208 lines
8.7 KiB
C#
208 lines
8.7 KiB
C#
using PkmnLib.Dynamic.AI.Explicit;
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using PkmnLib.Plugin.Gen7.Scripts.Moves;
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using PkmnLib.Plugin.Gen7.Scripts.Pokemon;
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using PkmnLib.Plugin.Gen7.Scripts.Side;
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using PkmnLib.Plugin.Gen7.Scripts.Status;
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using PkmnLib.Static.Moves;
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namespace PkmnLib.Plugin.Gen7.AI;
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public static class AISwitchFunctions
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{
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internal static void RegisterAISwitchFunctions(ExplicitAIHandlers handlers)
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{
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handlers.ShouldSwitchFunctions.Add("perish_song", PerishSong);
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handlers.ShouldSwitchFunctions.Add("significant_end_of_turn_damage", SignificantEndOfTurnDamage);
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handlers.ShouldSwitchFunctions.Add("high_damage_from_foe", HighDamageFromFoe);
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handlers.ShouldSwitchFunctions.Add("cure_status_problem_by_switching_out", CureStatusProblemBySwitchingOut);
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}
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/// <summary>
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/// Switch out if the Perish Song effect is about to cause the Pokémon to faint.
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/// </summary>
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private static bool PerishSong(IExplicitAI ai, IPokemon pokemon, IBattle battle, IReadOnlyList<IPokemon> reserves)
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{
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if (!pokemon.Volatile.TryGet<PerishSongEffect>(out var effect))
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return false;
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return effect.Turns <= 1;
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}
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private static readonly StringKey PoisonHealAbilityName = "poison_heal";
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/// <summary>
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/// Switch out if the Pokémon is expected to take significant end-of-turn damage.
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/// </summary>
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private static bool SignificantEndOfTurnDamage(IExplicitAI ai, IPokemon pokemon, IBattle battle,
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IReadOnlyList<IPokemon> reserves)
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{
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var eorDamage = 0;
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pokemon.RunScriptHook<IAIInfoScriptExpectedEndOfTurnDamage>(x =>
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x.ExpectedEndOfTurnDamage(pokemon, ref eorDamage));
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if (eorDamage >= pokemon.CurrentHealth / 2 || eorDamage >= pokemon.MaxHealth / 4)
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return true;
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if (!ai.TrainerHighSkill || eorDamage <= 0)
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return false;
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if (pokemon.Volatile.Contains<LeechSeedEffect>() && ai.Random.GetBool())
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return true;
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if (pokemon.Volatile.Contains<NightmareEffect>())
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return true;
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if (pokemon.Volatile.Contains<GhostCurseEffect>())
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return true;
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var statusScript = pokemon.StatusScript.Script;
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if (statusScript is BadlyPoisoned { Turns: > 0 } badlyPoisoned &&
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pokemon.ActiveAbility?.Name != PoisonHealAbilityName)
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{
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var poisonDamage = pokemon.MaxHealth / 8;
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var nextToxicDamage = pokemon.MaxHealth * badlyPoisoned.GetPoisonMultiplier();
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if ((pokemon.CurrentHealth <= nextToxicDamage && pokemon.CurrentHealth > poisonDamage) ||
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nextToxicDamage > poisonDamage * 2)
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{
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return true;
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}
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}
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return false;
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}
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private static bool HighDamageFromFoe(IExplicitAI ai, IPokemon pokemon, IBattle battle,
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IReadOnlyList<IPokemon> reserves)
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{
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if (!ai.TrainerHighSkill)
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return false;
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if (pokemon.CurrentHealth >= pokemon.MaxHealth / 2)
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return false;
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var bigThreat = false;
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var opponents = battle.Sides.Where(x => x != pokemon.BattleData?.BattleSide)
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.SelectMany(x => x.Pokemon.WhereNotNull());
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foreach (var opponent in opponents)
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{
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if (Math.Abs(opponent.Level - pokemon.Level) > 5)
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continue;
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var lastMoveUsed = opponent.BattleData?.LastMoveChoice;
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if (lastMoveUsed is null)
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continue;
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var moveData = lastMoveUsed.ChosenMove.MoveData;
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if (moveData.Category == MoveCategory.Status)
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continue;
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var effectiveness = pokemon.Library.StaticLibrary.Types.GetEffectiveness(moveData.MoveType, pokemon.Types);
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if (effectiveness <= 1 || moveData.BasePower < 70)
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continue;
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var switchChange = moveData.BasePower > 90 ? 50 : 25;
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bigThreat = ai.Random.GetInt(100) < switchChange;
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}
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return bigThreat;
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}
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private static readonly StringKey ImmunityAbilityName = "immunity";
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private static readonly StringKey InsomniaAbilityName = "insomnia";
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private static readonly StringKey LimberAbilityName = "limber";
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private static readonly StringKey MagmaArmorAbilityName = "magma_armor";
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private static readonly StringKey VitalSpiritAbilityName = "vital_spirit";
