966 lines
48 KiB
VB.net
966 lines
48 KiB
VB.net
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Namespace BattleSystem
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Public Class TrainerAI
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'Trainer AI Levels:---------------------------------------------------------------------------------------------------------------------
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'Normal Trainers: 0-20 (0 being not very smart trainers like Bugcatchers, 20 being Cooltrainers, get higher levels when rematches occur)
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'(Johto) Gym Leaders: 10-40 (10 for Falkner, 40 for Clair)
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'(Kanto) Gym Leaders: All 60
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'Elite 4: 60
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'Lance: 100
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'Elder Li: 10
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'Rival: 40
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'Team Rocket Grunts: 5
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'Team Rocket Admins: 20
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Public Shared Function GetAIMove(ByVal BattleScreen As BattleScreen, ByVal OwnStep As Battle.RoundConst) As Battle.RoundConst
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Dim p As Pokemon = BattleScreen.OppPokemon
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Dim op As Pokemon = BattleScreen.OwnPokemon
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Dim m As List(Of Attack) = p.Attacks.ToList()
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For i = m.Count - 1 To 0 Step -1
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If m(i).CurrentPP <= 0 Then
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m.RemoveAt(i)
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End If
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Next
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If m.Count = 0 Then
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Return New Battle.RoundConst With {.StepType = Battle.RoundConst.StepTypes.Move, .Argument = Attack.GetAttackByID(165)}
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End If
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'Switching:
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' - check for opponent moves: if super effective: 1.5x: 25%, 2x: 50%, 4x: 75%: check for pokemon in party that reacts to every move with less the detected effectiveness k
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' - check for own moves: if only 0x: check for other pokemon in party (best fitting) and switch in k
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' - check for own moves: if all moves below 1x: 50%: check for other pokemon in party that has at least one move above or equal 1x
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' - own pokemon got cursed: 75% k
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' - own pokemon got confused: 50% k
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' - if has pokemon in team that can stand the attack coming in better than the current one: 25%: switch into that pokemon reflecting that move
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'Use Item:
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'(Useable items: Potion,Super Point,Hyper Potion,Full Heal,Full Restore,Burn Heal,Antidote,Paralyze heal,Awakening,Ice Heal,Revive,Max Revive,Max Potion)
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' - Use potions if fills to at least half + own hp is below 40% (chance 60% + (40 - ownhp%)), always use best potion (normal->super->hyper->max) k
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' - Use Full Heal when: Confused, Burned, Frozen, Asleep, Paralyzed, Poisoned and HP is above 25% (100%), use above status restore items. k
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' - ^ same with Full Restore but without HP check, use above everything k
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' - Use Status restore items if own HP is above 25%, chance: 60% k
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' - Use revive when at least 50% of team is beaten, use on highest leveled pokemon (max over normal) (50%) k
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'Definite move:
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' - If own pokemon is asleep, try to use Snore (100%) k
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' - If own pokemon is frozen and has a move to thraw out -> use that move (100%) k
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' - Fake Out if first turn -> try to inflict flinch (100%) k
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' - use high priority move if opponent is nearly defeated (<= 15%) (100%) k
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' - use attacking move if speed is higher than opp speed and opponent has low health (<= 30%) (75%) k
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' - use recover moves when HP lower than 50% (75%) k
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' - try to paralyse (75%) k
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' - try to confuse (75%) k
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' - try to burn (75%) k
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' - try to sleep (75%) k
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' - try to freeze (75%) k
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' - try to poison (50%) k
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' - try to set up leech seed (75%) k
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' - try to use FocusEnergy (50%) k
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' - Set up spikes (50%)
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' - setup safeguard (20%)
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' - setup sandstorm, when at least half of the team is immune (50%)
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' - setup hailstorm, when at least half of the team is immune (50%)
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' - higher sp atk than atk, not boosted stat, higher spatk than spdef: use sp atk boost (50%) k
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' - higher atk than sp atk, not boosted stat, higher atk than def: use atk boost (50%) k
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' - not lowered opp def stat, higher atk than spatk, higher def than atk: use def lowering move (50%) k
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' - not lowered opp sp def stat, higher sp atk than spdef, higher sp def than sp atk: use sp def lowering move (50%) k
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' - when opp has lower atk than def/lower spatk than spdef and can heal stat: use stat healing move (50%) k
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' - if entry hazards are on the field and more than one pokemon left: use Rapid Spin (100%)
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' - if not done before, boost own evasion (50%) k
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' - if not done before, lower opp accuracy (75%) k
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' - use Psych up when the opponent total stat change compared to own is at least +2 (50%)
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' - has Reflect/Light Screen: Uses the one that fits better for the own stat (75%) k
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' - when having a move with accuracy lower than 60 and Mind Reader/Lock On -> Use Mind Reader/Lock On (50%)
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' - Use fascade, if burned, paralysed or poisoned (50%)
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' - use smelling salt if opponent is paralysed (100%)
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'Special Moveset combos:
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' - Defense Curl + Rollout k
