Files
infinitefusion-e18/Data/Scripts/011_Battle/005_AI/008_AI_Utilities.rb
2023-07-18 22:42:10 +01:00

899 lines
30 KiB
Ruby

#===============================================================================
#
#===============================================================================
class Battle::AI
def pbAIRandom(x); return rand(x); end
#-----------------------------------------------------------------------------
def each_battler
@battlers.each_with_index do |battler, i|
next if !battler || battler.fainted?
yield battler, i
end
end
def each_foe_battler(side)
@battlers.each_with_index do |battler, i|
next if !battler || battler.fainted?
yield battler, i if i.even? != side.even?
end
end
def each_same_side_battler(side)
@battlers.each_with_index do |battler, i|
next if !battler || battler.fainted?
yield battler, i if i.even? == side.even?
end
end
def each_ally(index)
@battlers.each_with_index do |battler, i|
next if !battler || battler.fainted?
yield battler, i if i != index && i.even? == index.even?
end
end
#-----------------------------------------------------------------------------
# Assumes that pkmn's ability is not negated by a global effect (e.g.
# Neutralizing Gas).
# pkmn is either a Battle::AI::AIBattler or a Pokemon.
# move is a Battle::Move or a Pokemon::Move.
def pokemon_can_absorb_move?(pkmn, move, move_type)
return false if pkmn.is_a?(Battle::AI::AIBattler) && !pkmn.ability_active?
# Check pkmn's ability
# Anything with a Battle::AbilityEffects::MoveImmunity handler
case pkmn.ability_id
when :BULLETPROOF
move_data = GameData::Move.get(move.id)
return move_data.has_flag?("Bomb")
when :FLASHFIRE
return move_type == :FIRE
when :LIGHTNINGROD, :MOTORDRIVE, :VOLTABSORB
return move_type == :ELECTRIC
when :SAPSIPPER
return move_type == :GRASS
when :SOUNDPROOF
move_data = GameData::Move.get(move.id)
return move_data.has_flag?("Sound")
when :STORMDRAIN, :WATERABSORB, :DRYSKIN
return move_type == :WATER
when :TELEPATHY
# NOTE: The move is being used by a foe of pkmn.
return false
when :WONDERGUARD
types = pkmn.types
types = pkmn.pbTypes(true) if pkmn.is_a?(Battle::AI::AIBattler)
return !Effectiveness.super_effective_type?(move_type, *types)
end
return false
end
# Used by Toxic Spikes.
def pokemon_can_be_poisoned?(pkmn)
# Check pkmn's immunity to being poisoned
return false if @battle.field.terrain == :Misty
return false if pkmn.hasType?(:POISON)
return false if pkmn.hasType?(:STEEL)
return false if pkmn.hasAbility?(:IMMUNITY)
return false if pkmn.hasAbility?(:PASTELVEIL)
return false if pkmn.hasAbility?(:FLOWERVEIL) && pkmn.hasType?(:GRASS)
return false if pkmn.hasAbility?(:LEAFGUARD) && [:Sun, :HarshSun].include?(@battle.pbWeather)
return false if pkmn.hasAbility?(:COMATOSE) && pkmn.isSpecies?(:KOMALA)
return false if pkmn.hasAbility?(:SHIELDSDOWN) && pkmn.isSpecies?(:MINIOR) && pkmn.form < 7
return true
end
def pokemon_airborne?(pkmn)
return false if pkmn.hasItem?(:IRONBALL)
return false if @battle.field.effects[PBEffects::Gravity] > 0
return true if pkmn.hasType?(:FLYING)
return true if pkmn.hasAbility?(:LEVITATE)
return true if pkmn.hasItem?(:AIRBALLOON)
return false
end
#-----------------------------------------------------------------------------
