PKHeX/PKHeX.Core/Legality/RNG/MethodFinder.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
2021-01-28 00:52:04 +00:00
using static PKHeX.Core.PIDType;
namespace PKHeX.Core;
/// <summary>
/// Class containing logic to obtain a PKM's PIDIV method.
/// </summary>
public static class MethodFinder
{
/// <summary>
/// Analyzes a <see cref="PKM"/> to find a matching PIDIV method.
/// </summary>
/// <param name="pk">Input <see cref="PKM"/>.</param>
/// <returns><see cref="PIDIV"/> object containing seed and method info.</returns>
public static PIDIV Analyze(PKM pk)
{
if (pk.Format < 3)
return AnalyzeGB(pk);
var pid = pk.EncryptionConstant;
var top = pid >> 16;
var bot = pid & 0xFFFF;
Span<uint> temp = stackalloc uint[6];
for (int i = 0; i < 6; i++)
temp[i] = (uint)pk.GetIV(i);
ReadOnlySpan<uint> IVs = temp;
if (GetLCRNGMatch(top, bot, IVs, out PIDIV pidiv))
return pidiv;
if (pk.Species == (int)Species.Unown && GetLCRNGUnownMatch(top, bot, IVs, out pidiv)) // frlg only
return pidiv;
if (GetColoStarterMatch(pk, top, bot, IVs, out pidiv))
return pidiv;
if (GetXDRNGMatch(pk, top, bot, IVs, out pidiv))
return pidiv;
// Special cases
if (GetLCRNGRoamerMatch(top, bot, IVs, out pidiv))
return pidiv;
if (GetChannelMatch(top, bot, IVs, out pidiv, pk))
return pidiv;
if (GetMG4Match(pid, IVs, out pidiv))
return pidiv;
if (GetBACDMatch(pk, pid, IVs, out pidiv))
return pidiv;
if (GetModifiedPIDMatch(pk, pid, IVs, out pidiv))
return pidiv;
return PIDIV.None; // no match
}
private static bool GetModifiedPIDMatch(PKM pk, uint pid, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
if (pk.IsShiny)
{
if (GetChainShinyMatch(pk, pid, IVs, out pidiv))
return true;
if (GetModified8BitMatch(pk, pid, out pidiv))
return true;
}
else
{
if (pid <= 0xFF && GetCuteCharmMatch(pk, pid, out pidiv))
return true;
}
return GetPokewalkerMatch(pk, pid, out pidiv);
}
private static bool GetModified8BitMatch(PKM pk, uint pid, out PIDIV pidiv)
{
return pk.Gen4
? (pid <= 0xFF && GetCuteCharmMatch(pk, pid, out pidiv)) || GetG5MGShinyMatch(pk, pid, out pidiv)
: GetG5MGShinyMatch(pk, pid, out pidiv) || (pid <= 0xFF && GetCuteCharmMatch(pk, pid, out pidiv));
}
private static bool GetLCRNGMatch(uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
var reg = GetSeedsFromPID(RNG.LCRNG, top, bot);
var iv1 = GetIVChunk(IVs, 0);
var iv2 = GetIVChunk(IVs, 3);
foreach (var seed in reg)
{
// A and B are already used by PID
var B = RNG.LCRNG.Advance(seed, 2);
// Method 1/2/4 can use 3 different RNG frames
var C = RNG.LCRNG.Next(B);
var ivC = C >> 16 & 0x7FFF;
if (iv1 == ivC)
{
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv2 == ivD) // ABCD
{
pidiv = new PIDIV(Method_1, seed);
return true;
}
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 == ivE) // ABCE
{
pidiv = new PIDIV(Method_4, seed);
return true;
}
}
else
{
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv1 != ivD)
continue;
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 == ivE) // ABDE
{
pidiv = new PIDIV(Method_2, seed);
return true;
}
}
}
reg = GetSeedsFromPIDSkip(RNG.LCRNG, top, bot);
foreach (var seed in reg)
{
// A and B are already used by PID
var C = RNG.LCRNG.Advance(seed, 3);
// Method 3
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv1 != ivD)
continue;
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 != ivE)
continue;
pidiv = new PIDIV(Method_3, seed);
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetLCRNGUnownMatch(uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
// this is an exact copy of LCRNG 1,2,4 matching, except the PID has its halves switched (BACD, BADE, BACE)
var reg = GetSeedsFromPID(RNG.LCRNG, bot, top); // reversed!
