PKHeX/PKHeX.Core/Legality/RNG/Locks/TeamLockResult.cs

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using System.Collections.Generic;
namespace PKHeX.Core
{
/// <summary>
/// Analyzes a <see cref="TeamLock"/> to determine if the provided parameters are a valid end product.
/// </summary>
/// <remarks>
/// When generating a Trainer Team for <see cref="GameVersion.CXD"/>, the game must generate PID values that match the programmed team specifications.
/// The game is 'locked' into a PID generating loop until a valid PID is created, after which the routine is unlocked and proceeds to generate the next member.
/// These locks cause the <see cref="PKM.PID"/> of the current <see cref="PKM"/> to be rerolled until the requisite lock is satisfied.
/// This locking is the same as Method H/J/K and Gen3 Cute Charm by extension, with the additional restriction of not allowing shinies.
/// <see cref="PKM.Nature"/> locks require a certain <see cref="Nature"/>, which is derived from the <see cref="PKM.PID"/>.
/// <see cref="PKM.Gender"/> locks require a certain gender value, which is derived from the <see cref="PKM.PID"/> and <see cref="PersonalInfo.Gender"/> ratio.
/// <see cref="PKM.IsShiny"/> locks require the member to not be shiny. This is enforced for non-shadow members for both games, and for shadow members in <see cref="GameVersion.XD"/>.
/// </remarks>
public sealed class TeamLockResult
{
/// <summary>
/// Seed prior to generating the team per <see cref="Specifications"/>.
/// </summary>
public readonly uint OriginSeed;
/// <summary>
/// Indicates if the input parameters can be generated by the <see cref="Specifications"/> provided.
/// </summary>
public readonly bool Valid;
/// <summary>
/// NPC Team data containing a list of <see cref="NPCLock"/> members.
/// </summary>
internal readonly TeamLock Specifications;
/// <summary>
/// Frame the <see cref="OriginSeed"/> is from, based on frames reversed from the input seed provided.
/// </summary>
private int OriginFrame;
/// <summary>
/// Required CPU Trainer Shiny Value
/// </summary>
/// <remarks>
/// If this value is >= 0, the CPU Trainer Shiny Value must be equal to this value as a <see cref="SeedFrame"/> skipped over a matching interrupt frame.
/// If this value is <see cref="NOT_FORCED"/>, the CPU Trainer Shiny Value can be anything (except matching any of the <see cref="SeedFrame"/> result members.
/// </remarks>
private int RCSV = NOT_FORCED;
/// <summary>
/// Player Trainer Shiny Value
/// </summary>
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/// <remarks>Only used by <see cref="GameVersion.XD"/> encounters, which disallow shiny shadow members for both player &amp; CPU TSVs.</remarks>
private readonly int TSV;
private readonly Stack<NPCLock> Locks;
private readonly FrameCache Cache;
// only save a list of valid nodes we've visited to save memory while we recursively search for a full team.
private readonly Stack<SeedFrame> Team;
private const int NOT_FORCED = -1;
internal TeamLockResult(TeamLock teamSpec, uint originSeed, int tsv)
{
Locks = new Stack<NPCLock>((Specifications = teamSpec).Locks);
Team = new Stack<SeedFrame>(Locks.Count);
Cache = new FrameCache(RNG.XDRNG.Reverse(originSeed, 2), RNG.XDRNG.Prev);
TSV = tsv;
Valid = FindLockSeed();
if (Valid)
OriginSeed = Cache.GetSeed(OriginFrame);
}
/// <summary>
/// Depth-first search traversal which finds a possible origin for the <see cref="Specifications"/>.
/// </summary>
/// <param name="frame">Frame at which the search starts/continues at.</param>
/// <param name="prior">Prior <see cref="NPCLock"/> data. If this is the last lock in the CPU Team, this is null.</param>
/// <returns>True if the <see cref="Specifications"/> are valid.</returns>
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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private bool FindLockSeed(int frame = 0, NPCLock? prior = null)
{
if (Locks.Count == 0) // full team reverse-generated
return VerifyNPC(frame);
var current = Locks.Pop();
var locks = GetPossibleLocks(frame, current, prior);
foreach (var l in locks)
{
Team.Push(l); // possible match
if (FindLockSeed(l.FrameID, current))
return true; // all locks are satisfied
Team.Pop(); // no match, remove
}
Locks.Push(current); // return the lock, lock is impossible
return false;
}
/// <summary>
/// Generates a list of frames the <see cref="current"/> lock data can be generated at.
/// </summary>
/// <param name="ctr">Starting frame for the traversal.</param>
/// <param name="current">Current lock criteria to satisfy. Used to find valid <see cref="SeedFrame"/> results to yield.</param>
/// <param name="prior">Prior lock criteria. Used for determining when the traversal stops.</param>
/// <returns>List of possible locks for the provided input.</returns>
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 IEnumerable<SeedFrame> GetPossibleLocks(int ctr, NPCLock current, NPCLock? prior)
{
if (prior?.Shadow != false)
return GetSingleLock(ctr, current);
return GetAllLocks(ctr, current, (NPCLock)prior);
}
/// <summary>
/// Returns a single <see cref="SeedFrame"/> as the <see cref="current"/> lock must match precisely.