# These values are taken from the Complete-Fire-Red-Upgrade decomp here:
# https://github.com/Skeli789/Complete-Fire-Red-Upgrade/blob/f7f35becbd111c7e936b126f6328fc52d9af68c8/src/ability_battle_effects.c#L41
BASE_ABILITY_RATINGS = {
10 => [:DELTASTREAM, :DESOLATELAND, :HUGEPOWER, :MOODY, :PARENTALBOND,
:POWERCONSTRUCT, :PRIMORDIALSEA, :PUREPOWER, :SHADOWTAG,
:STANCECHANGE, :WONDERGUARD],
9 => [:ARENATRAP, :DRIZZLE, :DROUGHT, :IMPOSTER, :MAGICBOUNCE, :MAGICGUARD,
:MAGNETPULL, :SANDSTREAM, :SPEEDBOOST],
8 => [:ADAPTABILITY, :AERILATE, :CONTRARY, :DISGUISE, :DRAGONSMAW,
:ELECTRICSURGE, :GALVANIZE, :GRASSYSURGE, :ILLUSION, :LIBERO,
:MISTYSURGE, :MULTISCALE, :MULTITYPE, :NOGUARD, :POISONHEAL,
:PIXILATE, :PRANKSTER, :PROTEAN, :PSYCHICSURGE, :REFRIGERATE,
:REGENERATOR, :RKSSYSTEM, :SERENEGRACE, :SHADOWSHIELD, :SHEERFORCE,
:SIMPLE, :SNOWWARNING, :TECHNICIAN, :TRANSISTOR, :WATERBUBBLE],
7 => [:BEASTBOOST, :BULLETPROOF, :COMPOUNDEYES, :DOWNLOAD, :FURCOAT,
:HUSTLE, :ICESCALES, :INTIMIDATE, :LEVITATE, :LIGHTNINGROD,
:MEGALAUNCHER, :MOLDBREAKER, :MOXIE, :NATURALCURE, :SAPSIPPER,
:SHEDSKIN, :SKILLLINK, :SOULHEART, :STORMDRAIN, :TERAVOLT, :THICKFAT,
:TINTEDLENS, :TOUGHCLAWS, :TRIAGE, :TURBOBLAZE, :UNBURDEN,
:VOLTABSORB, :WATERABSORB],
6 => [:BATTLEBOND, :CHLOROPHYLL, :COMATOSE, :DARKAURA, :DRYSKIN,
:FAIRYAURA, :FILTER, :FLASHFIRE, :FORECAST, :GALEWINGS, :GUTS,
:INFILTRATOR, :IRONBARBS, :IRONFIST, :MIRRORARMOR, :MOTORDRIVE,
:NEUROFORCE, :PRISMARMOR, :QUEENLYMAJESTY, :RECKLESS, :ROUGHSKIN,
:SANDRUSH, :SCHOOLING, :SCRAPPY, :SHIELDSDOWN, :SOLIDROCK, :STAKEOUT,
:STAMINA, :STEELWORKER, :STRONGJAW, :STURDY, :SWIFTSWIM, :TOXICBOOST,
:TRACE, :UNAWARE, :VICTORYSTAR],
5 => [:AFTERMATH, :AIRLOCK, :ANALYTIC, :BERSERK, :BLAZE, :CLOUDNINE,
:COMPETITIVE, :CORROSION, :DANCER, :DAZZLING, :DEFIANT, :FLAREBOOST,
:FLUFFY, :GOOEY, :HARVEST, :HEATPROOF, :INNARDSOUT, :LIQUIDVOICE,
:MARVELSCALE, :MUMMY, :NEUTRALIZINGGAS, :OVERCOAT, :OVERGROW,
:PRESSURE, :QUICKFEET, :ROCKHEAD, :SANDSPIT, :SHIELDDUST, :SLUSHRUSH,
:SWARM, :TANGLINGHAIR, :TORRENT],
4 => [:ANGERPOINT, :BADDREAMS, :CHEEKPOUCH, :CLEARBODY, :CURSEDBODY,
:EARLYBIRD, :EFFECTSPORE, :FLAMEBODY, :FLOWERGIFT, :FULLMETALBODY,
:GORILLATACTICS, :HYDRATION, :ICEFACE, :IMMUNITY, :INSOMNIA,
:JUSTIFIED, :MERCILESS, :PASTELVEIL, :POISONPOINT, :POISONTOUCH,
:RIPEN, :SANDFORCE, :SOUNDPROOF, :STATIC, :SURGESURFER, :SWEETVEIL,
:SYNCHRONIZE, :VITALSPIRIT, :WATERCOMPACTION, :WATERVEIL,
:WHITESMOKE, :WONDERSKIN],
3 => [:AROMAVEIL, :AURABREAK, :COTTONDOWN, :DAUNTLESSSHIELD,
:EMERGENCYEXIT, :GLUTTONY, :GULPMISSLE, :HYPERCUTTER, :ICEBODY,
:INTREPIDSWORD, :LIMBER, :LIQUIDOOZE, :LONGREACH, :MAGICIAN,
:OWNTEMPO, :PICKPOCKET, :RAINDISH, :RATTLED, :SANDVEIL,
:SCREENCLEANER, :SNIPER, :SNOWCLOAK, :SOLARPOWER, :STEAMENGINE,
:STICKYHOLD, :SUPERLUCK, :UNNERVE, :WIMPOUT],
2 => [:BATTLEARMOR, :COLORCHANGE, :CUTECHARM, :DAMP, :GRASSPELT,
:HUNGERSWITCH, :INNERFOCUS, :LEAFGUARD, :LIGHTMETAL, :MIMICRY,
:OBLIVIOUS, :POWERSPOT, :PROPELLORTAIL, :PUNKROCK, :SHELLARMOR,
:STALWART, :STEADFAST, :STEELYSPIRIT, :SUCTIONCUPS, :TANGLEDFEET,
:WANDERINGSPIRIT, :WEAKARMOR],
1 => [:BIGPECKS, :KEENEYE, :MAGMAARMOR, :PICKUP, :RIVALRY, :STENCH],
0 => [:ANTICIPATION, :ASONECHILLINGNEIGH, :ASONEGRIMNEIGH, :BALLFETCH,
:BATTERY, :CHILLINGNEIGH, :CURIOUSMEDICINE, :FLOWERVEIL, :FOREWARN,
:FRIENDGUARD, :FRISK, :GRIMNEIGH, :HEALER, :HONEYGATHER, :ILLUMINATE,
:MINUS, :PLUS, :POWEROFALCHEMY, :QUICKDRAW, :RECEIVER, :RUNAWAY,
