mirror of
https://github.com/smogon/pokemon-showdown.git
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- add support to the RandomPlayerAI for Dynamaxing - add support to ExhaustiveRunner for Gigantamax Pokemon - simplify range logic in RandomPlayerAPI - handle crash from toID (needed by data/scripts.js) and Config (needed if a Battle takes long enough to potentially allow for requesting ties) globals not being defined - mark Gen 8 formats as runnable by the runners
214 lines
6.7 KiB
TypeScript
214 lines
6.7 KiB
TypeScript
/**
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* Example random player AI.
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*
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* Pokemon Showdown - http://pokemonshowdown.com/
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*
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* @license MIT
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*/
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import {ObjectReadWriteStream} from '../../lib/streams';
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import {BattlePlayer} from '../battle-stream';
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import {PRNG, PRNGSeed} from '../prng';
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export class RandomPlayerAI extends BattlePlayer {
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protected readonly move: number;
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protected readonly mega: number;
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protected readonly prng: PRNG;
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constructor(
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playerStream: ObjectReadWriteStream<string>,
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options: {move?: number, mega?: number, seed?: PRNG | PRNGSeed | null } = {},
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debug = false
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) {
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super(playerStream, debug);
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this.move = options.move || 1.0;
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this.mega = options.mega || 0;
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this.prng = options.seed && !Array.isArray(options.seed) ? options.seed : new PRNG(options.seed);
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}
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receiveError(error: Error) {
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// If we made an unavailable choice we will receive a followup request to
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// allow us the opportunity to correct our decision.
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if (error.message.startsWith('[Unavailable choice]')) return;
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throw error;
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}
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receiveRequest(request: AnyObject) {
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if (request.wait) {
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// wait request
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// do nothing
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} else if (request.forceSwitch) {
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// switch request
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const pokemon = request.side.pokemon;
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const chosen: number[] = [];
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const choices = request.forceSwitch.map((mustSwitch: AnyObject) => {
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if (!mustSwitch) return `pass`;
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const canSwitch = range(1, 6).filter(i => (
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pokemon[i - 1] &&
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// not active
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i > request.forceSwitch.length &&
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// not chosen for a simultaneous switch
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!chosen.includes(i) &&
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// not fainted
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!pokemon[i - 1].condition.endsWith(` fnt`)
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));
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if (!canSwitch.length) return `pass`;
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const target = this.chooseSwitch(
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request.active,
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canSwitch.map(slot => ({slot, pokemon: pokemon[slot - 1]}))
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);
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chosen.push(target);
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return `switch ${target}`;
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});
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this.choose(choices.join(`, `));
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} else if (request.active) {
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// move request
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let [canMegaEvo, canUltraBurst, canZMove, canDynamax] = [true, true, true, true];
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const pokemon = request.side.pokemon;
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const chosen: number[] = [];
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const choices = request.active.map((active: AnyObject, i: number) => {
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if (pokemon[i].condition.endsWith(` fnt`)) return `pass`;
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canMegaEvo = canMegaEvo && active.canMegaEvo;
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canUltraBurst = canUltraBurst && active.canUltraBurst;
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canZMove = canZMove && !!active.canZMove;
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canDynamax = canDynamax && !!active.canDynamax;
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// Determine whether we should change form if we do end up switching
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const change = (canMegaEvo || canUltraBurst || canDynamax) && this.prng.next() < this.mega;
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// If we've already dynamaxed or if we're planning on potentially dynamaxing
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// we need to use the maxMoves instead of our regular moves
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const useMaxMoves = (!active.canDynamax && active.maxMoves) || (change && canDynamax);
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const possibleMoves = useMaxMoves ? active.maxMoves.maxMoves : active.moves;
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let canMove = range(1, possibleMoves.length).filter(j => (
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// not disabled
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!possibleMoves[j - 1].disabled
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// NOTE: we don't actually check for whether we have PP or not because the
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// simulator will mark the move as disabled if there is zero PP and there are
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// situations where we actually need to use a move with 0 PP (Gen 1 Wrap).
