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,
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_ => 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,
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_ => 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="pkm"></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>
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
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public static void SetSuggestedHyperTrainingData(this PKM pkm, int[]? IVs = null)
{
if (pkm is not IHyperTrain t)
return;
if (!pkm.IsHyperTrainingAvailable())
{
t.HyperTrainFlags = 0;
return;
}
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IVs ??= pkm.IVs;
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);
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if (pkm is PB7 pb)
pb.ResetCP();
}
/// <summary>
/// Indicates if Hyper Training is available for toggling.
/// </summary>
/// <param name="t">Entity to train</param>
/// <returns>True if available, otherwise false.</returns>
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public static bool IsHyperTrainingAvailable(this IHyperTrain t) => t switch
{
// Check for game formats where training is unavailable:
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PA8 => false,
_ => true,
};
/// <inheritdoc cref="IsHyperTrainingAvailable(IHyperTrain)"/>
/// <param name="pk">Entity data</param>
public static bool IsHyperTrainingAvailable(this PKM pk)
{
if (pk is not IHyperTrain t)
return false;
if (!t.IsHyperTrainingAvailable())
return false;
// Gated behind level 100.
return pk.CurrentLevel == 100;
}
}
}