PKHeX/PKHeX.Core/Legality/Encounters/EncounterSlot/EncounterSlot6XY.cs

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namespace PKHeX.Core;
/// <summary>
/// Encounter Slot found in <see cref="GameVersion.XY"/>.
/// </summary>
/// <inheritdoc cref="EncounterSlot"/>
public sealed record EncounterSlot6XY : EncounterSlot
{
public override int Generation => 6;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
public override EntityContext Context => EntityContext.Gen6;
public bool Pressure { get; init; }
public bool IsFriendSafari => Area.Type == SlotType.FriendSafari;
public bool IsHorde => Area.Type == SlotType.Horde;
public EncounterSlot6XY(EncounterArea6XY area, ushort species, byte form, byte min, byte max) : base(area, species, form, min, max)
{
}
Offload EncounterSlot loading logic to reduce complexity (#2980) * Rework gen1 slot loading Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types). * Revise fuzzy met check for underleveled wild evos Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison. Previous commit fixed it for gen1. * Rework gen2-4 slot loading Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet... * Add feebas slots for old/good encounters * Begin moving properties Great news! Gen5-7 need to be de-dumbed like Gen1-4. Then I can remove the bang (!) on the Area accessor and ensure that it's never null! * Split off XD pokespot slot encounter table type * Set area in constructor * Deduplicate g3 roaming encounters * Deduplicate xd encounter locations (rebattle) Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format). * Make all slots have a readonly reference to their parent area * Minor clean * Remove "Safari" slot type flag Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte Output of slot binaries didn't preserve the Safari flag anyway. * Update SlotType.cs * Handle type encounters correctly * Merge safari area into regular xy area * Merge dexnav accessor logic * fix some logic so that tests pass again rearrange g5 dw init to be done outside of static constructor (initializer instead) PIDGenerator: friend safari slots now generate with required flawless IV count * Add cianwood tentacool gift encounter * Remove unnecessary abstractions Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain. Increase restrictiveness of location/type get-set operations * Minor tweaks, pass parameters DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can. * Remove unused legality tables
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protected override void SetFormatSpecificData(PKM pk)
{
var pk6 = (PK6)pk;
pk6.SetRandomMemory6();
pk6.SetRandomEC();
}
public override string GetConditionString(out bool valid)
{
valid = true;
return Pressure ? LegalityCheckStrings.LEncConditionLead : LegalityCheckStrings.LEncCondition;
}
public EncounterSlot6XY CreatePressureFormCopy(byte form) => this with {Form = form, Pressure = true};
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 HiddenAbilityPermission IsHiddenAbilitySlot() => IsHorde || IsFriendSafari ? HiddenAbilityPermission.Possible : HiddenAbilityPermission.Never;
}