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 }; } }