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

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using System;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Static Encounter Data
/// </summary>
/// <remarks>
/// Static Encounters are fixed position encounters with properties that are not subject to Wild Encounter conditions.
/// </remarks>
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public class EncounterStatic : IEncounterable, IMoveset, IGeneration, ILocation, IContestStats, IVersion, IRelearn
{
public int Species { get; set; }
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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public int[] Moves { get; set; } = Array.Empty<int>();
public virtual int Level { get; set; }
public virtual int LevelMin => Level;
public virtual int LevelMax => Level;
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037) * Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile * Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array * Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn * Fix for gen3 egg encounters Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg Remove duplicate encounters * Gift egg should not allow inherited moves even it they dont have special moves Those gift eggs are hatched only with the species base moves * Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1 * Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters * Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon * Mark generation in gen 1 and 2 encounters There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number * Add min level for generation 1 moves in getMoves functions Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table Fix getMoves with min level when the moves list is empty, like Raichu generation 1 * Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter Refactor VC Encounter changing Tuples for GBData class * Fixed for gen 2 Checks Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal * Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work * Add generation 1 parse moves function including default moves * Clean-up get encounters * Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter * Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon * Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered * Fix gen 1 eevee and evolutions move checks * Cleanup * Move the code to change valid moves for generation 1 to a function * Fix getMoveMinLevelGBEncounter * getUsedMoveSlots, removed wild Butterfree edge case, it is not possible * Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
2017-04-09 00:17:20 +00:00
public int Generation { get; set; } = -1;
public virtual int Location { get; set; }
public int Ability { get; set; }
public int Form { get; set; }
public virtual Shiny Shiny { get; set; } = Shiny.Random;
public int[] Relearn { get; set; } = Array.Empty<int>();
public int Gender { get; set; } = -1;
public int EggLocation { get; set; }
public Nature Nature { get; set; } = Nature.Random;
public bool Gift { get; set; }
public int Ball { get; set; } = 4; // Only checked when is Gift
public GameVersion Version { get; set; } = GameVersion.Any;
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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public int[] IVs { get; set; } = Array.Empty<int>();
public int FlawlessIVCount { get; set; }
public int[] Contest { set => this.SetContestStats(value); }
public int CNT_Cool { get; set; }
public int CNT_Beauty { get; set; }
public int CNT_Cute { get; set; }
public int CNT_Smart { get; set; }
public int CNT_Tough { get; set; }
public int CNT_Sheen { get; set; }
public int HeldItem { get; set; }
public int EggCycles { get; set; }
public bool Fateful { get; set; }
public bool RibbonWishing { get; set; }
public bool SkipFormCheck { get; set; }
public bool Roaming { get; set; }
Gen 1 move analysis improvement. Adapted the valid moves to take into account that move deleter and move reminder do not exits in generation 1 (#1037) * Fix getMoves with min level, when SkipWhile and TakeWhile is used together the index i in TakeWhile is calculated from the enumerator that results of the SkipWhile function, not the index of the initial array, those giving an incorrect index to check Levels array in the TakeWhile * Fix getMoves when levelmin or levelmax is above max level in the levels array, TakeWhile and SkipWhile return empty list if the while goes beyond the last element of the array * Include player hatched egg in the list of possible encounters for parseMoves only if the pokemon was an egg Also change the valur of WasEgg for gen1,2,3 pokemon if the encounter analyzed is not an egg add the non egg encounters to the list instead of checking the non-egg encounter inside parseMovesWasEggPreRelearn * Fix for gen3 egg encounters Remove non-egg encounters without special moves if there is an egg encounter because egg encounter already cover every possible move combination Do not add daycare egg encounter for gen3 unhatched egg if there is another encounter, that means is an event or gift egg, not a daycare egg Remove duplicate encounters * Gift egg should not allow inherited moves even it they dont have special moves Those gift eggs are hatched only with the species base moves * Added getEncounterMoves functions, to be used for generation 1 encounters to find what moves have a pokemon at the moment of being caught because there is no move reminder in generation 1 * Added GBEncounterData, structure for refactor the tuples used in generation 1 and 2 encounters * Add