mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 10:23:09 +00:00
19b4a26cd7
Previously, the history shared Gen8 for Gen8a/Gen8b; now they're distinct. Add "HasVisited" for other gens
255 lines
9.5 KiB
C#
255 lines
9.5 KiB
C#
using System;
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using static PKHeX.Core.ContestStatGranting;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic for checking and applying <see cref="IContestStats"/>.
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/// </summary>
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public static class ContestStatInfo
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{
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private const int LowestFeelBlock3 = 1; // quad Nutpea
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private const int LowestFeelPoffin4 = 11; // Beauty Haircut
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private const int LowestFeelPoffin8b = 7;
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private const int HighestFeelPoffin8b = 79;
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private const byte MaxContestStat = 255;
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/// <summary>
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/// By giving out all-Nutpea blocks in 3, you can have contest stats all maxed while feel is at 214 if the random stats of the foul blocks line up perfectly.
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/// </summary>
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private const int BestSheenStat3 = 214;
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/// <summary>
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/// Using optimal poffins in BD/SP, roughly 120-140; be generous.
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/// </summary>
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/// <remarks>
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/// Liechi-Pomeg-Qualot-Occa etc. (2 each), which puts sheen at 140 and will max all stats if the cook times are 47.43 or faster
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/// Leppa-Pomeg-Qualot-Occa etc. (3 each), which puts sheen at 135 and will max all stats if the cook times are 43.32 or faster
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/// Liechi-Leppa-Pomeg-Qualot etc. (2 each), which puts sheen at 120 and will max all stats if the cook times area 40.40 or faster
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/// </remarks>
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private const int BestSheenStat8b = 120;
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public static void SetSuggestedContestStats(this PKM pk, IEncounterTemplate enc, EvolutionHistory h)
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{
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if (pk is not IContestStatsMutable s)
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return;
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var restrict = GetContestStatRestriction(pk, pk.Generation, h);
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var baseStat = GetReferenceTemplate(enc);
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if (restrict == None || pk.Species is not (int)Species.Milotic)
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baseStat.CopyContestStatsTo(s); // reset
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else
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s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : MaxContestStat);
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}
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public static void SetMaxContestStats(this PKM pk, IEncounterTemplate enc, EvolutionHistory h)
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{
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if (pk is not IContestStatsMutable s)
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return;
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var restrict = GetContestStatRestriction(pk, enc.Generation, h);
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var baseStat = GetReferenceTemplate(enc);
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if (restrict == None)
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return;
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s.SetAllContestStatsTo(MaxContestStat, restrict == NoSheen ? baseStat.CNT_Sheen : MaxContestStat);
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}
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public static ContestStatGranting GetContestStatRestriction(PKM pk, int origin, EvolutionHistory h) => origin switch
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{
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3 => pk.Format < 6 ? CorrelateSheen : Mixed,
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4 => pk.Format < 6 ? CorrelateSheen : Mixed,
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5 => pk.Format < 6 ? None : !h.HasVisitedBDSP ? NoSheen : Mixed, // ORAS Contests
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6 => !pk.AO && pk.IsUntraded ? None : !h.HasVisitedBDSP ? NoSheen : Mixed,
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_ => h.HasVisitedBDSP ? CorrelateSheen : None, // BDSP Contests
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};
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public static int CalculateMaximumSheen(IContestStats s, int nature, IContestStats initial, bool pokeBlock3)
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{
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if (s.IsAnyContestStatMax())
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return MaxContestStat;
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if (s.IsContestEqual(initial))
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return initial.CNT_Sheen;
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if (pokeBlock3)
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return CalculateMaximumSheen3(s, nature, initial);
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var avg = GetAverageFeel(s, nature, initial);
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if (avg <= 0)
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return initial.CNT_Sheen;
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if (avg <= 2)
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return 59;
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// Can get trash poffins by burning and spilling on purpose.
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return Math.Min(MaxContestStat, avg * HighestFeelPoffin8b);
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}
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public static int CalculateMinimumSheen(IContestStats s, IContestStats initial, INature pk, ContestStatGrantingSheen method) => method switch
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{
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ContestStatGrantingSheen.Gen8b => CalculateMinimumSheen8b(s, pk.Nature, initial),
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ContestStatGrantingSheen.Gen3 => CalculateMinimumSheen3(s, pk.Nature, initial),
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ContestStatGrantingSheen.Gen4 => CalculateMinimumSheen4(s, pk.Nature, initial),
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_ => throw new ArgumentOutOfRangeException(nameof(method)),
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};
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// Slightly better stat:sheen ratio than Gen4; prefer if has visited.
