using System; using System.Runtime.CompilerServices; namespace PKHeX.Core; /// /// Logic for calculating a Hidden Power Type based on IVs and generation-format. /// public static class HiddenPower { /// /// Gets the current Hidden Power Type of the input for the requested format generation. /// /// Current IVs /// Hidden Power Type of the /// Generation format public static int GetType(ReadOnlySpan IVs, EntityContext context) { if (context.Generation() <= 2) return GetTypeGB(IVs); return GetType(IVs); } /// /// Gets the current Hidden Power Type of the input for Generations 3+ /// /// Current IVs /// Hidden Power Type of the public static int GetType(ReadOnlySpan IVs) { int hp = 0; for (int i = 0; i < 6; i++) hp |= (IVs[i] & 1) << i; hp *= 0xF; hp /= 0x3F; return hp; } /// /// Gets the current Hidden Power Type of the input for Generations 1 & 2 /// /// Current IVs /// Hidden Power Type of the public static int GetTypeGB(ReadOnlySpan IVs) { var atk = IVs[1]; var def = IVs[2]; return ((atk & 3) << 2) | (def & 3); } /// /// Modifies the provided to have the requested for Generations 1 & 2 /// /// Hidden Power Type /// Current IVs /// True if the Hidden Power of the is obtained, with or without modifications public static bool SetTypeGB(int hiddenPowerType, Span IVs) { IVs[1] = (IVs[1] & ~3) | (hiddenPowerType >> 2); IVs[2] = (IVs[2] & ~3) | (hiddenPowerType & 3); return true; } /// /// Modifies the provided to have the requested . /// /// Hidden Power Type /// Current IVs (6 total) /// Generation format /// True if the Hidden Power of the is obtained, with or without modifications public static bool SetIVsForType(int hiddenPowerType, Span IVs, EntityContext context) { if (context.Generation() <= 2) return SetTypeGB(hiddenPowerType, IVs); return SetIVsForType(hiddenPowerType, IVs); } /// /// Sets the to the requested for Generation 3+ game formats. /// /// Hidden Power Type /// Current IVs (6 total) /// True if the Hidden Power of the is obtained, with or without modifications public static bool SetIVsForType(int hpVal, Span IVs) { int flawlessCount = IVs.Count(31); if (flawlessCount == 0) return false; if (flawlessCount == IVs.Length) { SetIVs(hpVal, IVs); // Get IVs return true; } int current = GetType(IVs); if (current == hpVal) return true; // no mods necessary // Required HP type doesn't match IVs. Make currently-flawless IVs flawed. Span scratch = stackalloc int[IVs.Length]; Span result = stackalloc int[IVs.Length]; var success = GetSuggestedHiddenPowerIVs(hpVal, IVs, scratch, result); if (!success) return false; // can't force hidden power? // set IVs back to array result.CopyTo(IVs); return true; } // Non-recursive https://en.wikipedia.org/wiki/Heap%27s_algorithm private static bool GetSuggestedHiddenPowerIVs(int hpVal, ReadOnlySpan original, Span ivs, Span best) { const int max = 31; // Get a list of indexes that can be mutated Span indexes = stackalloc int[original.Length]; int flaw = 0; for (int i = 0; i < original.Length; i++) { if (original[i] == max) indexes[flaw++] = i; } indexes = indexes[..flaw]; Span c = stackalloc int[indexes.Length]; int mutated = c.Length + 1; // result tracking for (int i = 1; i < c.Length;) { ref int ci = ref c[i]; if (i <= ci) // Reset the state and simulate popping the stack by incrementing the pointer. { ci = 0; ++i; continue; } var x = (i & 1) * ci; // if lowest bit set, ci : 0 (branch-less) Swap(ref indexes[i], ref indexes[x]); // Inlined continuance check original.CopyTo(ivs); var q = Math.Min(indexes.Length, mutated); for (var j = 0; j < q; j++) { ivs[indexes[j]] ^= 1; if (hpVal != GetType(ivs)) continue; var ct = j + 1; if (ct >= mutated) break; // any further flaws are always worse mutated = ct; ivs.CopyTo(best); if (j == 0) // nothing will be better than only 1 flaw return true; break; // any further flaws are always worse } ci++; i = 1; } return mutated <= c.Length; // did we actually find a suitable result? } [MethodImpl(MethodImplOptions.AggressiveInlining)] private static void Swap(ref T a, ref T b) => (a, b) = (b, a); /// Calculate the Hidden Power Type of the entered IVs. /// Hidden Power Type /// Individual Values (H/A/B/S/C/D) /// Generation specific format public static void SetIVs(int type, Span ivs, EntityContext context = PKX.Context) { if (context.Generation() <= 2) { ivs[1] = (ivs[1] & ~3) | (type >> 2); ivs[2] = (ivs[2] & ~3) | (type & 3); } else { var bits = DefaultLowBits[type]; for (int i = 0; i < 6; i++) ivs[i] = (ivs[i] & 0x1E) + ((bits >> i) & 1); } } /// /// Hidden Power IV values (even or odd) to achieve a specified Hidden Power Type /// /// /// There are other IV combinations to achieve the same Hidden Power Type. /// These are just precomputed for fast modification. /// Individual Values (H/A/B/S/C/D) /// public static readonly byte[] DefaultLowBits = { 0b000011, // Fighting 0b001000, // Flying 0b001011, // Poison 0b001111, // Ground 0b010011, // Rock 0b011001, // Bug 0b011101, // Ghost 0b011111, // Steel 0b100101, // Fire 0b101001, // Water 0b101101, // Grass 0b101111, // Electric 0b110101, // Psychic 0b111001, // Ice 0b111101, // Dragon 0b111111, // Dark }; }