var iv1 = GetIVChunk(IVs, 0);
var iv2 = GetIVChunk(IVs, 3);
foreach (var seed in reg)
{
// A and B are already used by PID
var B = RNG.LCRNG.Advance(seed, 2);
// Method 1/2/4 can use 3 different RNG frames
var C = RNG.LCRNG.Next(B);
var ivC = C >> 16 & 0x7FFF;
if (iv1 == ivC)
{
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv2 == ivD) // BACD
{
pidiv = new PIDIV(Method_1_Unown, seed);
return true;
}
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 == ivE) // BACE
{
pidiv = new PIDIV(Method_4_Unown, seed);
return true;
}
}
else
{
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv1 != ivD)
continue;
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 == ivE) // BADE
{
pidiv = new PIDIV(Method_2_Unown, seed);
return true;
}
}
}
reg = GetSeedsFromPIDSkip(RNG.LCRNG, bot, top); // reversed!
foreach (var seed in reg)
{
// A and B are already used by PID
var C = RNG.LCRNG.Advance(seed, 3);
// Method 3
var D = RNG.LCRNG.Next(C);
var ivD = D >> 16 & 0x7FFF;
if (iv1 != ivD)
continue;
var E = RNG.LCRNG.Next(D);
var ivE = E >> 16 & 0x7FFF;
if (iv2 != ivE)
continue;
pidiv = new PIDIV(Method_3_Unown, seed);
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetLCRNGRoamerMatch(uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
if (IVs[2] != 0 || IVs[3] != 0 || IVs[4] != 0 || IVs[5] != 0 || IVs[1] > 7)
return GetNonMatch(out pidiv);
var iv1 = GetIVChunk(IVs, 0);
var reg = GetSeedsFromPID(RNG.LCRNG, top, bot);
foreach (var seed in reg)
{
// Only the first 8 bits are kept
var ivC = RNG.LCRNG.Advance(seed, 3) >> 16 & 0x00FF;
if (iv1 != ivC)
continue;
pidiv = new PIDIV(Method_1_Roamer, seed);
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetXDRNGMatch(PKM pk, uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
var xdc = GetSeedsFromPIDEuclid(RNG.XDRNG, top, bot);
foreach (var seed in xdc)
{
var B = RNG.XDRNG.Prev(seed);
var A = RNG.XDRNG.Prev(B);
var hi = A >> 16;
var lo = B >> 16;
if (IVsMatch(hi, lo, IVs))
{
pidiv = new PIDIV(CXD, RNG.XDRNG.Prev(A));
return true;
}
// check for anti-shiny against player TSV
var tsv = (uint)(pk.TID ^ pk.SID) >> 3;
var psv = (top ^ bot) >> 3;
if (psv == tsv) // already shiny, wouldn't be anti-shiny
continue;
var p2 = seed;
var p1 = B;
psv = ((p2 ^ p1) >> 19);
if (psv != tsv) // prior PID must be shiny
continue;
do
{
B = RNG.XDRNG.Prev(A);
A = RNG.XDRNG.Prev(B);
hi = A >> 16;
lo = B >> 16;
if (IVsMatch(hi, lo, IVs))
{
pidiv = new PIDIV(CXDAnti, RNG.XDRNG.Prev(A));
return true;
}
p2 = RNG.XDRNG.Prev(p1);
p1 = RNG.XDRNG.Prev(p2);
psv = (p2 ^ p1) >> 19;
}
while (psv == tsv);
}
return GetNonMatch(out pidiv);
}
private static bool GetChannelMatch(uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv, PKM pk)
{
var ver = pk.Version;
if (ver is not ((int)GameVersion.R or (int)GameVersion.S))
return GetNonMatch(out pidiv);
var undo = top ^ 0x8000;
