PKHeX/PKHeX.Core/MysteryGifts/WB7.cs

517 lines
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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace PKHeX.Core
{
/// <summary>
/// Generation 7 Mystery Gift Template File
/// </summary>
public sealed class WB7 : DataMysteryGift, ILangNick, IAwakened, INature
{
public const int Size = 0x108;
public const int SizeFull = 0x310;
private const int CardStart = SizeFull - Size;
public override int Format => 7;
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 WB7() : this(new byte[SizeFull]) { }
public WB7(byte[] data) : base(data) { }
public byte RestrictVersion { get => Data[0]; set => Data[0] = value; }
public bool CanBeReceivedByVersion(int v)
{
if (v < (int)GameVersion.GP || v > (int)GameVersion.GE)
return false;
if (RestrictVersion == 0)
return true; // no data
var bitIndex = v - (int)GameVersion.GP;
var bit = 1 << bitIndex;
return (RestrictVersion & bit) != 0;
}
// General Card Properties
public override int CardID
{
get => BitConverter.ToUInt16(Data, CardStart + 0);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0);
}
public override string CardTitle
{
// Max len 36 char, followed by null terminator
get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, CardStart + 2, 72));
set => Encoding.Unicode.GetBytes(value.PadRight(36, '\0')).CopyTo(Data, CardStart + 2);
}
private uint RawDate
{
get => BitConverter.ToUInt32(Data, CardStart + 0x4C);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x4C);
}
private uint Year
{
get => (RawDate / 10000) + 2000;
set => RawDate = SetDate(value, Month, Day);
}
private uint Month
{
get => RawDate % 10000 / 100;
set => RawDate = SetDate(Year, value, Day);
}
private uint Day
{
get => RawDate % 100;
set => RawDate = SetDate(Year, Month, value);
}
private static uint SetDate(uint year, uint month, uint day) => (Math.Max(0, year - 2000) * 10000) + (month * 100) + day;
/// <summary>
/// Gets or sets the date of the card.
/// </summary>
public DateTime? Date
{
get
{
// Check to see if date is valid
if (!Util.IsDateValid(Year, Month, Day))
return null;
return new DateTime((int)Year, (int)Month, (int)Day);
}
set
{
if (value.HasValue)
{
// Only update the properties if a value is provided.
Year = (ushort)value.Value.Year;
Month = (byte)value.Value.Month;
Day = (byte)value.Value.Day;
}
else
{
// Clear the Met Date.
// If code tries to access MetDate again, null will be returned.
Year = 0;
Month = 0;
Day = 0;
}
}
}
public int CardLocation { get => Data[CardStart + 0x50]; set => Data[CardStart + 0x50] = (byte)value; }
public int CardType { get => Data[CardStart + 0x51]; set => Data[CardStart + 0x51] = (byte)value; }
public byte CardFlags { get => Data[CardStart + 0x52]; set => Data[CardStart + 0x52] = value; }
public bool GiftRepeatable { get => (CardFlags & 1) == 0; set => CardFlags = (byte)((CardFlags & ~1) | (value ? 0 : 1)); }
public override bool GiftUsed { get => (CardFlags & 2) == 2; set => CardFlags = (byte)((CardFlags & ~2) | (value ? 2 : 0)); }
public bool GiftOncePerDay { get => (CardFlags & 4) == 4; set => CardFlags = (byte)((CardFlags & ~4) | (value ? 4 : 0)); }
public bool MultiObtain { get => Data[CardStart + 0x53] == 1; set => Data[CardStart + 0x53] = (byte)(value ? 1 : 0); }
// Item Properties
public override bool IsItem { get => CardType == 1; set { if (value) CardType = 1; } }
public override int ItemID { get => BitConverter.ToUInt16(Data, CardStart + 0x68); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x68); }
public int GetItem(int index) => BitConverter.ToUInt16(Data, CardStart + 0x68 + (0x4 * index));
public void SetItem(int index, ushort item) => BitConverter.GetBytes(item).CopyTo(Data, CardStart + 0x68 + (4 * index));
public int GetQuantity(int index) => BitConverter.ToUInt16(Data, CardStart + 0x6A + (0x4 * index));
public void SetQuantity(int index, ushort quantity) => BitConverter.GetBytes(quantity).CopyTo(Data, CardStart + 0x6A + (4 * index));
public override int Quantity
{
get => BitConverter.ToUInt16(Data, CardStart + 0x6A);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x6A);
}
// Pokémon Properties
public override bool IsPokémon { get => CardType == 0; set { if (value) CardType = 0; } }
public override bool IsShiny => PIDType == Shiny.Always;
public override int TID
{
get => BitConverter.ToUInt16(Data, CardStart + 0x68);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x68);
