Group.cs 28 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Diagnostics;
  4. using System.Linq;
  5. using Microsoft.Xna.Framework;
  6. using OpenVIII.IGMData.Pool;
  7. using OpenVIII.Kernel;
  8. using Magic = OpenVIII.Battle.Dat.Magic;
  9. namespace OpenVIII.IGMData.Target
  10. {
  11. public class Group : IGMData.Group.Base
  12. {
  13. #region Fields
  14. private readonly int[] Renzokuken_hits = { 4, 5, 6, 7 };
  15. private IReadOnlyDictionary<int, Func<bool>> CommandFunc;
  16. private bool skipend;
  17. #endregion Fields
  18. #region Properties
  19. public BlueMagicQuistisLimitBreak BlueMagic { get; private set; }
  20. public BattleCommand Command { get; private set; }
  21. public Combine.KernelItem CombineKernelItem { get; private set; }
  22. public EnemyAttacksData EnemyAttack { get; private set; }
  23. public ItemInMenu Item { get; private set; }
  24. public MagicData Magic { get; private set; }
  25. public Random RandomTarget { get; private set; } = false;
  26. public int Casts { get; private set; }
  27. public Kernel.Target Target { get; private set; }
  28. private Draw Draw_Pool => (Draw)ITEM[2, 0];
  29. private Enemies TargetEnemies => (Enemies)ITEM[0, 0];
  30. private Party TargetParty => (Party)ITEM[1, 0];
  31. #endregion Properties
  32. #region Methods
  33. public static Group Create(Damageable damageable, bool makesubs = true)
  34. {
  35. const int X1 = 32;
  36. const int Width1 = 400;
  37. const int Height = 140;
  38. const int X2 = X1 + Width1;
  39. const int Width2 = 180;
  40. const int Y = 464;
  41. var r = Create<Group>(
  42. Enemies.Create(new Rectangle(X1, Y, Width1, Height)),
  43. Party.Create(new Rectangle(X2, Y, Width2, Height)),
  44. makesubs ? Pool.Draw.Create(new Rectangle(X1 + 50, Y - 50, 300, 40*3), damageable, true) : null);
  45. r.SetDamageable(damageable);
  46. r.CONTAINER.Pos = new Rectangle(X1, Y, Width1 + Width2, Height);
  47. r.after();
  48. return r;
  49. }
  50. public override void Draw() => base.Draw();
  51. public override bool Inputs()
  52. {
  53. var ret = false;
  54. if (Draw_Pool?.Enabled ?? false)
  55. {
  56. TargetEnemies.Cursor_Status |= Cursor_Status.Blinking;
  57. return Draw_Pool.Inputs();
  58. }
  59. TargetEnemies.Cursor_Status &= ~Cursor_Status.Blinking;
  60. if (TargetEnemies.Enabled && (((TargetEnemies.Cursor_Status | TargetParty.Cursor_Status) & Cursor_Status.Enabled) == 0 || !TargetParty.Enabled))
  61. TargetEnemies.Cursor_Status |= Cursor_Status.Enabled;
  62. else if (TargetParty.Enabled && (((TargetEnemies.Cursor_Status | TargetParty.Cursor_Status) & Cursor_Status.Enabled) == 0 || !TargetEnemies.Enabled))
  63. TargetParty.Cursor_Status |= Cursor_Status.Enabled;
  64. if (TargetEnemies.Enabled && ((TargetEnemies.Cursor_Status & Cursor_Status.Enabled) != 0 || TargetEnemies.CONTAINER.Pos.Contains(MouseLocation)))
  65. {
  66. TargetEnemies.Cursor_Status |= Cursor_Status.Enabled;
  67. TargetParty.Cursor_Status &= ~Cursor_Status.Enabled;
  68. ret = TargetEnemies.Inputs();
  69. }
  70. if (!ret && TargetParty.Enabled && ((TargetParty.Cursor_Status & Cursor_Status.Enabled) != 0 || TargetParty.CONTAINER.Pos.Contains(MouseLocation)))
  71. {
  72. TargetParty.Cursor_Status |= Cursor_Status.Enabled;
  73. TargetEnemies.Cursor_Status &= ~Cursor_Status.Enabled;
  74. ret = TargetParty.Inputs();
  75. }
  76. if (!ret)
  77. {
  78. Cursor_Status = Cursor_Status.Hidden | Cursor_Status.Static | Cursor_Status.Enabled;
  79. skipdata = true;
  80. ret = base.Inputs();
  81. skipdata = false;
  82. }
  83. return ret;
  84. }
  85. public override bool Inputs_CANCEL()
  86. {
  87. Hide();
  88. return true;
  89. }
  90. public override bool Inputs_OKAY()
  91. {
  92. base.Inputs_OKAY();
  93. return Execute();
  94. }
  95. /// <summary>
  96. /// Execute the ability on the Target. If Random is set execute on random target.