if ((undo > 7 ? 0 : 1) != (bot ^ pk.SID ^ 40122))
top = undo;
var channel = GetSeedsFromPIDEuclid(RNG.XDRNG, top, bot);
foreach (var seed in channel)
{
var C = RNG.XDRNG.Advance(seed, 3); // held item
// no checks, held item can be swapped
var D = RNG.XDRNG.Next(C); // Version
if ((D >> 31) + 1 != ver) // (0-Sapphire, 1-Ruby)
continue;
var E = RNG.XDRNG.Next(D); // OT Gender
if (E >> 31 != pk.OT_Gender)
continue;
if (!RNG.XDRNG.GetSequentialIVsUInt32(E, IVs))
continue;
if (seed >> 16 != pk.SID)
continue;
pidiv = new PIDIV(Channel, RNG.XDRNG.Prev(seed));
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetMG4Match(uint pid, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
uint mg4Rev = RNG.ARNG.Prev(pid);
var mg4 = GetSeedsFromPID(RNG.LCRNG, mg4Rev >> 16, mg4Rev & 0xFFFF);
foreach (var seed in mg4)
{
var B = RNG.LCRNG.Advance(seed, 2);
var C = RNG.LCRNG.Next(B);
var D = RNG.LCRNG.Next(C);
if (!IVsMatch(C >> 16, D >> 16, IVs))
continue;
pidiv = new PIDIV(G4MGAntiShiny, seed);
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetG5MGShinyMatch(PKM pk, uint pid, out PIDIV pidiv)
{
var low = pid & 0xFFFF;
// generation 5 shiny PIDs
if (low <= 0xFF)
{
var av = (pid >> 16) & 1;
var genPID = PIDGenerator.GetMG5ShinyPID(low, av, pk.TID, pk.SID);
if (genPID == pid)
{
pidiv = PIDIV.G5MGShiny;
return true;
}
}
return GetNonMatch(out pidiv);
}
private static bool GetCuteCharmMatch(PKM pk, uint pid, out PIDIV pidiv)
{
if (pid > 0xFF)
return GetNonMatch(out pidiv);
(int species, int genderValue) = GetCuteCharmGenderSpecies(pk, pid, pk.Species);
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
if ((uint)species > Legal.MaxSpeciesID_4)
return GetNonMatch(out pidiv);
2022-08-18 06:48:37 +00:00
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
static int getRatio(int species) => PersonalTable.HGSS[species].Gender;
switch (genderValue)
{
case 2: break; // can't cute charm a genderless pk
case 0: // male
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
var gr = getRatio(species);
if (gr >= PersonalInfo.RatioMagicFemale) // no modification for PID
break;
var rate = 25*((gr / 25) + 1); // buffered
var nature = pid % 25;
if (nature + rate != pid)
break;
pidiv = PIDIV.CuteCharm;
return true;
case 1: // female
if (pid >= 25)
break; // nope, this isn't a valid nature
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
if (getRatio(species) >= PersonalInfo.RatioMagicFemale) // no modification for PID
break;
pidiv = PIDIV.CuteCharm;
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetChainShinyMatch(PKM pk, uint pid, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
// 13 shiny bits
// PIDH & 7
// PIDL & 7
// IVs
var bot = GetIVChunk(IVs, 0);
var top = GetIVChunk(IVs, 3);
var reg = GetSeedsFromIVs(RNG.LCRNG, top, bot);
foreach (var seed in reg)
{
// check the individual bits
var s = seed;
int i = 15;
do
{
