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998 lines (805 loc) · 40.6 KB
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import math
import random
from bisect import insort
from collections import namedtuple
from itertools import chain
from functools import partial
from battle.battlefield import BattleField, BattleSide
from battle.battlepokemon import BattlePokemon
from battle.rolloutpolicy import RandomRolloutPolicy
from battle.events import MoveEvent, SwitchEvent, InstaSwitchEvent, ResidualEvent, MegaEvoEvent
from misc.functions import gf_round
from battle import effects, statuses
from battle.abilities import abilitydex
from battle.enums import MoveCategory, Volatile, Status, Cause, FAIL, Type, Decision, ABILITY
from battle.moves import movedex, Move
from battle.stats import Boosts
if __debug__: from _logging import log
STATUS, PHYSICAL, SPECIAL = MoveCategory.STATUS, MoveCategory.PHYSICAL, MoveCategory.SPECIAL
CRIT_ROLL = (16, 8, 2, 1)
STATUS_EFFECTS = {
Status.PAR: statuses.Paralyze,
Status.SLP: statuses.Sleep,
Status.BRN: statuses.Burn,
Status.PSN: statuses.Poison,
Status.TOX: statuses.Toxic,
Status.FRZ: statuses.Freeze
}
Residual = namedtuple('Residual', ['holder', 'effect', 'call'])
class Battle(object):
"""
Encapsulates the logic required to run each turn of a full battle. All battle state is
encapsulated within the BattleField (except for intra-turn state), so it is possible to swap out
battlefields provided they are in-between turns.
The event_queue and faint_queue are the only members with state besides the battlefield, and
they are always empty lists between turns.
"""
def __init__(self, team0, team1, policy0=None, policy1=None):
"""
team is a list of up to 6 BattlePokemon.
policy is a RolloutPolicy
"""
assert 0 < len(team0) <= 6
assert 0 < len(team1) <= 6
self.battlefield = BattleField(BattleSide(team0, 0), BattleSide(team1, 1))
self.rollout_policies = (RandomRolloutPolicy(0) if policy0 is None else policy0,
RandomRolloutPolicy(1) if policy1 is None else policy1)
self.event_queue = [] # pop from right
self.faint_queue = [] # pop from right
@classmethod
def from_battlefield(cls, battlefield, policy0=None, policy1=None):
""" Alternate constructor from an existing battlefield. """
battle = cls.__new__(cls)
battle.battlefield = battlefield
battle.rollout_policies = (RandomRolloutPolicy(0) if policy0 is None else policy0,
RandomRolloutPolicy(1) if policy1 is None else policy1)
battle.event_queue = []
battle.faint_queue = []
return battle
def get_foe(self, pokemon):
""" Return the foe opposite to `pokemon`. If the foe is fainted, return None. """
return self.battlefield.sides[not pokemon.side.index].active_pokemon
def get_foe_side(self, pokemon):
""" Return the side opposite to `pokemon`. """
return self.battlefield.sides[not pokemon.side.index]
def run_move(self, user, move, target):
"""
run_move should be called 0 or 1 times for each pokemon, each turn. There should always be
two run_move/run_switch calls in the queue at the beginning of each turn.
