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https://github.com/smogon/pokemon-showdown.git
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Random team generation scripts are no longer in scripts.js, but instead in a new file random-teams.js. The scripts are now also no longer run from inside battles, but in a new team generator object. This makes it easier for external scripts to generate random teams by running Dex.generateTeam(format).
299 lines
10 KiB
JavaScript
299 lines
10 KiB
JavaScript
'use strict';
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const RandomGen3Teams = require('../../mods/gen3/random-teams');
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class RandomGen2Teams extends RandomGen3Teams {
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randomTeam(side) {
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let pokemonLeft = 6;
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let pokemon = [];
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let n = 1;
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let pokemonPool = [];
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for (let id in this.data.FormatsData) {
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// FIXME: Not ES-compliant
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if (n++ > 251 || !this.data.FormatsData[id].randomSet1) continue;
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pokemonPool.push(id);
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}
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// Setup storage.
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let tierCount = {};
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let typeCount = {};
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let weaknessCount = {
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'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0,
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'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0,
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};
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let resistanceCount = {
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'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0,
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'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0,
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};
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let restrictMoves = {
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'reflect':1, 'lightscreen':1, 'rapidspin':1, 'spikes':1, 'bellydrum':1, 'haze':1,
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'healbell':1, 'thief':1, 'phazing':1, 'sleeptalk':2, 'sleeping':2,
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};
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while (pokemonPool.length && pokemonLeft > 0) {
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let template = this.getTemplate(this.sampleNoReplace(pokemonPool));
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if (!template.exists) continue;
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let skip = false;
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// Ensure 1 Uber at most
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// Ensure 2 mons of same tier at most (this includes OU,BL,UU,NU; other tiers not supported yet)
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let tier = template.tier;
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switch (tier) {
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case 'Uber':
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if (tierCount['Uber']) skip = true;
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break;
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default:
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if (tierCount[tier] > 1) skip = true;
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}
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// Ensure the same type not more than twice
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// 33% discard single-type mon if that type already exists
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// 66% discard double-type mon if both types already exist
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let types = template.types;
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if (types.length === 1) {
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if (typeCount[types[0]] > 1) skip = true;
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if (typeCount[types[0]] && this.random(3) === 0) skip = true;
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} else if (types.length === 2) {
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if (typeCount[types[0]] > 1 || typeCount[types[1]] > 1) skip = true;
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if (typeCount[types[0]] && typeCount[types[1]] && this.random(3) > 0) skip = true;
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}
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// Ensure the weakness-resistance balance is 2 points or lower for all types,
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// but ensure no more than 3 pokemon weak to the same regardless.
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let weaknesses = [];
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for (let type in weaknessCount) {
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let weak = this.getImmunity(type, template) && this.getEffectiveness(type, template) > 0;
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if (!weak) continue;
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if (weaknessCount[type] > 2 || weaknessCount[type] - resistanceCount[type] > 1) {
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skip = true;
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}
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weaknesses.push(type);
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}
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let resistances = [];
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for (let type in resistanceCount) {
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let resist = !this.getImmunity(type, template) || this.getEffectiveness(type, template) < 0;
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if (resist) resistances.push(type);
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}
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// In worst case scenario, make sure teams have 6 mons. This shouldn't be necessary
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if (skip && pokemonPool.length + 1 > pokemonLeft) continue;
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// The set passes the randomTeam limitations.
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let set = this.randomSet(template, pokemon.length, restrictMoves);
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if (set.other.discard && pokemonPool.length + 1 > pokemonLeft) continue;
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// The set also passes the randomSet limitations.
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pokemon.push(set.moveset);
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// Now let's update the counters. First, the Pokémon left.
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pokemonLeft--;
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// Moves counter.