:SYMBIOSIS, :TELEPATHY, :UNSEENFIST],
-1 => [:DEFEATIST, :HEAVYMETAL, :KLUTZ, :NORMALIZE, :PERISHBODY, :STALL,
:ZENMODE],
-2 => [:SLOWSTART, :TRUANT]
}
#-----------------------------------------------------------------------------
BASE_ITEM_RATINGS = {
10 => [:EVIOLITE, :FOCUSSASH, :LIFEORB, :THICKCLUB],
9 => [:ASSAULTVEST, :BLACKSLUDGE, :CHOICEBAND, :CHOICESCARF, :CHOICESPECS,
:DEEPSEATOOTH, :LEFTOVERS],
8 => [:LEEK, :STICK, :THROATSPRAY, :WEAKNESSPOLICY],
7 => [:EXPERTBELT, :LIGHTBALL, :LUMBERRY, :POWERHERB, :ROCKYHELMET,
:SITRUSBERRY],
6 => [:KINGSROCK, :LIECHIBERRY, :LIGHTCLAY, :PETAYABERRY, :RAZORFANG,
:REDCARD, :SALACBERRY, :SHELLBELL, :WHITEHERB,
# Type-resisting berries
:BABIRIBERRY, :CHARTIBERRY, :CHILANBERRY, :CHOPLEBERRY, :COBABERRY,
:COLBURBERRY, :HABANBERRY, :KASIBBERRY, :KEBIABERRY, :OCCABERRY,
:PASSHOBERRY, :PAYAPABERRY, :RINDOBERRY, :ROSELIBERRY, :SHUCABERRY,
:TANGABERRY, :WACANBERRY, :YACHEBERRY,
# Gems
:BUGGEM, :DARKGEM, :DRAGONGEM, :ELECTRICGEM, :FAIRYGEM, :FIGHTINGGEM,
:FIREGEM, :FLYINGGEM, :GHOSTGEM, :GRASSGEM, :GROUNDGEM, :ICEGEM,
:NORMALGEM, :POISONGEM, :PSYCHICGEM, :ROCKGEM, :STEELGEM, :WATERGEM,
# Legendary Orbs
:ADAMANTORB, :GRISEOUSORB, :LUSTROUSORB, :SOULDEW,
# Berries that heal HP and may confuse
:AGUAVBERRY, :FIGYBERRY, :IAPAPABERRY, :MAGOBERRY, :WIKIBERRY],
5 => [:CUSTAPBERRY, :DEEPSEASCALE, :EJECTBUTTON, :FOCUSBAND, :JABOCABERRY,
:KEEBERRY, :LANSATBERRY, :MARANGABERRY, :MENTALHERB, :METRONOME,
:MUSCLEBAND, :QUICKCLAW, :RAZORCLAW, :ROWAPBERRY, :SCOPELENS,
:WISEGLASSES,
# Type power boosters
:BLACKBELT, :BLACKGLASSES, :CHARCOAL, :DRAGONFANG, :HARDSTONE,
:MAGNET, :METALCOAT, :MIRACLESEED, :MYSTICWATER, :NEVERMELTICE,
:POISONBARB, :SHARPBEAK, :SILKSCARF, :SILVERPOWDER, :SOFTSAND,
:SPELLTAG, :TWISTEDSPOON,
:ODDINCENSE, :ROCKINCENSE, :ROSEINCENSE, :SEAINCENSE, :WAVEINCENSE,
# Plates
:DRACOPLATE, :DREADPLATE, :EARTHPLATE, :FISTPLATE, :FLAMEPLATE,
:ICICLEPLATE, :INSECTPLATE, :IRONPLATE, :MEADOWPLATE, :MINDPLATE,
:PIXIEPLATE, :SKYPLATE, :SPLASHPLATE, :SPOOKYPLATE, :STONEPLATE,
:TOXICPLATE, :ZAPPLATE,
# Weather/terrain extenders
:DAMPROCK, :HEATROCK, :ICYROCK, :SMOOTHROCK, :TERRAINEXTENDER],
4 => [:ADRENALINEORB, :APICOTBERRY, :BLUNDERPOLICY, :CHESTOBERRY,
:EJECTPACK, :ENIGMABERRY, :GANLONBERRY, :HEAVYDUTYBOOTS,
:ROOMSERVICE, :SAFETYGOGGLES, :SHEDSHELL, :STARFBERRY],
3 => [:BIGROOT, :BRIGHTPOWDER, :LAXINCENSE, :LEPPABERRY, :PERSIMBERRY,
:PROTECTIVEPADS, :UTILITYUMBRELLA,
# Status problem-curing berries (except Chesto which is in 4)
:ASPEARBERRY, :CHERIBERRY, :PECHABERRY, :RAWSTBERRY],
2 => [:ABSORBBULB, :BERRYJUICE, :CELLBATTERY, :GRIPCLAW, :LUMINOUSMOSS,
:MICLEBERRY, :ORANBERRY, :SNOWBALL, :WIDELENS, :ZOOMLENS,
# Terrain seeds
:ELECTRICSEED, :GRASSYSEED, :MISTYSEED, :PSYCHICSEED],
1 => [:AIRBALLOON, :BINDINGBAND, :DESTINYKNOT, :FLOATSTONE, :LUCKYPUNCH,
:METALPOWDER, :QUICKPOWDER,
# Drives
:BURNDRIVE, :CHILLDRIVE, :DOUSEDRIVE, :SHOCKDRIVE,
# Memories
:BUGMEMORY, :DARKMEMORY, :DRAGONMEMORY, :ELECTRICMEMORY,
:FAIRYMEMORY, :FIGHTINGMEMORY, :FIREMEMORY, :FLYINGMEMORY,
:GHOSTMEMORY, :GRASSMEMORY, :GROUNDMEMORY, :ICEMEMORY, :POISONMEMORY,
:PSYCHICMEMORY, :ROCKMEMORY, :STEELMEMORY, :WATERMEMORY],
0 => [:SMOKEBALL],
-5 => [:FULLINCENSE, :LAGGINGTAIL, :RINGTARGET],
-6 => [:MACHOBRACE, :POWERANKLET, :POWERBAND, :POWERBELT, :POWERBRACER,