var bit = s >> 16 & 1;
if (bit != (pid >> i & 1))
break;
s = RNG.LCRNG.Prev(s);
}
while (--i != 2);
if (i != 2) // bit failed
continue;
// Shiny Bits of PID validated
var upper = s;
if ((upper >> 16 & 7) != (pid >> 16 & 7))
continue;
var lower = RNG.LCRNG.Prev(upper);
if ((lower >> 16 & 7) != (pid & 7))
continue;
var upid = (((pid & 0xFFFF) ^ pk.TID ^ pk.SID) & 0xFFF8) | ((upper >> 16) & 0x7);
if (upid != pid >> 16)
continue;
s = RNG.LCRNG.Reverse(lower, 2); // unroll one final time to get the origin seed
pidiv = new PIDIV(ChainShiny, s);
return true;
}
return GetNonMatch(out pidiv);
}
public static IEnumerable<uint> GetCuteCharmSeeds(PKM pk)
{
Span<uint> IVs = stackalloc uint[6];
for (int i = 0; i < 6; i++)
IVs[i] = (uint)pk.GetIV(i);
var bot = GetIVChunk(IVs, 0);
var top = GetIVChunk(IVs, 3);
return GetSeedsFromIVs(RNG.LCRNG, top, bot);
}
private static bool GetBACDMatch(PKM pk, uint pid, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
var bot = GetIVChunk(IVs, 0);
var top = GetIVChunk(IVs, 3);
var reg = GetSeedsFromIVs(RNG.LCRNG, top, bot);
PIDType type = BACD_U;
foreach (var seed in reg)
{
var B = seed;
var A = RNG.LCRNG.Prev(B);
var low = B >> 16;
var PID = (A & 0xFFFF0000) | low;
if (PID != pid)
{
uint idxor = (uint)(pk.TID ^ pk.SID);
bool isShiny = (idxor ^ PID >> 16 ^ (PID & 0xFFFF)) < 8;
if (!isShiny)
{
if (!pk.IsShiny) // check for nyx antishiny
{
if (!IsBACD_U_AX(idxor, pid, low, A, ref type))
continue;
}
else // check for force shiny pk
{
if (!IsBACD_U_S(idxor, pid, low, ref A, ref type))
continue;
}
}
else if (!IsBACD_U_AX(idxor, pid, low, A, ref type))
{
if ((PID + 8 & 0xFFFFFFF8) != pid)
continue;
type = BACD_U_A;
}
}
var s = RNG.LCRNG.Prev(A);
// Check for prior Restricted seed
var sn = s;
for (int i = 0; i < 3; i++, sn = RNG.LCRNG.Prev(sn))
{
if ((sn & 0xFFFF0000) != 0)
continue;
// shift from unrestricted enum val to restricted enum val
pidiv = new PIDIV(--type, sn);
return true;
}
// no restricted seed found, thus unrestricted
pidiv = new PIDIV(type, s);
return true;
}
return GetNonMatch(out pidiv);
}
private static bool GetPokewalkerMatch(PKM pk, uint oldpid, out PIDIV pidiv)
{
// check surface compatibility
var mid = oldpid & 0x00FFFF00;
if (mid != 0 && mid != 0x00FFFF00) // not expected bits
return GetNonMatch(out pidiv);
var nature = oldpid % 25;
if (nature == 24) // impossible nature
return GetNonMatch(out pidiv);
var gender = pk.Gender;
uint pid = PIDGenerator.GetPokeWalkerPID(pk.TID, pk.SID, nature, gender, pk.PersonalInfo.Gender);
if (pid != oldpid)
{
if (!(gender == 0 && IsAzurillEdgeCaseM(pk, nature, oldpid)))
return GetNonMatch(out pidiv);
}
pidiv = PIDIV.Pokewalker;
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool IsAzurillEdgeCaseM(PKM pk, uint nature, uint oldpid)
{
// check for Azurill evolution edge case... 75% F-M is now 50% F-M; was this a F->M bend?
