(move.type == PBTypes::ELECTRIC)&& (opponent.ability == PBAbilities::VOLTABSORB || opponent.ability == PBAbilities::LIGHTNINGROD || opponent.ability == PBAbilities::MOTORDRIVE)
score=0
end
end
end
# Multiply score by the move's accuracy
accuracy=pbRoughAccuracy(move,attacker,opponent,skill)
score*=accuracy/100.0
#score=0 if score<=10 && skill>=PBTrainerAI.highSkill
=end
# Discard a status move (except Nature Power) that targets a non-user if
# either opponent has Magic Bounce
if (move.basedamage==0 && !(move.id == PBMoves::NATUREPOWER)) &&
(move.target==PBTargets::SingleNonUser || move.target==PBTargets::RandomOpposing ||
move.target==PBTargets::AllOpposing || move.target==PBTargets::OpposingSide ||
move.target==PBTargets::SingleOpposing || move.target==PBTargets::OppositeOpposing) &&
((!opponent.abilitynulled && opponent.ability == PBAbilities::MAGICBOUNCE) ||
(!opponent.pbPartner.abilitynulled && opponent.pbPartner.ability == PBAbilities::MAGICBOUNCE))
score=0
end
=begin
# Discard a move if it'll be made faster by attacker's Prankster but opponent
# will be immune because it's Dark-type
if skill>=PBTrainerAI.mediumSkill
if (!attacker.abilitynulled && attacker.ability == PBAbilities::PRANKSTER)
if opponent.pbHasType?(:DARK)
if move.basedamage==0 && move.priority>-1
score=0
end
end
end
end
# Avoid hitting shiny wild pokemon if you're an AI partner
if pbIsWild?
if attacker.index == 2
if opponent.pokemon.isShiny?
score *= 0.15
end
end
end
=end
score=score.to_i
score=0 if score<0
PBDebug.log(sprintf("%s: final score: %d",PBMoves.getName(move.id),score)) if $INTERNAL
PBDebug.log(sprintf(" ")) if $INTERNAL
attacker.pbUpdate(true) if defined?(megaEvolved) && megaEvolved==true #perry
return score
end
end