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PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic8N.cs

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using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.Encounters8Nest;
namespace PKHeX.Core
{
/// <summary>
/// Generation 8 Nest Encounter (Regular Raid Dens)
/// </summary>
/// <inheritdoc cref="EncounterStatic8Nest{T}"/>
public sealed record EncounterStatic8N : EncounterStatic8Nest<EncounterStatic8N>
{
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private readonly uint MinRank;
private readonly uint MaxRank;
private readonly byte NestID;
private IReadOnlyList<byte> NestLocations => Encounters8Nest.NestLocations[NestID];
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public override int Level { get => LevelMin; init { } }
public override int LevelMin => LevelCaps[MinRank * 2];
public override int LevelMax => LevelCaps[(MaxRank * 2) + 1];
public EncounterStatic8N(byte nestID, uint minRank, uint maxRank, byte val, GameVersion game) : base(game)
{
NestID = nestID;
MinRank = minRank;
MaxRank = maxRank;
DynamaxLevel = (byte)(MinRank + 1u);
FlawlessIVCount = val;
}
private static readonly int[] LevelCaps =
{
15, 20, // 0
25, 30, // 1
35, 40, // 2
45, 50, // 3
55, 60, // 4
};
protected override bool IsMatchLevel(PKM pkm, DexLevel evo)
{
var met = pkm.Met_Level;
var metLevel = met - 15;
var rank = ((uint)metLevel) / 10;
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if (rank > 4)
return false;
if (rank > MaxRank)
return false;
if (rank <= 1)
{
if (InaccessibleRank12Nests.TryGetValue(pkm.Met_Location, out var nests) && nests.Contains(NestID))
return false;
}
if (rank < MinRank) // down-leveled
return IsDownLeveled(pkm, metLevel, met);
return metLevel % 10 <= 5;
}
public bool IsDownLeveled(PKM pkm)
{
var met = pkm.Met_Level;
var metLevel = met - 15;
return met != LevelMax && IsDownLeveled(pkm, metLevel, met);
}
private bool IsDownLeveled(PKM pkm, int metLevel, int met)
{
if (metLevel % 5 != 0)
return false;
// shared nests can be down-leveled to any
if (pkm.Met_Location == SharedNest)
return met >= 20;
// native down-levels: only allow 1 rank down (1 badge 2star -> 25), (3badge 3star -> 35)
return ((MinRank <= 1 && 1 <= MaxRank && met == 25)
|| (MinRank <= 2 && 2 <= MaxRank && met == 35)) && !pkm.IsShiny;
}
protected override bool IsMatchLocation(PKM pkm)
{
var loc = pkm.Met_Location;
return loc == SharedNest || (loc <= 255 && NestLocations.Contains((byte)loc));
}
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).
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public override bool IsMatchExact(PKM pkm, DexLevel evo)
{
if (pkm.FlawlessIVCount < FlawlessIVCount)
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).
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return base.IsMatchExact(pkm, evo);
}
}
}