PKHeX/PKHeX.Core/Legality/Verifiers/IndividualValueVerifier.cs

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using System;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core
{
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/// <summary>
/// Verifies the <see cref="PKM.IVs"/>.
/// </summary>
public sealed class IndividualValueVerifier : Verifier
{
protected override CheckIdentifier Identifier => CheckIdentifier.IVs;
public override void Verify(LegalityAnalysis data)
{
switch (data.EncounterMatch)
{
case EncounterStatic s:
VerifyIVsStatic(data, s);
break;
case EncounterSlot w:
VerifyIVsSlot(data, w);
break;
case MysteryGift g:
VerifyIVsMystery(data, g);
break;
}
var pkm = data.pkm;
{
var hpiv = pkm.IV_HP;
if (hpiv < 30 && AllIVsEqual(pkm, hpiv))
data.AddLine(Get(string.Format(LIVAllEqual_0, hpiv), Severity.Fishy));
}
}
public static bool AllIVsEqual(PKM pkm) => AllIVsEqual(pkm, pkm.IV_HP);
private static bool AllIVsEqual(PKM pkm, int hpiv)
{
return (pkm.IV_ATK == hpiv) && (pkm.IV_DEF == hpiv) && (pkm.IV_SPA == hpiv) && (pkm.IV_SPD == hpiv) && (pkm.IV_SPE == hpiv);
}
private void VerifyIVsMystery(LegalityAnalysis data, MysteryGift g)
{
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
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var IVs = g.IVs;
if (IVs.Length == 0)
return;
var ivflag = Array.Find(IVs, iv => (byte)(iv - 0xFC) < 3);
if (ivflag == 0) // Random IVs
{
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bool valid = Legal.GetIsFixedIVSequenceValidSkipRand(IVs, data.pkm);
if (!valid)
data.AddLine(GetInvalid(LEncGiftIVMismatch));
}
else
{
int IVCount = ivflag - 0xFB; // IV2/IV3
VerifyIVsFlawless(data, IVCount);
}
}
private void VerifyIVsSlot(LegalityAnalysis data, EncounterSlot w)
{
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switch (w.Generation)
{
case 6: VerifyIVsGen6(data, w); break;
case 7: VerifyIVsGen7(data); break;
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case 8: VerifyIVsGen8(data); break;
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}
}
private void VerifyIVsGen7(LegalityAnalysis data)
{
var pkm = data.pkm;
if (pkm.GO)
VerifyIVsGoTransfer(data);
else if (pkm.AbilityNumber == 4 && !AbilityVerifier.CanAbilityPatch(pkm.Format, pkm.PersonalInfo.Abilities, pkm.Species))
VerifyIVsFlawless(data, 2); // Chain of 10 yields 5% HA and 2 flawless IVs
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}
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private void VerifyIVsGen8(LegalityAnalysis data)
{
var pkm = data.pkm;
if (pkm.GO)
VerifyIVsGoTransfer(data);
}
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private void VerifyIVsGen6(LegalityAnalysis data, EncounterSlot w)
{
var pkm = data.pkm;
if (pkm.XY && PersonalTable.XY[data.EncounterMatch.Species].IsEggGroup(15)) // Undiscovered
VerifyIVsFlawless(data, 3);
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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else if (w.Area.Type == SlotType.FriendSafari)
VerifyIVsFlawless(data, 2);
}
private void VerifyIVsFlawless(LegalityAnalysis data, int count)
{
if (data.pkm.FlawlessIVCount < count)
data.AddLine(GetInvalid(string.Format(LIVF_COUNT0_31, count)));
}
private void VerifyIVsStatic(LegalityAnalysis data, EncounterStatic s)
{
if (s.FlawlessIVCount != 0)
VerifyIVsFlawless(data, s.FlawlessIVCount);
}
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private void VerifyIVsGoTransfer(LegalityAnalysis data)
{
var pkm = data.pkm;
if (!IsGoIVSetValid(pkm))
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{
data.AddLine(GetInvalid(LIVNotCorrect));
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}
else if (data.EncounterMatch is EncounterSlot8GO g)
{
var minIV = g.GetMinIV();
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if (!IsGoIVSetValid(pkm, minIV))
data.AddLine(GetInvalid(LIVNotCorrect));
}
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}
private static bool IsGoIVSetValid(PKM pkm)
{
// Stamina*2 | 1 -> HP
// ATK * 2 | 1 -> ATK&SPA
// DEF * 2 | 1 -> DEF&SPD
// Speed is random.
// All IVs must be odd (except speed) and equal to their counterpart.
if ((pkm.GetIV(1) & 1) != 1 || pkm.GetIV(1) != pkm.GetIV(4)) // ATK=SPA
return false;
if ((pkm.GetIV(2) & 1) != 1 || pkm.GetIV(2) != pkm.GetIV(5)) // DEF=SPD
return false;
return (pkm.GetIV(0) & 1) == 1; // HP
}
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private static bool IsGoIVSetValid(PKM pkm, int min)
{
if (pkm.IV_ATK >> 1 < min) // ATK
return false;
if (pkm.IV_DEF >> 1 < min) // DEF
return false;
return pkm.IV_HP >> 1 >= min; // HP
}
}
}