File size: 41,730 Bytes
5c2ed06
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
/**
 * Computer-Generated Teams
 *
 * Generates teams based on heuristics, most of which carry over across generations.
 * Teams generated will not always be competitively great, but they will have variety
 * and be fun to play (i.e., tries to avoid awful sets).
 *
 * The [Gen 9] Computer-Generated Teams format is personally maintained by Annika,
 * and is not part of any official Smogon or PS format selection. If you enjoy playing
 * with teams you didn't make yourself, you may want to check out Random Battles, Battle Factory,
 * and/or the sample teams for usage-based formats like OU.
 *
 * The core of the generator is the weightedRandomPick function, which chooses from an array
 * of options based on a weight associated with each option. This way, better/stronger/more useful options
 * are more likely to be chosen, but there's still an opportunity for weaker, more situational,
 * or higher-risk/higher-reward options to be chosen. However, for moves, the 'worst' moves are excluded
 * altogether, both to reduce the likelihood of a bad moveset and improve generator performance.
 *
 * Certain less-relevant aspects of the set are not randomized at all, such as:
 *   - IVs (all 31s, with 0 Attack IV if the Pokémon has no Physical moves in case of Confusion)
 *   - EVs (84 per stat, for +21 to each)
 *   - Nature (always Quirky, which has no effect)
 *   - Happiness (there are no Happiness-based moves in Gen IX)
 *
 * Currently, leveling is based on a Pokémon's position within Smogon's usage-based tiers,
 * but an automatic leveling system is planned for the future. This would involve storing win and loss
 * data by Pokémon species in a database, and increasing and decreasing the levels of Pokémon species
 * each day based on their win/loss ratio. For example, if 60% of matches with a Pokémon species are wins,
 * the species is probably overleveled!
 *
 * Other aspects of the team generator that may be worth implementing in the future include:
 *   - Explicit support for weather-oriented teams (boosting moves and typings that synergize with that weather)
 *   - Tracking type coverage to make it more likely that a moveset can hit every type
 */

import { Dex, PRNG, SQL } from '../sim';
import type { EventMethods } from '../sim/dex-conditions';
import {
	ABILITY_MOVE_BONUSES,
	ABILITY_MOVE_TYPE_BONUSES,
	HARDCODED_MOVE_WEIGHTS,
	MOVE_PAIRINGS,
	TARGET_HP_BASED_MOVES,
	WEIGHT_BASED_MOVES,
} from './cg-team-data';

interface TeamStats {
	hazardSetters: { [moveid: string]: number };
	typeWeaknesses: { [type: string]: number };
	hazardRemovers: number;
}
interface MovesStats {
	attackTypes: { [type: string]: number };
	setup: { atk: number, def: number, spa: number, spd: number, spe: number };
	noSleepTalk: number;
	hazards: number;
	stallingMoves: number;
	nonStatusMoves: number;
	healing: number;
}

// We put a limit on the number of Pokémon on a team that can be weak to a given type.
const MAX_WEAK_TO_SAME_TYPE = 3;
/** An estimate of the highest raw speed in the metagame */
const TOP_SPEED = 300;

const levelOverride: { [speciesID: string]: number } = {};
export let levelUpdateInterval: NodeJS.Timeout | null = null;

// can't import the function cg-teams-leveling.ts uses to this context for some reason
const useBaseSpecies = [
	'Pikachu',
	'Gastrodon',
	'Magearna',
	'Dudunsparce',
	'Maushold',
	'Keldeo',
	'Zarude',
	'Polteageist',
	'Sinistcha',
	'Sawsbuck',
	'Vivillon',
	'Florges',
	'Minior',
	'Toxtricity',
	'Tatsugiri',
	'Alcremie',
];

async function updateLevels(database: SQL.DatabaseManager) {
	const updateSpecies = await database.prepare(
		'UPDATE gen9computergeneratedteams SET wins = 0, losses = 0, level = ? WHERE species_id = ?'
	);
	const updateHistory = await database.prepare(
		`INSERT INTO gen9_historical_levels (level, species_id, timestamp) VALUES (?, ?, ${Date.now()})`
	);
	const data = await database.all('SELECT species_id, wins, losses, level FROM gen9computergeneratedteams');
	for (let { species_id, wins, losses, level } of data) {
		const total = wins + losses;

		if (total > 10) {
			if (wins / total >= 0.55) level--;
			if (wins / total <= 0.45) level++;
			level = Math.max(1, Math.min(100, level));
			await updateSpecies?.run([level, species_id]);
			await updateHistory?.run([level, species_id]);
		}

		levelOverride[species_id] = level;
	}
}

if (global.Config && Config.usesqlite && Config.usesqliteleveling) {
	const database = SQL(module, { file: './databases/battlestats.db' });

	// update every 2 hours
	void updateLevels(database);
	levelUpdateInterval = setInterval(() => void updateLevels(database), 1000 * 60 * 60 * 2);
}

export default class TeamGenerator {
	dex: ModdedDex;
	format: Format;
	teamSize: number;
	forceLevel?: number;
	prng: PRNG;
	itemPool: Item[];
	specialItems: { [pokemon: string]: string };

	constructor(format: Format | string, seed: PRNG | PRNGSeed | null) {
		this.dex = Dex.forFormat(format);
		this.format = Dex.formats.get(format);
		this.teamSize = this.format.ruleTable?.maxTeamSize || 6;
		this.prng = PRNG.get(seed);
		this.itemPool = this.dex.items.all().filter(i => i.exists && i.isNonstandard !== 'Past' && !i.isPokeball);
		this.specialItems = {};
		for (const i of this.itemPool) {
			if (i.itemUser && !i.isNonstandard) {
				for (const user of i.itemUser) {
					if (Dex.species.get(user).requiredItems?.[0] !== i.name) this.specialItems[user] = i.id;
				}
			}
		}

