Pokémon will no longer choose disabled moves...

but instead pick another move. if there are no usable moves left, the pokémon uses struggle
This commit is contained in:
JappaWakka 2023-03-09 19:36:47 +01:00
parent 9a7543fb33
commit 66046800d3
3 changed files with 62 additions and 19 deletions

View File

@ -421,7 +421,26 @@
AI_MegaEvolve(BattleScreen)
Return TrainerAI.GetAIMove(BattleScreen, OwnStep)
Else
Return New RoundConst() With {.StepType = RoundConst.StepTypes.Move, .Argument = BattleScreen.OppPokemon.Attacks(Core.Random.Next(0, BattleScreen.OppPokemon.Attacks.Count))}
Dim AvailableAttacks As List(Of Integer) = New List(Of Integer)
For i = 0 To BattleScreen.OppPokemon.Attacks.Count - 1
AvailableAttacks.Add(i)
Next
Dim OppAttackChoice As Integer = Core.Random.Next(0, AvailableAttacks.Count)
Dim Ready As Boolean = False
While Ready = False
If BattleScreen.OppPokemon.Attacks(OppAttackChoice).Disabled > 0 Then
AvailableAttacks.Remove(OppAttackChoice)
If AvailableAttacks.Count > 0 Then
OppAttackChoice = AvailableAttacks(Core.Random.Next(0, AvailableAttacks.Count))
Else
Return New RoundConst() With {.StepType = RoundConst.StepTypes.Move, .Argument = Attack.GetAttackByID(165)}
End If
Else
Ready = True
End If
End While
Return New RoundConst() With {.StepType = RoundConst.StepTypes.Move, .Argument = BattleScreen.OppPokemon.Attacks(OppAttackChoice)}
End If
End Function