  97. /// </summary>
  98. /// <returns></returns>
  99. public bool Execute()
  100. {
  101. var ret = false;
  102. while (Casts-- > 0)
  103. {
  104. skipend = Casts > 0;
  105. if (CommandFunc.TryGetValue(Command.BattleID, out var val))
  106. ret = val.Invoke() || ret;
  107. else
  108. ret = CommandDefault() || ret;
  109. }
  110. return ret;
  111. }
  112. public void EndTurn()
  113. {
  114. if (!skipend)
  115. Damageable?.EndTurn();
  116. }
  117. public override void Refresh(Damageable damageable)
  118. {
  119. base.Refresh(damageable);
  120. Draw_Pool?.Refresh(damageable);
  121. }
  122. public override void Reset()
  123. {
  124. HideChildren();
  125. Hide();
  126. base.Reset();
  127. }
  128. public void SelectTargetWindows(Combine.KernelItem c)
  129. {
  130. var t = c.Target;
  131. SelectTargetWindows(t);
  132. Command = Memory.KernelBin.BattleCommands[19];
  133. CombineKernelItem = c;
  134. }
  135. public void SelectTargetWindows(EnemyAttacksData c)
  136. {
  137. // we don't know what the enemy attacks default target is. Setting a general default here.
  138. // The battle AI script sets the target for the enemies
  139. // http://forums.qhimm.com/index.php?topic=18384.0
  140. var t = Kernel.Target.Ally | Kernel.Target.Enemy | Kernel.Target.SingleTarget;
  141. SelectTargetWindows(t);
  142. Command = Memory.KernelBin.BattleCommands[1];
  143. EnemyAttack = c;
  144. }
  145. public void SelectTargetWindows(ItemInMenu c, bool shot = false)
  146. {
  147. var t = c.Battle?.Target ?? Kernel.Target.Enemy | Kernel.Target.SingleTarget;
  148. if (shot)
  149. t = c.Shot.Target;
  150. SelectTargetWindows(t);
  151. Command = Memory.KernelBin.BattleCommands[shot ? 14 : 4];
  152. Item = c;
  153. }
  154. public void SelectTargetWindows(BattleCommand c)
  155. {
  156. var t = c.Target;
  157. SelectTargetWindows(t);
  158. Command = c;
  159. Magic = null;
  160. BlueMagic = null;
  161. }
  162. public void SelectTargetWindows(MagicData c, int casts = 1, Random random = default)
  163. {
  164. var t = c.Target;
  165. SelectTargetWindows(t, casts, random);
  166. Command = Memory.KernelBin.BattleCommands[2];
  167. Magic = c;
  168. }
  169. public void SelectTargetWindows(BlueMagicQuistisLimitBreak c)
  170. {
  171. //not sure if target data is missing for blue magic.
  172. //The target box does show up in game so I imagine the target data is in there somewhere.
