Beispiel #1
0
        // Wild Pokémon always select a random usable move (unless they are forced to use a move)
        // They will flee randomly based on their PBEPokemonData.FleeRate only if it's a single battle and they are allowed to flee
        public static void CreateWildAIActions(this PBETrainer trainer)
        {
            if (trainer is null)
            {
                throw new ArgumentNullException(nameof(trainer));
            }
            if (trainer.Battle.BattleState != PBEBattleState.WaitingForActions)
            {
                throw new InvalidOperationException($"{nameof(trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForActions} to create actions.");
            }
            // Try to flee if it's a single wild battle and the Pokémon is a runner
            if (trainer.IsWild && trainer.Battle.BattleFormat == PBEBattleFormat.Single && trainer.IsFleeValid() is null)
            {
                PBEBattlePokemon user  = trainer.ActionsRequired[0];
                IPBEPokemonData  pData = PBEDataProvider.Instance.GetPokemonData(user);
                if (PBEDataProvider.GlobalRandom.RandomBool(pData.FleeRate, 255))
                {
                    string valid = trainer.SelectFleeIfValid();
                    if (valid != null)
                    {
                        throw new Exception("Wild AI tried to flee but couldn't. - " + valid);
                    }
                    return;
                }
            }
            var actions = new PBETurnAction[trainer.ActionsRequired.Count];

            for (int i = 0; i < actions.Length; i++)
            {
                PBEBattlePokemon user = trainer.ActionsRequired[i];
                // If a Pokémon is forced to struggle, it must use Struggle
                if (user.IsForcedToStruggle())
                {
                    actions[i] = new PBETurnAction(user, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(user, user.GetMoveTargets(PBEMove.Struggle))[0]);
                    continue;
                }
                // If a Pokémon has a temp locked move (Dig, Dive, ShadowForce) it must be used
                if (user.TempLockedMove != PBEMove.None)
                {
                    actions[i] = new PBETurnAction(user, user.TempLockedMove, user.TempLockedTargets);
                    continue;
                }
                // The Pokémon is free to fight
                PBEMove[] usableMoves = user.GetUsableMoves();
                PBEMove   move        = PBEDataProvider.GlobalRandom.RandomElement(usableMoves);
                actions[i] = new PBETurnAction(user, move, PBEBattle.GetRandomTargetForMetronome(user, move, PBEDataProvider.GlobalRandom));
            }
            string valid2 = trainer.SelectActionsIfValid(actions);

            if (valid2 != null)
            {
                throw new Exception("Wild AI created bad actions. - " + valid2);
            }
        }
Beispiel #2
0
 private bool TryUseForcedMove()
 {
     if (_pkmn.IsForcedToStruggle())
     {
         _pkmn.TurnAction = new PBETurnAction(_pkmn, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(_pkmn, _pkmn.GetMoveTargets(PBEMove.Struggle))[0]);
         return(true);
     }
     else if (_pkmn.TempLockedMove != PBEMove.None)
     {
         _pkmn.TurnAction = new PBETurnAction(_pkmn, _pkmn.TempLockedMove, _pkmn.TempLockedTargets);
         return(true);
     }
     return(false);
 }
Beispiel #3
0
        // TODO: Control multiple trainers of a multi battle team

        /// <summary>Creates valid actions for a battle turn for a specific team.</summary>
        /// <param name="trainer">The trainer to create actions for.</param>
        /// <exception cref="InvalidOperationException">Thrown when <paramref name="trainer"/> has no active battlers or <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception>
        /// <exception cref="ArgumentOutOfRangeException">Thrown when a Pokémon has no moves, the AI tries to use a move with invalid targets, or <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception>
        public static void CreateAIActions(this PBETrainer trainer)
        {
            if (trainer is null)
            {
                throw new ArgumentNullException(nameof(trainer));
            }
            if (trainer.Battle.BattleState != PBEBattleState.WaitingForActions)
            {
                throw new InvalidOperationException($"{nameof(trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForActions} to create actions.");
            }
            if (trainer.IsWild)
            {
                trainer.CreateWildAIActions();
                return;
            }
            var actions = new PBETurnAction[trainer.ActionsRequired.Count];
            var standBy = new List <PBEBattlePokemon>();

