using System; using static PKHeX.Core.ContestStatGranting; namespace PKHeX.Core; public static class ContestStatInfo { private const int LowestFeelBlock3 = 1; // quad Nutpea private const int LowestFeelPoffin4 = 16; private const int LowestFeelPoffin8b = 7; private const byte MaxContestStat = 255; /// /// By giving out all-Nutpea blocks in 3, you can have contest stats all maxed while feel is at 214 if the random stats of the foul blocks line up perfectly. /// private const int BestSheenStat3 = 214; /// /// Using optimal poffins in BD/SP, roughly 120-140; be generous. /// /// /// Liechi-Pomeg-Qualot-Occa etc. (2 each), which puts sheen at 140 and will max all stats if the cook times are 47.43 or faster /// Leppa-Pomeg-Qualot-Occa etc. (3 each), which puts sheen at 135 and will max all stats if the cook times are 43.32 or faster /// Liechi-Leppa-Pomeg-Qualot etc. (2 each), which puts sheen at 120 and will max all stats if the cook times area 40.40 or faster /// private const int BestSheenStat8b = 120; public static void SetSuggestedContestStats(this PKM pk, IEncounterTemplate enc) { if (pk is not IContestStatsMutable s) return; var restrict = GetContestStatRestriction(pk, pk.Generation); var baseStat = GetReferenceTemplate(enc); if (restrict == None || pk.Species is not (int)Species.Milotic) baseStat.CopyContestStatsTo(s); // reset else s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : MaxContestStat); } public static void SetMaxContestStats(this PKM pk, IEncounterTemplate enc) { if (pk is not IContestStatsMutable s) return; var restrict = GetContestStatRestriction(pk, enc.Generation); var baseStat = GetReferenceTemplate(enc); if (restrict == None) return; s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : MaxContestStat); } public static ContestStatGranting GetContestStatRestriction(PKM pk, int origin) => origin switch { 3 => pk.Format < 6 ? CorrelateSheen : Mixed, 4 => pk.Format < 6 ? CorrelateSheen : Mixed, 5 => pk.Format >= 6 ? NoSheen : None, // ORAS Contests 6 => pk.AO || !pk.IsUntraded ? NoSheen : None, 8 => pk.BDSP ? CorrelateSheen : None, // BDSP Contests _ => None, }; public static int CalculateMaximumSheen(IContestStats s, int nature, IContestStats initial, bool pokeBlock3) { if (s.IsAnyContestStatMax()) return MaxContestStat; if (s.IsContestEqual(initial)) return initial.CNT_Sheen; if (pokeBlock3) return CalculateMaximumSheen3(s, nature, initial); var avg = GetAverageFeel(s, nature, initial); if (avg <= 0) return initial.CNT_Sheen; if (avg <= 2) return 24; // Can get trash poffins by burning and spilling on purpose. return Math.Min(MaxContestStat, avg * LowestFeelPoffin4); } public static int CalculateMinimumSheen(IContestStats s, IContestStats initial, INature pkm, ContestStatGrantingSheen method) => method switch { ContestStatGrantingSheen.Gen8b => CalculateMinimumSheen8b(s, pkm.Nature, initial), ContestStatGrantingSheen.Gen3 => CalculateMinimumSheen3(s, pkm.Nature, initial), ContestStatGrantingSheen.Gen4 => CalculateMinimumSheen4(s, pkm.Nature, initial), _ => throw new IndexOutOfRangeException(nameof(method)) }; // Slightly better stat:sheen ratio than Gen4; prefer if has visited. public static int CalculateMinimumSheen8b(IContestStats s, int nature, IContestStats initial) { if (s.IsContestEqual(initial)) return initial.CNT_Sheen; var rawAvg = GetAverageFeel(s, 0, initial); if (rawAvg == MaxContestStat) return BestSheenStat8b; var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial)); avg = Math.Min(rawAvg, avg); // be generous avg = (BestSheenStat8b * avg) / MaxContestStat; return Math.Min(BestSheenStat8b, Math.Max(LowestFeelPoffin8b, avg)); } public static int CalculateMinimumSheen3(IContestStats s, int nature, IContestStats initial) { if (s.IsContestEqual(initial)) return initial.CNT_Sheen; var rawAvg = GetAverageFeel(s, 