pokemon-showdown/data/mods/letsgo/random-teams.ts

295 lines
9.7 KiB
TypeScript

import type {PRNG} from '../../../sim';
import RandomTeams from '../../random-teams';
export class RandomLetsGoTeams extends RandomTeams {
constructor(format: Format | string, prng: PRNG | PRNGSeed | null) {
super(format, prng);
this.moveRejectionCheckers = {
Dark: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Dark,
Dragon: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Dragon,
Electric: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Electric,
Fighting: (movePool, hasMove, hasAbility, hasType, counter) => (
!counter.Fighting && (counter.setupType || !counter.Status)
),
Fire: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Fire,
Ghost: (movePool, hasMove, hasAbility, hasType, counter) => !hasType['Dark'] && !counter.Ghost,
Ground: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Ground,
Ice: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Ice,
Water: (movePool, hasMove, hasAbility, hasType, counter) => !counter.Water || !counter.stab,
};
}
shouldCullMove(
move: Move,
hasMove: {[k: string]: true},
hasType: {[k: string]: true},
counter: {[k: string]: any},
teamDetails: RandomTeamsTypes.TeamDetails,
): {cull: boolean, isSetup?: boolean} {
switch (move.id) {
// Set up once and only if we have the moves for it
case 'bulkup': case 'swordsdance':
return {
cull: (
counter.setupType !== 'Physical' ||
counter.physicalsetup > 1 ||
counter.Physical + counter.physicalpool < 2
),
isSetup: true,
};
case 'calmmind': case 'nastyplot': case 'quiverdance':
return {
cull: (
counter.setupType !== 'Special' ||
counter.specialstup > 1 ||
counter.Special + counter.specialpool < 2
),
isSetup: true,
};
case 'growth': case 'shellsmash':
return {
cull: counter.setupType !== 'Mixed' || (counter.damagingMoves.length + counter.physicalpool + counter.specialpool) < 2,
isSetup: true,
};
case 'agility':
return {
cull: counter.damagingMoves.length < 2 && !counter.setupType,
isSetup: !counter.setupType,
};
// Bad after setup
case 'dragontail':
return {cull: counter.setupType || !!counter.speedsetup || ['encore', 'roar', 'whirlwind'].some(m => hasMove[m])};
case 'fakeout': case 'uturn': case 'teleport':
return {cull: counter.setupType || !!counter.speedsetup || hasMove['substitute']};
case 'haze': case 'leechseed': case 'roar': case 'whirlwind':
return {cull: counter.setupType || !!counter.speedsetup || hasMove['dragontail']};
case 'protect':
return {cull: counter.setupType || ['rest', 'lightscreen', 'reflect'].some(m => hasMove[m])};
case 'seismictoss':
return {cull: counter.damagingMoves.length > 1 || counter.setupType};
case 'stealthrock':
return {cull: counter.setupType || !!counter.speedsetup || teamDetails.stealthRock};
// Bit redundant to have both
case 'leechlife': case 'substitute':
return {cull: hasMove['uturn']};
case 'dragonpulse':
return {cull: hasMove['dragontail'] || hasMove['outrage']};
case 'thunderbolt':
return {cull: hasMove['thunder']};
case 'flareblitz': case 'flamethrower':
return {cull: hasMove['fireblast'] || hasMove['firepunch']};
case 'megadrain':
return {cull: hasMove['petaldance'] || hasMove['powerwhip']};
case 'bonemerang':
return {cull: hasMove['earthquake']};
case 'icebeam':
return {cull: hasMove['blizzard']};
case 'rockslide':
return {cull: hasMove['stoneedge']};
case 'hydropump': case 'willowisp':
return {cull: hasMove['scald']};
case 'surf':
return {cull: hasMove['hydropump'] || hasMove['scald']};
}
// Increased/decreased priority moves are unneeded with moves that boost only speed
if (move.priority !== 0 && !!counter.speedsetup) return {cull: true};
// This move doesn't satisfy our setup requirements:
if (
(move.category === 'Physical' && counter.setupType === 'Special') ||
(move.category === 'Special' && counter.setupType === 'Physical')
) {
// Reject STABs last in case the setup type changes later on
if (!hasType[move.type] || counter.stab > 1 || counter[move.category] < 2) return {cull: true};
}
return {cull: false};
}
randomSet(species: string | Species, teamDetails: RandomTeamsTypes.TeamDetails = {}): RandomTeamsTypes.RandomSet {
species = this.dex.getSpecies(species);
let forme = species.name;
if (typeof species.battleOnly === 'string') {
// Only change the forme. The species has custom moves, and may have different typing and requirements.