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)).map(j => ({
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slot: j,
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move: possibleMoves[j - 1].move,
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target: possibleMoves[j - 1].target,
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zMove: false,
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}));
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if (canZMove) {
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canMove.push(...range(1, active.canZMove.length)
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.filter(j => active.canZMove[j - 1])
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.map(j => ({
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slot: j,
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move: active.canZMove[j - 1].move,
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target: active.canZMove[j - 1].target,
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zMove: true,
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})));
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}
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// Filter out adjacentAlly moves if we have no allies left, unless they're our
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// only possible move options.
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const hasAlly = pokemon.length > 1 && !pokemon[i ^ 1].condition.endsWith(` fnt`);
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const filtered = canMove.filter(m => m.target !== `adjacentAlly` || hasAlly);
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canMove = filtered.length ? filtered : canMove;
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const moves = canMove.map(m => {
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let move = `move ${m.slot}`;
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// NOTE: We don't generate all possible targeting combinations.
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if (request.active.length > 1) {
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if ([`normal`, `any`, `adjacentFoe`].includes(m.target)) {
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move += ` ${1 + Math.floor(this.prng.next() * 2)}`;
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}
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if (m.target === `adjacentAlly`) {
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move += ` -${(i ^ 1) + 1}`;
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}
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if (m.target === `adjacentAllyOrSelf`) {
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if (hasAlly) {
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move += ` -${1 + Math.floor(this.prng.next() * 2)}`;
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} else {
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move += ` -${i + 1}`;
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}
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}
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}
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if (m.zMove) move += ` zmove`;
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return {choice: move, move: m};
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});
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const canSwitch = range(1, 6).filter(j => (
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pokemon[j - 1] &&
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// not active
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!pokemon[j - 1].active &&
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// not chosen for a simultaneous switch
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!chosen.includes(j) &&
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// not fainted
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!pokemon[j - 1].condition.endsWith(` fnt`)
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));
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const switches = active.trapped ? [] : canSwitch;
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if (switches.length && (!moves.length || this.prng.next() > this.move)) {
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const target = this.chooseSwitch(
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active,
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canSwitch.map(slot => ({slot, pokemon: pokemon[slot - 1]}))
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);
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chosen.push(target);
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return `switch ${target}`;
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} else if (moves.length) {
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const move = this.chooseMove(active, moves);
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if (move.endsWith(` zmove`)) {
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canZMove = false;
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return move;
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} else if (change) {
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if (canDynamax) {
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canDynamax = false;
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return `${move} dynamax`;
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} else if (canMegaEvo) {
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canMegaEvo = false;
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return `${move} mega`;
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} else {
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canUltraBurst = false;
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return `${move} ultra`;
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}
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} else {
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return move;
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}
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} else {
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throw new Error(`${this.constructor.name} unable to make choice ${i}. request='${request}',` +
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` chosen='${chosen}', (mega=${canMegaEvo}, ultra=${canUltraBurst}, zmove=${canZMove},` +
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` dynamax='${canDynamax}')`);
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}
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});
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this.choose(choices.join(`, `));
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} else {
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// team preview?
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this.choose(this.chooseTeamPreview(request.side.pokemon));
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}
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}
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protected chooseTeamPreview(team: AnyObject[]): string {
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return `default`;
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}
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protected chooseMove(active: AnyObject, moves: {choice: string, move: AnyObject}[]): string {
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return this.prng.sample(moves).choice;
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}
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protected chooseSwitch(active: AnyObject | undefined, switches: {slot: number, pokemon: AnyObject}[]): number {
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return this.prng.sample(switches).slot;
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}
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}
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// Creates an array of numbers progressing from start up to and including end
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function range(start: number, end?: number, step = 1) {
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if (end === undefined) {
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end = start;
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start = 0;
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}
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const result = [];
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for (; start <= end; start += step) {
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result.push(start);
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}
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return result;
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}
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