LevelMin and LevelMax to IEncounterable to get the encounter moves by the min level of the generation 1 EncounterLink Add iGeneration to difference generation 1 and generation 2 encounters for GB Era pokemon * Mark generation in gen 1 and 2 encounters There is no need to mark the generation in gen 3 to 7 encounters because in that generations it match the pokemon generation number * Add min level for generation 1 moves in getMoves functions Add function to return the default moves for a GB encounters, for generation 1 games that included both moves from level up table and level 1 moves from personal table Fix getMoves with min level when the moves list is empty, like Raichu generation 1 * Add maxSpecies to getBaseSpecies function for gen1 pokemon with a gen2 egg encounter Refactor VC Encounter changing Tuples for GBData class * Fixed for gen 2 Checks Also do not search for generation1 encounter if the gen2 pokemon have met location from crystal * Fix VC wild encounters, should be stored as array or else other verifyEncounter functions wont work * Add generation 1 parse moves function including default moves * Clean-up get encounters * Verify empty moves for generation 1 encounters, in generation 1 does not exits move deleter That means when a move slot have been used by a level up move or a TM/HM/Tutor move it cant be empty again Does not apply if generation 2 tradeback is allowed, in generation 2 there is a move deleter * Added two edge cases for pokemon that learn in red/blue and yellow different moves at the same level, this combinations can not exits until a later level when they learn again one of the levels in the other game, only happen for flareon and vaporeon * Check incompatible moves between evolution species, it is for species that learn a move in a level as an evolved species and a move at a upper level as a preevolution Also added most edge cases for the min slots used for generation 1 games, i think every weird combination is already covered * Fix gen 1 eevee and evolutions move checks * Cleanup * Move the code to change valid moves for generation 1 to a function * Fix getMoveMinLevelGBEncounter * getUsedMoveSlots, removed wild Butterfree edge case, it is not possible * Filter the min level of the encounter by the possible games the pokemon could be originated, yellow pikachu and kadabra can be detected
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public bool EggEncounter => EggLocation > 0;
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private void CloneArrays()
{
// dereference original arrays with new copies
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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Moves = Moves.Length == 0 ? Moves : (int[])Moves.Clone();
Relearn = Relearn.Length == 0 ? Relearn : (int[])Relearn.Clone();
IVs = IVs.Length == 0 ? IVs : (int[])IVs.Clone();
}
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internal virtual EncounterStatic Clone()
{
var result = (EncounterStatic)MemberwiseClone();
result.CloneArrays();
return result;
}
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private const string _name = "Static Encounter";
public string Name => _name;
public string LongName => Version == GameVersion.Any ? _name : $"{_name} ({Version})";
public PKM ConvertToPKM(ITrainerInfo SAV) => ConvertToPKM(SAV, EncounterCriteria.Unrestricted);
public PKM ConvertToPKM(ITrainerInfo SAV, EncounterCriteria criteria)
{
var pk = PKMConverter.GetBlank(Generation, Version);
SAV.ApplyToPKM(pk);
pk.EncryptionConstant = Util.Rand32();
pk.Species = Species;
pk.AltForm = Form;
int lang = (int)Language.GetSafeLanguage(Generation, (LanguageID)SAV.Language);
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int level = GetMinimalLevel();
var version = this.GetCompatibleVersion((GameVersion)SAV.Game);
SanityCheckVersion(ref version);
pk.Language = lang = GetEdgeCaseLanguage(pk, lang);
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(Species, lang, Generation);
pk.CurrentLevel = level;
pk.Version = (int)version;
pk.Ball = Ball;
pk.HeldItem = HeldItem;
pk.OT_Friendship = pk.PersonalInfo.BaseFriendship;
var today = DateTime.Today;
SetMetData(pk, level, today);
if (EggEncounter)
SetEggMetData(pk, SAV, today);
SetPINGA(pk, criteria);
SetEncounterMoves(pk, version, level);
switch (pk)
{
case PK3 pk3 when this is EncounterStaticShadow:
pk3.RibbonNational = true;
break;
case PK4 pk4 when this is EncounterStaticTyped t:
pk4.EncounterType = t.TypeEncounter.GetIndex();
break;
case PK6 pk6:
pk6.SetRandomMemory6();
break;
}
if (RibbonWishing && pk is IRibbonSetEvent4 e4)
e4.RibbonWishing = true;
if (this is EncounterStaticN n)
n.SetNPokemonData((PK5)pk, lang);
if (pk is IContestStats s)
this.CopyContestStatsTo(s);
if (Fateful)
pk.FatefulEncounter = true;
if (pk.Format < 6)
return pk;
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pk.SetRelearnMoves(Relearn);
SAV.ApplyHandlingTrainerInfo(pk);
pk.SetRandomEC();
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if (this is IGigantamax g && pk is IGigantamax pg)
pg.CanGigantamax = g.CanGigantamax;
if (this is IDynamaxLevel d && pk is IDynamaxLevel pd)
pd.DynamaxLevel = d.DynamaxLevel;
return pk;
}
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protected virtual int GetMinimalLevel() => LevelMin;
protected virtual void SetPINGA(PKM pk, EncounterCriteria criteria)
{
int gender = criteria.GetGender(Gender, pk.PersonalInfo);
int nature = (int)criteria.GetNature(Nature);
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int ability = GetRandomAbility(); // use criteria?
