2019-09-13 06:20:52 +00:00
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <inheritdoc />
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/// <summary>
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/// <see cref="GameVersion.ORAS"/> encounter area
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/// </summary>
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public sealed class EncounterArea6AO : EncounterArea32
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{
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2020-02-04 02:40:31 +00:00
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private const int FluteBoostMin = 4; // White Flute decreases levels.
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private const int FluteBoostMax = 4; // Black Flute increases levels.
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2019-09-20 05:54:53 +00:00
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private const int DexNavBoost = 30; // Maximum DexNav chain
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2019-09-13 06:20:52 +00:00
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2019-11-16 01:34:18 +00:00
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protected override IEnumerable<EncounterSlot> GetMatchFromEvoLevel(PKM pkm, IEnumerable<EvoCriteria> vs, int minLevel)
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2019-09-13 06:20:52 +00:00
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{
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var slots = Slots.Where(slot => vs.Any(evo => evo.Species == slot.Species && evo.Level >= (slot.LevelMin - FluteBoostMax)));
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2019-09-20 05:54:53 +00:00
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// note: it's probably possible to determine a reduced DexNav boost based on the flawless IV count (no flawless = not chained)
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// if someone wants to implement that logic to have the below method return a calculated max DexNavBoost, send a pull request :)
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2019-10-08 01:40:09 +00:00
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static int getMaxLevelBoost(EncounterSlot s) => s.Type != SlotType.Rock_Smash ? DexNavBoost : FluteBoostMax; // DexNav encounters most likely
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2019-09-20 05:54:53 +00:00
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2019-09-13 06:20:52 +00:00
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// Get slots where pokemon can exist with respect to level constraints
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2019-09-20 05:54:53 +00:00
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return slots.Where(s => s.IsLevelWithinRange(minLevel, minLevel, FluteBoostMin, getMaxLevelBoost(s)));
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2019-09-13 06:20:52 +00:00
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}
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protected override IEnumerable<EncounterSlot> GetFilteredSlots(PKM pkm, IEnumerable<EncounterSlot> slots, int minLevel)
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{
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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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EncounterSlot? slotMax = null;
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2019-09-13 06:20:52 +00:00
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foreach (EncounterSlot s in slots)
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{
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if (Legal.WildForms.Contains(pkm.Species) && s.Form != pkm.AltForm)
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{
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CachePressureSlot(s);
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continue;
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}
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bool nav = s.Permissions.AllowDexNav && (pkm.RelearnMove1 != 0 || pkm.AbilityNumber == 4);
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EncounterSlot slot = s.Clone();
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slot.Permissions.DexNav = nav;
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if (slot.LevelMin > minLevel)
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slot.Permissions.WhiteFlute = true;
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if (slot.LevelMax + 1 <= minLevel && minLevel <= slot.LevelMax + FluteBoostMax)
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slot.Permissions.BlackFlute = true;
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if (slot.LevelMax != minLevel && slot.Permissions.AllowDexNav)
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slot.Permissions.DexNav = true;
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yield return slot;
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CachePressureSlot(slot);
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}
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void CachePressureSlot(EncounterSlot s)
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{
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if (slotMax != null && s.LevelMax > slotMax.LevelMax)
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slotMax = s;
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}
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// Pressure Slot
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if (slotMax != null)
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yield return GetPressureSlot(slotMax, pkm);
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}
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}
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}
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