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

596 lines
22 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Battle::AI::AIBattler
attr_reader :index, :side, :party_index
attr_reader :battler
def initialize(ai, index)
@ai = ai
@index = index
@side = (@ai.battle.opposes?(@index)) ? 1 : 0
refresh_battler
end
def refresh_battler
old_party_index = @party_index
@battler = @ai.battle.battlers[@index]
@party_index = battler.pokemonIndex
end
def pokemon; return battler.pokemon; end
def level; return battler.level; end
def hp; return battler.hp; end
def totalhp; return battler.totalhp; end
def fainted?; return battler.fainted?; end
def status; return battler.status; end
def statusCount; return battler.statusCount; end
def gender; return battler.gender; end
def turnCount; return battler.turnCount; end
def effects; return battler.effects; end
def stages; return battler.stages; end
def statStageAtMax?(stat); return battler.statStageAtMax?(stat); end
def statStageAtMin?(stat); return battler.statStageAtMin?(stat); end
def moves; return battler.moves; end
def wild?
return @ai.battle.wildBattle? && opposes?
end
def name
return sprintf("%s (%d)", battler.name, @index)
end
def opposes?(other = nil)
return @side == 1 if other.nil?
return other.side != @side
end
def idxOwnSide; return battler.idxOwnSide; end
def pbOwnSide; return battler.pbOwnSide; end
def idxOpposingSide; return battler.idxOpposingSide; end
def pbOpposingSide; return battler.pbOpposingSide; end
#-----------------------------------------------------------------------------
# Returns how much damage this battler will take at the end of this round.
def rough_end_of_round_damage
ret = 0
# Weather
weather = battler.effectiveWeather
if @ai.battle.field.weatherDuration == 1
weather = @ai.battle.field.defaultWeather
weather = :None if @ai.battle.allBattlers.any? { |b| b.hasActiveAbility?([:CLOUDNINE, :AIRLOCK]) }
weather = :None if [:Sun, :Rain, :HarshSun, :HeavyRain].include?(weather) && has_active_item?(:UTILITYUMBRELLA)
end
case weather
when :Sandstorm
ret += [self.totalhp / 16, 1].max if battler.takesSandstormDamage?
when :Hail
ret += [self.totalhp / 16, 1].max if battler.takesHailDamage?
when :ShadowSky
ret += [self.totalhp / 16, 1].max if battler.takesShadowSkyDamage?
end
case ability_id
when :DRYSKIN
ret += [self.totalhp / 8, 1].max if [:Sun, :HarshSun].include?(weather) && battler.takesIndirectDamage?
ret -= [self.totalhp / 8, 1].max if [:Rain, :HeavyRain].include?(weather) && battler.canHeal?
when :ICEBODY
ret -= [self.totalhp / 16, 1].max if weather == :Hail && battler.canHeal?
when :RAINDISH
ret -= [self.totalhp / 16, 1].max if [:Rain, :HeavyRain].include?(weather) && battler.canHeal?
when :SOLARPOWER
ret += [self.totalhp / 8, 1].max if [:Sun, :HarshSun].include?(weather) && battler.takesIndirectDamage?
end
# Future Sight/Doom Desire
# NOTE: Not worth estimating the damage from this.
# Wish
if @ai.battle.positions[@index].effects[PBEffects::Wish] == 1 && battler.canHeal?
ret -= @ai.battle.positions[@index].effects[PBEffects::WishAmount]
end
# Sea of Fire
if @ai.battle.sides[@side].effects[PBEffects::SeaOfFire] > 1 &&
battler.takesIndirectDamage? && !has_type?(:FIRE)
ret += [self.totalhp / 8, 1].max
end
# Grassy Terrain (healing)
if @ai.battle.field.terrain == :Grassy && battler.affectedByTerrain? && battler.canHeal?
ret -= [self.totalhp / 16, 1].max
end
# Leftovers/Black Sludge
if has_active_item?(:BLACKSLUDGE)
if has_type?(:POISON)
ret -= [self.totalhp / 16, 1].max if battler.canHeal?
else
ret += [self.totalhp / 8, 1].max if battler.takesIndirectDamage?
end
elsif has_active_item?(:LEFTOVERS)
ret -= [self.totalhp / 16, 1].max if battler.canHeal?