View File

@ -1,4 +1,6 @@
Namespace BattleSystem
Imports P3D.BattleSystem.Battle
Namespace BattleSystem
Public Class TrainerAI
@ -106,15 +108,33 @@
'Only applies if trainer has an AI level below 20:
If BattleScreen.Trainer.AILevel < 20 Then
Dim AvailableAttacks As List(Of Integer) = New List(Of Integer)
For i = 0 To m.Count - 1
AvailableAttacks.Add(i)
Next
Dim OppAttackChoice As Integer = Core.Random.Next(0, AvailableAttacks.Count)
Dim Ready As Boolean = False
While Ready = False
If m(OppAttackChoice).Disabled > 0 Then
AvailableAttacks.Remove(OppAttackChoice)
If AvailableAttacks.Count > 0 Then
OppAttackChoice = AvailableAttacks(Core.Random.Next(0, AvailableAttacks.Count))
Else
Return New RoundConst() With {.StepType = RoundConst.StepTypes.Move, .Argument = Attack.GetAttackByID(165)}
End If
Else
Ready = True
End If
End While
If Core.Player.DifficultyMode = 0 Then
'Chance of 35% that the trainer is using a random move:
If Core.Random.Next(0, 100) < 35 Then
Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
Return ProduceOppStep(m, OppAttackChoice)
End If
ElseIf Core.Player.DifficultyMode = 1 Then
'Chance of 18% that the trainer is using a random move:
If Core.Random.Next(0, 100) < 18 Then
Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
Return ProduceOppStep(m, OppAttackChoice)
End If
End If
End If
@ -347,12 +367,12 @@
'-------------------------------------Moves---------------------------------------------------------------------------------------'
'If own pokemon is asleep, try to use Sleep Talk (100%)
If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 214) = True Then
If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 214) = True AndAlso m(IDtoMoveIndex(m, 214)).Disabled = 0 Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 214))
End If
'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
If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 173) = True AndAlso m(IDtoMoveIndex(m, 173)).Disabled = 0 Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 173))
End If
@ -365,7 +385,7 @@
End If
'Fake Out if first turn -> try to inflict flinch (100%)
If HasMove(m, 252) = True Then
If HasMove(m, 252) = True AndAlso m(IDtoMoveIndex(m, 252)).Disabled = 0 Then
If op.Ability.Name.ToLower() <> "inner focus" Then
Dim turns As Integer = BattleScreen.FieldEffects.OppPokemonTurns
If turns = 0 Then
@ -386,7 +406,7 @@
'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)
Dim chosenMove As Integer = MoveAI(m, Attack.AIField.Damage)
If chosenMove > -1 Then
If CheckForTypeIneffectiveness(BattleScreen, m, chosenMove) = True Then
Return ProduceOppStep(m, chosenMove)
@ -518,7 +538,7 @@
'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 HasMove(m, 73) = True AndAlso m(IDtoMoveIndex(m, 73)).Disabled = 0 Then
If RPercent(75) = True Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 73))
End If
@ -528,7 +548,7 @@
'try to use FocusEnergy (50%)
If BattleScreen.FieldEffects.OppFocusEnergy = 0 Then
If HasMove(m, 116) = True Then
If HasMove(m, 116) = True AndAlso m(IDtoMoveIndex(m, 116)).Disabled = 0 Then
If RPercent(50) = True Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 116))
End If
@ -622,10 +642,10 @@
'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
If HasMove(m, 113) = True And op.SpAttack > op.Attack And BattleScreen.FieldEffects.OppLightScreen = 0 AndAlso m(IDtoMoveIndex(m, 113)).Disabled = 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
If HasMove(m, 115) = True And op.Attack > op.SpAttack And BattleScreen.FieldEffects.OppReflect = 0 AndAlso m(IDtoMoveIndex(m, 115)).Disabled = 0 Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 115))
End If
End If
@ -633,10 +653,12 @@
'Special Moveset combos:
' - Defense Curl + Rollout
If HasMove(m, 205) = True And HasMove(m, 111) = True Then
If BattleScreen.FieldEffects.OppDefenseCurl = 0 Then
If BattleScreen.FieldEffects.OppDefenseCurl = 0 AndAlso m(IDtoMoveIndex(m, 111)).Disabled = 0 Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 111))
Else
Return ProduceOppStep(m, IDtoMoveIndex(m, 205))
If m(IDtoMoveIndex(m, 205)).Disabled = 0 Then
Return ProduceOppStep(m, IDtoMoveIndex(m, 205))
End If
End If
End If
@ -644,7 +666,7 @@
Dim attackDic As New Dictionary(Of Integer, Integer)
For i = 0 To m.Count - 1
If MoveHasAIField(m(i), Attack.AIField.Damage) = True Then
If MoveHasAIField(m(i), Attack.AIField.Damage) = True AndAlso m(i).Disabled = 0 Then
attackDic.Add(i, 0)
End If
Next
@ -793,7 +815,7 @@
End If
'catch crash: return random move:
Return ProduceOppStep(m, Core.Random.Next(0, m.Count))
Return New RoundConst() With {.StepType = RoundConst.StepTypes.Move, .Argument = Attack.GetAttackByID(165)}
End Function
Private Shared Function HasOtherAttackingMoveThanExplosion(ByVal m As List(Of Attack), ByVal leaveOutIndex As Integer) As Boolean
@ -836,8 +858,10 @@
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)
If m(i).Disabled = 0 Then
If m(i).AIField1 = AIType Or m(i).AIField2 = AIType Or m(i).AIField3 = AIType Then
validMoves.Add(i)
End If
End If
Next

View File

@ -55,7 +55,7 @@
End Sub
Public Overrides Sub MoveSelected(own As Boolean, BattleScreen As BattleScreen)
BattleScreen.BattleQuery.Add(New TextQueryObject(BattleScreen.OwnPokemon.GetDisplayName() & " has no PP left!"))
BattleScreen.BattleQuery.Add(New TextQueryObject(BattleScreen.OwnPokemon.GetDisplayName() & " has no usable attacks left!"))
End Sub
Public Overrides Sub MoveHits(own As Boolean, BattleScreen As BattleScreen)