"""
assert not user.is_fainted()
assert not user.has_moved_this_turn
assert user.will_move_this_turn
assert user.is_active
assert (move == movedex['struggle'] or
user.pp.get(move, -1) > 0 or
move.max_pp == 0 or
user.has_effect(Volatile.LOCKEDMOVE) or
user.has_effect(Volatile.TWOTURNMOVE))
user.has_moved_this_turn = True
user.will_move_this_turn = False
if user.has_effect(Volatile.ENCORE) and move != movedex['struggle']:
move = user.get_effect(Volatile.ENCORE).override_move_choice()
if user.activate_effect('on_before_move', user, move, self, failfast=True) is FAIL:
user.remove_effect(Volatile.TWOTURNMOVE) # remove bounce etc.'s invulnerability
return
if (move != movedex['struggle'] and
not user.has_effect(Volatile.LOCKEDMOVE) and
not user.has_effect(Volatile.TWOTURNMOVE)
):
user.deduct_pp(move, target)
self.use_move(user, move, target)
user.last_move_used = move
if not move.calls_other_moves:
self.battlefield.last_move_used = move
def use_move(self, user, move, target):
"""
Wrap _use_move in moldbreaker handling
"""
if target is not None:
ability = user.get_effect(ABILITY)
ability.on_break_mold(target, self)
result = self._use_move(user, move, target)
if target is not None:
ability.on_unbreak_mold(self.get_foe(user)) # roar, etc. could have changed the foe
return result
def _use_move(self, user, move, target):
""" Return value not used (except for testing) """
assert not user.is_fainted()
assert user.is_active
if __debug__: log.i('%s used %s! (target=%s)', user, move, target)
# copy the move, so that modify_move doesn't modify the global copy in movedex
move = move.__class__()
move.on_modify_move(user, target, self)
user.activate_effect('on_modify_move', move, user, self)
if target is not None:
target.activate_effect('on_modify_foe_move', move, user, self)
if move.targets_user or move.targets_field:
return self.fast_use_move(user, move) # fast path for moves not targeting opponent
if target is None or target.is_fainted():
if __debug__: log.i('But it failed: No target')
if move.selfdestruct:
self.faint(user, Cause.SELFDESTRUCT, move)
return FAIL
damage = self.try_move_hit(user, move, target)
if (user.hp == 0 or move.selfdestruct) and not user.status is Status.FNT:
if __debug__: log.d('User has no HP after using move, fainting')
self.faint(user, Cause.SELFDESTRUCT, move)
if damage is FAIL:
if __debug__:
if not user.has_effect(Volatile.TWOTURNMOVE):
log.i('%s: But it failed', move)
move.on_move_fail(user, self)
return FAIL
if not user.has_effect(Volatile.SHEERFORCE):
target.activate_effect('on_after_foe_move_secondary', user, move, target, self)
user.activate_effect('on_after_move_secondary', user, move, target, self)
return damage # for testing only
def try_move_hit(self, user, move, target):
assert target is not None
if move.check_success(user, target, self) is FAIL:
return FAIL # moves are responsible for logging their own failure
if self.battlefield.activate_effect('on_try_hit',
user, move, target, self, failfast=True) is FAIL:
return FAIL
for effector in (target, target.side):
if effector.activate_effect('on_foe_try_hit', user, move, target, self,
failfast=True) is FAIL:
return FAIL
if target.is_immune_to_move(user, move):
if __debug__: log.i('%s is immune to %s', target, move)
return FAIL
if self.check_accuracy(user, move, target) is FAIL:
return FAIL
if move.multihit:
hits = (move.multihit[-1] if user.ability is abilitydex['skilllink'] else
random.choice(move.multihit))
total_damage = 0
hit = 0
for hit in range(hits):
damage = self.move_hit(user, move, target)
if damage is FAIL:
if __debug__: log.i('Hit %d times, and failed', hit)
return FAIL
total_damage += damage or 0
if target.hp <= 0 or user.hp <= 0 or user.status is Status.SLP:
break
else:
self.run_update()
if __debug__: log.i('Hit %d times!', hit+1)
else:
damage = total_damage = self.move_hit(user, move, target)
if damage not in (FAIL, None, 0):
if move.recoil > 0 and not user.is_fainted():
self.damage(user, int(round(total_damage * move.recoil / 100.0)) or 1,
Cause.RECOIL, move)
target.was_attacked_this_turn = {'move': move, 'damage': damage}
return total_damage
def move_hit(self, user, move, target):
assert target is not None
user.activate_effect('on_move_hit', user, move, self)
substitute = target.get_effect(Volatile.SUBSTITUTE)
if substitute is not None:
result = substitute.on_hit_substitute(user, move, target, self)
if result is not None:
if __debug__: log.d('Hit substitute: result=%s', result)
return result
elif __debug__: log.d('Bypassed substitute')
damage = self.calculate_damage(user, move, target)
if damage is FAIL:
return FAIL
if damage is not None:
damage = self.damage(target, damage, Cause.MOVE, move, user, move.drain)
if damage is FAIL:
if __debug__: log.i('Move failed in Battle.damage: returned %s', damage)
return FAIL
user.damage_done_this_turn = damage
if move.target_status is not None:
if self.set_status(target, move.target_status, user) is FAIL:
return FAIL # all target_status moves do nothing else, so fail fast
if move.user_boosts is not None and not user.is_fainted():
user.apply_boosts(move.user_boosts, True)
user.activate_effect('on_move_success', user, move, target)
if move.on_success(user, target, self) is FAIL:
if __debug__: log.i('Move "%s" failed in on_success', move)
return FAIL
target = self.get_foe(user) # roar, etc. could have changed the active foe
if target is not None:
target.activate_effect('on_after_foe_hit', user, move, target, self)
for s_effect in move.secondary_effects:
self.apply_secondary_effect(user if s_effect.affects_user else target,
s_effect, user)
user.must_switch = move.switch_user
if __debug__: log.d('returning damage=%s', damage)
return damage
def check_accuracy(self, user, move, target):
"""
Return FAIL if the move misses.