forme = species.battleOnly;
}
const movePool = (species.randomBattleMoves || Object.keys(this.dex.data.Learnsets[species.id]!.learnset!)).slice();
const moves: string[] = [];
const hasType: {[k: string]: true} = {};
hasType[species.types[0]] = true;
if (species.types[1]) {
hasType[species.types[1]] = true;
}
let hasMove: {[k: string]: true} = {};
let counter;
do {
// Keep track of all moves we have:
hasMove = {};
for (const setMoveid of moves) {
hasMove[setMoveid] = true;
}
// Choose next 4 moves from learnset/viable moves and add them to moves list:
while (moves.length < 4 && movePool.length) {
const moveid = this.sampleNoReplace(movePool);
hasMove[moveid] = true;
moves.push(moveid);
}
counter = this.queryMoves(moves, hasType, {}, movePool);
// Iterate through the moves again, this time to cull them:
for (const [i, setMoveid] of moves.entries()) {
const move = this.dex.getMove(setMoveid);
let {cull, isSetup} = this.shouldCullMove(move, hasMove, hasType, counter, teamDetails);
if (
!isSetup &&
counter.setupType && counter.setupType !== 'Mixed' &&
move.category !== counter.setupType &&
counter[counter.setupType] < 2 && (
// Mono-attacking with setup and RestTalk is allowed
// Reject Status moves only if there is nothing else to reject
move.category !== 'Status' ||
counter[counter.setupType] + counter.Status > 3 && counter.physicalsetup + counter.specialsetup < 2
)
) {
cull = true;
}
const moveNeedsExtraChecks = !move.damage && (move.category !== 'Status' || !move.flags.heal) && (
move.category === 'Status' ||
!hasType[move.type] ||
move.selfSwitch ||
move.basePower && move.basePower < 40 && !move.multihit
);
// Pokemon should have moves that benefit their Type, as well as moves required by its forme
if (moveNeedsExtraChecks && !cull && !isSetup && counter.physicalsetup + counter.specialsetup < 2 && (
!counter.setupType || counter.setupType === 'Mixed' ||
(move.category !== counter.setupType && move.category !== 'Status') ||
counter[counter.setupType] + counter.Status > 3
)) {
if (
(counter.damagingMoves.length === 0 || !counter.stab) &&
(counter.physicalpool || counter.specialpool)
) {
cull = true;
} else {
for (const type of Object.keys(hasType)) {
if (this.moveRejectionCheckers[type]?.(movePool, hasMove, {}, hasType, counter, species, teamDetails)) cull = true;
}
}
}
// Remove rejected moves from the move list
if (cull && movePool.length) {
moves.splice(i, 1);
break;
}
}
} while (moves.length < 4 && movePool.length);
const ivs = {hp: 31, atk: 31, def: 31, spa: 31, spd: 31, spe: 31};
// Minimize confusion damage
if (!counter.Physical && !hasMove['transform']) ivs.atk = 0;
return {
name: species.baseSpecies,
species: forme,
level: 100,
gender: species.gender,
happiness: 70,
shiny: this.randomChance(1, 1024),
item: (species.requiredItem || ''),
ability: 'No Ability',
evs: {hp: 20, atk: 20, def: 20, spa: 20, spd: 20, spe: 20},
moves,
ivs,
};
}
randomTeam() {
const pokemon: RandomTeamsTypes.RandomSet[] = [];
const pokemonPool: string[] = [];
for (const id in this.dex.data.FormatsData) {
const species = this.dex.getSpecies(id);
if (
species.num < 1 ||
(species.num > 151 && ![808, 809].includes(species.num)) ||
species.gen > 7 ||
species.nfe ||
!species.randomBattleMoves?.length
) {
continue;
}
pokemonPool.push(id);
}
const typeCount: {[k: string]: number} = {};
const typeComboCount: {[k: string]: number} = {};
const baseFormes: {[k: string]: number} = {};
const teamDetails: RandomTeamsTypes.TeamDetails = {};
while (pokemonPool.length && pokemon.length < 6) {
const species = this.dex.getSpecies(this.sampleNoReplace(pokemonPool));
if (!species.exists) continue;
// Limit to one of each species (Species Clause)
if (baseFormes[species.baseSpecies]) continue;
const types = species.types;
// Once we have 2 Pokémon of a given type we reject more Pokémon of that type 80% of the time
let skip = false;
for (const type of species.types) {
if (typeCount[type] > 1 && this.randomChance(4, 5)) {
skip = true;
break;
}
}
if (skip) continue;
// Limit 1 of any type combination
const typeCombo = types.slice().sort().join();
if (typeComboCount[typeCombo] >= 1) continue;
// Okay, the set passes, add it to our team
const set = this.randomSet(species, teamDetails);
pokemon.push(set);
// Now that our Pokemon has passed all checks, we can increment our counters
baseFormes[species.baseSpecies] = 1;
// Increment type counters
for (const type of types) {
if (type in typeCount) {
typeCount[type]++;
} else {
typeCount[type] = 1;
}
}
if (typeCombo in typeComboCount) {
typeComboCount[typeCombo]++;
} else {
typeComboCount[typeCombo] = 1;
}
// Team details
if (set.moves.includes('stealthrock')) teamDetails.stealthRock = 1;
if (set.moves.includes('rapidspin')) teamDetails.rapidSpin = 1;
}
return pokemon;
}
}
export default RandomLetsGoTeams;