Fix issues with logic related to AI targeting and types
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@ -2182,7 +2182,7 @@ export function getMoveTargets(user: Pokemon, move: Moves): MoveTargetSet {
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return { targets: set.filter(t => t !== undefined), multiple };
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}
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export const allMoves = [
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export const allMoves: Move[] = [
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new StatusMove(Moves.NONE, "-", Type.NORMAL, MoveCategory.STATUS, -1, -1, "", -1, 0, 1),
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];
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@ -411,7 +411,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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types.push(speciesForm.type1);
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if (speciesForm.type2 !== null)
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types.push(speciesForm.type1);
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types.push(speciesForm.type2);
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}
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if (this.getTag(BattlerTagType.IGNORE_FLYING) || this.scene.arena.getTag(ArenaTagType.GRAVITY)) {
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@ -440,7 +440,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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getAttackMoveEffectiveness(moveType: Type): TypeDamageMultiplier {
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const types = this.getTypes();
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return getTypeDamageMultiplier(moveType, types[0]) * (types.length ? getTypeDamageMultiplier(moveType, types[1]) : 1) as TypeDamageMultiplier;
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return getTypeDamageMultiplier(moveType, types[0]) * (types.length > 1 ? getTypeDamageMultiplier(moveType, types[1]) : 1) as TypeDamageMultiplier;
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}
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getEvolution(): SpeciesEvolution {
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@ -1206,7 +1206,7 @@ export class EnemyPokemon extends Pokemon {
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const move = allMoves[moveId];
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let benefitScores = targets
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const benefitScores = targets
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.map(p => [ p.getBattlerIndex(), move.getTargetBenefitScore(this, p, move) * (p.isPlayer() === this.isPlayer() ? 1 : -1) ]);
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const sortedBenefitScores = benefitScores.slice(0);
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@ -1216,12 +1216,42 @@ export class EnemyPokemon extends Pokemon {
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return scoreA < scoreB ? 1 : scoreA > scoreB ? -1 : 0;
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});
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// TODO: Add some randomness
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if (!sortedBenefitScores.length)
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return [];
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return [ sortedBenefitScores[0][0] ];
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let targetWeights = sortedBenefitScores.map(s => s[1]);
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const lowestWeight = targetWeights[targetWeights.length - 1];
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if (lowestWeight < 1) {
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for (let w = 0; w < targetWeights.length; w++)
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targetWeights[w] += Math.abs(lowestWeight - 1);
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}
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const benefitCutoffIndex = targetWeights.findIndex(s => s < targetWeights[0] / 2);
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if (benefitCutoffIndex > -1)
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targetWeights = targetWeights.slice(0, benefitCutoffIndex);
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const thresholds: integer[] = [];
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let totalWeight: integer;
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targetWeights.reduce((total: integer, w: integer) => {
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total += w;
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thresholds.push(total);
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totalWeight = total;
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return total;
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}, 0);
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const randValue = Utils.randInt(totalWeight);
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let targetIndex: integer;
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thresholds.every((t, i) => {
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if (randValue >= t)
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return true;
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targetIndex = i;
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return false;
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});
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return [ sortedBenefitScores[targetIndex][0] ];
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}
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isPlayer() {
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