PKHeX/PKHeX.Core/MysteryGifts/WB7.cs

564 lines
24 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Generation 7 Mystery Gift Template File
/// </summary>
public sealed class WB7 : DataMysteryGift, ILangNick, IAwakened, INature, ILangNicknamedTemplate
{
public const int Size = 0x108;
public const int SizeFull = 0x310;
private const int CardStart = SizeFull - Size;
public override int Generation => 7;
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
public WB7() : this(new byte[SizeFull]) { }
public WB7(byte[] data) : base(data) { }
public override GameVersion Version { get => GameVersion.GG; set { } }
public byte RestrictVersion { get => Data[0]; set => Data[0] = value; }
public bool CanBeReceivedByVersion(int v)
{
if (v is not ((int)GameVersion.GP or (int)GameVersion.GE))
return false;
if (RestrictVersion == 0)
return true; // no data
var bitIndex = v - (int)GameVersion.GP;
var bit = 1 << bitIndex;
return (RestrictVersion & bit) != 0;
}
// General Card Properties
public override int CardID
{
get => BitConverter.ToUInt16(Data, CardStart + 0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0);
}
public override string CardTitle
{
// Max len 36 char, followed by null terminator
get => StringConverter.GetString7b(Data, CardStart + 2, 0x4A);
set => StringConverter.SetString7b(value, 36, 37).CopyTo(Data, CardStart + 2);
}
private uint RawDate
{
get => BitConverter.ToUInt32(Data, CardStart + 0x4C);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x4C);
}
private uint Year
{
get => (RawDate / 10000) + 2000;
set => RawDate = SetDate(value, Month, Day);
}
private uint Month
{
get => RawDate % 10000 / 100;
set => RawDate = SetDate(Year, value, Day);
}
private uint Day
{
get => RawDate % 100;
set => RawDate = SetDate(Year, Month, value);
}
private static uint SetDate(uint year, uint month, uint day) => (Math.Max(0, year - 2000) * 10000) + (month * 100) + day;
/// <summary>
/// Gets or sets the date of the card.
/// </summary>
public DateTime? Date
{
get
{
// Check to see if date is valid
2021-05-14 23:46:48 +00:00
if (!DateUtil.IsDateValid(Year, Month, Day))
return null;
return new DateTime((int)Year, (int)Month, (int)Day);
}
set
{
if (value.HasValue)
{
// Only update the properties if a value is provided.
Year = (ushort)value.Value.Year;
Month = (byte)value.Value.Month;
Day = (byte)value.Value.Day;
}
else
{
// Clear the Met Date.
// If code tries to access MetDate again, null will be returned.
Year = 0;
Month = 0;
Day = 0;
}
}
}
public int CardLocation { get => Data[CardStart + 0x50]; set => Data[CardStart + 0x50] = (byte)value; }
public int CardType { get => Data[CardStart + 0x51]; set => Data[CardStart + 0x51] = (byte)value; }
public byte CardFlags { get => Data[CardStart + 0x52]; set => Data[CardStart + 0x52] = value; }
public bool GiftRepeatable { get => (CardFlags & 1) == 0; set => CardFlags = (byte)((CardFlags & ~1) | (value ? 0 : 1)); }
public override bool GiftUsed { get => (CardFlags & 2) == 2; set => CardFlags = (byte)((CardFlags & ~2) | (value ? 2 : 0)); }
public bool GiftOncePerDay { get => (CardFlags & 4) == 4; set => CardFlags = (byte)((CardFlags & ~4) | (value ? 4 : 0)); }
public bool MultiObtain { get => Data[CardStart + 0x53] == 1; set => Data[CardStart + 0x53] = value ? (byte)1 : (byte)0; }
// Item Properties
public override bool IsItem { get => CardType == 1; set { if (value) CardType = 1; } }
public override int ItemID { get => BitConverter.ToUInt16(Data, CardStart + 0x68); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x68); }
public int GetItem(int index) => BitConverter.ToUInt16(Data, CardStart + 0x68 + (0x4 * index));
public void SetItem(int index, ushort item) => BitConverter.GetBytes(item).CopyTo(Data, CardStart + 0x68 + (4 * index));
public int GetQuantity(int index) => BitConverter.ToUInt16(Data, CardStart + 0x6A + (0x4 * index));
public void SetQuantity(int index, ushort quantity) => BitConverter.GetBytes(quantity).CopyTo(Data, CardStart + 0x6A + (4 * index));
public override int Quantity
{