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' - Sunny Day + Solar Beam / Sunny weather + Solar Beam
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' - Raindance + Thunder / Rain weather + Thunder / Sunny weather + Thunder
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' - Sleep inducting move + Dream Eater / Use Dream Eater if target is asleep
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' - Flash + Ride
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' - Ghost Pokemon and Curse
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' - Use Flail/Reversal when HP is really low
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' - Conversion2/Conversion
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' - Protect/Detect: when opp used a strong move
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' - use Uproar if not set up and detect opponent with sleep moves
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' - Stockpile + Swallow/SpitUp
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' - Thunderwave + Smelling Salt
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'After choosing attacking moves:
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' - not use belly drum/substitute with too low HP
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' - not use any move that doesnt work due to type disadventage (ghost-normal, normal-ghost, fighting-ghost, dragon-fairy)
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'Choose attack move:
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' - look for abilities that absorb move types
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' - base power, accuracy, effectiveness, STAB, PP Left, attack stats (atk/spatk), EV, IV, defense stat (def/spdef)
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' - never use splash
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' - use never-miss attack when own accuracy is low/opp evasion is high
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'-------------------------------------AI BEGIN------------------------------------------------------------------------------------'
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'-------------------------------------Random move depending on difficulty---------------------------------------------------------'
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'Only applies if trainer has an AI level below 20:
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If BattleScreen.Trainer.AILevel < 20 Then
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If Core.Player.DifficultyMode = 0 Then
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'Chance of 35% that the trainer is using a random move:
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If Core.Random.Next(0, 100) < 35 Then
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Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
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End If
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ElseIf Core.Player.DifficultyMode = 1 Then
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'Chance of 18% that the trainer is using a random move:
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If Core.Random.Next(0, 100) < 18 Then
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Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
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End If
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End If
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End If
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'-------------------------------------Switching-----------------------------------------------------------------------------------'
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'Only applies if trainer has an AI level above or equal 40:
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If BattleScreen.Trainer.AILevel >= 40 Then
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If BattleCalculation.CanSwitch(BattleScreen, False) = True Then
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If BattleScreen.Trainer.Pokemons.Count > 0 Then
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Dim living As Integer = 0
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For Each cP As Pokemon In BattleScreen.Trainer.Pokemons
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If cP.HP > 0 And cP.Status <> Pokemon.StatusProblems.Fainted Then
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living += 1
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End If
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Next
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If living > 1 Then
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'check for opponent moves: if super effective: 1.5x: 25%, 2x: 50%, 4x: 75%: check for pokemon in party that reacts to every move with less the detected effectiveness
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Dim maxOpponentEff As Single = 0.0F
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For Each Attack As BattleSystem.Attack In op.Attacks
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Dim effectiveness As Single = BattleCalculation.CalculateEffectiveness(Attack.GetAttackByID(Attack.ID), BattleScreen, op, p, True)
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If effectiveness > maxOpponentEff Then
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maxOpponentEff = effectiveness
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End If
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Next
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If maxOpponentEff > 1.0F Then
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Dim chance As Integer = 0
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Select Case maxOpponentEff
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Case 1.25F
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chance = 10
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Case 1.5F
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chance = 25
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Case 2.0F
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chance = 35
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Case 4.0F
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chance = 50
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End Select
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If RPercent(chance) = True Then
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Dim lessTeamPs As New List(Of Integer)
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For i = 0 To BattleScreen.Trainer.Pokemons.Count - 1
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If i <> BattleScreen.OppPokemonIndex Then
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Dim TeamP As Pokemon = BattleScreen.Trainer.Pokemons(i)
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If TeamP.HP > 0 And TeamP.Status <> Pokemon.StatusProblems.Fainted Then
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Dim alwaysLess As Boolean = True
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For Each Attack As BattleSystem.Attack In op.Attacks
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Dim effectiveness As Single = BattleCalculation.CalculateEffectiveness(Attack.GetAttackByID(Attack.ID), BattleScreen, op, TeamP, True)
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If effectiveness >= maxOpponentEff Then
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alwaysLess = False
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Exit For
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End If
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Next
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If alwaysLess = True Then
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lessTeamPs.Add(i)
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End If
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End If
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End If
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Next