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public static int CalculateMinimumSheen8b(IContestStats s, int nature, IContestStats initial)
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{
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if (s.IsContestEqual(initial))
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return initial.CNT_Sheen;
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var rawAvg = GetAverageFeel(s, 0, initial);
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if (rawAvg == MaxContestStat)
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return BestSheenStat8b;
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var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial));
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avg = Math.Min(rawAvg, avg); // be generous
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avg = (BestSheenStat8b * avg) / MaxContestStat;
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return Math.Min(BestSheenStat8b, Math.Max(LowestFeelPoffin8b, avg));
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}
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public static int CalculateMinimumSheen3(IContestStats s, int nature, IContestStats initial)
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{
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if (s.IsContestEqual(initial))
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return initial.CNT_Sheen;
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var rawAvg = GetAverageFeel(s, 0, initial);
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if (rawAvg == MaxContestStat)
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return MaxContestStat;
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var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial));
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avg = Math.Min(rawAvg, avg); // be generous
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avg = (BestSheenStat3 * avg) / MaxContestStat;
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return Math.Min(BestSheenStat3, Math.Max(LowestFeelBlock3, avg));
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}
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public static int CalculateMinimumSheen4(IContestStats s, int nature, IContestStats initial)
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{
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if (s.IsContestEqual(initial))
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return initial.CNT_Sheen;
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var rawAvg = GetAverageFeel(s, 0, initial);
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if (rawAvg == MaxContestStat)
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return MaxContestStat;
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var avg = Math.Max(1, nature % 6 == 0 ? rawAvg : GetAverageFeel(s, nature, initial));
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avg = Math.Min(rawAvg, avg); // be generous
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return Math.Min(MaxContestStat, Math.Max(LowestFeelPoffin4, avg));
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}
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private static int CalculateMaximumSheen3(IContestStats s, int nature, IContestStats initial)
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{
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// By using Enigma and Lansat and a 25 +1/-1, can get a +9/+19s at minimum RPM
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// By using Strib, Chilan, Niniku, or Topo, can get a black +2/2/2 & 83 block (6:83) at minimum RPM.
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// https://github.com/kwsch/PKHeX/issues/3517
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var sum = GetGainedSum(s, nature, initial);
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if (sum == 0)
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return 0;
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static int Gained2(byte a, byte b) => a - b >= 2 ? 1 : 0;
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int gained = Gained2(s.CNT_Cool, initial.CNT_Cool)
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+ Gained2(s.CNT_Beauty, initial.CNT_Beauty)
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+ Gained2(s.CNT_Cute, initial.CNT_Cute)
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+ Gained2(s.CNT_Smart, initial.CNT_Smart)
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+ Gained2(s.CNT_Tough, initial.CNT_Tough);
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bool has3 = gained >= 3;
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// Prefer the bad-black-block correlation if more than 3 stats have gains >= 2.
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var permit = has3 ? (sum * 83 / 6) : (sum * 19 / 9);
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return Math.Min(MaxContestStat, Math.Max(LowestFeelBlock3, permit));
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}
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private static int GetAverageFeel(IContestStats s, int nature, IContestStats initial)
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{
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var sum = GetGainedSum(s, nature, initial);
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return (int)Math.Ceiling(sum / 5f);
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}
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private static int GetGainedSum(IContestStats s, int nature, IContestStats initial)
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{
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ReadOnlySpan<sbyte> span = NatureAmpTable.AsSpan(5 * nature, 5);
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int sum = 0;
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sum += GetAmpedStat(span, 0, s.CNT_Cool - initial.CNT_Cool);
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sum += GetAmpedStat(span, 1, s.CNT_Beauty - initial.CNT_Beauty);
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sum += GetAmpedStat(span, 2, s.CNT_Cute - initial.CNT_Cute);
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sum += GetAmpedStat(span, 3, s.CNT_Smart - initial.CNT_Smart);
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sum += GetAmpedStat(span, 4, s.CNT_Tough - initial.CNT_Tough);
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return sum;
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}
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private static int GetAmpedStat(ReadOnlySpan<sbyte> amps, int index, int gain)
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{
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var amp = amps[index];
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if (amp == 0)
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return gain;
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return gain + GetStatAdjustment(gain, amp);
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}
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private static int GetStatAdjustment(int gain, sbyte amp)
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{
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// Undo the favor factor
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var undoFactor = amp == 1 ? 11 : 9;
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var boost = Boost(gain, undoFactor);
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return amp == -1 ? boost : -boost;
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static int Boost(int stat, int factor)
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{
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var remainder = stat % factor;
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var boost = stat / factor;
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if (remainder >= 5)
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++boost;
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return boost;
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}
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}
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private static readonly DummyContestNone DummyNone = new();
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public static IContestStats GetReferenceTemplate(IEncounterTemplate initial) => initial as IContestStats ?? DummyNone;
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private sealed class DummyContestNone : IContestStats
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{
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public byte CNT_Cool => 0;
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public byte CNT_Beauty => 0;
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public byte CNT_Cute => 0;
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public byte CNT_Smart => 0;
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public byte CNT_Tough => 0;
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public byte CNT_Sheen => 0;
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}
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private static readonly sbyte[] NatureAmpTable =
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{
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// Spicy, Dry, Sweet, Bitter, Sour
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0, 0, 0, 0, 0, // Hardy
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1, 0, 0, 0,-1, // Lonely
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1, 0,-1, 0, 0, // Brave
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1,-1, 0, 0, 0, // Adamant
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1, 0, 0,-1, 0, // Naughty
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-1, 0, 0, 0, 1, // Bold
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0, 0, 0, 0, 0, // Docile
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0, 0,-1, 0, 1, // Relaxed
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0,-1, 0, 0, 1, // Impish
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0, 0, 0,-1, 1, // Lax
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-1, 0, 1, 0, 0, // Timid
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0, 0, 1, 0,-1, // Hasty
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0, 0, 0, 0, 0, // Serious
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0,-1, 1, 0, 0, // Jolly
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0, 0, 1,-1, 0, // Naive
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-1, 1, 0, 0, 0, // Modest
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0, 1, 0, 0,-1, // Mild
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0, 1,-1, 0, 0, // Quiet
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0, 0, 0, 0, 0, // Bashful
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0, 1, 0,-1, 0, // Rash
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-1, 0, 0, 1, 0, // Calm
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0, 0, 0, 1,-1, // Gentle
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0, 0,-1, 1, 0, // Sassy
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0,-1, 0, 1, 0, // Careful
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0, 0, 0, 0, 0, // Quirky
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};
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}
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