:POWERLENS, :POWERWEIGHT],
-7 => [:FLAMEORB, :IRONBALL, :TOXICORB],
-9 => [:STICKYBARB]
}
end
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::AbilityRanking.add(:BLAZE,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:FIRE)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:CUTECHARM,
proc { |ability, score, battler, ai|
next 0 if battler.gender == 2
next score
}
)
Battle::AI::Handlers::AbilityRanking.copy(:CUTECHARM, :RIVALRY)
Battle::AI::Handlers::AbilityRanking.add(:FRIENDGUARD,
proc { |ability, score, battler, ai|
has_ally = false
ai.each_ally(battler.side) { |b, i| has_ally = true }
next score if has_ally
next 0
}
)
Battle::AI::Handlers::AbilityRanking.copy(:FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY)
Battle::AI::Handlers::AbilityRanking.add(:GALEWINGS,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.type == :FLYING }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:HUGEPOWER,
proc { |ability, score, battler, ai|
next score if ai.stat_raise_worthwhile?(battler, :ATTACK, true)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.copy(:HUGEPOWER, :PUREPOWER)
Battle::AI::Handlers::AbilityRanking.add(:IRONFIST,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.punchingMove? }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:LIQUIDVOICE,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.soundMove? }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:MEGALAUNCHER,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.pulseMove? }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:OVERGROW,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:GRASS)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:PRANKSTER,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.statusMove? }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:PUNKROCK,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.damagingMove? && m.soundMove? }
next 1
}
)
Battle::AI::Handlers::AbilityRanking.add(:RECKLESS,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.recoilMove? }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:ROCKHEAD,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.recoilMove? && !m.is_a?(Battle::Move::CrashDamageIfFailsUnusableInGravity) }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:RUNAWAY,
proc { |ability, score, battler, ai|
next 0 if battler.wild?
next score
}
)
Battle::AI::Handlers::AbilityRanking.add(:SANDFORCE,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:GROUND, :ROCK, :STEEL)
next 2
}
)
Battle::AI::Handlers::AbilityRanking.add(:SKILLLINK,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::HitTwoToFiveTimes) }
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:STEELWORKER,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:STEEL)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:SWARM,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:BUG)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:TORRENT,
proc { |ability, score, battler, ai|
next score if battler.has_damaging_move_of_type?(:WATER)
next 0
}
)
Battle::AI::Handlers::AbilityRanking.add(:TRIAGE,
proc { |ability, score, battler, ai|
next score if battler.check_for_move { |m| m.healingMove? }
next 0
}
)
#===============================================================================
