2022-09-28 06:14:42 +00:00
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using System;
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using static System.Buffers.Binary.BinaryPrimitives;
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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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namespace PKHeX.Core;
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Generation 4 Pokéwalker Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterStatic"/>
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public sealed record EncounterStatic4Pokewalker : EncounterStatic
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2020-12-22 01:04:09 +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 => 4;
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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.Gen4;
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2022-09-28 06:14:42 +00:00
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public PokewalkerCourse4 Course { get; }
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2022-06-18 18:04:24 +00:00
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2022-09-28 06:14:42 +00:00
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public EncounterStatic4Pokewalker(ReadOnlySpan<byte> data, PokewalkerCourse4 course) : base(GameVersion.HGSS)
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2022-06-18 18:04:24 +00:00
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{
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2022-09-28 06:14:42 +00:00
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Species = ReadUInt16LittleEndian(data);
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Level = data[2];
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Gender = (sbyte)data[3];
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Course = course;
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var move1 = ReadUInt16LittleEndian(data[0x4..]);
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var move2 = ReadUInt16LittleEndian(data[0x6..]);
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var move3 = ReadUInt16LittleEndian(data[0x8..]);
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var move4 = ReadUInt16LittleEndian(data[0xA..]);
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Moves = new(move1, move2, move3, move4);
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// All obtained entities are in Poke Ball and have a met location of "PokeWalker"
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2022-06-18 18:04:24 +00:00
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Gift = true;
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Location = Locations.PokeWalker4;
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}
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protected override bool IsMatchLocation(PKM pk)
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2020-12-22 01:04:09 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (pk.Format == 4)
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return Location == pk.Met_Location;
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return true; // transfer location verified later
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}
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protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
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{
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if (pk.Format != 4) // Met Level lost on PK4=>PK5
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return Level <= evo.LevelMax;
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return pk.Met_Level == Level;
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}
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protected override bool IsMatchPartial(PKM pk)
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{
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if (Gift && pk.Ball != Ball)
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return true;
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2022-09-28 06:14:42 +00:00
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if (!IsCourseAvailable(pk.Language))
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return true;
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2022-06-18 18:04:24 +00:00
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return base.IsMatchPartial(pk);
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}
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2022-09-28 06:14:42 +00:00
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public bool IsCourseAvailable(int language) => Course switch
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{
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PokewalkerCourse4.Rally => language is (int)LanguageID.Japanese,
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PokewalkerCourse4.Sightseeing => language is (int)LanguageID.Japanese or (int)LanguageID.Korean,
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PokewalkerCourse4.AmityMeadow => language is (int)LanguageID.Japanese,
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_ => true,
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};
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2022-06-18 18:04:24 +00:00
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protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
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{
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var pi = pk.PersonalInfo;
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int gender = criteria.GetGender(Gender, pi);
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int nature = (int)criteria.GetNature(Nature.Random);
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// Cannot force an ability; nature-gender-trainerID only yield fixed PIDs.
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// int ability = criteria.GetAbilityFromNumber(Ability, pi);
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PIDGenerator.SetRandomPIDPokewalker(pk, nature, gender);
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criteria.SetRandomIVs(pk);
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2020-12-22 01:04:09 +00:00
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}
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2022-09-28 06:14:42 +00:00
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public static EncounterStatic4Pokewalker[] GetAll(ReadOnlySpan<byte> data)
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{
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const int size = 0xC;
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var count = data.Length / size;
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System.Diagnostics.Debug.Assert(count == 6 * (int)PokewalkerCourse4.MAX_COUNT);
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var result = new EncounterStatic4Pokewalker[count];
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for (int i = 0; i < result.Length; i++)
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{
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var offset = i * size;
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var slice = data[offset..];
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var course = (PokewalkerCourse4)(i / 6);
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result[i] = new(slice, course);
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}
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return result;
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}
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}
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public enum PokewalkerCourse4 : byte
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{
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RefreshingField = 0,
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NoisyForest = 1,
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RuggedRoad = 2,
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BeautifulBeach = 3,
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SuburbanArea = 4,
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DimCave = 5,
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BlueLake = 6,
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TownOutskirts = 7,
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HoennField = 8,
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WarmBeach = 9,
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VolcanoPath = 10,
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Treehouse = 11,
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ScaryCave = 12,
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SinnohField = 13,
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IcyMountainRoad = 14,
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BigForest = 15,
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WhiteLake = 16,
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StormyBeach = 17,
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Resort = 18,
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QuietCave = 19,
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BeyondTheSea = 20,
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NightSkysEdge = 21,
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YellowForest = 22,
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Rally = 23, // JPN Exclusive
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Sightseeing = 24, // JPN/KOR Exclusive
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WinnersPath = 25,
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AmityMeadow = 26, // JPN Exclusive
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MAX_COUNT,
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2020-12-22 01:04:09 +00:00
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}
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