get => BitConverter.ToUInt16(Data, CardStart + 0x6A);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x6A);
}
// Pokémon Properties
public override bool IsPokémon { get => CardType == 0; set { if (value) CardType = 0; } }
public override bool IsShiny => PIDType == Shiny.Always;
public override int TID
{
get => BitConverter.ToUInt16(Data, CardStart + 0x68);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x68);
}
public override int SID {
get => BitConverter.ToUInt16(Data, CardStart + 0x6A);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x6A);
}
public int OriginGame
{
get => BitConverter.ToInt32(Data, CardStart + 0x6C);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x6C);
}
public uint EncryptionConstant {
get => BitConverter.ToUInt32(Data, CardStart + 0x70);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x70);
}
public override int Ball
{
get => Data[CardStart + 0x76];
set => Data[CardStart + 0x76] = (byte)value; }
public override int HeldItem // no references
{
get => BitConverter.ToUInt16(Data, CardStart + 0x78);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x78);
}
public int Move1 { get => BitConverter.ToUInt16(Data, CardStart + 0x7A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7A); }
public int Move2 { get => BitConverter.ToUInt16(Data, CardStart + 0x7C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7C); }
public int Move3 { get => BitConverter.ToUInt16(Data, CardStart + 0x7E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7E); }
public int Move4 { get => BitConverter.ToUInt16(Data, CardStart + 0x80); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x80); }
public override int Species { get => BitConverter.ToUInt16(Data, CardStart + 0x82); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x82); }
public override int Form { get => Data[CardStart + 0x84]; set => Data[CardStart + 0x84] = (byte)value; }
// public int Language { get => Data[CardStart + 0x85]; set => Data[CardStart + 0x85] = (byte)value; }
// public string Nickname
// {
// get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, CardStart + 0x86, 0x1A));
// set => Encoding.Unicode.GetBytes(value.PadRight(12 + 1, '\0')).CopyTo(Data, CardStart + 0x86);
// }
public int Nature { get => (sbyte)Data[CardStart + 0xA0]; set => Data[CardStart + 0xA0] = (byte)value; }
public override int Gender { get => Data[CardStart + 0xA1]; set => Data[CardStart + 0xA1] = (byte)value; }
2020-03-19 05:31:27 +00:00
public override int AbilityType { get => 3; set => Data[CardStart + 0xA2] = (byte)value; } // no references, always ability 0/1
public Shiny PIDType { get => (Shiny)Data[CardStart + 0xA3]; set => Data[CardStart + 0xA3] = (byte)value; }
public override int EggLocation { get => BitConverter.ToUInt16(Data, CardStart + 0xA4); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xA4); }
public int MetLocation { get => BitConverter.ToUInt16(Data, CardStart + 0xA6); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xA6); }
public int MetLevel { get => Data[CardStart + 0xA8]; set => Data[CardStart + 0xA8] = (byte)value; }
public int IV_HP { get => Data[CardStart + 0xAF]; set => Data[CardStart + 0xAF] = (byte)value; }
public int IV_ATK { get => Data[CardStart + 0xB0]; set => Data[CardStart + 0xB0] = (byte)value; }
public int IV_DEF { get => Data[CardStart + 0xB1]; set => Data[CardStart + 0xB1] = (byte)value; }
public int IV_SPE { get => Data[CardStart + 0xB2]; set => Data[CardStart + 0xB2] = (byte)value; }
public int IV_SPA { get => Data[CardStart + 0xB3]; set => Data[CardStart + 0xB3] = (byte)value; }
public int IV_SPD { get => Data[CardStart + 0xB4]; set => Data[CardStart + 0xB4] = (byte)value; }
public int OTGender { get => Data[CardStart + 0xB5]; set => Data[CardStart + 0xB5] = (byte)value; }
// public override string OT_Name
// {
// get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, CardStart + 0xB6, 0x1A));
// set => Encoding.Unicode.GetBytes(value.PadRight(value.Length + 1, '\0')).CopyTo(Data, CardStart + 0xB6);
// }
