File size: 17,574 Bytes
5c2ed06
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
import RandomGen3Teams from '../gen3/teams';
import type { PRNG, PRNGSeed } from '../../../sim/prng';
import type { MoveCounter } from '../gen8/teams';

// Moves that restore HP:
const RECOVERY_MOVES = [
	'milkdrink', 'moonlight', 'morningsun', 'painsplit', 'recover', 'softboiled', 'synthesis',
];
// Moves that boost Attack:
const PHYSICAL_SETUP = [
	'bellydrum', 'curse', 'meditate', 'swordsdance',
];
// Conglomerate for ease of access
const SETUP = [
	'agility', 'bellydrum', 'curse', 'growth', 'meditate', 'raindance', 'sunnyday', 'swordsdance',
];
// Moves that shouldn't be the only STAB moves:
const NO_STAB = [
	'explosion', 'icywind', 'machpunch', 'pursuit', 'quickattack', 'rapidspin', 'selfdestruct', 'skyattack', 'thief',
];

// Moves that should be paired together when possible
const MOVE_PAIRS = [
	['sleeptalk', 'rest'],
	['meanlook', 'perishsong'],
];

export class RandomGen2Teams extends RandomGen3Teams {
	randomSets: { [species: IDEntry]: RandomTeamsTypes.RandomSpeciesData } = require('./sets.json');

	constructor(format: string | Format, prng: PRNG | PRNGSeed | null) {
		super(format, prng);
		this.noStab = NO_STAB;
		this.moveEnforcementCheckers = {
			Electric: (movePool, moves, abilities, types, counter) => !counter.get('Electric'),
			Fire: (movePool, moves, abilities, types, counter) => !counter.get('Fire'),
			Flying: (movePool, moves, abilities, types, counter, species) => (
				!counter.get('Flying') && ['gligar', 'murkrow', 'xatu'].includes(species.id)
			),
			Ground: (movePool, moves, abilities, types, counter) => !counter.get('Ground'),
			Ice: (movePool, moves, abilities, types, counter) => !counter.get('Ice'),
			Normal: (movePool, moves, abilities, types, counter) => !counter.get('Normal'),
			Poison: (movePool, moves, abilities, types, counter) => !counter.get('Poison'),
			Psychic: (movePool, moves, abilities, types, counter, species) => !counter.get('Psychic') && species.id !== 'starmie',
			Rock: (movePool, moves, abilities, types, counter, species) => !counter.get('Rock') && species.id !== 'magcargo',
			Water: (movePool, moves, abilities, types, counter) => !counter.get('Water'),
		};
	}

	cullMovePool(
		types: string[],
		moves: Set<string>,
		abilities = {},
		counter: MoveCounter,
		movePool: string[],
		teamDetails: RandomTeamsTypes.TeamDetails,
		species: Species,
		isLead: boolean,
		preferredType: string,
		role: RandomTeamsTypes.Role,
	): void {
		// Pokemon cannot have multiple Hidden Powers in any circumstance
		let hasHiddenPower = false;
		for (const move of moves) {
			if (move.startsWith('hiddenpower')) hasHiddenPower = true;
		}
		if (hasHiddenPower) {
			let movePoolHasHiddenPower = true;
			while (movePoolHasHiddenPower) {
				movePoolHasHiddenPower = false;
				for (const moveid of movePool) {
					if (moveid.startsWith('hiddenpower')) {
						this.fastPop(movePool, movePool.indexOf(moveid));
						movePoolHasHiddenPower = true;
						break;
					}
				}
			}
		}

		if (moves.size + movePool.length <= this.maxMoveCount) return;
		// If we have two unfilled moves and only one unpaired move, cull the unpaired move.
		if (moves.size === this.maxMoveCount - 2) {
			const unpairedMoves = [...movePool];
			for (const pair of MOVE_PAIRS) {
				if (movePool.includes(pair[0]) && movePool.includes(pair[1])) {
					this.fastPop(unpairedMoves, unpairedMoves.indexOf(pair[0]));
					this.fastPop(unpairedMoves, unpairedMoves.indexOf(pair[1]));
				}
			}
			if (unpairedMoves.length === 1) {
				this.fastPop(movePool, movePool.indexOf(unpairedMoves[0]));
			}
		}

