PKHeX/PKHeX.Core/Legality/RNG/Frame/SeedInfo.cs

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using System.Collections.Generic;
namespace PKHeX.Core
{
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/// <summary>
/// Seed result value storage for passing frame seeds &amp; conditions.
/// </summary>
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public readonly struct SeedInfo
{
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public readonly uint Seed;
public readonly bool Charm3;
private SeedInfo(uint seed, bool charm3 = false)
{
Seed = seed;
Charm3 = charm3;
}
public override bool Equals(object obj) => obj is SeedInfo s && Equals(s);
public bool Equals(SeedInfo s) => s.Charm3 == Charm3 && s.Seed == Seed;
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public override int GetHashCode() => -1;
public static bool operator ==(SeedInfo left, SeedInfo right) => left.Equals(right);
public static bool operator !=(SeedInfo left, SeedInfo right) => !(left == right);
/// <summary>
/// Yields an enumerable list of seeds until another valid PID breaks the chain.
/// </summary>
/// <param name="pidiv">Seed and RNG data</param>
/// <param name="info">Verification information</param>
/// <returns>Seed information data, which needs to be unrolled once for the nature call.</returns>
public static IEnumerable<SeedInfo> GetSeedsUntilNature(PIDIV pidiv, FrameGenerator info)
{
bool charm3 = false;
var seed = pidiv.OriginSeed;
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yield return new SeedInfo(seed);
var s1 = seed;
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
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var s2 = RNG.LCRNG.Prev(s1);
while (true)
{
var a = s2 >> 16;
var b = s1 >> 16;
var pid = b << 16 | a;
// Process Conditions
switch (VerifyPIDCriteria(pid, info))
{
case LockInfo.Pass:
yield break;
case LockInfo.Gender:
charm3 = true;
break;
}
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
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s1 = RNG.LCRNG.Prev(s2);
s2 = RNG.LCRNG.Prev(s1);
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yield return new SeedInfo(s1, charm3);
}
}
/// <summary>
/// Yields an enumerable list of seeds until another valid PID breaks the chain.
/// </summary>
/// <param name="pidiv">Seed and RNG data</param>
/// <param name="info">Verification information</param>
/// <param name="form">Unown Form lock value</param>
/// <returns>Seed information data, which needs to be unrolled once for the nature call.</returns>
public static IEnumerable<SeedInfo> GetSeedsUntilUnownForm(PIDIV pidiv, FrameGenerator info, int form)
{
var seed = pidiv.OriginSeed;
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yield return new SeedInfo(seed);
var s1 = seed;
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 s2 = RNG.LCRNG.Prev(s1);
while (true)
{
var a = s2 >> 16;
var b = s1 >> 16;
// PID is in reverse for FRLG Unown
var pid = a << 16 | b;
// Process Conditions
if (PKX.GetUnownForm(pid) == form) // matches form, does it match nature?
{
switch (VerifyPIDCriteria(pid, info))
{
case LockInfo.Pass: // yes
yield break;
}
}
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
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s1 = RNG.LCRNG.Prev(s2);
s2 = RNG.LCRNG.Prev(s1);
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yield return new SeedInfo(s1);
}
}
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private static LockInfo VerifyPIDCriteria(uint pid, FrameGenerator info)
{
// Nature locks are always a given
var nval = pid % 25;
if (nval != info.Nature)
return LockInfo.Nature;
if (!info.Gendered)
return LockInfo.Pass;
var gender = pid & 0xFF;
if (info.GenderLow > gender || gender > info.GenderHigh)
return LockInfo.Gender;
return LockInfo.Pass;
}
}
}