            for (int i = 0; i < actions.Length; i++)
            {
                PBEBattlePokemon user = trainer.ActionsRequired[i];
                // If a Pokémon is forced to struggle, it is best that it just stays in until it faints
                if (user.IsForcedToStruggle())
                {
                    actions[i] = new PBETurnAction(user, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(user, user.GetMoveTargets(PBEMove.Struggle))[0]);
                    continue;
                }
                // If a Pokémon has a temp locked move (Dig, Dive, ShadowForce) it must be used
                else if (user.TempLockedMove != PBEMove.None)
                {
                    actions[i] = new PBETurnAction(user, user.TempLockedMove, user.TempLockedTargets);
                    continue;
                }
                // The Pokémon is free to switch or fight (unless it cannot switch due to Magnet Pull etc)
                actions[i] = DecideAction(trainer, user, actions, standBy);
                // Action was chosen, finish up for this Pokémon
                if (actions[i].Decision == PBETurnDecision.SwitchOut)
                {
                    standBy.Add(trainer.TryGetPokemon(actions[i].SwitchPokemonId));
                }
            }
            string valid = trainer.SelectActionsIfValid(actions);

            if (valid != null)
            {
                throw new Exception("AI created bad actions. - " + valid);
            }
        }
Beispiel #4
0
        private void FightChoice()
        {
            PBEBattlePokemon pkmn = _pkmn.Pkmn;
            // Check if there's a move we must use
            bool auto = false;

            if (pkmn.IsForcedToStruggle())
            {
                pkmn.TurnAction = new PBETurnAction(pkmn, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(pkmn, pkmn.GetMoveTargets(PBEMove.Struggle))[0]);
                auto            = true;
            }
            else if (pkmn.TempLockedMove != PBEMove.None)
            {
                pkmn.TurnAction = new PBETurnAction(pkmn, pkmn.TempLockedMove, pkmn.TempLockedTargets);
                auto            = true;
            }
            if (auto)
            {
                _parent.ActionsLoop(false);
                return;
            }

            // Create move choices if it's not already created
            if (_moveChoices is null)
            {
                PBEBattleMoveset moves       = pkmn.Moves;
                PBEMove[]        usableMoves = pkmn.GetUsableMoves();
                _moveChoices = new GUIChoices(0.8f, 0.7f, 0.06f, backCommand: () => _isShowingMoves = false,
                                              font: Font.Default, fontColors: Font.DefaultWhite, selectedColors: Font.DefaultSelected, disabledColors: Font.DefaultDisabled);
                for (int i = 0; i < PBESettings.DefaultNumMoves; i++)
                {
                    PBEBattleMoveset.PBEBattleMovesetSlot slot = moves[i];
                    PBEMove m       = slot.Move;
                    string  text    = PBELocalizedString.GetMoveName(m).English;
                    bool    enabled = Array.IndexOf(usableMoves, m) != -1;
                    Action  command = enabled ? () => SelectMoveForTurn(m) : (Action)null;
                    _moveChoices.Add(new GUIChoice(text, command, isEnabled: enabled));
                }
            }

            // Show moves
            _isShowingMoves = true;
        }
Beispiel #5
0
        /// <summary>Creates valid actions for a battle turn for a specific team.</summary>
        /// <exception cref="InvalidOperationException">Thrown when <see name="Trainer"/> has no active battlers or <see name="Trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception>
        /// <exception cref="ArgumentOutOfRangeException">Thrown when a Pokémon has no moves, the AI tries to use a move with invalid targets, or <see name="Trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception>
        public void CreateActions()
        {
            if (Trainer.Battle.BattleState != PBEBattleState.WaitingForActions)
            {
                throw new InvalidOperationException($"{nameof(Trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForActions} to create actions.");
            }
            int count   = Trainer.ActionsRequired.Count;
            var actions = new List <PBETurnAction>(count);
            var standBy = new List <PBEBattlePokemon>();

