import RandomGen3Teams from '../gen3/teams'; import type { PRNG, PRNGSeed } from '../../../sim/prng'; import type { MoveCounter } from '../gen8/teams'; // Moves that restore HP: const RECOVERY_MOVES = [ 'milkdrink', 'moonlight', 'morningsun', 'painsplit', 'recover', 'softboiled', 'synthesis', ]; // Moves that boost Attack: const PHYSICAL_SETUP = [ 'bellydrum', 'curse', 'meditate', 'swordsdance', ]; // Conglomerate for ease of access const SETUP = [ 'agility', 'bellydrum', 'curse', 'growth', 'meditate', 'raindance', 'sunnyday', 'swordsdance', ]; // Moves that shouldn't be the only STAB moves: const NO_STAB = [ 'explosion', 'icywind', 'machpunch', 'pursuit', 'quickattack', 'rapidspin', 'selfdestruct', 'skyattack', 'thief', ]; // Moves that should be paired together when possible const MOVE_PAIRS = [ ['sleeptalk', 'rest'], ['meanlook', 'perishsong'], ]; export class RandomGen2Teams extends RandomGen3Teams { randomSets: { [species: IDEntry]: RandomTeamsTypes.RandomSpeciesData } = require('./sets.json'); constructor(format: string | Format, prng: PRNG | PRNGSeed | null) { super(format, prng); this.noStab = NO_STAB; this.moveEnforcementCheckers = { Electric: (movePool, moves, abilities, types, counter) => !counter.get('Electric'), Fire: (movePool, moves, abilities, types, counter) => !counter.get('Fire'), Flying: (movePool, moves, abilities, types, counter, species) => ( !counter.get('Flying') && ['gligar', 'murkrow', 'xatu'].includes(species.id) ), Ground: (movePool, moves, abilities, types, counter) => !counter.get('Ground'), Ice: (movePool, moves, abilities, types, counter) => !counter.get('Ice'), Normal: (movePool, moves, abilities, types, counter) => !counter.get('Normal'), Poison: (movePool, moves, abilities, types, counter) => !counter.get('Poison'), Psychic: (movePool, moves, abilities, types, counter, species) => !counter.get('Psychic') && species.id !== 'starmie', Rock: (movePool, moves, abilities, types, counter, species) => !counter.get('Rock') && species.id !== 'magcargo', Water: (movePool, moves, abilities, types, counter) => !counter.get('Water'), }; } cullMovePool( types: string[], moves: Set, abilities = {}, counter: MoveCounter, movePool: string[], teamDetails: RandomTeamsTypes.TeamDetails, species: Species, isLead: boolean, preferredType: string, role: RandomTeamsTypes.Role, ): void { // Pokemon cannot have multiple Hidden Powers in any circumstance let hasHiddenPower = false; for (const move of moves) { if (move.startsWith('hiddenpower')) hasHiddenPower = true; } if (hasHiddenPower) { let movePoolHasHiddenPower = true; while (movePoolHasHiddenPower) { movePoolHasHiddenPower = false; for (const moveid of movePool) { if (moveid.startsWith('hiddenpower')) { this.fastPop(movePool, movePool.indexOf(moveid)); movePoolHasHiddenPower = true; break; } } } } if (moves.size + movePool.length <= this.maxMoveCount) return; // If we have two unfilled moves and only one unpaired move, cull the unpaired move. if (moves.size === this.maxMoveCount - 2) { const unpairedMoves = [...movePool]; for (const pair of MOVE_PAIRS) { if (movePool.includes(pair[0]) && movePool.includes(pair[1])) { this.fastPop(unpairedMoves, unpairedMoves.indexOf(pair[0])); this.fastPop(unpairedMoves, unpairedMoves.indexOf(pair[1])); } } if (unpairedMoves.length === 1) { this.fastPop(movePool, movePool.indexOf(unpairedMoves[0])); } } // These moves are paired, and shouldn't appear if there is not room for them both. if (moves.size === this.maxMoveCount - 1) { for (const pair of MOVE_PAIRS) { if (movePool.includes(pair[0]) && movePool.includes(pair[1])) { this.fastPop(movePool, movePool.indexOf(pair[0])); this.fastPop(movePool, movePool.indexOf(pair[1])); } } } // Team-based move culls if (teamDetails.spikes) { if (movePool.includes('spikes')) this.fastPop(movePool, movePool.indexOf('spikes')); if (moves.size + movePool.length <= this.maxMoveCount) return; } if (teamDetails.rapidSpin) { if (movePool.includes('rapidspin')) this.fastPop(movePool, movePool.indexOf('rapidspin')); if (moves.size + movePool.length <= this.maxMoveCount) return; } if (teamDetails.statusCure) { if (movePool.includes('healbell')) this.fastPop(movePool, movePool.indexOf('healbell')); if (moves.size + movePool.length <= this.maxMoveCount) return; } // General incompatibilities const incompatiblePairs = [ // These moves don't mesh well with other aspects of the set [PHYSICAL_SETUP, PHYSICAL_SETUP], [SETUP, 'haze'], ['bodyslam', 'thunderwave'], [['stunspore', 'thunderwave'], 'toxic'], // These attacks are redundant with each other ['surf', 'hydropump'], [['bodyslam', 'return'], ['bodyslam', 'doubleedge']], ['fireblast', 'flamethrower'], ['thunder', 'thunderbolt'], ]; for (const pair of incompatiblePairs) this.incompatibleMoves(moves, movePool, pair[0], pair[1]); if (!role.includes('Bulky')) this.incompatibleMoves(moves, movePool, ['rest', 'sleeptalk'], 'roar'); } // Generate random moveset for a given species, role, preferred type. randomMoveset( types: string[], abilities: string[], teamDetails: RandomTeamsTypes.TeamDetails, species: Species, isLead: boolean, movePool: string[], preferredType: string, role: RandomTeamsTypes.Role, ): Set { const preferredTypes = preferredType ? preferredType.split(',') : []; const moves = new Set(); let counter = this.newQueryMoves(moves, species, preferredType, abilities); this.cullMovePool(types, moves, abilities, counter, movePool, teamDetails, species, isLead, preferredType, role); // If there are only four moves, add all moves and return early if (movePool.length <= this.maxMoveCount) { // Still need to ensure that multiple Hidden Powers are not added (if maxMoveCount is increased) while (movePool.length) { const moveid = this.sample(movePool); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } return moves; } const runEnforcementChecker = (checkerName: string) => { if (!this.moveEnforcementCheckers[checkerName]) return false; return this.moveEnforcementCheckers[checkerName]( movePool, moves, abilities, new Set(types), counter, species, teamDetails ); }; // Add required move (e.g. Relic Song for Meloetta-P) if (species.requiredMove) { const move = this.dex.moves.get(species.requiredMove).id; counter = this.addMove(move, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } // Add other moves you really want to have, e.g. STAB, recovery, setup. // Enforce Destiny Bond, Explosion, Present, Spikes and Spore for (const moveid of ['destinybond', 'explosion', 'present', 'spikes', 'spore']) { if (movePool.includes(moveid)) { counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // Enforce Baton Pass on Smeargle if (movePool.includes('batonpass') && species.id === 'smeargle') { counter = this.addMove('batonpass', moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } // Enforce moves of all Preferred Types for (const type of preferredTypes) { if (!counter.get(type)) { const stabMoves = []; for (const moveid of movePool) { const move = this.dex.moves.get(moveid); const moveType = this.getMoveType(move, species, abilities, preferredType); if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && type === moveType) { stabMoves.push(moveid); } } if (stabMoves.length) { const moveid = this.sample(stabMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } } // Enforce STAB for (const type of types) { // Check if a STAB move of that type should be required const stabMoves = []; for (const moveid of movePool) { const move = this.dex.moves.get(moveid); const moveType = this.getMoveType(move, species, abilities, preferredType); if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && type === moveType) { stabMoves.push(moveid); } } while (runEnforcementChecker(type)) { if (!stabMoves.length) break; const moveid = this.sampleNoReplace(stabMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // If no STAB move was added, add a STAB move if (!counter.get('stab')) { const stabMoves = []; for (const moveid of movePool) { const move = this.dex.moves.get(moveid); const moveType = this.getMoveType(move, species, abilities, preferredType); if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback) && types.includes(moveType)) { stabMoves.push(moveid); } } if (stabMoves.length) { const moveid = this.sample(stabMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // Enforce recovery if (['Bulky Support', 'Bulky Attacker', 'Bulky Setup'].includes(role)) { const recoveryMoves = movePool.filter(moveid => RECOVERY_MOVES.includes(moveid)); if (recoveryMoves.length) { const moveid = this.sample(recoveryMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } // Rest/Sleep Talk count as recovery in Gen 2 if (movePool.includes('rest')) { counter = this.addMove('rest', moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } if (movePool.includes('sleeptalk')) { counter = this.addMove('sleeptalk', moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // Enforce setup if (role.includes('Setup')) { // First, try to add a non-Speed setup move const nonSpeedSetupMoves = movePool.filter(moveid => SETUP.includes(moveid) && moveid !== 'agility'); if (nonSpeedSetupMoves.length) { const moveid = this.sample(nonSpeedSetupMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } else { if (movePool.includes('agility')) { counter = this.addMove('agility', moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } } // Enforce Thief if (role === 'Thief user') { if (movePool.includes('thief')) { counter = this.addMove('thief', moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // Enforce a move not on the noSTAB list if (!counter.damagingMoves.size && !moves.has('present')) { // Choose an attacking move const attackingMoves = []; for (const moveid of movePool) { const move = this.dex.moves.get(moveid); if (!this.noStab.includes(moveid) && (move.category !== 'Status')) attackingMoves.push(moveid); } if (attackingMoves.length) { const moveid = this.sample(attackingMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } // Enforce coverage move if (['Fast Attacker', 'Setup Sweeper', 'Bulky Attacker'].includes(role)) { if (counter.damagingMoves.size === 1) { // Find the type of the current attacking move const currentAttackType = counter.damagingMoves.values().next().value!.type; // Choose an attacking move that is of different type to the current single attack const coverageMoves = []; for (const moveid of movePool) { const move = this.dex.moves.get(moveid); const moveType = this.getMoveType(move, species, abilities, preferredType); if (!this.noStab.includes(moveid) && (move.basePower || move.basePowerCallback)) { if (currentAttackType !