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1099 lines
42 KiB
TypeScript
1099 lines
42 KiB
TypeScript
/**
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* Computer-Generated Teams
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*
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* Generates teams based on heuristics, most of which carry over across generations.
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* Teams generated will not always be competitively great, but they will have variety
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* and be fun to play (i.e., tries to avoid awful sets).
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*
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* The [Gen 9] Computer-Generated Teams format is personally maintained by Annika,
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* and is not part of any official Smogon or PS format selection. If you enjoy playing
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* with teams you didn't make yourself, you may want to check out Random Battles, Battle Factory,
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* and/or the sample teams for usage-based formats like OU.
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*
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* The core of the generator is the weightedRandomPick function, which chooses from an array
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* of options based on a weight associated with each option. This way, better/stronger/more useful options
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* are more likely to be chosen, but there's still an opportunity for weaker, more situational,
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* or higher-risk/higher-reward options to be chosen. However, for moves, the 'worst' moves are excluded
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* altogether, both to reduce the likelihood of a bad moveset and improve generator performance.
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*
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* Certain less-relevant aspects of the set are not randomized at all, such as:
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* - IVs (all 31s, with 0 Attack IV if the Pokémon has no Physical moves in case of Confusion)
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* - EVs (84 per stat, for +21 to each)
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* - Nature (always Quirky, which has no effect)
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* - Happiness (there are no Happiness-based moves in Gen IX)
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*
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* Currently, leveling is based on a Pokémon's position within Smogon's usage-based tiers,
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* but an automatic leveling system is planned for the future. This would involve storing win and loss
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* data by Pokémon species in a database, and increasing and decreasing the levels of Pokémon species
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* each day based on their win/loss ratio. For example, if 60% of matches with a Pokémon species are wins,
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* the species is probably overleveled!
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*
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* Other aspects of the team generator that may be worth implementing in the future include:
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* - Explicit support for weather-oriented teams (boosting moves and typings that synergize with that weather)
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* - Tracking type coverage to make it more likely that a moveset can hit every type
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*/
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import type { SQLDatabaseManager } from '../lib/sql';
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import { Dex, PRNG, SQL } from '../sim';
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import type { EventMethods } from '../sim/dex-conditions';
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import {
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ABILITY_MOVE_BONUSES,
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ABILITY_MOVE_TYPE_BONUSES,
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HARDCODED_MOVE_WEIGHTS,
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MOVE_PAIRINGS,
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TARGET_HP_BASED_MOVES,
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WEIGHT_BASED_MOVES,
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} from './cg-team-data';
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interface TeamStats {
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hazardSetters: { [moveid: string]: number };
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typeWeaknesses: { [type: string]: number };
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hazardRemovers: number;
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}
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interface MovesStats {
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attackTypes: { [type: string]: number };
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setup: { atk: number, def: number, spa: number, spd: number, spe: number };
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noSleepTalk: number;
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hazards: number;
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stallingMoves: number;
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nonStatusMoves: number;
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healing: number;
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}
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// We put a limit on the number of Pokémon on a team that can be weak to a given type.
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const MAX_WEAK_TO_SAME_TYPE = 3;
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/** An estimate of the highest raw speed in the metagame */
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const TOP_SPEED = 300;
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const levelOverride: { [speciesID: string]: number } = {};
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export let levelUpdateInterval: NodeJS.Timeout | null = null;
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// can't import the function cg-teams-leveling.ts uses to this context for some reason
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const useBaseSpecies = [
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'Pikachu',
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'Gastrodon',
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'Magearna',
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'Dudunsparce',
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'Maushold',
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'Keldeo',
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'Zarude',
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'Polteageist',
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'Sinistcha',
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'Sawsbuck',
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'Vivillon',
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'Florges',
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'Minior',
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'Toxtricity',
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'Tatsugiri',
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'Alcremie',
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];
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async function updateLevels(database: SQL.DatabaseManager) {
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const updateSpecies = await database.prepare(
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'UPDATE gen9computergeneratedteams SET wins = 0, losses = 0, level = ? WHERE species_id = ?'
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);
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const updateHistory = await database.prepare(
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`INSERT INTO gen9_historical_levels (level, species_id, timestamp) VALUES (?, ?, ${Date.now()})`
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);
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const data: { species_id: ID, wins: number, losses: number, level: number }[] = await database.all(
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'SELECT species_id, wins, losses, level FROM gen9computergeneratedteams'
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);
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for (let { species_id, wins, losses, level } of data) {
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const total = wins + losses;
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if (total > 10) {
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if (wins / total >= 0.55) level--;
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if (wins / total <= 0.45) level++;
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level = Math.max(1, Math.min(100, level));
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await updateSpecies?.run([level, species_id]);
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await updateHistory?.run([level, species_id]);
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}
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levelOverride[species_id] = level;
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}
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}
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export let cgtDatabase: SQLDatabaseManager;
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if (global.Config && Config.usesqlite && Config.usesqliteleveling) {
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cgtDatabase = SQL(module, { file: './databases/battlestats.db' });
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// update every 2 hours
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void updateLevels(cgtDatabase);
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levelUpdateInterval = setInterval(() => void updateLevels(cgtDatabase), 1000 * 60 * 60 * 2);
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}
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export default class TeamGenerator {
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dex: ModdedDex;
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format: Format;
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teamSize: number;
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forceLevel?: number;
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prng: PRNG;
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itemPool: Item[];
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specialItems: { [pokemon: string]: string };
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constructor(format: Format | string, seed: PRNG | PRNGSeed | null) {
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this.dex = Dex.forFormat(format);
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this.format = Dex.formats.get(format);
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this.teamSize = this.format.ruleTable?.maxTeamSize || 6;
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this.prng = PRNG.get(seed);
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this.itemPool = this.dex.items.all().filter(i => i.exists && i.isNonstandard !== 'Past' && !i.isPokeball);
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this.specialItems = {};
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for (const i of this.itemPool) {
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if (i.itemUser && !i.isNonstandard) {
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for (const user of i.itemUser) {
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if (Dex.species.get(user).requiredItems?.[0] !== i.name) this.specialItems[user] = i.id;
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}
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}
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}
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const rules = Dex.formats.getRuleTable(this.format);
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if (rules.adjustLevel) this.forceLevel = rules.adjustLevel;
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}
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getTeam(): PokemonSet[] {
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let speciesPool = this.dex.species.all().filter(s => {
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if (!s.exists) return false;
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if (s.isNonstandard || s.isNonstandard === 'Unobtainable') return false;
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if (s.nfe) return false;
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if (s.battleOnly && (!s.requiredItems?.length || s.name.endsWith('-Tera'))) return false;
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return true;
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});
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const teamStats: TeamStats = {
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hazardSetters: {},
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typeWeaknesses: {},
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hazardRemovers: 0,
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};
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const team: PokemonSet[] = [];
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while (team.length < this.teamSize && speciesPool.length) {
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const species = this.prng.sample(speciesPool);
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const haveRoomToReject = speciesPool.length >= (this.teamSize - team.length);
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const isGoodFit = this.speciesIsGoodFit(species, teamStats);
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if (haveRoomToReject && !isGoodFit) continue;
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speciesPool = speciesPool.filter(s => s.baseSpecies !== species.baseSpecies);
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team.push(this.makeSet(species, teamStats));
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}
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return team;
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}
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protected makeSet(species: Species, teamStats: TeamStats): PokemonSet {
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const abilityPool: string[] = Object.values(species.abilities);
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const abilityWeights = abilityPool.map(a => this.getAbilityWeight(this.dex.abilities.get(a)));
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const ability = this.weightedRandomPick(abilityPool, abilityWeights);
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const level = this.forceLevel || TeamGenerator.getLevel(species);
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const moves: Move[] = [];
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let movesStats: MovesStats = {
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setup: { atk: 0, def: 0, spa: 0, spd: 0, spe: 0 },
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attackTypes: {},
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noSleepTalk: 0,
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hazards: 0,
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stallingMoves: 0,
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healing: 0,
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nonStatusMoves: 0,
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};
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let movePool: IDEntry[] = [...this.dex.species.getMovePool(species.id)];
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if (!movePool.length) throw new Error(`No moves for ${species.id}`);
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// Consider either the top 15 moves or top 30% of moves, whichever is greater.
