BattleSim/server/randomTeams.coffee

292 lines
9.1 KiB
CoffeeScript

gen = require './generations'
{_} = require 'underscore'
database = require('./database')
FormatsClass = require '../shared/conditions'
Formats = FormatsClass.Formats()
pokemonArr = []
hasmega = false
UberCount = 0
PUCount = 0
UnreleasedCount = 0
DeltaCount = 0
generation = ""
createTeamBookshelf = (format, requs, next) ->
createTeam format, requs, (mons, teamname) ->
team = {}
team.name = teamname
team.id = Math.floor(Math.random() * (10000000) + 10000000)
team.generation = Formats[format].generation
team.pokemon = mons
attributes = _.pick(team, 'id', 'name', 'generation')
attributes['trainer_id'] = 1
attributes['contents'] = JSON.stringify(mons)
Team = new database.Team(attributes)
next(Team)
createTeam = (format, requs, next) ->
pokemonArr = []
hasmega = false
UberCount = 0
PUCount = 0
UnreleasedCount = 0
DeltaCount = 0
genTeam = ->
conditions = Formats[format]
if conditions.tierBased == false
console.log("PBV is not supported")
return
#throw error
generation = conditions.generation.toUpperCase()
for condNum in conditions.conditions
for conditionName, conditionNumber of FormatsClass.Conditions
if conditionNumber is condNum
if /TIER_/.test(conditionName)
tier = conditionName.replace /TIER_/, ""
break
getValidFormes generation, tier, (list) ->
if list.length < 6
console.log("Not enough pokemon in this tier to make a team")
return
getPokemonArr = ->
if pokemonArr.length < 6
generatePokemon list, generation, requs, (pkmn) ->
pokemonArr.push(pkmn)
if (pkmn.tier == ["Uber"])
UberCount++
else if (pkmn.tier == ["PU"])
PUCount++
if _.has pkmn, "unreleased" and pkmn.unreleased is true
UnreleasedCount++
if /Delta/.test(pkmn.species)
DeltaCount++
getPokemonArr()
getPokemonArr()
pokemonArr.splice(6)
err = require('./conditions').validateTeam(requs, pokemonArr, gen.GenerationJSON[generation])
if err.length > 0
console.log(err)
genTeam()
return
teamname = "Random"
next(pokemonArr, teamname)
genTeam()
getValidFormes = (generation, tier, next) ->
filteredlist = []
fullList = gen.GenerationJSON[generation].RandomList
for pok in fullList
#If has random moves to choose from
if (_.has pok, "randomMoves") and pok.randomMoves.length >= 4
filteredlist.push(pok)
next(filteredlist)
generatePokemon = (list, generation, requs, next) ->
tryGenerate = ->
#Generate a random pokemon
pokemon = list[Math.floor(Math.random() * (list.length))]
for teamMember in pokemonArr
#reject if we already have this species
if pokemon.Name is teamMember.species
tryGenerate()
return
#reject if we already have a mega
if /mega/.test(pokemon.Forme) and hasmega
tryGenerate()
return
#reject based on Uber count, PU count or unreleased count
if UberCount > 1 and pokemon.tier[0] is "Uber" and Math.floor(Math.random() * 5) > 0
tryGenerate()
return
if PUCount > 1 and pokemon.tier[0] is "PU" and Math.floor(Math.random() * 5) > 0
tryGenerate()
return
if UnreleasedCount > 1 and _.has pokemon, "unreleased" and pokemon.unreleased is true and Math.floor(Math.random() * 5) > 0
tryGenerate()
return
if pokemon.tier[0] is "LC" or pokemon.tier[0] is "AG"
tryGenerate()
return
if DeltaCount is 0 and !(/Delta/.test(pokemon.Name)) and Math.floor(Math.random() * 10) != 0
tryGenerate()
return
#Special code for mega eevee, we need the data for the default
if pokemon.Name is "Eevee" and /mega-/.test(pokemon.Forme)
Obj.forme = "mega"
pokemon = gen.GenerationJSON[generation].FormeData[pokemon.Name]["mega"]
Obj = {}
Obj.species = pokemon.Name
#Generate moves through different function
possibleMoves = pokemon.randomMoves
Obj.moves = generateMoves(possibleMoves)
#Get forme
if pokemon.isBattleOnly
#gotta give it a megastone if it's a mega
if /mega/.test(pokemon.Forme)
itemList = gen.GenerationJSON[generation].ItemData
for item, itemdata of itemList
