Make moveset gen consider multi hit moves fairly

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Sirz Benjie 2025-02-20 22:02:50 -06:00
parent 39f2fdf4ff
commit a669d5813d
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2 changed files with 116 additions and 3 deletions

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@ -24,7 +24,42 @@ import * as Utils from "../utils";
import { WeatherType } from "#enums/weather-type";
import type { ArenaTrapTag } from "./arena-tag";
import { ArenaTagSide, WeakenMoveTypeTag } from "./arena-tag";
import { allAbilities, AllyMoveCategoryPowerBoostAbAttr, applyAbAttrs, applyPostAttackAbAttrs, applyPostItemLostAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, BlockItemTheftAbAttr, BlockNonDirectDamageAbAttr, BlockOneHitKOAbAttr, BlockRecoilDamageAttr, ChangeMovePriorityAbAttr, ConfusionOnStatusEffectAbAttr, FieldMoveTypePowerBoostAbAttr, FieldPreventExplosiveMovesAbAttr, ForceSwitchOutImmunityAbAttr, HealFromBerryUseAbAttr, IgnoreContactAbAttr, IgnoreMoveEffectsAbAttr, IgnoreProtectOnContactAbAttr, InfiltratorAbAttr, MaxMultiHitAbAttr, MoveAbilityBypassAbAttr, MoveEffectChanceMultiplierAbAttr, MoveTypeChangeAbAttr, PostDamageForceSwitchAbAttr, PostItemLostAbAttr, ReverseDrainAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilityAbAttr, UnswappableAbilityAbAttr, UserFieldMoveTypePowerBoostAbAttr, VariableMovePowerAbAttr, WonderSkinAbAttr } from "./ability";
import {
allAbilities,
AllyMoveCategoryPowerBoostAbAttr,
applyAbAttrs,
applyPostAttackAbAttrs,
applyPostItemLostAbAttrs,
applyPreAttackAbAttrs,
applyPreDefendAbAttrs,
BlockItemTheftAbAttr,
BlockNonDirectDamageAbAttr,
BlockOneHitKOAbAttr,
BlockRecoilDamageAttr,
ChangeMovePriorityAbAttr,
ConfusionOnStatusEffectAbAttr,
FieldMoveTypePowerBoostAbAttr,
FieldPreventExplosiveMovesAbAttr,
ForceSwitchOutImmunityAbAttr,
HealFromBerryUseAbAttr,
IgnoreContactAbAttr,
IgnoreMoveEffectsAbAttr,
IgnoreProtectOnContactAbAttr,
InfiltratorAbAttr,
MaxMultiHitAbAttr,
MoveAbilityBypassAbAttr,
MoveEffectChanceMultiplierAbAttr,
MoveTypeChangeAbAttr,
PostDamageForceSwitchAbAttr,
PostItemLostAbAttr,
ReverseDrainAbAttr,
UncopiableAbilityAbAttr,
UnsuppressableAbilityAbAttr,
UnswappableAbilityAbAttr,
UserFieldMoveTypePowerBoostAbAttr,
VariableMovePowerAbAttr,
WonderSkinAbAttr,
} from "./ability";
import { AttackTypeBoosterModifier, BerryModifier, PokemonHeldItemModifier, PokemonMoveAccuracyBoosterModifier, PokemonMultiHitModifier, PreserveBerryModifier } from "../modifier/modifier";
import type { BattlerIndex } from "../battle";
import { BattleType } from "../battle";
@ -861,6 +896,46 @@ export default class Move implements Localizable {
return priority.value;
}
/**
* Calculate the [Expected Power](https://en.wikipedia.org/wiki/Expected_value) per turn
* of this move, taking into account multi hit moves, accuracy, and the number of turns it
* takes to execute.
*
* Does not (yet) consider the current field effects or the user's abilities.
*/
calculateEffectivePower(): number {
let effectivePower: number;
// Triple axel and triple kick are easier to special case.
if (this.id === Moves.TRIPLE_AXEL) {
effectivePower = 94.14;
} else if (this.id === Moves.TRIPLE_KICK) {
effectivePower = 47.07;
} else {
const multiHitAttr = this.getAttrs(MultiHitAttr)[0];
if (multiHitAttr) {
effectivePower = multiHitAttr.calculateExpectedHitCount(this) * this.power;
} else {
