PKHeX/PKHeX.Core/Legality/Encounters/Data/EncounterUtil.cs

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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
/// </summary>
internal static class EncounterUtil
{
/// <summary>
/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
/// </summary>
/// <param name="source">Table of valid encounters that appear for the game pairing</param>
/// <param name="game">Game to filter for</param>
/// <returns>Array of encounter objects that can be encountered in the input game</returns>
internal static EncounterStatic[] GetStaticEncounters(IEnumerable<EncounterStatic> source, GameVersion game)
{
return source.Where(s => s.Version.Contains(game)).ToArray();
}
/// <summary>
/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
/// </summary>
/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
/// <param name="resource">Resource name (will be prefixed with "encounter_"</param>
/// <returns>Array of encounter areas</returns>
internal static T[] GetEncounterTables<T>(string ident, string resource) where T : EncounterArea32, new()
{
byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
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return EncounterArea32.GetArray<T>(BinLinker.Unpack(mini, ident));
}
/// <summary>
/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
/// </summary>
/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
/// <param name="resource">Resource name (will be prefixed with "encounter_")</param>
/// <returns>Array of encounter areas</returns>
internal static T[] GetEncounterTables8<T>(string ident, string resource) where T : EncounterAreaSH, new()
{
byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
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return EncounterAreaSH.GetArray<T>(BinLinker.Unpack(mini, ident));
}
/// <summary>
/// Combines <see cref="EncounterArea"/> slot arrays with the same <see cref="EncounterArea.Location"/>.
/// </summary>
/// <param name="tables">Input encounter areas to combine</param>
/// <returns>Combined Array of encounter areas. No duplicate location IDs will be present.</returns>
internal static T[] AddExtraTableSlots<T>(params T[][] tables) where T : EncounterArea, new()
{
return tables.SelectMany(s => s).GroupBy(l => l.Location)
.Select(t => t.Count() == 1
? t.First() // only one table, just return the area
: new T { Location = t.Key, Slots = t.SelectMany(s => s.Slots).ToArray() })
.ToArray();
}
/// <summary>
/// Marks Encounter Slots for party lead's ability slot influencing.
/// </summary>
/// <remarks>Magnet Pull attracts Steel type slots, and Static attracts Electric</remarks>
/// <param name="areas">Encounter Area array for game</param>
/// <param name="t">Personal data for use with a given species' type</param>
internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterArea> areas, PersonalTable t)
{
foreach (EncounterArea area in areas)
{
foreach (var grp in area.Slots.GroupBy(z => z.Type))
MarkEncountersStaticMagnetPull(grp, t);
}
}
internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterSlot> grp, PersonalTable t)
{
GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
for (var i = 0; i < s.Count; i++)
{
var slot = s[i];
slot.Permissions.StaticIndex = i;
slot.Permissions.StaticCount = s.Count;
}
for (var i = 0; i < m.Count; i++)
{
var slot = m[i];
slot.Permissions.MagnetPullIndex = i;
slot.Permissions.MagnetPullCount = m.Count;
}
}
internal static void MarkEncountersStaticMagnetPullPermutation(IEnumerable<EncounterSlot> grp, PersonalTable t, List<EncounterSlot> permuted)
{
GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
// Apply static/magnet values; if any permutation has a unique slot combination, add it to the slot list.
for (int i = 0; i < s.Count; i++)
{
var slot = s[i];
if (slot.Permissions.StaticIndex >= 0) // already has unique data
{
if (slot.IsMatchStatic(i, s.Count))
continue; // same values, no permutation
if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchStatic(i, s.Count) && z.Species == slot.Species))
continue; // same values, previously permuted
s[i] = slot = slot.Clone();
permuted.Add(slot);
}
slot.Permissions.StaticIndex = i;
slot.Permissions.StaticCount = s.Count;
}
for (int i = 0; i < m.Count; i++)
{
var slot = m[i];
if (slot.Permissions.MagnetPullIndex >= 0) // already has unique data
{
if (slot.IsMatchStatic(i, m.Count))
continue; // same values, no permutation
if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchMagnet(i, m.Count) && z.Species == slot.Species))
continue; // same values, previously permuted
m[i] = slot = slot.Clone();
permuted.Add(slot);
}
slot.Permissions.MagnetPullIndex = i;
slot.Permissions.MagnetPullCount = m.Count;
}
}
private static void GetStaticMagnet(PersonalTable t, IEnumerable<EncounterSlot> grp, out List<EncounterSlot> s, out List<EncounterSlot> m)
{
const int steel = (int)MoveType.Steel;
const int electric = (int)MoveType.Electric + 1; // offset by 1 in gen3/4 for the ??? type
s = new List<EncounterSlot>();
m = new List<EncounterSlot>();
foreach (EncounterSlot Slot in grp)
{
var p = t[Slot.Species];
if (p.IsType(steel))
m.Add(Slot);
if (p.IsType(electric))
s.Add(Slot);
}
}
/// <summary>
/// Sets the <see cref="EncounterSlot1.Version"/> value, for use in determining split-generation origins.
