using System; using static PKHeX.Core.ContestStatGranting; namespace PKHeX.Core; public static class ContestStatInfo { private const int WorstFeelBlock = 3; private const int WorstFeelPoffin = 17; private const int MaxContestStat = 255; public static void SetSuggestedContestStats(this PKM pk, IEncounterTemplate enc) { if (pk is not IContestStatsMutable s) return; var restrict = GetContestStatRestriction(pk, pk.Generation); var baseStat = GetReferenceTemplate(enc); if (restrict == None || pk.Species is not (int)Species.Milotic) baseStat.CopyContestStatsTo(s); // reset else s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : (byte)255); } public static void SetMaxContestStats(this PKM pk, IEncounterTemplate enc) { if (pk is not IContestStatsMutable s) return; var restrict = GetContestStatRestriction(pk, pk.Generation); var baseStat = GetReferenceTemplate(enc); if (restrict == None) return; s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : (byte)255); } public static ContestStatGranting GetContestStatRestriction(PKM pk, int origin) => origin switch { 3 => pk.Format < 6 ? CorrelateSheen : Mixed, 4 => pk.Format < 6 ? CorrelateSheen : Mixed, 5 => pk.Format >= 6 ? NoSheen : None, // ORAS Contests 6 => pk.AO || !pk.IsUntraded ? NoSheen : None, 8 => pk.BDSP ? CorrelateSheen : None, // BDSP Contests _ => None, }; public static int CalculateMaximumSheen(IContestStats s, int nature, IContestStats initial, bool pokeBlock3) { if (s.IsAnyContestStatMax()) return MaxContestStat; if (s.IsContestEqual(initial)) return initial.CNT_Sheen; var avg = GetAverageFeel(s, nature, initial); if (avg <= 0) return initial.CNT_Sheen; if (pokeBlock3) { var fudge = (avg * 225) / 100; return Math.Min(MaxContestStat, Math.Max(WorstFeelBlock, fudge)); } // Can get trash poffins by burning and spilling on purpose. return Math.Min(MaxContestStat, avg * WorstFeelPoffin); } public static int CalculateMinimumSheen(IContestStats s, int nature, IContestStats initial, bool pokeBlock3) { if (s.IsContestEqual(initial)) return initial.CNT_Sheen; var rawAvg = GetAverageFeel(s, 0, initial); if (rawAvg == MaxContestStat) return MaxContestStat; var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial)); avg = Math.Min(rawAvg, avg); // be generous var worst = pokeBlock3 ? WorstFeelBlock : WorstFeelPoffin; return Math.Min(MaxContestStat, Math.Max(worst, avg)); } private static int GetAverageFeel(IContestStats s, int nature, IContestStats initial) { ReadOnlySpan span = NatureAmpTable.AsSpan(5 * nature, 5); int sum = 0; sum += GetAmpedStat(span, 0, s.CNT_Cool - initial.CNT_Cool); sum += GetAmpedStat(span, 1, s.CNT_Beauty - initial.CNT_Beauty); sum += GetAmpedStat(span, 2, s.CNT_Cute - initial.CNT_Cute); sum += GetAmpedStat(span, 3, s.CNT_Smart - initial.CNT_Smart); sum += GetAmpedStat(span, 4, s.CNT_Tough - initial.CNT_Tough); return sum / 5; } private static int GetAmpedStat(ReadOnlySpan amps, int index, int gain) { var amp = amps[index]; if (amp == 0) return gain; return gain + GetStatAdjustment(gain, amp); } private static int GetStatAdjustment(int gain, sbyte amp) { // Undo the favor factor var undoFactor = amp == 1 ? 11 : 9; var boost = Boost(gain, undoFactor); return amp == -1 ? boost : -boost; static int Boost(int stat, int factor) { var remainder = stat % factor; var boost = stat / factor; if (remainder >= 5) ++boost; return boost; } } private static readonly DummyContestNone DummyNone = new(); public static IContestStats GetReferenceTemplate(IEncounterTemplate initial) => initial is IContestStats s ? s : DummyNone; private class DummyContestNone : IContestStats { public byte CNT_Cool => 0; public byte CNT_Beauty => 0; public byte CNT_Cute => 0; public byte CNT_Smart => 0; public byte CNT_Tough => 0; public byte CNT_Sheen => 0; } private static readonly sbyte[] NatureAmpTable = { // Spicy, Dry, Sweet, Bitter, Sour 0, 0, 0, 0, 0, // Hardy 1, 0, 0, 0,-1, // Lonely 1, 0,-1, 0, 0, // Brave 1,-1, 0, 0, 0, // Adamant 1, 0, 0,-1, 0, // Naughty -1, 0, 0, 0, 1, // Bold 0, 0, 0, 0, 0, // Docile 0, 0,-1, 0, 1, // Relaxed 0,-1, 0, 0, 1, // Impish 0, 0, 0,-1, 1, // Lax -1, 0, 1, 0, 0, // Timid 0, 0, 1, 0,-1, // Hasty 0, 0, 0, 0, 0, // Serious 0,-1, 1, 0, 0, // Jolly 0, 0, 1,-1, 0, // Naive -1, 1, 0, 0, 0, // Modest 0, 1, 0, 0,-1, // Mild 0, 1,-1, 0, 0, // Quiet 0, 0, 0, 0, 0, // Bashful 0, 1, 0,-1, 0, // Rash -1, 0, 0, 1, 0, // Calm 0, 0, 0, 1,-1, // Gentle 0, 0,-1, 1, 0, // Sassy 0,-1, 0, 1, 0, // Careful 0, 0, 0, 0, 0, // Quirky }; }