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If lessTeamPs.Count > 0 Then
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Return ProduceOppStep(lessTeamPs(Core.Random.Next(0, lessTeamPs.Count)))
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End If
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End If
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End If
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'check for own moves: if only 0x: check for other pokemon in party (best fitting) and switch in
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Dim only0 As Boolean = True
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For Each Attack As BattleSystem.Attack In p.Attacks
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Dim effectiveness As Single = BattleCalculation.CalculateEffectiveness(Attack.GetAttackByID(Attack.ID), BattleScreen, p, op, False)
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If effectiveness <> 0.0F Then
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only0 = False
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Exit For
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End If
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Next
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If only0 = True Then
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Dim switchList As New List(Of Integer)
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For i = 0 To BattleScreen.Trainer.Pokemons.Count - 1
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If i <> BattleScreen.OppPokemonIndex Then
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Dim TeamP As Pokemon = BattleScreen.Trainer.Pokemons(i)
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If TeamP.HP > 0 And TeamP.Status <> Pokemon.StatusProblems.Fainted Then
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switchList.Add(i)
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End If
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End If
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Next
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If switchList.Count > 0 Then
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Return ProduceOppStep(switchList(Core.Random.Next(0, switchList.Count)))
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End If
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End If
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'own pokemon got cursed: 75%
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If BattleScreen.FieldEffects.OppCurse > 0 Then
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If RPercent(75) = True Then
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Dim newSwitchIndex As Integer = 0
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Dim canSwitchTo As New List(Of Integer)
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For i = 0 To BattleScreen.Trainer.Pokemons.Count - 1
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Dim TeamP As Pokemon = BattleScreen.Trainer.Pokemons(i)
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If TeamP.HP > 0 And TeamP.Status <> Pokemon.StatusProblems.Fainted And i <> BattleScreen.OppPokemonIndex Then
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canSwitchTo.Add(i)
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End If
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Next
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If canSwitchTo.Count > 0 Then
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newSwitchIndex = canSwitchTo(Core.Random.Next(0, canSwitchTo.Count))
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Return ProduceOppStep(newSwitchIndex)
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End If
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End If
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End If
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'own pokemon got confused: 50%
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If p.HasVolatileStatus(Pokemon.VolatileStatus.Confusion) = True Then
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If RPercent(50) = True Then
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Dim newSwitchIndex As Integer = 0
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Dim canSwitchTo As New List(Of Integer)
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For i = 0 To BattleScreen.Trainer.Pokemons.Count - 1
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Dim TeamP As Pokemon = BattleScreen.Trainer.Pokemons(i)
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If TeamP.HP > 0 And TeamP.Status <> Pokemon.StatusProblems.Fainted And i <> BattleScreen.OppPokemonIndex Then
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canSwitchTo.Add(i)
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End If
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Next
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If canSwitchTo.Count > 0 Then
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newSwitchIndex = canSwitchTo(Core.Random.Next(0, canSwitchTo.Count))
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Return ProduceOppStep(newSwitchIndex)
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End If
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End If
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End If
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End If
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End If
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End If
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End If
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'-------------------------------------Items---------------------------------------------------------------------------------------'
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'same with Full Restore but without HP check, use above everything
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If p.HasVolatileStatus(Pokemon.VolatileStatus.Confusion) = True Or p.Status <> Pokemon.StatusProblems.None And p.Status <> Pokemon.StatusProblems.Fainted Then
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If TrainerHasItem(14, BattleScreen) = True Then
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If Not (TrainerHasItem(38, BattleScreen) = True And p.HP = p.MaxHP) = True Then
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Return ProduceOppStep(14, -1)
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End If
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End If
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End If
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'Use potions if fills to at least half + own hp is below 40% (chance 60% + (40 - ownhp%)), always use best potion (normal->super->hyper->max)
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If p.HP <= CInt((p.MaxHP / 100) * 40) Then
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Dim potion As Integer = GetBestPotion(BattleScreen)
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If potion > -1 Then
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If TrainerHasItem(potion, BattleScreen) = True Then
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Dim chance As Integer = GetPokemonValue(BattleScreen, p) + (40 - CInt((p.HP / p.MaxHP) * 100))
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If RPercent(chance) = True Then
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Dim HP As Integer = GetPotionHealHP(p, potion)
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If HP >= CInt(Math.Ceiling(p.MaxHP / 2)) Then
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Return ProduceOppStep(potion, -1)
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End If
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End If
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End If
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End If
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End If
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'Use Full Heal when: Confused, Burned, Frozen, Asleep, Paralyzed, Poisoned and HP is above 25% (100%), use above status restore items.
