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 { /// /// Toggles the Hyper Training flag for a given stat. /// /// Hyper Trainable object /// Battle Stat (H/A/B/S/C/D) /// Final Hyper Training Flag value 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; /// /// Gets one of the values based on its index within the array. /// /// Entity to check. /// Index to get 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)), }; /// /// Sets to valid values which may best enhance the stats. /// /// /// History of evolutions present as /// to use (if already known). Will fetch the current if not provided. public static void SetSuggestedHyperTrainingData(this PKM pk, EvolutionHistory h, ReadOnlySpan 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; // 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(); } /// public static void SetSuggestedHyperTrainingData(this PKM pk, ReadOnlySpan IVs) => pk.SetSuggestedHyperTrainingData(EvolutionHistory.Empty, IVs); /// public static void SetSuggestedHyperTrainingData(this PKM pk) { Span ivs = stackalloc int[6]; pk.GetIVs(ivs); pk.SetSuggestedHyperTrainingData(ivs); } /// /// Indicates if Hyper Training is available for toggling. /// /// Entity to train /// History of evolutions present as /// True if available, otherwise false. public static bool IsHyperTrainingAvailable(this IHyperTrain t, EvolutionHistory h) => t switch { // Check for game formats where training is unavailable: PA8 pa8 => h.Gen7.Length > 0 || pa8.HasVisitedSWSH(h.Gen8) || pa8.HasVisitedBDSP(h.Gen8b), _ => true, }; /// /// Entity data /// History of evolutions present as 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; } }