pokemon-showdown/mods/gen2/scripts.js

835 lines
29 KiB
JavaScript

'use strict';
/**
* Gen 2 scripts.
*/
exports.BattleScripts = {
inherit: 'gen3',
gen: 2,
// BattlePokemon scripts.
pokemon: {
getStat: function (statName, unboosted, unmodified) {
statName = toId(statName);
if (statName === 'hp') return this.maxhp;
// base stat
let stat = this.stats[statName];
// Stat boosts.
if (!unboosted) {
let boost = this.boosts[statName];
if (boost > 6) boost = 6;
if (boost < -6) boost = -6;
if (boost >= 0) {
let boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4];
stat = Math.floor(stat * boostTable[boost]);
} else {
let numerators = [100, 66, 50, 40, 33, 28, 25];
stat = Math.floor(stat * numerators[-boost] / 100);
}
// On Gen 2 we check modifications here from moves and items
let statTable = {atk:'Atk', def:'Def', spa:'SpA', spd:'SpD', spe:'Spe'};
stat = this.battle.runEvent('Modify' + statTable[statName], this, null, null, stat);
}
if (!unmodified) {
// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
if (this.status === 'brn' && statName === 'atk') {
stat = this.battle.clampIntRange(Math.floor(stat / 2), 1);
}
}
// Gen 2 caps stats at 999 and min is 1.
stat = this.battle.clampIntRange(stat, 1, 999);
// Screens
if (!unboosted) {
if ((this.side.sideConditions['reflect'] && statName === 'def') || (this.side.sideConditions['lightscreen'] && statName === 'spd')) {
stat *= 2;
}
}
// Treat here the items.
if ((this.species in {'Cubone':1, 'Marowak':1} && this.item === 'thickclub' && statName === 'atk') || (this.species === 'Pikachu' && this.item === 'lightball' && statName === 'spa')) {
stat *= 2;
} else if (this.species === 'Ditto' && this.item === 'metalpowder' && statName in {'def':1, 'spd':1}) {
// what. the. fuck. stop playing pokémon
stat *= 1.5;
}
return stat;
},
},
// Battle scripts.
runMove: function (move, pokemon, targetLoc, sourceEffect) {
let target = this.getTarget(pokemon, move, targetLoc);
if (!sourceEffect && toId(move) !== 'struggle') {
let changedMove = this.runEvent('OverrideDecision', pokemon, target, move);
if (changedMove && changedMove !== true) {
move = changedMove;
target = null;
}
}
move = this.getMove(move);
if (!target && target !== false) target = this.resolveTarget(pokemon, move);
this.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn) {
// THIS IS PURELY A SANITY CHECK
// DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING;
// USE this.cancelMove INSTEAD
this.debug('' + pokemon.id + ' INCONSISTENT STATE, ALREADY MOVED: ' + pokemon.moveThisTurn);
this.clearActiveMove(true);
return;
}
if (!this.runEvent('BeforeMove', pokemon, target, move)) {
// Prevent invulnerability from persisting until the turn ends
pokemon.removeVolatile('twoturnmove');
// End Bide
pokemon.removeVolatile('bide');
// Rampage moves end without causing confusion
delete pokemon.volatiles['lockedmove'];
this.clearActiveMove(true);
// This is only run for sleep and fully paralysed.