		const rules = Dex.formats.getRuleTable(this.format);
		if (rules.adjustLevel) this.forceLevel = rules.adjustLevel;
	}

	getTeam(): PokemonSet[] {
		let speciesPool = this.dex.species.all().filter(s => {
			if (!s.exists) return false;
			if (s.isNonstandard || s.isNonstandard === 'Unobtainable') return false;
			if (s.nfe) return false;
			if (s.battleOnly && (!s.requiredItems?.length || s.name.endsWith('-Tera'))) return false;

			return true;
		});
		const teamStats: TeamStats = {
			hazardSetters: {},
			typeWeaknesses: {},
			hazardRemovers: 0,
		};

		const team: PokemonSet[] = [];
		while (team.length < this.teamSize && speciesPool.length) {
			const species = this.prng.sample(speciesPool);

			const haveRoomToReject = speciesPool.length >= (this.teamSize - team.length);
			const isGoodFit = this.speciesIsGoodFit(species, teamStats);
			if (haveRoomToReject && !isGoodFit) continue;

			speciesPool = speciesPool.filter(s => s.baseSpecies !== species.baseSpecies);
			team.push(this.makeSet(species, teamStats));
		}

		return team;
	}

	protected makeSet(species: Species, teamStats: TeamStats): PokemonSet {
		const abilityPool: string[] = Object.values(species.abilities);
		const abilityWeights = abilityPool.map(a => this.getAbilityWeight(this.dex.abilities.get(a)));
		const ability = this.weightedRandomPick(abilityPool, abilityWeights);
		const level = this.forceLevel || TeamGenerator.getLevel(species);

		const moves: Move[] = [];
		let movesStats: MovesStats = {
			setup: { atk: 0, def: 0, spa: 0, spd: 0, spe: 0 },
			attackTypes: {},
			noSleepTalk: 0,
			hazards: 0,
			stallingMoves: 0,
			healing: 0,
			nonStatusMoves: 0,
		};

		let movePool: IDEntry[] = [...this.dex.species.getMovePool(species.id)];
		if (!movePool.length) throw new Error(`No moves for ${species.id}`);

		// Consider either the top 15 moves or top 30% of moves, whichever is greater.
		const numberOfMovesToConsider = Math.min(movePool.length, Math.max(15, Math.trunc(movePool.length * 0.3)));
		let movePoolIsTrimmed = false;
		// Many moves' weights, such as Swords Dance, are dependent on having other moves in the moveset already
		// and end up very low when calculated with no moves chosen. This makes it difficult to add these moves without
		// weighing every move 4 times, and trimming once after the initial weighing makes them impossible for most Pokemon.
		// To get around this, after weighing against an empty moveset, trimming, and adding three moves, we weigh ALL
		// moves again against the populated moveset, then put the chosen 3 moves back into the pool with their
		// original empty-set weights, trim the pool again, and start over. This process results in about 15% fewer calls
		// to getMoveWeight than considering every move every time does.
		let isRound2 = false;
		// this is just a second reference the array because movePool gets set to point to a new array before the old one
		// gets mutated
		const movePoolCopy = movePool;
		let interimMovePool: { move: IDEntry, weight: number }[] = [];
		while (moves.length < 4 && movePool.length) {
			let weights;
			if (!movePoolIsTrimmed) {
				if (!isRound2) {
					for (const moveID of movePool) {
						const move = this.dex.moves.get(moveID);
						const weight = this.getMoveWeight(move, teamStats, species, moves, movesStats, ability, level);
						interimMovePool.push({ move: moveID, weight });
					}

					interimMovePool.sort((a, b) => b.weight - a.weight);
				} else {
					const originalWeights: typeof interimMovePool = [];
					for (const move of moves) {
						originalWeights.push(interimMovePool.find(m => m.move === move.id)!);
					}
					interimMovePool = originalWeights;

					for (const moveID of movePoolCopy) {
						const move = this.dex.moves.get(moveID);
						if (moves.includes(move)) continue;
						const weight = this.getMoveWeight(move, teamStats, species, moves, movesStats, ability, level);
						interimMovePool.push({ move: moveID, weight });
					}

					interimMovePool.sort((a, b) => b.weight - a.weight);
					moves.splice(0);
					movesStats = {
						setup: { atk: 0, def: 0, spa: 0, spd: 0, spe: 0 },
						attackTypes: {},
						noSleepTalk: 0,
						hazards: 0,
						stallingMoves: 0,
						healing: 0,
						nonStatusMoves: 0,
					};
				}
				movePool = [];
				weights = [];

				for (let i = 0; i < numberOfMovesToConsider; i++) {
					movePool.push(interimMovePool[i].move);
					weights.push(interimMovePool[i].weight);
				}
				movePoolIsTrimmed = true;
			} else {
				weights = movePool.map(
					m => this.getMoveWeight(this.dex.moves.get(m), teamStats, species, moves, movesStats, ability, level)
				);
			}

			const moveID = this.weightedRandomPick(movePool, weights, { remove: true });

