PKHeX/PKHeX.Core/Legality/Areas/EncounterArea1.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <inheritdoc cref="EncounterArea" />
/// <summary>
/// <see cref="GameVersion.RBY"/> encounter area
/// </summary>
public sealed record EncounterArea1 : EncounterArea
{
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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public readonly int Rate;
public readonly EncounterSlot1[] Slots;
protected override IReadOnlyList<EncounterSlot> Raw => Slots;
public static EncounterArea1[] GetAreas(BinLinkerAccessor input, GameVersion game)
{
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
var result = new EncounterArea1[input.Length];
for (int i = 0; i < result.Length; i++)
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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result[i] = new EncounterArea1(input[i], game);
return result;
}
private EncounterArea1(ReadOnlySpan<byte> data, GameVersion game) : base(game)
{
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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Location = data[0];
// 1 byte unused
Type = (SlotType)data[2];
Rate = data[3];
var next = data[4..];
int count = next.Length / 4;
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
var slots = new EncounterSlot1[count];
for (int i = 0; i < slots.Length; i++)
{
const int size = 4;
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var entry = next.Slice(i * size, size);
byte max = entry[3];
byte min = entry[2];
byte slotNum = entry[1];
byte species = entry[0];
slots[i] = new EncounterSlot1(this, species, min, max, slotNum);
}
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
Slots = slots;
}
public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
{
int rate = pkm is PK1 pk1 ? pk1.Catch_Rate : -1;
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
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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if (slot.LevelMin > evo.Level)
break;
if (slot.Form != evo.Form)
break;
if (rate != -1)
{
var expect = (slot.Version == GameVersion.YW ? PersonalTable.Y : PersonalTable.RB)[slot.Species].CatchRate;
if (expect != rate && !(ParseSettings.AllowGen1Tradeback && GBRestrictions.IsTradebackCatchRate(rate)))
break;
}
yield return slot;
break;
}
}
}
}
}