end
# Aqua Ring
if self.effects[PBEffects::AquaRing] && battler.canHeal?
amt = self.totalhp / 16
amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
ret -= [amt, 1].max
end
# Ingrain
if self.effects[PBEffects::Ingrain] && battler.canHeal?
amt = self.totalhp / 16
amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
ret -= [amt, 1].max
end
# Leech Seed
if self.effects[PBEffects::LeechSeed] >= 0
if battler.takesIndirectDamage?
ret += [self.totalhp / 8, 1].max if battler.takesIndirectDamage?
end
else
@ai.each_battler do |b, i|
next if i == @index || b.effects[PBEffects::LeechSeed] != @index
amt = [[b.totalhp / 8, b.hp].min, 1].max
amt = (amt * 1.3).floor if has_active_item?(:BIGROOT)
ret -= [amt, 1].max
end
end
# Hyper Mode (Shadow Pokémon)
if battler.inHyperMode?
ret += [self.totalhp / 24, 1].max
end
# Poison/burn/Nightmare
if self.status == :POISON
if has_active_ability?(:POISONHEAL)
ret -= [self.totalhp / 8, 1].max if battler.canHeal?
elsif battler.takesIndirectDamage?
mult = 2
mult = [self.effects[PBEffects::Toxic] + 1, 16].min if self.statusCount > 0 # Toxic
ret += [mult * self.totalhp / 16, 1].max
end
elsif self.status == :BURN
if battler.takesIndirectDamage?
amt = (Settings::MECHANICS_GENERATION >= 7) ? self.totalhp / 16 : self.totalhp / 8
amt = (amt / 2.0).round if has_active_ability?(:HEATPROOF)
ret += [amt, 1].max
end
elsif battler.asleep? && self.statusCount > 1 && self.effects[PBEffects::Nightmare]
ret += [self.totalhp / 4, 1].max if battler.takesIndirectDamage?
end
# Curse
if self.effects[PBEffects::Curse]
ret += [self.totalhp / 4, 1].max if battler.takesIndirectDamage?
end
# Trapping damage
if self.effects[PBEffects::Trapping] > 1 && battler.takesIndirectDamage?
amt = (Settings::MECHANICS_GENERATION >= 6) ? self.totalhp / 8 : self.totalhp / 16
if @ai.battlers[self.effects[PBEffects::TrappingUser]].has_active_item?(:BINDINGBAND)
amt = (Settings::MECHANICS_GENERATION >= 6) ? self.totalhp / 6 : self.totalhp / 8
end
ret += [amt, 1].max
end
# Perish Song
return 999_999 if self.effects[PBEffects::PerishSong] == 1
# Bad Dreams
if battler.asleep? && self.statusCount > 1 && battler.takesIndirectDamage?
@ai.each_battler do |b, i|
next if i == @index || !b.battler.near?(battler) || !b.has_active_ability?(:BADDREAMS)
ret += [self.totalhp / 8, 1].max
end
end
# Sticky Barb
if has_active_item?(:STICKYBARB) && battler.takesIndirectDamage?
ret += [self.totalhp / 8, 1].max
end
return ret
end
#-----------------------------------------------------------------------------
def base_stat(stat)
ret = 0
case stat
when :ATTACK then ret = battler.attack
when :DEFENSE then ret = battler.defense
when :SPECIAL_ATTACK then ret = battler.spatk
when :SPECIAL_DEFENSE then ret = battler.spdef
when :SPEED then ret = battler.speed
end
return ret
end
def rough_stat(stat)
return battler.pbSpeed if stat == :SPEED && @ai.trainer.high_skill?
stage_mul = Battle::Battler::STAT_STAGE_MULTIPLIERS
stage_div = Battle::Battler::STAT_STAGE_DIVISORS
if [:ACCURACY, :EVASION].include?(stat)
stage_mul = Battle::Battler::ACC_EVA_STAGE_MULTIPLIERS
stage_div = Battle::Battler::ACC_EVA_STAGE_DIVISORS
end
stage = battler.stages[stat] + Battle::Battler::STAT_STAGE_MAXIMUM
value = base_stat(stat)
return (value.to_f * stage_mul[stage] / stage_div[stage]).floor
end
def faster_than?(other)
return false if other.nil?