			const move = this.dex.moves.get(moveID);
			moves.push(move);
			if (TeamGenerator.moveIsHazard(moves[moves.length - 1])) {
				teamStats.hazardSetters[moveID] = (teamStats.hazardSetters[moveID] || 0) + 1;
				movesStats.hazards++;
			}
			if (['defog', 'courtchange', 'tidyup', 'rapidspin', 'mortalspin'].includes(moveID)) teamStats.hazardRemovers++;
			const boosts = move.boosts || move.self?.boosts || move.selfBoost?.boosts ||
				ability !== 'Sheer Force' && move.secondary?.self?.boosts;
			if (move.category === 'Status') {
				if (boosts) {
					for (const stat in boosts) {
						const chance = Math.min(100, move.secondary?.chance || 100 * (ability === 'Serene Grace' ? 2 : 1));
						const boost = (boosts[stat as StatIDExceptHP] || 0) * chance / 100;
						if (boost) {
							if (movesStats.setup[stat as StatIDExceptHP] < 0 && boost > 0) {
								movesStats.setup[stat as StatIDExceptHP] = boost;
							} else {
								movesStats.setup[stat as StatIDExceptHP] += boost;
							}
							if (boost > 1) movesStats.noSleepTalk++;
						}
					}
				} else {
					movesStats.noSleepTalk++;
				}
				if (move.heal) movesStats.healing++;
				if (move.stallingMove) movesStats.stallingMoves++;
			} else {
				movesStats.nonStatusMoves++;
				const bp = +move.basePower;
				const moveType = TeamGenerator.moveType(move, species);
				if (movesStats.attackTypes[moveType] < bp) movesStats.attackTypes[moveType] = bp;
			}

			if (!isRound2 && moves.length === 3) {
				isRound2 = true;
				movePoolIsTrimmed = false;
				continue;
			}

			// add paired moves, like RestTalk
			const pairedMove = MOVE_PAIRINGS[moveID];
			const alreadyHavePairedMove = moves.some(m => m.id === pairedMove);
			if (
				moves.length < 4 &&
				pairedMove &&
				!(pairedMove === 'sleeptalk' && movesStats.noSleepTalk) &&
				!alreadyHavePairedMove &&
				// We don't check movePool because sometimes paired moves are bad.
				this.dex.species.getLearnsetData(species.id).learnset?.[pairedMove]
			) {
				moves.push(this.dex.moves.get(pairedMove));
				const pairedMoveIndex = movePool.indexOf(pairedMove);
				if (pairedMoveIndex > -1) movePool.splice(pairedMoveIndex, 1);
			}
		}

		let item = '';
		const nonStatusMoves = moves.filter(m => this.dex.moves.get(m).category !== 'Status');
		if (species.requiredItem) {
			item = species.requiredItem;
		} else if (species.requiredItems) {
			item = this.prng.sample(species.requiredItems.filter(i => !this.dex.items.get(i).isNonstandard));
		} else if (this.specialItems[species.name] && nonStatusMoves.length) {
			// If the species has a special item, we should use it.
			item = this.specialItems[species.name];
		} else if (moves.every(m => m.id !== 'acrobatics')) { // Don't assign an item if the set includes Acrobatics...
			const weights = [];
			const items = [];
			for (const i of this.itemPool) {
				const weight = this.getItemWeight(i, teamStats, species, moves, ability, level);
				if (weight !== 0) {
					weights.push(weight);
					items.push(i.name);
				}
			}
			if (!item) item = this.weightedRandomPick(items, weights);
		} else if (['Quark Drive', 'Protosynthesis'].includes(ability)) {
			// ...unless the Pokemon can use Booster Energy
			item = 'Booster Energy';
		}

		const ivs: PokemonSet['ivs'] = {
			hp: 31,
			atk: moves.some(move => this.dex.moves.get(move).category === 'Physical') ? 31 : 0,
			def: 31,
			spa: 31,
			spd: 31,
			spe: 31,
		};

		// For Tera Type, we just pick a random type if it's got Tera Blast, Revelation Dance, or no attacking moves,
		// and the type of one of its attacking moves otherwise (so it can take advantage of the boosts).
		// Pokemon with 3 or more attack types and Pokemon with both Tera Blast and Contrary can also get Stellar type
		// but Pokemon with Adaptability never get Stellar because Tera Stellar makes Adaptability have no effect
		// Ogerpon's formes are forced to the Tera type that matches their forme
		// Terapagos is forced to Stellar type
		// Pokemon with Black Sludge don't generally want to tera to a type other than Poison
		const hasTeraBlast = moves.some(m => m.id === 'terablast');
		const hasRevelationDance = moves.some(m => m.id === 'revelationdance');
		let teraType;
		if (species.forceTeraType) {
			teraType = species.forceTeraType;
		} else if (item === 'blacksludge' && this.prng.randomChance(2, 3)) {
			teraType = 'Poison';
		} else if (hasTeraBlast && ability === 'Contrary' && this.prng.randomChance(2, 3)) {
			teraType = 'Stellar';
		} else {
			let types = nonStatusMoves.map(m => TeamGenerator.moveType(this.dex.moves.get(m), species));
			const noStellar = ability === 'Adaptability' || new Set(types).size < 3;
			if (hasTeraBlast || hasRevelationDance || !nonStatusMoves.length) {
				types = [...this.dex.types.names()];
				if (noStellar) types.splice(types.indexOf('Stellar'));
			} else {
				if (!noStellar) types.push('Stellar');
			}
			teraType = this.prng.sample(types);
		}

		return {
			name: species.name,
			species: species.name,
			item,
			ability,
			moves: moves.map(m => m.name),
			nature: 'Quirky',
			gender: species.gender,
			evs: { hp: 84, atk: 84, def: 84, spa: 84, spd: 84, spe: 84 },
			ivs,
			level,
			teraType,
			shiny: this.prng.randomChance(1, 1024),
			happiness: 255,
		};
	}

	/**
	 * @returns true if the Pokémon is a good fit for the team so far, and no otherwise
	 */
	protected speciesIsGoodFit(species: Species, stats: TeamStats): boolean {
		// type check
		for (const typeName of this.dex.types.names()) {
			const effectiveness = this.dex.getEffectiveness(typeName, species.types);
			if (effectiveness === 1) { // WEAKNESS!
				if (stats.typeWeaknesses[typeName] === undefined) {
					stats.typeWeaknesses[typeName] = 0;
				}
				if (stats.typeWeaknesses[typeName] >= MAX_WEAK_TO_SAME_TYPE) {
					// too many weaknesses to this type
					return false;
				}
			}
		}
		// species passes; increment counters
		for (const typeName of this.dex.types.names()) {
			const effectiveness = this.dex.getEffectiveness(typeName, species.types);
			if (effectiveness === 1) {
				stats.typeWeaknesses[typeName]++;
			}
		}
		return true;
	}