public override int Level { get => Data[CardStart + 0xD0]; set => Data[CardStart + 0xD0] = (byte)value; }
public override bool IsEgg { get => Data[CardStart + 0xD1] == 1; set => Data[CardStart + 0xD1] = value ? (byte)1 : (byte)0; }
public ushort AdditionalItem { get => BitConverter.ToUInt16(Data, CardStart + 0xD2); set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0xD2); }
public uint PID { get => BitConverter.ToUInt32(Data, 0xD4); set => BitConverter.GetBytes(value).CopyTo(Data, 0xD4); }
public int RelearnMove1 { get => BitConverter.ToUInt16(Data, CardStart + 0xD8); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xD8); }
public int RelearnMove2 { get => BitConverter.ToUInt16(Data, CardStart + 0xDA); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDA); }
public int RelearnMove3 { get => BitConverter.ToUInt16(Data, CardStart + 0xDC); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDC); }
public int RelearnMove4 { get => BitConverter.ToUInt16(Data, CardStart + 0xDE); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDE); }
public int AV_HP { get => Data[CardStart + 0xE5]; set => Data[CardStart + 0xE5] = (byte)value; }
public int AV_ATK { get => Data[CardStart + 0xE6]; set => Data[CardStart + 0xE6] = (byte)value; }
public int AV_DEF { get => Data[CardStart + 0xE7]; set => Data[CardStart + 0xE7] = (byte)value; }
public int AV_SPE { get => Data[CardStart + 0xE8]; set => Data[CardStart + 0xE8] = (byte)value; }
public int AV_SPA { get => Data[CardStart + 0xE9]; set => Data[CardStart + 0xE9] = (byte)value; }
public int AV_SPD { get => Data[CardStart + 0xEA]; set => Data[CardStart + 0xEA] = (byte)value; }
// Meta Accessible Properties
public override int[] IVs
{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
set
{
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
if (value.Length != 6) return;
IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
public bool GetIsNicknamed(int language) => Data[GetNicknameOffset(language)] != 0;
2019-11-19 06:48:03 +00:00
private static int GetLanguageIndex(int language)
{
var lang = (LanguageID) language;
2020-12-25 20:30:26 +00:00
if (lang is < LanguageID.Japanese or LanguageID.UNUSED_6 or > LanguageID.ChineseT)
return (int) LanguageID.English; // fallback
return lang < LanguageID.UNUSED_6 ? language - 1 : language - 2;
}
public override int Location { get => MetLocation; set => MetLocation = (ushort)value; }
public override IReadOnlyList<int> Moves
{
get => new[] { Move1, Move2, Move3, Move4 };
set
{
if (value.Count > 0) Move1 = value[0];
if (value.Count > 1) Move2 = value[1];
if (value.Count > 2) Move3 = value[2];
if (value.Count > 3) Move4 = value[3];
}
}
public override IReadOnlyList<int> Relearn
{
get => new[] { RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4 };
set
{
if (value.Count > 0) RelearnMove1 = value[0];
if (value.Count > 1) RelearnMove2 = value[1];
if (value.Count > 2) RelearnMove3 = value[2];
if (value.Count > 3) RelearnMove4 = value[3];
}
}
public override string OT_Name { get; set; } = string.Empty;
public string Nickname => string.Empty;
public bool IsNicknamed => false;
public int Language => 2;
public int GetLanguage(int redeemLanguage)
{
var languageOffset = GetLanguageIndex(redeemLanguage);
2021-08-24 20:12:14 +00:00
var value = Data[0x1D8 + languageOffset];
if (value != 0) // Fixed receiving language
return value;
// Use redeeming language (clamped to legal values for our sake)
if (redeemLanguage is < (int)LanguageID.Japanese or (int)LanguageID.UNUSED_6 or > (int)LanguageID.ChineseT)
return (int)LanguageID.English; // fallback
return redeemLanguage;
}
public string GetNickname(int language) => StringConverter.GetString7b(Data, GetNicknameOffset(language), 0x1A);
public void SetNickname(int language, string value) => StringConverter.SetString7b(value, 12, 13).CopyTo(Data, GetNicknameOffset(language));
public string GetOT(int language) => StringConverter.GetString7b(Data, GetOTOffset(language), 0x1A);
public void SetOT(int language, string value) => StringConverter.SetString7b(value, 12, 13).CopyTo(Data, GetOTOffset(language));
