2016-11-08 16:43:57 +00:00
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using System;
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2017-02-27 02:23:29 +00:00
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using System.Collections.Generic;
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2017-02-12 17:52:26 +00:00
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using System.Linq;
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2016-11-08 16:43:57 +00:00
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.Core
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2016-11-08 16:43:57 +00:00
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{
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2019-09-12 05:06:24 +00:00
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/// <summary>
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/// Represents an Area where <see cref="PKM"/> can be encountered, which contains a Location ID and <see cref="EncounterSlot"/> data.
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/// </summary>
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public abstract class EncounterArea
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{
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public int Location;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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public EncounterSlot[] Slots = Array.Empty<EncounterSlot>();
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2017-03-19 12:19:45 +00:00
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2017-03-19 15:23:46 +00:00
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/// <summary>
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2019-09-13 16:08:12 +00:00
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/// Gets the encounter areas for species with same level range and same slot type at same location
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2017-03-27 03:23:45 +00:00
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/// </summary>
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/// <param name="species">List of species that exist in the Area.</param>
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2019-09-13 16:08:12 +00:00
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/// <param name="lvls">Paired min and max levels of the encounter slots.</param>
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2017-03-27 03:23:45 +00:00
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/// <param name="location">Location index of the encounter area.</param>
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/// <param name="t">Encounter slot type of the encounter area.</param>
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/// <returns>Encounter area with slots</returns>
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2019-09-12 05:06:24 +00:00
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public static T[] GetSimpleEncounterArea<T>(int[] species, int[] lvls, int location, SlotType t) where T : EncounterArea, new()
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{
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if ((lvls.Length & 1) != 0) // levels data not paired; expect multiple of 2
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throw new ArgumentException(nameof(lvls));
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2017-03-27 03:23:45 +00:00
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2019-09-12 05:06:24 +00:00
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var count = species.Length * (lvls.Length / 2);
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var slots = new EncounterSlot[count];
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2019-01-07 05:00:27 +00:00
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int ctr = 0;
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2017-03-27 03:23:45 +00:00
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foreach (var s in species)
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{
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for (int i = 0; i < lvls.Length;)
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{
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slots[ctr++] = new EncounterSlot
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2017-03-27 03:23:45 +00:00
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{
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LevelMin = lvls[i++],
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LevelMax = lvls[i++],
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Species = s,
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Type = t
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2019-01-07 05:00:27 +00:00
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};
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2017-03-27 03:23:45 +00:00
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}
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}
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2019-09-12 05:06:24 +00:00
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return new[] { new T { Location = location, Slots = slots } };
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2017-03-27 03:23:45 +00:00
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}
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2019-09-13 06:20:52 +00:00
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/// <summary>
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/// Gets the slots contained in the area that match the provided data.
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/// </summary>
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/// <param name="pkm">Pokémon Data</param>
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/// <param name="vs">Evolution lineage</param>
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/// <param name="minLevel">Minimum level of the encounter</param>
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/// <returns>Enumerable list of encounters</returns>
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2019-11-16 01:34:18 +00:00
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public virtual IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> vs, int minLevel = 0)
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{
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if (minLevel == 0) // any
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return Slots.Where(slot => vs.Any(evo => evo.Species == slot.Species));
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var slots = GetMatchFromEvoLevel(pkm, vs, minLevel);
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return GetFilteredSlots(pkm, slots, minLevel);
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}
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2019-11-16 01:34:18 +00:00
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protected virtual IEnumerable<EncounterSlot> GetMatchFromEvoLevel(PKM pkm, IEnumerable<EvoCriteria> vs, int minLevel)
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{
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var slots = Slots.Where(slot => vs.Any(evo => evo.Species == slot.Species && evo.Level >= slot.LevelMin));
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// Get slots where pokemon can exist with respect to level constraints
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return slots.Where(slot => slot.IsLevelWithinRange(minLevel));
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}
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protected virtual IEnumerable<EncounterSlot> GetFilteredSlots(PKM pkm, IEnumerable<EncounterSlot> slots, int minLevel)
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2017-12-03 20:20:49 +00:00
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{
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2019-09-13 06:20:52 +00:00
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return Legal.WildForms.Contains(pkm.Species)
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? slots.Where(slot => slot.Form == pkm.AltForm)
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: slots;
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2017-12-03 20:20:49 +00:00
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}
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}
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2016-11-08 16:43:57 +00:00
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}
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