PKHeX/PKHeX.Core/Legality/Restrictions/GBRestrictions.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using PKHeX.Core;
using static PKHeX.Core.Legal;
namespace PKHeX
{
/// <summary>
/// Miscellaneous GB Era restriction logic for legality checking
/// </summary>
internal static class GBRestrictions
{
private static readonly int[] G1CaterpieMoves = { 33, 81 };
private static readonly int[] G1WeedleMoves = { 40, 81 };
//private static readonly int[] G1MetapodMoves = { 33, 81, 106 };
private static readonly int[] G1KakunaMoves = { 40, 81, 106 };
private static readonly int[] G1Exeggcute_IncompatibleMoves = { 78, 77, 79 };
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internal static readonly int[] Stadium_CatchRate =
{
167, // Normal Box
168, // Gorgeous Box
};
private static readonly HashSet<int> Stadium_GiftSpecies = new HashSet<int>
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{
001, // Bulbasaur
004, // Charmander
007, // Squirtle
054, // Psyduck (Amnesia)
106, // Hitmonlee
107, // Hitmonchan
133, // Eevee
138, // Omanyte
140, // Kabuto
};
private static readonly HashSet<int> SpecialMinMoveSlots = new HashSet<int>
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{
25, 26, 29, 30, 31, 32, 33, 34, 36, 38, 40, 59, 91, 103, 114, 121,
};
internal static bool TypeIDExists(int type) => Types_Gen1.Contains(type);
private static readonly HashSet<int> Types_Gen1 = new HashSet<int>
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{
0, 1, 2, 3, 4, 5, 7, 8, 20, 21, 22, 23, 24, 25, 26
};
internal static readonly HashSet<int> Species_NotAvailable_CatchRate = new HashSet<int>
{
12, 18, 31, 34, 38, 45, 53, 59, 62, 65, 68, 71, 78, 91, 103, 121
};
internal static readonly HashSet<int> Trade_Evolution1 = new HashSet<int>
{
064,
067,
075,
093
};
private static int[] GetMinLevelLearnMoveG1(int species, List<int> moves)
{
var result = new int[moves.Count];
for (int i = 0; i < result.Length; i++)
result[i] = MoveLevelUp.GetIsLevelUp1(species, moves[i], 100, 0, 0).Level;
return result;
}
private static int[] GetMaxLevelLearnMoveG1(int species, List<int> moves)
{
var result = new int[moves.Count];
int index = PersonalTable.RB.GetFormeIndex(species, 0);
if (index == 0)
return result;
var pi_rb = ((PersonalInfoG1)PersonalTable.RB[index]).Moves;
var pi_y = ((PersonalInfoG1)PersonalTable.Y[index]).Moves;
for (int m = 0; m < moves.Count; m++)
{
bool start = pi_rb.Contains(moves[m]) && pi_y.Contains(moves[m]);
result[m] = start ? 1 : Math.Max(GetHighest(LevelUpRB), GetHighest(LevelUpY));
int GetHighest(IReadOnlyList<Learnset> learn) => learn[index].GetLevelLearnMove(moves[m]);
}
return result;
}
private static List<int>[] GetExclusiveMovesG1(int species1, int species2, IEnumerable<int> tmhm, IEnumerable<int> moves)
{
// Return from two species the exclusive moves that only one could learn and also the current pokemon have it in its current moveset
var moves1 = MoveLevelUp.GetMovesLevelUp1(species1, 0, 1, 100);
var moves2 = MoveLevelUp.GetMovesLevelUp1(species2, 0, 1, 100);
// Remove common moves and remove tmhm, remove not learned moves
var common = new HashSet<int>(moves1.Intersect(moves2).Concat(tmhm));
var hashMoves = new HashSet<int>(moves);
moves1.RemoveAll(x => !hashMoves.Contains(x) || common.Contains(x));
moves2.RemoveAll(x => !hashMoves.Contains(x) || common.Contains(x));
return new[] { moves1, moves2 };
}
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
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internal static void GetIncompatibleEvolutionMoves(PKM pkm, IReadOnlyList<int> moves, IReadOnlyList<int> tmhm, out int previousspecies, out IList<int> incompatible_previous, out IList<int> incompatible_current)
{
switch (pkm.Species)
{
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case (int)Species.Nidoking when moves.Contains(31) && moves.Contains(37):
// Nidoking learns Thrash at level 23
// Nidorino learns Fury Attack at level 36, Nidoran♂ at level 30
// Other moves are either learned by Nidoran♂ up to level 23 or by TM
incompatible_current = new[] { 31 };
incompatible_previous = new[] { 37 };
previousspecies = 33;
return;