if _.has itemdata, "mega"
if itemdata.mega[0] is pokemon.Name and itemdata.mega[1] is pokemon.Forme
Obj.item = item
hasmega = true
break
#gotta handle itembased mons
if pokemon.isItemBased
itemList = gen.GenerationJSON[generation].ItemData
for item, itemdata of itemList
if _.has itemdata, "itemForme"
if itemdata.itemForme[0] is pokemon.Name and itemdata.itemForme[1] is pokemon.Forme
Obj.item = item
break
if !pokemon.isItemBased
Obj.forme = "default"
pokemon = gen.GenerationJSON[generation].FormeData[pokemon.Name]["default"] if !pokemon.isItemBased
else
Obj.forme = pokemon.Forme
else
Obj.forme = pokemon.Forme
#Assign ability
abiInt = 0
if _.has pokemon, "hiddenAbility"
abiInt = 1
abilityRan = Math.floor(Math.random() * (pokemon.abilities.length + abiInt))
if abilityRan is pokemon.abilities.length
Obj.ability = pokemon.hiddenAbility
else
Obj.ability = pokemon.abilities[abilityRan]
natureArray = ["Hardy","Lonely","Brave","Adamant","Naughty","Bold","Docile","Relaxed","Impish","Lax","Timid","Hasty","Serious","Jolly","Naive","Modest","Mild","Quiet","Bashful","Rash","Calm","Gentle","Sassy","Careful","Quirky"]
Obj.nature = natureArray[Math.floor(Math.random() * (natureArray.length))]
Obj.level = gen.GenerationJSON[generation].maxLevel
Obj.happiness = 100
Obj.evs = { hp: 84, specialAttack:85, speed:84, attack:85,defense:85,specialDefense:85 }
#determine if a move is Hidden Power, to determine IVs
hiddenPower = "none"
integer = 0
for pmove in Obj.moves
if /Hidden Power/.test(pmove)
hiddenPower = pmove.replace /Hidden Power /, ""
Obj.moves[integer] = "Hidden Power"
integer = integer + 1
Obj.ivs = determineIVs(hiddenPower)
err = require('./conditions').validatePokemon(requs, Obj, gen.GenerationJSON[generation], "")
if err > 0
console.log(err)
tryGenerate()
return
next(Obj)
tryGenerate()
generateMoves = (possibleMoves) ->
movesArr = []
generateMove = ->
if movesArr.length < 4
moveIndex = Math.floor(Math.random() * (possibleMoves.length))
movename = possibleMoves[moveIndex]
moveobj = gen.GenerationJSON[generation].MoveData[movename]
if typeof moveobj == "undefined" and !(/Hidden Power/.test(movename))
console.log(movename)
generateMove()
return
#We reject the move if it's not defined
if typeof movename == "undefined"
generateMove()
return
#We reject the move if we aleady have it
for movething in movesArr
if movething is movename
generateMove()
return
#We reject the move if we already have Hidden Power
if /Hidden Power/.test(movename)
for movething in movesArr
if /Hidden Power/.test(movething)
generateMove()
return
movesArr.push(movename)
generateMove()
generateMove()
movesArr.splice(4) #Hey man, just in case. Fucking async languages.
return movesArr
determineIVs = (type) ->
ivObj = {
hp: 31,
attack: 31,
defense: 31,
specialAttack: 31,
specialDefense: 31,
speed: 31
}
switch type
when "none" then return ivObj
when "Bug"
ivObj.speed = 30
ivObj.specialDefense = 30
when "Dark" then return ivObj
when "Dragon"
ivObj.hp = 30
when "Electric"
ivObj.specialAttack = 30
when "Fighting"
ivObj.defense = 30
ivObj.specialDefense = 30
ivObj.specialAttack = 30
ivObj.speed = 30
when "Fire"
ivObj.attack = 30
ivObj.speed = 30
ivObj.specialAttack = 30
when "Flying"
ivObj.speed = 30
ivObj.specialDefense = 30
ivObj.specialAttack = 30
when "Ghost"
ivObj.attack = 30
ivObj.specialDefense = 30
when "Grass"
ivObj.hp = 30
ivObj.specialAttack = 30
when "Ground"
ivObj.specialDefense = 30
ivObj.specialAttack = 30
when "Ice"
ivObj.speed = 30
when "Poison"
ivObj.defense = 30
ivObj.specialDefense = 30
ivObj.specialAttack = 30
when "Psychic"
ivObj.hp = 30
ivObj.speed = 30
when "Rock"
ivObj.defense = 30
ivObj.speed = 30
ivObj.specialDefense = 30
when "Steel"
ivObj.specialDefense = 30
when "Water"
ivObj.speed = 30
ivObj.specialAttack = 30
return ivObj
module.exports = {createTeamBookshelf, createTeam}