/// </summary>
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/// <remarks>Only used for Gen 1 &amp; 2, as <see cref="PKM.Version"/> data is not present.</remarks>
/// <param name="areas">In-game encounter data</param>
/// <param name="game">Version ID to set</param>
internal static void MarkEncountersVersion(IEnumerable<EncounterArea> areas, GameVersion game)
{
foreach (EncounterArea area in areas)
{
foreach (var Slot in area.Slots)
Slot.Version = game;
}
}
/// <summary>
/// Sets the <see cref="IGenerationSet.Generation"/> value.
/// </summary>
/// <param name="generation">Generation number to set</param>
/// <param name="encounters">In-game encounter data</param>
internal static void MarkEncountersGeneration(int generation, params IEnumerable<IGenerationSet>[] encounters)
{
foreach (var table in encounters)
MarkEncountersGeneration(generation, table);
}
/// <summary>
/// Sets the <see cref="IGenerationSet.Generation"/> value, for use in determining split-generation origins.
/// </summary>
/// <param name="generation">Generation number to set</param>
/// <param name="areas">In-game encounter data</param>
internal static void MarkEncountersGeneration(int generation, params IEnumerable<EncounterArea>[] areas)
{
foreach (var table in areas)
{
foreach (var area in table)
MarkEncountersGeneration(generation, area.Slots);
}
}
private static void MarkEncountersGeneration(int generation, IEnumerable<IGenerationSet> encounters)
{
foreach (var enc in encounters)
enc.Generation = generation;
}
/// <summary>
/// Groups areas by location id, raw data has areas with different slots but the same location id.
/// </summary>
/// <remarks>Similar to <see cref="AddExtraTableSlots{T}"/>, this method combines a single array.</remarks>
/// <param name="Areas">Ingame encounter data</param>
internal static void ReduceAreasSize<T>(ref T[] Areas) where T : EncounterArea, new()
{
Areas = Areas.GroupBy(a => a.Location).Select(a => new T
{
Location = a.Key,
Slots = a.SelectMany(m => m.Slots).ToArray()
}).ToArray();
}
internal static T[] ConcatAll<T>(params IEnumerable<T>[] arr) => arr.SelectMany(z => z).ToArray();
internal static void MarkEncounterAreaArray<T>(params T[][] areas) where T : EncounterArea
{
foreach (var area in areas)
MarkEncounterAreas(area);
}
private static void MarkEncounterAreas<T>(params T[] areas) where T : EncounterArea
{
foreach (var area in areas)
{
foreach (var slot in area.Slots)
slot.Area = area;
}
}
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internal static EncounterStatic Clone(this EncounterStatic s, int location)
{
var result = s.Clone();
result.Location = location;
return result;
}
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internal static EncounterStatic[] Clone(this EncounterStatic s, int[] locations)
{
EncounterStatic[] Encounters = new EncounterStatic[locations.Length];
for (int i = 0; i < locations.Length; i++)
Encounters[i] = s.Clone(locations[i]);
return Encounters;
}
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internal static IEnumerable<EncounterStatic> DreamRadarClone(this EncounterStatic s)
{
for (int i = 0; i < 8; i++)
yield return s.DreamRadarClone((5 * i) + 5); // Level from 5->40 depends on the number of badges
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}
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private static EncounterStatic DreamRadarClone(this EncounterStatic s, int level)
{
var result = s.Clone(level);
result.Level = level;
result.Location = 30015;// Pokemon Dream Radar
result.Gift = true; // Only
result.Ball = 25; // Dream Ball
return result;
}
internal static void MarkEncounterTradeStrings<T>(T[] table, string[][] strings) where T : EncounterTrade
{
int half = strings[1].Length / 2;
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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for (int i = 0; i < half; i++)
{
var t = table[i];
t.Nicknames = getNames(i, strings);
t.TrainerNames = getNames(i + half, strings);
}
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
string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
}
internal static void MarkEncounterGame<T>(IEnumerable<T> table, GameVersion version) where T: IVersion, IVersionSet
{
foreach (var t in table.Where(z => ((IVersion)z).Version == GameVersion.Any))
((IVersionSet)t).Version = version;
}
}
}