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case (int)Species.Exeggutor when moves.Contains(23) && moves.Any(m => G1Exeggcute_IncompatibleMoves.Contains(moves[m])):
// Exeggutor learns stomp at level 28
// Exeggcute learns Stun Spore at 32, PoisonPowder at 37 and Sleep Powder at 48
incompatible_current = new[] { 23 };
incompatible_previous = G1Exeggcute_IncompatibleMoves;
previousspecies = 103;
return;
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case (int)Species.Vaporeon:
case (int)Species.Jolteon:
case (int)Species.Flareon:
incompatible_previous = new List<int>();
incompatible_current = new List<int>();
previousspecies = 133;
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var ExclusiveMoves = GetExclusiveMovesG1((int)Species.Eevee, pkm.Species, tmhm, moves);
var EeveeLevels = GetMinLevelLearnMoveG1((int)Species.Eevee, ExclusiveMoves[0]);
var EvoLevels = GetMaxLevelLearnMoveG1(pkm.Species, ExclusiveMoves[1]);
for (int i = 0; i < ExclusiveMoves[0].Count; i++)
{
// There is a evolution move with a lower level that current eevee move
var el = EeveeLevels[i];
if (EvoLevels.Any(ev => ev < el))
incompatible_previous.Add(ExclusiveMoves[0][i]);
}
for (int i = 0; i < ExclusiveMoves[1].Count; i++)
{
// There is a eevee move with a greather level that current evolution move
var el = EvoLevels[i];
if (EeveeLevels.Any(ev => ev > el))
incompatible_current.Add(ExclusiveMoves[1][i]);
}
return;
}
incompatible_previous = Array.Empty<int>();
incompatible_current = Array.Empty<int>();
previousspecies = 0;
}
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
internal static int GetRequiredMoveCount(PKM pk, IReadOnlyList<int> moves, LegalInfo info, IReadOnlyList<int> initialmoves)
{
if (!pk.Gen1_NotTradeback) // No Move Deleter in Gen 1
return 1; // Move Deleter exits, slots from 2 onwards can always be empty
int required = GetRequiredMoveCount(pk, moves, info.EncounterMoves.LevelUpMoves, initialmoves);
if (required >= 4)
return 4;
// tm, hm and tutor moves replace a free slots if the pokemon have less than 4 moves
// Ignore tm, hm and tutor moves already in the learnset table
var learn = info.EncounterMoves.LevelUpMoves;
var tmhm = info.EncounterMoves.TMHMMoves;
var tutor = info.EncounterMoves.TutorMoves;
var union = initialmoves.Union(learn[1]);
required += moves.Count(m => m != 0 && union.All(t => t != m) && (tmhm[1].Any(t => t == m) || tutor[1].Any(t => t == m)));
return Math.Min(4, required);
}
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
private static int GetRequiredMoveCount(PKM pk, IReadOnlyList<int> moves, IReadOnlyList<int>[] learn, IReadOnlyList<int> initialmoves)
{
if (SpecialMinMoveSlots.Contains(pk.Species))
return GetRequiredMoveCountSpecial(pk, moves, learn);
// A pokemon is captured with initial moves and can't forget any until have all 4 slots used
// If it has learn a move before having 4 it will be in one of the free slots
int required = GetRequiredMoveSlotsRegular(pk, moves, learn, initialmoves);
return required != 0 ? required : GetRequiredMoveCountDecrement(pk, moves, learn, initialmoves);
}
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
private static int GetRequiredMoveSlotsRegular(PKM pk, IReadOnlyList<int> moves, IReadOnlyList<int>[] learn, IReadOnlyList<int> initialmoves)
{
int species = pk.Species;
int catch_rate = ((PK1)pk).Catch_Rate;
// Caterpie and Metapod evolution lines have different count of possible slots available if captured in different evolutionary phases
// Example: a level 7 caterpie evolved into metapod will have 3 learned moves, a captured metapod will have only 1 move
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if ((species == (int)Species.Metapod || species == (int)Species.Butterfree) && catch_rate == 120)
{
// Captured as Metapod without Caterpie moves
return initialmoves.Union(learn[1]).Distinct().Count(lm => lm != 0 && !G1CaterpieMoves.Contains(lm));
// There is no valid Butterfree encounter in generation 1 games
}
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if ((species == (int)Species.Kakuna || species == (int)Species.Beedrill) && (catch_rate == 45 || catch_rate == 120))