/// </summary>
/// <param name="ctr">Starting frame for the traversal.</param>
/// <param name="current">Current lock criteria to satisfy. Used to find valid <see cref="SeedFrame"/> results to yield.</param>
/// <returns></returns>
private IEnumerable<SeedFrame> GetSingleLock(int ctr, NPCLock current)
{
uint pid = Cache[ctr + 1] << 16 | Cache[ctr];
if (current.MatchesLock(pid))
yield return new SeedFrame(pid, ctr + current.FramesConsumed);
else
yield break;
// Reaching here means the single lock didn't cut it. Maybe the frame before it was an anti-shiny reroll?
// Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip.
// We need to un-set this flag if future frames don't pan out.
bool forcedOT = false;
int start = 2;
while (true)
{
var upper = Cache[start + 1];
var lower = Cache[start];
// uint cid = upper << 16 | lower;
var sv = (upper ^ lower) >> 3;
if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
{
// Anti-shiny rerolled! This is a possible frame.
}
else if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock
{
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if (sv == RCSV)
{
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// No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny.
RCSV = (int) sv;
forcedOT = true;
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continue; // don't break
}
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if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking.
RCSV = NOT_FORCED;
yield break; // Since we can't skip this interrupt, we're done.
}
// Yield the final rerolled pid instead of the bad anti-shiny (metadata/validation).
yield return new SeedFrame(pid, start + current.FramesConsumed);
start += 2;
}
}
/// <summary>
/// Generates <see cref="SeedFrame"/> nodes until the traversal is ended by an interrupt frame that matches the <see cref="prior"/>.
/// </summary>
/// <param name="ctr">Starting frame for the traversal.</param>
/// <param name="current">Current lock criteria to satisfy. Used to find valid <see cref="SeedFrame"/> results to yield.</param>
/// <param name="prior">Prior lock criteria. Used for determining when the traversal stops.</param>
/// <returns>List of possible locks for the provided input.</returns>
/// <remarks>
/// An "interrupt" signals the end of the traversal.
/// Any <see cref="SeedFrame"/> afterwards (when generated forward from the CPU Trainer) will use the interrupt rather than the previous <see cref="SeedFrame"/> that was found for the <see cref="prior"/> lock.
/// </remarks>
private IEnumerable<SeedFrame> GetAllLocks(int ctr, NPCLock current, NPCLock prior)
{
// Since the prior(next) lock is generated 7+2*n frames after, the worst case break is 7 frames after the PID.
// Continue reversing until a sequential generation case is found.
int start = ctr;
// Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip.
// We need to un-set this flag if future frames don't pan out.
bool forcedOT = false;
while (true)
{
int p7 = ctr - 7;
if (p7 > start)
{
// check for interrupting cpu team cases
var upper = Cache[p7 + 1];
var lower = Cache[p7];
uint cid = upper << 16 | lower;
var sv = (upper ^ lower) >> 3;
if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
{
// This interrupt is ignored! The result is shiny.
}
else if (prior.MatchesLock(cid)) // lock matched cpu mon
{
if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock
{
if (sv != RCSV)
{
if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking.
RCSV = NOT_FORCED;
yield break; // Since we can't skip this interrupt, we're done.
}
}
else // No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny.
{
RCSV = (int)sv;
forcedOT = true;
// don't break
}
}
}
uint pid = Cache[ctr + 1] << 16 | Cache[ctr];
if (current.MatchesLock(pid))
yield return new SeedFrame(pid, ctr + current.FramesConsumed);
ctr += 2;
}
}
/// <summary>
/// Checks to see if the generated <see cref="Team"/> is compatible with the CPU Trainer Data.
/// </summary>
/// <param name="ctr">Ending frame of the traversal.</param>
/// <returns>True if the <see cref="Specifications"/> are valid.</returns>
private bool VerifyNPC(int ctr)
{
var TID = Cache[ctr + 1];
var SID = Cache[ctr];
var CPUSV = (TID ^ SID) >> 3;
if (RCSV != NOT_FORCED && RCSV != CPUSV)
return false; // required CPU Trainer's shiny value did not match the required value.
int pos = Team.Count - 1; // stack can't do a for loop :(
foreach (var member in Team)
{
var pid = member.PID;
var psv = ((pid & 0xFFFF) ^ (pid >> 16)) >> 3;
// check for shiny for Trainer -- XD only
// if (psv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
// return false; // no shiny shadow mons
// we already checked this when re-generating the team
// check for shiny for CPU
if (psv == CPUSV)
{
if (!Specifications.Locks[pos].Shadow)
return false; // no shiny CPU mons
if (TSV != NOT_FORCED) // XD
return false; // no shiny shadow mons
}
pos--;
}
OriginFrame = ctr + 2;
return true;
}
}
}