PKHeX/PKHeX.Core/PKM/Interfaces/IHyperTrain.cs

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using System;
namespace PKHeX.Core;
public interface IHyperTrain
{
byte HyperTrainFlags { get; set; }
bool HT_HP { get; set; }
bool HT_ATK { get; set; }
bool HT_DEF { get; set; }
bool HT_SPA { get; set; }
bool HT_SPD { get; set; }
bool HT_SPE { get; set; }
}
public static partial class Extensions
{
/// <summary>
/// Toggles the Hyper Training flag for a given stat.
/// </summary>
/// <param name="t">Hyper Trainable object</param>
/// <param name="index">Battle Stat (H/A/B/S/C/D)</param>
/// <returns>Final Hyper Training Flag value</returns>
public static bool HyperTrainInvert(this IHyperTrain t, int index) => index switch
{
0 => t.HT_HP ^= true,
1 => t.HT_ATK ^= true,
2 => t.HT_DEF ^= true,
3 => t.HT_SPE ^= true,
4 => t.HT_SPA ^= true,
5 => t.HT_SPD ^= true,
_ => false,
};
public static bool IsHyperTrainedAll(this IHyperTrain t) => t.HyperTrainFlags == 0x3F;
public static void HyperTrainClear(this IHyperTrain t) => t.HyperTrainFlags = 0;
public static bool IsHyperTrained(this IHyperTrain t) => t.HyperTrainFlags != 0;
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/// <summary>
/// Gets one of the <see cref="IHyperTrain"/> values based on its index within the array.
/// </summary>
/// <param name="t">Entity to check.</param>
/// <param name="index">Index to get</param>
public static bool IsHyperTrained(this IHyperTrain t, int index) => index switch
{
0 => t.HT_HP,
1 => t.HT_ATK,
2 => t.HT_DEF,
3 => t.HT_SPE,
4 => t.HT_SPA,
5 => t.HT_SPD,
_ => throw new ArgumentOutOfRangeException(nameof(index)),
};
/// <summary>
/// Sets <see cref="IHyperTrain.HyperTrainFlags"/> to valid values which may best enhance the <see cref="PKM"/> stats.
/// </summary>
/// <param name="pk"></param>
/// <param name="h">History of evolutions present as</param>
/// <param name="IVs"><see cref="PKM.IVs"/> to use (if already known). Will fetch the current <see cref="PKM.IVs"/> if not provided.</param>
public static void SetSuggestedHyperTrainingData(this PKM pk, EvolutionHistory h, ReadOnlySpan<int> IVs)
{
if (pk is not IHyperTrain t)
return;
if (!pk.IsHyperTrainingAvailable(h))
{
t.HyperTrainFlags = 0;
return;
}
t.HT_HP = IVs[0] != 31;
t.HT_ATK = IVs[1] != 31 && IVs[1] > 2;
t.HT_DEF = IVs[2] != 31;
t.HT_SPA = IVs[4] != 31;
t.HT_SPD = IVs[5] != 31;
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// sometimes unusual speed IVs are desirable for competitive reasons
// if nothing else was HT'd and the IV isn't too high, it was probably intentional
t.HT_SPE = IVs[3] != 31 && IVs[3] > 2 &&
(IVs[3] > 17 || t.HT_HP || t.HT_ATK || t.HT_DEF || t.HT_SPA || t.HT_SPD);
if (pk is ICombatPower pb)
pb.ResetCP();
}
/// <inheritdoc cref="SetSuggestedHyperTrainingData(PKM,EvolutionHistory,ReadOnlySpan{int})"/>
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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public static void SetSuggestedHyperTrainingData(this PKM pk, ReadOnlySpan<int> IVs) => pk.SetSuggestedHyperTrainingData(EvolutionHistory.Empty, IVs);
/// <inheritdoc cref="SetSuggestedHyperTrainingData(PKM,EvolutionHistory,ReadOnlySpan{int})"/>
public static void SetSuggestedHyperTrainingData(this PKM pk)
{
Span<int> ivs = stackalloc int[6];
pk.GetIVs(ivs);
pk.SetSuggestedHyperTrainingData(ivs);
}
/// <summary>
/// Indicates if Hyper Training is available for toggling.
/// </summary>
/// <param name="t">Entity to train</param>
/// <param name="h">History of evolutions present as</param>
/// <returns>True if available, otherwise false.</returns>
public static bool IsHyperTrainingAvailable(this IHyperTrain t, EvolutionHistory h) => t switch
{
// Check for game formats where training is unavailable:
PA8 => h.HasVisitedGen7 || h.HasVisitedSWSH || h.HasVisitedBDSP,
_ => true,
};
/// <inheritdoc cref="IsHyperTrainingAvailable(IHyperTrain, EvolutionHistory)"/>
/// <param name="pk">Entity data</param>
/// <param name="h">History of evolutions present as</param>
public static bool IsHyperTrainingAvailable(this PKM pk, EvolutionHistory h)
{
if (pk is not IHyperTrain t)
return false;
if (!t.IsHyperTrainingAvailable(h))
return false;
// Gated behind level 100.
return pk.CurrentLevel == 100;
}
}