Exemplo n.º 1
0
        private static PBETurnAction DecideAction(PBETrainer trainer, PBEBattlePokemon user, IEnumerable <PBETurnAction> actions, IEnumerable <PBEBattlePokemon> standBy)
        {
            // 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 = PBEDataUtils.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);
                        IPBEMoveData mData = PBEDataProvider.Instance.GetMoveData(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:
                        case PBEMoveEffect.Minimize:
                        {
                            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.Sketch:
                        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(IPBEMoveData.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;

            return(PBEDataProvider.GlobalRandom.RandomElement(byScore.Where(t => t.Score == bestScore).ToArray()).Action); // Pick random action of the ones that tied for best score
        }
Exemplo n.º 2
0
        private PBETurnAction DecideAction(PBEBattlePokemon user, List <PBETurnAction> actions, List <PBEBattlePokemon> standBy)
        {
            // Gather all options of switching and moves
            PBEMove[] usableMoves     = user.GetUsableMoves();
            var       possibleActions = new List <(PBETurnAction Action, float 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 = PBEDataUtils.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))
                    {
                        Trainer.Team.TryAddPokemonToCollection(PBEFieldPosition.Left, targets);
                    }
                    if (possibleTarget.HasFlag(PBETurnTarget.AllyCenter))
                    {
                        Trainer.Team.TryAddPokemonToCollection(PBEFieldPosition.Center, targets);
                    }
                    if (possibleTarget.HasFlag(PBETurnTarget.AllyRight))
                    {
                        Trainer.Team.TryAddPokemonToCollection(PBEFieldPosition.Right, targets);
                    }
                    if (possibleTarget.HasFlag(PBETurnTarget.FoeLeft))
                    {
                        Trainer.Team.OpposingTeam.TryAddPokemonToCollection(PBEFieldPosition.Left, targets);
                    }
                    if (possibleTarget.HasFlag(PBETurnTarget.FoeCenter))
                    {
                        Trainer.Team.OpposingTeam.TryAddPokemonToCollection(PBEFieldPosition.Center, targets);
                    }
                    if (possibleTarget.HasFlag(PBETurnTarget.FoeRight))
                    {
                        Trainer.Team.OpposingTeam.TryAddPokemonToCollection(PBEFieldPosition.Right, targets);
                    }
                    float score = ScoreMove(targets, user, move, moveType, actions);
                    possibleActions.Add((new PBETurnAction(user, move, possibleTarget), score));
                }
            }
            if (user.CanSwitchOut())
            {
                PBEBattlePokemon[] availableForSwitch = Trainer.Party.Except(standBy).Where(p => p.FieldPosition == PBEFieldPosition.None && p.CanBattle).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
                    float score = -10;
                    possibleActions.Add((new PBETurnAction(user, switchPkmn), score));
                }
            }

            IOrderedEnumerable <(PBETurnAction Action, float Score)> byScore = possibleActions.OrderByDescending(t => t.Score);

            Debug_LogGeneratedActions(user, byScore);
            float bestScore = byScore.First().Score;

            return(PBEDataProvider.GlobalRandom.RandomElement(byScore.Where(t => t.Score == bestScore).ToArray()).Action); // Pick random action of the ones that tied for best score
        }
Exemplo n.º 3
0
 public static bool IsSpreadMove(this IPBEMoveData mData)
 {
     return(PBEDataUtils.IsSpreadMove(mData.Targets));
 }