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If p.HasVolatileStatus(Pokemon.VolatileStatus.Confusion) = True Or p.Status <> Pokemon.StatusProblems.None And p.Status <> Pokemon.StatusProblems.Fainted Then
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If p.HP >= CInt((p.MaxHP / 100) * 25) Then
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If TrainerHasItem(38, BattleScreen) = True Then
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Return ProduceOppStep(38, -1)
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End If
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End If
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End If
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'Use Status restore items if own HP is above 25%, chance: 60%
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If p.HP >= CInt((p.MaxHP / 100) * 25) Then
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If p.Status <> Pokemon.StatusProblems.None And p.Status <> Pokemon.StatusProblems.Fainted Then
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If RPercent(60) = True Then
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Select Case p.Status
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Case Pokemon.StatusProblems.Poison, Pokemon.StatusProblems.BadPoison
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If TrainerHasItem(9, BattleScreen) = True Then
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Return ProduceOppStep(9, -1)
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End If
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Case Pokemon.StatusProblems.Burn
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If TrainerHasItem(10, BattleScreen) = True Then
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Return ProduceOppStep(10, -1)
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End If
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Case Pokemon.StatusProblems.Freeze
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If TrainerHasItem(11, BattleScreen) = True Then
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Return ProduceOppStep(11, -1)
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End If
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Case Pokemon.StatusProblems.Sleep
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If TrainerHasItem(12, BattleScreen) = True Then
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Return ProduceOppStep(12, -1)
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End If
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Case Pokemon.StatusProblems.Paralyzed
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If TrainerHasItem(13, BattleScreen) = True Then
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Return ProduceOppStep(13, -1)
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End If
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End Select
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End If
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End If
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End If
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'Use revive when at least 50% of team is beaten, use on highest leveled pokemon (max over normal) (50%)
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If RPercent(50) = True And (TrainerHasItem(39, BattleScreen) = True Or TrainerHasItem(40, BattleScreen) = True) = True Then
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Dim beaten As Integer = 0
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For Each TeamP As Pokemon In BattleScreen.Trainer.Pokemons
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If TeamP.HP <= 0 Or TeamP.Status = Pokemon.StatusProblems.Fainted Or TeamP.IsEgg() = True Then
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beaten += 1
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End If
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Next
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If beaten >= CInt(Math.Floor(BattleScreen.Trainer.Pokemons.Count / 2)) Then
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Dim highestLevel As Integer = -1
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For i = 0 To BattleScreen.Trainer.Pokemons.Count - 1
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Dim TeamP As Pokemon = BattleScreen.Trainer.Pokemons(i)
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If TeamP.IsEgg() = False Then
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If TeamP.HP <= 0 Or TeamP.Status = Pokemon.StatusProblems.Fainted Then
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If highestLevel = -1 OrElse BattleScreen.Trainer.Pokemons(highestLevel).Level < TeamP.Level Then
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highestLevel = i
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End If
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End If
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End If
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Next
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If highestLevel > -1 Then
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Dim bestRevive As Integer = GetBestRevive(BattleScreen)
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Return ProduceOppStep(bestRevive, highestLevel)
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End If
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End If
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|||
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End If
|
|||
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|
|||
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'-------------------------------------Moves---------------------------------------------------------------------------------------'
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|
|||
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'If own pokemon is asleep, try to use Sleep Talk (100%)
|
|||
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If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 214) = True Then
