PKHeX/PKHeX.Core/Legality/Encounters/Data/Encounters7b.cs

139 lines
9.8 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.EncounterUtil;
using static PKHeX.Core.GameVersion;
namespace PKHeX.Core
{
internal static class Encounters7b
{
internal static readonly EncounterArea7b[] SlotsGP = EncounterArea7b.GetAreas(Get("gp", "gg"), GP);
internal static readonly EncounterArea7b[] SlotsGE = EncounterArea7b.GetAreas(Get("ge", "gg"), GE);
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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private static byte[][] Get(string resource, string ident) => BinLinker.Unpack(Util.GetBinaryResource($"encounter_{resource}.pkl"), ident);
static Encounters7b()
{
ManuallyAddRareSpawns(SlotsGP);
ManuallyAddRareSpawns(SlotsGE);
}
private static readonly EncounterStatic7b[] Encounter_GG =
{
// encounters
new(GG) { Species = 144, Level = 50, Location = 44, FlawlessIVCount = 3, }, // Articuno @ Seafoam Islands
new(GG) { Species = 145, Level = 50, Location = 42, FlawlessIVCount = 3, }, // Zapdos @ Power Plant
new(GG) { Species = 146, Level = 50, Location = 45, FlawlessIVCount = 3, }, // Moltres @ Victory Road
new(GG) { Species = 150, Level = 70, Location = 46, FlawlessIVCount = 3, }, // Mewtwo @ Cerulean Cave
new(GG) { Species = 143, Level = 34, Location = 14, FlawlessIVCount = 3, }, // Snorlax @ Route 12
new(GG) { Species = 143, Level = 34, Location = 18, FlawlessIVCount = 3, }, // Snorlax @ Route 16
// unused new EncounterStatic7b { Species = 100, Level = 42, Location = 42, FlawlessIVCount = 3, }, // Voltorb @ Power Plant
// collision new EncounterStatic7b { Species = 101, Level = 42, Location = 42, FlawlessIVCount = 3, }, // Electrode @ Power Plant
// gifts
new(GP) { Species = 025, Level = 05, Location = 28, Gift = true, IVs = new[] {31,31,31,31,31,31}, Shiny = Shiny.Never, Form = 8 }, // Pikachu @ Pallet Town
new(GE) { Species = 133, Level = 05, Location = 28, Gift = true, IVs = new[] {31,31,31,31,31,31}, Shiny = Shiny.Never, Form = 1 }, // Eevee @ Pallet Town
new(GG) { Species = 129, Level = 05, Location = 06, Gift = true, IVs = new[] {30,31,25,30,25,25} }, // Magikarp @ Route 4
// unused new EncounterStatic7b { Species = 133, Level = 30, Location = 34, Gift = true }, // Eevee @ Celadon City
new(GG) { Species = 131, Level = 34, Location = 52, Gift = true, IVs = new[] {31,25,25,25,30,30} }, // Lapras @ Saffron City (Silph Co. Employee, inside)
new(GG) { Species = 106, Level = 30, Location = 38, Gift = true, IVs = new[] {25,30,25,31,25,30} }, // Hitmonlee @ Saffron City (Karate Master)
new(GG) { Species = 107, Level = 30, Location = 38, Gift = true, IVs = new[] {25,31,30,25,25,30} }, // Hitmonchan @ Saffron City (Karate Master)
new(GG) { Species = 140, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Kabuto @ Cinnabar Island (Cinnabar Pokémon Lab)
new(GG) { Species = 138, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Omanyte @ Cinnabar Island (Cinnabar Pokémon Lab)
new(GG) { Species = 142, Level = 44, Location = 36, Gift = true, FlawlessIVCount = 3 }, // Aerodactyl @ Cinnabar Island (Cinnabar Pokémon Lab)
new(GG) { Species = 001, Level = 12, Location = 31, Gift = true, IVs = new[] {31,25,30,25,25,30} }, // Bulbasaur @ Cerulean City
new(GG) { Species = 004, Level = 14, Location = 26, Gift = true, IVs = new[] {25,30,25,31,30,25} }, // Charmander @ Route 24
new(GG) { Species = 007, Level = 16, Location = 33, Gift = true, IVs = new[] {25,25,30,25,31,30} }, // Squirtle @ Vermillion City
new(GG) { Species = 137, Level = 34, Location = 38, Gift = true, IVs = new[] {25,25,30,25,31,30} }, // Porygon @ Saffron City (Silph Co. Employee, outside)
new(GP) { Species = 053, Level = 16, Location = 33, Gift = true, IVs = new[] {30,30,25,31,25,25} }, // Persian @ Vermillion City (Outside Fan Club)
new(GE) { Species = 059, Level = 16, Location = 33, Gift = true, IVs = new[] {25,30,25,31,30,25} }, // Arcanine @ Vermillion City (Outside Fan Club)
};
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
private static readonly string[] T1 = { string.Empty, "ミニコ", "Tatianna", "BarbaRatatta", "Addoloratta", "Barbaratt", string.Empty, "Tatiana", "미니꼬", "小幂妮", "小幂妮", };
private static readonly string[] T2 = { string.Empty, "ボーアイス", "Nicholice", "Iceman-4L0L4", "Goffreddo", "Eisper", string.Empty, "Gelasio", "보아이스", "露冰冰", "露冰冰", };
private static readonly string[] T3 = { string.Empty, "レディダグ", "Diggette", "Taupilady", "Lady Glett", "Digga", string.Empty, "Glenda", "레이디그다", "蒂淑", "蒂淑", };
private static readonly string[] T4 = { string.Empty, "ワルモン", "Darko", "AlolaZeDark", "Mattetro", "Bösbert", string.Empty, "Sinesio", "나뻐기", "达怀丹", "达怀丹", };
private static readonly string[] T5 = { string.Empty, "エリッチ", "Psytrice", "TopDeTonCœur", "Chulia", "Assana", string.Empty, "Menchu", "엘리츄", "晶莹丘", "晶莹丘", };
private static readonly string[] T6 = { string.Empty, "ジェンガラ", "Genmar", "OSS-Dandy7", "Mr. Owak", "Knoggelius", string.Empty, "Mario", "젠구리", "申史加拉", "申史加拉", };
private static readonly string[] T7 = { string.Empty, "マニシ", "Exemann", "Koko-fan", "Exechiele", "Einrich", string.Empty, "Gunter", "마니시", "艾浩舒", "艾浩舒", };
private static readonly string[] T8 = { string.Empty, "コツブ", "Higeo", "Montagnou", "George", "Karstein", string.Empty, "Georgie", "산돌", "科布", "科布", };
internal static readonly EncounterTrade7b[] TradeGift_GG =
{
// Random candy values! They can be zero so no impact on legality even though statistically rare.