An accuracy value of None means to skip the accuracy check, i.e. it always hits.
"""
accuracy = move.accuracy
accuracy = user.accumulate_effect('on_accuracy', user, move, target, self, accuracy)
accuracy = target.accumulate_effect('on_foe_accuracy', user, move, target, self, accuracy)
if accuracy is None:
return
boost_factor = (1.0, 4.0/3.0, 5.0/3.0, 2.0, 7.0/3.0, 8.0/3.0, 3.0)
if not move.ignore_accuracy_boosts:
acc_boost = user.boosts['acc']
if acc_boost > 0:
accuracy *= boost_factor[acc_boost]
elif acc_boost < 0:
accuracy /= boost_factor[-acc_boost]
if not move.ignore_evasion_boosts:
evn_boost = target.boosts['evn']
if evn_boost > 0:
accuracy /= boost_factor[evn_boost]
elif evn_boost < 0:
accuracy *= boost_factor[-evn_boost]
if __debug__: log.d('Using accuracy of %s', accuracy)
if random.randrange(100) >= int(accuracy):
if __debug__: log.i('But it missed!')
return FAIL
def fast_use_move(self, user, move):
"""
Fast path optimization out of self.use_move for moves not targeting an opponent
(move.targets_user or move.targets_field). Replaces try_move_hit and move_hit and allows
them to skip (if target is None) checks.
Specifically skips on_foe_try_hit, {immunity,accuracy,multihit,substitute} checks,
calculate_damage, drain check, move.target_status, move.secondary_effects,
move.on_move_fail, move.on_after_move_secondary.
"""
if __debug__: log.d('%s: Fast path', move)
if move.check_success(user, None, self) is FAIL:
if __debug__: log.i('(check_success) But it failed')
return FAIL
user.damage_done_this_turn = 0
if move.user_boosts is not None:
if user.apply_boosts(move.user_boosts, True) is FAIL:
if __debug__: log.i('(apply_boosts) But it failed')
return FAIL
if move.on_success(user, None, self) is FAIL:
if __debug__: log.i('(on_success) But it failed')
return FAIL
if not move.calls_other_moves: # don't override switch moves called via copycat/sleeptalk
user.must_switch = move.switch_user
if (user.hp == 0 or move.selfdestruct) and not user.status is Status.FNT:
if __debug__: log.d('User has no HP after using move, fainting')
self.faint(user, Cause.SELFDESTRUCT, move)
def apply_secondary_effect(self, pokemon, s_effect, user):
if (random.randrange(100) >= s_effect.chance or
pokemon is None or
pokemon.is_fainted() or
(pokemon.ability is abilitydex['shielddust'] and not s_effect.affects_user)):
return
if __debug__: log.d('Applying %s to %s', s_effect, pokemon)
if s_effect.boosts is not None:
pokemon.apply_boosts(s_effect.boosts, s_effect.affects_user)
elif s_effect.status is not None:
self.set_status(pokemon, s_effect.status, user)
elif s_effect.volatile is Volatile.FLINCH:
pokemon.set_effect(effects.Flinch())
elif s_effect.volatile is Volatile.CONFUSE:
pokemon.confuse(user.ability is abilitydex['infiltrator'])
elif s_effect.callback is not None:
s_effect.callback(pokemon, user, self)
else:
assert False, 'Tried to apply secondary effect with no boosts, volatile, or status'
def confusion_hit(self, pokemon):
""" Cause a pokemon to hurt itself in confusion """
assert pokemon.is_active
damage = self.calculate_damage(pokemon, movedex['confusiondamage'], pokemon)
self.damage(pokemon, damage, Cause.CONFUSE, movedex['confusiondamage'])
def calculate_damage(self, user, move, target):
"""
Return FAIL: "But it failed!"
Return None: Move did not attempt to do damage
Return int: Amount of damage dealt (returning 0 still means damage for Static etc.)
