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295 lines
12 KiB
Ruby
295 lines
12 KiB
Ruby
class Battle::AI
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#=============================================================================
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# Main move-choosing method (moves with higher scores are more likely to be
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# chosen)
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#=============================================================================
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def pbChooseMoves(idxBattler)
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user = @battle.battlers[idxBattler]
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wildBattler = user.wild?
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skill = 0
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if !wildBattler
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skill = @battle.pbGetOwnerFromBattlerIndex(user.index).skill_level || 0
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end
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# Get scores and targets for each move
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# NOTE: A move is only added to the choices array if it has a non-zero
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# score.
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choices = []
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user.eachMoveWithIndex do |_m, i|
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next if !@battle.pbCanChooseMove?(idxBattler, i, false)
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if wildBattler
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pbRegisterMoveWild(user, i, choices)
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else
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pbRegisterMoveTrainer(user, i, choices, skill)
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end
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end
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# Figure out useful information about the choices
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totalScore = 0
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maxScore = 0
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choices.each do |c|
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totalScore += c[1]
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maxScore = c[1] if maxScore < c[1]
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end
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# Log the available choices
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if $INTERNAL
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logMsg = "[AI] Move choices for #{user.pbThis(true)} (#{user.index}): "
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choices.each_with_index do |c, i|
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logMsg += "#{user.moves[c[0]].name}=#{c[1]}"
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logMsg += " (target #{c[2]})" if c[2] >= 0
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logMsg += ", " if i < choices.length - 1
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end
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PBDebug.log(logMsg)
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end
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# Find any preferred moves and just choose from them
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if !wildBattler && skill >= PBTrainerAI.highSkill && maxScore > 100
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stDev = pbStdDev(choices)
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if stDev >= 40 && pbAIRandom(100) < 90
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preferredMoves = []
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choices.each do |c|
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next if c[1] < 200 && c[1] < maxScore * 0.8
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preferredMoves.push(c)
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preferredMoves.push(c) if c[1] == maxScore # Doubly prefer the best move
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end
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if preferredMoves.length > 0
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m = preferredMoves[pbAIRandom(preferredMoves.length)]
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PBDebug.log("[AI] #{user.pbThis} (#{user.index}) prefers #{user.moves[m[0]].name}")
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@battle.pbRegisterMove(idxBattler, m[0], false)
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@battle.pbRegisterTarget(idxBattler, m[2]) if m[2] >= 0
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return
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end
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end
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end
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# Decide whether all choices are bad, and if so, try switching instead
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if !wildBattler && skill >= PBTrainerAI.highSkill
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badMoves = false
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if ((maxScore <= 20 && user.turnCount > 2) ||
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(maxScore <= 40 && user.turnCount > 5)) && pbAIRandom(100) < 80
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badMoves = true
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end
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if !badMoves && totalScore < 100 && user.turnCount > 1
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badMoves = true
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choices.each do |c|
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next if !user.moves[c[0]].damagingMove?
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badMoves = false
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break
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end
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badMoves = false if badMoves && pbAIRandom(100) < 10
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end
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if badMoves && pbEnemyShouldWithdrawEx?(idxBattler, true)
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if $INTERNAL
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PBDebug.log("[AI] #{user.pbThis} (#{user.index}) will switch due to terrible moves")
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end
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return
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end
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end
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# If there are no calculated choices, pick one at random
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if choices.length == 0
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PBDebug.log("[AI] #{user.pbThis} (#{user.index}) doesn't want to use any moves; picking one at random")
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user.eachMoveWithIndex do |_m, i|
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next if !@battle.pbCanChooseMove?(idxBattler, i, false)
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choices.push([i, 100, -1]) # Move index, score, target
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end
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if choices.length == 0 # No moves are physically possible to use; use Struggle
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@battle.pbAutoChooseMove(user.index)
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end
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end
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# Randomly choose a move from the choices and register it
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randNum = pbAIRandom(totalScore)
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choices.each do |c|
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randNum -= c[1]
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next if randNum >= 0
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@battle.pbRegisterMove(idxBattler, c[0], false)
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@battle.pbRegisterTarget(idxBattler, c[2]) if c[2] >= 0
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break
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end
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# Log the result
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if @battle.choices[idxBattler][2]
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PBDebug.log("[AI] #{user.pbThis} (#{user.index}) will use #{@battle.choices[idxBattler][2].name}")
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end
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end
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#=============================================================================
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# Get scores for the given move against each possible target
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#=============================================================================
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# Wild Pokémon choose their moves randomly.
