pokemon-showdown/data/mods/passiveaggressive/scripts.ts
André Bastos Dias fb2c1a126f Refactor Gen 1
2026-01-13 16:04:29 +00:00

202 lines
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export const Scripts: ModdedBattleScriptsData = {
gen: 9,
actions: {
hitStepMoveHitLoop(targets, pokemon, move) { // Temporary name
let damage: (number | boolean | undefined)[] = [];
for (const i of targets.keys()) {
damage[i] = 0;
}
move.totalDamage = 0;
pokemon.lastDamage = 0;
let targetHits = move.multihit || 1;
if (Array.isArray(targetHits)) {
// yes, it's hardcoded... meh
if (targetHits[0] === 2 && targetHits[1] === 5) {
if (this.battle.gen >= 5) {
// 35-35-15-15 out of 100 for 2-3-4-5 hits
targetHits = this.battle.sample([2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5]);
if (targetHits < 4 && pokemon.hasItem('loadeddice')) {
targetHits = 5 - this.battle.random(2);
}
} else {
targetHits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]);
}
} else {
targetHits = this.battle.random(targetHits[0], targetHits[1] + 1);
}
}
if (targetHits === 10 && pokemon.hasItem('loadeddice')) targetHits -= this.battle.random(7);
targetHits = Math.floor(targetHits);
let nullDamage = true;
let moveDamage: (number | boolean | undefined)[] = [];
// There is no need to recursively check the ´sleepUsable´ flag as Sleep Talk can only be used while asleep.
const isSleepUsable = move.sleepUsable || this.dex.moves.get(move.sourceEffect).sleepUsable;
let targetsCopy: (Pokemon | false | null)[] = targets.slice(0);
let hit: number;
for (hit = 1; hit <= targetHits; hit++) {
if (damage.includes(false)) break;
if (hit > 1 && pokemon.status === 'slp' && (!isSleepUsable || this.battle.gen === 4)) break;
if (targets.every(target => !target?.hp)) break;
move.hit = hit;
if (move.smartTarget && targets.length > 1) {
targetsCopy = [targets[hit - 1]];
damage = [damage[hit - 1]];
} else {
targetsCopy = targets.slice(0);
}
const target = targetsCopy[0]; // some relevant-to-single-target-moves-only things are hardcoded
if (target && typeof move.smartTarget === 'boolean') {
if (hit > 1) {
this.battle.addMove('-anim', pokemon, move.name, target);
} else {
this.battle.retargetLastMove(target);
}
}
// like this (Triple Kick)
if (target && move.multiaccuracy && hit > 1) {
let accuracy = move.accuracy;
const boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
if (accuracy !== true) {
if (!move.ignoreAccuracy) {
const boosts = this.battle.runEvent('ModifyBoost', pokemon, null, null, { ...pokemon.boosts });
const boost = this.battle.clampIntRange(boosts['accuracy'], -6, 6);
if (boost > 0) {
accuracy *= boostTable[boost];
} else {
accuracy /= boostTable[-boost];
}
}
if (!move.ignoreEvasion) {
const boosts = this.battle.runEvent('ModifyBoost', target, null, null, { ...target.boosts });
const boost = this.battle.clampIntRange(boosts['evasion'], -6, 6);
if (boost > 0) {
accuracy /= boostTable[boost];
} else if (boost < 0) {
accuracy *= boostTable[-boost];
}
}
}
accuracy = this.battle.runEvent('ModifyAccuracy', target, pokemon, move, accuracy);
if (!move.alwaysHit) {
accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
if (accuracy !== true && !this.battle.randomChance(accuracy, 100)) break;
}
}
const moveData = move;
if (!moveData.flags) moveData.flags = {};
let moveDamageThisHit;
// Modifies targetsCopy (which is why it's a copy)
[moveDamageThisHit, targetsCopy] = this.spreadMoveHit(targetsCopy, pokemon, move, moveData);
// When Dragon Darts targets two different pokemon, targetsCopy is a length 1 array each hit
// so spreadMoveHit returns a length 1 damage array
if (move.smartTarget) {
moveDamage.push(...moveDamageThisHit);
} else {
moveDamage = moveDamageThisHit;
}
if (!moveDamage.some(val => val !== false)) break;
nullDamage = false;
for (const [i, md] of moveDamage.entries()) {
if (move.smartTarget && i !== hit - 1) continue;
// Damage from each hit is individually counted for the
// purposes of Counter, Metal Burst, and Mirror Coat.