effectivePower = this.power * this.accuracy === -1 ? 1 : this.accuracy / 100;
}
}
/** The number of turns the user must commit to for this move's damage */
let numTurns = 1;
// These are intentionally not else-if statements even though there are no
// pokemon moves that have more than one of these attributes. This allows
// the function to future proof new moves / custom move behaviors.
if (this.hasAttr(DelayedAttackAttr)) {
numTurns += 2;
}
if (this.hasAttr(RechargeAttr)) {
numTurns += 1;
}
if (this.isChargingMove()) {
numTurns += 1;
}
return effectivePower / numTurns;
}
/**
* Returns `true` if this move can be given additional strikes
* by enhancing effects.
@ -2280,6 +2355,44 @@ export class MultiHitAttr extends MoveAttr {
}, 0);
}
}
/**
* Calculate the expected number of hits given this attribute's {@linkcode MultiHitType},
* the move's accuracy, and a number of situational parameters.
*
* @param move - The move that this attribtue is applied to
* @param partySize - The size of the user's party, used for {@linkcode Moves.BEAT_UP | Beat Up} (default: `1`)
* @param maxMultiHit - Whether the move should always hit the maximum number of times, e.g. due to {@linkcode Abilities.SKILL_LINK | Skill Link} (default: `false`)
* @param ignoreAcc - `true` if the move should ignore accuracy checks, e.g. due to {@linkcode Abilities.NO_GUARD | No Guard} (default: `false`)
*/
calculateExpectedHitCount(move: Move, { ignoreAcc = false, maxMultiHit = false, partySize = 1 }: {ignoreAcc?: boolean, maxMultiHit?: boolean, partySize?: number} = {}): number {
let expectedHits: number;
switch (this.multiHitType) {
case MultiHitType._2_TO_5:
expectedHits = maxMultiHit ? 5 : 3.1;
break;
case MultiHitType._2:
expectedHits = 2;
break;
case MultiHitType._3:
expectedHits = 3;
break;
case MultiHitType._10:
expectedHits = 10;
break;
case MultiHitType.BEAT_UP:
// Estimate that half of the party can contribute to beat up.
expectedHits = Math.max(1, partySize / 2);
break;
}
if (ignoreAcc || move.accuracy === -1) {
return expectedHits;
}
if (move.hasFlag(MoveFlags.CHECK_ALL_HITS) && !maxMultiHit) {
return Math.pow(move.accuracy, expectedHits);
}
return expectedHits *= move.accuracy / 100;
}
}
export class ChangeMultiHitTypeAttr extends MoveAttr {

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@ -2344,8 +2344,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
// Weight towards higher power moves, by reducing the power of moves below the highest power.
// Caps max power at 90 to avoid something like hyper beam ruining the stats.
// This is a pretty soft weighting factor, although it is scaled with the weight multiplier.
const maxPower = Math.min(movePool.reduce((v, m) => Math.max(allMoves[m[0]].power, v), 40), 90);
movePool = movePool.map(m => [ m[0], m[1] * (allMoves[m[0]].category === MoveCategory.STATUS ? 1 : Math.max(Math.min(allMoves[m[0]].power / maxPower, 1), 0.5)) ]);
const maxPower = Math.min(movePool.reduce((v, m) => Math.max(allMoves[m[0]].calculateEffectivePower(), v), 40), 90);
movePool = movePool.map(m => [ m[0], m[1] * (allMoves[m[0]].category === MoveCategory.STATUS ? 1 : Math.max(Math.min(allMoves[m[0]].calculateEffectivePower() / maxPower, 1), 0.5)) ]);
// Weight damaging moves against the lower stat. This uses a non-linear relationship.
// If the higher stat is 1 - 1.09x higher, no change. At higher stat ~1.38x lower stat, off-stat moves have half weight.