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def pbRegisterMoveWild(_user, idxMove, choices)
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choices.push([idxMove, 100, -1]) # Move index, score, target
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end
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# Trainer Pokémon calculate how much they want to use each of their moves.
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def pbRegisterMoveTrainer(user, idxMove, choices, skill)
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move = user.moves[idxMove]
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target_data = move.pbTarget(user)
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if [:UserAndAllies, :AllAllies, :AllBattlers].include?(target_data.id) ||
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target_data.num_targets == 0
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# If move has no targets, affects the user, a side or the whole field, or
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# specially affects multiple Pokémon and the AI calculates an overall
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# score at once instead of per target
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score = pbGetMoveScore(move, user, user, skill)
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choices.push([idxMove, score, -1]) if score > 0
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elsif target_data.num_targets > 1
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# If move affects multiple battlers and you don't choose a particular one
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totalScore = 0
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@battle.allBattlers.each do |b|
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next if !@battle.pbMoveCanTarget?(user.index, b.index, target_data)
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score = pbGetMoveScore(move, user, b, skill)
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totalScore += ((user.opposes?(b)) ? score : -score)
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end
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choices.push([idxMove, totalScore, -1]) if totalScore > 0
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else
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# If move affects one battler and you have to choose which one
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scoresAndTargets = []
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@battle.allBattlers.each do |b|
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next if !@battle.pbMoveCanTarget?(user.index, b.index, target_data)
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next if target_data.targets_foe && !user.opposes?(b)
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score = pbGetMoveScore(move, user, b, skill)
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scoresAndTargets.push([score, b.index]) if score > 0
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end
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if scoresAndTargets.length > 0
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# Get the one best target for the move
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scoresAndTargets.sort! { |a, b| b[0] <=> a[0] }
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choices.push([idxMove, scoresAndTargets[0][0], scoresAndTargets[0][1]])
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end
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end
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end
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#=============================================================================
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# Get a score for the given move being used against the given target
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#=============================================================================
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def pbGetMoveScore(move, user, target, skill = 100)
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skill = PBTrainerAI.minimumSkill if skill < PBTrainerAI.minimumSkill
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score = 100
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score = pbGetMoveScoreFunctionCode(score, move, user, target, skill)
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# A score of 0 here means it absolutely should not be used
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return 0 if score <= 0
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if skill >= PBTrainerAI.mediumSkill
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# Prefer damaging moves if AI has no more Pokémon or AI is less clever
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if @battle.pbAbleNonActiveCount(user.idxOwnSide) == 0 &&
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!(skill >= PBTrainerAI.highSkill && @battle.pbAbleNonActiveCount(target.idxOwnSide) > 0)
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if move.statusMove?
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score /= 1.5
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elsif target.hp <= target.totalhp / 2
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score *= 1.5
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end
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end
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# Don't prefer attacking the target if they'd be semi-invulnerable
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if skill >= PBTrainerAI.highSkill && move.accuracy > 0 &&
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(target.semiInvulnerable? || target.effects[PBEffects::SkyDrop] >= 0)
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miss = true
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miss = false if user.hasActiveAbility?(:NOGUARD) || target.hasActiveAbility?(:NOGUARD)
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if miss && pbRoughStat(user, :SPEED, skill) > pbRoughStat(target, :SPEED, skill)
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# Knows what can get past semi-invulnerability
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if target.effects[PBEffects::SkyDrop] >= 0 ||
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target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
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"TwoTurnAttackInvulnerableInSkyTargetCannotAct")
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miss = false if move.hitsFlyingTargets?
