mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-23 20:43:07 +00:00
203 lines
7.6 KiB
C#
203 lines
7.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace PKHeX.Core
|
|
{
|
|
/// <summary>
|
|
/// Logic for calculating a Hidden Power Type based on IVs and generation-format.
|
|
/// </summary>
|
|
public static class HiddenPower
|
|
{
|
|
/// <summary>
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for the requested format generation.
|
|
/// </summary>
|
|
/// <param name="IVs">Current IVs</param>
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
|
/// <param name="format">Generation format</param>
|
|
public static int GetType(IReadOnlyList<int> IVs, int format)
|
|
{
|
|
if (format <= 2)
|
|
return GetTypeGB(IVs);
|
|
return GetType(IVs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 3+
|
|
/// </summary>
|
|
/// <param name="IVs">Current IVs</param>
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
|
public static int GetType(IReadOnlyList<int> IVs)
|
|
{
|
|
int hp = 0;
|
|
for (int i = 0; i < 6; i++)
|
|
hp |= (IVs[i] & 1) << i;
|
|
hp *= 0xF;
|
|
hp /= 0x3F;
|
|
return hp;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 1 & 2
|
|
/// </summary>
|
|
/// <param name="IVs">Current IVs</param>
|
|
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
|
|
public static int GetTypeGB(IReadOnlyList<int> IVs)
|
|
{
|
|
var atk = IVs[1];
|
|
var def = IVs[2];
|
|
return ((atk & 3) << 2) | (def & 3);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modifies the provided <see cref="IVs"/> to have the requested <see cref="hiddenPowerType"/> for Generations 1 & 2
|
|
/// </summary>
|
|
/// <param name="hiddenPowerType">Hidden Power Type</param>
|
|
/// <param name="IVs">Current IVs</param>
|
|
/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
|
|
public static bool SetTypeGB(int hiddenPowerType, int[] IVs)
|
|
{
|
|
IVs[1] = (IVs[1] & ~3) | (hiddenPowerType >> 2);
|
|
IVs[2] = (IVs[2] & ~3) | (hiddenPowerType & 3);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Modifies the provided <see cref="IVs"/> to have the requested <see cref="hiddenPowerType"/>.
|
|
/// </summary>
|
|
/// <param name="hiddenPowerType">Hidden Power Type</param>
|
|
/// <param name="IVs">Current IVs (6 total)</param>
|
|
/// <param name="format">Generation format</param>
|
|
/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
|
|
public static bool SetIVsForType(int hiddenPowerType, int[] IVs, int format)
|
|
{
|
|
if (format <= 2)
|
|
return SetTypeGB(hiddenPowerType, IVs);
|
|
return SetIVsForType(hiddenPowerType, IVs);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the <see cref="IVs"/> to the requested <see cref="hpVal"/> for Generation 3+ game formats.
|
|
/// </summary>
|
|
/// <param name="hpVal">Hidden Power Type</param>
|
|
/// <param name="IVs">Current IVs (6 total)</param>
|
|
/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
|
|
public static bool SetIVsForType(int hpVal, int[] IVs)
|
|
{
|
|
if (Array.TrueForAll(IVs, 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)
|
|
{
|
|
const int max = 31;
|
|
var flawless = new int[IVs.Length]; // future: stackalloc
|
|
int flawlessCount = 0;
|
|
for (int i = 0; i < IVs.Length; i++)
|
|
{
|
|
if (IVs[i] == max)
|
|
flawless[++flawlessCount] = i;
|
|
}
|
|
|
|
var permutations = GetPermutations(flawless, flawlessCount);
|
|
int flawedCount = 0; // result tracking
|
|
int[]? best = null; // result tracking
|
|
int[] ivs = (int[])IVs.Clone();
|
|
foreach (var permute in permutations)
|
|
{
|
|
foreach (var index in permute)
|
|
{
|
|
ivs[index] ^= 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 = (int[])ivs.Clone();
|
|
break; // any further flaws are always worse
|
|
}
|
|
// Restore IVs for another iteration
|
|
Buffer.BlockCopy(IVs, 0, ivs, 0, ivs.Length);
|
|
}
|
|
return best;
|
|
}
|
|
|
|
private static IEnumerable<IEnumerable<T>> GetPermutations<T>(ICollection<T> list, int length)
|
|
{
|
|
// https://stackoverflow.com/a/10630026
|
|
if ((uint)length <= 1)
|
|
return list.Select(t => new[] { t });
|
|
|
|
return GetPermutations(list, length - 1)
|
|
.SelectMany(list.Except, (t1, t2) => t1.Concat(new[] { t2 }));
|
|
}
|
|
|
|
/// <summary>Calculate the Hidden Power Type of the entered IVs.</summary>
|
|
/// <param name="type">Hidden Power Type</param>
|
|
/// <param name="ivs">Individual Values (H/A/B/S/C/D)</param>
|
|
/// <param name="format">Generation specific format</param>
|
|
/// <returns>Hidden Power Type</returns>
|
|
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;
|
|
}
|
|
|
|
var bits = DefaultLowBits[type];
|
|
for (int i = 0; i < 6; i++)
|
|
ivs[i] = (ivs[i] & 0x1E) + ((bits >> i) & 1);
|
|
return ivs;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Hidden Power IV values (even or odd) to achieve a specified Hidden Power Type
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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)
|
|
/// </remarks>
|
|
public static readonly byte[] DefaultLowBits =
|
|
{
|
|
0b000011, // Fighting
|
|
0b001000, // Flying
|
|
0b001011, // Poison
|
|
0b001111, // Ground
|
|
0b010011, // Rock
|
|
0b011001, // Bug
|
|
0b011101, // Ghost
|
|
0b011111, // Steel
|
|
0b100101, // Fire
|
|
0b101001, // Water
|
|
0b101101, // Grass
|
|
0b101111, // Electric
|
|
0b110101, // Psychic
|
|
0b111001, // Ice
|
|
0b111101, // Dragon
|
|
0b111111, // Dark
|
|
};
|
|
}
|
|
}
|