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private static readonly StringKey WaterBubbleAbilityName = "water_bubble";
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private static readonly StringKey WaterVeilAbilityName = "water_veil";
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private static readonly StringKey NaturalCureAbilityName = "natural_cure";
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private static readonly StringKey RegeneratorAbilityName = "regenerator";
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private static readonly Dictionary<StringKey, List<StringKey>> StatusCureAbilities = new()
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{
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{
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ImmunityAbilityName,
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[ScriptUtils.ResolveName<Poisoned>(), ScriptUtils.ResolveName<BadlyPoisoned>()]
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},
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{ InsomniaAbilityName, [ScriptUtils.ResolveName<Sleep>()] },
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{ LimberAbilityName, [ScriptUtils.ResolveName<Paralyzed>()] },
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{ MagmaArmorAbilityName, [ScriptUtils.ResolveName<Frozen>()] },
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{ VitalSpiritAbilityName, [ScriptUtils.ResolveName<Sleep>()] },
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{ WaterBubbleAbilityName, [ScriptUtils.ResolveName<Burned>()] },
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{ WaterVeilAbilityName, [ScriptUtils.ResolveName<Burned>()] },
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};
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/// <summary>
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/// Switch out to cure a status problem or heal HP with abilities like Natural Cure or Regenerator.
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/// </summary>
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private static bool CureStatusProblemBySwitchingOut(IExplicitAI ai, IPokemon pokemon, IBattle battle,
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IReadOnlyList<IPokemon> reserves)
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{
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if (pokemon.ActiveAbility == null)
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return false;
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// Don't try to cure a status problem/heal a bit of HP if entry hazards will
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// KO the battler if it switches back in
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var entryHazardDamage = ExplicitAI.CalculateEntryHazardDamage(pokemon, pokemon.BattleData!.BattleSide);
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if (entryHazardDamage >= pokemon.CurrentHealth)
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return false;
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if (pokemon.StatusScript.Script is null)
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return false;
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var abilityName = pokemon.ActiveAbility.Name;
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var statusName = pokemon.StatusScript.Script.Name;
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// Check abilities that cure specific status conditions
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var canCureStatus = false;
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if (abilityName == NaturalCureAbilityName)
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{
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canCureStatus = true;
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}
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else if (StatusCureAbilities.TryGetValue(abilityName, out var statusList))
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{
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canCureStatus = statusList.Any(status => status == statusName);
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}
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if (canCureStatus)
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{
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if (AIHelperFunctions.WantsStatusProblem(pokemon, statusName))
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return false;
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// Don't bother if the status will cure itself soon
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if (pokemon.StatusScript.Script is Sleep { Turns: 1 })
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return false;
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if (entryHazardDamage >= pokemon.MaxHealth / 4)
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return false;
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// Don't bother curing a poisoning if Toxic Spikes will just re-poison
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if (pokemon.StatusScript.Script is Poisoned or BadlyPoisoned &&
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!reserves.Any(p => p.Types.Any(t => t.Name == "poison")))
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{
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if (pokemon.BattleData!.BattleSide.VolatileScripts.TryGet<ToxicSpikesEffect>(out _))
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{
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return false;
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}
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}
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// Not worth curing status problems that still allow actions if at high HP
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var isImmobilizing = pokemon.StatusScript.Script is Sleep or Frozen;
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if (pokemon.CurrentHealth >= pokemon.MaxHealth / 2 && !isImmobilizing)
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return false;
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if (ai.Random.GetInt(100) < 70)
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return true;
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}
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else if (abilityName == RegeneratorAbilityName)
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{
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// Not worth healing if battler would lose more HP from switching back in later
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if (entryHazardDamage >= pokemon.MaxHealth / 3)
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return false;
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// Not worth healing HP if already at high HP
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if (pokemon.CurrentHealth >= pokemon.MaxHealth / 2)
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return false;
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// Don't bother if a foe is at low HP and could be knocked out instead
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var hasDamagingMove = pokemon.Moves.Any(m => m?.MoveData.Category != MoveCategory.Status);
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if (hasDamagingMove)
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{
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var opponents = battle.Sides.Where(x => x != pokemon.BattleData?.BattleSide)
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.SelectMany(x => x.Pokemon.WhereNotNull());
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var weakFoe = opponents.Any(opponent => opponent.CurrentHealth < opponent.MaxHealth / 3);
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if (weakFoe)
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return false;
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}
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if (ai.Random.GetInt(100) < 70)
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return true;
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}
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return false;
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}
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} |