Move data and data loading to plugin libraries.
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using System;
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using System.Linq;
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using PkmnLib.Dynamic.Libraries;
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using PkmnLib.Static.Moves;
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namespace PkmnLib.Plugin.Gen7.Libraries.Battling;
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public class Gen7DamageCalculator(bool hasRandomness) : IDamageCalculator
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{
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/// <inheritdoc />
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public uint GetDamage(IExecutingMove executingMove, IPokemon target, byte hitNumber, IHitData hitData)
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{
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var category = executingMove.UseMove.Category;
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if (category == MoveCategory.Status)
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return 0;
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if (hitData.Effectiveness == 0)
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return 0;
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var levelModifier = 2.0f * executingMove.User.Level / 5.0f + 2.0f;
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var basePower = (float)hitData.BasePower;
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var statModifier = GetStatModifier(executingMove, target, hitNumber, hitData);
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var damageModifier = GetDamageModifier(executingMove, target, hitNumber);
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var floatDamage = MathF.Floor(levelModifier * basePower);
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floatDamage = MathF.Floor(floatDamage * statModifier);
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floatDamage = MathF.Floor(floatDamage / 50.0f) + 2.0f;
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floatDamage = MathF.Floor(floatDamage * damageModifier);
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if (executingMove.TargetCount > 1)
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floatDamage = MathF.Floor(floatDamage * 0.75f);
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if (hitData.IsCritical)
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{
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var critModifier = 1.5f;
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executingMove.RunScriptHook(script =>
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script.ChangeCriticalModifier(executingMove, target, hitNumber, ref critModifier));
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floatDamage = MathF.Floor(floatDamage * critModifier);
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}
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if (hasRandomness)
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{
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var battle = target.BattleData?.Battle;
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if (battle == null)
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throw new InvalidOperationException("Randomness is enabled, but no battle is set.");
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var random = battle.Random;
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var randomFactor = random.GetInt(85, 101) / 100.0f;
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floatDamage = MathF.Floor(floatDamage * randomFactor);
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}
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if (hitData.Type != null && executingMove.User.Types.Contains(hitData.Type.Value))
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{
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var stabModifier = 1.5f;
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executingMove.RunScriptHook(script =>
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script.ChangeStabModifier(executingMove, target, hitNumber, ref stabModifier));
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floatDamage = MathF.Floor(floatDamage * stabModifier);
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}
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floatDamage = MathF.Floor(floatDamage * hitData.Effectiveness);
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uint damage = floatDamage switch
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{
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> uint.MaxValue => uint.MaxValue,
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< 1 => 1,
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_ => (uint)floatDamage,
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};
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executingMove.RunScriptHook(script => script.ChangeMoveDamage(executingMove, target, hitNumber, ref damage));
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target.RunScriptHook(script => script.ChangeIncomingMoveDamage(executingMove, target, hitNumber, ref damage));
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return damage;
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}
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/// <inheritdoc />
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public ushort GetBasePower(IExecutingMove executingMove, IPokemon target, byte hitNumber, IHitData hitData)
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{
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if (executingMove.UseMove.Category == MoveCategory.Status)
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return 0;
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var basePower = (ushort)executingMove.UseMove.BasePower;
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executingMove.RunScriptHook(script => script.ChangeBasePower(executingMove, target, hitNumber, ref basePower));
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return basePower;
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}
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/// <inheritdoc />
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public bool IsCritical(IBattle battle, IExecutingMove executingMove, IPokemon target, byte hitNumber)
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{
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if (executingMove.UseMove.Category == MoveCategory.Status)
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return false;
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byte critStage = 0;
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executingMove.RunScriptHook(script =>
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script.ChangeCriticalStage(executingMove, target, hitNumber, ref critStage));
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var random = battle.Random;
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return critStage switch
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{
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0 => random.GetInt(24) == 0,
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1 => random.GetInt(8) == 0,
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2 => random.GetInt(2) == 0,
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_ => true,
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};
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}
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private static float GetStatModifier(IExecutingMove executingMove, IPokemon target, byte hitNumber,
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IHitData hitData)
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{
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var category = executingMove.UseMove.Category;
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if (category == MoveCategory.Status)
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return 1;
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var (offensive, defensive) = category switch
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{
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MoveCategory.Physical => (Statistic.Attack, Statistic.Defense),
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_ => (Statistic.SpecialAttack, Statistic.SpecialDefense),
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};
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// Check if we can bypass the defensive stat boost on the target. We default to this if the
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// move is critical, and the target has a defensive stat boost of > 0, but a script is
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// allowed to change this.
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var bypassDefense = hitData.IsCritical && target.StatBoost.GetStatistic(defensive) > 0;
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executingMove.RunScriptHook(script =>
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script.BypassDefensiveStatBoosts(executingMove, target, hitNumber, ref bypassDefense));
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// Check if we can bypass the offensive stat boost on the user. We default to this if the
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// move is critical, and the user has an offensive stat boost of < 0, but a script is
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// allowed to change this.
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var bypassOffense = hitData.IsCritical && executingMove.User.StatBoost.GetStatistic(offensive) < 0;
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executingMove.RunScriptHook(script =>
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script.BypassOffensiveStatBoosts(executingMove, target, hitNumber, ref bypassOffense));
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var userStats = executingMove.User.BoostedStats;
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if (bypassOffense)
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userStats = executingMove.User.FlatStats;
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var offensiveStat = userStats.GetStatistic(offensive);
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var targetStats = target.BoostedStats;
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if (bypassDefense)
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targetStats = target.FlatStats;
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var defensiveStat = targetStats.GetStatistic(defensive);
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var origOffensiveStat = offensiveStat;
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executingMove.RunScriptHook(script =>
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script.ChangeOffensiveStatValue(executingMove, target, hitNumber, defensiveStat, targetStats,
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ref offensiveStat));
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executingMove.RunScriptHook(script => script.ChangeDefensiveStatValue(executingMove, target, hitNumber,
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origOffensiveStat, targetStats, ref defensiveStat));
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var modifier = (float)offensiveStat / defensiveStat;
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executingMove.RunScriptHook(script =>
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script.ChangeDamageStatModifier(executingMove, target, hitNumber, ref modifier));
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return modifier;
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}
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/// <summary>
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/// Gets the damage modifier. This is a value that defaults to 1.0, but can be modified by scripts
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/// to apply a raw modifier to the damage.
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/// </summary>
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private static float GetDamageModifier(IExecutingMove executingMove, IPokemon target, byte hitNumber)
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{
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var modifier = 1.0f;
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executingMove.RunScriptHook(script =>
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script.ChangeDamageModifier(executingMove, target, hitNumber, ref modifier));
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return modifier;
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}
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}
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