0, initial); if (rawAvg == MaxContestStat) return MaxContestStat; var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial)); avg = Math.Min(rawAvg, avg); // be generous avg = (BestSheenStat3 * avg) / MaxContestStat; return Math.Min(BestSheenStat3, Math.Max(LowestFeelBlock3, avg)); } public static int CalculateMinimumSheen4(IContestStats s, int nature, IContestStats initial) { if (s.IsContestEqual(initial)) return initial.CNT_Sheen; var rawAvg = GetAverageFeel(s, 0, initial); if (rawAvg == MaxContestStat) return MaxContestStat; var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial)); avg = Math.Min(rawAvg, avg); // be generous return Math.Min(MaxContestStat, Math.Max(LowestFeelPoffin4, avg)); } private static int CalculateMaximumSheen3(IContestStats s, int nature, IContestStats initial) { // By using Enigma and Lansat and a 25 +1/-1, can get a +9/+19s at minimum RPM // By using Enigma, Lansat, and Starf, can get a black +2/2/2 & 21 block (6:21) at minimum RPM. var sum = GetGainedSum(s, nature, initial); if (sum == 0) return 0; static int Gained2(byte a, byte b) => a - b >= 2 ? 1 : 0; int gained = Gained2(s.CNT_Cool, initial.CNT_Cool) + Gained2(s.CNT_Beauty, initial.CNT_Beauty) + Gained2(s.CNT_Cute, initial.CNT_Cute) + Gained2(s.CNT_Smart, initial.CNT_Smart) + Gained2(s.CNT_Tough, initial.CNT_Tough); bool has3 = gained >= 3; // Prefer the bad-black-block correlation if more than 3 stats have gains >= 2. var permit = has3 ? (sum * 21 / 6) : (sum * 19 / 9); return Math.Min(MaxContestStat, Math.Max(LowestFeelBlock3, permit)); } private static int GetAverageFeel(IContestStats s, int nature, IContestStats initial) { var sum = GetGainedSum(s, nature, initial); return (int)Math.Ceiling(sum / 5f); } private static int GetGainedSum(IContestStats s, int nature, IContestStats initial) { ReadOnlySpan span = NatureAmpTable.AsSpan(5 * nature, 5); int sum = 0; sum += GetAmpedStat(span, 0, s.CNT_Cool - initial.CNT_Cool); sum += GetAmpedStat(span, 1, s.CNT_Beauty - initial.CNT_Beauty); sum += GetAmpedStat(span, 2, s.CNT_Cute - initial.CNT_Cute); sum += GetAmpedStat(span, 3, s.CNT_Smart - initial.CNT_Smart); sum += GetAmpedStat(span, 4, s.CNT_Tough - initial.CNT_Tough); return sum; } private static int GetAmpedStat(ReadOnlySpan amps, int index, int gain) { var amp = amps[index]; if (amp == 0) return gain; return gain + GetStatAdjustment(gain, amp); } private static int GetStatAdjustment(int gain, sbyte amp) { // Undo the favor factor var undoFactor = amp == 1 ? 11 : 9; var boost = Boost(gain, undoFactor); return amp == -1 ? boost : -boost; static int Boost(int stat, int factor) { var remainder = stat % factor; var boost = stat / factor; if (remainder >= 5) ++boost; return boost; } } private static readonly DummyContestNone DummyNone = new(); public static IContestStats GetReferenceTemplate(IEncounterTemplate initial) => initial is IContestStats s ? s : DummyNone; private class DummyContestNone : IContestStats { public byte CNT_Cool => 0; public byte CNT_Beauty => 0; public byte CNT_Cute => 0; public byte CNT_Smart => 0; public byte CNT_Tough => 0; public byte CNT_Sheen => 0; } private static readonly sbyte[] NatureAmpTable = { // Spicy, Dry, Sweet, Bitter, Sour 0, 0, 0, 0, 0, // Hardy 1, 0, 0, 0,-1, // Lonely 1, 0,-1, 0, 0, // Brave 1,-1, 0, 0, 0, // Adamant 1, 0, 0,-1, 0, // Naughty -1, 0, 0, 0, 1, // Bold 0, 0, 0, 0, 0, // Docile 0, 0,-1, 0, 1, // Relaxed 0,-1, 0, 0, 1, // Impish 0, 0, 0,-1, 1, // Lax -1, 0, 1, 0, 0, // Timid 0, 0, 1, 0,-1, // Hasty 0, 0, 0, 0, 0, // Serious 0,-1, 1, 0, 0, // Jolly 0, 0, 1,-1, 0, // Naive -1, 1, 0, 0, 0, // Modest 0, 1, 0, 0,-1, // Mild 0, 1,-1, 0, 0, // Quiet 0, 0, 0, 0, 0, // Bashful 0, 1, 0,-1, 0, // Rash -1, 0, 0, 1, 0, // Calm 0, 0, 0, 1,-1, // Gentle 0, 0,-1, 1, 0, // Sassy 0,-1, 0, 1, 0, // Careful 0, 0, 0, 0, 0, // Quirky }; }