PKHeX/PKHeX.Core/Game/Enums/Ball.cs

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namespace PKHeX.Core
{
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/// <summary>
/// Ball IDs for the corresponding English ball name.
/// </summary>
public enum Ball : byte
{
None = 0,
Master = 1,
Ultra = 2,
Great = 3,
Poke = 4,
Safari = 5,
Net = 6,
Dive = 7,
Nest = 8,
Repeat = 9,
Timer = 10,
Luxury = 11,
Premier = 12,
Dusk = 13,
Heal = 14,
Quick = 15,
Cherish = 16,
Fast = 17,
Level = 18,
Lure = 19,
Heavy = 20,
Love = 21,
Friend = 22,
Moon = 23,
Sport = 24,
Dream = 25,
Beast = 26,
// Legends: Arceus
Strange = 27,
LAPoke = 28,
LAGreat = 29,
LAUltra = 30,
LAFeather = 31,
LAWing = 32,
LAJet = 33,
LAHeavy = 34,
LALeaden = 35,
LAGigaton = 36,
LAOrigin = 37,
}
Offload EncounterSlot loading logic to reduce complexity (#2980) * Rework gen1 slot loading Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types). * Revise fuzzy met check for underleveled wild evos Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison. Previous commit fixed it for gen1. * Rework gen2-4 slot loading Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet... * Add feebas slots for old/good encounters * Begin moving properties Great news! Gen5-7 need to be de-dumbed like Gen1-4. Then I can remove the bang (!) on the Area accessor and ensure that it's never null! * Split off XD pokespot slot encounter table type * Set area in constructor * Deduplicate g3 roaming encounters * Deduplicate xd encounter locations (rebattle) Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format). * Make all slots have a readonly reference to their parent area * Minor clean * Remove "Safari" slot type flag Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte Output of slot binaries didn't preserve the Safari flag anyway. * Update SlotType.cs * Handle type encounters correctly * Merge safari area into regular xy area * Merge dexnav accessor logic * fix some logic so that tests pass again rearrange g5 dw init to be done outside of static constructor (initializer instead) PIDGenerator: friend safari slots now generate with required flawless IV count * Add cianwood tentacool gift encounter * Remove unnecessary abstractions Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain. Increase restrictiveness of location/type get-set operations * Minor tweaks, pass parameters DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can. * Remove unused legality tables
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public static class BallExtensions
{
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/// <summary>
/// Checks if the <see cref="ball"/> is an Apricorn Ball (HG/SS)
/// </summary>
/// <param name="ball">Ball ID</param>
/// <returns>True if Apricorn, false if not.</returns>
public static bool IsApricornBall(this Ball ball) => ball is >= Ball.Fast and <= Ball.Moon;
}
}