damage[i] = md === true || !md ? 0 : md;
// Total damage dealt is accumulated for the purposes of recoil (Parental Bond).
move.totalDamage += damage[i];
}
this.battle.eachEvent('Update');
if (!pokemon.hp && targets.length === 1) {
hit++; // report the correct number of hits for multihit moves
break;
}
}
// hit is 1 higher than the actual hit count
if (hit === 1) return damage.fill(false);
if (nullDamage) damage.fill(false);
this.battle.faintMessages(false, false, !pokemon.hp);
if (move.multihit && typeof move.smartTarget !== 'boolean') {
this.battle.add('-hitcount', targets[0], hit - 1);
}
if (move.totalDamage) {
this.calcRecoilDamage(move.totalDamage, move, pokemon);
}
// smartTarget messes up targetsCopy, but smartTarget should in theory ensure that targets will never fail, anyway
if (move.smartTarget) {
targetsCopy = targets.slice(0);
}
for (const [i, target] of targetsCopy.entries()) {
if (target && pokemon !== target) {
target.gotAttacked(move, moveDamage[i] as number | false | undefined, pokemon);
if (typeof moveDamage[i] === 'number') {
target.timesAttacked += move.smartTarget ? 1 : hit - 1;
}
}
}
if (move.ohko && !targets[0].hp) this.battle.add('-ohko');
if (!damage.some(val => !!val || val === 0)) return damage;
this.battle.eachEvent('Update');
this.afterMoveSecondaryEvent(targetsCopy.filter(val => !!val), pokemon, move);
if (!(move.hasSheerForce && pokemon.hasAbility('sheerforce'))) {
for (const [i, d] of damage.entries()) {
// There are no multihit spread moves, so it's safe to use move.totalDamage for multihit moves
// The previous check was for `move.multihit`, but that fails for Dragon Darts
const curDamage = targets.length === 1 ? move.totalDamage : d;
if (typeof curDamage === 'number' && targets[i].hp) {
const targetHPBeforeDamage = (targets[i].hurtThisTurn || 0) + curDamage;
if (targets[i].hp <= targets[i].maxhp / 2 && targetHPBeforeDamage > targets[i].maxhp / 2) {
this.battle.runEvent('EmergencyExit', targets[i], pokemon);
}
}
}
}
return damage;
},
calcRecoilDamage(damageDealt: number, move: Move, pokemon: Pokemon): number | null {
const calc = calculate(this.battle, pokemon, pokemon, move.id);
if (!calc) return 0;
let recoilDamage = 0;
if (move.struggleRecoil) recoilDamage = this.battle.clampIntRange(Math.round(pokemon.baseMaxhp / 4), 1);
else if (move.mindBlownRecoil) recoilDamage = Math.round(calc * pokemon.maxhp / 2);
else if (move.recoil) {
recoilDamage = this.battle.clampIntRange(Math.round(damageDealt * calc * move.recoil[0] / move.recoil[1]), 1);
} else return null;
const hpBeforeRecoil = pokemon.hp;
if (move.struggleRecoil) {
this.battle.directDamage(recoilDamage, pokemon, pokemon, { id: 'strugglerecoil' } as Condition);
} else {
this.battle.damage(recoilDamage, pokemon, pokemon, 'recoil');
}
if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) {
this.battle.runEvent('EmergencyExit', pokemon, pokemon);
}
return recoilDamage;
},
},
};
function calculate(battle: Battle, source: Pokemon, pokemon: Pokemon, moveid = 'tackle') {
const move = battle.dex.getActiveMove(moveid);
move.type = source.getTypes()[0];
const typeMod = 2 ** battle.clampIntRange(pokemon.runEffectiveness(move), -6, 6);
if (!pokemon.runImmunity(move)) return 0;
return typeMod;
}