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const numberOfMovesToConsider = Math.min(movePool.length, Math.max(15, Math.trunc(movePool.length * 0.3)));
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let movePoolIsTrimmed = false;
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// Many moves' weights, such as Swords Dance, are dependent on having other moves in the moveset already
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// and end up very low when calculated with no moves chosen. This makes it difficult to add these moves without
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// weighing every move 4 times, and trimming once after the initial weighing makes them impossible for most Pokemon.
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// To get around this, after weighing against an empty moveset, trimming, and adding three moves, we weigh ALL
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// moves again against the populated moveset, then put the chosen 3 moves back into the pool with their
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// original empty-set weights, trim the pool again, and start over. This process results in about 15% fewer calls
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// to getMoveWeight than considering every move every time does.
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let isRound2 = false;
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// this is just a second reference the array because movePool gets set to point to a new array before the old one
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// gets mutated
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const movePoolCopy = movePool;
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let interimMovePool: { move: IDEntry, weight: number }[] = [];
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while (moves.length < 4 && movePool.length) {
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let weights;
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if (!movePoolIsTrimmed) {
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if (!isRound2) {
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for (const moveID of movePool) {
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const move = this.dex.moves.get(moveID);
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const weight = this.getMoveWeight(move, teamStats, species, moves, movesStats, ability, level);
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interimMovePool.push({ move: moveID, weight });
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}
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interimMovePool.sort((a, b) => b.weight - a.weight);
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} else {
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const originalWeights: typeof interimMovePool = [];
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for (const move of moves) {
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originalWeights.push(interimMovePool.find(m => m.move === move.id)!);
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}
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interimMovePool = originalWeights;
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for (const moveID of movePoolCopy) {
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const move = this.dex.moves.get(moveID);
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if (moves.includes(move)) continue;
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const weight = this.getMoveWeight(move, teamStats, species, moves, movesStats, ability, level);
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interimMovePool.push({ move: moveID, weight });
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}
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interimMovePool.sort((a, b) => b.weight - a.weight);
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moves.splice(0);
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movesStats = {
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setup: { atk: 0, def: 0, spa: 0, spd: 0, spe: 0 },
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attackTypes: {},
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noSleepTalk: 0,
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hazards: 0,
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stallingMoves: 0,
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healing: 0,
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nonStatusMoves: 0,
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};
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}
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movePool = [];
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weights = [];
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for (let i = 0; i < numberOfMovesToConsider; i++) {
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movePool.push(interimMovePool[i].move);
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weights.push(interimMovePool[i].weight);
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}
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movePoolIsTrimmed = true;
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} else {
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weights = movePool.map(
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m => this.getMoveWeight(this.dex.moves.get(m), teamStats, species, moves, movesStats, ability, level)
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);
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}
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const moveID = this.weightedRandomPick(movePool, weights, { remove: true });
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const move = this.dex.moves.get(moveID);
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moves.push(move);
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if (TeamGenerator.moveIsHazard(moves[moves.length - 1])) {
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teamStats.hazardSetters[moveID] = (teamStats.hazardSetters[moveID] || 0) + 1;
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movesStats.hazards++;
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}
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if (['defog', 'courtchange', 'tidyup', 'rapidspin', 'mortalspin'].includes(moveID)) teamStats.hazardRemovers++;
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const boosts = move.boosts || move.self?.boosts || move.selfBoost?.boosts ||
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ability !== 'Sheer Force' && move.secondary?.self?.boosts;
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if (move.category === 'Status') {
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if (boosts) {
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for (const stat in boosts) {
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const chance = Math.min(100, move.secondary?.chance || 100 * (ability === 'Serene Grace' ? 2 : 1));
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const boost = (boosts[stat as StatIDExceptHP] || 0) * chance / 100;
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if (boost) {
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if (movesStats.setup[stat as StatIDExceptHP] < 0 && boost > 0) {
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movesStats.setup[stat as StatIDExceptHP] = boost;
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} else {
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movesStats.setup[stat as StatIDExceptHP] += boost;
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}
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if (boost > 1) movesStats.noSleepTalk++;
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}
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}
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} else {
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movesStats.noSleepTalk++;
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}
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if (move.heal) movesStats.healing++;
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if (move.stallingMove) movesStats.stallingMoves++;
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} else {
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movesStats.nonStatusMoves++;
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const bp = +move.basePower;
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const moveType = TeamGenerator.moveType(move, species);
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if ((movesStats.attackTypes[moveType] || 0) < bp) movesStats.attackTypes[moveType] = bp;
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}
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if (!isRound2 && moves.length === 3) {
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isRound2 = true;
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movePoolIsTrimmed = false;
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continue;
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}
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// add paired moves, like RestTalk
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const pairedMove = MOVE_PAIRINGS[moveID];
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const alreadyHavePairedMove = moves.some(m => m.id === pairedMove);
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if (
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moves.length < 4 &&
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pairedMove &&
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!(pairedMove === 'sleeptalk' && movesStats.noSleepTalk) &&
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!alreadyHavePairedMove &&
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// We don't check movePool because sometimes paired moves are bad.