|
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Return ProduceOppStep(m, IDtoMoveIndex(m, 214))
|
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End If
|
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|
|||
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'If own pokemon is asleep, try to use Snore (100%)
|
|||
|
If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 173) = True Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 173))
|
|||
|
End If
|
|||
|
|
|||
|
'If own pokemon is frozen and has a move to thraw out -> use that move
|
|||
|
If p.Status = Pokemon.StatusProblems.Freeze Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.ThrawOut)
|
|||
|
If chosenMove > -1 Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Fake Out if first turn -> try to inflict flinch (100%)
|
|||
|
If HasMove(m, 252) = True Then
|
|||
|
If op.Ability.Name.ToLower() <> "inner focus" Then
|
|||
|
Dim turns As Integer = BattleScreen.FieldEffects.OppPokemonTurns
|
|||
|
If turns = 0 Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 252))
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'use high priority move if opponent is nearly defeated (<= 15%) (100%)
|
|||
|
If op.HP <= CInt((op.MaxHP / 100) * 15) Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.HighPriority)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'use attacking move if speed is higher than opp speed and opponent has low health (<= 30%) (75%)
|
|||
|
If p.Speed > op.Speed And op.HP <= CInt((op.MaxHP / 100) * 30) Then
|
|||
|
Dim chosenMove As Integer = GetAttackingMove(BattleScreen, m)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'use recover moves when HP lower than 50% (50%):
|
|||
|
If p.HP <= CInt(p.MaxHP / 2) Then
|
|||
|
Dim chance As Integer = 50
|
|||
|
'make chance higher when opp has a status condition:
|
|||
|
If op.Status = Pokemon.StatusProblems.Freeze Or op.Status = Pokemon.StatusProblems.Paralyzed Or op.HasVolatileStatus(Pokemon.VolatileStatus.Confusion) = True Then
|
|||
|
chance = 75
|
|||
|
End If
|
|||
|
If op.Status = Pokemon.StatusProblems.Sleep Then
|
|||
|
chance = 100
|
|||
|
End If
|
|||
|
|
|||
|
If RPercent(chance) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Healing)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Try to use Brick Break move if opponent has LightScreen/Reflect up:
|
|||
|
If op.IsType(Element.Types.Ghost) = False Then
|
|||
|
If BattleScreen.FieldEffects.OwnReflect > 0 Or BattleScreen.FieldEffects.OwnLightScreen > 0 Then
|
|||
|
If RPercent(80) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.RemoveReflectLightscreen)
|
|||
|
If chosenMove > -1 Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to inflict status:
|
|||
|
'check if substitute is up:
|
|||
|
If BattleScreen.FieldEffects.OwnSubstitute = 0 Then
|
|||
|
'check no status already applies:
|
|||
|
If op.Status = Pokemon.StatusProblems.None Then
|
|||
|
|
|||
|
'try to paralyse (75%)
|
|||
|
If op.Status <> Pokemon.StatusProblems.Paralyzed Then
|
|||
|
If op.Type1.Type <> Element.Types.Electric And op.Type2.Type <> Element.Types.Electric Then
|
|||
|
If op.Ability.Name.ToLower() <> "limber" Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Paralysis)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to burn (75%)
|
|||
|
If op.Status <> Pokemon.StatusProblems.Burn Then
|
|||
|
If op.Type1.Type <> Element.Types.Fire And op.Type2.Type <> Element.Types.Fire Then
|
|||
|
If op.Ability.Name.ToLower() <> "water veil" Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Burn)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to sleep (75%)
|
|||
|
If op.Status <> Pokemon.StatusProblems.Sleep Then
|
|||
|
If op.Ability.Name.ToLower() <> "vital spirit" Then
|
|||
|
If op.Ability.Name.ToLower() <> "insomnia" Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Sleep)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to poison (50%)
|
|||
|
If op.Status <> Pokemon.StatusProblems.BadPoison And op.Status <> Pokemon.StatusProblems.Poison Then
|
|||
|
If op.Type1.Type <> Element.Types.Steel And op.Type1.Type <> Element.Types.Poison And op.Type2.Type <> Element.Types.Steel And op.Type2.Type <> Element.Types.Poison Then
|
|||
|
If op.Ability.Name.ToLower() <> "immunity" Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Poison)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to confuse (75%)
|
|||
|
'check if opp isnt confused already:
|
|||
|
If op.HasVolatileStatus(Pokemon.VolatileStatus.Confusion) = False Then
|
|||
|
If op.Ability.Name.ToLower() <> "own tempo" Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Confusion)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to set up leech seed (75%)
|
|||
|
If op.IsType(Element.Types.Grass) = False Then
|
|||
|
If BattleScreen.FieldEffects.OwnLeechSeed = 0 Then
|
|||
|
If HasMove(m, 73) = True Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 73))
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'try to use FocusEnergy (50%)
|
|||
|
If BattleScreen.FieldEffects.OppFocusEnergy = 0 Then
|
|||
|
If HasMove(m, 116) = True Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 116))
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'higher sp atk than atk, not boosted stat, higher spatk than spdef: use sp atk boost (50%)
|
|||
|
If p.SpAttack > p.Attack And p.StatSpAttack <= 0 And p.SpAttack > p.SpDefense Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.RaiseSpAttack)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'higher atk than sp atk, not boosted stat, higher atk than def: use atk boost (50%)
|
|||
|
If p.Attack > p.SpAttack And p.StatAttack <= 0 And p.Attack > p.Defense Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.RaiseAttack)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'not lowered opp def stat, higher atk than spatk, higher def than atk: use def lowering move (50%)
|
|||
|
If p.Attack > p.SpAttack And p.Defense > p.Attack And op.StatDefense >= 0 Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.LowerDefense)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'not lowered opp spdef stat, higher spatk than atk, higher spdef than spatk: use spdef lowering move (50%)