	/**
	 * @returns A weighting for the Pokémon's ability.
	 */
	protected getAbilityWeight(ability: Ability): number {
		return ability.rating + 1; // Some ability ratings are -1
	}

	protected static moveIsHazard(move: Move): boolean {
		return !!(move.sideCondition && move.target === 'foeSide') || ['stoneaxe', 'ceaselessedge'].includes(move.id);
	}

	/**
	 * @returns A weight for a given move on a given Pokémon.
	 */
	protected getMoveWeight(
		move: Move,
		teamStats: TeamStats,
		species: Species,
		movesSoFar: Move[],
		movesStats: MovesStats,
		ability: string,
		level: number,
	): number {
		if (!move.exists) return 0;
		// this is NOT doubles, so there will be no adjacent ally
		if (move.target === 'adjacentAlly') return 0;

		// There's an argument to be made for using Terapagos-Stellar's stats instead
		// but the important thing is to not use Terapagos-Base's stats since it never battles in that forme
		if (ability === 'Tera Shift') species = this.dex.species.get('Terapagos-Terastal');

		// Attack and Special Attack are scaled by level^2 because in addition to stats themselves being scaled by level,
		// damage dealt by attacks is also scaled by the user's level
		const adjustedStats: StatsTable = {
			hp: species.baseStats.hp * level / 100 + level,
			atk: species.baseStats.atk * level * level / 10000,
			def: species.baseStats.def * level / 100,
			spa: species.baseStats.spa * level * level / 10000,
			spd: species.baseStats.spd * level / 100,
			spe: species.baseStats.spe * level / 100,
		};

		if (move.category === 'Status') {
			// The initial value of this weight determines how valuable status moves are vs. attacking moves.
			// You can raise it to make random status moves more valuable or lower it and increase multipliers
			// to make only CERTAIN status moves valuable.
			let weight = 2400;

			// inflicts status
			if (move.status) weight *= TeamGenerator.statusWeight(move.status) * 2;

			// hazard setters: very important, but we don't need 2 pokemon to set the same hazard on a team
			if (TeamGenerator.moveIsHazard(move) && (teamStats.hazardSetters[move.id] || 0) < 1) {
				weight *= move.id === 'spikes' ? 12 : 16;

				// if we are ALREADY setting hazards, setting MORE is really good
				if (movesStats.hazards) weight *= 2;
			}

			// hazard removers: even more important than hazard setters, since they remove everything at once
			// we still don't need too many on one team, though
			if (['defog', 'courtchange', 'tidyup'].includes(move.id) && !teamStats.hazardRemovers) {
				weight *= 32;

				// these moves can also lessen the effectiveness of the user's team's own hazards
				weight *= 0.8 ** Object.values(teamStats.hazardSetters).reduce((total, num) => total + num, 0);
			}

			// boosts
			weight *= this.boostWeight(move, movesSoFar, species, ability, level);
			weight *= this.opponentDebuffWeight(move);

			// nonstandard boosting moves
			if (move.id === 'focusenergy' && ability !== 'Super Luck') {
				const highCritMoves = movesSoFar.filter(m => m.critRatio && m.critRatio > 1);
				weight *= 1 + highCritMoves.length * (ability === 'Sniper' ? 2 : 1);
			} else if (move.id === 'tailwind' && ability === 'Wind Rider' && movesSoFar.some(m => m.category === 'Physical')) {
				weight *= 2.5; // grants +1 attack, but isn't spammable
			}

			// protection moves - useful for bulky/stally pokemon
			if (!movesStats.stallingMoves) {
				if (adjustedStats.def >= 80 || adjustedStats.spd >= 80 || adjustedStats.hp >= 80) {
					switch (move.volatileStatus) {
					case 'endure':
						weight *= 2;
						break;
					case 'protect':
						weight *= 3;
						break;
					case 'kingsshield': case 'silktrap':
						weight *= 4;
						break;
					case 'banefulbunker': case 'burningbulwark': case 'spikyshield':
						weight *= 5;
						break;
					default:
						break;
					}
				}
			}

			// Hardcoded boosts
			if (move.id in HARDCODED_MOVE_WEIGHTS) weight *= HARDCODED_MOVE_WEIGHTS[move.id];

			// Rest and Sleep Talk are pretty bad on Pokemon that can't fall asleep
			const sleepImmunities = [
				'Comatose',
				'Purifying Salt',
				'Shields Down',
				'Insomnia',
				'Vital Spirit',
				'Sweet Veil',
				'Misty Surge',
				'Electric Surge',
				'Hadron Engine',
			];
			if (['sleeptalk', 'rest'].includes(move.id) && sleepImmunities.includes(ability)) return 0;

			// Sleep Talk is bad with moves that can't be used repeatedly, a.k.a. most status moves
			// the exceptions allowed here are moves which boost a stat by exactly 1 and moves that wake the user up
			if (move.id === 'sleeptalk') {
				if (movesStats.noSleepTalk) weight *= 0.1;
			} else if (movesSoFar.some(m => m.id === 'sleeptalk')) {
				let sleepTalkSpammable = ['takeheart', 'junglehealing', 'healbell'].includes(move.id);
				if (move.boosts) {
					for (const stat in move.boosts) {
						if (move.boosts[stat as StatIDExceptHP] === 1) {
							sleepTalkSpammable = true;
							break;
						}
					}
				}
				if (!sleepTalkSpammable) weight *= 0.1;
			}