this.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
this.clearActiveMove(true);
return;
}
}
pokemon.lastDamage = 0;
let lockedMove = this.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (!lockedMove) {
if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) {
this.add('cant', pokemon, 'nopp', move);
this.clearActiveMove(true);
return;
}
}
pokemon.moveUsed(move);
this.useMove(move, pokemon, target, sourceEffect);
this.singleEvent('AfterMove', move, null, pokemon, target, move);
if (!move.selfSwitch && target.hp > 0) this.runEvent('AfterMoveSelf', pokemon, target, move);
},
moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
let damage;
move = this.getMoveCopy(move);
if (!moveData) moveData = move;
let hitResult = true;
if (move.target === 'all' && !isSelf) {
hitResult = this.singleEvent('TryHitField', moveData, {}, target, pokemon, move);
} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
hitResult = this.singleEvent('TryHitSide', moveData, {}, target.side, pokemon, move);
} else if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
if (target && !isSecondary && !isSelf) {
hitResult = this.runEvent('TryPrimaryHit', target, pokemon, moveData);
if (hitResult === 0) {
// special Substitute flag
hitResult = true;
target = null;
}
}
if (target && isSecondary && !moveData.self) {
hitResult = true;
}
if (!hitResult) {
return false;
}
if (target) {
let didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
if ((damage || damage === 0) && !target.fainted) {
if (move.noFaint && damage >= target.hp) {
damage = target.hp - 1;
}
damage = this.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) {
this.debug('damage interrupted');
return false;
}
didSomething = true;
}
if (damage === false || damage === null) {
if (damage === false && !isSecondary && !isSelf) {
this.add('-fail', target);
}
this.debug('damage calculation interrupted');
return false;
}
if (moveData.boosts && !target.fainted) {
if (pokemon.volatiles['lockon'] && target === pokemon.volatiles['lockon'].source && target.isSemiInvulnerable() && !isSelf) {
if (!isSecondary) this.add('-fail', target);
return false;
}
hitResult = this.boost(moveData.boosts, target, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.heal && !target.fainted) {
let d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d && d !== 0) {
this.add('-fail', target);
this.debug('heal interrupted');
return false;
}
this.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
hitResult = target.trySetStatus(moveData.status, pokemon, move);
if (!hitResult && move.status) return hitResult;
didSomething = didSomething || hitResult;
}
if (moveData.forceStatus) {
hitResult = target.setStatus(moveData.forceStatus, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.volatileStatus) {
hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.sideCondition) {
hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.weather) {
hitResult = this.setWeather(moveData.weather, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.pseudoWeather) {
hitResult = this.addPseudoWeather(moveData.pseudoWeather, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.forceSwitch) {
if (this.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later
}
if (moveData.selfSwitch) {
if (this.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later
}
// Hit events
// These are like the TryHit events, except we don't need a FieldHit event.
// Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;)
hitResult = null;
if (move.target === 'all' && !isSelf) {
if (moveData.onHitField) hitResult = this.singleEvent('HitField', moveData, {}, target, pokemon, move);
} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
if (moveData.onHitSide) hitResult = this.singleEvent('HitSide', moveData, {}, target.side, pokemon, move);
} else {
if (moveData.onHit) hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.runEvent('Hit', target, pokemon, move);
}
if (moveData.onAfterHit) hitResult = this.singleEvent('AfterHit', moveData, {}, target, pokemon, move);
}
if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) {
if (!isSelf && !isSecondary) {
if (hitResult === false || didSomething === false) this.add('-fail', target);
}
this.debug('move failed because it did nothing');
return false;
}
}
if (moveData.self) {
let selfRoll;
if (!isSecondary && moveData.self.boosts) selfRoll = this.random(100);
// This is done solely to mimic in-game RNG behaviour. All self drops have a 100% chance of happening but still grab a random number.
if (typeof moveData.self.chance === 'undefined' || selfRoll < moveData.self.chance) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
}
if (moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) {
for (let i = 0; i < moveData.secondaries.length; i++) {
// We check here whether to negate the probable secondary status if it's burn or freeze.
// In the game, this is checked and if true, the random number generator is not called.
// That means that a move that does not share the type of the target can status it.
// This means tri-attack can burn fire-types and freeze ice-types.
// Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave).
if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'brn':1, 'frz':1} && target && target.hasType(move.type))) {
let effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) <= effectChance) {
this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
}
}
}
}
if (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.canSwitch(target.side)) {
hitResult = this.runEvent('DragOut', target, pokemon, move);
if (hitResult) {
this.dragIn(target.side, target.position);
} else if (hitResult === false) {
this.add('-fail', target);
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
getDamage: function (pokemon, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') move = this.getMove(move);
if (typeof move === 'number') {
move = {
basePower: move,
type: '???',
category: 'Physical',
willCrit: false,
flags: {},
};
}
// Let's test for immunities.