|
|||
|
If p.SpAttack > p.Attack And p.SpDefense > p.SpAttack And op.StatSpDefense >= 0 Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.LowerSpDefense)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
|
|||
|
'when opp has lower atk than def/lower spatk than spdef and can heal stat: use stat healing move (50%)
|
|||
|
If op.SpAttack > op.Attack And op.SpAttack < op.SpDefense Or op.Attack > op.SpAttack And op.Attack < op.Defense Then
|
|||
|
If p.Status = Pokemon.StatusProblems.BadPoison Or p.Status = Pokemon.StatusProblems.Burn Or p.Status = Pokemon.StatusProblems.Freeze Or p.Status = Pokemon.StatusProblems.Paralyzed Or p.Status = Pokemon.StatusProblems.Poison Or p.Status = Pokemon.StatusProblems.Sleep Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.CureStatus)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'if not done before, boost own evasion (50%)
|
|||
|
If p.Evasion <= 0 Then
|
|||
|
If RPercent(50) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.RaiseEvasion)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'if not done before, boost own accuracy (75%)
|
|||
|
If p.Evasion <= 0 Then
|
|||
|
If RPercent(75) = True Then
|
|||
|
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.RaiseEvasion)
|
|||
|
If chosenMove > -1 Then
|
|||
|
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
|
|||
|
Return ProduceOppStep(m, chosenMove)
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Use LightScreen/Reflect (75%):
|
|||
|
If RPercent(75) = True Then
|
|||
|
If HasMove(m, 113) = True And op.SpAttack > op.Attack And BattleScreen.FieldEffects.OppLightScreen = 0 Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 113))
|
|||
|
End If
|
|||
|
If HasMove(m, 115) = True And op.Attack > op.SpAttack And BattleScreen.FieldEffects.OppReflect = 0 Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 115))
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Special Moveset combos:
|
|||
|
' - Defense Curl + Rollout
|
|||
|
If HasMove(m, 205) = True And HasMove(m, 111) = True Then
|
|||
|
If BattleScreen.FieldEffects.OppDefenseCurl = 0 Then
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 111))
|
|||
|
Else
|
|||
|
Return ProduceOppStep(m, IDtoMoveIndex(m, 205))
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Determine best attacking move:
|
|||
|
|
|||
|
Dim attackDic As New Dictionary(Of Integer, Integer)
|
|||
|
For i = 0 To m.Count - 1
|
|||
|
If MoveHasAIField(m(i), Attack.AIField.Damage) = True Then
|
|||
|
attackDic.Add(i, 0)
|
|||
|
End If
|
|||
|
Next
|
|||
|
'If has more than 0 attacking moves:
|
|||
|
If attackDic.Count > 0 Then
|
|||
|
For i = 0 To attackDic.Count - 1
|
|||
|
Dim key As Integer = attackDic.Keys(i)
|
|||
|
Dim cMove As Attack = m(key)
|
|||
|
Dim value As Integer = 0
|
|||
|
|
|||
|
Dim effectiveness As Single = BattleCalculation.CalculateEffectiveness(False, cMove, BattleScreen)
|
|||
|
|
|||
|
'Base power
|
|||
|
If effectiveness <> 0.0F Then
|
|||
|
value += CInt(cMove.GetBasePower(False, BattleScreen) * effectiveness)
|
|||
|
End If
|
|||
|
|
|||
|
'Accuracy
|
|||
|
value += cMove.GetAccuracy(False, BattleScreen)
|
|||
|
|
|||
|
'STAB
|
|||
|
If p.IsType(cMove.Type.Type) = True Then
|
|||
|
value += 35
|
|||
|
End If
|
|||
|
|
|||
|
'Ignore PP left for now...
|
|||
|
|
|||
|
'Attack stats:
|
|||
|
If cMove.Category = Attack.Categories.Physical Then
|
|||
|
value += p.StatAttack * 15
|
|||
|
Else 'Special
|
|||
|
value += p.StatSpAttack * 15
|
|||
|
End If
|
|||
|
If cMove.UseOppDefense = True Then
|
|||
|
If cMove.Category = Attack.Categories.Physical Then
|
|||
|
value -= op.StatDefense * 15
|
|||
|
Else 'Special
|
|||
|
value -= p.StatSpDefense * 15
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Dry skin: +fire
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Fire And op.Ability.Name.ToLower() = "dry skin" Then
|
|||
|
value += 25
|
|||
|
End If
|
|||
|
|
|||
|
'Use never-miss attack when own accuracy is low/opp evasion is high
|
|||
|
If cMove.Accuracy = 0 Or cMove.GetUseAccEvasion(False, BattleScreen) = False Then
|
|||
|
If p.Accuracy < 0 Then
|
|||
|
value += CInt(Math.Abs(p.Accuracy * 15))
|
|||
|
End If
|
|||
|
If op.Evasion > 0 Then
|
|||
|
value += op.Evasion * 15
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'If the pokemon has other options, dont use selfdestruct or explosion too often:
|
|||
|
If cMove.ID = 120 Or cMove.ID = 153 Then
|
|||
|
If Core.Random.Next(0, 8) <> 0 Then
|
|||
|
value = Core.Random.Next(50, 100)
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Add randomness value:
|
|||
|
value += Core.Random.Next(-35, 35)
|
|||
|
|
|||
|
If value < 0 Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
|
|||
|
'Effectiveness:
|
|||
|
If effectiveness = 0.0F Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
|
|||
|
'Don't use moves that get absorbed by abilities:
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Water And op.Ability.Name.ToLower() = "water absorb" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Electric And op.Ability.Name.ToLower() = "volt absorb" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Electric And op.Ability.Name.ToLower() = "motor drive" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Grass And op.Ability.Name.ToLower() = "sap sipper" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Fire And op.Ability.Name.ToLower() = "flash fire" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.GetAttackType(False, BattleScreen).Type = Element.Types.Water And op.Ability.Name.ToLower() = "dry skin" Then
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
|
|||
|
'Special moves to not use:
|
|||
|
If cMove.ID = 150 Then 'Never use splash
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.ID = 214 And p.Status <> Pokemon.StatusProblems.Sleep Then 'Never use Sleep Talk when user is not sleeping.
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.ID = 171 And op.Status <> Pokemon.StatusProblems.Sleep Then 'Never use nightmare when opponent is not sleeping.
