PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic8.cs

123 lines
4.4 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using static PKHeX.Core.OverworldCorrelation8Requirement;
namespace PKHeX.Core
{
/// <summary>
/// Generation 8 Static Encounter
/// </summary>
/// <inheritdoc cref="EncounterStatic"/>
public record EncounterStatic8 : EncounterStatic, IDynamaxLevel, IGigantamax, IRelearn, IOverworldCorrelation8
{
public sealed override int Generation => 8;
public bool ScriptedNoMarks { get; init; }
public bool CanGigantamax { get; set; }
public byte DynamaxLevel { get; set; }
public IReadOnlyList<int> Relearn { get; init; } = Array.Empty<int>();
public AreaWeather8 Weather {get; init; } = AreaWeather8.Normal;
public EncounterStatic8(GameVersion game) : base(game) { }
protected override bool IsMatchLevel(PKM pkm, DexLevel evo)
{
var met = pkm.Met_Level;
var lvl = Level;
if (met == lvl)
return true;
if (lvl < EncounterArea8.BoostLevel && EncounterArea8.IsBoostedArea60(Location))
return met == EncounterArea8.BoostLevel;
return false;
}
Fracture the encounter matching checks to allow progressive validation (#3137) ## Issue We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got. ## Example: Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. * We have a Silcoon that we've leveled up a few times. Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? * To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead. * We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range. --- Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves). The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method. --- The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7. --- ## Future Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance. ## Conclusion This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-30 01:55:27 +00:00
public override bool IsMatchExact(PKM pkm, DexLevel evo)
{
if (pkm is IDynamaxLevel d && d.DynamaxLevel < DynamaxLevel)
return false;
2021-08-06 21:54:32 +00:00
if (pkm.Met_Level < EncounterArea8.BoostLevel && Weather is AreaWeather8.Heavy_Fog && EncounterArea8.IsBoostedArea60Fog(Location))
return false;
Fracture the encounter matching checks to allow progressive validation (#3137) ## Issue We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got. ## Example: Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. * We have a Silcoon that we've leveled up a few times. Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? * To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead. * We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range. --- Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves). The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method. --- The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7. --- ## Future Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance. ## Conclusion This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-30 01:55:27 +00:00
return base.IsMatchExact(pkm, evo);
}
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
2021-08-06 21:54:32 +00:00
if (Weather is AreaWeather8.Heavy_Fog && EncounterArea8.IsBoostedArea60Fog(Location))
pk.CurrentLevel = pk.Met_Level = EncounterArea8.BoostLevel;
var req = GetRequirement(pk);
if (req != MustHave)
{
pk.SetRandomEC();
return;
}
var shiny = Shiny == Shiny.Random ? Shiny.FixedValue : Shiny;
Overworld8RNG.ApplyDetails(pk, criteria, shiny, FlawlessIVCount);
}
2021-02-14 23:14:45 +00:00
public bool IsOverworldCorrelation
{
get
{
if (Gift)
return false; // gifts can have any 128bit seed from overworld
if (ScriptedNoMarks)
return false; // scripted encounters don't act as saved spawned overworld encounters
return true;
}
}
public OverworldCorrelation8Requirement GetRequirement(PKM pk) => IsOverworldCorrelation
? MustHave
: MustNotHave;
2021-02-14 23:14:45 +00:00
public bool IsOverworldCorrelationCorrect(PKM pk)
{
return Overworld8RNG.ValidateOverworldEncounter(pk, Shiny == Shiny.Random ? Shiny.FixedValue : Shiny, FlawlessIVCount);
}
2021-02-14 23:14:45 +00:00
public override EncounterMatchRating GetMatchRating(PKM pkm)
{
var rating = base.GetMatchRating(pkm);
if (rating != EncounterMatchRating.Match)
return rating;
var req = GetRequirement(pkm);
bool correlation = IsOverworldCorrelationCorrect(pkm);
if ((req == MustHave) != correlation)
2021-02-14 23:14:45 +00:00
return EncounterMatchRating.Deferred;
2021-02-15 06:25:59 +00:00
// Only encounter slots can have these marks; defer for collisions.
if (pkm.Species == (int) Core.Species.Shedinja)
{
// Loses Mark on evolution to Shedinja, but not affixed ribbon value.
return pkm switch
{
IRibbonSetMark8 {RibbonMarkCurry: true} => EncounterMatchRating.Deferred,
PK8 {AffixedRibbon: (int) RibbonIndex.MarkCurry} => EncounterMatchRating.Deferred,
_ => EncounterMatchRating.Match
};
}
Enforce weather legality for SWSH (#3221) * Add weather types by location Creates a dictionary of possible weather types for each SWSH location. Unlisted locations may only have Normal weather or do not have any encounter slots. * Prune unused weather from static encounters Some encounters were too permissive with weather, e.g. Sandstorm in Fields of Honor and Challenge Beach; Snowstorm at Dyna Tree Hill. A few crossover areas that would have limited the possible weathers were marked with a "(c)". An example is Nidorina from Giant's Bed crossing to Frostpoint Field, where Raining and Thunderstorm do not occur. This additionally organizes encounters by location. * Move location-weather dictionary to EncounterArea8 * Verify weather marks on encounterslot/static encounters * Adds some static encounters available through weather bleed Weathers aren't normally available, but these static encounters are close enough to the boundary that the weather in an adjacent area can be used to spawn them. - Frostpoint Field Snorlax with Raining/Thunderstorm from Giant's Bed - Snowslide Slope Amaura with Raining/Thunderstorm from Giant's Bed - Frigid Sea Carracosta with Intense_Sun from Three-Point Pass - Frigid Sea Magmortar with Intense_Sun from Three-Point Pass - Ballimere Lake Corviknight with Snowstorm from Giant's Bed - Ballimere Lake Cryogonal with Snowstorm from Giant's Bed - Ballimere Lake Tyrunt with all weather from Giant's Bed - Lakeside Cave Ferrothorn with all weather from Ballimere Lake - Tunnel to the Top Golbat with all weather from Path to the Peak * Defer weather marks if incompatible, enforce encounterslot weather This uses the area weather to check fishing slots and tentatively adds some tables for weather bleed encounterslots. * Warm-Up Tunnel gets weather bleed from Training Lowlands * Update for base PKHeX * Handle weather bleed for SWSH encounter slots Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com> * Minor clean Having duplicate weather marks is illegal, so just auto-partial match them instead of checking the other marks. * Rearrange slot weather check logic * Claim reserved byte in SWSH pkl * No need for two variable names now * Valid weather marks on tree/fishing should return with main weather * Fix tree/fishing deferral and add another surf slot weather bleed * Disallow tree/fishing encounters from using bleed tables None are currently known at this time, and only hidden grass encounters have a weather bleed table * Condense bleed expression, combine tree/fish flag check * Move weather-bleed check into EncounterArea8 Makes the dictionaries private instead of internal. Co-authored-by: Skadiv <62726360+Skadiv@users.noreply.github.com>
2021-07-26 21:28:05 +00:00
if (pkm is IRibbonSetMark8 m && (m.RibbonMarkCurry || m.RibbonMarkFishing || m.HasWeatherMark()))
return EncounterMatchRating.Deferred;
return EncounterMatchRating.Match;
2021-02-14 23:14:45 +00:00
}
}
public interface IOverworldCorrelation8
{
OverworldCorrelation8Requirement GetRequirement(PKM pk);
bool IsOverworldCorrelationCorrect(PKM pk);
}
public enum OverworldCorrelation8Requirement
{
CanBeEither,
MustHave,
MustNotHave,
}
}