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restrictMoves = set.other.restrictMoves;
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let moves = set.moveset.moves;
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for (let i = 0; i < moves.length; i++) {
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if (restrictMoves[moves[i]]) restrictMoves[moves[i]]--;
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if (restrictMoves['phazing'] && (moves[i] === "roar" || moves[i] === "whirlwind")) {
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restrictMoves['phazing']--;
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}
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if (restrictMoves['sleeping'] && (moves[i] === "sleeppowder" || moves[i] === "lovelykiss" || moves[i] === "sing" || moves[i] === "hypnosis" || moves[i] === "spore")) {
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restrictMoves['sleeping']--;
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}
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}
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// Tier counter.
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if (tierCount[tier]) {
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tierCount[tier]++;
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} else {
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tierCount[tier] = 1;
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}
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// Type counter.
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for (let i = 0; i < types.length; i++) {
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if (typeCount[types[i]]) {
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typeCount[types[i]]++;
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} else {
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typeCount[types[i]] = 1;
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}
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}
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// Weakness and resistance counter.
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for (let i = 0; i < weaknesses.length; i++) {
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weaknessCount[weaknesses[i]]++;
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}
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for (let i = 0; i < resistances.length; i++) {
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resistanceCount[resistances[i]]++;
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}
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}
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return pokemon;
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}
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randomSet(template, slot, restrictMoves) {
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if (slot === undefined) slot = 1;
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template = this.getTemplate(template);
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if (!template.exists) template = this.getTemplate('unown');
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let randomSetNumber = 0;
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let set = template.randomSet1;
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let moves = [];
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let hasMove = {};
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let item = '';
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let ivs = {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30};
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let discard = false;
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let rerollsLeft = 3;
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let isPhazingMove = function (move) {
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return (move === "roar" || move === "whirlwind");
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};
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let isSleepMove = function (move) {
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return (move === "sleeppowder" || move === "lovelykiss" || move === "sing" || move === "hypnosis" || move === "spore");
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};
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// Choose one of the available sets (up to four) at random
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// Prevent certain moves from showing up more than once or twice:
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// sleeptalk, reflect, lightscreen, rapidspin, spikes, bellydrum, heal bell, (p)hazing moves, sleep moves
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do {
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moves = [];
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hasMove = {};
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if (template.randomSet2) {
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randomSetNumber = this.random(15);
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if (randomSetNumber < template.randomSet1.chance) {
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set = template.randomSet1;
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} else if (randomSetNumber < template.randomSet2.chance) {
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set = template.randomSet2;
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} else if (template.randomSet3 && randomSetNumber < template.randomSet3.chance) {
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set = template.randomSet3;
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} else if (template.randomSet4 && randomSetNumber < template.randomSet4.chance) {
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set = template.randomSet4;
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} else if (template.randomSet5) {
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set = template.randomSet5;
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}
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}
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// Even if we want to discard this set, return a proper moveset in case there's no room to discard more Pokemon
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// Add the base moves (between 0 and 4) of the chosen set
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if (set.baseMove1 && moves.length < 4) moves.push(set.baseMove1);
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if (set.baseMove2 && moves.length < 4) moves.push(set.baseMove2);
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if (set.baseMove3 && moves.length < 4) moves.push(set.baseMove3);
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if (set.baseMove4 && moves.length < 4) moves.push(set.baseMove4);
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// Add the filler moves (between 0 and 4) of the chosen set
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if (set.fillerMoves1 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves1);
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if (set.fillerMoves2 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves2);
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if (set.fillerMoves3 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves3);
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if (set.fillerMoves4 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves4);
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// Make sure it's not an undesired moveset according to restrictMoves and the rest of the team
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rerollsLeft--;
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discard = false;
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for (let i = 0; i < moves.length; i++) {
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if (restrictMoves[moves[i]] === 0) { discard = true; break; }
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if (isPhazingMove(moves[i]) && restrictMoves['phazing'] === 0) { discard = true; break; }