#
#===============================================================================
Battle::AI::Handlers::ItemRanking.add(:ADAMANTORB,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:DIALGA) &&
battler.has_damaging_move_of_type?(:DRAGON, :STEEL)
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:AGUAVBERRY,
proc { |item, score, battler, ai|
if Settings::MECHANICS_GENERATION == 7 # Heals 50%
score += 2
elsif Settings::MECHANICS_GENERATION <= 6 # Heals 12.5%
score -= 3
end
if ai.trainer.high_skill?
if battler.battler.nature.stat_changes.any? { |val| val[0] == :SPECIAL_DEFENSE && val[1] < 0 }
score -= 2 # Will confuse
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:ASSAULTVEST,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score += 1 if !battler.check_for_move { |m| m.statusMove? && !m.is_a?(Battle::Move::UseMoveTargetIsAboutToUse) }
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:BERRYJUICE,
proc { |item, score, battler, ai|
next [10 - (battler.totalhp / 15), 1].max
}
)
Battle::AI::Handlers::ItemRanking.add(:BIGROOT,
proc { |item, score, battler, ai|
next score if battler.check_for_move do |m|
m.is_a?(Battle::Move::HealUserByHalfOfDamageDone) ||
m.is_a?(Battle::Move::HealUserByHalfOfDamageDoneIfTargetAsleep) ||
m.is_a?(Battle::Move::HealUserByThreeQuartersOfDamageDone) ||
m.is_a?(Battle::Move::HealUserByTargetAttackLowerTargetAttack1) ||
m.is_a?(Battle::Move::StartLeechSeedTarget)
end
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:BINDINGBAND,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::BindTarget) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.copy(:BINDINGBAND, :GRIPCLAW)
Battle::AI::Handlers::ItemRanking.add(:BLACKSLUDGE,
proc { |item, score, battler, ai|
next score if battler.has_type?(:POISON)
next -9
}
)
Battle::AI::Handlers::ItemRanking.add(:CHESTOBERRY,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score += 1 if battler.has_move_with_function?("HealUserFullyAndFallAsleep")
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:CHOICEBAND,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.physicalMove?(m.type) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.copy(:CHOICEBAND, :MUSCLEBAND)
Battle::AI::Handlers::ItemRanking.add(:CHOICESPECS,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.specialMove?(m.type) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.copy(:CHOICESPECS, :WISEGLASSES)
Battle::AI::Handlers::ItemRanking.add(:DEEPSEASCALE,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:CLAMPERL)
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:DAMPROCK,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartRainWeather) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:DEEPSEATOOTH,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:CLAMPERL) &&
battler.check_for_move { |m| m.specialMove?(m.type) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:ELECTRICSEED,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartElectricTerrain) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:EVIOLITE,
proc { |item, score, battler, ai|
next score if battler.battler.pokemon.species_data.get_evolutions(true).length > 0
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:FIGYBERRY,
proc { |item, score, battler, ai|
if Settings::MECHANICS_GENERATION == 7 # Heals 50%
score += 2
elsif Settings::MECHANICS_GENERATION <= 6 # Heals 12.5%