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
If cMove.ID = 138 And op.Status <> Pokemon.StatusProblems.Sleep Then 'Never use Dream eater when opponent is not sleeping
|
|||
|
value = 0
|
|||
|
End If
|
|||
|
|
|||
|
attackDic(key) = value
|
|||
|
Next
|
|||
|
|
|||
|
'Debug feature: Enable if not sure
|
|||
|
'Logger.Debug("RESULTS:")
|
|||
|
'For t = 0 To attackDic.Count - 1
|
|||
|
' Logger.Debug(t.ToString() & ": " & m(attackDic.Keys(t)).Name & "; VALUE: " & attackDic.Values(t))
|
|||
|
'Next
|
|||
|
|
|||
|
Dim index As Integer = 0
|
|||
|
If attackDic.Count > 1 Then
|
|||
|
If attackDic.Values(1) > attackDic.Values(index) Then
|
|||
|
index = 1
|
|||
|
End If
|
|||
|
End If
|
|||
|
If attackDic.Count > 2 Then
|
|||
|
If attackDic.Values(2) > attackDic.Values(index) Then
|
|||
|
index = 2
|
|||
|
End If
|
|||
|
End If
|
|||
|
If attackDic.Count > 3 Then
|
|||
|
If attackDic.Values(3) > attackDic.Values(index) Then
|
|||
|
index = 3
|
|||
|
End If
|
|||
|
End If
|
|||
|
|
|||
|
'Dis too:
|
|||
|
'Logger.Debug("CHOSEN: " & m(attackDic.Keys(index)).Name & "; VALUE: " & attackDic.Values(index))
|
|||
|
|
|||
|
Return ProduceOppStep(m, attackDic.Keys(index))
|
|||
|
End If
|
|||
|
|
|||
|
'once everything else failed, choose one of the attacking moves:
|
|||
|
Dim chosenAttackMove As Integer = MoveAI(m, Attack.AIField.Damage)
|
|||
|
If chosenAttackMove > -1 Then
|
|||
|
Return ProduceOppStep(m, chosenAttackMove)
|
|||
|
End If
|
|||
|
|
|||
|
'catch crash: return random move:
|
|||
|
Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function HasOtherAttackingMoveThanExplosion(ByVal m As List(Of Attack), ByVal leaveOutIndex As Integer) As Boolean
|
|||
|
For i = 0 To m.Count - 1
|
|||
|
If i <> leaveOutIndex Then
|
|||
|
If m(i).ID <> 121 And m(i).ID <> 153 Then
|
|||
|
Return True
|
|||
|
End If
|
|||
|
End If
|
|||
|
Next
|
|||
|
Return False
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function GetAttackingMove(ByVal BattleScreen As BattleScreen, ByVal m As List(Of Attack)) As Integer
|
|||
|
Return 0
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function CheckForTypeIneffectiveness(ByVal BattleScreen As BattleScreen, ByVal m As List(Of Attack), ByVal i As Integer) As Boolean
|
|||
|
Dim move As Attack = m(i)
|
|||
|
|
|||
|
If move.ImmunityAffected = True Then
|
|||
|
Dim effectiveness As Single = BattleCalculation.CalculateEffectiveness(False, move, BattleScreen)
|
|||
|
If effectiveness = 0.0F Then
|
|||
|
Return False
|
|||
|
End If
|
|||
|
End If
|
|||
|
Return True
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function RPercent(ByVal p As Integer) As Boolean
|
|||
|
If p >= 100 Then
|
|||
|
Return True
|
|||
|
End If
|
|||
|
If Core.Random.Next(0, 100) < p Then
|
|||
|
Return True
|
|||
|
End If
|
|||
|
Return False
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function MoveAI(ByVal m As List(Of Attack), ByVal AIType As Attack.AIField) As Integer
|
|||
|
Dim validMoves As New List(Of Integer)
|
|||
|
For i = 0 To m.Count - 1
|
|||
|
If m(i).AIField1 = AIType Or m(i).AIField2 = AIType Or m(i).AIField3 = AIType Then
|
|||
|
validMoves.Add(i)
|
|||
|
End If
|
|||
|
Next
|
|||
|
|
|||
|
If validMoves.Count > 0 Then
|
|||
|
Return validMoves(Core.Random.Next(0, validMoves.Count))
|
|||
|
End If
|
|||
|
|
|||
|
Return -1
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function MoveHasAIField(ByVal m As Attack, ByVal AIType As Attack.AIField) As Boolean
|
|||
|
Return m.AIField1 = AIType Or m.AIField2 = AIType Or m.AIField3 = AIType
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function HasMove(ByVal m As List(Of Attack), ByVal ID As Integer) As Boolean
|
|||
|
For Each move As Attack In m
|
|||
|
If move.ID = ID Then
|
|||
|
Return True
|
|||
|
End If
|
|||
|
Next
|
|||
|
Return False
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function IDtoMoveIndex(ByVal m As List(Of Attack), ByVal ID As Integer) As Integer
|
|||
|
For i = 0 To m.Count - 1
|
|||
|
If m(i).ID = ID Then
|
|||
|
Return i
|
|||
|
End If
|
|||
|
Next
|
|||
|
Return -1
|
|||
|
End Function
|
|||
|
|
|||
|
#Region "ProduceSteps"
|
|||
|
|
|||
|
Private Shared Function ProduceOppStep(ByVal m As List(Of Attack), ByVal i As Integer) As Battle.RoundConst
|
|||
|
While i > m.Count - 1
|
|||
|
i -= 1
|
|||
|
End While
|
|||
|
|
|||
|
If m.Count = 0 Then
|
|||
|
Throw New Exception("An empty move array got passed in!")