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this.dex.species.getLearnsetData(species.id).learnset?.[pairedMove]
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) {
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moves.push(this.dex.moves.get(pairedMove));
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const pairedMoveIndex = movePool.indexOf(pairedMove);
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if (pairedMoveIndex > -1) movePool.splice(pairedMoveIndex, 1);
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}
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}
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let item = '';
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const nonStatusMoves = moves.filter(m => this.dex.moves.get(m).category !== 'Status');
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if (species.requiredItem) {
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item = species.requiredItem;
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} else if (species.requiredItems) {
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item = this.prng.sample(species.requiredItems.filter(i => !this.dex.items.get(i).isNonstandard));
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} else if (this.specialItems[species.name] && nonStatusMoves.length) {
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// If the species has a special item, we should use it.
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item = this.specialItems[species.name];
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} else if (moves.every(m => m.id !== 'acrobatics')) { // Don't assign an item if the set includes Acrobatics...
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const weights = [];
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const items = [];
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for (const i of this.itemPool) {
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const weight = this.getItemWeight(i, teamStats, species, moves, ability, level);
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if (weight !== 0) {
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weights.push(weight);
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items.push(i.name);
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}
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}
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if (!item) item = this.weightedRandomPick(items, weights);
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} else if (['Quark Drive', 'Protosynthesis'].includes(ability)) {
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// ...unless the Pokemon can use Booster Energy
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item = 'Booster Energy';
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}
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const ivs: PokemonSet['ivs'] = {
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hp: 31,
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atk: moves.some(move => this.dex.moves.get(move).category === 'Physical') ? 31 : 0,
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def: 31,
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spa: 31,
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spd: 31,
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spe: 31,
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};
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// For Tera Type, we just pick a random type if it's got Tera Blast, Revelation Dance, or no attacking moves
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// In the latter case, we avoid picking a type the Pokemon already is, and in the other two we avoid picking a
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// type that matches the Pokemon's other moves
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// Otherwise, we pick the type of one of its attacking moves
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// Pokemon with 3 or more attack types and Pokemon with both Tera Blast and Contrary can also get Stellar type
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// but Pokemon with Adaptability never get Stellar because Tera Stellar makes Adaptability have no effect
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// Ogerpon's formes are forced to the Tera type that matches their forme
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// Terapagos is forced to Stellar type
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// Pokemon with Black Sludge don't generally want to tera to a type other than Poison
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const hasTeraBlast = moves.some(m => m.id === 'terablast');
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const hasRevelationDance = moves.some(m => m.id === 'revelationdance');
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let attackingTypes = nonStatusMoves.map(m => TeamGenerator.moveType(this.dex.moves.get(m), species));
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let teraType;
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if (species.requiredTeraType) {
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teraType = species.requiredTeraType;
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} else if (item === 'blacksludge' && this.prng.randomChance(2, 3)) {
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teraType = 'Poison';
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} else if (hasTeraBlast && ability === 'Contrary' && this.prng.randomChance(2, 3)) {
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teraType = 'Stellar';
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} else {
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const noStellar = ability === 'Adaptability' || new Set(attackingTypes).size < 3;
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const noAttacks = !nonStatusMoves.length;
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if (hasTeraBlast || hasRevelationDance || noAttacks) {
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attackingTypes = this.dex.types.names().filter(t => !(noAttacks ? species.types : attackingTypes).includes(t));
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if (noStellar) attackingTypes.splice(attackingTypes.indexOf('Stellar'));
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} else {
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if (!noStellar) attackingTypes.push('Stellar');
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}
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teraType = this.prng.sample(attackingTypes);
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}
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return {
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name: species.name,
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species: species.name,
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item,
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ability,
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moves: moves.map(m => m.name),
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nature: 'Quirky',
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gender: species.gender,
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evs: { hp: 84, atk: 84, def: 84, spa: 84, spd: 84, spe: 84 },
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ivs,
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level,
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teraType,
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shiny: this.prng.randomChance(1, 1024),
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happiness: 255,
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};
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}
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/**
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* @returns true if the Pokémon is a good fit for the team so far, and no otherwise
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*/
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protected speciesIsGoodFit(species: Species, stats: TeamStats): boolean {
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// type check
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for (const typeName of this.dex.types.names()) {
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const effectiveness = this.dex.getEffectiveness(typeName, species.types);
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if (effectiveness === 1) { // WEAKNESS!
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if (stats.typeWeaknesses[typeName] === undefined) {
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stats.typeWeaknesses[typeName] = 0;
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}
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if (stats.typeWeaknesses[typeName] >= MAX_WEAK_TO_SAME_TYPE) {
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// too many weaknesses to this type
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return false;
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}
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}
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}
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// species passes; increment counters
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for (const typeName of this.dex.types.names()) {
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const effectiveness = this.dex.getEffectiveness(typeName, species.types);
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if (effectiveness === 1) {
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stats.typeWeaknesses[typeName]++;
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}
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}
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return true;
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}
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/**
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* @returns A weighting for the Pokémon's ability.
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*/
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protected getAbilityWeight(ability: Ability): number {
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return ability.rating + 1; // Some ability ratings are -1
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}
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|
protected static moveIsHazard(move: Move): boolean {
|
|
return !!(move.sideCondition && move.target === 'foeSide') || ['stoneaxe', 'ceaselessedge'].includes(move.id);
|
|
}
|
|
|
|
/**
|
|
* @returns A weight for a given move on a given Pokémon.