  173. var t = c.Target;
  174. SelectTargetWindows(t);
  175. Command = Memory.KernelBin.BattleCommands[15];
  176. BlueMagic = c;
  177. }
  178. public override void Show() => base.Show();
  179. public void ShowTargetWindows()
  180. {
  181. skipdata = true;
  182. Show();
  183. skipdata = false;
  184. Refresh();
  185. }
  186. protected override void Init()
  187. {
  188. base.Init();
  189. if (CommandFunc == null)
  190. CommandFunc = new Dictionary<int, Func<bool>>
  191. {
  192. //{0,Command00 },
  193. {1,Command01_ATTACK },
  194. {2,Command02_MAGIC },
  195. //{3,Command03_GF },
  196. {4,Command04_ITEM },
  197. {5,Command05_RENZOKUKEN },
  198. {6,Command06_DRAW },
  199. {7,Command07_DEVOUR },
  200. //{8,Command08_UNNAMED },
  201. //{9,Command09_CAST },
  202. //{10,Command10_STOCK },
  203. {11,Command11_DUEL },
  204. {12,Command12_MUG },
  205. //{13,Command13_NOMSG },
  206. {14,Command14_SHOT },
  207. {15,Command15_BLUE_MAGIC },
  208. //{16,Command16_SLOT },
  209. {17,Command17_FIRE_CROSS_NO_MERCY },
  210. {18,Command18_SORCERY_ICE_STRIKE },
  211. {19,Command19_COMBINE },
  212. {20,Command20_DESPERADO },
  213. {21,Command21_BLOOD_PAIN },
  214. {22,Command22_MASSIVE_ANCHOR },
  215. //{23,Command23_DEFEND },
  216. {24,Command24_MADRUSH },
  217. {25,Command25_TREATMENT },
  218. {26,Command26_RECOVERY },
  219. {27,Command27_REVIVE },
  220. {28,Command28_DARKSIDE },
  221. {29,Command29_CARD },
  222. {30,Command30_DOOM },
  223. {31,Command31_KAMIKAZI },
  224. {32,Command32_ABSORB },
  225. {33,Command33_LVL_DOWN },
  226. {34,Command34_LVL_UP },
  227. {35,Command35_SINGLE },
  228. {36,Command36_DOUBLE },
  229. {37,Command37_TRIPLE },
  230. {38,Command38_MINIMOG }
  231. };
  232. //bool Command00() => throw new NotImplementedException();
  233. bool Command01_ATTACK()
  234. {
  235. NeededVariables(out var d);
  236. if (EnemyAttack != null && Damageable.GetEnemy(out var e))
  237. {
  238. Debug.WriteLine($"{Damageable.Name} uses {EnemyAttack.Name}({EnemyAttack.MagicID}) enemy attack on { DebugMessageSuffix(d) }");
  239. }
  240. EndTurn();
  241. return true;
  242. }
  243. bool Command02_MAGIC()
  244. {
  245. NeededVariables(out var d, Magic.PositiveMagic);
  246. Debug.WriteLine($"{Damageable.Name} casts {Magic.Name}({Magic.MagicDataID}) spell on { DebugMessageSuffix(d) }");
  247. EndTurn();
  248. return true;
  249. }
  250. //bool Command03_GF() => throw new NotImplementedException();
  251. bool Command04_ITEM()
  252. {
  253. NeededVariables(out var d);
  254. Debug.WriteLine($"{Damageable.Name} uses {Item.Name}({Item.ID}) item on { DebugMessageSuffix(d) }");
  255. EndTurn();
  256. return true;
  257. }
  258. bool Command05_RENZOKUKEN()
  259. {
  260. NeededVariables(out var d);
  261. if (d.First().GetType() == typeof(Enemy) && Damageable.GetCharacterData(out var c))
  262. {
  263. var squall = Memory.State[Characters.Squall_Leonhart];
  264. //Renzokuken
  265. var weaponid = squall.WeaponID;
  266. var hits = 0;
  267. if (c.CurrentCrisisLevel > 0)
  268. hits = c.CurrentCrisisLevel < Renzokuken_hits.Length ? Renzokuken_hits[c.CurrentCrisisLevel] : Renzokuken_hits.Last();
  269. //else return false;
  270. else hits = Renzokuken_hits.First();
  271. var finisherchance = (c.CurrentCrisisLevel + 1) * 60;
  272. var willfinish = Memory.Random.Next(byte.MaxValue + 1) <= finisherchance;
  273. var choosefinish = Memory.Random.Next(3 + 1);
  274. var weapondata = Memory.KernelBin.WeaponsData[weaponid];
  275. var renzokukenfinisher = weapondata.Renzokuken;
  276. if (renzokukenfinisher == 0)
  277. willfinish = false;
  278. //per wiki the chance of which finisher is 25% each and the highest value finisher get the remaining of 100 percent.
  279. //so rough divide is 100% when you only only have that
  280. //when you unlock 2 one is 75% chance
  281. //when you onlock 3 last one is 50%
  282. //when you unlock all 4 it's 25% each.
  283. //finishers each have their own target
  284. Menu.BattleMenus.GetCurrentBattleMenu().Renzokuken.Reset(hits);
  285. Menu.BattleMenus.GetCurrentBattleMenu().Renzokuken.Show();
  286. if (willfinish)
  287. {
  288. var flags = Enum.GetValues(typeof(RenzokukenFinisher))
  289. .Cast<RenzokukenFinisher>()
  290. .Where(f => (f & renzokukenfinisher) != 0)
  291. .ToList().AsReadOnly();
  292. var finisher = choosefinish >= flags.Count ? flags.Last() : flags[choosefinish];
  293. Debug.WriteLine($"{Damageable.Name} hits {hits} times with {Command.Name}({Command.BattleID}) then uses {Memory.KernelBin.RenzokukenFinishersData[finisher].Name}.");
  294. }
  295. else
  296. Debug.WriteLine($"{Damageable.Name} hits {hits} times with {Command.Name}({Command.BattleID}) then fails to use a finisher.");
  297. }
  298. return true;
  299. }
  300. bool Command06_DRAW()
  301. {
  302. NeededVariables(out var d);
  303. //draw
  304. //spawn a 1 page 4 row pool of the magic/gfs that the selected enemy has.