private static int GetNicknameOffset(int language)
{
int index = GetLanguageIndex(language);
return 0x04 + (index * 0x1A);
}
private static int GetOTOffset(int language)
{
int index = GetLanguageIndex(language);
return 0xEE + (index * 0x1A);
}
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
if (!IsPokémon)
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
throw new ArgumentException(nameof(IsPokémon));
var rnd = Util.Rand;
int currentLevel = Level > 0 ? Level : rnd.Next(1, 101);
int metLevel = MetLevel > 0 ? MetLevel : currentLevel;
var pi = PersonalTable.GG.GetFormEntry(Species, Form);
var redeemLanguage = sav.Language;
var language = GetLanguage(redeemLanguage);
var OT = GetOT(redeemLanguage);
bool isRedeemHT = OT.Length != 0;
var pk = new PB7
{
Species = Species,
HeldItem = HeldItem,
TID = TID,
SID = SID,
Met_Level = metLevel,
Form = Form,
EncryptionConstant = EncryptionConstant != 0 ? EncryptionConstant : Util.Rand32(),
Version = OriginGame != 0 ? OriginGame : sav.Game,
Language = language,
Ball = Ball,
Move1 = Move1,
Move2 = Move2,
Move3 = Move3,
Move4 = Move4,
RelearnMove1 = RelearnMove1,
RelearnMove2 = RelearnMove2,
RelearnMove3 = RelearnMove3,
RelearnMove4 = RelearnMove4,
Met_Location = MetLocation,
Egg_Location = EggLocation,
AV_HP = AV_HP,
AV_ATK = AV_ATK,
AV_DEF = AV_DEF,
AV_SPE = AV_SPE,
AV_SPA = AV_SPA,
AV_SPD = AV_SPD,
OT_Name = isRedeemHT ? OT : sav.OT,
OT_Gender = OTGender != 3 ? OTGender % 2 : sav.Gender,
CurrentHandler = isRedeemHT ? 1 : 0,
2019-11-16 01:34:18 +00:00
EXP = Experience.GetEXP(currentLevel, pi.EXPGrowth),
OT_Friendship = pi.BaseFriendship,
FatefulEncounter = true,
};
if (isRedeemHT)
{
pk.HT_Name = sav.OT;
pk.HT_Gender = sav.Gender;
}
pk.SetMaximumPPCurrent();
if ((sav.Generation > Generation && OriginGame == 0) || !CanBeReceivedByVersion(pk.Version))
{
// give random valid game
do { pk.Version = (int)GameVersion.GP + rnd.Next(2); }
while (!CanBeReceivedByVersion(pk.Version));
}
if (OTGender == 3)
{
pk.TID = sav.TID;
pk.SID = sav.SID;
}
pk.MetDate = Date ?? DateTime.Now;
pk.IsNicknamed = GetIsNicknamed(redeemLanguage);
pk.Nickname = pk.IsNicknamed ? GetNickname(redeemLanguage) : SpeciesName.GetSpeciesNameGeneration(Species, pk.Language, Generation);
SetPINGA(pk, criteria);
if (IsEgg)
SetEggMetData(pk);
pk.CurrentFriendship = pk.IsEgg ? pi.HatchCycles : pi.BaseFriendship;
pk.HeightScalar = rnd.Next(0x100);
pk.WeightScalar = rnd.Next(0x100);
pk.ResetCalculatedValues(); // cp & dimensions
pk.RefreshChecksum();
return pk;
}
private void SetEggMetData(PKM pk)
{
pk.IsEgg = true;
pk.EggMetDate = Date;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(0, pk.Language, Generation);
pk.IsNicknamed = true;
}
private void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = PersonalTable.GG.GetFormEntry(Species, Form);
pk.Nature = (int)criteria.GetNature((Nature)Nature);
pk.Gender = criteria.GetGender(Gender, pi);
2021-04-09 21:52:49 +00:00
var av = GetAbilityIndex(criteria);
pk.RefreshAbility(av);
SetPID(pk);
SetIVs(pk);
}
2021-04-09 21:52:49 +00:00
private int GetAbilityIndex(EncounterCriteria criteria) => AbilityType switch
{
00 or 01 or 02 => AbilityType, // Fixed 0/1/2
03 or 04 => criteria.GetAbilityFromType(AbilityType), // 0/1 or 0/1/H
_ => throw new ArgumentOutOfRangeException(nameof(AbilityType)),
};
public override int Ability => AbilityType switch
{
0 => 1,
1 => 2,
2 => 4,
3 => 0,
_ => -1,
};
private void SetPID(PKM pk)
{
switch (PIDType)
{
case Shiny.FixedValue: // Specified
pk.PID = PID;
break;
case Shiny.Random: // Random
pk.PID = Util.Rand32();
break;
case Shiny.Always: // Random Shiny
pk.PID = Util.Rand32();
pk.PID = (uint)(((pk.TID ^ pk.SID ^ (pk.PID & 0xFFFF)) << 16) | (pk.PID & 0xFFFF));
break;
case Shiny.Never: // Random Nonshiny
pk.PID = Util.Rand32();
if (pk.IsShiny) pk.PID ^= 0x10000000;
break;
}
}
private void SetIVs(PKM pk)
{
int[] finalIVs = new int[6];
var ivflag = Array.Find(IVs, iv => (byte)(iv - 0xFC) < 3);