			// Pokémon with high Attack and Special Attack stats shouldn't have too many status moves,
			// but on bulkier Pokémon it's more likely to be worth it.
			const goodAttacker = adjustedStats.atk > 65 || adjustedStats.spa > 65;
			if (goodAttacker && movesStats.nonStatusMoves < 2) {
				weight *= 0.3;
			}

			if (movesSoFar.length === 3 && movesStats.nonStatusMoves === 0) {
				// uh oh
				weight *= 0.6;
				for (const stat in movesStats.setup) {
					if (movesStats.setup[stat as StatIDExceptHP] > 0) {
						// having no attacks is bad; having setup but no attacks is REALLY bad
						weight *= 0.6;
					}
				}
			}

			// don't need 2 healing moves
			if (move.heal && movesStats.healing) weight *= 0.5;

			return weight;
		}

		let basePower = move.basePower;
		// For Grass Knot and friends, let's just assume they average out to around 60 base power.
		// Same with Crush Grip and Hard Press
		if (WEIGHT_BASED_MOVES.includes(move.id) || TARGET_HP_BASED_MOVES.includes(move.id)) basePower = 60;
		/** A value from 0 to 1, where 0 is the fastest and 1 is the slowest */
		const slownessRating = Math.max(0, TOP_SPEED - adjustedStats.spe) / TOP_SPEED;
		// not how this calc works but it should be close enough
		if (move.id === 'gyroball') basePower = 150 * slownessRating * slownessRating;
		if (move.id === 'electroball') basePower = 150 * (1 - slownessRating) * (1 - slownessRating);

		let baseStat = move.category === 'Physical' ? adjustedStats.atk : adjustedStats.spa;
		if (move.id === 'foulplay') baseStat = adjustedStats.spe * level / 100;
		if (move.id === 'bodypress') baseStat = adjustedStats.def * level / 100;
		// 10% bonus for never-miss moves
		let accuracy = move.accuracy === true || ability === 'No Guard' ? 110 : move.accuracy;
		if (accuracy < 100) {
			if (ability === 'Compound Eyes') accuracy = Math.min(100, Math.round(accuracy * 1.3));
			if (ability === 'Victory Star') accuracy = Math.min(100, Math.round(accuracy * 1.1));
		}
		accuracy /= 100;

		const moveType = TeamGenerator.moveType(move, species);

		let powerEstimate = basePower * baseStat * accuracy;
		// STAB
		if (species.types.includes(moveType)) powerEstimate *= ability === 'Adaptability' ? 2 : 1.5;
		if (ability === 'Technician' && move.basePower <= 60) powerEstimate *= 1.5;
		if (ability === 'Sheer Force' && (move.secondary || move.secondaries)) powerEstimate *= 1.3;
		const numberOfHits = Array.isArray(move.multihit) ?
			(ability === 'Skill Link' ? move.multihit[1] : (move.multihit[0] + move.multihit[1]) / 2) :
			move.multihit || 1;
		powerEstimate *= numberOfHits;

		if (species.requiredItems) {
			const item: Item & EventMethods = this.dex.items.get(this.specialItems[species.name]);
			if (item.onBasePower && (species.types.includes(moveType) || item.name.endsWith('Mask'))) powerEstimate *= 1.2;
		} else if (this.specialItems[species.name]) {
			const item: Item & EventMethods = this.dex.items.get(this.specialItems[species.name]);
			if (item.onBasePower && species.types.includes(moveType)) powerEstimate *= 1.2;
			if (item.id === 'lightball') powerEstimate *= 2;
		}

		// If it uses the attacking stat that we don't boost, it's less useful!
		const specialSetup = movesStats.setup.spa;
		const physicalSetup = movesStats.setup.atk;
		if (move.category === 'Physical' && !['bodypress', 'foulplay'].includes(move.id)) {
			powerEstimate *= Math.max(0.5, 1 + physicalSetup) / Math.max(0.5, 1 + specialSetup);
		}
		if (move.category === 'Special') powerEstimate *= Math.max(0.5, 1 + specialSetup) / Math.max(0.5, 1 + physicalSetup);

		const abilityBonus = (
			(ABILITY_MOVE_BONUSES[this.dex.toID(ability)]?.[move.id] || 1) *
			(ABILITY_MOVE_TYPE_BONUSES[this.dex.toID(ability)]?.[moveType] || 1)
		);

		let weight = powerEstimate * abilityBonus;
		if (move.id in HARDCODED_MOVE_WEIGHTS) weight *= HARDCODED_MOVE_WEIGHTS[move.id];
		// semi-hardcoded move weights that depend on having control over the item
		if (!this.specialItems[species.name] && !species.requiredItem) {
			if (move.id === 'acrobatics') weight *= 1.75;
			if (move.id === 'facade') {
				if (!['Comatose', 'Purifying Salt', 'Shields Down', 'Natural Cure', 'Misty Surge'].includes(ability)) weight *= 1.5;
			}
		}

		// priority is more useful when you're slower
		// except Upper Hand, which is anti-priority and thus better on faster Pokemon
		// TODO: make weight scale with priority
		if (move.priority > 0 && move.id !== 'upperhand') weight *= (Math.max(105 - adjustedStats.spe, 0) / 105) * 0.5 + 1;
		if (move.priority < 0 || move.id === 'upperhand') weight *= Math.min((1 / adjustedStats.spe) * 25, 1);

		// flags
		if (move.flags.charge || (move.flags.recharge && ability !== 'Truant')) weight *= 0.5;
		if (move.flags.contact) {
			if (ability === 'Tough Claws') weight *= 1.3;
			if (ability === 'Unseen Fist') weight *= 1.1;
			if (ability === 'Poison Touch') weight *= TeamGenerator.statusWeight('psn', 1 - (0.7 ** numberOfHits));
		}
		if (move.flags.bite && ability === 'Strong Jaw') weight *= 1.5;
		// 5% boost for ability to break subs
		if (move.flags.bypasssub) weight *= 1.05;
		if (move.flags.pulse && ability === 'Mega Launcher') weight *= 1.5;
		if (move.flags.punch && ability === 'Iron Fist') weight *= 1.2;
		if (!move.flags.protect) weight *= 1.05;
		if (move.flags.slicing && ability === 'Sharpness') weight *= 1.5;
		if (move.flags.sound && ability === 'Punk Rock') weight *= 1.3;