}
public override int SID {
get => BitConverter.ToUInt16(Data, CardStart + 0x6A);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x6A);
}
public int OriginGame
{
get => BitConverter.ToInt32(Data, CardStart + 0x6C);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x6C);
}
public uint EncryptionConstant {
get => BitConverter.ToUInt32(Data, CardStart + 0x70);
set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0x70);
}
public override int Ball
{
get => Data[CardStart + 0x76];
set => Data[CardStart + 0x76] = (byte)value; }
public override int HeldItem // no references
{
get => BitConverter.ToUInt16(Data, CardStart + 0x78);
set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x78);
}
public int Move1 { get => BitConverter.ToUInt16(Data, CardStart + 0x7A); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7A); }
public int Move2 { get => BitConverter.ToUInt16(Data, CardStart + 0x7C); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7C); }
public int Move3 { get => BitConverter.ToUInt16(Data, CardStart + 0x7E); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x7E); }
public int Move4 { get => BitConverter.ToUInt16(Data, CardStart + 0x80); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x80); }
public override int Species { get => BitConverter.ToUInt16(Data, CardStart + 0x82); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0x82); }
public override int Form { get => Data[CardStart + 0x84]; set => Data[CardStart + 0x84] = (byte)value; }
// public int Language { get => Data[CardStart + 0x85]; set => Data[CardStart + 0x85] = (byte)value; }
// public string Nickname
// {
// get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, CardStart + 0x86, 0x1A));
// set => Encoding.Unicode.GetBytes(value.PadRight(12 + 1, '\0')).CopyTo(Data, CardStart + 0x86);
// }
public int Nature { get => (sbyte)Data[CardStart + 0xA0]; set => Data[CardStart + 0xA0] = (byte)value; }
public override int Gender { get => Data[CardStart + 0xA1]; set => Data[CardStart + 0xA1] = (byte)value; }
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public override int AbilityType { get => 3; set => Data[CardStart + 0xA2] = (byte)value; } // no references, always ability 0/1
public Shiny PIDType { get => (Shiny)Data[CardStart + 0xA3]; set => Data[CardStart + 0xA3] = (byte)value; }
public override int EggLocation { get => BitConverter.ToUInt16(Data, CardStart + 0xA4); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xA4); }
public int MetLocation { get => BitConverter.ToUInt16(Data, CardStart + 0xA6); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xA6); }
public int MetLevel { get => Data[CardStart + 0xA8]; set => Data[CardStart + 0xA8] = (byte)value; }
public int IV_HP { get => Data[CardStart + 0xAF]; set => Data[CardStart + 0xAF] = (byte)value; }
public int IV_ATK { get => Data[CardStart + 0xB0]; set => Data[CardStart + 0xB0] = (byte)value; }
public int IV_DEF { get => Data[CardStart + 0xB1]; set => Data[CardStart + 0xB1] = (byte)value; }
public int IV_SPE { get => Data[CardStart + 0xB2]; set => Data[CardStart + 0xB2] = (byte)value; }
public int IV_SPA { get => Data[CardStart + 0xB3]; set => Data[CardStart + 0xB3] = (byte)value; }
public int IV_SPD { get => Data[CardStart + 0xB4]; set => Data[CardStart + 0xB4] = (byte)value; }
public int OTGender { get => Data[CardStart + 0xB5]; set => Data[CardStart + 0xB5] = (byte)value; }
// public override string OT_Name
// {
// get => Util.TrimFromZero(Encoding.Unicode.GetString(Data, CardStart + 0xB6, 0x1A));
// set => Encoding.Unicode.GetBytes(value.PadRight(value.Length + 1, '\0')).CopyTo(Data, CardStart + 0xB6);
// }
public override int Level { get => Data[CardStart + 0xD0]; set => Data[CardStart + 0xD0] = (byte)value; }
public override bool IsEgg { get => Data[CardStart + 0xD1] == 1; set => Data[CardStart + 0xD1] = (byte)(value ? 1 : 0); }
public ushort AdditionalItem { get => BitConverter.ToUInt16(Data, CardStart + 0xD2); set => BitConverter.GetBytes(value).CopyTo(Data, CardStart + 0xD2); }
public uint PID { get => BitConverter.ToUInt32(Data, 0xD4); set => BitConverter.GetBytes(value).CopyTo(Data, 0xD4); }
public int RelearnMove1 { get => BitConverter.ToUInt16(Data, CardStart + 0xD8); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xD8); }
public int RelearnMove2 { get => BitConverter.ToUInt16(Data, CardStart + 0xDA); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDA); }