{
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if (species == (int)Species.Beedrill && catch_rate == 45) // Captured as Beedril without Weedle and Kakuna moves
return initialmoves.Union(learn[1]).Distinct().Count(lm => lm != 0 && !G1KakunaMoves.Contains(lm));
// Captured as Kakuna without Weedle moves
return initialmoves.Union(learn[1]).Distinct().Count(lm => lm != 0 && !G1WeedleMoves.Contains(lm));
}
return IsMoveCountRequired3(species, pk.CurrentLevel, moves) ? 3 : 0; // no match
}
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
private static bool IsMoveCountRequired3(int species, int level, IReadOnlyList<int> moves)
{
// Species that evolve and learn the 4th move as evolved species at a greather level than base species
// The 4th move is included in the level up table set as a preevolution move,
// it should be removed from the used slots count if is not the learn move
switch (species)
{
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case (int)Species.Pidgeotto: return level < 21 && !moves.Contains(018); // Pidgeotto without Whirlwind
case (int)Species.Sandslash: return level < 27 && !moves.Contains(040); // Sandslash without Poison Sting
case (int)Species.Parasect: return level < 30 && !moves.Contains(147); // Parasect without Spore
case (int)Species.Golduck: return level < 39 && !moves.Contains(093); // Golduck without Confusion
case (int)Species.Dewgong: return level < 44 && !moves.Contains(156); // Dewgong without Rest
case (int)Species.Haunter:
case (int)Species.Gengar: return level < 29 && !moves.Contains(095); // Haunter/Gengar without Hypnosis
case (int)Species.Weezing: return level < 39 && !moves.Contains(108); // Weezing without Smoke Screen
default: return false;
}
}
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
private static int GetRequiredMoveCountDecrement(PKM pk, IReadOnlyList<int> moves, IReadOnlyList<int>[] learn, IReadOnlyList<int> initialmoves)
{
int usedslots = initialmoves.Union(learn[1]).Where(m => m != 0).Distinct().Count();
switch (pk.Species)
{
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case (int)Species.Venonat: // Venonat; ignore Venomoth (by the time Venonat evolves it will always have 4 moves)
if (pk.CurrentLevel >= 11 && !moves.Contains(48)) // Supersonic
usedslots--;
if (pk.CurrentLevel >= 19 && !moves.Contains(93)) // Confusion
usedslots--;
break;
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case (int)Species.Kadabra:
case (int)Species.Alakazam: // Abra & Kadabra
int catch_rate = ((PK1)pk).Catch_Rate;
if (catch_rate != 100)// Initial Yellow Kadabra Kinesis (move 134)
usedslots--;
if (catch_rate == 200 && pk.CurrentLevel < 20) // Kadabra Disable, not learned until 20 if captured as Abra (move 50)
usedslots--;
break;
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case (int)Species.Cubone:
case (int)Species.Marowak: // Cubone & Marowak
if (!moves.Contains(39)) // Initial Yellow Tail Whip
usedslots--;
if (!moves.Contains(125)) // Initial Yellow Bone Club
usedslots--;
if (pk.Species == 105 && pk.CurrentLevel < 33 && !moves.Contains(116)) // Marowak evolved without Focus Energy
usedslots--;
break;
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case (int)Species.Chansey:
if (!moves.Contains(39)) // Yellow Initial Tail Whip
usedslots--;
if (!moves.Contains(3)) // Yellow Lvl 12 and Initial Red/Blue Double Slap
usedslots--;
break;
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case (int)Species.Mankey when pk.CurrentLevel >= 9 && !moves.Contains(67): // Mankey (Low Kick)
case (int)Species.Pinsir when pk.CurrentLevel >= 21 && !moves.Contains(20): // Pinsir (Bind)
case (int)Species.Gyarados when pk.CurrentLevel < 32: // Gyarados
usedslots--;
break;
default: return usedslots;
}
return usedslots;
}
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
private static int GetRequiredMoveCountSpecial(PKM pk, IReadOnlyList<int> moves, IReadOnlyList<int>[] learn)
{
// Species with few mandatory slots, species with stone evolutions that could evolve at lower level and do not learn any more moves
// and Pikachu and Nidoran family, those only have mandatory the initial moves and a few have one level up moves,
