{ "version": 3, "sources": ["../../../data/cg-team-data.ts"], "sourcesContent": ["// Data for computer-generated teams\r\n\r\nexport const MOVE_PAIRINGS: {[moveID: string]: string} = {\r\n\trest: 'sleeptalk',\r\n\tsleeptalk: 'rest',\r\n};\r\n\r\n// Bonuses to move ratings by ability\r\nexport const ABILITY_MOVE_BONUSES: {[abilityID: string]: {[moveID: string]: number}} = {\r\n\tdrought: {sunnyday: 0.2, solarbeam: 2},\r\n};\r\n// Bonuses to move ratings by move type\r\nexport const ABILITY_MOVE_TYPE_BONUSES: {[abilityID: string]: {[typeID: string]: number}} = {\r\n\tdarkaura: {Dark: 1.33},\r\n\tfairyaura: {Fairy: 1.33},\r\n\r\n\t// -ate moves\r\n\tpixilate: {Normal: 1.5 * 1.2},\r\n\trefrigerate: {Normal: 1.5 * 1.2},\r\n\taerilate: {Normal: 1.5 * 1.2},\r\n\tnormalize: {Normal: 1.2},\r\n\r\n\t// weather\r\n\tdrizzle: {Water: 1.4, Fire: 0.6},\r\n\tdrought: {Fire: 1.4, Water: 0.6},\r\n};\r\n// For moves whose quality isn't obvious from data\r\n// USE SPARINGLY!\r\nexport const HARDCODED_MOVE_WEIGHTS: {[moveID: string]: number} = {\r\n\t// Fails unless user is asleep\r\n\tsnore: 0,\r\n\t// Hard to use\r\n\tlastresort: 0.1, dreameater: 0.1,\r\n\t// Useless without Berry + sucks even then\r\n\tbelch: 0.2,\r\n\r\n\t// Power increases in conditions within our control\r\n\tacrobatics: 1.75, // not 2 because of the opportunity cost of forgoing an item\r\n\tfacade: 1.5, // not 2 because we forgo an item AND get badly poisoned\r\n\r\n\t// Power increases in conditions out of our control that may occur\r\n\tavalanche: 1.2,\r\n\thex: 1.2,\r\n\r\n\t// screens\r\n\tlightscreen: 3, reflect: 3, auroraveil: 3, // TODO: make sure AVeil always gets Snow?\r\n\r\n\t// hazard removal\r\n\tdefog: 2, rapidspin: 1.2,\r\n\r\n\t// mess with the opponent\r\n\ttaunt: 2, disable: 2, encore: 3,\r\n\r\n\t// healing moves\r\n\t// TODO: should healing moves be more common on bulkier pokemon?\r\n\t// 25%\r\n\tjunglehealing: 3, lifedew: 3,\r\n\t// 50%\r\n\tmilkdrink: 5, moonlight: 5, morningsun: 5, recover: 5, roost: 5,\r\n\tshoreup: 5, slackoff: 5, softboiled: 5, synthesis: 5,\r\n\t// delayed/consequence\r\n\trest: 3, // has sleeptalk potential\r\n\twish: 2,\r\n\r\n\t// requires terrain\r\n\tsteelroller: 0.1,\r\n};\r\n\r\nexport const WEIGHT_BASED_MOVES = ['heatcrash', 'heavyslam', 'lowkick', 'grassknot'];\r\nexport const SPEED_BASED_MOVES = ['gyroball', 'electroball'];\r\n"], "mappings": ";;;;;;;;;;;;;;;;;;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAEO,MAAM,gBAA4C;AAAA,EACxD,MAAM;AAAA,EACN,WAAW;AACZ;AAGO,MAAM,uBAA0E;AAAA,EACtF,SAAS,EAAC,UAAU,KAAK,WAAW,EAAC;AACtC;AAEO,MAAM,4BAA+E;AAAA,EAC3F,UAAU,EAAC,MAAM,KAAI;AAAA,EACrB,WAAW,EAAC,OAAO,KAAI;AAAA;AAAA,EAGvB,UAAU,EAAC,QAAQ,MAAM,IAAG;AAAA,EAC5B,aAAa,EAAC,QAAQ,MAAM,IAAG;AAAA,EAC/B,UAAU,EAAC,QAAQ,MAAM,IAAG;AAAA,EAC5B,WAAW,EAAC,QAAQ,IAAG;AAAA;AAAA,EAGvB,SAAS,EAAC,OAAO,KAAK,MAAM,IAAG;AAAA,EAC/B,SAAS,EAAC,MAAM,KAAK,OAAO,IAAG;AAChC;AAGO,MAAM,yBAAqD;AAAA;AAAA,EAEjE,OAAO;AAAA;AAAA,EAEP,YAAY;AAAA,EAAK,YAAY;AAAA;AAAA,EAE7B,OAAO;AAAA;AAAA,EAGP,YAAY;AAAA;AAAA,EACZ,QAAQ;AAAA;AAAA;AAAA,EAGR,WAAW;AAAA,EACX,KAAK;AAAA;AAAA,EAGL,aAAa;AAAA,EAAG,SAAS;AAAA,EAAG,YAAY;AAAA;AAAA;AAAA,EAGxC,OAAO;AAAA,EAAG,WAAW;AAAA;AAAA,EAGrB,OAAO;AAAA,EAAG,SAAS;AAAA,EAAG,QAAQ;AAAA;AAAA;AAAA;AAAA,EAK9B,eAAe;AAAA,EAAG,SAAS;AAAA;AAAA,EAE3B,WAAW;AAAA,EAAG,WAAW;AAAA,EAAG,YAAY;AAAA,EAAG,SAAS;AAAA,EAAG,OAAO;AAAA,EAC9D,SAAS;AAAA,EAAG,UAAU;AAAA,EAAG,YAAY;AAAA,EAAG,WAAW;AAAA;AAAA,EAEnD,MAAM;AAAA;AAAA,EACN,MAAM;AAAA;AAAA,EAGN,aAAa;AACd;AAEO,MAAM,qBAAqB,CAAC,aAAa,aAAa,WAAW,WAAW;AAC5E,MAAM,oBAAoB,CAAC,YAAY,aAAa;", "names": [] }