score -= 3
end
if ai.trainer.high_skill?
if battler.battler.nature.stat_changes.any? { |val| val[0] == :ATTACK && val[1] < 0 }
score -= 2 # Will confuse
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:FLAMEORB,
proc { |item, score, battler, ai|
next 0 if battler.status != :NONE
next 7 if battler.wants_status_problem?(:BURN)
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:FULLINCENSE,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score = 7 if battler.has_active_ability?(:ANALYTIC)
end
next score
}
)
Battle::AI::Handlers::ItemRanking.copy(:FULLINCENSE, :LAGGINGTAIL)
Battle::AI::Handlers::ItemRanking.add(:GRASSYSEED,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartGrassyTerrain) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:GRISEOUSORB,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:GIRATINA) &&
battler.has_damaging_move_of_type?(:DRAGON, :GHOST)
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:HEATROCK,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartSunWeather) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:IAPAPABERRY,
proc { |item, score, battler, ai|
if Settings::MECHANICS_GENERATION == 7 # Heals 50%
score += 2
elsif Settings::MECHANICS_GENERATION <= 6 # Heals 12.5%
score -= 3
end
if ai.trainer.high_skill?
if battler.battler.nature.stat_changes.any? { |val| val[0] == :DEFENSE && val[1] < 0 }
score -= 2 # Will confuse
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:ICYROCK,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartHailWeather) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:IRONBALL,
proc { |item, score, battler, ai|
next 0 if battler.has_move_with_function?("ThrowUserItemAtTarget")
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:KINGSROCK,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score += 1 if battler.check_for_move { |m| m.multiHitMove? }
end
next score
}
)
Battle::AI::Handlers::ItemRanking.copy(:KINGSROCK, :RAZORFANG)
Battle::AI::Handlers::ItemRanking.add(:LEEK,
proc { |item, score, battler, ai|
next score if (battler.battler.isSpecies?(:FARFETCHD) || battler.battler.isSpecies?(:SIRFETCHD)) &&
battler.check_for_move { |m| m.damagingMove? }
next 0
}
)
Battle::AI::Handlers::ItemRanking.copy(:LEEK, :STICK)
Battle::AI::Handlers::ItemRanking.add(:LIGHTBALL,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:PIKACHU) &&
battler.check_for_move { |m| m.damagingMove? }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:LIGHTCLAY,
proc { |item, score, battler, ai|
next score if battler.check_for_move do |m|
m.is_a?(Battle::Move::StartWeakenPhysicalDamageAgainstUserSide) ||
m.is_a?(Battle::Move::StartWeakenSpecialDamageAgainstUserSide) ||
m.is_a?(Battle::Move::StartWeakenDamageAgainstUserSideIfHail)
end
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:LUCKYPUNCH,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:CHANSEY)
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:LUSTROUSORB,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:PALKIA) &&
battler.has_damaging_move_of_type?(:DRAGON, :WATER)
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:MAGOBERRY,
proc { |item, score, battler, ai|
if Settings::MECHANICS_GENERATION == 7 # Heals 50%
score += 2
elsif Settings::MECHANICS_GENERATION <= 6 # Heals 12.5%
score -= 3
end
if ai.trainer.high_skill?
