using System;
namespace PKHeX.Core;
///
/// Exposes details about base stat values.
///
public interface IBaseStat
{
///
/// Base HP
///
int HP { get; set; }
///
/// Base Attack
///
int ATK { get; set; }
///
/// Base Defense
///
int DEF { get; set; }
///
/// Base Special Attack
///
int SPA { get; set; }
///
/// Base Special Defense
///
int SPD { get; set; }
///
/// Base Speed
///
int SPE { get; set; }
}
public static class BaseStatExtensions
{
///
/// Base Stat Total sum of all stats.
///
public static int GetBaseStatTotal(this IBaseStat stats) => stats.HP + stats.ATK + stats.DEF + stats.SPA + stats.SPD + stats.SPE;
///
/// Gets the requested Base Stat value with the requested .
///
public static int GetBaseStatValue(this IBaseStat stats, int index) => index switch
{
0 => stats.HP,
1 => stats.ATK,
2 => stats.DEF,
3 => stats.SPE,
4 => stats.SPA,
5 => stats.SPD,
_ => throw new ArgumentOutOfRangeException(nameof(index)),
};
///
/// Gathers the base stat values into the then sorts (by value) lowest to highest.
///
/// Stat implementation to load from
/// Result storage
public static void GetSortedStatIndexes(this IBaseStat pi, Span<(int Index, int Stat)> span)
{
for (int i = 0; i < span.Length; i++)
span[i] = (i, pi.GetBaseStatValue(i));
// Bubble sort based off Stat value
// Higher stat values go to lower indexes in the span.
for (int i = 0; i < span.Length - 1; i++)
{
for (int j = 0; j < span.Length - 1 - i; j++)
{
if (span[j].Stat < span[j + 1].Stat)
(span[j], span[j + 1]) = (span[j + 1], span[j]);
}
}
}
}