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import RandomGen2Teams from '../gen2/teams';
import { Utils } from '../../../lib';
interface HackmonsCupEntry {
types: string[];
baseStats: StatsTable;
}
interface Gen1RandomBattleSpecies {
level?: number;
moves?: ID[];
essentialMoves?: ID[];
exclusiveMoves?: ID[];
comboMoves?: ID[];
}
export class RandomGen1Teams extends RandomGen2Teams {
randomData: { [species: IDEntry]: Gen1RandomBattleSpecies } = require('./data.json');
// Challenge Cup or CC teams are basically fully random teams.
randomCCTeam() {
this.enforceNoDirectCustomBanlistChanges();
const team = [];
const randomN = this.randomNPokemon(this.maxTeamSize, this.forceMonotype);
for (const pokemon of randomN) {
const species = this.dex.species.get(pokemon);
// Level balance: calculate directly from stats rather than using some silly lookup table.
const mbstmin = 1307;
const stats = species.baseStats;
// Modified base stat total assumes 15 DVs, 255 EVs in every stat
let mbst = (stats["hp"] * 2 + 30 + 63 + 100) + 10;
mbst += (stats["atk"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["def"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spa"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spd"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spe"] * 2 + 30 + 63 + 100) + 5;
let level;
if (this.adjustLevel) {
level = this.adjustLevel;
} else {
level = Math.floor(100 * mbstmin / mbst); // Initial level guess will underestimate
while (level < 100) {
mbst = Math.floor((stats["hp"] * 2 + 30 + 63 + 100) * level / 100 + 10);
// Since damage is roughly proportional to lvl
mbst += Math.floor(((stats["atk"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100);
mbst += Math.floor((stats["def"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor(((stats["spa"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100);
mbst += Math.floor((stats["spd"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor((stats["spe"] * 2 + 30 + 63 + 100) * level / 100 + 5);
if (mbst >= mbstmin) break;
level++;
}
}
// Random DVs.
const ivs = {
hp: 0,
atk: this.random(16),
def: this.random(16),
spa: this.random(16),
spd: 0,
spe: this.random(16),
};
ivs["hp"] = (ivs["atk"] % 2) * 16 + (ivs["def"] % 2) * 8 + (ivs["spe"] % 2) * 4 + (ivs["spa"] % 2) * 2;
ivs["atk"] *= 2;
ivs["def"] *= 2;
ivs["spa"] *= 2;
ivs["spd"] = ivs["spa"];
ivs["spe"] *= 2;
// Maxed EVs.
const evs = { hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255 };
// Four random unique moves from movepool. don't worry about "attacking" or "viable".
// Since Gens 1 and 2 learnsets are shared, we need to weed out Gen 2 moves.
const pool = [...this.dex.species.getMovePool(species.id)];
team.push({
name: species.baseSpecies,
species: species.name,
moves: this.multipleSamplesNoReplace(pool, 4),
gender: false,
ability: 'No Ability',
evs,
ivs,
item: '',
level,
happiness: 0,
shiny: false,
nature: 'Serious',
});
}
return team;
}
// Random team generation for Gen 1 Random Battles.
randomTeam() {
this.enforceNoDirectCustomBanlistChanges();
// Get what we need ready.
const seed = this.prng.getSeed();
const ruleTable = this.dex.formats.getRuleTable(this.format);
const pokemon: RandomTeamsTypes.RandomSet[] = [];
// For Monotype
const isMonotype = !!this.forceMonotype || ruleTable.has('sametypeclause');
const typePool = this.dex.types.names();
const type = this.forceMonotype || this.sample(typePool);
/** Pokémon that are not wholly incompatible with the team, but still pretty bad */
const rejectedButNotInvalidPool: string[] = [];
// Now let's store what we are getting.
const typeCount: { [k: string]: number } = {};
const weaknessCount: { [k: string]: number } = { Electric: 0, Psychic: 0, Water: 0, Ice: 0, Ground: 0, Fire: 0 };
let numMaxLevelPokemon = 0;
const pokemonPool = Object.keys(this.getPokemonPool(type, pokemon, isMonotype, Object.keys(this.randomData))[0]);
while (pokemonPool.length && pokemon.length < this.maxTeamSize) {
const species = this.dex.species.get(this.sampleNoReplace(pokemonPool));
if (!species.exists) continue;
// Only one Ditto is allowed per battle in Generation 1,
// as it can cause an endless battle if two Dittos are forced
// to face each other.
if (species.id === 'ditto' && this.battleHasDitto) continue;
// Dynamically scale limits for different team sizes. The default and minimum value is 1.
const limitFactor = Math.round(this.maxTeamSize / 6) || 1;
let skip = false;
if (!isMonotype && !this.forceMonotype) {
// Limit two of any type
for (const typeName of species.types) {
if (typeCount[typeName] >= 2 * limitFactor) {
skip = true;
break;
}
}
if (skip) {
rejectedButNotInvalidPool.push(species.id);
continue;
}
}
// We need a weakness count of spammable attacks to avoid being swept by those.
