PKHeX/PKHeX.Core/Legality/Areas/EncounterArea4HGSS.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <inheritdoc />
/// <summary>
/// <see cref="GameVersion.HGSS"/> encounter area
/// </summary>
public sealed class EncounterArea4HGSS : EncounterArea4
{
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Heart Gold and Soul Silver data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea4HGSS[] GetArray4HGSS(byte[][] entries)
{
return entries.Select(GetArea4HGSS).Where(Area => Area.Slots.Length != 0).ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Heart Gold and Soul Silver Headbutt tree data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea4HGSS[] GetArray4HGSS_Headbutt(byte[][] entries)
{
return entries.Select(GetArea4HeadbuttHGSS).Where(Area => Area.Slots.Length != 0).ToArray();
}
private static EncounterSlot[] GetSlots4GrassHGSS(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new EncounterSlot[numslots * 3];
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
for (int i = 0; i < numslots; i++)
{
int level = data[ofs + i];
int species = BitConverter.ToUInt16(data, ofs + numslots + (i * 2));
slots[i] = new EncounterSlot
{
LevelMin = level,
LevelMax = level,
Species = species,
SlotNumber = i,
Type = t
};
slots[numslots + i] = slots[i].Clone();
slots[numslots + i].Species = BitConverter.ToUInt16(data, ofs + (numslots * 3) + (i * 2));
slots[numslots + i].Type = t;
slots[(numslots * 2) + i] = slots[i].Clone();
slots[(numslots * 2) + i].Species = BitConverter.ToUInt16(data, ofs + (numslots * 5) + (i * 2));
slots[(numslots * 2) + i].Type = t;
}
return slots;
}
private static IEnumerable<EncounterSlot> GetSlots4WaterFishingHGSS(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new List<EncounterSlot>();
for (int i = 0; i < numslots; i++)
{
// min, max, [16bit species]
int Species = BitConverter.ToInt16(data, ofs + 2 + (i * 4));
if (t == SlotType.Rock_Smash && Species <= 0)
continue;
// Fishing and surf Slots without a species ID are added too; these are needed for the swarm encounters.
// These empty slots will will be deleted after we add swarm slots.
slots.Add(new EncounterSlot
{
LevelMin = data[ofs + 0 + (i * 4)],
LevelMax = data[ofs + 1 + (i * 4)],
Species = Species,
SlotNumber = i,
Type = t
});
}
EncounterUtil.MarkEncountersStaticMagnetPull(slots, PersonalTable.HGSS);
return slots;
}
private static EncounterArea4HGSS GetArea4HGSS(byte[] data)
{
var Slots = new List<EncounterSlot>();
var GrassRatio = data[0x02];
var SurfRatio = data[0x03];
var RockSmashRatio = data[0x04];
var OldRodRatio = data[0x05];
var GoodRodRatio = data[0x06];
var SuperRodRatio = data[0x07];
// 2 bytes padding
if (GrassRatio > 0)
{
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
var GrassSlots = GetSlots4GrassHGSS(data, 0x0A, 12, SlotType.Grass);
//Grass slots with species = 0 are added too, it is needed for the swarm encounters, it will be deleted after swarms are added
// Hoenn Sound and Sinnoh Sound replace slots 4 and 5
var hoenn = GetSlots4GrassSlotReplace(data, 0x5E, 2, GrassSlots, Legal.Slot4_Sound); // Hoenn
var sinnoh = GetSlots4GrassSlotReplace(data, 0x62, 2, GrassSlots, Legal.Slot4_Sound); // Sinnoh
Slots.AddRange(GrassSlots);
Slots.AddRange(hoenn);
Slots.AddRange(sinnoh);
// Static / Magnet Pull
var grass1 = GrassSlots.Take(12).ToList();
var grass2 = GrassSlots.Skip(12).Take(12).ToList();
var grass3 = GrassSlots.Skip(24).ToList();
// Swarm slots do not displace electric/steel types, with exception of SoulSilver Mawile (which doesn't displace) -- handle separately
foreach (var time in new[] { grass1, grass2, grass3 })
{
// non radio
var regular = time.Where(z => !Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList(); // every other slot is in the product
var radio = new List<List<EncounterSlot>> { time.Where(z => Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList() };
if (hoenn.Count > 0)
radio.Add(hoenn);
if (sinnoh.Count > 0)
radio.Add(sinnoh);
var extra = new List<EncounterSlot>();
foreach (var t in radio)
MarkStaticMagnetPermute(regular.Concat(t), extra);
Slots.AddRange(extra);
}
}
if (SurfRatio > 0)
Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x66, 5, SlotType.Surf));
if (RockSmashRatio > 0)
Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x7A, 2, SlotType.Rock_Smash));
if (OldRodRatio > 0)
Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x82, 5, SlotType.Old_Rod));
if (GoodRodRatio > 0)
Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x96, 5, SlotType.Good_Rod));
if (SuperRodRatio > 0)
Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0xAA, 5, SlotType.Super_Rod));
// Last 6 bytes only have species ID info
if (data[0xC2] == 120) // Location = 182, 127, 130, 132, 167, 188, 210
Slots.AddRange(SlotsHGSS_Staryu);
var Area4 = new EncounterArea4HGSS
{
Location = BitConverter.ToUInt16(data, 0x00),
Slots = Slots.ToArray()
};
foreach (var slot in Area4.Slots)
slot.Area = Area4;
return Area4;
}
private static readonly EncounterSlot[] SlotsHGSS_Staryu =
{
new EncounterSlot { Species = 120, LevelMin = 20, LevelMax = 20, Type = SlotType.Good_Rod },
new EncounterSlot { Species = 120, LevelMin = 40, LevelMax = 40, Type = SlotType.Super_Rod },
};
private static EncounterArea4HGSS GetArea4HeadbuttHGSS(byte[] data)
{
if (data.Length < 78)
return new EncounterArea4HGSS(); // bad data
//2 byte location ID (defer to end)
//4 bytes padding
var Slots = new List<EncounterSlot>();
// 00-11 Normal trees
// 12-17 Special trees
for (int i = 0; i < 18; i++)
{
int Species = BitConverter.ToInt16(data, 6 + (i * 4));
if (Species <= 0)
continue;
Slots.Add(new EncounterSlot
{
Species = Species,
LevelMin = data[8 + (i * 4)],
LevelMax = data[9 + (i * 4)],
Type = i <= 11 ? SlotType.Headbutt : SlotType.Headbutt_Special
});
}
var Area = new EncounterArea4HGSS
{
Location = BitConverter.ToUInt16(data, 0),
Slots = Slots.ToArray()
};
foreach (var slot in Area.Slots)
slot.Area = Area;
return Area;
}
}
}