PKHeX/PKHeX.Core/Editing/HiddenPower.cs
Kurt 95fbf66a6e
Refactor: Gen3/4 Lead Encounters, property fixing (#4193)
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.
2024-02-22 21:20:54 -06:00

322 lines
11 KiB
C#

using System;
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="context">Generation format</param>
public static int GetType(ReadOnlySpan<int> IVs, EntityContext context)
{
if (context.Generation() <= 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(ReadOnlySpan<int> IVs)
{
int hp = 0;
for (int i = 0; i < 6; i++)
hp |= (IVs[i] & 1) << i;
return SixBitType[hp];
}
/// <summary>
/// Gets the current Hidden Power Type of the input IVs for Generations 3+
/// </summary>
/// <param name="u32">32-bit value of the IVs</param>
/// <returns>Hidden Power Type of the IVs</returns>
public static int GetType(uint u32)
{
uint hp = 0;
for (int i = 0; i < 6; i++)
{
hp |= (u32 & 1) << i;
u32 >>= 5;
}
return SixBitType[(int)hp];
}
/// <summary>
/// Gets the current Hidden Power Type of the input IVs for Generations 3+
/// </summary>
/// <param name="u32">32-bit value of the IVs</param>
/// <remarks>IVs are stored in reverse order in the 32-bit value</remarks>
/// <returns>Hidden Power Type of the IVs</returns>
public static int GetTypeBigEndian(uint u32)
{
uint hp = 0;
for (int i = 0; i < 6; i++)
{
hp |= (u32 & 1) << (5 - i);
u32 >>= 5;
}
return SixBitType[(int)hp];
}
/// <summary>
/// Count of unique Hidden Power Types
/// </summary>
public const int TypeCount = 16;
/// <summary>
/// Gets the Type Name index of the input Hidden Power Type
/// </summary>
/// <param name="type">Fetched Hidden Power Type</param>
/// <param name="index">Type Name index</param>
/// <returns>True if the input Hidden Power Type is valid</returns>
public static bool TryGetTypeIndex(int type, out byte index)
{
if ((uint)type >= TypeCount)
{
index = default;
return false;
}
index = (byte)(type + 1); // Normal type is not a valid Hidden Power type
return true;
}
private static ReadOnlySpan<byte> SixBitType =>
[
// (low-bit mash) * 15 / 63
00, 00, 00, 00, 00, 01, 01, 01,
01, 02, 02, 02, 02, 03, 03, 03,
03, 04, 04, 04, 04, 05, 05, 05,
05, 05, 06, 06, 06, 06, 07, 07,
07, 07, 08, 08, 08, 08, 09, 09,
09, 09, 10, 10, 10, 10, 10, 11,
11, 11, 11, 12, 12, 12, 12, 13,
13, 13, 13, 14, 14, 14, 14, 15,
];
/// <summary>
/// Gets the current Hidden Power Type of the input <see cref="IVs"/> for Generations 1 &amp; 2
/// </summary>
/// <param name="IVs">Current IVs</param>
/// <returns>Hidden Power Type of the <see cref="IVs"/></returns>
public static int GetTypeGB(ReadOnlySpan<int> IVs)
{
var atk = IVs[1];
var def = IVs[2];
return ((atk & 3) << 2) | (def & 3);
}
/// <inheritdoc cref="GetTypeGB(ReadOnlySpan{int})"/>
public static int GetTypeGB(ushort u16) => ((u16 >> 10) & 0b1100) | ((u16 >> 8) & 0b11);
/// <summary>
/// Modifies the provided <see cref="IVs"/> to have the requested <see cref="hiddenPowerType"/> for Generations 1 &amp; 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, Span<int> IVs)
{
IVs[1] = (IVs[1] & 0b1100) | (hiddenPowerType >> 2);
IVs[2] = (IVs[2] & 0b1100) | (hiddenPowerType & 3);
return true;
}
/// <inheritdoc cref="SetTypeGB(int, Span{int})"/>
public static ushort SetTypeGB(int hiddenPowerType, ushort current)
{
// Extract bits from ATK and DEF.
