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infinitefusion-e18/Data/Scripts/011_Battle/005_AI/102_AIBattler.rb

793 lines
26 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
if @party_index != old_party_index
# TODO: Start of battle or Pokémon switched/shifted; recalculate roles,
# etc.
end
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
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
#=============================================================================
# Returns how much damage this battler will take at the end of this round.
def rough_end_of_round_damage
ret = 0
# Future Sight/Doom Desire
# TODO
# 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
end
# Grassy Terrain (healing)
if @ai.battle.field.terrain == :Grassy && @battler.affectedByTerrain? && @battler.canHeal?
ret -= [battler.totalhp / 16, 1].max
end
# Leftovers/Black Sludge
if has_active_item?(:BLACKSLUDGE)
if has_type?(:POISON)
ret -= [battler.totalhp / 16, 1].max if @battler.canHeal?
else
ret += [battler.totalhp / 8, 1].max if @battler.takesIndirectDamage?
end
elsif has_active_item?(:LEFTOVERS)
ret -= [battler.totalhp / 16, 1].max if @battler.canHeal?
end
# Aqua Ring
if self.effects[PBEffects::AquaRing] && @battler.canHeal?
amt = battler.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 = battler.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 += [battler.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)
# TODO
# Poison/burn/Nightmare
if self.status == :POISON
if has_active_ability?(:POISONHEAL)
ret -= [battler.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 * battler.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 += [battler.totalhp / 4, 1].max if @battler.takesIndirectDamage?
end
# Curse
if self.effects[PBEffects::Curse]
ret += [battler.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
# TODO
# 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 += [battler.totalhp / 8, 1].max
end
end
# Sticky Barb
if has_active_item?(:STICKYBARB) && @battler.takesIndirectDamage?
ret += [battler.totalhp / 8, 1].max
end
return ret
end
#=============================================================================
def speed; return @battler.speed; 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?
stageMul = [2, 2, 2, 2, 2, 2, 2, 3, 4, 5, 6, 7, 8]
stageDiv = [8, 7, 6, 5, 4, 3, 2, 2, 2, 2, 2, 2, 2]
stage = @battler.stages[stat] + 6
value = base_stat(stat)
return (value.to_f * stageMul[stage] / stageDiv[stage]).floor
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
# TODO: Also make a def effectiveness_of_move_against_battler which calls
# pbCalcTypeModSingle instead of effectiveness_of_type_against_single_battler_type.
def effectiveness_of_type_against_battler(type, user = 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|
ret *= effectiveness_of_type_against_single_battler_type(type, defend_type, user)
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 @ai.move.function == "IgnoreTargetAbility" || @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) }
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
#=============================================================================
# Returns a value indicating how beneficial the given item will be to this
# battler if it is holding it.
# Return values are typically -2, -1, 0, 1 or 2. 0 is indifferent, positive
# values mean this battler benefits, negative values mean this battler suffers.
def wants_item?(item = :NONE)
item == :NONE if item.nil?
# TODO: Add more items.
preferred_items = [
:CHOICESCARF,
:LEFTOVERS
]
preferred_items.push(:BLACKSLUDGE) if has_type?(:POISON)
preferred_items.push(:IRONBALL) if has_move_with_function?("ThrowUserItemAtTarget")
preferred_items.push(:CHOICEBAND) if check_for_move { |m| m.physicalMove?(m.type) }
preferred_items.push(:CHOICESPECS) if check_for_move { |m| m.specialMove?(m.type) }
unpreferred_items = [
:BLACKSLUDGE,
:FLAMEORB,
:IRONBALL,
:LAGGINGTAIL,
:STICKYBARB,
:TOXICORB
]
ret = 0
if preferred_items.include?(item)
ret = 2
elsif unpreferred_items.include?(item)
ret = -2
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)
ret = 0
case item
when :ORANBERRY, :BERRYJUICE, :ENIGMABERRY, :SITRUSBERRY
# Healing
ret += (hp > totalhp * 3 / 4) ? -8 : 8
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 / fraction_to_heal))) ? -8 : 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
