Files
infinitefusion-e18/Data/Scripts/011_Battle/005_AI/003_AI_Switch.rb
2022-12-18 20:51:16 +00:00

187 lines
7.6 KiB
Ruby

class Battle::AI
#=============================================================================
# Decide whether the opponent should switch Pokémon
#=============================================================================
def pbEnemyShouldWithdraw?
ret = false
PBDebug.logonerr { ret = pbEnemyShouldWithdrawEx?(false) }
return ret
end
def pbEnemyShouldWithdrawEx?(forceSwitch)
return false if @user.wild?
shouldSwitch = forceSwitch
battler = @user.battler
batonPass = -1
foe = nil
moveType = nil
# If Pokémon is within 6 levels of the foe, and foe's last move was
# super-effective and powerful
if !shouldSwitch && battler.turnCount > 0 && @trainer.high_skill?
target = battler.pbDirectOpposing(true)
foe = @battlers[target.index]
if !target.fainted? && target.lastMoveUsed &&
(target.level - battler.level).abs <= 6
moveData = GameData::Move.get(target.lastMoveUsed)
moveType = moveData.type
typeMod = @user.effectiveness_of_type_against_battler(moveType, foe)
if Effectiveness.super_effective?(typeMod) && moveData.base_damage > 50
switchChance = (moveData.base_damage > 70) ? 30 : 20
shouldSwitch = (pbAIRandom(100) < switchChance)
end
end
end
# Pokémon can't do anything (must have been in battle for at least 5 rounds)
if !shouldSwitch && !@battle.pbCanChooseAnyMove?(battler.index) &&
battler.turnCount && battler.turnCount >= 5
shouldSwitch = true
end
# Pokémon is about to faint because of Perish Song
if !shouldSwitch && battler.effects[PBEffects::PerishSong] == 1
shouldSwitch = true
end
# Pokémon is Perish Songed and has Baton Pass
if @trainer.high_skill? && battler.effects[PBEffects::PerishSong] == 1
battler.eachMoveWithIndex do |m, i|
next if m.function != "SwitchOutUserPassOnEffects" # Baton Pass
next if !@battle.pbCanChooseMove?(battler.index, i, false)
batonPass = i
break
end
end
# Pokémon will faint because of bad poisoning at the end of this round, but
# would survive at least one more round if it were regular poisoning instead
if !shouldSwitch && battler.status == :POISON && battler.statusCount > 0 && @trainer.high_skill?
toxicHP = battler.totalhp / 16
nextToxicHP = toxicHP * (battler.effects[PBEffects::Toxic] + 1)
if battler.hp <= nextToxicHP && battler.hp > toxicHP * 2
shouldSwitch = true if pbAIRandom(100) < 80
end
end
# Pokémon is Encored into an unfavourable move
if !shouldSwitch && battler.effects[PBEffects::Encore] > 0 && @trainer.medium_skill?
idxEncoredMove = battler.pbEncoredMoveIndex
if idxEncoredMove >= 0
scoreSum = 0
scoreCount = 0
battler.allOpposing.each do |b|
set_up_move_check(battler.moves[idxEncoredMove])
scoreSum += pbGetMoveScore([b])
scoreCount += 1
end
if scoreCount > 0 && scoreSum / scoreCount <= 20
shouldSwitch = true if pbAIRandom(100) < 80
end
end
end
# If there is a single foe and it is resting after Hyper Beam or is
# Truanting (i.e. free turn)
if shouldSwitch && @battle.pbSideSize(battler.index + 1) == 1 &&
!battler.pbDirectOpposing.fainted? && @trainer.high_skill?