"""
if target.is_immune_to_move(user, move):
if __debug__: log.i('FAIL: %s is immune to %s', target, move)
return FAIL
if __debug__: log.d('Calculating damage for %s attacking %s with %s', user, target, move)
damage = move.damage_callback(user, target)
if damage is not None:
if __debug__: log.i("Using %s damage from %s's damage_callback", damage, move)
return damage
base_power = move.get_base_power(user, target, self)
if base_power is not None:
base_power = self.modify_base_power(user, move, target, base_power)
if not base_power:
if __debug__: log.d('base_power=%s, returning damage=None', base_power)
return None
assert move.category in (PHYSICAL, SPECIAL)
base_power = int(max(gf_round(base_power), 1))
if __debug__: log.d('Using base_power of %s', base_power)
crit = move.crit = ((move.always_crit or self.get_critical_hit(move.crit_ratio)) and not
(move.never_crit or target.ability in (abilitydex['battlearmor'],
abilitydex['shellarmor'])))
if __debug__:
if crit: log.i('Critical hit!')
defensive_category = move.defensive_category or move.category
attacking_stat = 'atk' if move.category is PHYSICAL else 'spa'
defending_stat = 'def' if defensive_category is PHYSICAL else 'spd'
attack_stat_source = user if not move.use_opponent_attack else target
attack_boosts = attack_stat_source.boosts[attacking_stat]
defense_boosts = target.boosts[defending_stat]
if move.ignore_offensive_boosts or (crit and attack_boosts < 0):
attack_boosts = 0
if move.ignore_defensive_boosts or (crit and defense_boosts > 0):
defense_boosts = 0
attack = attack_stat_source.calculate_stat(attacking_stat, attack_boosts)
defense = target.calculate_stat(defending_stat, defense_boosts)
attack = int(user.accumulate_effect('on_modify_' + attacking_stat,
user, move, self, attack))
modify = self.modify_def if defending_stat == 'def' else self.modify_spd
defense = int(modify(defense, target, move))
damage = int(int(int(2 * user.level / 5 + 2) * base_power * attack / defense) / 50) + 2
if crit:
damage = int(damage * 1.5)
damage = int(damage * self.damage_randomizer() / 100)
if move.type in user.types:
damage = int(damage * move.stab)
weather_mod = self.battlefield.get_effect(self.battlefield.weather)
if weather_mod is not None:
damage = gf_round(weather_mod.weather_modify_damage(move, damage))
effectiveness = self.get_effectiveness(user, move, target)
damage *= effectiveness
if __debug__:
if effectiveness != 1:
log.i("It's %s effective", {0.25: 'barely', 0.5: 'not very',
2: 'super', 4: 'super duper'}[effectiveness])
damage = self.modify_damage(damage, user, move, target, crit, effectiveness)
damage = gf_round(damage) or 1
if __debug__: log.d('Returning damage=%s', damage)
return damage
def modify_base_power(self, user, move, target, base_power):
for effector in (user, self.battlefield):
base_power = effector.accumulate_effect('on_modify_base_power',
user, move, target, self, base_power)
if target.ability is abilitydex['dryskin'] and move.type is Type.FIRE:
base_power *= 1.25
return base_power
@staticmethod # for duck punching
def get_critical_hit(crit_ratio):
return random.randrange(CRIT_ROLL[min(crit_ratio, 3)]) == 0
@staticmethod # for duck punching
def damage_randomizer():
return 100 - random.randrange(16)
def modify_damage(self, damage, user, move, target, crit, effectiveness):
for effector in (user, user.side, self.battlefield):
damage = effector.accumulate_effect('on_modify_damage',
user, move, effectiveness, damage)
for effector in (target, target.side):
damage = effector.accumulate_effect('on_modify_foe_damage',
user, move, target, crit, effectiveness, damage)
return damage
def get_effectiveness(self, user, move, target):
effectiveness = move.get_effectiveness(target)
for effector in (user, self.battlefield):
effectiveness = effector.accumulate_effect('on_modify_effectiveness',
user, move, target, effectiveness)
return effectiveness
def modify_def(self, def_, target, move):
return target.accumulate_effect('on_modify_def', target, move, self, def_)
def modify_spd(self, spd, target, move):
for effector in (target, self.battlefield):
spd = effector.accumulate_effect('on_modify_spd', target, move, self, spd)
return spd
def modify_spe(self, spe, pokemon):
for effector in (pokemon, pokemon.side, self.battlefield):
spe = effector.accumulate_effect('on_modify_spe', pokemon, self, spe)
return spe
def effective_spe(self, pokemon):
return self.modify_spe(pokemon.calculate_stat('spe'), pokemon)
def damage(self, pokemon, damage, cause, source=None, attacker=None, drain_pct=None):
"""
Return FAIL or int amount of damage done.