  305. if (d.First().GetType() == typeof(Enemy))
  306. {
  307. var e = (Enemy)d.First();
  308. DrawMagic(e.DrawList);
  309. Draw_Pool.Refresh(e.DrawList);
  310. Draw_Pool.Show();
  311. }
  312. return true;
  313. }
  314. bool Command07_DEVOUR()
  315. {
  316. NeededVariables(out var d);
  317. //TODO add devour commands
  318. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  319. EndTurn();
  320. return true;
  321. }
  322. //bool Command08_UNNAMED() => throw new NotImplementedException();
  323. //bool Command09_CAST() => throw new NotImplementedException();
  324. //bool Command10_STOCK() => throw new NotImplementedException();
  325. bool Command11_DUEL()
  326. {
  327. NeededVariables(out var d);
  328. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  329. EndTurn();
  330. return true;
  331. }
  332. bool Command12_MUG()
  333. {
  334. NeededVariables(out var d);
  335. if (d.First().GetType() == typeof(Enemy))
  336. {
  337. var e = (Enemy)d.First();
  338. //unsure if party member being ejected or if they need to be in the party for rare item to work
  339. var i = e.Mug(Damageable.SPD, Memory.State.PartyHasAbility(Abilities.RareItem));
  340. Debug.WriteLine($"{Damageable.Name} stole {i.Data?.Name}({i.ID}) x {i.QTY} from { DebugMessageSuffix(d) }");
  341. }
  342. EndTurn();
  343. return true;
  344. }
  345. //bool Command13_NOMSG() => throw new NotImplementedException();
  346. bool Command14_SHOT()
  347. {
  348. NeededVariables(out var d);
  349. Menu.BattleMenus.GetCurrentBattleMenu().Shot.Refresh(Item,d);
  350. Menu.BattleMenus.GetCurrentBattleMenu().Shot.Show();
  351. Debug.WriteLine($"{Damageable.Name} uses {Item.Name}({Item.ID}) item on { DebugMessageSuffix(d) }");
  352. return true;
  353. }
  354. bool Command15_BLUE_MAGIC()
  355. {
  356. NeededVariables(out var d);
  357. Debug.WriteLine($"{Damageable.Name} casts {BlueMagic.Name}({BlueMagic.BlueMagic}) spell on { DebugMessageSuffix(d) }");
  358. EndTurn();
  359. return false;
  360. }
  361. //bool Command16_SLOT() => throw new NotImplementedException();
  362. bool Command17_FIRE_CROSS_NO_MERCY()
  363. {
  364. NeededVariables(out var d);
  365. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  366. EndTurn();
  367. return true;
  368. }
  369. bool Command18_SORCERY_ICE_STRIKE()
  370. {
  371. NeededVariables(out var d);
  372. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  373. EndTurn();
  374. return true;
  375. }
  376. bool Command19_COMBINE()
  377. {
  378. //perform angelo attack unless angel wing is unlocked and chosen in menu.