var pidtype = GetPIDType();
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PIDGenerator.SetRandomWildPID(pk, pk.Format, nature, ability, gender, pidtype);
SetIVs(pk);
}
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private int GetRandomAbility()
{
return Ability switch
{
0 => Util.Rand.Next(2),
-1 => Util.Rand.Next(3),
_ => (Ability >> 1)
};
}
private void SetEggMetData(PKM pk, ITrainerInfo tr, DateTime today)
{
pk.Met_Location = Math.Max(0, EncounterSuggestion.GetSuggestedEggMetLocation(pk));
pk.Met_Level = EncounterSuggestion.GetSuggestedEncounterEggMetLevel(pk);
if (Generation >= 4)
{
bool traded = (int)Version == tr.Game;
pk.Egg_Location = EncounterSuggestion.GetSuggestedEncounterEggLocationEgg(pk, traded);
pk.EggMetDate = today;
}
pk.Egg_Location = EggLocation;
pk.EggMetDate = today;
}
private void SetMetData(PKM pk, int level, DateTime today)
{
if (pk.Format > 2 || Version == GameVersion.C)
{
pk.Met_Location = Location;
pk.Met_Level = level;
if (Version == GameVersion.C && pk is PK2 pk2)
pk2.Met_TimeOfDay = EncounterTime.Any.RandomValidTime();
if (pk.Format >= 4)
pk.MetDate = today;
}
}
private void SetEncounterMoves(PKM pk, GameVersion version, int level)
{
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 moves = Moves.Length > 0 ? Moves : MoveLevelUp.GetEncounterMoves(pk, level, version);
pk.Moves = moves;
pk.SetMaximumPPCurrent(moves);
}
private void SanityCheckVersion(ref GameVersion version)
{
if (Generation != 4 || version == GameVersion.Pt)
return;
switch (Species)
{
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case (int)Core.Species.Darkrai when Location == 079: // DP Darkrai
case (int)Core.Species.Shaymin when Location == 063: // DP Shaymin
version = GameVersion.Pt;
return;
}
}
protected void SetIVs(PKM pk)
{
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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if (IVs.Length != 0)
pk.SetRandomIVs(IVs, FlawlessIVCount);
else if (FlawlessIVCount > 0)
pk.SetRandomIVs(flawless: FlawlessIVCount);
}
private int GetEdgeCaseLanguage(PKM pk, int lang)
{
switch (pk.Format)
{
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case 1 when Species == (int)Core.Species.Mew && Version == GameVersion.VCEvents: // VC Mew
pk.TID = 22796;
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pk.OT_Name = Legal.GetG1OT_GFMew(lang);
return lang;
case 1 when Version == GameVersion.EventsGBGen1:
case 2 when Version == GameVersion.EventsGBGen2:
case 3 when this is EncounterStaticShadow s && s.EReader:
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case 3 when Species == (int)Core.Species.Mew:
pk.OT_Name = "ゲーフリ";
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return (int)LanguageID.Japanese; // Old Sea Map was only distributed to Japanese games.