== moveType) coverageMoves.push(moveid); } } if (coverageMoves.length) { const moveid = this.sample(coverageMoves); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } } // Choose remaining moves randomly from movepool and add them to moves list: while (moves.size < this.maxMoveCount && movePool.length) { const moveid = this.sample(movePool); counter = this.addMove(moveid, moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); for (const pair of MOVE_PAIRS) { if (moveid === pair[0] && movePool.includes(pair[1])) { counter = this.addMove(pair[1], moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } if (moveid === pair[1] && movePool.includes(pair[0])) { counter = this.addMove(pair[0], moves, types, abilities, teamDetails, species, isLead, movePool, preferredType, role); } } } return moves; } getItem( ability: string, types: string[], moves: Set, counter: MoveCounter, teamDetails: RandomTeamsTypes.TeamDetails, species: Species, isLead: boolean, preferredType: string, role: RandomTeamsTypes.Role, ): string { // First, the high-priority items if (species.id === 'ditto') return 'Metal Powder'; if (species.id === 'marowak') return 'Thick Club'; if (species.id === 'pikachu') return 'Light Ball'; if (moves.has('thief')) return ''; if (moves.has('flail')) return 'Pink Bow'; if (moves.has('reversal')) return 'Black Belt'; if (moves.has('rest') && !moves.has('sleeptalk') && !role.includes('Bulky')) return 'Mint Berry'; if (moves.has('bellydrum') && !counter.get('recovery') && this.randomChance(1, 2)) return 'Miracle Berry'; // Default to Leftovers return 'Leftovers'; } randomSet( species: string | Species, teamDetails: RandomTeamsTypes.TeamDetails = {}, isLead = false ): RandomTeamsTypes.RandomSet { species = this.dex.species.get(species); const forme = this.getForme(species); const sets = this.randomSets[species.id]["sets"]; const set = this.sampleIfArray(sets); const role = set.role; const movePool: string[] = Array.from(set.movepool); const preferredTypes = set.preferredTypes; // In Gen 2, if a set has multiple preferred types, enforce all of them. const preferredType = preferredTypes ? preferredTypes.join() : ''; const ability = ''; let item = undefined; const evs = { hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255 }; const ivs = { hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30 }; const types = species.types; const abilities: string[] = []; // Get moves const moves = this.randomMoveset(types, abilities, teamDetails, species, isLead, movePool, preferredType, role); const counter = this.newQueryMoves(moves, species, preferredType, abilities); // Get items item = this.getItem(ability, types, moves, counter, teamDetails, species, isLead, preferredType, role); const level = this.getLevel(species); // We use a special variable to track Hidden Power // so that we can check for all Hidden Powers at once let hasHiddenPower = false; for (const move of moves) { if (move.startsWith('hiddenpower')) hasHiddenPower = true; } if (hasHiddenPower) { let hpType; for (const move of moves) { if (move.startsWith('hiddenpower')) hpType = move.substr(11); } if (!hpType) throw new Error(`hasHiddenPower is true, but no Hidden Power move was found.`); const hpIVs: { [k: string]: Partial } = { dragon: { def: 28 }, ice: { def: 26 }, psychic: { def: 24 }, electric: { atk: 28 }, grass: { atk: 28, def: 28 }, water: { atk: 28, def: 26 }, fire: { atk: 28, def: 24 }, steel: { atk: 26 }, ghost: { atk: 26, def: 28 }, bug: { atk: 26, def: 26 }, rock: { atk: 26, def: 24 }, ground: { atk: 24 }, poison: { atk: 24, def: 28 }, flying: { atk: 24, def: 26 }, fighting: { atk: 24, def: 24 }, }; let iv: StatID; for (iv in hpIVs[hpType]) { ivs[iv] = hpIVs[hpType][iv]!; } if (ivs.atk === 28 || ivs.atk === 24) ivs.hp = 14; if (ivs.def === 28 || ivs.def === 24) ivs.hp -= 8; } // Prepare optimal HP while (evs.hp > 1) { const hp = Math.floor(Math.floor(2 * species.baseStats.hp + ivs.hp + Math.floor(evs.hp / 4) + 100) * level / 100 + 10); if (moves.has('substitute') && item !== 'Leftovers') { // Should be able to use four Substitutes if (hp % 4 > 0) break; } else if (moves.has('bellydrum') && item !== 'Leftovers') { // Belly Drum users without Leftovers should reach exactly 50% HP if (hp % 2 === 0) break; } else { break; } evs.hp -= 4; } // shuffle moves to add more randomness to camomons const shuffledMoves = Array.from(moves); this.prng.shuffle(shuffledMoves); return { name: species.baseSpecies, species: forme, level, moves: shuffledMoves, ability: 'No Ability', evs, ivs, item, role, // No shiny chance because Gen 2 shinies have bad IVs shiny: false, gender: species.gender ? species.gender : 'M', }; } } export default RandomGen2Teams;