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https://github.com/kwsch/pk3DS.git
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shifting away from gui driven, more towards randomization managing object-classes can do if (x is PersonalInfo7 p7)... for type specific rands, way faster than doing rand in by the GUI anyway. p7 & p6 rand is actually the same, no SM specific additions were made. eventually the other editor-randomizers will be treated like this, and maybe GameConfig will be expanded to store more persistent string / etc data.
107 lines
3.6 KiB
C#
107 lines
3.6 KiB
C#
namespace pk3DS.Core.Structures.PersonalInfo
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{
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public abstract class PersonalInfo
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{
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protected byte[] Data;
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public abstract byte[] Write();
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public abstract int HP { get; set; }
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public abstract int ATK { get; set; }
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public abstract int DEF { get; set; }
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public abstract int SPE { get; set; }
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public abstract int SPA { get; set; }
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public abstract int SPD { get; set; }
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public int[] Stats
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{
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get => new[] {HP, ATK, DEF, SPE, SPA, SPD};
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set
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{
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HP = value[0];
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ATK = value[1];
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DEF = value[2];
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SPE = value[3];
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SPA = value[4];
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SPD = value[5];
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}
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}
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public abstract int EV_HP { get; set; }
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public abstract int EV_ATK { get; set; }
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public abstract int EV_DEF { get; set; }
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public abstract int EV_SPE { get; set; }
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public abstract int EV_SPA { get; set; }
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public abstract int EV_SPD { get; set; }
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public abstract int[] Types { get; set; }
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public abstract int CatchRate { get; set; }
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public virtual int EvoStage { get; set; }
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public abstract int[] Items { get; set; }
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public abstract int Gender { get; set; }
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public abstract int HatchCycles { get; set; }
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public abstract int BaseFriendship { get; set; }
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public abstract int EXPGrowth { get; set; }
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public abstract int[] EggGroups { get; set; }
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public abstract int [] Abilities { get; set; }
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public abstract int EscapeRate { get; set; }
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public virtual int FormeCount { get; set; }
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protected internal virtual int FormStatsIndex { get; set; }
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public virtual int FormeSprite { get; set; }
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public abstract int BaseEXP { get; set; }
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public abstract int Color { get; set; }
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public virtual int Height { get; set; } = 0;
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public virtual int Weight { get; set; } = 0;
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public bool[] TMHM { get; set; }
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public bool[] TypeTutors { get; set; }
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public bool[][] SpecialTutors { get; set; } = new bool[0][];
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protected static bool[] getBits(byte[] data)
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{
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bool[] r = new bool[8 * data.Length];
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for (int i = 0; i < r.Length; i++)
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r[i] = (data[i/8] >> (i&7) & 0x1) == 1;
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return r;
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}
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protected static byte[] setBits(bool[] bits)
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{
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byte[] data = new byte[bits.Length/8];
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for (int i = 0; i < bits.Length; i++)
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data[i / 8] |= (byte)(bits[i] ? 1 << (i&0x7) : 0);
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return data;
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}
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// Data Manipulation
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public int FormeIndex(int species, int forme)
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{
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if (forme <= 0) // no forme requested
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return species;
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if (FormStatsIndex <= 0) // no formes present
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return species;
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if (forme > FormeCount) // beyond range of species' formes
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return species;
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return FormStatsIndex + forme - 1;
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}
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public int RandomGender
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{
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get
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{
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switch (Gender)
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{
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case 255: // Genderless
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return 2;
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case 254: // Female
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return 1;
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case 0: // Male
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return 0;
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default:
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return (int)(Util.rnd32() % 2);
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}
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}
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}
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public bool HasFormes => FormeCount > 1;
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public int BST => HP + ATK + DEF + SPE + SPA + SPD;
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}
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}
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