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-rw-r--r--kon/konrmdata.c138
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+/* SPDX-License-Identifier: MIT */
+/*
+ * konrmdata.c
+ *
+ * Copyright (c) 2026 KonAki
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include "konrmdata.h"
+
+#include <stddef.h>
+
+/*** enemies ***/
+
+void kon_rmEnemyBattler(const kon_rmEnemy_t *enemy, kon_battler_t *out)
+{
+ int i, n = 1;
+
+ if (!out) return;
+ kon_battlerInit(out, enemy && enemy->name ? enemy->name : "", KON_ENEMIES, 1);
+ if (!enemy) return;
+ for (i = 0; i < KON_PARAMS; i++) out->base[i] = enemy->params[i] < 0 ? 0 : enemy->params[i];
+ out->hp = out->base[KON_STAT_MHP];
+ out->mp = out->base[KON_STAT_MMP];
+ out->hit = enemy->hit;
+ out->eva = enemy->eva;
+ out->cri = enemy->cri;
+ out->cev = enemy->cev;
+ out->mev = enemy->mev;
+ out->mrf = enemy->mrf;
+ out->pdr = enemy->pdr;
+ out->mdr = enemy->mdr;
+ out->hrg = enemy->hrg;
+ out->mrg = enemy->mrg;
+ out->trg = enemy->trg;
+ if (KON_ELEMENTS < KON_RM_ELEMENTS) n = KON_ELEMENTS;
+ else n = KON_RM_ELEMENTS;
+ for (i = 0; i < n; i++) out->elementRate[i] = enemy->elementRate[i];
+}
+
+static uint32_t roll(uint32_t *seed)
+{
+ uint32_t s = *seed ? *seed : 1;
+
+ s ^= s << 13;
+ s ^= s >> 17;
+ s ^= s << 5;
+ *seed = s;
+ return s;
+}
+
+static int turnMatches(int turn, int a, int b)
+{
+ if (b == 0) return turn == a;
+ return turn >= 1 && turn >= a && turn % b == a % b;
+}
+
+static int conditionMet(const kon_rmEnemyAction_t *action, const kon_rmAi_t *ai)
+{
+ const kon_battler_t *self = ai->self;
+ int mhp = self ? self->base[KON_STAT_MHP] + self->plus[KON_STAT_MHP] : 0;
+ int mmp = self ? self->base[KON_STAT_MMP] + self->plus[KON_STAT_MMP] : 0;
+
+ switch (action->conditionType) {
+ case 0: return 1;
+ case 1: return turnMatches(ai->turn, action->param1, action->param2);
+ case 2: return self && mhp > 0 && self->hp * 100 >= action->param1 * mhp && self->hp * 100 <= action->param2 * mhp;
+ case 3: return self && mmp > 0 && self->mp * 100 >= action->param1 * mmp && self->mp * 100 <= action->param2 * mmp;
+ case 4: return self && kon_battlerHasState(self, action->param1);
+ case 5: return ai->partyLevel >= action->param1;
+ case 6: return ai->switchOn && ai->switchOn(action->param1, ai->user);
+ default: return 0;
+ }
+}
+
+int kon_rmEnemyAction(const kon_rmEnemy_t *enemy, const kon_rmAi_t *ai, uint32_t *seed)
+{
+ int valid[64], count = 0, best = 0, i;
+ long long sum = 0, pick;
+
+ if (!enemy || !ai || !seed || !enemy->actions) return 0;
+ for (i = 0; i < enemy->actionCount && count < 64; i++) {
+ const kon_rmEnemyAction_t *a = &enemy->actions[i];
+
+ if (a->skillId <= 0 || !conditionMet(a, ai)) continue;
+ if (ai->usable && !ai->usable(a->skillId, ai->user)) continue;
+ valid[count++] = i;
+ if (a->rating > best) best = a->rating;
+ }
+ if (count == 0) return 0;
+ best -= 3; /* only what is within 2 of the best */
+ for (i = 0; i < count; i++) {
+ int over = enemy->actions[valid[i]].rating - best;
+
+ if (over > 0) sum += over;
+ }
+ if (sum <= 0) return 0;
+ pick = (long long)(roll(seed) % (uint32_t)(sum > 2000000000 ? 2000000000 : sum));
+ for (i = 0; i < count; i++) {
+ int over = enemy->actions[valid[i]].rating - best;
+
+ if (over <= 0) continue;
+ pick -= over;
+ if (pick < 0) return enemy->actions[valid[i]].skillId;
+ }
+ return 0;
+}
+
+/*** troops ***/
+
+int kon_rmTroopPageReady(const kon_rmTroopPage_t *page, int turn, int turnEnd, int enemyHp, int actorHp, int switchOn)
+{
+ if (!page) return 0;
+ if (!page->turnEnding && !page->turnValid && !page->enemyValid && !page->actorValid && !page->switchValid) return 0;
+ if (page->turnEnding && !turnEnd) return 0;
+ if (page->turnValid && !turnMatches(turn, page->turnA, page->turnB)) return 0;
+ if (page->enemyValid && (enemyHp < 0 || enemyHp > page->enemyHp)) return 0;
+ if (page->actorValid && (actorHp < 0 || actorHp > page->actorHp)) return 0;
+ if (page->switchValid && !switchOn) return 0;
+ return 1;
+}