  379. NeededVariables(out var d);
  380. Debug.WriteLine($"{Damageable.Name} used {CombineKernelItem.Name}({CombineKernelItem.ID}) - Combine Limit Break on { DebugMessageSuffix(d) }");
  381. EndTurn();
  382. return true;
  383. }
  384. bool Command20_DESPERADO()
  385. {
  386. NeededVariables(out var d);
  387. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  388. EndTurn();
  389. return true;
  390. }
  391. bool Command21_BLOOD_PAIN()
  392. {
  393. NeededVariables(out var d);
  394. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  395. EndTurn();
  396. return true;
  397. }
  398. bool Command22_MASSIVE_ANCHOR()
  399. {
  400. NeededVariables(out var d);
  401. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  402. EndTurn();
  403. return true;
  404. }
  405. //bool Command23_DEFEND() => throw new NotImplementedException();
  406. bool Command24_MADRUSH()
  407. {
  408. NeededVariables(out var d);
  409. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  410. EndTurn();
  411. return true;
  412. }
  413. bool Command25_TREATMENT()
  414. {
  415. NeededVariables(out var d);
  416. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  417. EndTurn();
  418. return true;
  419. }
  420. bool Command26_RECOVERY()
  421. {
  422. NeededVariables(out var d);
  423. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  424. EndTurn();
  425. return true;
  426. }
  427. bool Command27_REVIVE()
  428. {
  429. NeededVariables(out var d);
  430. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  431. EndTurn();
  432. return true;
  433. }
  434. bool Command28_DARKSIDE()
  435. {
  436. NeededVariables(out var d);
  437. EndTurn();
  438. return true;
  439. }
  440. bool Command29_CARD()
  441. {
  442. NeededVariables(out var d);
  443. if (d.First().GetType() == typeof(Enemy))
  444. {
  445. var e = (Enemy)d.First();
  446. var c = e.Card();
  447. if (c == Cards.ID.Fail)
  448. Debug.WriteLine($"{Damageable.Name} Failed to use {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  449. else if (c == Cards.ID.Immune)
  450. Debug.WriteLine($"{Damageable.Name} Failed to use {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) } because they are immune!");
  451. else
  452. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) } and got a {c} card");
  453. EndTurn();
  454. }
  455. return true;
  456. }
  457. bool Command30_DOOM()
  458. {
  459. NeededVariables(out var d);
  460. EndTurn();
  461. return true;
  462. }
  463. bool Command31_KAMIKAZI()
  464. {
  465. NeededVariables(out var d);
  466. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  467. EndTurn();
  468. return true;
  469. }
  470. bool Command32_ABSORB()
  471. {
  472. NeededVariables(out var d);
  473. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  474. EndTurn();
  475. return true;
  476. }
  477. bool Command33_LVL_DOWN()
  478. {
  479. NeededVariables(out var d);
  480. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  481. EndTurn();
  482. return true;
  483. }
  484. bool Command34_LVL_UP()
  485. {
  486. NeededVariables(out var d);
  487. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  488. EndTurn();
  489. return true;
  490. }
  491. bool Command35_SINGLE() => Command02_MAGIC();
  492. bool Command36_DOUBLE()
  493. {
  494. // CHOOSE 2X TARGETS
  495. throw new NotImplementedException();
  496. }
  497. bool Command37_TRIPLE()
  498. {
  499. // CHOOSE 3X TARGETS
  500. throw new NotImplementedException();
  501. }
  502. bool Command38_MINIMOG()
  503. {
  504. NeededVariables(out var d);
  505. Debug.WriteLine($"{Damageable.Name} used {Command.Name}({Command.BattleID}) on { DebugMessageSuffix(d) }");
  506. EndTurn();
  507. return true;
  508. }
  509. }
  510. private void after()
  511. {
  512. TargetEnemies.Target_Party = TargetParty;
  513. TargetParty.Target_Enemies = TargetEnemies;
  514. Draw_Pool?.Hide();
  515. Hide();
  516. }
  517. private bool CommandDefault() => throw new NotImplementedException();
  518. private string DamageableNames(Damageable[] e)
  519. {
  520. var r = $"[{e[0].Name}";
  521. for (var j = 1; j < e.Length; j++)
  522. r += $", {e[j]}";
  523. r += "]";
  524. return r;
  525. }
  526. private void DebugMessageCommand(Enemies i, Damageable[] d, Damageable fromvc) =>