default:
return lang;
}
}
private PIDType GetPIDType()
{
switch (Generation)
{
case 3 when Roaming && Version != GameVersion.E: // Roamer IV glitch was fixed in Emerald
return PIDType.Method_1_Roamer;
case 4 when Shiny == Shiny.Always: // Lake of Rage Gyarados
return PIDType.ChainShiny;
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case 4 when Species == (int)Core.Species.Pichu: // Spiky Eared Pichu
case 4 when Location == Locations.PokeWalker4: // Pokéwalker
return PIDType.Pokewalker;
case 5 when Shiny == Shiny.Always:
return PIDType.G5MGShiny;
default: return PIDType.None;
}
}
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public virtual bool IsMatch(PKM pkm, int lvl)
{
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if (Nature != Nature.Random && pkm.Nature != (int) Nature)
return false;
if (Generation > 3 && pkm.Format > 3 && pkm.WasEgg != EggEncounter && pkm.Egg_Location == 0 && !pkm.IsEgg)
return false;
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if (!IsMatchEggLocation(pkm, ref lvl))
return false;
if (!IsMatchLocation(pkm))
return false;
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if (!IsMatchLevel(pkm, lvl))
return false;
if (!IsMatchGender(pkm))
return false;
if (!IsMatchForm(pkm))
return false;
if (EggLocation == Locations.Daycare5 && Relearn.Length == 0 && pkm.RelearnMoves.Any(z => z != 0)) // gen7 eevee edge case
return false;
if (!IsMatchIVs(pkm))
return false;
if (pkm is IContestStats s && s.IsContestBelow(this))
return false;
// Defer to EC/PID check
// if (e.Shiny != null && e.Shiny != pkm.IsShiny)
// continue;
// Defer ball check to later
// if (e.Gift && pkm.Ball != 4) // PokéBall
// continue;
return true;
}
private bool IsMatchIVs(PKM pkm)
{
if (IVs.Length == 0)
return true; // nothing to check, IVs are random
if (Generation <= 2 && pkm.Format > 2)
return true; // IVs are regenerated on VC transfer upward
return Legal.GetIsFixedIVSequenceValidSkipRand(IVs, pkm);
}
private bool IsMatchForm(PKM pkm)
{
if (SkipFormCheck)
return true;
if (Form != pkm.AltForm && !Legal.IsFormChangeable(pkm, Species))
return false;
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return true;
}
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private bool IsMatchEggLocation(PKM pkm, ref int lvl)
{
if (Generation == 3 && EggLocation != 0) // Gen3 Egg
{
if (pkm.Format == 3 && pkm.IsEgg && EggLocation != pkm.Met_Location)
return false;
}
else if (Generation <= 2 && EggLocation != 0) // Gen2 Egg
{
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if (pkm.Format > 2)
return true;
if (pkm.IsEgg)
{
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if (pkm.Met_Location != 0 && pkm.Met_Level != 0)
return false;
}
else
{
switch (pkm.Met_Level)
{
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case 0 when pkm.Met_Location != 0:
return false;
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case 1 when pkm.Met_Location == 0:
return false;
default:
if (pkm.Met_Location == 0 && pkm.Met_Level != 0)
return false;
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break;
}
}
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if (pkm.Met_Level == 1) // Gen2 Eggs are met at 1, and hatch at level 5.
lvl = 5;
}
else if (EggLocation != pkm.Egg_Location)
{
if (pkm.IsEgg) // unhatched
{
if (EggLocation != pkm.Met_Location)
return false;
if (pkm.Egg_Location != 0)
return false;
}
else if (Generation == 4)
{
if (pkm.Egg_Location != Locations.LinkTrade4) // Link Trade
{
// check Pt/HGSS data
if (pkm.Format <= 4)
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return false;
if (!Locations.IsPtHGSSLocationEgg(EggLocation)) // non-Pt/HGSS egg gift
return false;
// transferring 4->5 clears pt/hgss location value and keeps Faraway Place
if (pkm.Egg_Location != 3002) // Faraway Place
return false;
}
}
else
{
if (pkm.Egg_Location != Locations.LinkTrade6) // Link Trade
return false;
}
}
else if (EggLocation != 0 && Generation == 4)
{
// Check the inverse scenario for 4->5 eggs
if (Locations.IsPtHGSSLocationEgg(EggLocation)) // egg gift
{
if (pkm.Format > 4)
return false;
}
}
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return true;
}
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private bool IsMatchGender(PKM pkm)
{
if (Gender == -1 || Gender == pkm.Gender)
return true;
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if (Species == (int) Core.Species.Azurill && Generation == 4 && Location == 233 && pkm.Gender == 0)
return PKX.GetGenderFromPIDAndRatio(pkm.PID, 0xBF) == 1;
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return false;
}
protected virtual bool IsMatchLocation(PKM pkm)
{
if (EggEncounter)
return true;
if (Location == 0)
return true;
if (!pkm.HasOriginalMetLocation)
return true;
return Location == pkm.Met_Location;
}
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protected virtual bool IsMatchLevel(PKM pkm, int lvl)
{
if (!pkm.HasOriginalMetLocation)
return lvl >= Level;
if (lvl == Level)
return true;
if (!(pkm.Format == 3 && EggEncounter && lvl == 0))
return false;
return true;
}
public virtual bool IsMatchDeferred(PKM pkm)
{
if (pkm.FatefulEncounter != Fateful)
return true;
if (Ability == 4 && pkm.AbilityNumber != 4) // BW/2 Jellicent collision with wild surf slot, resolved by duplicating the encounter with any abil
return true;
return false;
}
}
}