|
|||
|
End If
|
|||
|
|
|||
|
Return New Battle.RoundConst With {.StepType = Battle.RoundConst.StepTypes.Move, .Argument = m(i)}
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function ProduceOppStep(ByVal ItemID As Integer, ByVal target As Integer) As Battle.RoundConst
|
|||
|
Return New Battle.RoundConst With {.StepType = Battle.RoundConst.StepTypes.Item, .Argument = ItemID.ToString() & "," & target.ToString()}
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function ProduceOppStep(ByVal SwitchID As Integer) As Battle.RoundConst
|
|||
|
Return New Battle.RoundConst With {.StepType = Battle.RoundConst.StepTypes.Switch, .Argument = SwitchID.ToString()}
|
|||
|
End Function
|
|||
|
|
|||
|
#End Region
|
|||
|
|
|||
|
#Region "Item"
|
|||
|
|
|||
|
Private Shared Function TrainerHasItem(ByVal ItemID As Integer, ByVal BattleScreen As BattleScreen) As Boolean
|
|||
|
For Each Item As Item In BattleScreen.Trainer.Items
|
|||
|
If Item.ID = ItemID Then
|
|||
|
Return True
|
|||
|
End If
|
|||
|
Next
|
|||
|
Return False
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function GetBestPotion(ByVal BattleScreen As BattleScreen) As Integer
|
|||
|
Dim potionRange As List(Of Integer) = {18, 17, 16, 15, 14}.ToList()
|
|||
|
Dim bestPotion As Integer = -1
|
|||
|
For Each I As Item In BattleScreen.Trainer.Items
|
|||
|
If potionRange.Contains(I.ID) = True Then
|
|||
|
If potionRange.IndexOf(I.ID) > bestPotion Then
|
|||
|
bestPotion = potionRange.IndexOf(I.ID)
|
|||
|
End If
|
|||
|
End If
|
|||
|
Next
|
|||
|
|
|||
|
If bestPotion = -1 Then
|
|||
|
Return -1
|
|||
|
Else
|
|||
|
Return potionRange(bestPotion)
|
|||
|
End If
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function GetBestRevive(ByVal BattleScreen As BattleScreen) As Integer
|
|||
|
For Each Item As Item In BattleScreen.Trainer.Items
|
|||
|
If Item.ID = 40 Then
|
|||
|
Return 40
|
|||
|
End If
|
|||
|
Next
|
|||
|
Return 39
|
|||
|
End Function
|
|||
|
|
|||
|
Private Shared Function GetPotionHealHP(ByVal p As Pokemon, ByVal ItemID As Integer) As Integer
|
|||
|
Select Case ItemID
|
|||
|
Case 18
|
|||
|
Return 20
|
|||
|
Case 17
|
|||
|
Return 50
|
|||
|
Case 16
|
|||
|
Return 200
|
|||
|
Case 15
|
|||
|
Return p.MaxHP
|
|||
|
Case 14
|
|||
|
Return p.MaxHP
|
|||
|
End Select
|
|||
|
Return 0
|
|||
|
End Function
|
|||
|
|
|||
|
#End Region
|
|||
|
|
|||
|
Private Shared Function GetPokemonValue(ByVal BattleScreen As BattleScreen, ByVal p As Pokemon) As Integer
|
|||
|
Dim total As Integer = 0
|
|||
|
For Each TeamP As Pokemon In BattleScreen.Trainer.Pokemons
|
|||
|
total += TeamP.BaseHP + TeamP.BaseAttack + TeamP.BaseDefense + TeamP.BaseSpAttack + TeamP.BaseSpDefense + TeamP.BaseSpeed
|
|||
|
Next
|
|||
|
Dim pTotal As Integer = p.BaseHP + p.BaseAttack + p.BaseDefense + p.BaseSpAttack + p.BaseSpDefense + p.BaseSpeed
|
|||
|
|
|||
|
Dim percent As Integer = CInt((pTotal / total) * 100)
|
|||
|
Return percent
|
|||
|
End Function
|
|||
|
|
|||
|
End Class
|
|||
|
|
|||
|
End Namespace
|