var rng = Util.Rand;
if (ivflag == 0) // Random IVs
{
for (int i = 0; i < 6; i++)
finalIVs[i] = IVs[i] > 31 ? rng.Next(32) : IVs[i];
}
else // 1/2/3 perfect IVs
{
int IVCount = ivflag - 0xFB;
do { finalIVs[rng.Next(6)] = 31; }
while (finalIVs.Count(iv => iv == 31) < IVCount);
for (int i = 0; i < 6; i++)
finalIVs[i] = finalIVs[i] == 31 ? 31 : rng.Next(32);
}
pk.IVs = finalIVs;
}
public bool CanHaveLanguage(int language)
{
if (language is < (int) LanguageID.Japanese or > (int) LanguageID.ChineseT)
return false;
if (CanBeAnyLanguage())
return true;
2021-02-02 02:39:34 +00:00
return Array.IndexOf(Data, (byte)language, 0x1D8, 9) >= 0;
}
public bool CanBeAnyLanguage()
{
for (int i = 0; i < 9; i++)
{
if (Data[0x1D8 + i] != 0)
return false;
}
return true;
}
public bool CanHandleOT(int language) => string.IsNullOrEmpty(GetOT(language));
Fracture the encounter matching checks to allow progressive validation (#3137) ## Issue We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got. ## Example: Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. * We have a Silcoon that we've leveled up a few times. Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? * To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead. * We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range. --- Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves). The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method. --- The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7. --- ## Future Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance. ## Conclusion This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-30 01:55:27 +00:00
public override bool IsMatchExact(PKM pkm, DexLevel evo)
{
if (pkm.Egg_Location == 0) // Not Egg
{
if (OTGender != 3)
{
if (SID != pkm.SID) return false;
if (TID != pkm.TID) return false;
if (OTGender != pkm.OT_Gender) return false;
}
var OT = GetOT(pkm.Language);
if (!string.IsNullOrEmpty(OT) && OT != pkm.OT_Name) return false;
if (OriginGame != 0 && OriginGame != pkm.Version) return false;
if (EncryptionConstant != 0 && EncryptionConstant != pkm.EncryptionConstant) return false;
if (!CanBeAnyLanguage() && !CanHaveLanguage(pkm.Language))
return false;
}
if (Form != evo.Form && !FormInfo.IsFormChangeable(Species, Form, pkm.Form, pkm.Format))
return false;
if (IsEgg)
{
if (EggLocation != pkm.Egg_Location) // traded
{
if (pkm.Egg_Location != Locations.LinkTrade6)
return false;
}
else if (PIDType == 0 && pkm.IsShiny)
{
return false; // can't be traded away for unshiny
}
if (pkm.IsEgg && !pkm.IsNative)
return false;
}
else
{
if (!PIDType.IsValid(pkm)) return false;
if (EggLocation != pkm.Egg_Location) return false;
if (MetLocation != pkm.Met_Location) return false;
}
if (MetLevel != pkm.Met_Level) return false;
if (Ball != pkm.Ball) return false;
if (OTGender < 3 && OTGender != pkm.OT_Gender) return false;
2019-11-16 01:34:18 +00:00
if (Nature != -1 && pkm.Nature != Nature) return false;
if (Gender != 3 && Gender != pkm.Gender) return false;
if (pkm is IAwakened s && s.IsAwakeningBelow(this))
return false;
return true;
}
protected override bool IsMatchDeferred(PKM pkm) => Species != pkm.Species;
Fracture the encounter matching checks to allow progressive validation (#3137) ## Issue We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got. ## Example: Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. * We have a Silcoon that we've leveled up a few times. Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? * To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead. * We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range. --- Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves). The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method. --- The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7. --- ## Future Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance. ## Conclusion This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-30 01:55:27 +00:00
protected override bool IsMatchPartial(PKM pkm) => false;
}
}