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

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namespace PKHeX.Core
{
public sealed class EncounterSlot6XY : EncounterSlot
{
public override int Generation => 6;
public bool Pressure { get; set; }
public EncounterSlot6XY(EncounterArea6XY area, int species, int form, int min, int max) : base(area)
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
2020-08-30 17:23:22 +00:00
{
Species = species;
Form = form;
LevelMin = min;
LevelMax = max;
}
protected override void SetFormatSpecificData(PKM pk)
{
var pk6 = (PK6)pk;
pk6.SetRandomMemory6();
}
public override string GetConditionString(out bool valid)
{
valid = true;
return Pressure ? LegalityCheckStrings.LEncConditionLead : LegalityCheckStrings.LEncCondition;
}
public EncounterSlot6XY CreatePressureFormCopy(int evoForm)
{
var clone = (EncounterSlot6XY)Clone();
clone.Form = evoForm;
clone.Pressure = true;
return clone;
}
}
}