// Spammable attacks are: Thunderbolt, Psychic, Surf, Blizzard, Earthquake, Fire Blast.
const pokemonWeaknesses = [];
for (const typeName in weaknessCount) {
const increaseCount = this.dex.getImmunity(typeName, species) && this.dex.getEffectiveness(typeName, species) > 0;
if (!increaseCount) continue;
if (weaknessCount[typeName] >= 2 * limitFactor) {
skip = true;
break;
}
pokemonWeaknesses.push(typeName);
}
if (skip) {
rejectedButNotInvalidPool.push(species.id);
continue;
}
// Limit one level 100 Pokemon
if (!this.adjustLevel && (this.getLevel(species) === 100) && numMaxLevelPokemon >= limitFactor) {
rejectedButNotInvalidPool.push(species.id);
continue;
}
// The set passes the limitations.
pokemon.push(this.randomSet(species));
// Now let's increase the counters.
// Type counter.
for (const typeName of species.types) {
if (typeCount[typeName]) {
typeCount[typeName]++;
} else {
typeCount[typeName] = 1;
}
}
// Weakness counter.
for (const weakness of pokemonWeaknesses) {
weaknessCount[weakness]++;
}
// Increment level 100 counter
if (this.getLevel(species) === 100) numMaxLevelPokemon++;
// Ditto check
if (species.id === 'ditto') this.battleHasDitto = true;
}
// if we don't have enough Pokémon, go back to rejects, which are already known to not be invalid.
while (pokemon.length < this.maxTeamSize && rejectedButNotInvalidPool.length) {
const species = this.sampleNoReplace(rejectedButNotInvalidPool);
pokemon.push(this.randomSet(species));
}
if (pokemon.length < this.maxTeamSize && pokemon.length < 12 && !isMonotype) {
throw new Error(`Could not build a random team for ${this.format} (seed=${seed})`);
}
return pokemon;
}
/**
* Random set generation for Gen 1 Random Battles.
*/
randomSet(species: string | Species): RandomTeamsTypes.RandomSet {
species = this.dex.species.get(species);
if (!species.exists) species = this.dex.species.get('pikachu'); // Because Gen 1.
const data = this.randomData[species.id];
const movePool = data.moves?.slice() || [];
const moves = new Set<string>();
// Either add all moves or add none
if (data.comboMoves && data.comboMoves.length <= this.maxMoveCount && this.randomChance(1, 2)) {
for (const m of data.comboMoves) moves.add(m);
}
// Add one of the semi-mandatory moves
// Often, these are used so that the Pokemon only gets one of the less useful moves
// This is added before the essential moves so that combos containing three moves can roll an exclusive move
if (moves.size < this.maxMoveCount && data.exclusiveMoves) {
moves.add(this.sample(data.exclusiveMoves));
}
// Add the mandatory moves.
