DS-Pokemon-Rom-Editor/DS_Map/DVCalculator/DVCalculator.cs
2024-03-27 23:12:48 +01:00

143 lines
4.4 KiB
C#

using System.Collections.Generic;
namespace DSPRE
{
// Putting this class here is bad practice, however it's just a really small utility class
public class DVIVNatureTriplet
{
public int DV { get; set; }
public int IV { get; set; }
public string Nature { get; set; }
public DVIVNatureTriplet(int DV, int IV, string Nature)
{
this.DV = DV;
this.IV = IV;
this.Nature = Nature;
}
}
internal static class DVCalculator
{
private static long seed;
public static void setSeed(long seed)
{
DVCalculator.seed = seed;
}
public static long getSeed()
{
return DVCalculator.seed;
}
// This function is lifted from turtleisaac's Pokeditor (with permission)
// See https://github.com/turtleisaac/PokEditor-v2/blob/72ca6ab641f616b8be9a87624b81896baa45f947/src/com/turtleisaac/pokeditor/utilities/TrainerPersonalityCalculator.java
public static long getNextRandom()
{
long random = 0x41c64e6d * seed + 0x6073;
//last 32 bits is new seed
seed = random & 0xFFFFFFFFL;
return random;
}
public static int findHighestDV(int trainerIdx, int trainerClassIdx, bool trainerClassMale, int pokeIdx, int pokeLevel, uint nature)
{
int DV;
// Iterate over all possible PIDs and return highest DV that yields the desired nature
for (DV = 255; DV >= 0; DV--)
{
if (getNatureFromPID(generatePID(trainerIdx, trainerClassIdx, trainerClassMale, pokeIdx, pokeLevel, DV)) == nature)
{ return DV; }
}
return -1;
}
// this function is lifted from turtleisaac's Pokeditor (with permission)
// See https://github.com/turtleisaac/PokEditor-v2/blob/72ca6ab641f616b8be9a87624b81896baa45f947/src/com/turtleisaac/pokeditor/utilities/TrainerPersonalityCalculator.java
public static uint generatePID(int trainerIdx, int trainerClassIdx, bool trainerClassMale, int pokeIdx, int pokeLevel, int difficultyValue)
{
long newSeed = trainerIdx + pokeIdx + pokeLevel + difficultyValue;
long random = 0;
setSeed(newSeed);
while (trainerClassIdx > 0)
{
trainerClassIdx--;
random = getNextRandom();
}
// Don't really get this part? Why are we shifting to the right then left again?
long PID = (random >> 16) & 0xffff;
PID = PID * 256;
// This seems super arbitrary (wtf GameFreak?)
PID += trainerClassMale ? 136 : 120;
return (uint)PID;
}
public static uint getNatureFromPID(uint PID)
{
return (PID % 100) % 25;
}
public static List<DVIVNatureTriplet> getAllNatures(int trainerIdx, int trainerClassIdx, bool trainerClassMale, int pokeIdx, int pokeLevel)
{
List<DVIVNatureTriplet> natureList = new List<DVIVNatureTriplet>();
int DV;
uint natureIdx;
// Iterate over all possible PIDs and store the DV IV and Nature String in the custom data type
for (DV = 255; DV >= 0; DV--)
{
natureIdx = getNatureFromPID(generatePID(trainerIdx, trainerClassIdx, trainerClassMale, pokeIdx, pokeLevel, DV));
natureList.Add(new DVIVNatureTriplet(DV, DV*31/255 , Natures[(int)natureIdx]));
}
return natureList;
}
public static readonly List<string> Natures = new List<string>
{
"Hardy: Neutral",
"Lonely: +Atk, -Def",
"Brave: +Atk, -Spe",
"Adamant: +Atk, -SpA",
"Naughty: +Atk, -SpD",
"Bold: +Def, -Atk",
"Docile: Neutral",
"Relaxed: +Def, -Spe",
"Impish: +Def, -SpA",
"Lax: +Def, -SpD",
"Timid: +Spe, -Atk",
"Hasty: +Spe, -Def",
"Serious: Neutral",
"Jolly: +Spe, -SpA",
"Naive: +Spe, -SpD",
"Modest: +SpA, -Atk",
"Mild: +SpA, -Def",
"Quiet: +SpA, -Spe",
"Bashful: Neutral",
"Rash: +SpA, -SpD",
"Calm: +SpD, -Atk",
"Gentle: +SpD, -Def",
"Sassy: +SpD, -Spe",
"Careful: +SpD, -SpA",
"Quirky: Neutral"
};
}
}