PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStaticShadow.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
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using System.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Shadow Pokémon Encounter found in <see cref="GameVersion.CXD"/>
/// </summary>
/// <inheritdoc cref="EncounterStatic"/>
/// <param name="ID">Initial Shadow Gauge value.</param>
/// <param name="Gauge">Initial Shadow Gauge value.</param>
/// <param name="Locks">Team Specification with required <see cref="Species"/>, <see cref="Nature"/> and Gender.</param>
// ReSharper disable NotAccessedPositionalProperty.Global
public sealed record EncounterStaticShadow(GameVersion Version, byte ID, short Gauge, TeamLock[] Locks) : EncounterStatic(Version)
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{
// ReSharper restore NotAccessedPositionalProperty.Global
public override int Generation => 3;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
public override EntityContext Context => EntityContext.Gen3;
/// <summary>
/// Originates from the EReader scans (Japanese Only)
/// </summary>
public bool EReader => ReferenceEquals(IVs, EReaderEmpty);
public static readonly IReadOnlyList<int> EReaderEmpty = new[] {0,0,0,0,0,0};
protected override bool IsMatchLocation(PKM pk)
{
if (pk.Format != 3)
return true; // transfer location verified later
var met = pk.Met_Location;
if (met == Location)
return true;
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
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// XD can re-battle with Miror B
// Realgam Tower, Rock, Oasis, Cave, Pyrite Town
return Version == GameVersion.XD && met is (59 or 90 or 91 or 92 or 113);
}
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
protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
{
if (pk.Format != 3) // Met Level lost on PK3=>PK4
return Level <= evo.LevelMax;
return pk.Met_Level == Level;
}
protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(tr, criteria, pk);
((IRibbonSetEvent3)pk).RibbonNational = true;
}
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
if (!EReader)
SetPINGA_Regular(pk, criteria);
else
SetPINGA_EReader(pk);
}
private void SetPINGA_Regular(PKM pk, EncounterCriteria criteria)
{
var pi = pk.PersonalInfo;
int gender = criteria.GetGender(-1, pi);
int nature = (int)criteria.GetNature(Nature.Random);
int ability = criteria.GetAbilityFromNumber(0);
// Ensure that any generated specimen has valid Shadow Locks
// This can be kinda slow, depending on how many locks / how strict they are.
// Cancel this operation if too many attempts are made to prevent infinite loops.
int ctr = 0;
const int max = 100_000;
do
{
PIDGenerator.SetRandomWildPID(pk, 3, nature, ability, gender, PIDType.CXD);
var pidiv = MethodFinder.Analyze(pk);
var result = LockFinder.IsAllShadowLockValid(this, pidiv, pk);
if (result)
break;
}
while (++ctr <= max);
#if DEBUG
System.Diagnostics.Debug.Assert(ctr < 100_000);
#endif
}
private void SetPINGA_EReader(PKM pk)
{
// E-Reader have all IVs == 0
for (int i = 0; i < IVs.Count; i++)
pk.SetIV(i, 0);
// All E-Reader shadows are actually nature/gender locked.
var locked = Locks[0].Locks[^1];
var (nature, gender) = locked.GetLock;
// Ensure that any generated specimen has valid Shadow Locks
// This can be kinda slow, depending on how many locks / how strict they are.
// Cancel this operation if too many attempts are made to prevent infinite loops.
int ctr = 0;
const int max = 100_000;
do
{
var seed = Util.Rand32();
PIDGenerator.SetValuesFromSeedXDRNG_EReader(pk, seed);
if (pk.Nature != nature || pk.Gender != gender)
continue;
var pidiv = new PIDIV(PIDType.CXD, seed);
var result = LockFinder.IsAllShadowLockValid(this, pidiv, pk);
if (result)
break;
}
while (++ctr <= max);
#if DEBUG
System.Diagnostics.Debug.Assert(ctr < 100_000);
#endif
}
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
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}