// every other move could be avoided switching game or evolving
var mandatory = GetRequiredMoveCountLevel(pk);
switch (pk.Species)
{
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case (int)Species.Exeggutor when pk.CurrentLevel >= 28: // Exeggutor
// At level 28 learn different move if is a Exeggute or Exeggutor
if (moves.Contains(73))
mandatory.Add(73); // Leech Seed level 28 Exeggute
if (moves.Contains(23))
mandatory.Add(23); // Stomp level 28 Exeggutor
break;
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case (int)Species.Pikachu when pk.CurrentLevel >= 33:
mandatory.Add(97); // Pikachu always learns Agility
break;
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case (int)Species.Tangela:
mandatory.Add(132); // Tangela always has Constrict as Initial Move
break;
}
// Add to used slots the non-mandatory moves from the learnset table that the pokemon have learned
return mandatory.Count + moves.Where(m => m != 0).Count(m => !mandatory.Contains(m) && learn[1].Contains(m));
}
private static List<int> GetRequiredMoveCountLevel(PKM pk)
{
int species = pk.Species;
int basespecies = EvoBase.GetBaseSpecies(pk).Species;
int maxlevel = 1;
int minlevel = 1;
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if (species == (int)Species.Tangela) // Tangela moves before level 32 are different in RB vs Y
{
minlevel = 32;
maxlevel = pk.CurrentLevel;
}
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else if ((int)Species.NidoranF <= species && species <= (int)Species.Nidoking && pk.CurrentLevel >= 8)
{
maxlevel = 8; // Always learns a third move at level 8
}
if (minlevel > pk.CurrentLevel)
return new List<int>();
return MoveLevelUp.GetMovesLevelUp1(basespecies, 0, maxlevel, minlevel);
}
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
internal static IEnumerable<GameVersion> GetGen2Versions(LegalInfo Info, bool korean)
{
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 (ParseSettings.AllowGen2Crystal(korean) && Info.Game.Contains(GameVersion.C))
yield return GameVersion.C;
yield return GameVersion.GS;
}
internal static IEnumerable<GameVersion> GetGen1Versions(LegalInfo Info)
{
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if (Info.EncounterMatch.Species == (int)Species.Eevee && Info.Game == GameVersion.Stadium)
{
// Stadium Eevee; check for RB and yellow initial moves
yield return GameVersion.RB;
yield return GameVersion.YW;
yield break;
}
if (Info.Game == GameVersion.YW)
{
yield return GameVersion.YW;
yield break;
}
// Any encounter marked with version RBY is for pokemon with the same moves and catch rate in RB and Y,
// it is sufficient to check just RB's case
yield return GameVersion.RB;
}
private static bool GetCatchRateMatchesPreEvolution(PKM pkm, int catch_rate, IEnumerable<int> gen1)
{
// For species catch rate, discard any species that has no valid encounters and a different catch rate than their pre-evolutions
var Lineage = gen1.Except(Species_NotAvailable_CatchRate);
return IsCatchRateRBY(Lineage) || IsCatchRateTrade() || IsCatchRateStadium();
// Dragonite's Catch Rate is different than Dragonair's in Yellow, but there is no Dragonite encounter.
bool IsCatchRateRBY(IEnumerable<int> ds) => ds.Any(s => catch_rate == PersonalTable.RB[s].CatchRate || (s != 149 && catch_rate == PersonalTable.Y[s].CatchRate));
// Krabby encounter trade special catch rate
bool IsCatchRateTrade() => catch_rate == 204 && (pkm.Species == (int)Species.Krabby || pkm.Species == (int)Species.Kingler);
bool IsCatchRateStadium() => Stadium_GiftSpecies.Contains(pkm.Species) && Stadium_CatchRate.Contains(catch_rate);
}
/// <summary>
/// Checks if the <see cref="pkm"/> can inhabit <see cref="GameVersion.Gen1"></see>
/// </summary>
/// <param name="pkm">Data to check</param>
/// <returns>true if can inhabit, false if not.</returns>
private static bool CanInhabitGen1(this PKM pkm)
{
// Korean Gen2 games can't trade-back because there are no Gen1 Korean games released
if (pkm.Korean || pkm.IsEgg)
return false;
// Gen2 format with met data can't receive Gen1 moves, unless Stadium 2 is used (Oak's PC).
