PKHeX/PKHeX.Core/Legality/Areas/EncounterArea6XY.cs

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using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <inheritdoc />
/// <summary>
/// <see cref="GameVersion.XY"/> encounter area
/// </summary>
public sealed class EncounterArea6XY : EncounterArea32
{
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;
void CachePressureSlot(EncounterSlot s)
{
if (slotMax == null || s.LevelMax > slotMax.LevelMax)
slotMax = s;
}
int species = pkm.Species;
int form = pkm.AltForm;
bool ShouldMatchSlotForm() => Legal.WildForms.Contains(species);
if (ShouldMatchSlotForm()) // match slot form
{
foreach (var slot in slots)
{
if (slot.Form == form)
yield return slot;
CachePressureSlot(slot);
}
}
else
{
foreach (var slot in slots)
{
yield return slot; // no form checking
CachePressureSlot(slot);
}
}
// Filter for Form Specific
// Pressure Slot
if (slotMax == null)
yield break;
if (ShouldMatchSlotForm()) // match slot form
{
if (slotMax.Form == form)
yield return GetPressureSlot(slotMax, pkm);
}
else
{
yield return GetPressureSlot(slotMax, pkm);
}
}
public static bool WasFriendSafari(PKM pkm)
{
if (!pkm.XY)
return false;
if (pkm.Met_Location != 148)
return false;
if (pkm.Met_Level != 30)
return false;
if (pkm.Egg_Location != 0)
return false;
return true;
}
public static IEnumerable<EncounterSlot> GetValidFriendSafari(PKM pkm)
{
var chain = EvolutionChain.GetValidPreEvolutions(pkm);
return GetValidFriendSafari(chain);
}
public static IEnumerable<EncounterSlot> GetValidFriendSafari(IReadOnlyList<DexLevel> chain)
{
var valid = chain.Where(d => d.Level >= 30);
return valid.SelectMany(z => Encounters6.FriendSafari[z.Species]);
}
}
}