		// These moves are paired, and shouldn't appear if there is not room for them both.
		if (moves.size === this.maxMoveCount - 1) {
			for (const pair of MOVE_PAIRS) {
				if (movePool.includes(pair[0]) && movePool.includes(pair[1])) {
					this.fastPop(movePool, movePool.indexOf(pair[0]));
					this.fastPop(movePool, movePool.indexOf(pair[1]));
				}
			}
		}

		// Team-based move culls
		if (teamDetails.spikes) {
			if (movePool.includes('spikes')) this.fastPop(movePool, movePool.indexOf('spikes'));
			if (moves.size + movePool.length <= this.maxMoveCount) return;
		}
		if (teamDetails.rapidSpin) {
			if (movePool.includes('rapidspin')) this.fastPop(movePool, movePool.indexOf('rapidspin'));
			if (moves.size + movePool.length <= this.maxMoveCount) return;
		}
		if (teamDetails.statusCure) {
			if (movePool.includes('healbell')) this.fastPop(movePool, movePool.indexOf('healbell'));
			if (moves.size + movePool.length <= this.maxMoveCount) return;
		}

		// General incompatibilities
		const incompatiblePairs = [
			// These moves don't mesh well with other aspects of the set
			[PHYSICAL_SETUP, PHYSICAL_SETUP],
			[SETUP, 'haze'],
			['bodyslam', 'thunderwave'],
			[['stunspore', 'thunderwave'], 'toxic'],

			// These attacks are redundant with each other
			['surf', 'hydropump'],
			[['bodyslam', 'return'], ['bodyslam', 'doubleedge']],
			['fireblast', 'flamethrower'],
			['thunder', 'thunderbolt'],
		];

		for (const pair of incompatiblePairs) this.incompatibleMoves(moves, movePool, pair[0], pair[1]);

		if (!role.includes('Bulky')) this.incompatibleMoves(moves, movePool, ['rest', 'sleeptalk'], 'roar');
	}

	// Generate random moveset for a given species, role, preferred type.
	randomMoveset(
		types: string[],
		abilities: string[],
		teamDetails: RandomTeamsTypes.TeamDetails,
		species: Species,
		isLead: boolean,
		movePool: string[],
		preferredType: string,
		role: RandomTeamsTypes.Role,
	): Set<string> {
		const preferredTypes = preferredType ? preferredType.split(',') : [];
		const moves = new Set<string>();
		let counter = this.newQueryMoves(moves, species, preferredType, abilities);
		this.cullMovePool(types, moves, abilities, counter, movePool, teamDetails, species, isLead,
			preferredType, role);

		// If there are only four moves, add all moves and return early
		if (movePool.length <= this.maxMoveCount) {
			// Still need to ensure that multiple Hidden Powers are not added (if maxMoveCount is increased)
			while (movePool.length) {
				const moveid = this.sample(movePool);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
			return moves;
		}

		const runEnforcementChecker = (checkerName: string) => {
			if (!this.moveEnforcementCheckers[checkerName]) return false;
			return this.moveEnforcementCheckers[checkerName](
				movePool, moves, abilities, new Set(types), counter, species, teamDetails
			);
		};

		// Add required move (e.g. Relic Song for Meloetta-P)
		if (species.requiredMove) {
			const move = this.dex.moves.get(species.requiredMove).id;
			counter = this.addMove(move, moves, types, abilities, teamDetails, species, isLead,
				movePool, preferredType, role);
		}

		// Add other moves you really want to have, e.g. STAB, recovery, setup.

		// Enforce Destiny Bond, Explosion, Present, Spikes and Spore
		for (const moveid of ['destinybond', 'explosion', 'present', 'spikes', 'spore']) {
			if (movePool.includes(moveid)) {
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// Enforce Baton Pass on Smeargle
		if (movePool.includes('batonpass') && species.id === 'smeargle') {
			counter = this.addMove('batonpass', moves, types, abilities, teamDetails, species, isLead,
				movePool, preferredType, role);
		}

		// Enforce moves of all Preferred Types
		for (const type of preferredTypes) {
			if (!counter.get(type)) {
				const stabMoves = [];
				for (const moveid of movePool) {
					const move = this.dex.moves.get(moveid);
					const moveType = this.getMoveType(move, species, abilities, preferredType);
					if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && type === moveType) {
						stabMoves.push(moveid);
					}
				}
				if (stabMoves.length) {
					const moveid = this.sample(stabMoves);
					counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
						movePool, preferredType, role);
				}
			}
		}