int species = pk.Species;
if (species is not ((int)Species.Marill or (int)Species.Azumarill))
return false;
const int AzurillGenderRatio = 0xBF;
var gender = EntityGender.GetFromPIDAndRatio(pk.PID, AzurillGenderRatio);
if (gender != 1)
return false;
var pid = PIDGenerator.GetPokeWalkerPID(pk.TID, pk.SID, nature, 1, AzurillGenderRatio);
return pid == oldpid;
}
private static bool GetColoStarterMatch(PKM pk, uint top, uint bot, ReadOnlySpan<uint> IVs, out PIDIV pidiv)
{
bool starter = pk.Version == (int)GameVersion.CXD && pk.Species switch
{
(int)Species.Espeon when pk.Met_Level >= 25 => true,
(int)Species.Umbreon when pk.Met_Level >= 26 => true,
_ => false,
};
if (!starter)
return GetNonMatch(out pidiv);
var iv1 = GetIVChunk(IVs, 0);
var iv2 = GetIVChunk(IVs, 3);
var xdc = GetSeedsFromPIDEuclid(RNG.XDRNG, top, bot);
foreach (var seed in xdc)
{
uint origin = seed;
if (!LockFinder.IsColoStarterValid(pk.Species, ref origin, pk.TID, pk.SID, pk.PID, iv1, iv2))
continue;
pidiv = new PIDIV(CXD_ColoStarter, origin);
return true;
}
return GetNonMatch(out pidiv);
}
/// <summary>
/// Returns false and no <see cref="PIDIV"/>.
/// </summary>
/// <param name="pidiv">Null</param>
/// <returns>False</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool GetNonMatch(out PIDIV pidiv)
{
pidiv = PIDIV.None;
return false;
}
/// <summary>
/// Checks if the PID is a <see cref="PIDType.BACD_U_S"></see> match.
/// </summary>
/// <param name="idxor"><see cref="PKM.TID"/> ^ <see cref="PKM.SID"/></param>
/// <param name="pid">Full actual PID</param>
/// <param name="low">Low portion of PID (B)</param>
/// <param name="A">First RNG call</param>
/// <param name="type">PID Type is updated if successful</param>
/// <returns>True/False if the PID matches</returns>
/// <remarks>First RNG call is unrolled once if the PID is valid with this correlation</remarks>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool IsBACD_U_S(uint idxor, uint pid, uint low, ref uint A, ref PIDType type)
{
// 0-Origin
// 1-PIDH
// 2-PIDL (ends up unused)
// 3-FORCEBITS
// PID = PIDH << 16 | (SID ^ TID ^ PIDH)
var X = RNG.LCRNG.Prev(A); // unroll once as there's 3 calls instead of 2
uint PID = (X & 0xFFFF0000) | (idxor ^ X >> 16);
PID &= 0xFFFFFFF8;
PID |= low & 0x7; // lowest 3 bits
if (PID != pid)
return false;
A = X; // keep the unrolled seed
type = BACD_U_S;
return true;
}
/// <summary>
/// Checks if the PID is a <see cref="PIDType.BACD_U_AX"></see> match.
/// </summary>
/// <param name="idxor"><see cref="PKM.TID"/> ^ <see cref="PKM.SID"/></param>
/// <param name="pid">Full actual PID</param>
/// <param name="low">Low portion of PID (B)</param>
/// <param name="A">First RNG call</param>
/// <param name="type">PID Type is updated if successful</param>
/// <returns>True/False if the PID matches</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool IsBACD_U_AX(uint idxor, uint pid, uint low, uint A, ref PIDType type)
{
if ((pid & 0xFFFF) != low)
return false;
// 0-Origin
// 1-ushort rnd, do until >8
// 2-PIDL
uint rnd = A >> 16;
if (rnd < 8)
return false;
uint PID = ((rnd ^ idxor ^ low) << 16) | low;
if (PID != pid)
return false;
type = BACD_U_AX;
return true;
}
private static PIDIV AnalyzeGB(PKM _)
{
// not implemented; correlation between IVs and RNG hasn't been converted to code.