if battler.battler.nature.stat_changes.any? { |val| val[0] == :SPEED && val[1] < 0 }
score -= 2 # Will confuse
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:METALPOWDER,
proc { |item, score, battler, ai|
next score if battler.battler.isSpecies?(:DITTO) && !battler.effects[PBEffects::Transform]
next 0
}
)
Battle::AI::Handlers::ItemRanking.copy(:METALPOWDER, :QUICKPOWDER)
Battle::AI::Handlers::ItemRanking.add(:MISTYSEED,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartMistyTerrain) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:ORANBERRY,
proc { |item, score, battler, ai|
next [10 - (battler.totalhp / 8), 1].max
}
)
Battle::AI::Handlers::ItemRanking.add(:POWERHERB,
proc { |item, score, battler, ai|
next score if battler.check_for_move do |m|
m.is_a?(Battle::Move::TwoTurnMove) &&
!m.is_a?(Battle::Move::TwoTurnAttackInvulnerableInSkyTargetCannotAct)
end
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:PSYCHICSEED,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartPsychicTerrain) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:RINGTARGET,
proc { |item, score, battler, ai|
has_immunity = false
battler.pbTypes(true).each do |type|
has_immunity = GameData::Type.get(type).immunities.length > 0
break if has_immunity
end
next score if has_immunity
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:SMOOTHROCK,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.is_a?(Battle::Move::StartSandstormWeather) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:SOULDEW,
proc { |item, score, battler, ai|
next 0 if !battler.battler.isSpecies?(:LATIAS) && !battler.battler.isSpecies?(:LATIOS)
if Settings::SOUL_DEW_POWERS_UP_TYPES
next 0 if !battler.has_damaging_move_of_type?(:PSYCHIC, :DRAGON)
elsif battler.check_for_move { |m| m.specialMove?(m.type) }
next 10
else
next 6 # Boosts SpDef
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:TERRAINEXTENDER,
proc { |item, score, battler, ai|
next score if battler.check_for_move do |m|
m.is_a?(Battle::Move::StartElectricTerrain) ||
m.is_a?(Battle::Move::StartGrassyTerrain) ||
m.is_a?(Battle::Move::StartMistyTerrain) ||
m.is_a?(Battle::Move::StartPsychicTerrain)
end
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:THICKCLUB,
proc { |item, score, battler, ai|
next score if (battler.battler.isSpecies?(:CUBONE) || battler.battler.isSpecies?(:MAROWAK)) &&
battler.check_for_move { |m| m.physicalMove?(m.type) }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:THROATSPRAY,
proc { |item, score, battler, ai|
next score if battler.check_for_move { |m| m.soundMove? }
next 0
}
)
Battle::AI::Handlers::ItemRanking.add(:TOXICORB,
proc { |item, score, battler, ai|
next 0 if battler.status != :NONE
next 7 if battler.wants_status_problem?(:POISON)
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:WHITEHERB,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score += 1 if battler.has_move_with_function?("LowerUserDefSpDef1RaiseUserAtkSpAtkSpd2")
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:WIKIBERRY,
proc { |item, score, battler, ai|
if Settings::MECHANICS_GENERATION == 7 # Heals 50%
score += 2
elsif Settings::MECHANICS_GENERATION <= 6 # Heals 12.5%
score -= 3
end
if ai.trainer.high_skill?
if battler.battler.nature.stat_changes.any? { |val| val[0] == :SPECIAL_ATTACK && val[1] < 0 }
score -= 2 # Will confuse
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.add(:ZOOMLENS,
proc { |item, score, battler, ai|
if ai.trainer.high_skill?