var u16 = ((hiddenPowerType & 0b1100) << 10) | ((hiddenPowerType & 0b11) << 8);
return (ushort)((current & 0b1100_1100_1111_1111) | u16);
}
/// <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="context">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, Span<int> IVs, EntityContext context)
{
if (context.Generation() <= 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, Span<int> IVs)
{
int current = GetType(IVs);
if (current == hpVal)
return true; // no mods necessary
int flawlessCount = IVs.Count(31);
if (flawlessCount == 0)
return false;
if (flawlessCount == IVs.Length)
{
SetIVs(hpVal, IVs); // Get IVs
return true;
}
// Required HP type doesn't match IVs. Make currently-flawless IVs flawed.
var bits = GetSuggestedHiddenPowerIVs(hpVal, IVs);
if (bits == NoResult)
return false; // can't force hidden power?
// set IVs back to array
ForceLowBits(IVs, bits);
return true;
}
private const byte NoResult = byte.MaxValue;
private static byte GetSuggestedHiddenPowerIVs(int hpVal, ReadOnlySpan<int> IVs)
{
// Iterate through all bit combinations that yield our Hidden Power Type.
// There's at most 5 we need to check, so brute force is fine.
// Prefer the least amount of IVs changed (31 -> 30).
// Get the starting index from our 64 possible bit states.
int index = SixBitType.IndexOf((byte)hpVal);
if (index == -1)
return NoResult;
var bestIndex = NoResult;
var bestIndexFlaws = 6;
do
{
var flaws = GetFlawedBitCount(IVs, index);
if (flaws >= bestIndexFlaws)
continue;
bestIndex = (byte)index;
bestIndexFlaws = flaws;
} while (++index < SixBitType.Length && SixBitType[index] == hpVal);
return bestIndex;
}
private static int GetFlawedBitCount(ReadOnlySpan<int> ivs, int bitValue)
{
const int max = 31;
int flaws = 0;
for (int i = 0; i < ivs.Length; i++)
{
var iv = ivs[i];
if ((iv & 1) == (bitValue & (1 << i)))
continue; // ok
if (iv != max)
return NoResult;
flaws++;
}
return flaws;
}
/// <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="context">Generation specific format</param>
public static void SetIVs(int type, Span<int> ivs, EntityContext context = PKX.Context)
{
if (context.Generation() <= 2)
{
ivs[1] = (ivs[1] & 0b1100) | (type >> 2);
ivs[2] = (ivs[2] & 0b1100) | (type & 3);
}
else
{
ForceLowBits(ivs, DefaultLowBits[type]);
}
}
private static void ForceLowBits(Span<int> ivs, byte bits)
{
for (int i = 0; i < ivs.Length; i++)
ivs[i] = (ivs[i] & 0b11110) | ((bits >> i) & 1);
}
/// <inheritdoc cref="SetIVs(int,Span{int},EntityContext)"/>
public static uint SetIVs(int type, uint ivs)
{
var bits = DefaultLowBits[type];
for (int i = 0; i < 6; i++)
{
var bit = (bits >> i) & 1;
var bitIndex = i * 5;
var mask = (1u << bitIndex);
if (bit == 0)
ivs &= ~mask;
else
ivs |= mask;
}
return ivs;
}
/// <inheritdoc cref="SetIVs(int,uint)"/>
/// <remarks>IVs are stored in reverse order in the 32-bit value</remarks>
public static uint SetIVsBigEndian(int type, uint ivs)
{
var bits = DefaultLowBits[type];
for (int i = 0; i < 6; i++)
{
var bit = (bits >> i) & 1;
var bitIndex = (5 - i) * 5;
var mask = (1u << bitIndex);
if (bit == 0)
ivs &= ~mask;
else
ivs |= mask;
}
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 ReadOnlySpan<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
];
/// <summary>
/// Gets the suggested low-bits for the input Hidden Power Type
/// </summary>
public static byte GetLowBits(int type)
{
var arr = DefaultLowBits;
return (uint)type < arr.Length ? arr[type] : (byte)0;
}
}