return PIDIV.None;
}
private static IEnumerable<uint> GetSeedsFromPID(RNG method, uint a, uint b)
{
Debug.Assert(a >> 16 == 0);
Debug.Assert(b >> 16 == 0);
uint second = a << 16;
uint first = b << 16;
return method.RecoverLower16Bits(first, second);
}
private static IEnumerable<uint> GetSeedsFromPIDSkip(RNG method, uint a, uint b)
{
Debug.Assert(a >> 16 == 0);
Debug.Assert(b >> 16 == 0);
uint third = a << 16;
uint first = b << 16;
return method.RecoverLower16BitsGap(first, third);
}
private static IEnumerable<uint> GetSeedsFromIVs(RNG method, uint a, uint b)
{
Debug.Assert(a >> 15 == 0);
Debug.Assert(b >> 15 == 0);
uint second = a << 16;
uint first = b << 16;
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var attempt1 = method.RecoverLower16Bits(first, second);
foreach (var z in attempt1)
{
yield return z;
yield return z ^ 0x80000000; // sister bitflip
}
var attempt2 = method.RecoverLower16Bits(first, second ^ 0x80000000);
foreach (var z in attempt2)
{
yield return z;
yield return z ^ 0x80000000; // sister bitflip
}
}
public static IEnumerable<uint> GetSeedsFromIVsSkip(RNG method, uint rand1, uint rand3)
{
Debug.Assert(rand1 >> 15 == 0);
Debug.Assert(rand3 >> 15 == 0);
rand1 <<= 16;
rand3 <<= 16;
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var attempt1 = method.RecoverLower16Bits(rand1, rand3);
foreach (var z in attempt1)
{
yield return z;
yield return z ^ 0x80000000; // sister bitflip
}
var attempt2 = method.RecoverLower16Bits(rand1, rand3 ^ 0x80000000);
foreach (var z in attempt2)
{
yield return z;
yield return z ^ 0x80000000; // sister bitflip
}
}
public static IEnumerable<uint> GetSeedsFromPIDEuclid(RNG method, uint rand1, uint rand2)
{
return method.RecoverLower16BitsEuclid16(rand1 << 16, rand2 << 16);
}
public static IEnumerable<uint> GetSeedsFromIVsEuclid(RNG method, uint rand1, uint rand2)
{
return method.RecoverLower16BitsEuclid15(rand1 << 16, rand2 << 16);
}
/// <summary>
/// Generates IVs from 2 RNG calls using 15 bits of each to generate 6 IVs (5bits each).
/// </summary>
/// <param name="r1">First rand frame</param>
/// <param name="r2">Second rand frame</param>
/// <param name="IVs">IVs that should be the result</param>
/// <returns>IVs match random number IVs</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool IVsMatch(uint r1, uint r2, ReadOnlySpan<uint> IVs)
{
if (IVs[0] != (r1 & 31))
return false;
if (IVs[1] != (r1 >> 5 & 31))
return false;
if (IVs[2] != (r1 >> 10 & 31))
return false;
if (IVs[3] != (r2 & 31))
return false;
if (IVs[4] != (r2 >> 5 & 31))
return false;
if (IVs[5] != (r2 >> 10 & 31))
return false;
return true;
}
/// <summary>
/// Generates IVs from 2 RNG calls using 15 bits of each to generate 6 IVs (5bits each).
/// </summary>
/// <param name="result">Result storage</param>
/// <param name="r1">First rand frame</param>
/// <param name="r2">Second rand frame</param>
/// <returns>Array of 6 IVs</returns>
internal static void GetIVsInt32(Span<int> result, uint r1, uint r2)
{
result[5] = (int)r2 >> 10 & 31;
result[4] = (int)r2 >> 5 & 31;
result[3] = (int)r2 & 31;
result[2] = (int)r1 >> 10 & 31;
result[1] = (int)r1 >> 5 & 31;
result[0] = (int)r1 & 31;
}
private static uint GetIVChunk(ReadOnlySpan<uint> IVs, int start)
{
uint val = 0;
for (int i = 0; i < 3; i++)
val |= IVs[i+start] << (5*i);
return val;
}
public static IEnumerable<PIDIV> GetColoEReaderMatches(uint PID)
{
var top = PID >> 16;
var bot = (ushort)PID;
var xdc = GetSeedsFromPIDEuclid(RNG.XDRNG, top, bot);