		// boosts/secondaries
		// TODO: consider more possible secondaries
		weight *= this.boostWeight(move, movesSoFar, species, ability, level);
		const secondaryChance = Math.min((move.secondary?.chance || 100) * (ability === 'Serene Grace' ? 2 : 1) / 100, 100);
		if (move.secondary || move.secondaries) {
			if (ability === 'Sheer Force') {
				weight *= 1.3;
			} else {
				const secondaries = move.secondaries || [move.secondary!];
				for (const secondary of secondaries) {
					if (secondary.status) {
						weight *= TeamGenerator.statusWeight(secondary.status, secondaryChance, slownessRating);
						if (ability === 'Poison Puppeteer' && ['psn', 'tox'].includes(secondary.status)) {
							weight *= TeamGenerator.statusWeight('confusion', secondaryChance);
						}
					}
					if (secondary.volatileStatus) {
						weight *= TeamGenerator.statusWeight(secondary.volatileStatus, secondaryChance, slownessRating);
					}
				}
			}
		}
		if (ability === 'Toxic Chain') weight *= TeamGenerator.statusWeight('tox', 1 - (0.7 ** numberOfHits));

		// Special effect if something special happened earlier in the turn
		// More useful on slower Pokemon
		if (move.id === 'lashout') weight *= 1 + 0.2 * slownessRating;
		if (move.id === 'burningjealousy') weight *= TeamGenerator.statusWeight('brn', 0.2 * slownessRating);
		if (move.id === 'alluringvoice') weight *= TeamGenerator.statusWeight('confusion', 0.2 * slownessRating);

		// self-inflicted confusion or locking yourself in
		if (move.self?.volatileStatus) weight *= 0.8;

		// downweight moves if we already have an attacking move of the same type
		if ((movesStats.attackTypes[moveType] || 0) > 60) weight *= 0.3;

		if (move.selfdestruct) weight *= 0.3;
		if (move.recoil && ability !== 'Rock Head' && ability !== 'Magic Guard') {
			weight *= 1 - (move.recoil[0] / move.recoil[1]);
			if (ability === 'Reckless') weight *= 1.2;
		}
		if (move.hasCrashDamage && ability !== 'Magic Guard') {
			weight *= 1 - 0.75 * (1.2 - accuracy);
			if (ability === 'Reckless') weight *= 1.2;
		}
		if (move.mindBlownRecoil) weight *= 0.25;
		if (move.flags['futuremove']) weight *= 0.3;

		let critRate = move.willCrit ? 4 : move.critRatio || 1;
		if (ability === 'Super Luck') critRate++;
		if (movesSoFar.some(m => m.id === 'focusenergy')) {
			critRate += 2;
			weight *= 0.9; // a penalty the extra turn of setup
		}
		if (critRate > 4) critRate = 4;
		weight *= 1 + [0, 1 / 24, 1 / 8, 1 / 2, 1][critRate] * (ability === 'Sniper' ? 1 : 0.5);

		// these two hazard removers don't clear hazards on the opponent's field, but can be blocked by type immunities
		if (['rapidspin', 'mortalspin'].includes(move.id)) {
			weight *= 1 + 20 * (0.25 ** teamStats.hazardRemovers);
		}

		// these moves have a hard-coded 16x bonus
		if (move.id === 'stoneaxe' && teamStats.hazardSetters.stealthrock) weight /= 4;
		if (move.id === 'ceaselessedge' && teamStats.hazardSetters.spikes) weight /= 2;

		if (move.drain) {
			const drainedFraction = move.drain[0] / move.drain[1];
			weight *= 1 + (drainedFraction * 0.5);
		}

		// Oricorio should rarely get Tera Blast, as Revelation Dance is strictly better
		// Tera Blast is also bad on species with forced Tera types, a.k.a. Ogerpon and Terapagos
		if (move.id === 'terablast' && (species.baseSpecies === 'Oricorio' || species.forceTeraType)) weight *= 0.5;

		return weight;
	}

	/**
	 * @returns The effective type of moves with variable types such as Judgment
	 */
	protected static moveType(move: Move, species: Species) {
		switch (move.id) {
		case 'ivycudgel':
		case 'ragingbull':
			if (species.types.length > 1) return species.types[1];
			// falls through for Ogerpon and Tauros's respective base formes
		case 'judgment':
		case 'revelationdance':
			return species.types[0];
		}
		return move.type;
	}

	protected static moveIsPhysical(move: Move, species: Species) {
		if (move.category === 'Physical') {
			return !(move.damageCallback || move.damage);
		} else if (['terablast', 'terastarstorm', 'photongeyser', 'shellsidearm'].includes(move.id)) {
			return species.baseStats.atk > species.baseStats.spa;
		} else {
			return false;
		}
	}

	protected static moveIsSpecial(move: Move, species: Species) {
		if (move.category === 'Special') {
			return !(move.damageCallback || move.damage);
		} else if (['terablast', 'terastarstorm', 'photongeyser', 'shellsidearm'].includes(move.id)) {
			return species.baseStats.atk <= species.baseStats.spa;
		} else {
			return false;
		}
	}