this_speed = rough_stat(:SPEED)
other_speed = other.rough_stat(:SPEED)
return (this_speed > other_speed) ^ (@ai.battle.field.effects[PBEffects::TrickRoom] > 0)
end
#-----------------------------------------------------------------------------
def types; return battler.types; end
def pbTypes(withExtraType = false); return battler.pbTypes(withExtraType); end
def has_type?(type)
return false if !type
active_types = pbTypes(true)
return active_types.include?(GameData::Type.get(type).id)
end
alias pbHasType? has_type?
def effectiveness_of_type_against_battler(type, user = nil, move = nil)
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
return ret if !type
return ret if type == :GROUND && has_type?(:FLYING) && has_active_item?(:IRONBALL)
# Get effectivenesses
if type == :SHADOW
if battler.shadowPokemon?
ret = Effectiveness::NOT_VERY_EFFECTIVE_MULTIPLIER
else
ret = Effectiveness::SUPER_EFFECTIVE_MULTIPLIER
end
else
battler.pbTypes(true).each do |defend_type|
mult = effectiveness_of_type_against_single_battler_type(type, defend_type, user)
if move
case move.function_code
when "HitsTargetInSkyGroundsTarget"
mult = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER if type == :GROUND && defend_type == :FLYING
when "FreezeTargetSuperEffectiveAgainstWater"
mult = Effectiveness::SUPER_EFFECTIVE_MULTIPLIER if defend_type == :WATER
end
end
ret *= mult
end
ret *= 2 if self.effects[PBEffects::TarShot] && type == :FIRE
end
return ret
end
#-----------------------------------------------------------------------------
def ability_id; return battler.ability_id; end
def ability; return battler.ability; end
def ability_active?
return battler.abilityActive?
end
def has_active_ability?(ability, ignore_fainted = false)
return battler.hasActiveAbility?(ability, ignore_fainted)
end
def has_mold_breaker?
return battler.hasMoldBreaker?
end
#-----------------------------------------------------------------------------
def item_id; return battler.item_id; end
def item; return battler.item; end
def item_active?
return battler.itemActive?
end
def has_active_item?(item)
return battler.hasActiveItem?(item)
end
#-----------------------------------------------------------------------------
def check_for_move
ret = false
battler.eachMove do |move|
next if move.pp == 0 && move.total_pp > 0
next unless yield move
ret = true
break
end
return ret
end
def has_damaging_move_of_type?(*types)
check_for_move do |m|
return true if m.damagingMove? && types.include?(m.pbCalcType(battler))
end
return false
end
def has_move_with_function?(*functions)
check_for_move { |m| return true if functions.include?(m.function_code) }
return false
end
#-----------------------------------------------------------------------------
def can_attack?
return false if self.effects[PBEffects::HyperBeam] > 0
return false if status == :SLEEP && statusCount > 1
return false if status == :FROZEN # Only 20% chance of unthawing; assune it won't
return false if self.effects[PBEffects::Truant] && has_active_ability?(:TRUANT)
return false if self.effects[PBEffects::Flinch]
# NOTE: Confusion/infatuation/paralysis have higher chances of allowing the
# attack, so the battler is treated as able to attack in those cases.
return true
end
def can_switch_lax?
return false if wild?
@ai.battle.eachInTeamFromBattlerIndex(@index) do |pkmn, i|
return true if @ai.battle.pbCanSwitchIn?(@index, i)
end
return false
end
# NOTE: This specifically means "is not currently trapped but can become
# trapped by an effect". Similar to def pbCanSwitchOut? but this returns
# false if any certain switching OR certain trapping applies.
def can_become_trapped?
return false if fainted?
# Ability/item effects that allow switching no matter what
if ability_active? && Battle::AbilityEffects.triggerCertainSwitching(ability, battler, @ai.battle)
return false
end
if item_active? && Battle::ItemEffects.triggerCertainSwitching(item, battler, @ai.battle)
return false
end
# Other certain switching effects
return false if Settings::MORE_TYPE_EFFECTS && has_type?(:GHOST)
# Other certain trapping effects
return false if battler.trappedInBattle?