# TODO: Check whether the item will cause confusion?
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) ? 8 : -8
when :PERSIMBERRY
# Confusion cure
ret += (effects[PBEffects::Confusion] > 1) ? 8 : -8
when :LUMBERRY
# Any status/confusion cure
ret += (status != :NONE || effects[PBEffects::Confusion] > 1) ? 8 : -8
when :MENTALHERB
# Cure mental effects
ret += 8 if effects[PBEffects::Attract] >= 0 ||
effects[PBEffects::Taunt] > 1 ||
effects[PBEffects::Encore] > 1 ||
effects[PBEffects::Torment] ||
effects[PBEffects::Disable] > 1 ||
effects[PBEffects::HealBlock] > 1
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 += 8 if stat && @ai.stat_raise_worthwhile?(self, stat)
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
reduced_stats = false
GameData::Stat.each_battle do |s|
next if stages[s.id] >= 0
reduced_stats = true
break
end
ret += 8 if reduced_stats
when :MICLEBERRY
# Raises accuracy of next move
ret += 8
when :LANSATBERRY
# Focus energy
ret += 8 if effects[PBEffects::FocusEnergy] < 2
when :LEPPABERRY
# Restore PP
ret += 8
ret = ret * 3 / 2 if GameData::Item.get(item).is_berry? && has_active_ability?(:RIPEN)
end
return ret
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 = {
:ADAPTABILITY => 8,
:AERILATE => 8,
:AFTERMATH => 5,
:AIRLOCK => 5,
:ANALYTIC => 5,
:ANGERPOINT => 4,
:ANTICIPATION => 0,
:ARENATRAP => 9,
:AROMAVEIL => 3,
# :ASONECHILLINGNEIGH => 0,
# :ASONEGRIMNEIGH => 0,
:AURABREAK => 3,
:BADDREAMS => 4,
# :BALLFETCH => 0,
# :BATTERY => 0,
:BATTLEARMOR => 2,
:BATTLEBOND => 6,
:BEASTBOOST => 7,
:BERSERK => 5,
:BIGPECKS => 1,
:BLAZE => 5,
:BULLETPROOF => 7,
:CHEEKPOUCH => 4,
# :CHILLINGNEIGH => 0,
:CHLOROPHYLL => 6,
:CLEARBODY => 4,
:CLOUDNINE => 5,
:COLORCHANGE => 2,
:COMATOSE => 6,
:COMPETITIVE => 5,
:COMPOUNDEYES => 7,
:CONTRARY => 8,
:CORROSION => 5,
:COTTONDOWN => 3,
# :CURIOUSMEDICINE => 0,
:CURSEDBODY => 4,
:CUTECHARM => 2,
:DAMP => 2,
:DANCER => 5,
:DARKAURA => 6,
:DAUNTLESSSHIELD => 3,
:DAZZLING => 5,
:DEFEATIST => -1,
:DEFIANT => 5,
:DELTASTREAM => 10,
:DESOLATELAND => 10,
:DISGUISE => 8,
:DOWNLOAD => 7,
:DRAGONSMAW => 8,
:DRIZZLE => 9,
:DROUGHT => 9,
:DRYSKIN => 6,
:EARLYBIRD => 4,
:EFFECTSPORE => 4,
:ELECTRICSURGE => 8,
:EMERGENCYEXIT => 3,
:FAIRYAURA => 6,
:FILTER => 6,
:FLAMEBODY => 4,
:FLAREBOOST => 5,
:FLASHFIRE => 6,
:FLOWERGIFT => 4,
# :FLOWERVEIL => 0,
:FLUFFY => 5,
:FORECAST => 6,
:FOREWARN => 0,
# :FRIENDGUARD => 0,
:FRISK => 0,
:FULLMETALBODY => 4,
:FURCOAT => 7,
:GALEWINGS => 6,
:GALVANIZE => 8,
:GLUTTONY => 3,
:GOOEY => 5,
:GORILLATACTICS => 4,
:GRASSPELT => 2,
:GRASSYSURGE => 8,
# :GRIMNEIGH => 0,
:GULPMISSLE => 3,
:GUTS => 6,