	/**
	 * @returns A multiplier to a move weighting based on the status it inflicts.
	 */
	protected static statusWeight(status: string, chance = 1, slownessRating?: number): number {
		if (chance !== 1) return 1 + (TeamGenerator.statusWeight(status) - 1) * chance;

		switch (status) {
		case 'brn': return 2;
		case 'frz': return 5;
		// paralysis is especially valuable on slow pokemon that can become faster than an opponent by paralyzing it
		// but some pokemon are so slow that most paralyzed pokemon would still outspeed them anyway
		case 'par': return slownessRating && slownessRating > 0.25 ? 2 + slownessRating : 2;
		case 'psn': return 1.75;
		case 'tox': return 4;
		case 'slp': return 4;
		case 'confusion': return 1.5;
		case 'healblock': return 1.75;
		case 'flinch': return slownessRating ? slownessRating * 3 : 1;
		case 'saltcure': return 2;
		case 'sparklingaria': return 0.95;
		case 'syrupbomb': return 1.5;
		}
		return 1;
	}

	/**
	 * @returns A multiplier to a move weighting based on the boosts it produces for the user.
	 */
	protected boostWeight(move: Move, movesSoFar: Move[], species: Species, ability: string, level: number): number {
		const physicalIsRelevant = (
			TeamGenerator.moveIsPhysical(move, species) ||
			movesSoFar.some(
				m => TeamGenerator.moveIsPhysical(m, species) && !m.overrideOffensiveStat && !m.overrideOffensivePokemon
			)
		);
		const specialIsRelevant = (
			TeamGenerator.moveIsSpecial(move, species) ||
			movesSoFar.some(m => TeamGenerator.moveIsSpecial(m, species))
		);

		const adjustedStats: StatsTable = {
			hp: species.baseStats.hp * level / 100 + level,
			atk: species.baseStats.atk * level * level / 10000,
			def: species.baseStats.def * level / 100,
			spa: species.baseStats.spa * level * level / 10000,
			spd: species.baseStats.spd * level / 100,
			spe: species.baseStats.spe * level / 100,
		};

		let weight = 0;
		const accuracy = move.accuracy === true ? 100 : move.accuracy / 100;
		const secondaryChance = move.secondary && ability !== 'Sheer Force' ?
			Math.min(((move.secondary.chance || 100) * (ability === 'Serene Grace' ? 2 : 1) / 100), 100) * accuracy : 0;
		const abilityMod = ability === 'Simple' ? 2 : ability === 'Contrary' ? -1 : 1;
		const bodyPressMod = movesSoFar.some(m => m.id === 'bodyPress') ? 2 : 1;
		const electroBallMod = movesSoFar.some(m => m.id === 'electroball') ? 2 : 1;
		for (const { chance, boosts } of [
			{ chance: 1, boosts: move.boosts },
			{ chance: 1, boosts: move.self?.boosts },
			{ chance: 1, boosts: move.selfBoost?.boosts },
			{
				chance: secondaryChance,
				boosts: move.secondary?.self?.boosts,
			},
		]) {
			if (!boosts || chance === 0) continue;
			const statusMod = move.category === 'Status' ? 1 : 0.5;

			if (boosts.atk && physicalIsRelevant) weight += chance * boosts.atk * abilityMod * 2 * statusMod;
			if (boosts.spa && specialIsRelevant) weight += chance * boosts.spa * abilityMod * 2 * statusMod;

			// TODO: should these scale by base stat magnitude instead of using ternaries?
			// defense/special defense boost is less useful if we have some bulk to start with
			if (boosts.def) {
				weight += chance * boosts.def * abilityMod * bodyPressMod * (adjustedStats.def > 60 ? 0.5 : 1) * statusMod;
			}
			if (boosts.spd) weight += chance * boosts.spd * abilityMod * (adjustedStats.spd > 60 ? 0.5 : 1) * statusMod;

			// speed boost is less useful for fast pokemon
			if (boosts.spe) {
				weight += chance * boosts.spe * abilityMod * electroBallMod * (adjustedStats.spe > 95 ? 0.5 : 1) * statusMod;
			}
		}

		return weight >= 0 ? 1 + weight : 1 / (1 - weight);
	}

	/**
	 * @returns A weight for a move based on how much it will reduce the opponent's stats.
	 */
	protected opponentDebuffWeight(move: Move): number {
		if (!['allAdjacentFoes', 'allAdjacent', 'foeSide', 'normal'].includes(move.target)) return 1;

		let averageNumberOfDebuffs = 0;
		for (const { chance, boosts } of [
			{ chance: 1, boosts: move.boosts },
			{
				chance: move.secondary ? ((move.secondary.chance || 100) / 100) : 0,
				boosts: move.secondary?.boosts,
			},
		]) {
			if (!boosts || chance === 0) continue;

			const numBoosts = Object.values(boosts).filter(x => x < 0).length;
			averageNumberOfDebuffs += chance * numBoosts;
		}

		return 1 + (0.5 * averageNumberOfDebuffs);
	}

	/**
	 * @returns A weight for an item.
	 */
	protected getItemWeight(
		item: Item, teamStats: TeamStats, species: Species, moves: Move[], ability: string, level: number
	): number {
		const adjustedStats: StatsTable = {
			hp: species.baseStats.hp * level / 100 + level,
			atk: species.baseStats.atk * level * level / 10000,
			def: species.baseStats.def * level / 100,
			spa: species.baseStats.spa * level * level / 10000,
			spd: species.baseStats.spd * level / 100,
			spe: species.baseStats.spe * level / 100,
		};
		const statusImmunities = ['Comatose', 'Purifying Salt', 'Shields Down', 'Natural Cure', 'Misty Surge'];

		let weight;
		switch (item.id) {
		// Choice Items
		case 'choiceband':
			return moves.every(x => TeamGenerator.moveIsPhysical(x, species)) ? 50 : 0;
		case 'choicespecs':
			return moves.every(x => TeamGenerator.moveIsSpecial(x, species)) ? 50 : 0;
		case 'choicescarf':
			if (moves.some(x => x.category === 'Status' || x.secondary?.self?.boosts?.spe)) return 0;
			if (adjustedStats.spe > 50 && adjustedStats.spe < 120) return 50;
			return 10;

