2017-05-14 19:42:27 +00:00
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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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2021-03-14 18:28:46 +00:00
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/// <summary>
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/// Seed result value storage for passing frame seeds & conditions.
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/// </summary>
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2019-10-20 03:33:17 +00:00
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public readonly struct SeedInfo
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2017-05-14 19:42:27 +00:00
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{
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2019-10-20 03:33:17 +00:00
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public readonly uint Seed;
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public readonly bool Charm3;
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private SeedInfo(uint seed, bool charm3 = false)
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{
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Seed = seed;
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Charm3 = charm3;
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}
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2019-10-27 06:18:25 +00:00
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public override bool Equals(object obj) => obj is SeedInfo s && Equals(s);
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public bool Equals(SeedInfo s) => s.Charm3 == Charm3 && s.Seed == Seed;
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2019-10-20 03:33:17 +00:00
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public override int GetHashCode() => -1;
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public static bool operator ==(SeedInfo left, SeedInfo right) => left.Equals(right);
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public static bool operator !=(SeedInfo left, SeedInfo right) => !(left == right);
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2017-06-18 01:37:19 +00:00
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2017-11-30 02:28:20 +00:00
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/// <summary>
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/// Yields an enumerable list of seeds until another valid PID breaks the chain.
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/// </summary>
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/// <param name="pidiv">Seed and RNG data</param>
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/// <param name="info">Verification information</param>
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/// <returns>Seed information data, which needs to be unrolled once for the nature call.</returns>
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2017-06-18 01:37:19 +00:00
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public static IEnumerable<SeedInfo> GetSeedsUntilNature(PIDIV pidiv, FrameGenerator info)
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2017-05-14 19:42:27 +00:00
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{
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bool charm3 = false;
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var seed = pidiv.OriginSeed;
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2019-10-20 03:33:17 +00:00
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yield return new SeedInfo(seed);
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2017-05-14 19:42:27 +00:00
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var s1 = seed;
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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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var s2 = RNG.LCRNG.Prev(s1);
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2017-05-14 19:42:27 +00:00
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while (true)
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{
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var a = s2 >> 16;
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var b = s1 >> 16;
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2017-11-30 02:28:20 +00:00
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var pid = b << 16 | a;
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2017-05-14 19:42:27 +00:00
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// Process Conditions
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2017-06-18 01:37:19 +00:00
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switch (VerifyPIDCriteria(pid, info))
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2017-05-14 19:42:27 +00:00
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{
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case LockInfo.Pass:
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yield break;
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case LockInfo.Gender:
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charm3 = true;
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break;
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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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s1 = RNG.LCRNG.Prev(s2);
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s2 = RNG.LCRNG.Prev(s1);
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2017-05-14 19:42:27 +00:00
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2019-10-20 03:33:17 +00:00
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yield return new SeedInfo(s1, charm3);
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2017-05-14 19:42:27 +00:00
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}
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}
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2017-11-30 02:28:20 +00:00
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/// <summary>
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/// Yields an enumerable list of seeds until another valid PID breaks the chain.
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/// </summary>
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|
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/// <param name="pidiv">Seed and RNG data</param>
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/// <param name="info">Verification information</param>
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/// <param name="form">Unown Form lock value</param>
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/// <returns>Seed information data, which needs to be unrolled once for the nature call.</returns>
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public static IEnumerable<SeedInfo> GetSeedsUntilUnownForm(PIDIV pidiv, FrameGenerator info, int form)
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{
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var seed = pidiv.OriginSeed;
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2019-10-20 03:33:17 +00:00
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yield return new SeedInfo(seed);
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2017-11-30 02:28:20 +00:00
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var s1 = seed;
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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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var s2 = RNG.LCRNG.Prev(s1);
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2017-11-30 02:28:20 +00:00
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while (true)
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{
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var a = s2 >> 16;
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var b = s1 >> 16;
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// PID is in reverse for FRLG Unown
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var pid = a << 16 | b;
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// Process Conditions
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if (PKX.GetUnownForm(pid) == form) // matches form, does it match nature?
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{
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2019-09-11 05:07:50 +00:00
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switch (VerifyPIDCriteria(pid, info))
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{
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case LockInfo.Pass: // yes
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yield break;
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}
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2017-11-30 02:28:20 +00:00
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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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s1 = RNG.LCRNG.Prev(s2);
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s2 = RNG.LCRNG.Prev(s1);
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2017-11-30 02:28:20 +00:00
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2019-10-20 03:33:17 +00:00
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yield return new SeedInfo(s1);
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2017-11-30 02:28:20 +00:00
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}
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}
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2018-09-15 05:37:47 +00:00
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2017-06-18 01:37:19 +00:00
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private static LockInfo VerifyPIDCriteria(uint pid, FrameGenerator info)
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2017-05-14 19:42:27 +00:00
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{
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// Nature locks are always a given
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var nval = pid % 25;
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if (nval != info.Nature)
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return LockInfo.Nature;
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if (!info.Gendered)
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return LockInfo.Pass;
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var gender = pid & 0xFF;
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if (info.GenderLow > gender || gender > info.GenderHigh)
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return LockInfo.Gender;
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return LockInfo.Pass;
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}
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}
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}
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