score += 1 if battler.stages[:ACCURACY] < 0
battler.battler.eachMove do |m|
next if m.accuracy == 0 || m.is_a?(Battle::Move::OHKO)
next if m.accuracy > 70
score += 1
break
end
end
next score
}
)
Battle::AI::Handlers::ItemRanking.addIf(:type_boosting_items,
proc { |item|
next [:BLACKBELT, :BLACKGLASSES, :CHARCOAL, :DRAGONFANG, :HARDSTONE,
:MAGNET, :METALCOAT, :MIRACLESEED, :MYSTICWATER, :NEVERMELTICE,
:POISONBARB, :SHARPBEAK, :SILKSCARF, :SILVERPOWDER, :SOFTSAND,
:SPELLTAG, :TWISTEDSPOON,
:DRACOPLATE, :DREADPLATE, :EARTHPLATE, :FISTPLATE, :FLAMEPLATE,
:ICICLEPLATE, :INSECTPLATE, :IRONPLATE, :MEADOWPLATE, :MINDPLATE,
:PIXIEPLATE, :SKYPLATE, :SPLASHPLATE, :SPOOKYPLATE, :STONEPLATE,
:TOXICPLATE, :ZAPPLATE,
:ODDINCENSE, :ROCKINCENSE, :ROSEINCENSE, :SEAINCENSE, :WAVEINCENSE].include?(item)
},
proc { |item, score, battler, ai|
boosters = {
:BUG => [:SILVERPOWDER, :INSECTPLATE],
:DARK => [:BLACKGLASSES, :DREADPLATE],
:DRAGON => [:DRAGONFANG, :DRACOPLATE],
:ELECTRIC => [:MAGNET, :ZAPPLATE],
:FAIRY => [:PIXIEPLATE],
:FIGHTING => [:BLACKBELT, :FISTPLATE],
:FIRE => [:CHARCOAL, :FLAMEPLATE],
:FLYING => [:SHARPBEAK, :SKYPLATE],
:GHOST => [:SPELLTAG, :SPOOKYPLATE],
:GRASS => [:MIRACLESEED, :MEADOWPLATE, :ROSEINCENSE],
:GROUND => [:SOFTSAND, :EARTHPLATE],
:ICE => [:NEVERMELTICE, :ICICLEPLATE],
:NORMAL => [:SILKSCARF],
:POISON => [:POISONBARB, :TOXICPLATE],
:PSYCHIC => [:TWISTEDSPOON, :MINDPLATE, :ODDINCENSE],
:ROCK => [:HARDSTONE, :STONEPLATE, :ROCKINCENSE],
:STEEL => [:METALCOAT, :IRONPLATE],
:WATER => [:MYSTICWATER, :SPLASHPLATE, :SEAINCENSE, :WAVEINCENSE]
}
boosted_type = nil
boosters.each_pair do |type, items|
next if !items.include?(item)
boosted_type = type
break
end
next score if boosted_type && battler.has_damaging_move_of_type?(boosted_type)
next 0
}
)
Battle::AI::Handlers::ItemRanking.addIf(:gems,
proc { |item|
next [:FIREGEM, :WATERGEM, :ELECTRICGEM, :GRASSGEM, :ICEGEM, :FIGHTINGGEM,
:POISONGEM, :GROUNDGEM, :FLYINGGEM, :PSYCHICGEM, :BUGGEM, :ROCKGEM,
:GHOSTGEM, :DRAGONGEM, :DARKGEM, :STEELGEM, :FAIRYGEM, :NORMALGEM].include?(item)
},
proc { |item, score, battler, ai|
score += 2 if Settings::MECHANICS_GENERATION <= 5 # 1.5x boost rather than 1.3x
boosted_type = {
:BUGGEM => :BUG,
:DARKGEM => :DARK,
:DRAGONGEM => :DRAGON,
:ELECTRICGEM => :ELECTRIC,
:FAIRYGEM => :FAIRY,
:FIGHTINGGEM => :FIGHTING,
:FIREGEM => :FIRE,
:FLYINGGEM => :FLYING,
:GHOSTGEM => :GHOST,
:GRASSGEM => :GRASS,
:GROUNDGEM => :GROUND,
:ICEGEM => :ICE,
:NORMALGEM => :NORMAL,
:POISONGEM => :POISON,
:PSYCHICGEM => :PSYCHIC,
:ROCKGEM => :ROCK,
:STEELGEM => :STEEL,
:WATERGEM => :WATER
}[item]
next score if boosted_type && battler.has_damaging_move_of_type?(boosted_type)
next 0
}
)