/** * 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( 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); } }