:HARVEST => 5,
# :HEALER => 0,
:HEATPROOF => 5,
:HEAVYMETAL => -1,
# :HONEYGATHER => 0,
:HUGEPOWER => 10,
:HUNGERSWITCH => 2,
:HUSTLE => 7,
:HYDRATION => 4,
:HYPERCUTTER => 3,
:ICEBODY => 3,
:ICEFACE => 4,
:ICESCALES => 7,
# :ILLUMINATE => 0,
:ILLUSION => 8,
:IMMUNITY => 4,
:IMPOSTER => 9,
:INFILTRATOR => 6,
:INNARDSOUT => 5,
:INNERFOCUS => 2,
:INSOMNIA => 4,
:INTIMIDATE => 7,
:INTREPIDSWORD => 3,
:IRONBARBS => 6,
:IRONFIST => 6,
:JUSTIFIED => 4,
:KEENEYE => 1,
:KLUTZ => -1,
:LEAFGUARD => 2,
:LEVITATE => 7,
:LIBERO => 8,
:LIGHTMETAL => 2,
:LIGHTNINGROD => 7,
:LIMBER => 3,
:LIQUIDOOZE => 3,
:LIQUIDVOICE => 5,
:LONGREACH => 3,
:MAGICBOUNCE => 9,
:MAGICGUARD => 9,
:MAGICIAN => 3,
:MAGMAARMOR => 1,
:MAGNETPULL => 9,
:MARVELSCALE => 5,
:MEGALAUNCHER => 7,
:MERCILESS => 4,
:MIMICRY => 2,
# :MINUS => 0,
:MIRRORARMOR => 6,
:MISTYSURGE => 8,
:MOLDBREAKER => 7,
:MOODY => 10,
:MOTORDRIVE => 6,
:MOXIE => 7,
:MULTISCALE => 8,
:MULTITYPE => 8,
:MUMMY => 5,
:NATURALCURE => 7,
:NEUROFORCE => 6,
:NEUTRALIZINGGAS => 5,
:NOGUARD => 8,
:NORMALIZE => -1,
:OBLIVIOUS => 2,
:OVERCOAT => 5,
:OVERGROW => 5,
:OWNTEMPO => 3,
:PARENTALBOND => 10,
:PASTELVEIL => 4,
:PERISHBODY => -1,
:PICKPOCKET => 3,
:PICKUP => 1,
:PIXILATE => 8,
# :PLUS => 0,
:POISONHEAL => 8,
:POISONPOINT => 4,
:POISONTOUCH => 4,
:POWERCONSTRUCT => 10,
# :POWEROFALCHEMY => 0,
:POWERSPOT => 2,
:PRANKSTER => 8,
:PRESSURE => 5,
:PRIMORDIALSEA => 10,
:PRISMARMOR => 6,
:PROPELLORTAIL => 2,
:PROTEAN => 8,
:PSYCHICSURGE => 8,
:PUNKROCK => 2,
:PUREPOWER => 10,
:QUEENLYMAJESTY => 6,
# :QUICKDRAW => 0,
:QUICKFEET => 5,
:RAINDISH => 3,
:RATTLED => 3,
# :RECEIVER => 0,
:RECKLESS => 6,
:REFRIGERATE => 8,
:REGENERATOR => 8,
:RIPEN => 4,
:RIVALRY => 1,
:RKSSYSTEM => 8,
:ROCKHEAD => 5,
:ROUGHSKIN => 6,
# :RUNAWAY => 0,
:SANDFORCE => 4,
:SANDRUSH => 6,
:SANDSPIT => 5,
:SANDSTREAM => 9,
:SANDVEIL => 3,
:SAPSIPPER => 7,
:SCHOOLING => 6,
:SCRAPPY => 6,
:SCREENCLEANER => 3,
:SERENEGRACE => 8,
:SHADOWSHIELD => 8,
:SHADOWTAG => 10,
:SHEDSKIN => 7,
:SHEERFORCE => 8,
:SHELLARMOR => 2,
:SHIELDDUST => 5,
:SHIELDSDOWN => 6,
:SIMPLE => 8,
:SKILLLINK => 7,
:SLOWSTART => -2,
:SLUSHRUSH => 5,
:SNIPER => 3,
:SNOWCLOAK => 3,
:SNOWWARNING => 8,
:SOLARPOWER => 3,
:SOLIDROCK => 6,
:SOULHEART => 7,
:SOUNDPROOF => 4,
:SPEEDBOOST => 9,
:STAKEOUT => 6,
:STALL => -1,
:STALWART => 2,
:STAMINA => 6,
:STANCECHANGE => 10,
:STATIC => 4,
:STEADFAST => 2,
:STEAMENGINE => 3,
:STEELWORKER => 6,
:STEELYSPIRIT => 2,
:STENCH => 1,
:STICKYHOLD => 3,
:STORMDRAIN => 7,
:STRONGJAW => 6,
:STURDY => 6,
:SUCTIONCUPS => 2,
:SUPERLUCK => 3,
:SURGESURFER => 4,
:SWARM => 5,
:SWEETVEIL => 4,
:SWIFTSWIM => 6,