  527. Debug.WriteLine(
  528. $"{Damageable.Name} uses {Command.Name}({Command.BattleID}) command on {DebugMessageSuffix(d)}");
  529. private string DebugMessageSuffix(Damageable[] d) => $"{DamageableNames(d)}({(d.Length == 1 ? TargetEnemies.CURSOR_SELECT.ToString() : "MultiSelect")})";
  530. /// <summary>
  531. /// Display pool with list
  532. /// </summary>
  533. /// <param name="drawList"></param>
  534. private static void DrawMagic(IEnumerable<Magic> drawList) => Debug.WriteLine($"Display draw pool: {string.Join(", ", drawList)}");
  535. private void NeededVariables(out Damageable[] d, bool positive = false)
  536. {
  537. Damageable[] e = null;
  538. Damageable[] vc = null;
  539. var party = Memory.State.Party.Where(x => x != Characters.Blank).Select(y => Memory.State[y]);
  540. if (Target.HasFlag(Kernel.Target.SingleTarget))
  541. {
  542. if (TargetEnemies.Enabled && TargetParty.Enabled && RandomTarget.Single && RandomTarget.Side)
  543. {
  544. var CombinedTargets = new List<Damageable>();
  545. if (RandomTarget.PositiveMatters)
  546. {
  547. if (positive)
  548. CombinedTargets.AddRange(party);
  549. else
  550. CombinedTargets.AddRange(Enemy.Party);
  551. }
  552. else
  553. {
  554. CombinedTargets.AddRange(Enemy.Party);
  555. CombinedTargets.AddRange(party);
  556. }
  557. var rand = CombinedTargets.Random();
  558. if (typeof(Enemy).Equals(rand.GetType()))
  559. {
  560. e = new[] { rand };
  561. }
  562. else if (typeof(Saves.CharacterData).Equals(rand.GetType()))
  563. {
  564. vc = new[] { rand };
  565. }
  566. }
  567. else
  568. {
  569. if (RandomTarget.Single)
  570. {
  571. TargetParty.Random();
  572. TargetEnemies.Random();
  573. }
  574. e = new[] { Enemy.Party[TargetEnemies.CURSOR_SELECT < Enemy.Party.Count ? TargetEnemies.CURSOR_SELECT : Enemy.Party.Count - 1] };
  575. vc = new[] { party.ElementAt(TargetParty.CURSOR_SELECT) };
  576. }
  577. }
  578. else
  579. {
  580. vc = party.ToArray();
  581. e = Enemy.Party.ToArray();
  582. if (RandomTarget.Side && TargetEnemies.Enabled && TargetParty.Enabled)
  583. {
  584. if (RandomTarget.PositiveMatters)
  585. {
  586. if (positive)
  587. e = null;
  588. else
  589. vc = null;
  590. }
  591. else
  592. switch (Memory.Random.Next(2))
  593. {
  594. case 0:
  595. vc = null;
  596. break;
  597. case 1:
  598. e = null;
  599. break;
  600. }
  601. }
  602. }
  603. var c = Memory.State.PartyData.Where(x => x != Characters.Blank).ToList()[TargetParty.CURSOR_SELECT];
  604. var fromc = Menu.BattleMenus.GetDamageable();
  605. //fromvc = Memory.State.Party.Where(x => x != Characters.Blank).ToList()[p];
  606. if (RandomTarget.PositiveMatters)
  607. {
  608. if (positive)
  609. e = null;
  610. else
  611. vc = null;
  612. }
  613. d = vc;
  614. if (((TargetEnemies.Cursor_Status & Cursor_Status.Enabled) != 0 && TargetEnemies.Enabled) || d == null)
  615. d = e;
  616. DebugMessageCommand(TargetEnemies, d, Damageable);
  617. }
  618. private void SelectTargetWindows(Kernel.Target t, int casts = 1, Random random = default)
  619. {
  620. RandomTarget = random ?? new Random(false);
  621. Casts = casts;
  622. Target = t;
  623. if ((t & Kernel.Target.Ally) != 0 || t == Kernel.Target.None || ((t & Kernel.Target.Enemy) == 0 && (t & Kernel.Target.SingleSide) != 0))
  624. {
  625. TargetParty.Show();
  626. TargetAll(TargetParty);
  627. }
  628. else
  629. TargetParty.Hide();
  630. if ((t & Kernel.Target.Enemy) != 0)
  631. {
  632. TargetEnemies.Show();
  633. TargetAll(TargetEnemies);
  634. }
  635. else
  636. TargetEnemies.Hide();
  637. void TargetAll(Base i)
  638. {
  639. if (Target.HasFlag(Kernel.Target.SingleTarget))
  640. {
  641. i.Cursor_Status &= ~Cursor_Status.All;
  642. }
  643. else
  644. i.Cursor_Status |= Cursor_Status.All;
  645. }
  646. if (Damageable.GetEnemy(out var e))
  647. {
  648. if (TargetEnemies.Enabled == TargetParty.Enabled)
  649. {
  650. //do nothing
  651. }
  652. else if (TargetEnemies.Enabled && !TargetParty.Enabled)
  653. {
  654. TargetParty.Show();
  655. TargetEnemies.Hide();
  656. }
  657. else if (!TargetEnemies.Enabled && TargetParty.Enabled)
  658. {
  659. TargetParty.Hide();
  660. TargetEnemies.Show();
  661. }
  662. }
  663. }
  664. #endregion Methods
  665. }
  666. }