|
|
*/
|
|
protected getMoveWeight(
|
|
move: Move,
|
|
teamStats: TeamStats,
|
|
species: Species,
|
|
movesSoFar: Move[],
|
|
movesStats: MovesStats,
|
|
ability: string,
|
|
level: number,
|
|
): number {
|
|
if (!move.exists) return 0;
|
|
// this is NOT doubles, so there will be no adjacent ally
|
|
if (move.target === 'adjacentAlly') return 0;
|
|
|
|
// There's an argument to be made for using Terapagos-Stellar's stats instead
|
|
// but the important thing is to not use Terapagos-Base's stats since it never battles in that forme
|
|
if (ability === 'Tera Shift') species = this.dex.species.get('Terapagos-Terastal');
|
|
|
|
// Attack and Special Attack are scaled by level^2 because in addition to stats themselves being scaled by level,
|
|
// damage dealt by attacks is also scaled by the user's level
|
|
const adjustedStats: StatsTable = {
|
|
hp: species.baseStats.hp * level / 100 + level,
|
|
atk: species.baseStats.atk * level * level / 10000,
|
|
def: species.baseStats.def * level / 100,
|
|
spa: species.baseStats.spa * level * level / 10000,
|
|
spd: species.baseStats.spd * level / 100,
|
|
spe: species.baseStats.spe * level / 100,
|
|
};
|
|
|
|
if (move.category === 'Status') {
|
|
// The initial value of this weight determines how valuable status moves are vs. attacking moves.
|
|
// You can raise it to make random status moves more valuable or lower it and increase multipliers
|
|
// to make only CERTAIN status moves valuable.
|
|
let weight = 2400;
|
|
|
|
// inflicts status
|
|
if (move.status) weight *= TeamGenerator.statusWeight(move.status) * 2;
|
|
|
|
// hazard setters: very important, but we don't need 2 pokemon to set the same hazard on a team
|
|
if (TeamGenerator.moveIsHazard(move) && (teamStats.hazardSetters[move.id] || 0) < 1) {
|
|
weight *= move.id === 'spikes' ? 12 : 16;
|
|
|
|
// if we are ALREADY setting hazards, setting MORE is really good
|
|
if (movesStats.hazards) weight *= 2;
|
|
}
|
|
|
|
// hazard removers: even more important than hazard setters, since they remove everything at once
|
|
// we still don't need too many on one team, though
|
|
if (['defog', 'courtchange', 'tidyup'].includes(move.id) && !teamStats.hazardRemovers) {
|
|
weight *= 32;
|
|
|
|
// these moves can also lessen the effectiveness of the user's team's own hazards
|
|
weight *= 0.8 ** Object.values(teamStats.hazardSetters).reduce((total, num) => total + num, 0);
|
|
}
|
|
|
|
// boosts
|
|
weight *= this.boostWeight(move, movesSoFar, species, ability, level);
|
|
weight *= this.opponentDebuffWeight(move);
|
|
|
|
// nonstandard boosting moves
|
|
if (move.id === 'focusenergy' && ability !== 'Super Luck') {
|
|
const highCritMoves = movesSoFar.filter(m => m.critRatio && m.critRatio > 1);
|
|
weight *= 1 + highCritMoves.length * (ability === 'Sniper' ? 2 : 1);
|
|
} else if (move.id === 'tailwind' && ability === 'Wind Rider' && movesSoFar.some(m => m.category === 'Physical')) {
|
|
weight *= 2.5; // grants +1 attack, but isn't spammable
|
|
}
|
|
|
|
// protection moves - useful for bulky/stally pokemon
|
|
if (!movesStats.stallingMoves) {
|
|
if (adjustedStats.def >= 80 || adjustedStats.spd >= 80 || adjustedStats.hp >= 80) {
|
|
switch (move.volatileStatus) {
|
|
case 'endure':
|
|
weight *= 2;
|
|
break;
|
|
case 'protect':
|
|
weight *= 3;
|
|
break;
|
|
case 'kingsshield': case 'silktrap':
|
|
weight *= 4;
|
|
break;
|
|
case 'banefulbunker': case 'burningbulwark': case 'spikyshield':
|
|
weight *= 5;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hardcoded boosts
|
|
if (move.id in HARDCODED_MOVE_WEIGHTS) weight *= HARDCODED_MOVE_WEIGHTS[move.id];
|
|
|
|
// Rest and Sleep Talk are pretty bad on Pokemon that can't fall asleep
|
|
const sleepImmunities = [
|
|
'Comatose',
|
|
'Purifying Salt',
|
|
'Shields Down',
|
|
'Insomnia',
|
|
'Vital Spirit',
|
|
'Sweet Veil',
|
|
'Misty Surge',
|
|
'Electric Surge',
|
|
'Hadron Engine',
|
|
];
|
|
if (['sleeptalk', 'rest'].includes(move.id) && sleepImmunities.includes(ability)) return 0;
|
|
|
|
// Sleep Talk is bad with moves that can't be used repeatedly, a.k.a. most status moves
|
|
// the exceptions allowed here are moves which boost a stat by exactly 1 and moves that wake the user up
|
|
if (move.id === 'sleeptalk') {
|
|
if (movesStats.noSleepTalk) weight *= 0.1;
|
|
} else if (movesSoFar.some(m => m.id === 'sleeptalk')) {
|
|
let sleepTalkSpammable = ['takeheart', 'junglehealing', 'healbell'].includes(move.id);
|
|
if (move.boosts) {
|
|
for (const stat in move.boosts) {
|
|
if (move.boosts[stat as StatIDExceptHP] === 1) {
|
|
sleepTalkSpammable = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!sleepTalkSpammable) weight *= 0.1;
|
|
}
|
|
|
|
// Pokémon with high Attack and Special Attack stats shouldn't have too many status moves,
|
|
// but on bulkier Pokémon it's more likely to be worth it.
|
|
const goodAttacker = adjustedStats.atk > 65 || adjustedStats.spa > 65;
|
|
if (goodAttacker && movesStats.nonStatusMoves < 2) {
|
|
weight *= 0.3;
|
|
}
|
|
|
|
if (movesSoFar.length === 3 && movesStats.nonStatusMoves === 0) {
|
|
// uh oh
|
|
weight *= 0.6;
|
|
for (const stat in movesStats.setup) {
|
|
if (movesStats.setup[stat as StatIDExceptHP] > 0) {
|
|
// having no attacks is bad; having setup but no attacks is REALLY bad
|
|
weight *= 0.6;
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't need 2 healing moves
|
|
if (move.heal && movesStats.healing) weight *= 0.5;
|
|
|
|
return weight;
|
|
}
|
|
|
|
let basePower = move.basePower;
|
|
// For Grass Knot and friends, let's just assume they average out to around 60 base power.
