Merge pull request #1670 from SBird1337/ai/expected-value

[ai] use expected value move dmg calculation
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ghoulslash 2021-09-22 10:15:37 -06:00 committed by GitHub
commit f7b90bab93
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3 changed files with 25 additions and 13 deletions

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@ -13,6 +13,7 @@ struct StatFractions
}; };
s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbility); s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbility);
s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move);
u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move); u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move);
u8 GetBattlerTurnOrderNum(u8 battlerId); u8 GetBattlerTurnOrderNum(u8 battlerId);
bool32 NoAliveMonsForEitherParty(void); bool32 NoAliveMonsForEitherParty(void);

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@ -711,7 +711,8 @@ static bool32 AI_GetIfCrit(u32 move, u8 battlerAtk, u8 battlerDef)
s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef) s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
{ {
s32 dmg, moveType; s32 dmg, moveType, critDmg, normalDmg;
s8 critChance;
SaveBattlerData(battlerAtk); SaveBattlerData(battlerAtk);
SaveBattlerData(battlerDef); SaveBattlerData(battlerDef);
@ -722,12 +723,22 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
gBattleStruct->dynamicMoveType = 0; gBattleStruct->dynamicMoveType = 0;
SetTypeBeforeUsingMove(move, battlerAtk); SetTypeBeforeUsingMove(move, battlerAtk);
GET_MOVE_TYPE(move, moveType); GET_MOVE_TYPE(move, moveType);
dmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, AI_GetIfCrit(move, battlerAtk, battlerDef), FALSE, FALSE);
critChance = GetInverseCritChance(battlerAtk, battlerDef, move);
normalDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, FALSE, FALSE, FALSE);
critDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, TRUE, FALSE, FALSE);
if(critChance == -1)
dmg = normalDmg;
else
dmg = (critDmg + normalDmg * (critChance - 1)) / critChance;
// handle dynamic move damage // handle dynamic move damage
switch (gBattleMoves[move].effect) switch (gBattleMoves[move].effect)
{ {
case EFFECT_LEVEL_DAMAGE: case EFFECT_LEVEL_DAMAGE:
case EFFECT_PSYWAVE:
//psywave's expected damage is equal to the user's level
dmg = gBattleMons[battlerAtk].level; dmg = gBattleMons[battlerAtk].level;
break; break;
case EFFECT_DRAGON_RAGE: case EFFECT_DRAGON_RAGE:
@ -736,20 +747,11 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
case EFFECT_SONICBOOM: case EFFECT_SONICBOOM:
dmg = 20; dmg = 20;
break; break;
case EFFECT_PSYWAVE:
{
u32 randDamage;
if (B_PSYWAVE_DMG >= GEN_6)
randDamage = (Random() % 101);
else
randDamage = (Random() % 11) * 10;
dmg = gBattleMons[battlerAtk].level * (randDamage + 50) / 100;
}
break;
//case EFFECT_METAL_BURST: //case EFFECT_METAL_BURST:
//case EFFECT_COUNTER: //case EFFECT_COUNTER:
default: default:
dmg *= (100 - (Random() % 10)) / 100; // add random factor //do not add the random factor, it's an average case analysis
//dmg *= (100 - (Random() % 10)) / 100; // add random factor
break; break;
} }

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@ -1822,6 +1822,15 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
return critChance; return critChance;
} }
s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move)
{
s32 critChanceIndex = CalcCritChanceStage(battlerAtk, battlerDef, move, FALSE);
if(critChanceIndex < 0)
return -1;
else
return sCriticalHitChance[critChanceIndex];
}
static void Cmd_critcalc(void) static void Cmd_critcalc(void)
{ {
s32 critChance = CalcCritChanceStage(gBattlerAttacker, gBattlerTarget, gCurrentMove, TRUE); s32 critChance = CalcCritChanceStage(gBattlerAttacker, gBattlerTarget, gCurrentMove, TRUE);