PKHeX/PKHeX.Core/Legality/Encounters/EncounterSlot/EncounterSlot.cs

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C#
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using System;
namespace PKHeX.Core
{
/// <summary>
/// Wild Encounter Slot data
/// </summary>
/// <remarks>Wild encounter slots are found as random encounters in-game.</remarks>
public abstract class EncounterSlot : IEncounterable, ILocation
{
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public int Species { get; protected init; }
public int Form { get; protected init; }
public int LevelMin { get; protected init; }
public int LevelMax { get; protected init; }
public abstract int Generation { get; }
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public bool EggEncounter => false;
public override string ToString() => $"{(Species) Species} @ {LevelMin}-{LevelMax}";
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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internal readonly EncounterArea Area;
public GameVersion Version => Area.Version;
public int Location => Area.Location;
public int EggLocation => 0;
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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protected EncounterSlot(EncounterArea area) => Area = area;
public EncounterSlot Clone() => (EncounterSlot)MemberwiseClone();
public bool FixedLevel => LevelMin == LevelMax;
private protected const string wild = "Wild Encounter";
public string Name => wild;
/// <summary>
/// Gets if the specified level inputs are within range of the <see cref="LevelMin"/> and <see cref="LevelMax"/>
/// </summary>
/// <param name="lvl">Single level</param>
/// <returns>True if within slot's range, false if impossible.</returns>
public bool IsLevelWithinRange(int lvl) => LevelMin <= lvl && lvl <= LevelMax;
/// <summary>
/// Gets if the specified level inputs are within range of the <see cref="LevelMin"/> and <see cref="LevelMax"/>
/// </summary>
/// <param name="min">Highest value the low end of levels can be</param>
/// <param name="max">Lowest value the high end of levels can be</param>
/// <returns>True if within slot's range, false if impossible.</returns>
public bool IsLevelWithinRange(int min, int max) => LevelMin <= max && min <= LevelMax;
/// <summary>
/// Gets if the specified level inputs are within range of the <see cref="LevelMin"/> and <see cref="LevelMax"/>
/// </summary>
/// <param name="lvl">Single level</param>
/// <param name="minDecrease">Highest value the low end of levels can be</param>
/// <param name="maxIncrease">Lowest value the high end of levels can be</param>
/// <returns>True if within slot's range, false if impossible.</returns>
public bool IsLevelWithinRange(int lvl, int minDecrease, int maxIncrease) => LevelMin - minDecrease <= lvl && lvl <= LevelMax + maxIncrease;
/// <summary>
/// Gets if the specified level inputs are within range of the <see cref="LevelMin"/> and <see cref="LevelMax"/>
/// </summary>
/// <param name="min">Lowest level allowed</param>
/// <param name="max">Highest level allowed</param>
/// <param name="minDecrease">Highest value the low end of levels can be</param>
/// <param name="maxIncrease">Lowest value the high end of levels can be</param>
/// <returns>True if within slot's range, false if impossible.</returns>
public bool IsLevelWithinRange(int min, int max, int minDecrease, int maxIncrease) => LevelMin - minDecrease <= max && min <= LevelMax + maxIncrease;
public virtual string LongName
{
get
{
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 (Area!.Type == SlotType.Any)
return wild;
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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return $"{wild} {Area!.Type.ToString().Replace('_', ' ')}";
}
}
public PKM ConvertToPKM(ITrainerInfo sav) => ConvertToPKM(sav, EncounterCriteria.Unrestricted);
public PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
var pk = PKMConverter.GetBlank(Generation, Version);
sav.ApplyTo(pk);
ApplyDetails(sav, criteria, pk);
return pk;
}
protected virtual void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
var version = this.GetCompatibleVersion((GameVersion) sav.Game);
int lang = (int)Language.GetSafeLanguage(Generation, (LanguageID) sav.Language);
int level = LevelMin;
pk.Species = Species;
pk.Language = lang;
pk.CurrentLevel = level;
pk.Version = (int)version;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(Species, lang, Generation);
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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var ball = Area.Type.GetRequiredBallValueWild(Generation, Location);
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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pk.Ball = (int)(ball == Ball.None ? Ball.Poke : ball);
pk.Language = lang;
pk.OT_Friendship = pk.PersonalInfo.BaseFriendship;
pk.Form = GetWildForm(pk, Form, sav);
SetMetData(pk, level, Location);
SetPINGA(pk, criteria);
SetEncounterMoves(pk, version, level);
SetFormatSpecificData(pk);
if (pk.Format < 6)
return;
sav.ApplyHandlingTrainerInfo(pk);
pk.SetRandomEC();
}
protected virtual void SetEncounterMoves(PKM pk, GameVersion version, int level)
{
var moves = MoveLevelUp.GetEncounterMoves(pk, level, version);
pk.SetMoves(moves);
pk.SetMaximumPPCurrent(moves);
}
protected virtual void SetFormatSpecificData(PKM pk) { }
protected virtual void SetPINGA(PKM pk, EncounterCriteria criteria)
{
int gender = criteria.GetGender(-1, pk.PersonalInfo);
int nature = (int)criteria.GetNature(Nature.Random);
var ability = Util.Rand.Next(2);
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 (Area!.Type == SlotType.HiddenGrotto) // don't force hidden for DexNav
ability = 2;
if (Generation == 3 && Species == (int) Core.Species.Unown)
{
do
{
PIDGenerator.SetRandomWildPID(pk, pk.Format, nature, ability, gender);
ability ^= 1; // some nature-forms cannot have a certain PID-ability set, so just flip it as Unown doesn't have dual abilities.
} while (pk.Form != Form);
}
else
{
PIDGenerator.SetRandomWildPID(pk, pk.Format, nature, ability, gender);
}
pk.Gender = gender;
pk.StatNature = nature;
}
private void SetMetData(PKM pk, int level, int location)
{
if (pk.Format <= 2 && Version != GameVersion.C)
return;
pk.Met_Location = location;
pk.Met_Level = level;
if (pk.Format >= 4)
pk.MetDate = DateTime.Today;
}
private const int FormDynamic = FormVivillon;
private const int FormVivillon = 30;
private const int FormRandom = 31;
private static int GetWildForm(PKM pk, int form, ITrainerInfo sav)
{
if (form < FormDynamic) // specified form
{
if (pk.Species == (int) Core.Species.Minior)
return Util.Rand.Next(7, 14);
return form;
}
if (form == FormRandom) // flagged as totally random
return Util.Rand.Next(pk.PersonalInfo.FormCount);
int spec = pk.Species;
if ((int) Core.Species.Scatterbug <= spec && spec <= (int) Core.Species.Vivillon)
{
if (sav is IRegionOrigin o)
return Vivillon3DS.GetPattern((byte)o.Country, (byte)o.Region);
}
return 0;
}
public virtual string GetConditionString(out bool valid)
{
valid = true;
return LegalityCheckStrings.LEncCondition;
}
}
}