|
|
// Same with Crush Grip and Hard Press
|
|
if (WEIGHT_BASED_MOVES.includes(move.id) || TARGET_HP_BASED_MOVES.includes(move.id)) basePower = 60;
|
|
/** A value from 0 to 1, where 0 is the fastest and 1 is the slowest */
|
|
const slownessRating = Math.max(0, TOP_SPEED - adjustedStats.spe) / TOP_SPEED;
|
|
// not how this calc works but it should be close enough
|
|
if (move.id === 'gyroball') basePower = 150 * slownessRating * slownessRating;
|
|
if (move.id === 'electroball') basePower = 150 * (1 - slownessRating) * (1 - slownessRating);
|
|
|
|
let baseStat = move.category === 'Physical' ? adjustedStats.atk : adjustedStats.spa;
|
|
if (move.id === 'foulplay') baseStat = adjustedStats.spe * level / 100;
|
|
if (move.id === 'bodypress') baseStat = adjustedStats.def * level / 100;
|
|
// 10% bonus for never-miss moves
|
|
let accuracy = move.accuracy === true || ability === 'No Guard' ? 110 : move.accuracy;
|
|
if (accuracy < 100) {
|
|
if (ability === 'Compound Eyes') accuracy = Math.min(100, Math.round(accuracy * 1.3));
|
|
if (ability === 'Victory Star') accuracy = Math.min(100, Math.round(accuracy * 1.1));
|
|
}
|
|
accuracy /= 100;
|
|
|
|
const moveType = TeamGenerator.moveType(move, species);
|
|
|
|
let powerEstimate = basePower * baseStat * accuracy;
|
|
// STAB
|
|
if (species.types.includes(moveType)) powerEstimate *= ability === 'Adaptability' ? 2 : 1.5;
|
|
if (ability === 'Technician' && move.basePower <= 60) powerEstimate *= 1.5;
|
|
if (ability === 'Sheer Force' && (move.secondary || move.secondaries)) powerEstimate *= 1.3;
|
|
const numberOfHits = Array.isArray(move.multihit) ?
|
|
(ability === 'Skill Link' ? move.multihit[1] : (move.multihit[0] + move.multihit[1]) / 2) :
|
|
move.multihit || 1;
|
|
powerEstimate *= numberOfHits;
|
|
|
|
if (species.requiredItems) {
|
|
const item: Item & EventMethods = this.dex.items.get(this.specialItems[species.name]);
|
|
if (item.onBasePower && (species.types.includes(moveType) || item.name.endsWith('Mask'))) powerEstimate *= 1.2;
|
|
} else if (this.specialItems[species.name]) {
|
|
const item: Item & EventMethods = this.dex.items.get(this.specialItems[species.name]);
|
|
if (item.onBasePower && species.types.includes(moveType)) powerEstimate *= 1.2;
|
|
if (item.id === 'lightball') powerEstimate *= 2;
|
|
}
|
|
|
|
// If it uses the attacking stat that we don't boost, it's less useful!
|
|
const specialSetup = movesStats.setup.spa;
|
|
const physicalSetup = movesStats.setup.atk;
|
|
if (move.category === 'Physical' && !['bodypress', 'foulplay'].includes(move.id)) {
|
|
powerEstimate *= Math.max(0.5, 1 + physicalSetup) / Math.max(0.5, 1 + specialSetup);
|
|
}
|
|
if (move.category === 'Special') powerEstimate *= Math.max(0.5, 1 + specialSetup) / Math.max(0.5, 1 + physicalSetup);
|
|
|
|
let abilityBonus = (
|
|
(ABILITY_MOVE_BONUSES[this.dex.toID(ability)]?.[move.id] || 1) *
|
|
(ABILITY_MOVE_TYPE_BONUSES[this.dex.toID(ability)]?.[moveType] || 1)
|
|
);
|
|
|
|
const missilePrimers = ['surf', 'dive'];
|
|
if (ability === 'Gulp Missile' && missilePrimers.includes(move.id)) {
|
|
// we want exactly one move that activates gulp missile
|
|
if (!movesSoFar.find(m => m.id === (missilePrimers.find(p => p !== move.id)))) {
|
|
abilityBonus = 3;
|
|
} else {
|
|
abilityBonus = 0.75;
|
|
}
|
|
}
|
|
|
|
let weight = powerEstimate * abilityBonus;
|
|
if (move.id in HARDCODED_MOVE_WEIGHTS) weight *= HARDCODED_MOVE_WEIGHTS[move.id];
|
|
// semi-hardcoded move weights that depend on having control over the item
|
|
if (!this.specialItems[species.name] && !species.requiredItem) {
|
|
if (move.id === 'acrobatics') weight *= 1.75;
|
|
if (move.id === 'facade') {
|
|
if (!['Comatose', 'Purifying Salt', 'Shields Down', 'Natural Cure', 'Misty Surge'].includes(ability)) weight *= 1.5;
|
|
}
|
|
}
|
|
|
|
// priority is more useful when you're slower
|
|
// except Upper Hand, which is anti-priority and thus better on faster Pokemon
|
|
// TODO: make weight scale with priority
|
|
if (move.priority > 0 && move.id !== 'upperhand') weight *= (Math.max(105 - adjustedStats.spe, 0) / 105) * 0.5 + 1;
|
|
if (move.priority < 0 || move.id === 'upperhand') weight *= Math.min((1 / adjustedStats.spe) * 25, 1);
|
|
|
|
// flags
|
|
if (move.flags.charge || (move.flags.recharge && ability !== 'Truant')) weight *= 0.5;
|
|
if (move.flags.contact) {
|
|
if (ability === 'Tough Claws') weight *= 1.3;
|
|
if (ability === 'Unseen Fist') weight *= 1.1;
|
|
if (ability === 'Poison Touch') weight *= TeamGenerator.statusWeight('psn', 1 - (0.7 ** numberOfHits));
|
|
}
|
|
if (move.flags.bite && ability === 'Strong Jaw') weight *= 1.5;
|
|
// 5% boost for ability to bypass subs
|
|
if (move.flags.bypasssub) weight *= 1.05;
|
|
if (move.flags.pulse && ability === 'Mega Launcher') weight *= 1.5;
|
|
if (move.flags.punch && ability === 'Iron Fist') weight *= 1.2;
|
|
if (!move.flags.protect) weight *= 1.05;
|
|
if (move.flags.slicing && ability === 'Sharpness') weight *= 1.5;
|
|
if (move.flags.sound && ability === 'Punk Rock') weight *= 1.3;
|
|
|
|
// boosts/secondaries
|
|
// TODO: consider more possible secondaries
|
|
weight *= this.boostWeight(move, movesSoFar, species, ability, level);
|
|
const secondaryChance = Math.min((move.secondary?.chance || 100) * (ability === 'Serene Grace' ? 2 : 1) / 100, 100);
|
|
if (move.secondary || move.secondaries) {
|
|
if (ability === 'Sheer Force') {
|
|
weight *= 1.3;
|
|
} else {
