2018-03-11 02:03:09 +00:00
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using System.Linq;
|
|
|
|
|
|
|
|
|
|
namespace PKHeX.Core
|
|
|
|
|
{
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Logic for calculating a Hidden Power Type based on IVs and generation-format.
|
|
|
|
|
/// </summary>
|
2018-03-11 02:03:09 +00:00
|
|
|
|
public static class HiddenPower
|
|
|
|
|
{
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for the requested format generation.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="IVs">Current IVs</param>
|
|
|
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
|
|
|
|
/// <param name="format">Generation format</param>
|
2018-07-13 01:16:24 +00:00
|
|
|
|
public static int GetType(IReadOnlyList<int> IVs, int format)
|
|
|
|
|
{
|
|
|
|
|
if (format <= 2)
|
|
|
|
|
return GetTypeGB(IVs);
|
|
|
|
|
return GetType(IVs);
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 3+
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="IVs">Current IVs</param>
|
|
|
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
2018-03-11 02:03:09 +00:00
|
|
|
|
public static int GetType(IReadOnlyList<int> IVs)
|
|
|
|
|
{
|
|
|
|
|
int hp = 0;
|
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
|
hp |= (IVs[i] & 1) << i;
|
|
|
|
|
hp *= 0xF;
|
|
|
|
|
hp /= 0x3F;
|
|
|
|
|
return hp;
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 1 & 2
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="IVs">Current IVs</param>
|
|
|
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
2018-07-13 01:16:24 +00:00
|
|
|
|
public static int GetTypeGB(IReadOnlyList<int> IVs)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
var atk = IVs[1];
|
|
|
|
|
var def = IVs[2];
|
|
|
|
|
return ((atk & 3) << 2) | (def & 3);
|
2018-07-13 01:16:24 +00:00
|
|
|
|
}
|
2018-07-14 03:30:57 +00:00
|
|
|
|
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
2020-06-17 02:46:22 +00:00
|
|
|
|
/// Modifies the provided <see cref="IVs"/> to have the requested <see cref="hiddenPowerType"/>.
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// </summary>
|
2020-06-17 02:46:22 +00:00
|
|
|
|
/// <param name="hiddenPowerType">Hidden Power Type</param>
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <param name="IVs">Current IVs (6 total)</param>
|
|
|
|
|
/// <param name="format">Generation format</param>
|
|
|
|
|
/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
|
2020-06-17 02:46:22 +00:00
|
|
|
|
public static bool SetIVsForType(int hiddenPowerType, int[] IVs, int format)
|
2018-07-14 03:30:57 +00:00
|
|
|
|
{
|
|
|
|
|
if (format <= 2)
|
|
|
|
|
{
|
2020-06-17 02:46:22 +00:00
|
|
|
|
IVs[1] = (IVs[1] & ~3) | (hiddenPowerType >> 2);
|
|
|
|
|
IVs[2] = (IVs[2] & ~3) | (hiddenPowerType & 3);
|
2018-07-14 03:30:57 +00:00
|
|
|
|
return true;
|
|
|
|
|
}
|
2020-06-17 02:46:22 +00:00
|
|
|
|
return SetIVsForType(hiddenPowerType, IVs);
|
2018-07-14 03:30:57 +00:00
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2019-02-24 21:57:10 +00:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// Sets the <see cref="IVs"/> to the requested <see cref="hpVal"/> for Generation 3+ game formats.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="hpVal">Hidden Power Type</param>
|
|
|
|
|
/// <param name="IVs">Current IVs (6 total)</param>
|
|
|
|
|
/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
|
2018-03-11 02:03:09 +00:00
|
|
|
|
public static bool SetIVsForType(int hpVal, int[] IVs)
|
|
|
|
|
{
|
|
|
|
|
if (IVs.All(z => z == 31))
|
|
|
|
|
{
|
2019-03-16 19:07:22 +00:00
|
|
|
|
SetIVs(hpVal, IVs); // Get IVs
|
2018-03-11 02:03:09 +00:00
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int current = GetType(IVs);
|
|
|
|
|
if (current == hpVal)
|
|
|
|
|
return true; // no mods necessary
|
|
|
|
|
|
|
|
|
|
// Required HP type doesn't match IVs. Make currently-flawless IVs flawed.