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
if (!target.runImmunity(move.type, true)) {
return false;
}
}
// Is it an OHKO move?
if (move.ohko) {
return target.maxhp;
}
// We edit the damage through move's damage callback
if (move.damageCallback) {
return move.damageCallback.call(this, pokemon, target);
}
// We take damage from damage=level moves
if (move.damage === 'level') {
return pokemon.level;
}
// If there's a fix move damage, we run it
if (move.damage) {
return move.damage;
}
// We check the category and typing to calculate later on the damage
move.category = this.getCategory(move);
if (!move.defensiveCategory) move.defensiveCategory = move.category;
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
let type = move.type;
// We get the base power and apply basePowerCallback if necessary
let basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
// We check for Base Power
if (!basePower) {
if (basePower === 0) return; // Returning undefined means not dealing damage
return basePower;
}
basePower = this.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit ratio
move.critRatio = this.clampIntRange(move.critRatio, 0, 5);
let critMult = [0, 16, 8, 4, 3, 2];
move.crit = move.willCrit || false;
if (typeof move.willCrit === 'undefined') {
if (move.critRatio) {
move.crit = (this.random(critMult[move.critRatio]) === 0);
}
}
if (move.crit) {
move.crit = this.runEvent('CriticalHit', target, null, move);
}
// Happens after crit calculation
if (basePower) {
if (move.isSelfHit) {
move.type = move.baseMoveType;
basePower = this.runEvent('BasePower', pokemon, target, move, basePower, true);
move.type = '???';
} else {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower, true);
}
if (move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.clampIntRange(basePower, 1);
// We now check for attacker and defender
let level = pokemon.level;
let attacker = pokemon;
let defender = target;
if (move.useTargetOffensive) attacker = target;
if (move.useSourceDefensive) defender = pokemon;
let atkType = (move.category === 'Physical') ? 'atk' : 'spa';
let defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
let unboosted = false;
let noburndrop = false;
// The move is a critical hit. Several things happen here.
if (move.crit) {
// Level is doubled for damage calculation.
level *= 2;
if (!suppressMessages) this.add('-crit', target);
// Stat level modifications are ignored if they are neutral to or favour the defender.
// Reflect and Light Screen defensive boosts are only ignored if stat level modifications were also ignored as a result of that.
if (attacker.boosts[atkType] <= defender.boosts[defType]) {
unboosted = true;
noburndrop = true;
}
}
// Get stats now.
let attack = attacker.getStat(atkType, unboosted, noburndrop);
let defense = defender.getStat(defType, unboosted);
// Moves that ignore offense and defense respectively.
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
// The attack drop from the burn is only applied when attacker's attack level is higher than defender's defense level.
attack = attacker.getStat(atkType, true, true);
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(defType, true, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what cuases the roll over bugs.
if (attack >= 256 || defense >= 256) {
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.clampIntRange(Math.floor(defense / 2), 1);
}
// Let's go with the calculation now that we have what we need.
// We do it step by step just like the game does.