|
|
const secondaries = move.secondaries || [move.secondary!];
|
|
for (const secondary of secondaries) {
|
|
if (secondary.status) {
|
|
weight *= TeamGenerator.statusWeight(secondary.status, secondaryChance, slownessRating);
|
|
if (ability === 'Poison Puppeteer' && ['psn', 'tox'].includes(secondary.status)) {
|
|
weight *= TeamGenerator.statusWeight('confusion', secondaryChance);
|
|
}
|
|
}
|
|
if (secondary.volatileStatus) {
|
|
weight *= TeamGenerator.statusWeight(secondary.volatileStatus, secondaryChance, slownessRating);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ability === 'Toxic Chain') weight *= TeamGenerator.statusWeight('tox', 1 - (0.7 ** numberOfHits));
|
|
|
|
// Special effect if something special happened earlier in the turn
|
|
// More useful on slower Pokemon
|
|
if (move.id === 'lashout') weight *= 1 + 0.2 * slownessRating;
|
|
if (move.id === 'burningjealousy') weight *= TeamGenerator.statusWeight('brn', 0.2 * slownessRating);
|
|
if (move.id === 'alluringvoice') weight *= TeamGenerator.statusWeight('confusion', 0.2 * slownessRating);
|
|
|
|
// self-inflicted confusion or locking yourself in
|
|
if (move.self?.volatileStatus) weight *= 0.8;
|
|
|
|
// downweight moves if we already have an attacking move of the same type
|
|
if ((movesStats.attackTypes[moveType] || 0) > 60) weight *= 0.5;
|
|
|
|
if (move.selfdestruct) weight *= 0.3;
|
|
if (move.recoil && ability !== 'Rock Head' && ability !== 'Magic Guard') {
|
|
weight *= 1 - (move.recoil[0] / move.recoil[1]);
|
|
if (ability === 'Reckless') weight *= 1.2;
|
|
}
|
|
if (move.hasCrashDamage && ability !== 'Magic Guard') {
|
|
weight *= 1 - 0.75 * (1.2 - accuracy);
|
|
if (ability === 'Reckless') weight *= 1.2;
|
|
}
|
|
if (move.mindBlownRecoil) weight *= 0.25;
|
|
if (move.flags['futuremove']) weight *= 0.3;
|
|
|
|
let critRate = move.willCrit ? 4 : move.critRatio || 1;
|
|
if (ability === 'Super Luck') critRate++;
|
|
if (movesSoFar.some(m => m.id === 'focusenergy')) {
|
|
critRate += 2;
|
|
weight *= 0.9; // a penalty the extra turn of setup
|
|
}
|
|
if (critRate > 4) critRate = 4;
|
|
weight *= 1 + [0, 1 / 24, 1 / 8, 1 / 2, 1][critRate] * (ability === 'Sniper' ? 1 : 0.5);
|
|
|
|
// these two hazard removers don't clear hazards on the opponent's field, but can be blocked by type immunities
|
|
if (['rapidspin', 'mortalspin'].includes(move.id)) {
|
|
weight *= 1 + 20 * (0.25 ** teamStats.hazardRemovers);
|
|
}
|
|
|
|
// these moves have a hard-coded 16x bonus
|
|
if (move.id === 'stoneaxe' && teamStats.hazardSetters.stealthrock) weight /= 4;
|
|
if (move.id === 'ceaselessedge' && teamStats.hazardSetters.spikes) weight /= 2;
|
|
|
|
if (move.drain) {
|
|
const drainedFraction = move.drain[0] / move.drain[1];
|
|
weight *= 1 + (drainedFraction * 0.5);
|
|
}
|
|
|
|
// Oricorio should rarely get Tera Blast, as Revelation Dance is strictly better
|
|
// Tera Blast is also bad on species with forced Tera types, a.k.a. Ogerpon and Terapagos
|
|
if (move.id === 'terablast' && (species.baseSpecies === 'Oricorio' || species.requiredTeraType)) weight *= 0.5;
|
|
|
|
return weight;
|
|
}
|
|
|
|
/**
|
|
* @returns The effective type of moves with variable types such as Judgment
|
|
*/
|
|
protected static moveType(move: Move, species: Species) {
|
|
switch (move.id) {
|
|
case 'ivycudgel':
|
|
case 'ragingbull':
|
|
if (species.types.length > 1) return species.types[1];
|
|
// falls through for Ogerpon and Tauros's respective base formes
|
|
case 'judgment':
|
|
case 'revelationdance':
|
|
return species.types[0];
|
|
}
|
|
return move.type;
|
|
}
|
|
|
|
protected static moveIsPhysical(move: Move, species: Species) {
|
|
if (move.category === 'Physical') {
|
|
return !(move.damageCallback || move.damage);
|
|
} else if (['terablast', 'terastarstorm', 'photongeyser', 'shellsidearm'].includes(move.id)) {
|
|
return species.baseStats.atk > species.baseStats.spa;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
protected static moveIsSpecial(move: Move, species: Species) {
|
|
if (move.category === 'Special') {
|
|
return !(move.damageCallback || move.damage);
|
|
} else if (['terablast', 'terastarstorm', 'photongeyser', 'shellsidearm'].includes(move.id)) {
|
|
return species.baseStats.atk <= species.baseStats.spa;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @returns A multiplier to a move weighting based on the status it inflicts.
|
|
*/
|
|
protected static statusWeight(status: string, chance = 1, slownessRating?: number): number {
|
|
if (chance !== 1) return 1 + (TeamGenerator.statusWeight(status) - 1) * chance;
|
|
|
|
switch (status) {
|
|
case 'brn': return 2;
|
|
case 'frz': return 5;
|
|
// paralysis is especially valuable on slow pokemon that can become faster than an opponent by paralyzing it
|
|
// but some pokemon are so slow that most paralyzed pokemon would still outspeed them anyway
|
|
case 'par': return slownessRating && slownessRating > 0.25 ? 2 + slownessRating : 2;
|
|
case 'psn': return 1.75;
|
|
case 'tox': return 4;
|
|
case 'slp': return 4;
|
|
case 'confusion': return 1.5;
|
|
case 'healblock': return 1.75;
|
|
case 'flinch': return slownessRating ? slownessRating * 3 : 1;
|
|
case 'saltcure': return 2;
|
|
case 'sparklingaria': return 0.95;
|
|
case 'syrupbomb': return 1.5;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* @returns A multiplier to a move weighting based on the boosts it produces for the user.