		// Enforce STAB
		for (const type of types) {
			// Check if a STAB move of that type should be required
			const stabMoves = [];
			for (const moveid of movePool) {
				const move = this.dex.moves.get(moveid);
				const moveType = this.getMoveType(move, species, abilities, preferredType);
				if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && type === moveType) {
					stabMoves.push(moveid);
				}
			}
			while (runEnforcementChecker(type)) {
				if (!stabMoves.length) break;
				const moveid = this.sampleNoReplace(stabMoves);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// If no STAB move was added, add a STAB move
		if (!counter.get('stab')) {
			const stabMoves = [];
			for (const moveid of movePool) {
				const move = this.dex.moves.get(moveid);
				const moveType = this.getMoveType(move, species, abilities, preferredType);
				if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && types.includes(moveType)) {
					stabMoves.push(moveid);
				}
			}
			if (stabMoves.length) {
				const moveid = this.sample(stabMoves);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// Enforce recovery
		if (['Bulky Support', 'Bulky Attacker', 'Bulky Setup'].includes(role)) {
			const recoveryMoves = movePool.filter(moveid => RECOVERY_MOVES.includes(moveid));
			if (recoveryMoves.length) {
				const moveid = this.sample(recoveryMoves);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
			// Rest/Sleep Talk count as recovery in Gen 2
			if (movePool.includes('rest')) {
				counter = this.addMove('rest', moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
			if (movePool.includes('sleeptalk')) {
				counter = this.addMove('sleeptalk', moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// Enforce setup
		if (role.includes('Setup')) {
			// First, try to add a non-Speed setup move
			const nonSpeedSetupMoves = movePool.filter(moveid => SETUP.includes(moveid) && moveid !== 'agility');
			if (nonSpeedSetupMoves.length) {
				const moveid = this.sample(nonSpeedSetupMoves);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			} else {
				if (movePool.includes('agility')) {
					counter = this.addMove('agility', moves, types, abilities, teamDetails, species, isLead,
						movePool, preferredType, role);
				}
			}
		}

		// Enforce Thief
		if (role === 'Thief user') {
			if (movePool.includes('thief')) {
				counter = this.addMove('thief', moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// Enforce a move not on the noSTAB list
		if (!counter.damagingMoves.size && !moves.has('present')) {
			// Choose an attacking move
			const attackingMoves = [];
			for (const moveid of movePool) {
				const move = this.dex.moves.get(moveid);
				if (!this.noStab.includes(moveid) && (move.category !== 'Status')) attackingMoves.push(moveid);
			}
			if (attackingMoves.length) {
				const moveid = this.sample(attackingMoves);
				counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
					movePool, preferredType, role);
			}
		}

		// Enforce coverage move
		if (['Fast Attacker', 'Setup Sweeper', 'Bulky Attacker'].includes(role)) {
			if (counter.damagingMoves.size === 1) {
				// Find the type of the current attacking move
				const currentAttackType = counter.damagingMoves.values().next().value!.type;
				// Choose an attacking move that is of different type to the current single attack
				const coverageMoves = [];
				for (const moveid of movePool) {
					const move = this.dex.moves.get(moveid);
					const moveType = this.getMoveType(move, species, abilities, preferredType);
					if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback)) {
						if (currentAttackType !== moveType) coverageMoves.push(moveid);
					}
				}
				if (coverageMoves.length) {
					const moveid = this.sample(coverageMoves);
					counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
						movePool, preferredType, role);
				}
			}
		}

		// Choose remaining moves randomly from movepool and add them to moves list:
		while (moves.size < this.maxMoveCount && movePool.length) {
			const moveid = this.sample(movePool);
			counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead,
				movePool, preferredType, role);
			for (const pair of MOVE_PAIRS) {
				if (moveid === pair[0] && movePool.includes(pair[1])) {
					counter = this.addMove(pair[1], moves, types, abilities, teamDetails, species, isLead,
						movePool, preferredType, role);
				}
				if (moveid === pair[1] && movePool.includes(pair[0])) {
					counter = this.addMove(pair[0], moves, types, abilities, teamDetails, species, isLead,
						movePool, preferredType, role);
				}
			}
		}
		return moves;
	}

	getItem(
		ability: string,
		types: string[],
		moves: Set<string>,
		counter: MoveCounter,
		teamDetails: RandomTeamsTypes.TeamDetails,
		species: Species,
		isLead: boolean,
		preferredType: string,
		role: RandomTeamsTypes.Role,
	): string {
		// First, the high-priority items
		if (species.id === 'ditto') return 'Metal Powder';
		if (species.id === 'marowak') return 'Thick Club';
		if (species.id === 'pikachu') return 'Light Ball';

		if (moves.has('thief')) return '';

		if (moves.has('flail')) return 'Pink Bow';
		if (moves.has('reversal')) return 'Black Belt';

		if (moves.has('rest') && !moves.has('sleeptalk') && !role.includes('Bulky')) return 'Mint Berry';

		if (moves.has('bellydrum') && !counter.get('recovery') && this.randomChance(1, 2)) return 'Miracle Berry';

