PKHeX/PKHeX.Core/Legality/Encounters/EncounterSlot/EncounterSlot3PokeSpot.cs

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namespace PKHeX.Core;
/// <summary>
/// Encounter Slot found in <see cref="GameVersion.XD"/>.
/// </summary>
/// <inheritdoc cref="EncounterSlot"/>
public sealed record EncounterSlot3PokeSpot : EncounterSlot, INumberedSlot
{
public override int Generation => 3;
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
public override EntityContext Context => EntityContext.Gen3;
public byte SlotNumber { get; }
public EncounterSlot3PokeSpot(EncounterArea3XD area, ushort species, byte min, byte max, byte slot) : base(area, species, 0, min, max)
{
SlotNumber = slot;
}
// PokeSpot encounters always have Fateful Encounter set.
protected override void SetFormatSpecificData(PKM pk) => pk.FatefulEncounter = true;
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = pk.PersonalInfo;
int gender = criteria.GetGender(-1, pi);
int nature = (int)criteria.GetNature(Nature.Random);
int ability = criteria.GetAbilityFromNumber(0);
PIDGenerator.SetRandomPokeSpotPID(pk, nature, gender, ability, SlotNumber);
pk.Gender = gender;
pk.StatNature = nature;
}
}