pkNX/pkNX.Randomization/Randomizers/Settings/TrainerRandSettings.cs
Kurt 2578ba073c Refactoring
File scoped namespaces for all lib projects
netstandard2.0 => net6; now uniform. bye netframework!
2022-10-01 17:08:17 -07:00

98 lines
4.3 KiB
C#

using System;
using System.ComponentModel;
namespace pkNX.Randomization;
[Serializable]
[TypeConverter(typeof(ExpandableObjectConverter))]
public class TrainerRandSettings
{
private const string General = nameof(General);
private const string Classes = nameof(Classes);
private const string PKM = nameof(PKM);
private const string Stats = nameof(Stats);
private const string Moves = nameof(Moves);
#region General
[Category(General), Description("Modifies the team count per specifications, and forces fixed counts for some trainers.")]
public bool ModifyTeamCount { get; set; } = true;
[Category(General), Description("Minimum count of PKM the Trainer has. New PKM will be added to the team if less are currently present.")]
public int TeamCountMin { get; set; } = 1;
[Category(General), Description("Maximum count of PKM the Trainer has. PKM will be removed from the team if more are currently present.")]
public int TeamCountMax { get; set; } = 6;
[Category(General), Description("Chooses a random type for the Trainer, and requires each PKM to have that type.")]
public bool TeamTypeThemed { get; set; }
[Category(General), Description("Maxes out the Trainer AI value to use its team and moves most effectively.")]
public bool TrainerMaxAI { get; set; } = true;
[Category(General), Description("Force special strong battles to have a full team of 6 PKM.")]
public bool ForceSpecialTeamCount6 { get; set; } = true;
[Category(General), Description("Force all battles to be a Double Battle with an even (not odd) amount of PKM.")]
public bool ForceDoubles { get; set; }
#endregion
#region Classes
[Category(Classes), Description("Change Trainer Class to another random Trainer Class.")]
public bool RandomTrainerClass { get; set; }
[Category(Classes), Description("Skip changing Trainer Classes that are considered special (avoiding crashes).")]
public bool SkipSpecialClasses { get; set; } = true;
#endregion
#region PKM
[Category(PKM), Description("Randomizes the Species and basic stat details of all Team members.")]
public bool RandomizeTeam { get; set; } = true;
[Category(PKM), Description("Allows random Mega Forms when randomizing species.")]
public bool AllowRandomMegaForms { get; set; }
[Category(PKM), Description("Allows random Fused PKM when randomizing species.")]
public bool AllowRandomFusions { get; set; }
[Category(PKM), Description("Allows random Held Items when randomizing species.")]
public bool AllowRandomHeldItems { get; set; }
[Category(PKM), Description("Forces all PKM above the specified level setting to be fully evolved.")]
public bool ForceFullyEvolved { get; set; } = true;
[Category(PKM), Description("Forces all PKM above this level to be fully evolved if the " + nameof(ForceFullyEvolved) + " setting is set.")]
public int ForceFullyEvolvedAtLevel { get; set; } = 36;
[Category(PKM), Description("Swaps Gigantamaxed species with other Gigantamaxed species.")]
public bool GigantamaxSwap { get; set; }
[Category(PKM), Description("Causes all PKM levels to be boosted by the specified ratio multiplier.")]
public bool BoostLevel { get; set; } = true;
[Category(PKM), Description("Boosts levels of all PKM by this ratio if the " + nameof(BoostLevel) + " setting is set.")]
public float LevelBoostRatio { get; set; } = 1.1f;
#endregion
#region Stats
[Category(Stats), Description("Makes random Trainer PKM shiny.")]
public bool RandomShinies { get; set; } = true;
[Category(Stats), Description("Makes random Trainer PKM shiny at this rate (percent).")]
public float ShinyChance { get; set; } = 2.5f;
[Category(Stats), Description("Maximizes all IVs.")]
public bool MaxIVs { get; set; } = true;
[Category(Stats), Description("Picks a random valid ability for each PKM.")]
public bool RandomAbilities { get; set; } = true;
[Category(Stats), Description("Makes all Dynamaxed PKM have a Dynamax Level of 10.")]
public bool MaxDynamaxLevel { get; set; } = true;
#endregion
#region Moves
[Category(Moves), Description("How movesets are randomized/chosen for each PKM.")]
public MoveRandType MoveRandType { get; set; } = MoveRandType.RandomMoves;
#endregion
}