            for (int i = 0; i < count; i++)
            {
                PBEBattlePokemon user = Trainer.ActionsRequired[i];
                // If a Pokémon is forced to struggle, it is best that it just stays in until it faints
                if (user.IsForcedToStruggle())
                {
                    actions.Add(new PBETurnAction(user, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(user, user.GetMoveTargets(PBEMove.Struggle))[0]));
                    continue;
                }
                // If a Pokémon has a temp locked move (Dig, Dive, ShadowForce) it must be used
                else if (user.TempLockedMove != PBEMove.None)
                {
                    actions.Add(new PBETurnAction(user, user.TempLockedMove, user.TempLockedTargets));
                    continue;
                }
                // The Pokémon is free to switch or fight (unless it cannot switch due to Magnet Pull etc)
                PBETurnAction a = DecideAction(user, actions, standBy);
                // Action was chosen, finish up for this Pokémon
                if (a.Decision == PBETurnDecision.SwitchOut)
                {
                    standBy.Add(Trainer.GetPokemon(a.SwitchPokemonId));
                }
                actions.Add(a);
            }
            if (!Trainer.SelectActionsIfValid(actions, out string?valid))
            {
                throw new Exception("AI created bad actions. - " + valid);
            }
        }
        // TODO: Control multiple trainers of a multi battle team

        /// <summary>Creates valid actions for a battle turn for a specific team.</summary>
        /// <param name="trainer">The trainer to create actions for.</param>
        /// <exception cref="InvalidOperationException">Thrown when <paramref name="trainer"/> has no active battlers or <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleState"/> is not <see cref="PBEBattleState.WaitingForActions"/>.</exception>
        /// <exception cref="ArgumentOutOfRangeException">Thrown when a Pokémon has no moves, the AI tries to use a move with invalid targets, or <paramref name="trainer"/>'s <see cref="PBETrainer.Battle"/>'s <see cref="PBEBattle.BattleFormat"/> is invalid.</exception>
        public static PBETurnAction[] CreateActions(PBETrainer trainer)
        {
            if (trainer == null)
            {
                throw new ArgumentNullException(nameof(trainer));
            }
            if (trainer.Battle.BattleState != PBEBattleState.WaitingForActions)
            {
                throw new InvalidOperationException($"{nameof(trainer.Battle.BattleState)} must be {PBEBattleState.WaitingForActions} to create actions.");
            }
            var actions = new PBETurnAction[trainer.ActionsRequired.Count];
            var standBy = new List <PBEBattlePokemon>();