opp = battler.pbDirectOpposing
if (opp.effects[PBEffects::HyperBeam] > 0 ||
(opp.hasActiveAbility?(:TRUANT) && opp.effects[PBEffects::Truant]))
shouldSwitch = false if pbAIRandom(100) < 80
end
end
# Sudden Death rule - I'm not sure what this means
if !shouldSwitch && @battle.rules["suddendeath"] && battler.turnCount > 0
if battler.hp <= battler.totalhp / 4 && pbAIRandom(100) < 30
shouldSwitch = true
elsif battler.hp <= battler.totalhp / 2 && pbAIRandom(100) < 80
shouldSwitch = true
end
end
if shouldSwitch
list = []
idxPartyStart, idxPartyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(battler.index)
@battle.pbParty(battler.index).each_with_index do |pkmn, i|
next if @trainer.has_skill_flag?("ReserveLastPokemon") && i == idxPartyEnd - 1 # Don't choose to switch in ace
next if !@battle.pbCanSwitch?(battler.index, i)
# If perish count is 1, it may be worth it to switch
# even with Spikes, since Perish Song's effect will end
if battler.effects[PBEffects::PerishSong] != 1
# Will contain effects that recommend against switching
spikes = battler.pbOwnSide.effects[PBEffects::Spikes]
# Don't switch to this if too little HP
if spikes > 0
spikesDmg = [8, 6, 4][spikes - 1]
next if pkmn.hp <= pkmn.totalhp / spikesDmg &&
!pkmn.hasType?(:FLYING) && !pkmn.hasActiveAbility?(:LEVITATE)
end
end
# moveType is the type of the target's last used move
if moveType && Effectiveness.ineffective?(@user.effectiveness_of_type_against_battler(moveType, foe))
weight = 65
typeMod = pbCalcTypeModPokemon(pkmn, battler.pbDirectOpposing(true))
if Effectiveness.super_effective?(typeMod)
# Greater weight if new Pokemon's type is effective against target
weight = 85
end
list.unshift(i) if pbAIRandom(100) < weight # Put this Pokemon first
elsif moveType && Effectiveness.resistant?(@user.effectiveness_of_type_against_battler(moveType, foe))
weight = 40
typeMod = pbCalcTypeModPokemon(pkmn, battler.pbDirectOpposing(true))
if Effectiveness.super_effective?(typeMod)
# Greater weight if new Pokemon's type is effective against target
weight = 60
end
list.unshift(i) if pbAIRandom(100) < weight # Put this Pokemon first
else
list.push(i) # put this Pokemon last
end
end
if list.length > 0
if batonPass >= 0 && @battle.pbRegisterMove(battler.index, batonPass, false)
PBDebug.log("[AI] #{battler.pbThis} (#{battler.index}) will use Baton Pass to avoid Perish Song")
return true
end
if @battle.pbRegisterSwitch(battler.index, list[0])
PBDebug.log("[AI] #{battler.pbThis} (#{battler.index}) will switch with " +
@battle.pbParty(battler.index)[list[0]].name)
return true
end
end
end
return false
end
# Choose a replacement Pokémon (called directly from @battle, not part of
# action choosing).
def pbDefaultChooseNewEnemy(idxBattler, party)
set_up(idxBattler)
enemies = []
idxPartyStart, idxPartyEnd = @battle.pbTeamIndexRangeFromBattlerIndex(idxBattler)
party.each_with_index do |_p, i|
if @trainer.has_skill_flag?("ReserveLastPokemon")
next if i == idxPartyEnd - 1 && enemies.length > 0 # Ignore ace if possible
end
enemies.push(i) if @battle.pbCanSwitchLax?(idxBattler, i)
end
return -1 if enemies.length == 0
return pbChooseBestNewEnemy(idxBattler, party, enemies)
end
def pbChooseBestNewEnemy(idxBattler, party, enemies)
return -1 if !enemies || enemies.length == 0
best = -1
bestSum = 0
enemies.each do |i|
pkmn = party[i]
sum = 0
pkmn.moves.each do |m|
next if m.base_damage == 0
@battle.battlers[idxBattler].allOpposing.each do |b|
bTypes = b.pbTypes(true)
sum += Effectiveness.calculate(m.type, bTypes[0], bTypes[1], bTypes[2])
end
end
if best == -1 || sum > bestSum
best = i
bestSum = sum
end
end
return best
end
end