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125 lines
4.4 KiB
Python
125 lines
4.4 KiB
Python
# encoding: utf8
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"""Faithful translations of calculations the games make."""
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from __future__ import division
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from itertools import izip
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def nCr(n, r):
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"""n-choose-r.
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Thanks for the "compact" solution go to:
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http://stackoverflow.com/questions/2096573/counting-combinations-and-permutations-efficiently
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"""
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return reduce(
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lambda x, y: x * y[0] / y[1],
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izip(xrange(n - r + 1, n + 1),
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xrange(1, r + 1)),
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1)
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def calculated_stat(base_stat, level, iv, effort, nature=None):
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"""Returns the calculated stat -- i.e. the value actually shown in the game
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on a Pokémon's status tab.
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"""
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# Remember: this is from C; use floor division!
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stat = (base_stat * 2 + iv + effort // 4) * level // 100 + 5
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if nature:
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stat = int(stat * nature)
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return stat
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def calculated_hp(base_stat, level, iv, effort, nature=None):
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"""Similar to `calculated_stat`, except with a slightly different formula
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used specifically for HP.
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"""
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# Shedinja's base stat of 1 is special; its HP is always 1
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if base_stat == 1:
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return 1
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return (base_stat * 2 + iv + effort // 4) * level // 100 + 10 + level
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def earned_exp(base_exp, level):
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"""Returns the amount of EXP earned when defeating a Pokémon at the given
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level.
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"""
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return base_exp * level // 7
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def capture_chance(percent_hp, capture_rate,
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ball_bonus=10, status_bonus=1,
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capture_bonus=10, capture_modifier=0):
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"""Calculates the chance that a Pokémon will be caught, given its capture
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rate and the percentage of HP it has remaining.
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Bonuses are such that 10 means "unchanged".
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Returns five values: the chance of a capture, then the chance of the ball
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shaking three, two, one, or zero times. Each of these is a float such that
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0.0 <= n <= 1.0. Feel free to ignore all but the first.
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"""
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# HG/SS Pokéballs modify capture rate rather than the ball bonus
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capture_rate = capture_rate * capture_bonus // 10 + capture_modifier
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if capture_rate < 1:
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capture_rate = 1
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elif capture_rate > 255:
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capture_rate = 255
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# A slight math note:
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# The actual formula uses (3 * max_hp - 2 * curr_hp) / (3 * max_hp)
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# This uses (1 - 2/3 * curr_hp/max_hp)
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# Integer division is taken into account by flooring immediately
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# afterwards, so there should be no appreciable rounding error.
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base_chance = int(
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capture_rate * ball_bonus // 10 * (1 - 2/3 * percent_hp)
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)
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base_chance = base_chance * status_bonus // 10
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# Shake index involves integer sqrt. Lovely.
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isqrt = lambda x: int(x ** 0.5)
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if not base_chance:
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# This is very silly. Due to what must be an oversight, it's possible
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# for the above formula to end with a zero chance to catch, which is
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# then thrown blindly into the below denominator. Luckily, the games'
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# division function is a no-op with a denominator of zero.. which
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# means a base_chance of 0 is effectively a base chance of 1.
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base_chance = 1
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shake_index = 1048560 // isqrt(isqrt(16711680 // base_chance))
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# Iff base_chance < 255, then shake_index < 65535.
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# The Pokémon now has four chances to escape. The game starts picking
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# random uint16s. If such a random number is < shake_index, the Pokémon
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# stays in the ball, and it wobbles. If the number is >= shake_index, the
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# ball breaks open then and there, and the capture fails.
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# If all four are < shake_index, the Pokémon is caught.
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# If shake_index >= 65535, all four randoms must be < it, and the Pokémon
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# will be caught. Skip hard math
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if shake_index >= 65535:
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return (1.0, 0.0, 0.0, 0.0, 0.0)
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# This brings up an interesting invariant: sum(return_value) == 1.0.
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# Something is guaranteed to happen.
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# Alrighty. Here's some probability.
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# The chance that a single random uint16 will be < shake_index, thus
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# keeping the Pokémon in the ball, is:
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p = shake_index / 65536
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# Now, the chance for n wobbles is the chance that the Pokémon will stay in
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# the ball for (n-1) attempts, then break out on the nth.
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# The chance of capture is just the chance that the Pokémon stays in the
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# ball for all four tries.
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# There are five cases: captured, wobbled three times, etc.
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return [
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p**4, # capture
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p**3 * (1 - p),
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p**2 * (1 - p),
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p**1 * (1 - p),
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(1 - p),
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]
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