new(GG) { Species = 019, Form = 1, Level = 12, TrainerNames = T1, TID7 = 121106, OTGender = 1, IVs = new[] {31,31,-1,-1,-1,-1} }, // Rattata @ Cerulean City, AV rand [0-5)
new(GE) { Species = 027, Form = 1, Level = 27, TrainerNames = T2, TID7 = 703019, OTGender = 0, IVs = new[] {-1,31,31,-1,-1,-1} }, // Sandshrew @ Celadon City, AV rand [0-5)
new(GP) { Species = 037, Form = 1, Level = 27, TrainerNames = T2, TID7 = 703019, OTGender = 0, IVs = new[] {-1,-1,-1,31,31,-1} }, // Vulpix @ Celadon City, AV rand [0-5)
new(GG) { Species = 050, Form = 1, Level = 25, TrainerNames = T3, TID7 = 520159, OTGender = 1, IVs = new[] {-1,31,-1,31,-1,-1} }, // Diglett @ Lavender Town, AV rand [0-5)
new(GE) { Species = 052, Form = 1, Level = 44, TrainerNames = T4, TID7 = 000219, OTGender = 0, IVs = new[] {31,-1,-1,31,-1,-1} }, // Meowth @ Cinnabar Island, AV rand [0-10)
new(GP) { Species = 088, Form = 1, Level = 44, TrainerNames = T4, TID7 = 000219, OTGender = 0, IVs = new[] {31,31,-1,-1,-1,-1} }, // Grimer @ Cinnabar Island, AV rand [0-10)
new(GG) { Species = 026, Form = 1, Level = 30, TrainerNames = T5, TID7 = 940711, OTGender = 1, IVs = new[] {-1,-1,-1,31,31,-1} }, // Raichu @ Saffron City, AV rand [0-10)
new(GG) { Species = 105, Form = 1, Level = 38, TrainerNames = T6, TID7 = 102595, OTGender = 0, IVs = new[] {-1,31,31,-1,-1,-1} }, // Marowak @ Fuchsia City, AV rand [0-10)
new(GG) { Species = 103, Form = 1, Level = 46, TrainerNames = T7, TID7 = 060310, OTGender = 0, IVs = new[] {-1,31,-1,-1,31,-1} }, // Exeggutor @ Indigo Plateau, AV rand [0-15)
new(GG) { Species = 074, Form = 1, Level = 16, TrainerNames = T8, TID7 = 551873, OTGender = 0, IVs = new[] {31,31,-1,-1,-1,-1} }, // Geodude @ Vermilion City, AV rand [0-5)
};
private class RareSpawn
{
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
public readonly int Species;
public readonly byte[] Locations;
protected internal RareSpawn(int species, params byte[] locations)
{
Species = species;
Locations = locations;
}
}
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
private static readonly byte[] Sky = {003, 004, 005, 006, 009, 010, 011, 012, 013, 014, 015, 016, 017, 018, 019, 020, 021, 022, 023, 024, 025, 026, 027};
private static readonly RareSpawn[] Rare =
{
// Normal
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new(001, 039),
new(004, 005, 006, 041),
new(007, 026, 027, 044),
new(106, 045),
new(107, 045),
new(113, 007, 008, 010, 011, 012, 013, 014, 015, 016, 017, 018, 019, 020, 023, 025, 040, 042, 043, 045, 047, 051),
new(137, 009),
new(143, 046),
// Water
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new(131, 021, 022),
// Fly
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new(006, Sky),
new(144, Sky),
new(145, Sky),
new(146, Sky),
new(149, Sky),
};
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
2020-08-30 17:23:22 +00:00
private static void ManuallyAddRareSpawns(IEnumerable<EncounterArea7b> areas)
{
foreach (var table in areas)
{
var loc = table.Location;
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
var species = Rare.Where(z => z.Locations.Contains((byte)loc)).Select(z => z.Species).ToArray();
if (species.Length == 0)
continue;
var slots = table.Slots;
var first = slots[0];
var extra = species
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.Select(z => new EncounterSlot7b(table, z, (z is 006 or >= 144) ? 03 : first.LevelMin, (z is 006 or >= 144) ? 56 : first.LevelMax)).ToArray();
int count = slots.Length;
Array.Resize(ref slots, count + extra.Length);
extra.CopyTo(slots, count);
table.Slots = slots;
}
}
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
2020-08-30 17:23:22 +00:00
internal static readonly EncounterStatic[] StaticGP = GetEncounters(Encounter_GG, GP);
internal static readonly EncounterStatic[] StaticGE = GetEncounters(Encounter_GG, GE);
}
}