// If you put a Pokemon in the N64 box, the met info is retained, even if you switch over to a Gen I game to teach it TMs
// You can use rare candies from within the lab, so level-up moves from RBY context can be learned this way as well
// Stadium 2 is GB Cart Era only (not 3DS Virtual Console).
if (pkm is PK2 pk2 && pk2.CaughtData != 0 && !ParseSettings.AllowGBCartEra)
return false;
// Sanity check species, if it could have existed as a pre-evolution.
int species = pkm.Species;
if (species <= MaxSpeciesID_1)
return true;
return FutureEvolutionsGen1.Contains(species);
}
/// <summary>
/// Gets the Tradeback status depending on various values.
/// </summary>
/// <param name="pkm">Pokémon to guess the tradeback status from.</param>
internal static TradebackType GetTradebackStatusInitial(PKM pkm)
{
if (pkm is PK1 pk1)
return GetTradebackStatusRBY(pk1);
if (pkm.Format == 2 || pkm.VC2) // Check for impossible tradeback scenarios
return !pkm.CanInhabitGen1() ? TradebackType.Gen2_NotTradeback : TradebackType.Any;
// VC2 is released, we can assume it will be TradebackType.Any.
// Is impossible to differentiate a VC1 pokemon traded to Gen7 after VC2 is available.
// Met Date cannot be used definitively as the player can change their system clock.
return TradebackType.Any;
}
/// <summary>
/// Gets the Tradeback status depending on the <see cref="PK1.Catch_Rate"/>
/// </summary>
/// <param name="pkm">Pokémon to guess the tradeback status from.</param>
private static TradebackType GetTradebackStatusRBY(PK1 pkm)
{
if (!ParseSettings.AllowGen1Tradeback)
return TradebackType.Gen1_NotTradeback;
// Detect tradeback status by comparing the catch rate(Gen1)/held item(Gen2) to the species in the pkm's evolution chain.
var catch_rate = pkm.Catch_Rate;
if (catch_rate == 0)
return TradebackType.WasTradeback;
var table = EvolutionTree.GetEvolutionTree(1);
var lineage = table.GetValidPreEvolutions(pkm, maxLevel: pkm.CurrentLevel);
var gen1 = lineage.Select(evolution => evolution.Species);
bool matchAny = GetCatchRateMatchesPreEvolution(pkm, catch_rate, gen1);
if (!matchAny)
return TradebackType.WasTradeback;
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if (HeldItems_GSC.Contains((ushort)catch_rate))
return TradebackType.Any;
return TradebackType.Gen1_NotTradeback;
}
internal static bool IsTradedKadabraG1(PKM pkm)
{
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if (!(pkm is PK1 pk1) || pk1.Species != (int)Species.Kadabra)
return false;
if (pk1.TradebackStatus == TradebackType.WasTradeback)
return true;
if (ParseSettings.ActiveTrainer.Game == (int)GameVersion.Any)
return false;
var IsYellow = ParseSettings.ActiveTrainer.Game == (int)GameVersion.YW;
if (pk1.TradebackStatus == TradebackType.Gen1_NotTradeback)
{
// If catch rate is Abra catch rate it wont trigger as invalid trade without evolution, it could be traded as Abra
// Yellow Kadabra catch rate in Red/Blue game, must be Alakazam
var table = IsYellow ? PersonalTable.RB : PersonalTable.Y;
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if (pk1.Catch_Rate == table[(int)Species.Kadabra].CatchRate)
return true;
}
if (IsYellow)
return false;
// Yellow only moves in Red/Blue game, must be Alakazam
var moves = pk1.Moves;
if (moves.Contains(134)) // Kinesis, yellow only move
return true;
if (pk1.CurrentLevel < 20 && moves.Contains(50)) // Obtaining Disable below level 20 implies a yellow only move
return true;
return false;
}
}
}