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elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground")
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miss = false if move.hitsDiggingTargets?
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elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater")
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miss = false if move.hitsDivingTargets?
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end
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end
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score -= 80 if miss
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end
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# Pick a good move for the Choice items
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if user.hasActiveItem?([:CHOICEBAND, :CHOICESPECS, :CHOICESCARF]) ||
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user.hasActiveAbility?(:GORILLATACTICS)
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if move.baseDamage >= 60
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score += 60
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elsif move.damagingMove?
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score += 30
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elsif move.function == "UserTargetSwapItems"
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score += 70 # Trick
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else
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score -= 60
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end
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end
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# If user is asleep, prefer moves that are usable while asleep
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if user.status == :SLEEP && !move.usableWhenAsleep?
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user.eachMove do |m|
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next unless m.usableWhenAsleep?
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score -= 60
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break
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end
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end
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# If user is frozen, prefer a move that can thaw the user
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if user.status == :FROZEN
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if move.thawsUser?
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score += 40
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else
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user.eachMove do |m|
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next unless m.thawsUser?
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score -= 60
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break
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end
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end
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end
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# If target is frozen, don't prefer moves that could thaw them
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if target.status == :FROZEN
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user.eachMove do |m|
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next if m.thawsUser?
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score -= 60
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break
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end
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end
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end
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# Adjust score based on how much damage it can deal
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if move.damagingMove?
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score = pbGetMoveScoreDamage(score, move, user, target, skill)
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else # Status moves
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# Don't prefer attacks which don't deal damage
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score -= 10
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# Account for accuracy of move
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accuracy = pbRoughAccuracy(move, user, target, skill)
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score *= accuracy / 100.0
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score = 0 if score <= 10 && skill >= PBTrainerAI.highSkill
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end
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score = score.to_i
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score = 0 if score < 0
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return score
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end
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#=============================================================================
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# Add to a move's score based on how much damage it will deal (as a percentage
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# of the target's current HP)
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#=============================================================================
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def pbGetMoveScoreDamage(score, move, user, target, skill)
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# Don't prefer moves that are ineffective because of abilities or effects
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return 0 if score <= 0 || pbCheckMoveImmunity(score, move, user, target, skill)
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# Calculate how much damage the move will do (roughly)
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baseDmg = pbMoveBaseDamage(move, user, target, skill)
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realDamage = pbRoughDamage(move, user, target, skill, baseDmg)
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# Account for accuracy of move
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accuracy = pbRoughAccuracy(move, user, target, skill)
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realDamage *= accuracy / 100.0
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# Two-turn attacks waste 2 turns to deal one lot of damage
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if move.chargingTurnMove? || move.function == "AttackAndSkipNextTurn" # Hyper Beam
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realDamage *= 2 / 3 # Not halved because semi-invulnerable during use or hits first turn
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end
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# Prefer flinching external effects (note that move effects which cause
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# flinching are dealt with in the function code part of score calculation)
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if skill >= PBTrainerAI.mediumSkill && !move.flinchingMove? &&
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!target.hasActiveAbility?(:INNERFOCUS) &&
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!target.hasActiveAbility?(:SHIELDDUST) &&
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target.effects[PBEffects::Substitute] == 0
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canFlinch = false
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if user.hasActiveItem?([:KINGSROCK, :RAZORFANG]) ||
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user.hasActiveAbility?(:STENCH)
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canFlinch = true
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end
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realDamage *= 1.3 if canFlinch
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end
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# Convert damage to percentage of target's remaining HP
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damagePercentage = realDamage * 100.0 / target.hp
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# Don't prefer weak attacks
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# damagePercentage /= 2 if damagePercentage<20
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# Prefer damaging attack if level difference is significantly high
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damagePercentage *= 1.2 if user.level - 10 > target.level
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# Adjust score
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damagePercentage = 120 if damagePercentage > 120 # Treat all lethal moves the same
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damagePercentage += 40 if damagePercentage > 100 # Prefer moves likely to be lethal
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score += damagePercentage.to_i
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return score
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end
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end
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