mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-10 06:34:19 +00:00
95fbf66a6e
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD. Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
173 lines
5.3 KiB
C#
173 lines
5.3 KiB
C#
using System;
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using static PKHeX.Core.NatureAmpRequest;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic for mutating a nature to amplify certain stats.
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/// </summary>
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public static class NatureAmp
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{
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/// <summary>
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/// Mutate the nature amp indexes to match the request
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/// </summary>
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/// <param name="type">Request type to modify the provided <see cref="statIndex"/></param>
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/// <param name="statIndex">Stat Index to mutate</param>
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/// <param name="currentNature">Current nature to derive the current amps from</param>
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/// <returns>New nature value</returns>
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public static Nature GetNewNature(this NatureAmpRequest type, int statIndex, Nature currentNature)
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{
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if ((uint)currentNature >= NatureCount)
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return Nature.Random;
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var (up, dn) = GetNatureModification(currentNature);
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return GetNewNature(type, statIndex, up, dn);
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}
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/// <inheritdoc cref="GetNewNature(NatureAmpRequest,int,Nature)"/>
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public static Nature GetNewNature(NatureAmpRequest type, int statIndex, int up, int dn)
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{
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//
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switch (type)
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{
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case Increase when up != statIndex:
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up = statIndex;
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break;
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case Decrease when dn != statIndex:
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dn = statIndex;
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break;
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case Neutral when up != statIndex && dn != statIndex:
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up = dn = statIndex;
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break;
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default:
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return Nature.Random; // failure
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}
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return CreateNatureFromAmps(up, dn);
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}
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/// <summary>
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/// Recombine the stat amps into a nature value.
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/// </summary>
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/// <param name="up">Increased stat</param>
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/// <param name="dn">Decreased stat</param>
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/// <returns>Nature</returns>
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public static Nature CreateNatureFromAmps(int up, int dn)
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{
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if ((uint)up > 5 || (uint)dn > 5)
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return Nature.Random;
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return (Nature)((up * 5) + dn);
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}
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/// <summary>
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/// Decompose the nature to the two stat indexes that are modified
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/// </summary>
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public static (int up, int dn) GetNatureModification(Nature nature)
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{
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var up = ((byte)nature / 5);
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var dn = ((byte)nature % 5);
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return (up, dn);
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}
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/// <summary>
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/// Checks if the nature is out of range or the stat amplifications are not neutral.
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/// </summary>
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/// <param name="nature">Nature</param>
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/// <param name="up">Increased stat</param>
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/// <param name="dn">Decreased stat</param>
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/// <returns>True if nature modification values are equal or the Nature is out of range.</returns>
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public static bool IsNeutralOrInvalid(Nature nature, int up, int dn)
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{
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return up == dn || (byte)nature >= 25; // invalid
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}
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/// <inheritdoc cref="IsNeutralOrInvalid(Nature, int, int)"/>
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public static bool IsNeutralOrInvalid(Nature nature)
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{
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var (up, dn) = GetNatureModification(nature);
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return IsNeutralOrInvalid(nature, up, dn);
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}
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/// <summary>
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/// Updates stats according to the specified nature.
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/// </summary>
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/// <param name="stats">Current stats to amplify if appropriate</param>
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/// <param name="nature">Nature</param>
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public static void ModifyStatsForNature(Span<ushort> stats, Nature nature)
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{
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var (up, dn) = GetNatureModification(nature);
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if (IsNeutralOrInvalid(nature, up, dn))
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return;
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ref var upStat = ref stats[up + 1];
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ref var dnStat = ref stats[dn + 1];
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upStat = (ushort)((upStat * 11) / 10);
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dnStat = (ushort)((dnStat * 9) / 10);
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}
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/// <summary>
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/// Nature Amplification Table
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/// </summary>
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/// <remarks>-1 is 90%, 0 is 100%, 1 is 110%.</remarks>
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public static ReadOnlySpan<sbyte> Table =>
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[
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0, 0, 0, 0, 0, // Hardy
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1,-1, 0, 0, 0, // Lonely
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1, 0, 0, 0,-1, // Brave
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1, 0,-1, 0, 0, // Adamant
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1, 0, 0,-1, 0, // Naughty
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-1, 1, 0, 0, 0, // Bold
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0, 0, 0, 0, 0, // Docile
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0, 1, 0, 0,-1, // Relaxed
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0, 1,-1, 0, 0, // Impish
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0, 1, 0,-1, 0, // Lax
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-1, 0, 0, 0, 1, // Timid
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0,-1, 0, 0, 1, // Hasty
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0, 0, 0, 0, 0, // Serious
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0, 0,-1, 0, 1, // Jolly
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0, 0, 0,-1, 1, // Naive
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-1, 0, 1, 0, 0, // Modest
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0,-1, 1, 0, 0, // Mild
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0, 0, 1, 0,-1, // Quiet
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0, 0, 0, 0, 0, // Bashful
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0, 0, 1,-1, 0, // Rash
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-1, 0, 0, 1, 0, // Calm
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0,-1, 0, 1, 0, // Gentle
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0, 0, 0, 1,-1, // Sassy
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0, 0,-1, 1, 0, // Careful
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0, 0, 0, 0, 0, // Quirky
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];
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private const byte NatureCount = 25;
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private const int AmpWidth = 5;
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public static int AmplifyStat(Nature nature, int index, int initial) => GetNatureAmp(nature, index) switch
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{
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1 => 110 * initial / 100, // 110%
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-1 => 90 * initial / 100, // 90%
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_ => initial,
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};
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private static sbyte GetNatureAmp(Nature nature, int index)
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{
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if ((uint)nature >= NatureCount)
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return -1;
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var amps = GetAmps(nature);
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return amps[index];
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}
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public static ReadOnlySpan<sbyte> GetAmps(Nature nature)
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{
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if ((uint)nature >= NatureCount)
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nature = 0;
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return Table.Slice(AmpWidth * (byte)nature, AmpWidth);
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}
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}
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public enum NatureAmpRequest
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{
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Neutral,
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Increase,
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Decrease,
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}
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