|
|
*/
|
|
protected boostWeight(move: Move, movesSoFar: Move[], species: Species, ability: string, level: number): number {
|
|
const physicalIsRelevant = (
|
|
TeamGenerator.moveIsPhysical(move, species) ||
|
|
movesSoFar.some(
|
|
m => TeamGenerator.moveIsPhysical(m, species) && !m.overrideOffensiveStat && !m.overrideOffensivePokemon
|
|
)
|
|
);
|
|
const specialIsRelevant = (
|
|
TeamGenerator.moveIsSpecial(move, species) ||
|
|
movesSoFar.some(m => TeamGenerator.moveIsSpecial(m, species))
|
|
);
|
|
|
|
const adjustedStats: StatsTable = {
|
|
hp: species.baseStats.hp * level / 100 + level,
|
|
atk: species.baseStats.atk * level * level / 10000,
|
|
def: species.baseStats.def * level / 100,
|
|
spa: species.baseStats.spa * level * level / 10000,
|
|
spd: species.baseStats.spd * level / 100,
|
|
spe: species.baseStats.spe * level / 100,
|
|
};
|
|
|
|
let weight = 0;
|
|
const accuracy = move.accuracy === true ? 100 : move.accuracy / 100;
|
|
const secondaryChance = move.secondary && ability !== 'Sheer Force' ?
|
|
Math.min(((move.secondary.chance || 100) * (ability === 'Serene Grace' ? 2 : 1) / 100), 100) * accuracy : 0;
|
|
const abilityMod = ability === 'Simple' ? 2 : ability === 'Contrary' ? -1 : 1;
|
|
const bodyPressMod = movesSoFar.some(m => m.id === 'bodyPress') ? 2 : 1;
|
|
const electroBallMod = movesSoFar.some(m => m.id === 'electroball') ? 2 : 1;
|
|
for (const { chance, boosts } of [
|
|
{ chance: 1, boosts: move.boosts },
|
|
{ chance: 1, boosts: move.self?.boosts },
|
|
{ chance: 1, boosts: move.selfBoost?.boosts },
|
|
{
|
|
chance: secondaryChance,
|
|
boosts: move.secondary?.self?.boosts,
|
|
},
|
|
]) {
|
|
if (!boosts || chance === 0) continue;
|
|
const statusMod = move.category === 'Status' ? 1 : 0.5;
|
|
|
|
if (boosts.atk && physicalIsRelevant) weight += chance * boosts.atk * abilityMod * 2 * statusMod;
|
|
if (boosts.spa && specialIsRelevant) weight += chance * boosts.spa * abilityMod * 2 * statusMod;
|
|
|
|
// TODO: should these scale by base stat magnitude instead of using ternaries?
|
|
// defense/special defense boost is less useful if we have some bulk to start with
|
|
if (boosts.def) {
|
|
weight += chance * boosts.def * abilityMod * bodyPressMod * (adjustedStats.def > 60 ? 0.5 : 1) * statusMod;
|
|
}
|
|
if (boosts.spd) weight += chance * boosts.spd * abilityMod * (adjustedStats.spd > 60 ? 0.5 : 1) * statusMod;
|
|
|
|
// speed boost is less useful for fast pokemon
|
|
if (boosts.spe) {
|
|
weight += chance * boosts.spe * abilityMod * electroBallMod * (adjustedStats.spe > 95 ? 0.5 : 1) * statusMod;
|
|
}
|
|
}
|
|
|
|
return weight >= 0 ? 1 + weight : 1 / (1 - weight);
|
|
}
|
|
|
|
/**
|
|
* @returns A weight for a move based on how much it will reduce the opponent's stats.
|
|
*/
|
|
protected opponentDebuffWeight(move: Move): number {
|
|
if (!['allAdjacentFoes', 'allAdjacent', 'foeSide', 'normal'].includes(move.target)) return 1;
|
|
|
|
let averageNumberOfDebuffs = 0;
|
|
for (const { chance, boosts } of [
|
|
{ chance: 1, boosts: move.boosts },
|
|
{
|
|
chance: move.secondary ? ((move.secondary.chance || 100) / 100) : 0,
|
|
boosts: move.secondary?.boosts,
|
|
},
|
|
]) {
|
|
if (!boosts || chance === 0) continue;
|
|
|
|
const numBoosts = Object.values(boosts).filter(x => x < 0).length;
|
|
averageNumberOfDebuffs += chance * numBoosts;
|
|
}
|
|
|
|
return 1 + (0.5 * averageNumberOfDebuffs);
|
|
}
|
|
|
|
/**
|
|
* @returns A weight for an item.