let damage = level * 2;
damage = Math.floor(damage / 5);
damage += 2;
damage *= basePower;
damage *= attack;
damage = Math.floor(damage / defense);
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
damage += 2;
// Weather modifiers
if ((this.isWeather('raindance') && type === 'Water') || (this.isWeather('sunnyday') && type === 'Fire')) {
damage = Math.floor(damage * 1.5);
} else if ((this.isWeather('raindance') && (type === 'Fire' || move.id === 'solarbeam')) || (this.isWeather('sunnyday') && type === 'Water')) {
damage = Math.floor(damage / 2);
}
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness
let totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
damage *= 2;
if (totalTypeMod >= 2) {
damage *= 2;
}
}
// Resisted attack
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
damage = Math.floor(damage / 2);
if (totalTypeMod <= -2) {
damage = Math.floor(damage / 2);
}
}
// Apply random factor is damage is greater than 1, except for Flail and Reversal
if (!move.noDamageVariance && damage > 1) {
damage *= this.random(217, 256);
damage = Math.floor(damage / 255);
}
// If damage is less than 1, we return 1
if (basePower && !Math.floor(damage)) {
return 1;
}
// We are done, this is the final damage
return damage;
},
damage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
if (!(damage || damage === 0)) return damage;
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
if (effect.effectType === 'Weather' && !target.runStatusImmunity(effect.id)) {
this.debug('weather immunity');
return 0;
}
damage = this.runEvent('Damage', target, source, effect, damage);
if (!(damage || damage === 0)) {
this.debug('damage event failed');
return damage;
}
if (target.illusion && effect && effect.effectType === 'Move') {
this.debug('illusion cleared');
target.illusion = null;
this.add('replace', target, target.getDetails);
}
}
if (damage !== 0) damage = this.clampIntRange(damage, 1);
damage = target.damage(damage, source, effect);
if (source) source.lastDamage = damage;
let name = effect.fullname;
if (name === 'tox') name = 'psn';
switch (effect.id) {
case 'partiallytrapped':
this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
break;
default:
if (effect.effectType === 'Move') {
this.add('-damage', target, target.getHealth);
} else if (source && source !== target) {
this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
} else {
this.add('-damage', target, target.getHealth, '[from] ' + name);
}
break;
}
if (effect.drain && source) {
this.heal(Math.ceil(damage * effect.drain[0] / effect.drain[1]), source, target, 'drain');
}
if (target.fainted || target.hp <= 0) {
this.debug('instafaint: ' + this.faintQueue.map(entry => entry.target).map(pokemon => pokemon.name));
this.faintMessages(true);
target.faint();
} else {
damage = this.runEvent('AfterDamage', target, source, effect, damage);
}
return damage;
},
randomTeam: function (side) {
let pokemonLeft = 6;
let pokemon = [];
let n = 1;
let pokemonPool = [];
for (let id in this.data.FormatsData) {
// FIXME: Not ES-compliant
if (n++ > 251 || !this.data.FormatsData[id].randomSet1) continue;
pokemonPool.push(id);
}
// Setup storage.
let tierCount = {};
let typeCount = {};
let weaknessCount = {
'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0,
'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0,
};
let resistanceCount = {
'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0,
'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0,
};
let restrictMoves = {
'reflect':1, 'lightscreen':1, 'rapidspin':1, 'spikes':1, 'bellydrum':1, 'haze':1,
'healbell':1, 'thief':1, 'phazing':1, 'sleeptalk':2, 'sleeping':2,
};
while (pokemonPool.length && pokemonLeft > 0) {
let template = this.getTemplate(this.sampleNoReplace(pokemonPool));
if (!template.exists) continue;
let skip = false;
// Ensure 1 Uber at most
// Ensure 2 mons of same tier at most (this includes OU,BL,UU,NU; other tiers not supported yet)
let tier = template.tier;
switch (tier) {
case 'Uber':
if (tierCount['Uber']) skip = true;
break;
default:
if (tierCount[tier] > 1) skip = true;
}
// Ensure the same type not more than twice
// 33% discard single-type mon if that type already exists
// 66% discard double-type mon if both types already exist
let types = template.types;
if (types.length === 1) {
if (typeCount[types[0]] > 1) skip = true;
if (typeCount[types[0]] && this.random(3) === 0) skip = true;
} else if (types.length === 2) {
if (typeCount[types[0]] > 1 || typeCount[types[1]] > 1) skip = true;
if (typeCount[types[0]] && typeCount[types[1]] && this.random(3) > 0) skip = true;
}
// Ensure the weakness-resistance balance is 2 points or lower for all types,
// but ensure no more than 3 pokemon weak to the same regardless.
let weaknesses = [];
for (let type in weaknessCount) {
let weak = this.getImmunity(type, template) && this.getEffectiveness(type, template) > 0;
if (!weak) continue;
if (weaknessCount[type] > 2 || weaknessCount[type] - resistanceCount[type] > 1) {
skip = true;
}
weaknesses.push(type);
}
let resistances = [];
for (let type in resistanceCount) {
let resist = !this.getImmunity(type, template) || this.getEffectiveness(type, template) < 0;
if (resist) resistances.push(type);
}
// In worst case scenario, make sure teams have 6 mons. This shouldn't be necessary
if (skip && pokemonPool.length + 1 > pokemonLeft) continue;
// The set passes the randomTeam limitations.