		// Default to Leftovers
		return 'Leftovers';
	}

	randomSet(
		species: string | Species,
		teamDetails: RandomTeamsTypes.TeamDetails = {},
		isLead = false
	): RandomTeamsTypes.RandomSet {
		species = this.dex.species.get(species);
		const forme = this.getForme(species);
		const sets = this.randomSets[species.id]["sets"];

		const set = this.sampleIfArray(sets);
		const role = set.role;
		const movePool: string[] = Array.from(set.movepool);
		const preferredTypes = set.preferredTypes;
		// In Gen 2, if a set has multiple preferred types, enforce all of them.
		const preferredType = preferredTypes ? preferredTypes.join() : '';

		const ability = '';
		let item = undefined;

		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 };

		const types = species.types;
		const abilities: string[] = [];

		// Get moves
		const moves = this.randomMoveset(types, abilities, teamDetails, species, isLead, movePool,
			preferredType, role);
		const counter = this.newQueryMoves(moves, species, preferredType, abilities);

		// Get items
		item = this.getItem(ability, types, moves, counter, teamDetails, species, isLead, preferredType, role);

		const level = this.getLevel(species);

		// We use a special variable to track Hidden Power
		// so that we can check for all Hidden Powers at once
		let hasHiddenPower = false;
		for (const move of moves) {
			if (move.startsWith('hiddenpower')) hasHiddenPower = true;
		}

		if (hasHiddenPower) {
			let hpType;
			for (const move of moves) {
				if (move.startsWith('hiddenpower')) hpType = move.substr(11);
			}
			if (!hpType) throw new Error(`hasHiddenPower is true, but no Hidden Power move was found.`);
			const hpIVs: { [k: string]: Partial<typeof ivs> } = {
				dragon: { def: 28 },
				ice: { def: 26 },
				psychic: { def: 24 },
				electric: { atk: 28 },
				grass: { atk: 28, def: 28 },
				water: { atk: 28, def: 26 },
				fire: { atk: 28, def: 24 },
				steel: { atk: 26 },
				ghost: { atk: 26, def: 28 },
				bug: { atk: 26, def: 26 },
				rock: { atk: 26, def: 24 },
				ground: { atk: 24 },
				poison: { atk: 24, def: 28 },
				flying: { atk: 24, def: 26 },
				fighting: { atk: 24, def: 24 },
			};
			let iv: StatID;
			for (iv in hpIVs[hpType]) {
				ivs[iv] = hpIVs[hpType][iv]!;
			}
			if (ivs.atk === 28 || ivs.atk === 24) ivs.hp = 14;
			if (ivs.def === 28 || ivs.def === 24) ivs.hp -= 8;
		}

		// Prepare optimal HP
		while (evs.hp > 1) {
			const hp = Math.floor(Math.floor(2 * species.baseStats.hp + ivs.hp + Math.floor(evs.hp / 4) + 100) * level / 100 + 10);
			if (moves.has('substitute') && item !== 'Leftovers') {
				// Should be able to use four Substitutes
				if (hp % 4 > 0) break;
			} else if (moves.has('bellydrum') && item !== 'Leftovers') {
				// Belly Drum users without Leftovers should reach exactly 50% HP
				if (hp % 2 === 0) break;
			} else {
				break;
			}
			evs.hp -= 4;
		}

		// shuffle moves to add more randomness to camomons
		const shuffledMoves = Array.from(moves);
		this.prng.shuffle(shuffledMoves);

		return {
			name: species.baseSpecies,
			species: forme,
			level,
			moves: shuffledMoves,
			ability: 'No Ability',
			evs,
			ivs,
			item,
			role,
			// No shiny chance because Gen 2 shinies have bad IVs
			shiny: false,
			gender: species.gender ? species.gender : 'M',
		};
	}
}

export default RandomGen2Teams;