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if (isSleepMove(moves[i]) && restrictMoves['sleeping'] === 0) { discard = true; break; }
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}
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} while (rerollsLeft > 0 && discard);
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// many restrictMoves are also rare and/or useful all around, so encourage adding them once to the team
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// Start accounting for this after the first half of the team has been added
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let discourage = false;
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if (!discard && slot > 3) {
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discourage = true;
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for (let i = 0; i < moves.length; i++) {
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if (moves[i] === "sleeptalk" && restrictMoves['sleeptalk'] > 1) { discourage = false; break; }
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if (moves[i] !== "bellydrum" && moves[i] !== "haze" && moves[i] !== "thief" && restrictMoves[moves[i]] > 0) { discourage = false; break; }
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if (isPhazingMove(moves[i]) && restrictMoves['phazing'] > 0) { discourage = false; break; }
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if (isSleepMove(moves[i]) && restrictMoves['sleeping'] > 1) { discourage = false; break; }
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}
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}
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if (discourage && this.random(2) === 0) discard = true;
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// Add the held item
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// TODO: for some reason, items like Thick Club are not working in randbats
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if (set.item) item = set.item[this.random(set.item.length)];
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// Adjust ivs for hiddenpower
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for (let i = 0; i < moves.length; i++) {
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if (moves[i].substr(0, 11) !== 'hiddenpower') continue;
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let hpType = moves[i].substr(11, moves[i].length);
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switch (hpType) {
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case 'dragon': ivs.def = 28; break;
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case 'ice': ivs.def = 26; break;
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case 'psychic': ivs.def = 24; break;
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case 'electric': ivs.atk = 28; break;
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case 'grass': ivs.atk = 28; ivs.def = 28; break;
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case 'water': ivs.atk = 28; ivs.def = 26; break;
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case 'fire': ivs.atk = 28; ivs.def = 24; break;
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case 'steel': ivs.atk = 26; break;
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case 'ghost': ivs.atk = 26; ivs.def = 28; break;
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case 'bug': ivs.atk = 26; ivs.def = 26; break;
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case 'rock': ivs.atk = 26; ivs.def = 24; break;
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case 'ground': ivs.atk = 24; break;
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case 'poison': ivs.atk = 24; ivs.def = 28; break;
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case 'flying': ivs.atk = 24; ivs.def = 26; break;
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case 'fighting': ivs.atk = 24; ivs.def = 24; break;
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}
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if (ivs.atk === 28 || ivs.atk === 24) ivs.hp = 14;
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if (ivs.def === 28 || ivs.def === 24) ivs.hp -= 8;
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}
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let levelScale = {
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LC: 90, // unused
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NFE: 84, // unused
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NU: 78,
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UU: 74,
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BL: 70,
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OU: 68,
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Uber: 64,
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};
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let customScale = {
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Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99, // unused
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Unown: 98, Wobbuffet: 82, Ditto: 82,
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Snorlax: 66, Nidoqueen: 70,
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};
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let level = levelScale[template.tier] || 90;
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if (customScale[template.name]) level = customScale[template.name];
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return {
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moveset: {
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species: template.name,
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moves: moves,
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ability: 'None',
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evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
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ivs: ivs,
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item: item,
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level: level,
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shiny: false,
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gender: template.gender ? template.gender : 'M',
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},
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other: {
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discard: discard,
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restrictMoves: restrictMoves,
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},
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};
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}
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randomMove(moves, hasMove, fillerMoves) {
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let index = 0;
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let done = false;
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do {
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index = this.random(fillerMoves.length);
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if (!hasMove[fillerMoves[index]] && !(hasMove[fillerMoves[index].substr(0, 11)])) {
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// push the move if not yet known
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moves.push(fillerMoves[index]);
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done = true;
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if (fillerMoves[index].substr(0, 11) === 'hiddenpower') {
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// only one hiddenpower is allowed
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hasMove['hiddenpower'] = true;
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} else {
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hasMove[fillerMoves[index]] = true;
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}
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}
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} while (!done);
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}
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}
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module.exports = RandomGen2Teams;
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