2021-11-20 02:23:49 +00:00
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using System;
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using System.Collections.Generic;
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Encounter Slot found in <see cref="GameVersion.BDSP"/>.
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/// </summary>
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/// <inheritdoc cref="EncounterSlot"/>
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public sealed record EncounterSlot8b : EncounterSlot
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2021-11-20 02:23:49 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 8;
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public override EntityContext Context => EntityContext.Gen8b;
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2022-06-18 18:04:24 +00:00
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public bool IsUnderground => Area.Location is (>= 508 and <= 617);
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public bool IsMarsh => Area.Location is (>= 219 and <= 224);
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public readonly bool IsBCAT;
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public override Ball FixedBall => IsMarsh ? Ball.Safari : Ball.None;
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public EncounterSlot8b(EncounterArea area, ushort species, byte form, byte min, byte max, bool isBCAT = false) : base(area, species, form, min, max)
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2021-11-20 02:23:49 +00:00
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{
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2022-06-18 18:04:24 +00:00
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IsBCAT = isBCAT;
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}
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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public override EncounterMatchRating GetMatchRating(PKM pk)
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{
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bool isHidden = pk.AbilityNumber == 4;
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if (isHidden && this.IsPartialMatchHidden(pk.Species, Species))
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return EncounterMatchRating.PartialMatch;
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return base.GetMatchRating(pk);
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}
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2021-11-25 19:24:34 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void SetFormatSpecificData(PKM pk)
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{
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if (IsUnderground)
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2021-12-09 07:41:50 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (GetBaseEggMove(out int move1))
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pk.RelearnMove1 = move1;
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2021-12-09 07:41:50 +00:00
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}
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2022-06-18 18:04:24 +00:00
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pk.SetRandomEC();
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}
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2021-12-09 07:41:50 +00:00
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2022-06-18 18:04:24 +00:00
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public bool CanBeUndergroundMove(int move)
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{
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var et = PersonalTable.BDSP;
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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var sf = et.GetFormEntry(Species, Form);
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2022-06-18 18:04:24 +00:00
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var species = sf.HatchSpecies;
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if (IsBCAT && IgnoreEggMoves.TryGetValue(species, out var exclude) && Array.IndexOf(exclude, move) != -1)
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return false;
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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var baseEgg = Legal.EggMovesBDSP[species].Moves;
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if (baseEgg.Length == 0)
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return move == 0;
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return Array.IndexOf(baseEgg, move) >= 0;
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}
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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public bool GetBaseEggMove(out int move)
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{
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var et = PersonalTable.BDSP;
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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var sf = et.GetFormEntry(Species, Form);
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2022-06-18 18:04:24 +00:00
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var species = sf.HatchSpecies;
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2021-11-20 02:23:49 +00:00
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2022-06-18 18:04:24 +00:00
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int[] Exclude = IgnoreEggMoves.TryGetValue(species, out var exclude) ? exclude : Array.Empty<int>();
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var baseEgg = Legal.EggMovesBDSP[species].Moves;
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if (baseEgg.Length == 0)
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2021-11-20 02:23:49 +00:00
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{
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2022-06-18 18:04:24 +00:00
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move = 0;
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return false;
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2021-11-20 02:23:49 +00:00
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}
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2022-06-18 18:04:24 +00:00
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// Official method creates a new List<ushort>() with all the egg moves, removes all ignored, then picks a random index.
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// We'll just loop instead to not allocate, and because it's a >50% chance the move won't be ignored, thus faster.
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var rnd = Util.Rand;
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while (true)
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2021-12-09 07:41:50 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var index = rnd.Next(baseEgg.Length);
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move = baseEgg[index];
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if (!IsBCAT || Array.IndexOf(Exclude, move) == -1)
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return true;
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}
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}
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2021-12-09 07:41:50 +00:00
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2022-06-18 18:04:24 +00:00
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public bool CanUseRadar => Area.Type is SlotType.Grass && !IsUnderground && !IsMarsh && Location switch
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{
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195 or 196 => false, // Oreburgh Mine
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203 or 204 or 205 or 208 or 209 or 210 or 211 or 212 or 213 or 214 or 215 => false, // Mount Coronet, 206/207 exterior
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>= 225 and <= 243 => false, // Solaceon Ruins
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244 or 245 or 246 or 247 or 248 or 249 => false, // Victory Road
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252 => false, // Ravaged Path
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255 or 256 => false, // Oreburgh Gate
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260 or 261 or 262 => false, // Stark Mountain, 259 exterior
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>= 264 and <= 284 => false, // Turnback Cave
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286 or 287 or 288 or 289 or 290 or 291 => false, // Snowpoint Temple
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292 or 293 => false, // Wayward Cave
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294 or 295 => false, // Ruin Maniac Cave
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296 => false, // Maniac Tunnel
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299 or 300 or 301 or 302 or 303 or 304 or 305 => false, // Iron Island, 298 exterior
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306 or 307 or 308 or 309 or 310 or 311 or 312 or 313 or 314 => false, // Old Chateau
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368 or 369 or 370 or 371 or 372 => false, // Route 209 (Lost Tower)
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_ => true,
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};
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2021-12-09 07:41:50 +00:00
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2022-06-18 18:04:24 +00:00
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protected override HiddenAbilityPermission IsHiddenAbilitySlot() => CanUseRadar ? HiddenAbilityPermission.Possible : HiddenAbilityPermission.Never;
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/// <summary>
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/// Unreferenced in v1.0, so all egg moves are possible for ROM encounters.
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/// Since the Underground supports BCAT distributions, we will keep this around on the off chance they do utilize that method of distribution.
