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// Data for computer-generated teams

export const MOVE_PAIRINGS: { [moveID: IDEntry]: IDEntry } = {
	rest: 'sleeptalk',
	sleeptalk: 'rest',
};

// Bonuses to move ratings by ability
export const ABILITY_MOVE_BONUSES: { [abilityID: IDEntry]: { [moveID: IDEntry]: number } } = {
	drought: { sunnyday: 0.2, solarbeam: 2 },
	contrary: { terablast: 2 },
};
// Bonuses to move ratings by move type
export const ABILITY_MOVE_TYPE_BONUSES: { [abilityID: IDEntry]: { [typeName: string]: number } } = {
	darkaura: { Dark: 1.33 },
	dragonsmaw: { Dragon: 1.5 },
	fairyaura: { Fairy: 1.33 },
	steelworker: { Steel: 1.5 },
	steelyspirit: { Steel: 1.5 },
	transistor: { Electric: 1.3 },

	// -ate moves
	pixilate: { Normal: 1.5 * 1.2 },
	refrigerate: { Normal: 1.5 * 1.2 },
	aerilate: { Normal: 1.5 * 1.2 },
	normalize: { Normal: 1.2 },

	// weather
	drizzle: { Water: 1.4, Fire: 0.6 },
	drought: { Fire: 1.4, Water: 0.6 },
};
// For moves whose quality isn't obvious from data
// USE SPARINGLY!
export const HARDCODED_MOVE_WEIGHTS: { [moveID: IDEntry]: number } = {
	// Fails unless user is asleep
	snore: 0,
	// Hard to use
	lastresort: 0.1, dreameater: 0.1,
	// Useless without Berry + sucks even then
	belch: 0.2,

	// Power increases in conditions out of our control that may occur
	avalanche: 1.2,
	ficklebeam: 1.3,
	hex: 1.2,
	stompingtantrum: 1.2,
	temperflare: 1.2,

	// Attacks that set hazards on hit
	// We REALLY like hazards
	stoneaxe: 16,
	ceaselessedge: 16,

	// screens
	lightscreen: 3, reflect: 3, auroraveil: 3, // TODO: make sure AVeil always gets Snow?
	tailwind: 2,

	// mess with the opponent
	taunt: 2, disable: 2, encore: 3,

	// healing moves
	// TODO: should healing moves be more common on bulkier pokemon?
	// 25%
	junglehealing: 3, lifedew: 3,
	// 50%
	milkdrink: 5, moonlight: 5, morningsun: 5, recover: 5, roost: 5,
	shoreup: 5, slackoff: 5, softboiled: 5, synthesis: 5,
	// delayed/consequence
	rest: 3, // has sleeptalk potential
	wish: 2,

	// requires terrain
	steelroller: 0.1,
};

export const WEIGHT_BASED_MOVES = ['heatcrash', 'heavyslam', 'lowkick', 'grassknot'];
export const TARGET_HP_BASED_MOVES = ['crushgrip', 'hardpress'];