If the damage is caused directly by a move then source and attacker must be set.
Draining effects (drain moves or leechseed) pass a percent of damage to drain to attacker.
"""
if pokemon.is_fainted():
if __debug__:
log.w('Tried to damage fainted pokemon %s: cause: %s, source: %s, attacker: %s',
pokemon, cause, source, attacker)
return 0
assert pokemon is not attacker
assert pokemon.side.active_pokemon is pokemon
assert pokemon.is_active
assert damage >= 0
assert ((isinstance(attacker, BattlePokemon) and isinstance(source, Move)) if
cause is Cause.MOVE else True)
if damage == 0:
if __debug__: log.w('Battle.damage called with damage=0') # this shouldn't happen
return 0
if cause is Cause.WEATHER and pokemon.is_immune_to(source):
if __debug__: log.i('Weather immunity: %s / %s', pokemon, source)
return 0
if damage < 1:
damage = 1 # always do at least 1 damage
else:
damage = int(damage)
damage = pokemon.accumulate_effect('on_damage',
pokemon, cause, source, self, damage, failfast=True)
if damage is FAIL:
return FAIL
pokemon.hp -= damage
if __debug__: log.i('%s took %s (%.1f%%) damage from %s: %s; hp=%d/%d' %
(pokemon, damage, 100*float(damage)/pokemon.max_hp, cause, source,
pokemon.hp, pokemon.max_hp))
if pokemon.hp <= 0:
damage += pokemon.hp
if drain_pct and not attacker.is_fainted():
self.heal(attacker, int(math.ceil(damage * drain_pct / 100.0)), cause=Cause.DRAIN,
foe=pokemon)
if cause is Cause.MOVE:
pokemon.activate_effect('on_after_move_damage', self, pokemon, damage, source, attacker)
if pokemon.hp <= 0:
self.faint(pokemon, cause, source, attacker)
return damage
def heal(self, pokemon, hp, cause=None, source=None, foe=None):
if pokemon.is_fainted():
if __debug__: log.e('Tried to heal fainted pokemon: %s, cause=%s, source=%s, foe=%s',
pokemon, cause, source, foe)
return
assert isinstance(hp, int)
assert hp >= 0
if foe is not None and foe.activate_effect('on_foe_heal',
pokemon, hp, cause, self, failfast=True) is FAIL:
return FAIL
if __debug__: prev_hp = pokemon.hp
pokemon.hp = min(hp + pokemon.hp, pokemon.max_hp)
if __debug__: log.i('%s healed %d damage; hp=%d', pokemon, pokemon.hp - prev_hp, pokemon.hp)
def faint(self, pokemon, cause, source=None, attacker=None):
if pokemon.status is Status.FNT:
if __debug__: log.w('Tried to faint %s twice!', pokemon)
return
pokemon.hp = 0
pokemon.status = Status.FNT # This should be the only way to assign Status.FNT
pokemon.side.last_fainted_on_turn = self.battlefield.turns
pokemon.side.active_pokemon = None
pokemon.is_active = False
if __debug__: log.i('%s fainted: %s (source=%s)', pokemon, cause, source)
self.faint_queue.insert(0, pokemon)
pokemon.activate_effect('on_faint', pokemon, cause, source, self)
if attacker is not None and not attacker.is_fainted():
attacker.activate_effect('on_foe_faint', attacker, cause, source, pokemon, self)
foe = self.get_foe(pokemon)
if foe is not None:
foe.remove_trap_effects()
pokemon.clear_effects(self)
pokemon.boosts = Boosts()
def direct_damage(self, pokemon, damage):
"""
Bypasses on_damage; is 'cause-less'.
{substitute, bellydrum, painsplit, struggle recoil} are direct damage
"""
if damage < 1:
damage = 1 # always do at least 1 damage
else:
damage = int(damage)
pokemon.hp -= damage
if pokemon.hp <= 0:
self.faint(pokemon, Cause.DIRECT)
def force_random_switch(self, pokemon, forcer):
if (pokemon.is_fainted() or
forcer.is_fainted() or
pokemon.ability.name == 'suctioncups'
):
return FAIL
team_members = pokemon.get_switch_choices(forced=True)
if team_members:
incoming = random.choice(team_members)
if __debug__: log.d('Force switching %s for %s', pokemon, incoming)
self.run_switch(pokemon, incoming)
forcer.get_effect(ABILITY).on_break_mold(incoming, self)
self.post_switch_in(incoming)
elif __debug__:
log.i('Tried to force random switch; %s has no remaining teammates', pokemon)
def set_status(self, pokemon, status, setter):
"""
Set `status` (enums.Status) on `pokemon`.