		// Generally Decent Items
		case 'lifeorb':
			return moves.filter(x => x.category !== 'Status' && !x.damage && !x.damageCallback).length * 8;
		case 'focussash':
			if (ability === 'Sturdy') return 0;
			// frail
			if (adjustedStats.hp < 65 && adjustedStats.def < 65 && adjustedStats.spd < 65) return 35;
			return 10;
		case 'heavydutyboots':
			switch (this.dex.getEffectiveness('Rock', species)) {
			case 1: return 30; // super effective
			case 0: return 10; // neutral
			}
			return 5; // not very effective/other
		case 'assaultvest':
			if (moves.some(x => x.category === 'Status')) return 0;
			return 30;
		case 'scopelens':
			const attacks = moves.filter(x => x.category !== 'Status' && !x.damage && !x.damageCallback && !x.willCrit);
			if (moves.some(m => m.id === 'focusenergy')) {
				if (ability === 'Super Luck') return 0; // we're already lucky enough, thank you
				return attacks.length * (ability === 'Sniper' ? 16 : 12);
			} else if (attacks.filter(x => (x.critRatio || 1) > 1).length || ability === 'Super Luck') {
				return attacks.reduce((total, x) => {
					let ratio = ability === 'Super Luck' ? 2 : 1;
					if ((x.critRatio || 1) > 1) ratio++;
					return total + [0, 3, 6, 12][ratio] * (ability === 'Sniper' ? 4 / 3 : 1);
				}, 0);
			}
			return 0;
		case 'eviolite':
			return species.nfe || species.id === 'dipplin' ? 100 : 0;

		// status
		case 'flameorb':
			if (species.types.includes('Fire')) return 0;
			if (statusImmunities.includes(ability)) return 0;
			if (['Thermal Exchange', 'Water Bubble', 'Water Veil'].includes(ability)) return 0;
			weight = ['Guts', 'Flare Boost'].includes(ability) ? 30 : 0;
			if (moves.some(m => m.id === 'facade')) {
				if (!weight && !moves.some(m => TeamGenerator.moveIsPhysical(m, species) && m.id !== 'facade')) {
					weight = 30;
				} else {
					weight *= 2;
				}
			}
			return weight;
		case 'toxicorb':
			if (species.types.includes('Poison') || species.types.includes('Steel')) return 0;
			if (statusImmunities.includes(ability)) return 0;
			if (ability === 'Immunity') return 0;
			// If facade is our only physical attack, Flame Orb is preferred
			if (!moves.some(m => TeamGenerator.moveIsPhysical(m, species) && m.id !== 'facade') &&
				!species.types.includes('Fire') && ['Thermal Exchange', 'Water Bubble', 'Water Veil'].includes(ability)
			) return 0;

			weight = 0;
			if (['Poison Heal', 'Toxic Boost'].includes('ability')) weight += 25;
			if (moves.some(m => m.id === 'facade')) weight += 25;

			return weight;

		// Healing
		case 'leftovers':
			return moves.some(m => m.stallingMove) ? 40 : 20;
		case 'blacksludge':
			// Even poison types don't really like Black Sludge in Gen 9 because it discourages them from terastallizing
			// to a type other than Poison, and thus reveals their Tera type when it activates
			return species.types.includes('Poison') ? moves.some(m => m.stallingMove) ? 20 : 10 : 0;

		// berries
		case 'sitrusberry': case 'magoberry':
			return 20;

		case 'throatspray':
			if (moves.some(m => m.flags.sound) && moves.some(m => m.category === 'Special')) return 30;
			return 0;

		default:
			// probably not a very good item
			return 0;
		}
	}

	/**
	 * @returns The level a Pokémon should be.
	 */
	protected static getLevel(species: Species): number {
		if (['Zacian', 'Zamazenta'].includes(species.name)) {
			species = Dex.species.get(species.otherFormes![0]);
		} else if (species.baseSpecies === 'Squawkabilly') {
			if (['Yellow', 'White'].includes(species.forme)) {
				species = Dex.species.get('Squawkabilly-Yellow');
			} else {
				species = Dex.species.get('Squawkabilly');
			}
		} else if (useBaseSpecies.includes(species.baseSpecies)) {
			species = Dex.species.get(species.baseSpecies);
		}
		if (levelOverride[species.id]) return levelOverride[species.id];

		switch (species.tier) {
		case 'AG': return 60;
		case 'Uber': return 70;
		case 'OU': case 'Unreleased': return 80;
		case 'UU': return 90;
		case 'LC': case 'NFE': return 100;
		}

		return 100;
	}

	/**
	 * Picks a choice from `choices` based on the weights in `weights`.
	 * `weights` must be the same length as `choices`.
	 */
	weightedRandomPick<T>(
		choices: T[],
		weights: number[],
		options?: { remove?: boolean }
	) {
		if (!choices.length) throw new Error(`Can't pick from an empty list`);
		if (choices.length !== weights.length) throw new Error(`Choices and weights must be the same length`);

		/* console.log(choices.reduce((acc, element, index) => {
			return {
				 ...acc,
				 [element as string]: weights[index],
			};
	  }, {})) */

		const totalWeight = weights.reduce((a, b) => a + b, 0);

		let randomWeight = this.prng.random(0, totalWeight);
		for (let i = 0; i < choices.length; i++) {
			randomWeight -= weights[i];
			if (randomWeight < 0) {
				const choice = choices[i];
				if (options?.remove) choices.splice(i, 1);
				return choice;
			}
		}

		if (options?.remove && choices.length) return choices.pop()!;
		return choices[choices.length - 1];
	}

	setSeed(seed: PRNGSeed) {
		this.prng.setSeed(seed);
	}
}