PKHeX/PKHeX.Core/Legality/Areas/EncounterArea6AO.cs

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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <inheritdoc />
/// <summary>
/// <see cref="GameVersion.ORAS"/> encounter area
/// </summary>
public sealed class EncounterArea6AO : EncounterArea32
{
private const int FluteBoostMin = 4; // White Flute decreases levels.
private const int FluteBoostMax = 4; // Black Flute increases levels.
private const int DexNavBoost = 30; // Maximum DexNav chain
protected override IEnumerable<EncounterSlot> GetMatchFromEvoLevel(PKM pkm, IReadOnlyList<DexLevel> chain, int minLevel)
{
var slots = Slots.Where(slot => chain.Any(evo => evo.Species == slot.Species && evo.Level >= (slot.LevelMin - FluteBoostMax)));
// note: it's probably possible to determine a reduced DexNav boost based on the flawless IV count (no flawless = not chained)
// if someone wants to implement that logic to have the below method return a calculated max DexNavBoost, send a pull request :)
static int getMaxLevelBoost(EncounterSlot s) => s.Type != SlotType.Rock_Smash ? DexNavBoost : FluteBoostMax; // DexNav encounters most likely
// Get slots where pokemon can exist with respect to level constraints
return slots.Where(s => s.IsLevelWithinRange(minLevel, minLevel, FluteBoostMin, getMaxLevelBoost(s)));
}
protected override IEnumerable<EncounterSlot> GetFilteredSlots(PKM pkm, IEnumerable<EncounterSlot> slots, int minLevel)
{
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
EncounterSlot? slotMax = null;
foreach (EncounterSlot s in slots)
{
if (Legal.WildForms.Contains(pkm.Species) && s.Form != pkm.AltForm)
{
CachePressureSlot(s);
continue;
}
bool nav = s.Permissions.AllowDexNav && (pkm.RelearnMove1 != 0 || pkm.AbilityNumber == 4);
EncounterSlot slot = s.Clone();
slot.Permissions.DexNav = nav;
if (slot.LevelMin > minLevel)
slot.Permissions.WhiteFlute = true;
if (slot.LevelMax + 1 <= minLevel && minLevel <= slot.LevelMax + FluteBoostMax)
slot.Permissions.BlackFlute = true;
if (slot.LevelMax != minLevel && slot.Permissions.AllowDexNav)
slot.Permissions.DexNav = true;
yield return slot;
CachePressureSlot(slot);
}
void CachePressureSlot(EncounterSlot s)
{
if (slotMax != null && s.LevelMax > slotMax.LevelMax)
slotMax = s;
}
// Pressure Slot
if (slotMax != null)
yield return GetPressureSlot(slotMax, pkm);
}
}
}