using System.Collections.Generic;
using System.Linq;
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(IReadOnlyList IVs, int format)
{
if (format <= 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(IReadOnlyList 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(IReadOnlyList IVs)
{
var IV_ATK = IVs[1];
var IV_DEF = IVs[2];
return ((IV_ATK & 3) << 2) | (IV_DEF & 3);
}
///
/// 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 hpVal, int[] IVs, int format)
{
if (format <= 2)
{
IVs[1] = (IVs[1] & ~3) | (hpVal >> 2);
IVs[2] = (IVs[2] & ~3) | (hpVal & 3);
return true;
}
return SetIVsForType(hpVal, 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, int[] IVs)
{
if (IVs.All(z => z == 31))
{
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.
int[]? best = GetSuggestedHiddenPowerIVs(hpVal, IVs);
if (best == null)
return false; // can't force hidden power?
// set IVs back to array
for (int i = 0; i < IVs.Length; i++)
IVs[i] = best[i];
return true;
}
private static int[]? GetSuggestedHiddenPowerIVs(int hpVal, int[] IVs)
{
var flawless = IVs.Select((v, i) => v == 31 ? i : -1).Where(v => v != -1).ToArray();
var permutations = GetPermutations(flawless, flawless.Length);
int flawedCount = 0;
int[]? best = null;
foreach (var permute in permutations)
{
var ivs = (int[])IVs.Clone();
foreach (var item in permute)
{
ivs[item] ^= 1;
if (hpVal != GetType(ivs))
continue;
int ct = ivs.Count(z => z == 31);
if (ct <= flawedCount)
break; // any further flaws are always worse
flawedCount = ct;
best = ivs;
break; // any further flaws are always worse
}
}
return best;
}
private static IEnumerable> GetPermutations(ICollection list, int length)
{
// https://stackoverflow.com/a/10630026
if (length == 1)
return list.Select(t => new[] { t });
return GetPermutations(list, length - 1)
.SelectMany(list.Except, (t1, t2) => t1.Concat(new[] { t2 }));
}
/// Calculate the Hidden Power Type of the entered IVs.
/// Hidden Power Type
/// Individual Values (H/A/B/S/C/D)
/// Generation specific format
/// Hidden Power Type
public static int[] SetIVs(int type, int[] ivs, int format = PKX.Generation)
{
if (format <= 2)
{
ivs[1] = (ivs[1] & ~3) | (type >> 2);
ivs[2] = (ivs[2] & ~3) | (type & 3);
return ivs;
}
for (int i = 0; i < 6; i++)
ivs[i] = (ivs[i] & 0x1E) + DefaultLowBits[type, i];
return ivs;
}
///
/// 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 int[,] DefaultLowBits =
{
{ 1, 1, 0, 0, 0, 0 }, // Fighting
{ 0, 0, 0, 1, 0, 0 }, // Flying
{ 1, 1, 0, 1, 0, 0 }, // Poison
{ 1, 1, 1, 1, 0, 0 }, // Ground
{ 1, 1, 0, 0, 1, 0 }, // Rock
{ 1, 0, 0, 1, 1, 0 }, // Bug
{ 1, 0, 1, 1, 1, 0 }, // Ghost
{ 1, 1, 1, 1, 1, 0 }, // Steel
{ 1, 0, 1, 0, 0, 1 }, // Fire
{ 1, 0, 0, 1, 0, 1 }, // Water
{ 1, 0, 1, 1, 0, 1 }, // Grass
{ 1, 1, 1, 1, 0, 1 }, // Electric
{ 1, 0, 1, 0, 1, 1 }, // Psychic
{ 1, 0, 0, 1, 1, 1 }, // Ice
{ 1, 0, 1, 1, 1, 1 }, // Dragon
{ 1, 1, 1, 1, 1, 1 }, // Dark
};
}
}