# :SYMBIOSIS => 0,
:SYNCHRONIZE => 4,
:TANGLEDFEET => 2,
:TANGLINGHAIR => 5,
:TECHNICIAN => 8,
# :TELEPATHY => 0,
:TERAVOLT => 7,
:THICKFAT => 7,
:TINTEDLENS => 7,
:TORRENT => 5,
:TOUGHCLAWS => 7,
:TOXICBOOST => 6,
:TRACE => 6,
:TRANSISTOR => 8,
:TRIAGE => 7,
:TRUANT => -2,
:TURBOBLAZE => 7,
:UNAWARE => 6,
:UNBURDEN => 7,
:UNNERVE => 3,
# :UNSEENFIST => 0,
:VICTORYSTAR => 6,
:VITALSPIRIT => 4,
:VOLTABSORB => 7,
:WANDERINGSPIRIT => 2,
:WATERABSORB => 7,
:WATERBUBBLE => 8,
:WATERCOMPACTION => 4,
:WATERVEIL => 4,
:WEAKARMOR => 2,
:WHITESMOKE => 4,
:WIMPOUT => 3,
:WONDERGUARD => 10,
:WONDERSKIN => 4,
:ZENMODE => -1
}
# 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")
# TODO: Ideally replace the above list of ratings with context-sensitive
# calculations. Should they all go in this method, or should there be
# more handlers for each ability?
case ability
when :BLAZE
return 0 if !has_damaging_move_of_type?(:FIRE)
when :CUTECHARM, :RIVALRY
return 0 if gender == 2
when :FRIENDGUARD, :HEALER, :SYMBOISIS, :TELEPATHY
has_ally = false
each_ally(@side) { |b, i| has_ally = true }
return 0 if !has_ally
when :GALEWINGS
return 0 if !check_for_move { |m| m.type == :FLYING }
when :HUGEPOWER, :PUREPOWER
return 0 if !ai.stat_raise_worthwhile?(self, :ATTACK, true)
when :IRONFIST
return 0 if !check_for_move { |m| m.punchingMove? }
when :LIQUIDVOICE
return 0 if !check_for_move { |m| m.soundMove? }
when :MEGALAUNCHER
return 0 if !check_for_move { |m| m.pulseMove? }
when :OVERGROW
return 0 if !has_damaging_move_of_type?(:GRASS)
when :PRANKSTER
return 0 if !check_for_move { |m| m.statusMove? }
when :PUNKROCK
return 1 if !check_for_move { |m| m.damagingMove? && m.soundMove? }
when :RECKLESS
return 0 if !check_for_move { |m| m.recoilMove? }
when :ROCKHEAD
return 0 if !check_for_move { |m| m.recoilMove? && !m.is_a?(Battle::Move::CrashDamageIfFailsUnusableInGravity) }
when :RUNAWAY
return 0 if wild?
when :SANDFORCE
return 2 if !has_damaging_move_of_type?(:GROUND, :ROCK, :STEEL)
when :SKILLLINK
return 0 if !check_for_move { |m| m.is_a?(Battle::Move::HitTwoToFiveTimes) }
when :STEELWORKER
return 0 if !has_damaging_move_of_type?(:GRASS)
when :SWARM
return 0 if !has_damaging_move_of_type?(:BUG)
when :TORRENT
return 0 if !has_damaging_move_of_type?(:WATER)
when :TRIAGE
return 0 if !check_for_move { |m| m.healingMove? }
end
ret = BASE_ABILITY_RATINGS[ability] || 0
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) || @battler.effects[PBEffects::Foresight]) &&
defend_type == :GHOST
ret = Effectiveness::NORMAL_EFFECTIVE_MULTIPLIER
end
# Miracle Eye
if @battler.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