2018-06-06 04:31:42 +00:00
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using System;
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namespace PKHeX.Core
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{
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public interface IHyperTrain
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{
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int HyperTrainFlags { get; set; }
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bool HT_HP { get; set; }
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bool HT_ATK { get; set; }
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bool HT_DEF { get; set; }
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bool HT_SPA { get; set; }
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bool HT_SPD { get; set; }
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bool HT_SPE { get; set; }
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}
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public static partial class Extensions
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{
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/// <summary>
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/// Toggles the Hyper Training flag for a given stat.
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/// </summary>
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/// <param name="t">Hyper Trainable object</param>
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/// <param name="index">Battle Stat (H/A/B/S/C/D)</param>
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/// <returns>Final Hyper Training Flag value</returns>
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2021-01-02 00:39:33 +00:00
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public static bool HyperTrainInvert(this IHyperTrain t, int index) => index switch
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2018-06-06 04:31:42 +00:00
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{
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2021-01-02 00:39:33 +00:00
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0 => t.HT_HP ^= true,
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1 => t.HT_ATK ^= true,
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2 => t.HT_DEF ^= true,
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3 => t.HT_SPE ^= true,
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4 => t.HT_SPA ^= true,
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5 => t.HT_SPD ^= true,
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2021-08-20 20:49:20 +00:00
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_ => false,
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2021-01-02 00:39:33 +00:00
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};
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2018-06-06 04:31:42 +00:00
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2019-01-07 00:21:34 +00:00
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public static bool IsHyperTrainedAll(this IHyperTrain t) => t.HyperTrainFlags == 0x3F;
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2018-06-06 04:31:42 +00:00
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public static void HyperTrainClear(this IHyperTrain t) => t.HyperTrainFlags = 0;
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public static bool IsHyperTrained(this IHyperTrain t) => t.HyperTrainFlags != 0;
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2018-07-29 20:27:48 +00:00
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2018-06-06 04:31:42 +00:00
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/// <summary>
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/// Gets one of the <see cref="IHyperTrain"/> values based on its index within the array.
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/// </summary>
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2021-01-02 00:39:33 +00:00
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/// <param name="t">Entity to check.</param>
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2018-06-06 04:31:42 +00:00
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/// <param name="index">Index to get</param>
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2021-01-02 00:39:33 +00:00
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public static bool IsHyperTrained(this IHyperTrain t, int index) => index switch
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2018-06-06 04:31:42 +00:00
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{
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2021-01-02 00:39:33 +00:00
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0 => t.HT_HP,
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1 => t.HT_ATK,
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2 => t.HT_DEF,
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3 => t.HT_SPE,
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4 => t.HT_SPA,
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5 => t.HT_SPD,
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2021-08-20 20:49:20 +00:00
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_ => throw new ArgumentOutOfRangeException(nameof(index)),
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2021-01-02 00:39:33 +00:00
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};
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2018-06-06 04:31:42 +00:00
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/// <summary>
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/// Sets <see cref="IHyperTrain.HyperTrainFlags"/> to valid values which may best enhance the <see cref="PKM"/> stats.
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/// </summary>
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/// <param name="pkm"></param>
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/// <param name="IVs"><see cref="PKM.IVs"/> to use (if already known). Will fetch the current <see cref="PKM.IVs"/> if not provided.</param>
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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
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public static void SetSuggestedHyperTrainingData(this PKM pkm, int[]? IVs = null)
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2018-06-06 04:31:42 +00:00
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{
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2020-12-22 01:12:39 +00:00
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if (pkm is not IHyperTrain t)
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2018-06-06 04:31:42 +00:00
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return;
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if (pkm.CurrentLevel < 100)
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{
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t.HyperTrainFlags = 0;
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return;
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}
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2020-06-28 04:36:53 +00:00
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IVs ??= pkm.IVs;
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2018-06-06 04:31:42 +00:00
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t.HT_HP = IVs[0] != 31;
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t.HT_ATK = IVs[1] != 31 && IVs[1] > 2;
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t.HT_DEF = IVs[2] != 31;
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t.HT_SPA = IVs[4] != 31;
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t.HT_SPD = IVs[5] != 31;
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2018-11-21 20:31:05 +00:00
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2020-08-15 04:49:01 +00:00
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// sometimes unusual speed IVs are desirable for competitive reasons
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// if nothing else was HT'd and the IV isn't too high, it was probably intentional
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t.HT_SPE = IVs[3] != 31 && IVs[3] > 2 &&
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(IVs[3] > 17 || t.HT_HP || t.HT_ATK || t.HT_DEF || t.HT_SPA || t.HT_SPD);
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2018-11-21 20:31:05 +00:00
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if (pkm is PB7 pb)
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pb.ResetCP();
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2018-06-06 04:31:42 +00:00
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}
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}
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}
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