mirror of
https://github.com/kwsch/PKHeX
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02420d3e93
* Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
181 lines
6.8 KiB
C#
181 lines
6.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Logic for calculating a Hidden Power Type based on IVs and generation-format.
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/// </summary>
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public static class HiddenPower
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{
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/// <summary>
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/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for the requested format generation.
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/// </summary>
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/// <param name="IVs">Current IVs</param>
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/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
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/// <param name="format">Generation format</param>
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public static int GetType(IReadOnlyList<int> IVs, int format)
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{
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if (format <= 2)
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return GetTypeGB(IVs);
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return GetType(IVs);
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}
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/// <summary>
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/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 3+
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/// </summary>
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/// <param name="IVs">Current IVs</param>
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/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
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public static int GetType(IReadOnlyList<int> IVs)
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{
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int hp = 0;
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for (int i = 0; i < 6; i++)
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hp |= (IVs[i] & 1) << i;
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hp *= 0xF;
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hp /= 0x3F;
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return hp;
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}
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/// <summary>
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/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 1 & 2
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/// </summary>
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/// <param name="IVs">Current IVs</param>
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/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
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public static int GetTypeGB(IReadOnlyList<int> IVs)
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{
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var IV_ATK = IVs[1];
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var IV_DEF = IVs[2];
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return ((IV_ATK & 3) << 2) | (IV_DEF & 3);
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}
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/// <summary>
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/// Modifies the provided <see cref="IVs"/> to have the requested <see cref="hpVal"/>.
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/// </summary>
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/// <param name="hpVal">Hidden Power Type</param>
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/// <param name="IVs">Current IVs (6 total)</param>
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/// <param name="format">Generation format</param>
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/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
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public static bool SetIVsForType(int hpVal, int[] IVs, int format)
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{
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if (format <= 2)
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{
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IVs[1] = (IVs[1] & ~3) | (hpVal >> 2);
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IVs[2] = (IVs[2] & ~3) | (hpVal & 3);
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return true;
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}
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return SetIVsForType(hpVal, IVs);
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}
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/// <summary>
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/// Sets the <see cref="IVs"/> to the requested <see cref="hpVal"/> for Generation 3+ game formats.
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/// </summary>
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/// <param name="hpVal">Hidden Power Type</param>
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/// <param name="IVs">Current IVs (6 total)</param>
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/// <returns>True if the Hidden Power of the <see cref="IVs"/> is obtained, with or without modifications</returns>
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public static bool SetIVsForType(int hpVal, int[] IVs)
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{
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if (IVs.All(z => z == 31))
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{
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SetIVs(hpVal, IVs); // Get IVs
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return true;
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}
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int current = GetType(IVs);
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if (current == hpVal)
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return true; // no mods necessary
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// Required HP type doesn't match IVs. Make currently-flawless IVs flawed.
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int[]? best = GetSuggestedHiddenPowerIVs(hpVal, IVs);
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if (best == null)
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return false; // can't force hidden power?
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// set IVs back to array
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for (int i = 0; i < IVs.Length; i++)
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IVs[i] = best[i];
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return true;
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}
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private static int[]? GetSuggestedHiddenPowerIVs(int hpVal, int[] IVs)
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{
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var flawless = IVs.Select((v, i) => v == 31 ? i : -1).Where(v => v != -1).ToArray();
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var permutations = GetPermutations(flawless, flawless.Length);
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int flawedCount = 0;
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int[]? best = null;
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foreach (var permute in permutations)
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{
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var ivs = (int[])IVs.Clone();
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foreach (var item in permute)
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{
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ivs[item] ^= 1;
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if (hpVal != GetType(ivs))
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continue;
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int ct = ivs.Count(z => z == 31);
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if (ct <= flawedCount)
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break; // any further flaws are always worse
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flawedCount = ct;
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best = ivs;
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break; // any further flaws are always worse
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}
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}
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return best;
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}
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private static IEnumerable<IEnumerable<T>> GetPermutations<T>(ICollection<T> list, int length)
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{
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// https://stackoverflow.com/a/10630026
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if (length == 1)
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return list.Select(t => new[] { t });
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return GetPermutations(list, length - 1)
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.SelectMany(list.Except, (t1, t2) => t1.Concat(new[] { t2 }));
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}
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/// <summary>Calculate the Hidden Power Type of the entered IVs.</summary>
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/// <param name="type">Hidden Power Type</param>
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/// <param name="ivs">Individual Values (H/A/B/S/C/D)</param>
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/// <param name="format">Generation specific format</param>
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/// <returns>Hidden Power Type</returns>
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public static int[] SetIVs(int type, int[] ivs, int format = PKX.Generation)
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{
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if (format <= 2)
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{
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ivs[1] = (ivs[1] & ~3) | (type >> 2);
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ivs[2] = (ivs[2] & ~3) | (type & 3);
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return ivs;
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}
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for (int i = 0; i < 6; i++)
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ivs[i] = (ivs[i] & 0x1E) + DefaultLowBits[type, i];
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return ivs;
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}
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/// <summary>
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/// Hidden Power IV values (even or odd) to achieve a specified Hidden Power Type
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/// </summary>
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/// <remarks>
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/// There are other IV combinations to achieve the same Hidden Power Type.
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/// These are just precomputed for fast modification.
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/// Individual Values (H/A/B/S/C/D)
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/// </remarks>
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public static readonly int[,] DefaultLowBits =
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{
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{ 1, 1, 0, 0, 0, 0 }, // Fighting
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{ 0, 0, 0, 1, 0, 0 }, // Flying
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{ 1, 1, 0, 1, 0, 0 }, // Poison
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{ 1, 1, 1, 1, 0, 0 }, // Ground
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{ 1, 1, 0, 0, 1, 0 }, // Rock
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{ 1, 0, 0, 1, 1, 0 }, // Bug
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{ 1, 0, 1, 1, 1, 0 }, // Ghost
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{ 1, 1, 1, 1, 1, 0 }, // Steel
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{ 1, 0, 1, 0, 0, 1 }, // Fire
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{ 1, 0, 0, 1, 0, 1 }, // Water
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{ 1, 0, 1, 1, 0, 1 }, // Grass
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{ 1, 1, 1, 1, 0, 1 }, // Electric
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{ 1, 0, 1, 0, 1, 1 }, // Psychic
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{ 1, 0, 0, 1, 1, 1 }, // Ice
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{ 1, 0, 1, 1, 1, 1 }, // Dragon
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{ 1, 1, 1, 1, 1, 1 }, // Dark
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};
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}
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}
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