            for (int i = 0; i < actions.Length; i++)
            {
                PBEBattlePokemon user = trainer.ActionsRequired[i];
                // If a Pokémon is forced to struggle, it is best that it just stays in until it faints
                if (user.IsForcedToStruggle())
                {
                    actions[i] = new PBETurnAction(user, PBEMove.Struggle, PBEBattleUtils.GetPossibleTargets(user, user.GetMoveTargets(PBEMove.Struggle))[0]);
                }
                // If a Pokémon has a temp locked move (Dig, Dive, Shadow Force) it must be used
                else if (user.TempLockedMove != PBEMove.None)
                {
                    actions[i] = new PBETurnAction(user, user.TempLockedMove, user.TempLockedTargets);
                }
                // The Pokémon is free to switch or fight (unless it cannot switch due to Magnet Pull etc)
                else
                {
                    // Gather all options of switching and moves
                    PBEMove[] usableMoves     = user.GetUsableMoves();
                    var       possibleActions = new List <(PBETurnAction Action, double Score)>();
                    for (int m = 0; m < usableMoves.Length; m++) // Score moves
                    {
                        PBEMove         move            = usableMoves[m];
                        PBEType         moveType        = user.GetMoveType(move);
                        PBEMoveTarget   moveTargets     = user.GetMoveTargets(move);
                        PBETurnTarget[] possibleTargets = PBEMoveData.IsSpreadMove(moveTargets)
                            ? new PBETurnTarget[] { PBEBattleUtils.GetSpreadMoveTargets(user, moveTargets) }
                            : PBEBattleUtils.GetPossibleTargets(user, moveTargets);
                        foreach (PBETurnTarget possibleTarget in possibleTargets)
                        {
                            // TODO: RandomFoeSurrounding (probably just account for the specific effects that use this target type)
                            // TODO: Don't queue up to do the same thing (two trying to afflict the same target when there are multiple targets)
                            var targets = new List <PBEBattlePokemon>();
                            if (possibleTarget.HasFlag(PBETurnTarget.AllyLeft))
                            {
                                targets.Add(trainer.TryGetPokemon(PBEFieldPosition.Left));
                            }
                            if (possibleTarget.HasFlag(PBETurnTarget.AllyCenter))
                            {
                                targets.Add(trainer.TryGetPokemon(PBEFieldPosition.Center));
                            }
                            if (possibleTarget.HasFlag(PBETurnTarget.AllyRight))
                            {
                                targets.Add(trainer.TryGetPokemon(PBEFieldPosition.Right));
                            }
                            if (possibleTarget.HasFlag(PBETurnTarget.FoeLeft))
                            {
                                targets.Add(trainer.Team.OpposingTeam.TryGetPokemon(PBEFieldPosition.Left));
                            }
                            if (possibleTarget.HasFlag(PBETurnTarget.FoeCenter))
                            {
                                targets.Add(trainer.Team.OpposingTeam.TryGetPokemon(PBEFieldPosition.Center));
                            }
                            if (possibleTarget.HasFlag(PBETurnTarget.FoeRight))
                            {
                                targets.Add(trainer.Team.OpposingTeam.TryGetPokemon(PBEFieldPosition.Right));
                            }
                            double score;
                            if (targets.All(p => p == null))
                            {
                                score = -100;
                            }
                            else
                            {
                                score = 0;
                                targets.RemoveAll(p => p == null);
                                PBEMoveData mData = PBEMoveData.Data[move];
                                if (!mData.IsMoveUsable())
                                {
                                    throw new ArgumentOutOfRangeException(nameof(trainer), $"{move} is not yet implemented in Pokémon Battle Engine.");
                                }
                                switch (mData.Effect)
                                {
                                case PBEMoveEffect.Acrobatics:
                                case PBEMoveEffect.Bounce:
                                case PBEMoveEffect.BrickBreak:
                                case PBEMoveEffect.Brine:
                                case PBEMoveEffect.ChipAway:
                                case PBEMoveEffect.CrushGrip:
                                case PBEMoveEffect.Dig:
                                case PBEMoveEffect.Dive:
                                case PBEMoveEffect.Eruption:
                                case PBEMoveEffect.Facade:
                                case PBEMoveEffect.Feint:
                                case PBEMoveEffect.Flail:
                                case PBEMoveEffect.Fly:
                                case PBEMoveEffect.FoulPlay:
                                case PBEMoveEffect.Frustration:
                                case PBEMoveEffect.GrassKnot:
                                case PBEMoveEffect.HeatCrash:
                                case PBEMoveEffect.Hex:
                                case PBEMoveEffect.HiddenPower:
                                case PBEMoveEffect.Hit:
                                case PBEMoveEffect.Hit__2Times:
                                case PBEMoveEffect.Hit__2Times__MaybePoison:
                                case PBEMoveEffect.Hit__2To5Times:
                                case PBEMoveEffect.Hit__MaybeBurn:
                                case PBEMoveEffect.Hit__MaybeBurn__10PercentFlinch:
                                case PBEMoveEffect.Hit__MaybeBurnFreezeParalyze:
                                case PBEMoveEffect.Hit__MaybeConfuse:
                                case PBEMoveEffect.Hit__MaybeFlinch:
                                case PBEMoveEffect.Hit__MaybeFreeze:
                                case PBEMoveEffect.Hit__MaybeFreeze__10PercentFlinch:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_ACC_By1:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_ATK_By1:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_DEF_By1:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_SPATK_By1:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_SPDEF_By1:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_SPDEF_By2:
                                case PBEMoveEffect.Hit__MaybeLowerTarget_SPE_By1:
                                case PBEMoveEffect.Hit__MaybeLowerUser_ATK_DEF_By1:
                                case PBEMoveEffect.Hit__MaybeLowerUser_DEF_SPDEF_By1:
                                case PBEMoveEffect.Hit__MaybeLowerUser_SPATK_By2:
                                case PBEMoveEffect.Hit__MaybeLowerUser_SPE_By1:
                                case PBEMoveEffect.Hit__MaybeLowerUser_SPE_DEF_SPDEF_By1:
                                case PBEMoveEffect.Hit__MaybeParalyze:
                                case PBEMoveEffect.Hit__MaybeParalyze__10PercentFlinch:
                                case PBEMoveEffect.Hit__MaybePoison:
                                case PBEMoveEffect.Hit__MaybeRaiseUser_ATK_By1:
                                case PBEMoveEffect.Hit__MaybeRaiseUser_ATK_DEF_SPATK_SPDEF_SPE_By1:
                                case PBEMoveEffect.Hit__MaybeRaiseUser_DEF_By1:
                                case PBEMoveEffect.Hit__MaybeRaiseUser_SPATK_By1:
                                case PBEMoveEffect.Hit__MaybeRaiseUser_SPE_By1:
                                case PBEMoveEffect.Hit__MaybeToxic:
                                case PBEMoveEffect.HPDrain:
                                case PBEMoveEffect.Judgment:
                                case PBEMoveEffect.Magnitude:
                                case PBEMoveEffect.Payback:
                                case PBEMoveEffect.PayDay:
                                case PBEMoveEffect.Psyshock:
                                case PBEMoveEffect.Punishment:
                                case PBEMoveEffect.Recoil:
                                case PBEMoveEffect.Recoil__10PercentBurn:
                                case PBEMoveEffect.Recoil__10PercentParalyze:
                                case PBEMoveEffect.Retaliate:
                                case PBEMoveEffect.Return:
                                case PBEMoveEffect.SecretPower:
                                case PBEMoveEffect.ShadowForce:
                                case PBEMoveEffect.SmellingSalt:
                                case PBEMoveEffect.StoredPower:
                                case PBEMoveEffect.TechnoBlast:
                                case PBEMoveEffect.Venoshock:
                                case PBEMoveEffect.WakeUpSlap:
                                case PBEMoveEffect.WeatherBall:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Favor hitting ally with move if waterabsorb/voltabsorb etc
                                        // TODO: Liquid ooze
                                        // TODO: Check items
                                        // TODO: Stat changes and accuracy (even thunder/guillotine accuracy)
                                        // TODO: Check base power specifically against hp remaining (include spread move damage reduction)
                                        PBETypeEffectiveness.IsAffectedByAttack(user, target, moveType, out double damageMultiplier, useKnownInfo: true);
                                        if (damageMultiplier <= 0)     // (-infinity, 0.0] Ineffective
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                        else if (damageMultiplier <= 0.25)     // (0.0, 0.25] NotVeryEffective
                                        {
                                            score += target.Team == trainer.Team ? -5 : -30;
                                        }
                                        else if (damageMultiplier < 1)     // (0.25, 1.0) NotVeryEffective
                                        {
                                            score += target.Team == trainer.Team ? -10 : -10;
                                        }
                                        else if (damageMultiplier == 1)     // [1.0, 1.0] Normal
                                        {
                                            score += target.Team == trainer.Team ? -15 : +10;
                                        }
                                        else if (damageMultiplier < 4)     // (1.0, 4.0) SuperEffective
                                        {
                                            score += target.Team == trainer.Team ? -20 : +25;
                                        }
                                        else     // [4.0, infinity) SuperEffective
                                        {
                                            score += target.Team == trainer.Team ? -30 : +40;
                                        }
                                        if (user.ReceivesSTAB(moveType) && damageMultiplier > 0)
                                        {
                                            score += (user.Ability == PBEAbility.Adaptability ? 7 : 5) * (target.Team == trainer.Team ? -1 : +1);
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Attract:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Destiny knot
                                        if (target.IsAttractionPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Burn:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Heatproof, physical attacker
                                        if (target.IsBurnPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_ACC:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Accuracy, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_ATK:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_DEF:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Defense, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_EVA:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Evasion, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_SPATK:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.SpAttack, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_SPDEF:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.SpDefense, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.ChangeTarget_SPE:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Speed, mData.EffectParam, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Confuse:
                                case PBEMoveEffect.Flatter:
                                case PBEMoveEffect.Swagger:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Only swagger/flatter if the opponent most likely won't use it against you
                                        if (target.IsConfusionPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Growth:
                                {
                                    int change = trainer.Battle.WillLeafGuardActivate() ? +2 : +1;
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, change, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpAttack, change, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.LeechSeed:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        if (target.IsLeechSeedPossible(useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.LightScreen:
                                {
                                    score += trainer.Team.TeamStatus.HasFlag(PBETeamStatus.LightScreen) || IsTeammateUsingEffect(actions, PBEMoveEffect.LightScreen) ? -100 : +40;
                                    break;
                                }