foreach (var seed in xdc)
{
var B = RNG.XDRNG.Prev(seed);
var A = RNG.XDRNG.Prev(B);
var C = RNG.XDRNG.Advance(A, 7);
yield return new PIDIV(CXD, RNG.XDRNG.Prev(C));
}
}
public static IEnumerable<PIDIV> GetPokeSpotSeeds(PKM pk, int slot)
{
// Activate (rand % 3)
// Munchlax / Bonsly (10%/30%)
// Encounter Slot Value (ESV) = 50%/35%/15% rarity (0-49, 50-84, 85-99)
var pid = pk.PID;
var top = pid >> 16;
var bot = pid & 0xFFFF;
var seeds = GetSeedsFromPIDEuclid(RNG.XDRNG, top, bot);
foreach (var seed in seeds)
{
// check for valid encounter slot info
if (!IsPokeSpotActivation(slot, seed, out uint s))
continue;
yield return new PIDIV(PokeSpot, s);
}
}
public static bool IsPokeSpotActivation(int slot, uint seed, out uint s)
{
s = seed;
var esv = (seed >> 16) % 100;
if (!IsPokeSpotSlotValid(slot, esv))
{
// todo
}
// check for valid activation
s = RNG.XDRNG.Prev(seed);
if ((s >> 16) % 3 != 0)
{
if ((s >> 16) % 100 < 10) // can't fail a munchlax/bonsly encounter check
{
// todo
}
s = RNG.XDRNG.Prev(s);
if ((s >> 16) % 3 != 0) // can't activate even if generous
{
// todo
}
}
return true;
}
private static bool IsPokeSpotSlotValid(int slot, uint esv) => slot switch
{
0 => esv < 50 , // [0,50)
1 => esv - 50 < 35, // [50,85)
2 => esv >= 85, // [85,100)
_ => false,
};
public static bool IsCompatible3(this PIDType val, IEncounterTemplate encounter, PKM pk) => encounter switch
{
WC3 g => IsCompatible3Mystery(val, pk, g),
EncounterStatic3 s => IsCompatible3Static(val, pk, s),
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EncounterStaticShadow => val is (CXD or CXDAnti),
EncounterSlot3PokeSpot => val is PokeSpot,
EncounterSlot3 w => w.Species != (int)Species.Unown
? val is (Method_1 or Method_2 or Method_3 or Method_4)
: val is (Method_1_Unown or Method_2_Unown or Method_3_Unown or Method_4_Unown),
_ => val is None,
};
private static bool IsCompatible3Static(PIDType val, PKM pk, EncounterStatic3 s) => pk.Version switch
{
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(int)GameVersion.CXD => val is (CXD or CXD_ColoStarter or CXDAnti),
(int)GameVersion.E => val is Method_1, // no roamer glitch
(int)GameVersion.FR or (int) GameVersion.LG => s.Roaming ? val.IsRoamerPIDIV(pk) : val is Method_1, // roamer glitch
_ => s.Roaming ? val.IsRoamerPIDIV(pk) : val is (Method_1 or Method_4), // RS, roamer glitch && RSBox s/w emulation => method 4 available
};
private static bool IsCompatible3Mystery(PIDType val, PKM pk, WC3 g) => val == g.Method || val switch
{
// forced shiny eggs, when hatched, can lose their detectable correlation.
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None => (g.Method is (BACD_R_S or BACD_U_S)) && g.IsEgg && !pk.IsEgg,
CXDAnti => g.Method is CXD && g.Shiny == Shiny.Never,
_ => false,
};
private static bool IsRoamerPIDIV(this PIDType val, PKM pk)
{
// Roamer PIDIV is always Method 1.
// M1 is checked before M1R. A M1R PIDIV can also be a M1 PIDIV, so check that collision.
if (Method_1_Roamer == val)
return true;
if (Method_1 != val)
return false;
// only 8 bits are stored instead of 32 -- 5 bits HP, 3 bits for ATK.
// return pk.IV32 <= 0xFF;
return pk.IV_DEF == 0 && pk.IV_SPE == 0 && pk.IV_SPA == 0 && pk.IV_SPD == 0 && pk.IV_ATK <= 7;
}
public static bool IsCompatible4(this PIDType val, IEncounterTemplate encounter, PKM pk) => encounter switch
{
// Pokewalker can sometimes be confused with CuteCharm due to the PID creation routine. Double check if it is okay.
