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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;
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