# Trapping abilities/items
@ai.each_foe_battler(side) do |b, i|
if b.ability_active? &&
Battle::AbilityEffects.triggerTrappingByTarget(b.ability, battler, b.battler, @ai.battle)
return false
end
if b.item_active? &&
Battle::ItemEffects.triggerTrappingByTarget(b.item, battler, b.battler, @ai.battle)
return false
end
end
return true
end
#-----------------------------------------------------------------------------
def wants_status_problem?(new_status)
return true if new_status == :NONE
if ability_active?
case ability_id
when :GUTS
return true if ![:SLEEP, :FROZEN].include?(new_status) &&
@ai.stat_raise_worthwhile?(self, :ATTACK, true)
when :MARVELSCALE
return true if @ai.stat_raise_worthwhile?(self, :DEFENSE, true)
when :QUICKFEET
return true if ![:SLEEP, :FROZEN].include?(new_status) &&
@ai.stat_raise_worthwhile?(self, :SPEED, true)
when :FLAREBOOST
return true if new_status == :BURN && @ai.stat_raise_worthwhile?(self, :SPECIAL_ATTACK, true)
when :TOXICBOOST
return true if new_status == :POISON && @ai.stat_raise_worthwhile?(self, :ATTACK, true)
when :POISONHEAL
return true if new_status == :POISON
when :MAGICGUARD # Want a harmless status problem to prevent getting a harmful one
return true if new_status == :POISON ||
(new_status == :BURN && !@ai.stat_raise_worthwhile?(self, :ATTACK, true))
end
end
return true if new_status == :SLEEP && check_for_move { |m| m.usableWhenAsleep? }
if has_move_with_function?("DoublePowerIfUserPoisonedBurnedParalyzed")
return true if [:POISON, :BURN, :PARALYSIS].include?(new_status)
end
return false
end
#-----------------------------------------------------------------------------
# Returns a value indicating how beneficial the given ability will be to this
# battler if it has it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
# NOTE: This method assumes the ability isn't being negated. The calculations
# that call this method separately check for it being negated, because
# they need to do something special in that case.
def wants_ability?(ability = :NONE)
ability = ability.id if !ability.is_a?(Symbol) && ability.respond_to?("id")
# Get the base ability rating
ret = 0
Battle::AI::BASE_ABILITY_RATINGS.each_pair do |val, abilities|
next if !abilities.include?(ability)
ret = val
break
end
# Modify the rating based on ability-specific contexts
if @ai.trainer.medium_skill?
ret = Battle::AI::Handlers.modify_ability_ranking(ability, ret, self, @ai)
end
return ret
end
#-----------------------------------------------------------------------------
# Returns a value indicating how beneficial the given item will be to this
# battler if it is holding it.
# Return values are typically between -10 and +10. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
# NOTE: This method assumes the item isn't being negated. The calculations
# that call this method separately check for it being negated, because
# they need to do something special in that case.
def wants_item?(item)
item = :NONE if !item
item = item.id if !item.is_a?(Symbol) && item.respond_to?("id")
# Get the base item rating
ret = 0
Battle::AI::BASE_ITEM_RATINGS.each_pair do |val, items|
next if !items.include?(item)
ret = val
break
end
# Modify the rating based on item-specific contexts
if @ai.trainer.medium_skill?
ret = Battle::AI::Handlers.modify_item_ranking(item, ret, self, @ai)
end
# Prefer if this battler knows Fling and it will do a lot of damage/have an
# additional (negative) effect when flung
if item != :NONE && has_move_with_function?("ThrowUserItemAtTarget")
GameData::Item.get(item).flags.each do |flag|
next if !flag[/^Fling_(\d+)$/i]
amt = $~[1].to_i
ret += 1 if amt >= 80
ret += 1 if amt >= 100
break
end
if [:FLAMEORB, :KINGSROCK, :LIGHTBALL, :POISONBARB, :RAZORFANG, :TOXICORB].include?(item)
ret += 1
end
end
# Don't prefer if this battler knows Acrobatics
if has_move_with_function?("DoublePowerIfUserHasNoItem")
ret += (item == :NONE) ? 1 : -1
end
return ret
end
#-----------------------------------------------------------------------------
# Items can be consumed by Stuff Cheeks, Teatime, Bug Bite/Pluck and Fling.
def get_score_change_for_consuming_item(item, try_preserving_item = false)
ret = 0
case item
when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
# Healing
ret += (hp > totalhp * 0.75) ? -6 : 6
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY
# Healing with confusion
fraction_to_heal = 8 # Gens 6 and lower
if Settings::MECHANICS_GENERATION == 7
fraction_to_heal = 2
elsif Settings::MECHANICS_GENERATION >= 8
fraction_to_heal = 3
end
ret += (hp > totalhp * (1 - (1.0 / fraction_to_heal))) ? -6 : 6
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
if @ai.trainer.high_skill?