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/// </summary>
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private static readonly Dictionary<int, int[]> IgnoreEggMoves = new()
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{
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{004, new[] {394}}, // Charmander
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{016, new[] {403}}, // Pidgey
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{019, new[] {044}}, // Rattata
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{027, new[] {229}}, // Sandshrew
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{037, new[] {180,050,326}}, // Vulpix
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{050, new[] {310}}, // Diglett
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{056, new[] {370}}, // Mankey
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{058, new[] {242,336,394}}, // Growlithe
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{060, new[] {061,341}}, // Poliwag
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{066, new[] {282}}, // Machop
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{077, new[] {172}}, // Ponyta
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{079, new[] {428}}, // Slowpoke
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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{083, new[] {348}}, // Farfetch’d
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2022-06-18 18:04:24 +00:00
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{084, new[] {098,283}}, // Doduo
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{086, new[] {227}}, // Seel
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{098, new[] {175,021}}, // Krabby
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{102, new[] {235}}, // Exeggcute
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{108, new[] {187}}, // Lickitung
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{109, new[] {194}}, // Koffing
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{113, new[] {270}}, // Chansey
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{114, new[] {072}}, // Tangela
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{115, new[] {023,116}}, // Kangaskhan
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{116, new[] {225}}, // Horsea
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{122, new[] {102,298}}, // Mr. Mime
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{127, new[] {450,276}}, // Pinsir
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{133, new[] {204,343}}, // Eevee
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{140, new[] {341}}, // Kabuto
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{143, new[] {122,562}}, // Snorlax
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{147, new[] {349,407}}, // Dratini
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{152, new[] {267,312,034}}, // Chikorita
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{155, new[] {098,038}}, // Cyndaquil
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{158, new[] {242,037,056}}, // Totodile
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{161, new[] {179}}, // Sentret
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{170, new[] {175}}, // Chinchou
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{173, new[] {150}}, // Cleffa
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{179, new[] {036,268}}, // Mareep
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{183, new[] {276}}, // Marill
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{187, new[] {388}}, // Hoppip
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{190, new[] {103,097}}, // Aipom
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{191, new[] {073,275}}, // Sunkern
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{198, new[] {017,372}}, // Murkrow
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{200, new[] {180}}, // Misdreavus
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{204, new[] {038}}, // Pineco
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{206, new[] {246}}, // Dunsparce
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{209, new[] {242,423,424,422}}, // Snubbull
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{214, new[] {224}}, // Heracross
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{216, new[] {313}}, // Teddiursa
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{218, new[] {414}}, // Slugma
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{220, new[] {036}}, // Swinub
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{222, new[] {392}}, // Corsola
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{223, new[] {062}}, // Remoraid
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{226, new[] {056,469}}, // Mantine
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{227, new[] {065,413}}, // Skarmory
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{228, new[] {251,424}}, // Houndour
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{234, new[] {428}}, // Stantler
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{236, new[] {270}}, // Tyrogue
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{238, new[] {008}}, // Smoochum
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{252, new[] {283,437}}, // Treecko
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{255, new[] {179,297}}, // Torchic
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{261, new[] {281,389,583}}, // Poochyena
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{270, new[] {175,055}}, // Lotad
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{276, new[] {413}}, // Taillow
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{278, new[] {054,097}}, // Wingull
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{283, new[] {453}}, // Surskit
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{285, new[] {388,402}}, // Shroomish
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{296, new[] {197}}, // Makuhita
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{298, new[] {021}}, // Azurill
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{299, new[] {335}}, // Nosepass
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{300, new[] {252}}, // Skitty
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{302, new[] {212}}, // Sableye
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{303, new[] {389}}, // Mawile
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{304, new[] {442}}, // Aron
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{309, new[] {435,422}}, // Electrike
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{311, new[] {435,204}}, // Plusle
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{312, new[] {435,313}}, // Minun
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{313, new[] {227}}, // Volbeat
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{314, new[] {227}}, // Illumise
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{315, new[] {235}}, // Roselia
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{316, new[] {220,441}}, // Gulpin
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{320, new[] {034}}, // Wailmer
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{322, new[] {281}}, // Numel
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{324, new[] {284,499}}, // Torkoal
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{325, new[] {428}}, // Spoink
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{328, new[] {414}}, // Trapinch
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{336, new[] {400}}, // Seviper
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{339, new[] {330}}, // Barboach
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{341, new[] {283,282}}, // Corphish
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{345, new[] {072}}, // Lileep
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{352, new[] {050,492}}, // Kecleon
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{353, new[] {425,566}}, // Shuppet
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{357, new[] {437,235,349,692}}, // Tropius
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{359, new[] {389,195}}, // Absol
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{363, new[] {205}}, // Spheal
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{369, new[] {401}}, // Relicanth
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{370, new[] {392}}, // Luvdisc
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{387, new[] {074}}, // Turtwig
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{390, new[] {612}}, // Chimchar
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{393, new[] {056}}, // Piplup
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{399, new[] {111,205}}, // Bidoof
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{408, new[] {043}}, // Cranidos
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{417, new[] {608}}, // Pachirisu
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{418, new[] {401}}, // Buizel
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{422, new[] {262}}, // Shellos
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{425, new[] {194,366}}, // Drifloon
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{439, new[] {102,298}}, // Mime Jr.
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{442, new[] {425}}, // Spiritomb
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{443, new[] {225,328}}, // Gible
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{446, new[] {122}}, // Munchlax
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{449, new[] {303,328}}, // Hippopotas
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{451, new[] {400}}, // Skorupi
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{456, new[] {175}}, // Finneon
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{458, new[] {056,469}}, // Mantyke
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{459, new[] {054}}, // Snover
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};
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2021-11-20 02:23:49 +00:00
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}
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