let set = this.randomSet(template, pokemon.length, restrictMoves);
if (set.other.discard && pokemonPool.length + 1 > pokemonLeft) continue;
// The set also passes the randomSet limitations.
pokemon.push(set.moveset);
// Now let's update the counters. First, the Pokémon left.
pokemonLeft--;
// Moves counter.
restrictMoves = set.other.restrictMoves;
let moves = set.moveset.moves;
for (let i = 0; i < moves.length; i++) {
if (restrictMoves[moves[i]]) restrictMoves[moves[i]]--;
if (restrictMoves['phazing'] && (moves[i] === "roar" || moves[i] === "whirlwind")) {
restrictMoves['phazing']--;
}
if (restrictMoves['sleeping'] && (moves[i] === "sleeppowder" || moves[i] === "lovelykiss" || moves[i] === "sing" || moves[i] === "hypnosis" || moves[i] === "spore")) {
restrictMoves['sleeping']--;
}
}
// Tier counter.
if (tierCount[tier]) {
tierCount[tier]++;
} else {
tierCount[tier] = 1;
}
// Type counter.
for (let i = 0; i < types.length; i++) {
if (typeCount[types[i]]) {
typeCount[types[i]]++;
} else {
typeCount[types[i]] = 1;
}
}
// Weakness and resistance counter.
for (let i = 0; i < weaknesses.length; i++) {
weaknessCount[weaknesses[i]]++;
}
for (let i = 0; i < resistances.length; i++) {
resistanceCount[resistances[i]]++;
}
}
return pokemon;
},
// Random set generation for Gen 2 Random Battles.
randomSet: function (template, slot, restrictMoves) {
if (slot === undefined) slot = 1;
template = this.getTemplate(template);
if (!template.exists) template = this.getTemplate('unown');
let randomSetNumber = 0;
let set = template.randomSet1;
let moves = [];
let hasMove = {};
let item = '';
let ivs = {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30};
let discard = false;
let rerollsLeft = 3;
let isPhazingMove = function (move) {
return (move === "roar" || move === "whirlwind");
};
let isSleepMove = function (move) {
return (move === "sleeppowder" || move === "lovelykiss" || move === "sing" || move === "hypnosis" || move === "spore");
};
// Choose one of the available sets (up to four) at random
// Prevent certain moves from showing up more than once or twice:
// sleeptalk, reflect, lightscreen, rapidspin, spikes, bellydrum, heal bell, (p)hazing moves, sleep moves
do {
moves = [];
hasMove = {};
if (template.randomSet2) {
randomSetNumber = this.random(15);
if (randomSetNumber < template.randomSet1.chance) {
set = template.randomSet1;
} else if (randomSetNumber < template.randomSet2.chance) {
set = template.randomSet2;
} else if (template.randomSet3 && randomSetNumber < template.randomSet3.chance) {
set = template.randomSet3;
} else if (template.randomSet4 && randomSetNumber < template.randomSet4.chance) {
set = template.randomSet4;
} else if (template.randomSet5) {
set = template.randomSet5;
}
}
// Even if we want to discard this set, return a proper moveset in case there's no room to discard more Pokemon
// Add the base moves (between 0 and 4) of the chosen set
if (set.baseMove1 && moves.length < 4) moves.push(set.baseMove1);
if (set.baseMove2 && moves.length < 4) moves.push(set.baseMove2);
if (set.baseMove3 && moves.length < 4) moves.push(set.baseMove3);
if (set.baseMove4 && moves.length < 4) moves.push(set.baseMove4);
// Add the filler moves (between 0 and 4) of the chosen set
if (set.fillerMoves1 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves1);
if (set.fillerMoves2 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves2);
if (set.fillerMoves3 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves3);
if (set.fillerMoves4 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves4);
