"use strict"; var __defProp = Object.defineProperty; var __getOwnPropDesc = Object.getOwnPropertyDescriptor; var __getOwnPropNames = Object.getOwnPropertyNames; var __hasOwnProp = Object.prototype.hasOwnProperty; var __export = (target, all) => { for (var name in all) __defProp(target, name, { get: all[name], enumerable: true }); }; var __copyProps = (to, from, except, desc) => { if (from && typeof from === "object" || typeof from === "function") { for (let key of __getOwnPropNames(from)) if (!__hasOwnProp.call(to, key) && key !== except) __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); } return to; }; var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); var cg_team_data_exports = {}; __export(cg_team_data_exports, { ABILITY_MOVE_BONUSES: () => ABILITY_MOVE_BONUSES, ABILITY_MOVE_TYPE_BONUSES: () => ABILITY_MOVE_TYPE_BONUSES, HARDCODED_MOVE_WEIGHTS: () => HARDCODED_MOVE_WEIGHTS, MOVE_PAIRINGS: () => MOVE_PAIRINGS, TARGET_HP_BASED_MOVES: () => TARGET_HP_BASED_MOVES, WEIGHT_BASED_MOVES: () => WEIGHT_BASED_MOVES }); module.exports = __toCommonJS(cg_team_data_exports); const MOVE_PAIRINGS = { rest: "sleeptalk", sleeptalk: "rest" }; const ABILITY_MOVE_BONUSES = { drought: { sunnyday: 0.2, solarbeam: 2 }, contrary: { terablast: 2 } }; const ABILITY_MOVE_TYPE_BONUSES = { 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 } }; const HARDCODED_MOVE_WEIGHTS = { // 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 }; const WEIGHT_BASED_MOVES = ["heatcrash", "heavyslam", "lowkick", "grassknot"]; const TARGET_HP_BASED_MOVES = ["crushgrip", "hardpress"]; //# sourceMappingURL=cg-team-data.js.map