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
int[]? best = GetSuggestedHiddenPowerIVs(hpVal, IVs);
|
2018-03-11 02:03:09 +00:00
|
|
|
|
if (best == null)
|
|
|
|
|
return false; // can't force hidden power?
|
|
|
|
|
|
|
|
|
|
// set IVs back to array
|
|
|
|
|
for (int i = 0; i < IVs.Length; i++)
|
|
|
|
|
IVs[i] = best[i];
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
private static int[]? GetSuggestedHiddenPowerIVs(int hpVal, int[] IVs)
|
2018-03-11 02:03:09 +00:00
|
|
|
|
{
|
|
|
|
|
var flawless = IVs.Select((v, i) => v == 31 ? i : -1).Where(v => v != -1).ToArray();
|
|
|
|
|
var permutations = GetPermutations(flawless, flawless.Length);
|
|
|
|
|
int flawedCount = 0;
|
PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
|
|
|
|
int[]? best = null;
|
2018-03-11 02:03:09 +00:00
|
|
|
|
foreach (var permute in permutations)
|
|
|
|
|
{
|
|
|
|
|
var ivs = (int[])IVs.Clone();
|
|
|
|
|
foreach (var item in permute)
|
|
|
|
|
{
|
|
|
|
|
ivs[item] ^= 1;
|
|
|
|
|
if (hpVal != GetType(ivs))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
int ct = ivs.Count(z => z == 31);
|
|
|
|
|
if (ct <= flawedCount)
|
|
|
|
|
break; // any further flaws are always worse
|
|
|
|
|
|
|
|
|
|
flawedCount = ct;
|
|
|
|
|
best = ivs;
|
|
|
|
|
break; // any further flaws are always worse
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return best;
|
|
|
|
|
}
|
2018-07-29 20:27:48 +00:00
|
|
|
|
|
2018-06-09 23:04:06 +00:00
|
|
|
|
private static IEnumerable<IEnumerable<T>> GetPermutations<T>(ICollection<T> list, int length)
|
2018-03-11 02:03:09 +00:00
|
|
|
|
{
|
|
|
|
|
// https://stackoverflow.com/a/10630026
|
|
|
|
|
if (length == 1)
|
|
|
|
|
return list.Select(t => new[] { t });
|
|
|
|
|
|
|
|
|
|
return GetPermutations(list, length - 1)
|
2018-06-09 23:04:06 +00:00
|
|
|
|
.SelectMany(list.Except, (t1, t2) => t1.Concat(new[] { t2 }));
|
2018-03-11 02:03:09 +00:00
|
|
|
|
}
|
2019-03-16 19:07:22 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>Calculate the Hidden Power Type of the entered IVs.</summary>
|
|
|
|
|
/// <param name="type">Hidden Power Type</param>
|
|
|
|
|
/// <param name="ivs">Individual Values (H/A/B/S/C/D)</param>
|
|
|
|
|
/// <param name="format">Generation specific format</param>
|
|
|
|
|
/// <returns>Hidden Power Type</returns>
|
|
|
|
|
public static int[] SetIVs(int type, int[] ivs, int format = PKX.Generation)
|
|
|
|
|
{
|
|
|
|
|
if (format <= 2)
|
|
|
|
|
{
|
|
|
|
|
ivs[1] = (ivs[1] & ~3) | (type >> 2);
|
|
|
|
|
ivs[2] = (ivs[2] & ~3) | (type & 3);
|
|
|
|
|
return ivs;
|
|
|
|
|
}
|
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
|
|
|
ivs[i] = (ivs[i] & 0x1E) + DefaultLowBits[type, i];
|
|
|
|
|
return ivs;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Hidden Power IV values (even or odd) to achieve a specified Hidden Power Type
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <remarks>
|
|
|
|
|
/// There are other IV combinations to achieve the same Hidden Power Type.
|
|
|
|
|
/// These are just precomputed for fast modification.
|
|
|
|
|
/// Individual Values (H/A/B/S/C/D)
|
|
|
|
|
/// </remarks>
|
|
|
|
|
public static readonly int[,] DefaultLowBits =
|
|
|
|
|
{
|
|
|
|
|
{ 1, 1, 0, 0, 0, 0 }, // Fighting
|
|
|
|
|
{ 0, 0, 0, 1, 0, 0 }, // Flying
|
|
|
|
|
{ 1, 1, 0, 1, 0, 0 }, // Poison
|
|
|
|
|
{ 1, 1, 1, 1, 0, 0 }, // Ground
|
|
|
|
|
{ 1, 1, 0, 0, 1, 0 }, // Rock
|
|
|
|
|
{ 1, 0, 0, 1, 1, 0 }, // Bug
|
|
|
|
|
{ 1, 0, 1, 1, 1, 0 }, // Ghost
|
|
|
|
|
{ 1, 1, 1, 1, 1, 0 }, // Steel
|
|
|
|
|
{ 1, 0, 1, 0, 0, 1 }, // Fire
|
|
|
|
|
{ 1, 0, 0, 1, 0, 1 }, // Water
|
|
|
|
|
{ 1, 0, 1, 1, 0, 1 }, // Grass
|
|
|
|
|
{ 1, 1, 1, 1, 0, 1 }, // Electric
|
|
|
|
|
{ 1, 0, 1, 0, 1, 1 }, // Psychic
|
|
|
|
|
{ 1, 0, 0, 1, 1, 1 }, // Ice
|
|
|
|
|
{ 1, 0, 1, 1, 1, 1 }, // Dragon
|
|
|
|
|
{ 1, 1, 1, 1, 1, 1 }, // Dark
|
|
|
|
|
};
|
2018-03-11 02:03:09 +00:00
|
|
|
|
}
|
|
|
|
|
}
|