Fails if the pokemon is already statused, Sleep Clause activates, or if an effect or
immunity prevents it.
`setter` should be the pokemon causing the status (usually the foe). `setter` == `pokemon`
in the case of rest, toxicorb, etc., or None in the case of toxicspikes, etc.
"""
assert not pokemon.is_fainted()
assert setter is None or isinstance(setter, BattlePokemon)
if status is Status.SLP and any(teammate.status is Status.SLP and not teammate.is_resting
for teammate in pokemon.side.team
if teammate is not pokemon):
if __debug__: log.i('Sleep Clause Mod!')
return FAIL
if pokemon.status is not None or pokemon.is_immune_to(status):
if __debug__: log.i('Failed to set status %s: ' % status +
('%%s is already statused (%s)' % pokemon.status
if pokemon.status is not None else
'%s is immune') % pokemon)
return FAIL
for effector in (pokemon, pokemon.side, self.battlefield):
if effector.activate_effect('on_set_status',
status, pokemon, setter, self, failfast=True) is FAIL:
return FAIL
pokemon.status = status
pokemon.set_effect(STATUS_EFFECTS[status](pokemon))
pokemon.activate_effect('on_after_set_status', status, pokemon, setter, self)
def run_residual(self):
if __debug__: log.i('Between turns')
sides = self.battlefield.sides
actives = sorted([sides[0].active_pokemon, sides[1].active_pokemon],
key=lambda p: 0 if p is None else (-self.effective_spe(p),
random.random()))
residuals = []
# First pass: decrement duration of all residual effects, and add their on_timeout handler
# if they time out
for thing in filter(None, (actives[0], actives[1], sides[0], sides[1], self.battlefield)):
for effect in thing.effects:
if effect.duration is not None:
assert effect.duration > 0
effect.duration -= 1
if effect.duration == 0:
if __debug__: log.i('%s timed out', effect)
if 'on_timeout' in effect.handler_names:
# No holder/effect for timed out effects, because they are removed so
# they cannot be checked for existence
residuals.append(Residual(None, None,
partial(effect.on_timeout, thing, self)))
thing.remove_effect(effect.source, self)
# Second pass: gather all non-timed-out effects' on_residual handlers
for pokemon, foe in ((actives[0], actives[1]), (actives[1], actives[0])):
if pokemon is not None:
residuals.extend(Residual(pokemon, on_residual.__self__.source,
partial(on_residual, pokemon, foe, self))
for on_residual in pokemon.effect_handlers['on_residual'])
residuals.extend(Residual(self.battlefield, on_residual.__self__.source,
partial(on_residual, actives[0], actives[1], self))
for on_residual in self.battlefield.effect_handlers['on_residual'])