                                case PBEMoveEffect.LowerTarget_ATK_DEF_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, -1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Defense, -1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.LowerTarget_DEF_SPDEF_By1_Raise_ATK_SPATK_SPE_By2:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Defense, -1, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpDefense, -1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Attack, +2, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpAttack, +2, ref score);
                                        ScoreStatChange(user, target, PBEStat.Speed, +2, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.LuckyChant:
                                {
                                    score += trainer.Team.TeamStatus.HasFlag(PBETeamStatus.LuckyChant) || IsTeammateUsingEffect(actions, PBEMoveEffect.LuckyChant) ? -100 : +40;
                                    break;
                                }

                                case PBEMoveEffect.Moonlight:
                                case PBEMoveEffect.Rest:
                                case PBEMoveEffect.RestoreTargetHP:
                                case PBEMoveEffect.Roost:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        if (target.Team == trainer.Team)
                                        {
                                            score += HPAware(target.HPPercentage, +45, -15);
                                        }
                                        else
                                        {
                                            score -= 100;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Nothing:
                                case PBEMoveEffect.Teleport:
                                {
                                    score -= 100;
                                    break;
                                }

                                case PBEMoveEffect.Paralyze:
                                case PBEMoveEffect.ThunderWave:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        bool tw = mData.Effect != PBEMoveEffect.ThunderWave || PBETypeEffectiveness.ThunderWaveTypeCheck(user, target, move, useKnownInfo: true) == PBEResult.Success;
                                        if (tw && target.IsParalysisPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Poison:
                                case PBEMoveEffect.Toxic:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Poison Heal
                                        if (target.IsPoisonPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_ATK_ACC_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Accuracy, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_ATK_DEF_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Defense, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_ATK_DEF_ACC_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Defense, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Accuracy, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_ATK_SPATK_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpAttack, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_ATK_SPE_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Speed, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_DEF_SPDEF_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Defense, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpDefense, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_SPATK_SPDEF_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.SpAttack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpDefense, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_SPATK_SPDEF_SPE_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.SpAttack, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.SpDefense, +1, ref score);
                                        ScoreStatChange(user, target, PBEStat.Speed, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.RaiseTarget_SPE_By2_ATK_By1:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        ScoreStatChange(user, target, PBEStat.Speed, +2, ref score);
                                        ScoreStatChange(user, target, PBEStat.Attack, +1, ref score);
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Reflect:
                                {
                                    score += trainer.Team.TeamStatus.HasFlag(PBETeamStatus.Reflect) || IsTeammateUsingEffect(actions, PBEMoveEffect.Reflect) ? -100 : +40;
                                    break;
                                }

                                case PBEMoveEffect.Safeguard:
                                {
                                    score += trainer.Team.TeamStatus.HasFlag(PBETeamStatus.Safeguard) || IsTeammateUsingEffect(actions, PBEMoveEffect.Safeguard) ? -100 : +40;
                                    break;
                                }

                                case PBEMoveEffect.Sleep:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        // TODO: Bad Dreams
                                        if (target.IsSleepPossible(user, useKnownInfo: true) == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? -20 : +40;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -60;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.Substitute:
                                {
                                    foreach (PBEBattlePokemon target in targets)
                                    {
                                        if (target.IsSubstitutePossible() == PBEResult.Success)
                                        {
                                            score += target.Team == trainer.Team ? HPAware(target.HPPercentage, -30, +50) : -60;
                                        }
                                        else
                                        {
                                            score += target.Team == trainer.Team ? 0 : -20;
                                        }
                                    }
                                    break;
                                }