EncounterStatic4Pokewalker when val is CuteCharm => GetCuteCharmMatch(pk, pk.EncryptionConstant, out _) && IsCuteCharm4Valid(encounter, pk),
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EncounterStatic4Pokewalker => val is Pokewalker,
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EncounterStatic4 {Species: (int)Species.Pichu} => val is Pokewalker,
EncounterStatic4 {Shiny: Shiny.Always} => val is ChainShiny,
EncounterStatic4 when val is CuteCharm => IsCuteCharm4Valid(encounter, pk),
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EncounterStatic4 => val is Method_1,
EncounterSlot4 w => val switch
{
// Chain shiny with Poké Radar is only possible in DPPt, in grass. Safari Zone does not allow using the Poké Radar
ChainShiny => pk.IsShiny && !pk.HGSS && (w.GroundTile & GroundTileAllowed.Grass) != 0 && !Locations.IsSafariZoneLocation4(w.Location),
CuteCharm => IsCuteCharm4Valid(encounter, pk),
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_ => val is Method_1,
},
PGT => IsG4ManaphyPIDValid(val, pk), // Manaphy is the only PGT in the database
PCD d when d.Gift.PK.PID != 1 => true, // Already matches PCD's fixed PID requirement
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_ => val is None,
};
private static bool IsG4ManaphyPIDValid(PIDType val, PKM pk)
{
if (pk.IsEgg)
{
if (pk.IsShiny)
return false;
if (val == Method_1)
return true;
return val == G4MGAntiShiny && IsAntiShinyARNG();
}
if (val == Method_1)
return pk.WasTradedEgg || !pk.IsShiny; // can't be shiny on received game
return val == G4MGAntiShiny && (pk.WasTradedEgg || IsAntiShinyARNG());
bool IsAntiShinyARNG()
{
var shinyPID = RNG.ARNG.Prev(pk.PID);
return (pk.TID ^ pk.SID ^ (shinyPID & 0xFFFF) ^ (shinyPID >> 16)) < 8; // shiny proc
}
}
private static bool IsCuteCharm4Valid(ISpeciesForm encounter, PKM pk)
{
if (pk.Species is (int)Species.Marill or (int)Species.Azumarill)
{
return !IsCuteCharmAzurillMale(pk.PID) // recognized as not Azurill
|| encounter.Species == (int)Species.Azurill; // encounter must be male Azurill
}
return true;
}
private static bool IsCuteCharmAzurillMale(uint pid) => pid is >= 0xC8 and <= 0xE0;
/// <summary>
/// There are some edge cases when the gender ratio changes across evolutions.
/// </summary>
private static (int Species, int Gender) GetCuteCharmGenderSpecies(PKM pk, uint pid, int currentSpecies) => currentSpecies switch
{
// Nincada evo chain travels from M/F -> Genderless Shedinja
(int)Species.Shedinja => ((int)Species.Nincada, EntityGender.GetFromPID((int)Species.Nincada, pid)),
// These evolved species cannot be encountered with cute charm.
// 100% fixed gender does not modify PID; override this with the encounter species for correct calculation.
// We can assume the re-mapped species's [gender ratio] is what was encountered.
(int)Species.Wormadam => ((int)Species.Burmy, 1),
(int)Species.Mothim => ((int)Species.Burmy, 0),
(int)Species.Vespiquen => ((int)Species.Combee, 1),
(int)Species.Gallade => ((int)Species.Kirlia, 0),
(int)Species.Froslass => ((int)Species.Snorunt, 1),
// Azurill & Marill/Azumarill collision
// Changed gender ratio (25% M -> 50% M) needs special treatment.
// Double check the encounter species with IsCuteCharm4Valid afterwards.
(int)Species.Marill or (int)Species.Azumarill when IsCuteCharmAzurillMale(pid) => ((int)Species.Azurill, 0),
// Future evolutions
(int)Species.Sylveon => ((int)Species.Eevee, pk.Gender),
_ => (currentSpecies, pk.Gender),
};
}