# For each residual, check first if its effect still exists on the holder, because another
# residual may have removed it (e.g. shedskin and poison).
for residual in sorted(residuals, key=lambda r: r.call.func.priority, reverse=True):
if residual.holder is None or residual.holder.has_effect(residual.effect):
if __debug__:
if residual.call.func.__func__ not in (effects.BaseEffect.on_residual.__func__,
effects.BaseEffect.on_timeout.__func__,):
log.i('Residual effect: %s', residual.call.func.__self__)
residual.call()
def run_update(self):
actives = (side.active_pokemon for side in self.battlefield.sides if
side.active_pokemon is not None)
for pokemon in sorted(actives, key=lambda p: (-self.effective_spe(p), random.random())):
pokemon.activate_effect('on_update', pokemon, self)
def run_switch(self, outgoing, incoming):
assert outgoing is None or outgoing.side == incoming.side
assert outgoing != incoming
assert not incoming.is_active
assert outgoing is None or outgoing.is_active
assert not incoming.is_fainted()
assert outgoing is None or not outgoing.is_fainted()
if __debug__: log.i('Switching %s for %s', outgoing, incoming)
if outgoing is not None:
self.switch_out(outgoing, incoming)
# outgoing could have fainted during self.switch_out from pursuit
if outgoing is None or not outgoing.is_fainted():
self.switch_in(incoming)
def switch_out(self, outgoing, incoming):
outgoing.is_switching_out = True
outgoing.activate_effect('on_switch_out', outgoing, incoming, self)
outgoing.clear_effects(self)
outgoing.boosts = Boosts()
outgoing.types = list(outgoing.pokedex_entry.types) # protean etc. may have changed type
outgoing.is_active = False
outgoing.side.active_pokemon = None
outgoing.is_switching_out = False
outgoing.turns_out = 0
foe = self.get_foe(outgoing)
if foe is not None:
foe.remove_trap_effects()
@staticmethod
def switch_in(pokemon):
assert pokemon in pokemon.side.team
assert (not pokemon.is_fainted()) and pokemon.hp > 0
pokemon.side.active_pokemon = pokemon
pokemon.is_active = True
pokemon.has_moved_this_turn = False
pokemon.will_move_this_turn = False
pokemon.damage_done_this_turn = 0
pokemon.was_attacked_this_turn = None
pokemon.last_move_used = None
pokemon.turns_out = 0
pokemon.must_switch = False
pokemon.ability = pokemon.base_ability
pokemon.item_used_this_turn = None
if __debug__: log.i('Switched in %s on side %s', pokemon, pokemon.side.index)
pokemon.set_effect(pokemon.ability())
if pokemon.item is not None:
pokemon.set_effect(pokemon.item())
if pokemon.status is not None:
pokemon.set_effect(STATUS_EFFECTS[pokemon.status](pokemon), override_immunity=True)
def post_switch_in(self, pokemon):
"""
Foe may be None (e.g. was KO'd with voltswitch)
"""
# Assumes that all side-based on_switch_in handlers have higher priority than the
# pokemon-based ones
for on_switch_in in chain(pokemon.side.effect_handlers['on_switch_in'][:],
pokemon.effect_handlers['on_switch_in'][:]):
on_switch_in(pokemon, self)
if pokemon.is_fainted():
return
pokemon.get_effect(ABILITY).start(pokemon, self)
def get_move_decisions(self):
decisions = []
for policy in self.rollout_policies:
side = self.battlefield.sides[policy.index]
pokemon = side.active_pokemon
assert pokemon is not None
assert not pokemon.is_fainted()
spe = self.effective_spe(pokemon)
choice, is_move = policy.make_move_decision(pokemon.get_move_choices(),
pokemon.get_switch_choices(),
self.battlefield)
if is_move:
event = MoveEvent(pokemon, spe, self.modify_priority(pokemon, choice), choice)
else:
event = SwitchEvent(pokemon, spe, choice)
decisions.append(event)
if (pokemon.can_mega_evolve and
is_move and
policy.make_mega_evo_decision(self.battlefield)
):
decisions.append(MegaEvoEvent(pokemon, spe))
return decisions
def modify_priority(self, pokemon, move):
return pokemon.accumulate_effect('on_modify_priority', pokemon, move, self, move.priority)
def get_switch_decision(self, side, forced=False):
choices = side.get_switch_choices(forced=forced)
return self.rollout_policies[side.index].make_switch_decision(choices, self.battlefield)
def init_battle(self):
if self.battlefield.turns > 0:
if __debug__: log.e('Trying to initialize battle already in progress:\n\n%r',
self.battlefield)
return
sides = self.battlefield.sides
if __debug__: log.i('Starting battle: %s %s', sides[0], sides[1])
leads = sorted([side.active_pokemon for side in sides],
key=lambda p: (-p.calculate_stat('spe'), random.random()))
for lead in leads:
self.switch_in(lead)
for lead in leads:
self.post_switch_in(lead)
self.run_update()
def run_new_battle(self):
""" Return winner's side (0 or 1) """
self.init_battle()