flavor_stat = {
:AGUAVBERRY => :SPECIAL_DEFENSE,
:FIGYBERRY => :ATTACK,
:IAPAPABERRY => :DEFENSE,
:MAGOBERRY => :SPEED,
:WIKIBERRY => :SPECIAL_ATTACK
}[item]
if @battler.nature.stat_changes.any? { |val| val[0] == flavor_stat && val[1] < 0 }
ret -= 3 if @battler.pbCanConfuseSelf?(false)
end
end
when :ASPEARBERRY, :CHERIBERRY, :CHESTOBERRY, :PECHABERRY, :RAWSTBERRY
# Status cure
cured_status = {
:ASPEAR => :FROZEN,
:CHERIBERRY => :PARALYSIS,
:CHESTOBERRY => :SLEEP,
:PECHABERRY => :POISON,
:RAWSTBERRY => :BURN
}[item]
ret += (cured_status && status == cured_status) ? 6 : -6
when :PERSIMBERRY
# Confusion cure
ret += (self.effects[PBEffects::Confusion] > 1) ? 6 : -6
when :LUMBERRY
# Any status/confusion cure
ret += (status != :NONE || self.effects[PBEffects::Confusion] > 1) ? 6 : -6
when :MENTALHERB
# Cure mental effects
if self.effects[PBEffects::Attract] >= 0 ||
self.effects[PBEffects::Taunt] > 1 ||
self.effects[PBEffects::Encore] > 1 ||
self.effects[PBEffects::Torment] ||
self.effects[PBEffects::Disable] > 1 ||
self.effects[PBEffects::HealBlock] > 1
ret += 6
else
ret -= 6
end
when :APICOTBERRY, :GANLONBERRY, :LIECHIBERRY, :PETAYABERRY, :SALACBERRY,
:KEEBERRY, :MARANGABERRY
# Stat raise
stat = {
:APICOTBERRY => :SPECIAL_DEFENSE,
:GANLONBERRY => :DEFENSE,
:LIECHIBERRY => :ATTACK,
:PETAYABERRY => :SPECIAL_ATTACK,
:SALACBERRY => :SPEED,
:KEEBERRY => :DEFENSE,
:MARANGABERRY => :SPECIAL_DEFENSE
}[item]
ret += (stat && @ai.stat_raise_worthwhile?(self, stat)) ? 8 : -8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :STARFBERRY
# Random stat raise
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
when :WHITEHERB
# Resets lowered stats
ret += (battler.hasLoweredStatStages?) ? 8 : -8
when :MICLEBERRY
# Raises accuracy of next move
ret += (@ai.stat_raise_worthwhile?(self, :ACCURACY, true)) ? 6 : -6
when :LANSATBERRY
# Focus energy
ret += (self.effects[PBEffects::FocusEnergy] < 2) ? 6 : -6
when :LEPPABERRY
# Restore PP
ret += 6
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
end
ret = 0 if ret < 0 && !try_preserving_item
return ret
end
#-----------------------------------------------------------------------------
private
def effectiveness_of_type_against_single_battler_type(type, defend_type, user = nil)
ret = Effectiveness.calculate(type, defend_type)
if Effectiveness.ineffective_type?(type, defend_type)
# Ring Target
if has_active_item?(:RINGTARGET)
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
# Foresight
if (user&.has_active_ability?(:SCRAPPY) || self.effects[PBEffects::Foresight]) &&
defend_type == :GHOST
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
# Miracle Eye
if self.effects[PBEffects::MiracleEye] && defend_type == :DARK
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
elsif Effectiveness.super_effective_type?(type, defend_type)
# Delta Stream's weather
if battler.effectiveWeather == :StrongWinds && defend_type == :FLYING
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
end
# Grounded Flying-type Pokémon become susceptible to Ground moves
if !battler.airborne? && defend_type == :FLYING && type == :GROUND
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
return ret
end
end