                                case PBEMoveEffect.BellyDrum:
                                case PBEMoveEffect.Camouflage:
                                case PBEMoveEffect.ChangeTarget_SPATK__IfAttractionPossible:
                                case PBEMoveEffect.Conversion:
                                case PBEMoveEffect.Curse:
                                case PBEMoveEffect.Endeavor:
                                case PBEMoveEffect.Entrainment:
                                case PBEMoveEffect.FinalGambit:
                                case PBEMoveEffect.FocusEnergy:
                                case PBEMoveEffect.Foresight:
                                case PBEMoveEffect.GastroAcid:
                                case PBEMoveEffect.Hail:
                                case PBEMoveEffect.Haze:
                                case PBEMoveEffect.HelpingHand:
                                case PBEMoveEffect.HPDrain__RequireSleep:
                                case PBEMoveEffect.LockOn:
                                case PBEMoveEffect.MagnetRise:
                                case PBEMoveEffect.Metronome:
                                case PBEMoveEffect.MiracleEye:
                                case PBEMoveEffect.Nightmare:
                                case PBEMoveEffect.OneHitKnockout:
                                case PBEMoveEffect.PainSplit:
                                case PBEMoveEffect.PowerTrick:
                                case PBEMoveEffect.Protect:
                                case PBEMoveEffect.PsychUp:
                                case PBEMoveEffect.Psywave:
                                case PBEMoveEffect.QuickGuard:
                                case PBEMoveEffect.RainDance:
                                case PBEMoveEffect.ReflectType:
                                case PBEMoveEffect.Refresh:
                                case PBEMoveEffect.RolePlay:
                                case PBEMoveEffect.Sandstorm:
                                case PBEMoveEffect.SeismicToss:
                                case PBEMoveEffect.Selfdestruct:
                                case PBEMoveEffect.SetDamage:
                                case PBEMoveEffect.SimpleBeam:
                                case PBEMoveEffect.Snore:
                                case PBEMoveEffect.Soak:
                                case PBEMoveEffect.Spikes:
                                case PBEMoveEffect.StealthRock:
                                case PBEMoveEffect.SuckerPunch:
                                case PBEMoveEffect.SunnyDay:
                                case PBEMoveEffect.SuperFang:
                                case PBEMoveEffect.Tailwind:
                                case PBEMoveEffect.ToxicSpikes:
                                case PBEMoveEffect.Transform:
                                case PBEMoveEffect.TrickRoom:
                                case PBEMoveEffect.Whirlwind:
                                case PBEMoveEffect.WideGuard:
                                case PBEMoveEffect.WorrySeed:
                                {
                                    // TODO
                                    break;
                                }

                                default: throw new ArgumentOutOfRangeException(nameof(PBEMoveData.Effect));
                                }
                            }
                            possibleActions.Add((new PBETurnAction(user, move, possibleTarget), score));
                        }
                    }
                    if (user.CanSwitchOut())
                    {
                        PBEBattlePokemon[] availableForSwitch = trainer.Party.Except(standBy).Where(p => p.FieldPosition == PBEFieldPosition.None && p.HP > 0).ToArray();
                        for (int s = 0; s < availableForSwitch.Length; s++) // Score switches
                        {
                            PBEBattlePokemon switchPkmn = availableForSwitch[s];
                            // TODO: Entry hazards
                            // TODO: Known moves of active battlers
                            // TODO: Type effectiveness
                            double score = -10d;
                            possibleActions.Add((new PBETurnAction(user, switchPkmn), score));
                        }
                    }

                    string ToDebugString((PBETurnAction Action, double Score) t)
                    {
                        string str = "{";

                        if (t.Action.Decision == PBETurnDecision.Fight)
                        {
                            str += string.Format("Fight {0} {1}", t.Action.FightMove, t.Action.FightTargets);
                        }
                        else
                        {
                            str += string.Format("Switch {0}", trainer.TryGetPokemon(t.Action.SwitchPokemonId).Nickname);
                        }
                        str += " [" + t.Score + "]}";
                        return(str);
                    }

                    IOrderedEnumerable <(PBETurnAction Action, double Score)> byScore = possibleActions.OrderByDescending(t => t.Score);
                    Debug.WriteLine("{0}'s possible actions: {1}", user.Nickname, byScore.Select(t => ToDebugString(t)).Print());
                    double bestScore = byScore.First().Score;
                    actions[i] = byScore.Where(t => t.Score == bestScore).ToArray().RandomElement().Action; // Pick random action of the ones that tied for best score
                }
                // Action was chosen, finish up for this Pokémon
                if (actions[i].Decision == PBETurnDecision.SwitchOut)
                {
                    standBy.Add(trainer.TryGetPokemon(actions[i].SwitchPokemonId));
                }
            }
            return(actions);
        }