// Make sure it's not an undesired moveset according to restrictMoves and the rest of the team
rerollsLeft--;
discard = false;
for (let i = 0; i < moves.length; i++) {
if (restrictMoves[moves[i]] === 0) { discard = true; break; }
if (isPhazingMove(moves[i]) && restrictMoves['phazing'] === 0) { discard = true; break; }
if (isSleepMove(moves[i]) && restrictMoves['sleeping'] === 0) { discard = true; break; }
}
} while (rerollsLeft > 0 && discard);
// many restrictMoves are also rare and/or useful all around, so encourage adding them once to the team
// Start accounting for this after the first half of the team has been added
let discourage = false;
if (!discard && slot > 3) {
discourage = true;
for (let i = 0; i < moves.length; i++) {
if (moves[i] === "sleeptalk" && restrictMoves['sleeptalk'] > 1) { discourage = false; break; }
if (moves[i] !== "bellydrum" && moves[i] !== "haze" && moves[i] !== "thief" && restrictMoves[moves[i]] > 0) { discourage = false; break; }
if (isPhazingMove(moves[i]) && restrictMoves['phazing'] > 0) { discourage = false; break; }
if (isSleepMove(moves[i]) && restrictMoves['sleeping'] > 1) { discourage = false; break; }
}
}
if (discourage && this.random(2) === 0) discard = true;
// Add the held item
// TODO: for some reason, items like Thick Club are not working in randbats
if (set.item) item = set.item[this.random(set.item.length)];
// Adjust ivs for hiddenpower
for (let i = 0; i < moves.length; i++) {
if (moves[i].substr(0, 11) !== 'hiddenpower') continue;
let hpType = moves[i].substr(11, moves[i].length);
switch (hpType) {
case 'dragon': ivs.def = 28; break;
case 'ice': ivs.def = 26; break;
case 'psychic': ivs.def = 24; break;
case 'electric': ivs.atk = 28; break;
case 'grass': ivs.atk = 28; ivs.def = 28; break;
case 'water': ivs.atk = 28; ivs.def = 26; break;
case 'fire': ivs.atk = 28; ivs.def = 24; break;
case 'steel': ivs.atk = 26; break;
case 'ghost': ivs.atk = 26; ivs.def = 28; break;
case 'bug': ivs.atk = 26; ivs.def = 26; break;
case 'rock': ivs.atk = 26; ivs.def = 24; break;
case 'ground': ivs.atk = 24; break;
case 'poison': ivs.atk = 24; ivs.def = 28; break;
case 'flying': ivs.atk = 24; ivs.def = 26; break;
case 'fighting': ivs.atk = 24; ivs.def = 24; break;
}
if (ivs.atk === 28 || ivs.atk === 24) ivs.hp = 14;
if (ivs.def === 28 || ivs.def === 24) ivs.hp -= 8;
}
let levelScale = {
LC: 90, // unused
NFE: 84, // unused
NU: 78,
UU: 74,
BL: 70,
OU: 68,
Uber: 64,
};
let customScale = {
Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99, // unused
Unown: 98, Wobbuffet: 82, Ditto: 82,
Snorlax: 66, Nidoqueen: 70,
};
let level = levelScale[template.tier] || 90;
if (customScale[template.name]) level = customScale[template.name];
return {
moveset: {
species: template.name,
moves: moves,
ability: 'None',
evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
ivs: ivs,
item: item,
level: level,
shiny: false,
gender: template.gender ? template.gender : 'M',
},
other: {
discard: discard,
restrictMoves: restrictMoves,
},
};
},
randomMove: function (moves, hasMove, fillerMoves) {
let index = 0;
let done = false;
do {
index = this.random(fillerMoves.length);
if (!hasMove[fillerMoves[index]] && !(hasMove[fillerMoves[index].substr(0, 11)])) {
// push the move if not yet known
moves.push(fillerMoves[index]);
done = true;
if (fillerMoves[index].substr(0, 11) === 'hiddenpower') {
// only one hiddenpower is allowed
hasMove['hiddenpower'] = true;
} else {
hasMove[fillerMoves[index]] = true;
}
}
} while (!done);
},
};