return self.run_battle()
def run_battle(self):
while self.battlefield.win is None:
self.run_turn()
return self.battlefield.win
def run_turn(self):
self.init_turn()
if self.battlefield.win is not None:
return
self.run_initialized_turn()
def run_initialized_turn(self):
self.queue_events_for_turn(self.get_move_decisions())
self.run_queued_events()
def queue_events_for_turn(self, decisions):
for decision in decisions:
if decision.move == movedex['pursuit']:
self.get_foe(decision.pokemon).set_effect(effects.Pursuit(decision.pokemon))
self.event_queue.extend(decisions)
self.event_queue.append(ResidualEvent())
self.event_queue.sort()
def run_queued_events(self):
while self.event_queue:
if __debug__: log.d('Event Queue: %r', self.event_queue)
if __debug__: log.d('Next event: %s', self.event_queue[-1])
event = self.event_queue.pop()
event.run_event(self, self.event_queue)
if event.type is not Decision.SWITCH:
self.run_update()
for side in self.battlefield.sides:
if (side.active_pokemon is not None and
side.active_pokemon.must_switch and # e.g. from voltswitch
side.remaining_pokemon_on_bench > 0
):
self.run_must_switch(side)
self.resolve_faint_queue()
def run_must_switch(self, side):
if __debug__: log.d('%s must switch: requesting switch decision', side.active_pokemon)
insort(self.event_queue, SwitchEvent(
side.active_pokemon,
0, # spe calculation is unnecessary; this can't run for both sides at once
self.get_switch_decision(side, forced=True)))
def init_turn(self):
"""
Get switches if pokemon fainted, and increment turn counts
"""
self.before_turn_switches()
if self.battlefield.win is not None:
return
self.before_turn()
def before_turn_switches(self):
sides = self.battlefield.sides
# Loop until both sides have an active pokemon: (needs a loop because of the possibility of
# having multiple pokemon faint from entry hazards in quick succession)
while True:
switches_needed = [None, None]
for i, side in enumerate(sides):
pokemon = side.active_pokemon
if pokemon is None:
if side.remaining_pokemon_on_bench == 0:
assert self.battlefield.win is not None
return
switches_needed[i] = side
else:
assert pokemon.is_active
assert not pokemon.is_fainted()
pokemon.has_moved_this_turn = False
pokemon.damage_done_this_turn = 0
pokemon.was_attacked_this_turn = None
pokemon.item_used_this_turn = None
if any(switches_needed):
switch_queue = self.get_instaswitches(switches_needed)
self.resolve_switch_queue(switch_queue)
self.resolve_faint_queue()
if sides[0].active_pokemon is None or sides[1].active_pokemon is None:
continue
return
def resolve_switch_queue(self, switch_queue):
while switch_queue:
event = switch_queue.pop()
event.run_event(self, switch_queue)
if event.type is Decision.SWITCH:
self.get_foe_side(event.incoming).update(self)
def before_turn(self):
sides = self.battlefield.sides
pokemon0, pokemon1 = sides[0].active_pokemon, sides[1].active_pokemon
pokemon0.will_move_this_turn = True
pokemon0.turns_out += 1
pokemon0.activate_effect('on_before_turn', pokemon0, pokemon1)
pokemon1.turns_out += 1
pokemon1.will_move_this_turn = True
pokemon1.activate_effect('on_before_turn', pokemon1, pokemon0)
self.battlefield.turns += 1
if __debug__:
log.i('\nTurn %d', self.battlefield.turns)
self._debug_sanity_check()
def get_instaswitches(self, sides):
switch_queue = []
for i, side in enumerate(sides):
if side is not None:
if __debug__: log.i('No active pokemon on side %d; requesting switch' % i)
event = InstaSwitchEvent(None, 0, self.get_switch_decision(side, forced=True))
insort(switch_queue, event)
assert switch_queue
return switch_queue
def resolve_faint_queue(self):
while self.faint_queue:
pokemon = self.faint_queue.pop()
assert pokemon.is_fainted() and pokemon.status is Status.FNT
if pokemon.side.remaining_pokemon_on_bench == 0 and self.battlefield.win is None:
self.battlefield.win = int(not pokemon.side.index)
if __debug__: log.i('Side %d wins!', self.battlefield.win)
if __debug__:
if pokemon.effects:
log.w('Post-fainted pokemon has effects: %r', pokemon)
def _debug_sanity_check(self):
if self.battlefield.win is None:
for side in self.battlefield.sides:
assert not side.active_pokemon.is_fainted()
for pokemon in side.team:
if pokemon.name == '<unrevealed>':
continue
if pokemon.hp == 0 or pokemon.status == Status.FNT:
assert pokemon.hp == 0
assert pokemon.status == Status.FNT
assert not pokemon.effects
assert not pokemon.is_active
assert not pokemon.boosts
else:
for effect in chain(pokemon.effects, pokemon.side.effects,
self.battlefield.effects):
assert effect.duration > 0 or effect.duration is None
pokemon.debug_sanity_check(self)