if (moves.size < this.maxMoveCount && data.essentialMoves) {
for (const moveid of data.essentialMoves) {
moves.add(moveid);
if (moves.size === this.maxMoveCount) break;
}
}
while (moves.size < this.maxMoveCount && movePool.length) {
// Choose next 4 moves from learnset/viable moves and add them to moves list:
while (moves.size < this.maxMoveCount && movePool.length) {
const moveid = this.sampleNoReplace(movePool);
moves.add(moveid);
}
}
const level = this.getLevel(species);
const evs = { hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255 };
const ivs = { hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30 };
// Should be able to use Substitute four times from full HP without fainting
if (moves.has('substitute')) {
while (evs.hp > 3) {
const hp = Math.floor(Math.floor(2 * species.baseStats.hp + ivs.hp + Math.floor(evs.hp / 4) + 100) * level / 100 + 10);
if (hp % 4 !== 0) break;
evs.hp -= 4;
}
}
// Minimize confusion damage
const noAttackStatMoves = [...moves].every(m => {
const move = this.dex.moves.get(m);
if (move.damageCallback || move.damage) return true;
return move.category !== 'Physical';
});
if (noAttackStatMoves && !moves.has('mimic') && !moves.has('transform')) {
evs.atk = 0;
// We don't want to lower the HP DV/IV
ivs.atk = 2;
}
// shuffle moves to add more randomness to camomons
const shuffledMoves = Array.from(moves);
this.prng.shuffle(shuffledMoves);
return {
name: species.name,
species: species.name,
moves: shuffledMoves,
ability: 'No Ability',
evs,
ivs,
item: '',
level,
shiny: false,
gender: false,
};
}
randomHCTeam(): PokemonSet[] {
this.enforceNoDirectCustomBanlistChanges();
const team = [];
const movePool = [...this.dex.moves.all()];
const typesPool = ['Bird', ...this.dex.types.names()];
const randomN = this.randomNPokemon(this.maxTeamSize);
const hackmonsCup: { [k: string]: HackmonsCupEntry } = {};
for (const forme of randomN) {
// Choose forme
const species = this.dex.species.get(forme);
if (!hackmonsCup[species.id]) {
hackmonsCup[species.id] = {
types: [this.sample(typesPool), this.sample(typesPool)],
baseStats: {
hp: Utils.clampIntRange(this.random(256), 1),
atk: Utils.clampIntRange(this.random(256), 1),
def: Utils.clampIntRange(this.random(256), 1),
spa: Utils.clampIntRange(this.random(256), 1),
spd: 0,
spe: Utils.clampIntRange(this.random(256), 1),
},
};
if (this.forceMonotype && !hackmonsCup[species.id].types.includes(this.forceMonotype)) {
hackmonsCup[species.id].types[1] = this.forceMonotype;
}
hackmonsCup[species.id].baseStats.spd = hackmonsCup[species.id].baseStats.spa;
}
if (hackmonsCup[species.id].types[0] === hackmonsCup[species.id].types[1]) {
hackmonsCup[species.id].types.splice(1, 1);
}
// Random unique moves
const moves = [];
do {
const move = this.sampleNoReplace(movePool);
if (move.gen <= this.gen && !move.isNonstandard && !move.name.startsWith('Hidden Power ')) {
moves.push(move.id);
}
} while (moves.length < this.maxMoveCount);
// Random EVs
const evs = {
hp: this.random(256),
atk: this.random(256),
def: this.random(256),
spa: this.random(256),
spd: 0,
spe: this.random(256),
};
evs['spd'] = evs['spa'];
// Random DVs
const ivs: StatsTable = {
hp: 0,
atk: this.random(16),
def: this.random(16),
spa: this.random(16),
spd: 0,
spe: this.random(16),
};
ivs["hp"] = (ivs["atk"] % 2) * 16 + (ivs["def"] % 2) * 8 + (ivs["spe"] % 2) * 4 + (ivs["spa"] % 2) * 2;
for (const iv in ivs) {
if (iv === 'hp' || iv === 'spd') continue;
ivs[iv as keyof StatsTable] *= 2;
}
ivs['spd'] = ivs['spa'];
// Level balance
const mbstmin = 425;
const baseStats = hackmonsCup[species.id].baseStats;
const calcStat = (statName: StatID, lvl?: number) => {
if (lvl) {
return Math.floor(Math.floor(2 * baseStats[statName] + ivs[statName] + Math.floor(evs[statName] / 4)) * lvl / 100 + 5);
}
return Math.floor(2 * baseStats[statName] + ivs[statName] + Math.floor(evs[statName] / 4)) + 5;
};
let mbst = 0;
for (const statName of Object.keys(baseStats)) {
mbst += calcStat(statName as StatID);
if (statName === 'hp') mbst += 5;
}
let level;
if (this.adjustLevel) {
level = this.adjustLevel;
} else {
level = Math.floor(100 * mbstmin / mbst);
while (level < 100) {
for (const statName of Object.keys(baseStats)) {
mbst += calcStat(statName as StatID, level);
if (statName === 'hp') mbst += 5;
}
if (mbst >= mbstmin) break;
level++;
}
if (level > 100) level = 100;
}
team.push({
name: species.baseSpecies,
species: species.name,
gender: species.gender,
item: '',
ability: 'No Ability',
moves,
evs,
ivs,
nature: '',
level,
shiny: false,
// Hacky but the only way to communicate stats/level generation properly
hc: hackmonsCup[species.id],
});
}
return team;
}
}
export default RandomGen1Teams;
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