|
|
*/
|
|
protected getItemWeight(
|
|
item: Item, teamStats: TeamStats, species: Species, moves: Move[], ability: string, level: number
|
|
): number {
|
|
const adjustedStats: StatsTable = {
|
|
hp: species.baseStats.hp * level / 100 + level,
|
|
atk: species.baseStats.atk * level * level / 10000,
|
|
def: species.baseStats.def * level / 100,
|
|
spa: species.baseStats.spa * level * level / 10000,
|
|
spd: species.baseStats.spd * level / 100,
|
|
spe: species.baseStats.spe * level / 100,
|
|
};
|
|
const statusImmunities = ['Comatose', 'Purifying Salt', 'Shields Down', 'Natural Cure', 'Misty Surge'];
|
|
|
|
let weight;
|
|
switch (item.id) {
|
|
// Choice Items
|
|
case 'choiceband':
|
|
return moves.every(x => TeamGenerator.moveIsPhysical(x, species) && x.priority < 3) ? 50 : 0;
|
|
case 'choicespecs':
|
|
return moves.every(x => TeamGenerator.moveIsSpecial(x, species)) ? 50 : 0;
|
|
case 'choicescarf':
|
|
if (moves.some(x => x.category === 'Status' || x.secondary?.self?.boosts?.spe || x.priority > 1)) return 0;
|
|
if (adjustedStats.spe > 50 && adjustedStats.spe < 120) return 50;
|
|
return 10;
|
|
|
|
// Generally Decent Items
|
|
case 'lifeorb':
|
|
return moves.filter(x => x.category !== 'Status' && !x.damage && !x.damageCallback).length * 8;
|
|
case 'focussash':
|
|
if (ability === 'Sturdy') return 0;
|
|
// frail
|
|
if (adjustedStats.hp < 65 && adjustedStats.def < 65 && adjustedStats.spd < 65) return 35;
|
|
return 10;
|
|
case 'heavydutyboots':
|
|
switch (this.dex.getEffectiveness('Rock', species)) {
|
|
case 2: return 50; // double super effective
|
|
case 1: return 30; // super effective
|
|
case 0: return 10; // neutral
|
|
}
|
|
return 5; // not very effective/other
|
|
case 'assaultvest':
|
|
if (moves.some(x => x.category === 'Status')) return 0;
|
|
return 30;
|
|
case 'scopelens':
|
|
const attacks = moves.filter(x => x.category !== 'Status' && !x.damage && !x.damageCallback && !x.willCrit);
|
|
if (moves.some(m => m.id === 'focusenergy')) {
|
|
if (ability === 'Super Luck') return 0; // we're already lucky enough, thank you
|
|
return attacks.length * (ability === 'Sniper' ? 16 : 12);
|
|
} else if (attacks.filter(x => (x.critRatio || 1) > 1).length || ability === 'Super Luck') {
|
|
return attacks.reduce((total, x) => {
|
|
let ratio = ability === 'Super Luck' ? 2 : 1;
|
|
if ((x.critRatio || 1) > 1) ratio++;
|
|
return total + [0, 3, 6, 12][ratio] * (ability === 'Sniper' ? 4 / 3 : 1);
|
|
}, 0);
|
|
}
|
|
return 0;
|
|
case 'eviolite':
|
|
return species.nfe || species.id === 'dipplin' ? 100 : 0;
|
|
|
|
// status
|
|
case 'flameorb':
|
|
if (species.types.includes('Fire')) return 0;
|
|
if (statusImmunities.includes(ability)) return 0;
|
|
if (['Thermal Exchange', 'Water Bubble', 'Water Veil'].includes(ability)) return 0;
|
|
weight = ['Guts', 'Flare Boost'].includes(ability) ? 30 : 0;
|
|
if (moves.some(m => m.id === 'facade')) {
|
|
if (!weight && !moves.some(m => TeamGenerator.moveIsPhysical(m, species) && m.id !== 'facade')) {
|
|
weight = 30;
|
|
} else {
|
|
weight *= 2;
|
|
}
|
|
}
|
|
return weight;
|
|
case 'toxicorb':
|
|
if (species.types.includes('Poison') || species.types.includes('Steel')) return 0;
|
|
if (statusImmunities.includes(ability)) return 0;
|
|
if (ability === 'Immunity') return 0;
|
|
// If facade is our only physical attack, Flame Orb is preferred
|
|
if (!moves.some(m => TeamGenerator.moveIsPhysical(m, species) && m.id !== 'facade') &&
|
|
!species.types.includes('Fire') && ['Thermal Exchange', 'Water Bubble', 'Water Veil'].includes(ability)
|
|
) return 0;
|
|
|
|
weight = 0;
|
|
if (['Poison Heal', 'Toxic Boost'].includes('ability')) weight += 25;
|
|
if (moves.some(m => m.id === 'facade')) weight += 25;
|
|
|
|
return weight;
|
|
|
|
// Healing
|
|
case 'leftovers':
|
|
return moves.some(m => m.stallingMove) ? 40 : 20;
|
|
case 'blacksludge':
|
|
// Even poison types don't really like Black Sludge in Gen 9 because it discourages them from terastallizing
|
|
// to a type other than Poison, and thus reveals their Tera type when it activates
|
|
return species.types.includes('Poison') ? moves.some(m => m.stallingMove) ? 20 : 10 : 0;
|
|
|
|
// berries
|
|
case 'sitrusberry': case 'magoberry':
|
|
return 20;
|
|
|
|
case 'throatspray':
|
|
if (moves.some(m => m.flags.sound) && moves.some(m => m.category === 'Special')) return 30;
|
|
return 0;
|
|
|
|
default:
|
|
// probably not a very good item
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @returns The level a Pokémon should be.
|
|
*/
|
|
protected static getLevel(species: Species): number {
|
|
if (['Zacian', 'Zamazenta'].includes(species.name)) {
|
|
species = Dex.species.get(species.otherFormes![0]);
|
|
} else if (species.baseSpecies === 'Squawkabilly') {
|
|
if (['Yellow', 'White'].includes(species.forme)) {
|
|
species = Dex.species.get('Squawkabilly-Yellow');
|
|
} else {
|
|
species = Dex.species.get('Squawkabilly');
|
|
}
|
|
} else if (useBaseSpecies.includes(species.baseSpecies)) {
|
|
species = Dex.species.get(species.baseSpecies);
|
|
}
|
|
if (levelOverride[species.id]) return levelOverride[species.id];
|
|
|
|
switch (species.tier) {
|
|
case 'AG': return 60;
|
|
case 'Uber': return 70;
|
|
case 'OU': case 'Unreleased': return 80;
|
|
case 'UU': return 90;
|
|
case 'LC': case 'NFE': return 100;
|
|
}
|
|
|
|
return 100;
|
|
}
|
|
|
|
/**
|
|
* Picks a choice from `choices` based on the weights in `weights`.
|
|
* `weights` must be the same length as `choices`.
|
|
*/
|
|
weightedRandomPick<T>(
|
|
choices: T[],
|
|
weights: number[],
|
|
options?: { remove?: boolean }
|
|
) {
|
|
if (!choices.length) throw new Error(`Can't pick from an empty list`);
|
|
if (choices.length !== weights.length) throw new Error(`Choices and weights must be the same length`);
|
|
|
|
/* console.log(choices.reduce((acc, element, index) => {
|
|
return {
|
|
...acc,
|
|
[element as string]: weights[index],
|
|
};
|
|
}, {})) */
|
|
|
|
const totalWeight = weights.reduce((a, b) => a + b, 0);
|
|
|
|
let randomWeight = this.prng.random(0, totalWeight);
|
|
for (let i = 0; i < choices.length; i++) {
|
|
randomWeight -= weights[i];
|
|
if (randomWeight < 0) {
|
|
const choice = choices[i];
|
|
if (options?.remove) choices.splice(i, 1);
|
|
return choice;
|
|
}
|
|
}
|
|
|
|
if (options?.remove && choices.length) return choices.pop()!;
|
|
return choices[choices.length - 1];
|
|
}
|
|
|
|
setSeed(seed: PRNGSeed) {
|
|
this.prng.setSeed(seed);
|
|
}
|
|
}
|