public int RelearnMove3 { get => BitConverter.ToUInt16(Data, CardStart + 0xDC); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDC); }
public int RelearnMove4 { get => BitConverter.ToUInt16(Data, CardStart + 0xDE); set => BitConverter.GetBytes((ushort)value).CopyTo(Data, CardStart + 0xDE); }
public int AV_HP { get => Data[CardStart + 0xE6]; set => Data[CardStart + 0xE6] = (byte)value; }
public int AV_ATK { get => Data[CardStart + 0xE7]; set => Data[CardStart + 0xE7] = (byte)value; }
public int AV_DEF { get => Data[CardStart + 0xE8]; set => Data[CardStart + 0xE8] = (byte)value; }
public int AV_SPE { get => Data[CardStart + 0xE9]; set => Data[CardStart + 0xE9] = (byte)value; }
public int AV_SPA { get => Data[CardStart + 0xEA]; set => Data[CardStart + 0xEA] = (byte)value; }
public int AV_SPD { get => Data[CardStart + 0xEB]; set => Data[CardStart + 0xEB] = (byte)value; }
// Meta Accessible Properties
public override int[] IVs
{
get => new[] { IV_HP, IV_ATK, IV_DEF, IV_SPE, IV_SPA, IV_SPD };
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
2019-10-17 01:47:31 +00:00
if (value.Length != 6) return;
IV_HP = value[0]; IV_ATK = value[1]; IV_DEF = value[2];
IV_SPE = value[3]; IV_SPA = value[4]; IV_SPD = value[5];
}
}
public bool GetIsNicknamed(int language) => Data[GetNicknameOffset(language)] != 0;
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private static int GetLanguageIndex(int language)
{
var lang = (LanguageID) language;
if (lang < LanguageID.Japanese || lang == LanguageID.UNUSED_6 || lang > LanguageID.ChineseT)
return (int) LanguageID.English; // fallback
return lang < LanguageID.UNUSED_6 ? language - 1 : language - 2;
}
public override int Location { get => MetLocation; set => MetLocation = (ushort)value; }
public override IReadOnlyList<int> Moves
{
get => new[] { Move1, Move2, Move3, Move4 };
set
{
if (value.Count > 0) Move1 = value[0];
if (value.Count > 1) Move2 = value[1];
if (value.Count > 2) Move3 = value[2];
if (value.Count > 3) Move4 = value[3];
}
}
public override IReadOnlyList<int> Relearn
{
get => new[] { RelearnMove1, RelearnMove2, RelearnMove3, RelearnMove4 };
set
{
if (value.Count > 0) RelearnMove1 = value[0];
if (value.Count > 1) RelearnMove2 = value[1];
if (value.Count > 2) RelearnMove3 = value[2];
if (value.Count > 3) RelearnMove4 = value[3];
}
}
public override string OT_Name { get; set; } = string.Empty;
public string Nickname => string.Empty;
public bool IsNicknamed => false;
public int Language => 2;
public string GetNickname(int language) => Util.TrimFromZero(Encoding.Unicode.GetString(Data, GetNicknameOffset(language), 0x1A));
public void SetNickname(int language, string value) => Encoding.Unicode.GetBytes(value.PadRight(0x1A / 2, '\0')).CopyTo(Data, GetNicknameOffset(language));
public string GetOT(int language) => Util.TrimFromZero(Encoding.Unicode.GetString(Data, GetOTOffset(language), 0x1A));
public void SetOT(int language, string value) => Encoding.Unicode.GetBytes(value.PadRight(0x1A / 2, '\0')).CopyTo(Data, GetOTOffset(language));
private int GetNicknameOffset(int language)
{
int index = GetLanguageIndex(language);
return 0x04 + (index * 0x1A);
}
private int GetOTOffset(int language)
{
int index = GetLanguageIndex(language);
return 0xEE + (index * 0x1A);
}
public override PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
if (!IsPokémon)
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
2019-10-17 01:47:31 +00:00
throw new ArgumentException(nameof(IsPokémon));
var rnd = Util.Rand;
int currentLevel = Level > 0 ? Level : rnd.Next(1, 101);
int metLevel = MetLevel > 0 ? MetLevel : currentLevel;
var pi = PersonalTable.GG.GetFormeEntry(Species, Form);
var OT = GetOT(sav.Language);
var pk = new PB7
{
Species = Species,
HeldItem = HeldItem,
TID = TID,
SID = SID,
Met_Level = metLevel,
AltForm = Form,
EncryptionConstant = EncryptionConstant != 0 ? EncryptionConstant : Util.Rand32(),
Version = OriginGame != 0 ? OriginGame : sav.Game,
Language = sav.Language,
Ball = Ball,
Move1 = Move1,
Move2 = Move2,
Move3 = Move3,
Move4 = Move4,
RelearnMove1 = RelearnMove1,
RelearnMove2 = RelearnMove2,
RelearnMove3 = RelearnMove3,
RelearnMove4 = RelearnMove4,
Met_Location = MetLocation,
Egg_Location = EggLocation,
AV_HP = AV_HP,
AV_ATK = AV_ATK,
AV_DEF = AV_DEF,
AV_SPE = AV_SPE,
AV_SPA = AV_SPA,
AV_SPD = AV_SPD,
OT_Name = OT.Length > 0 ? OT : sav.OT,
OT_Gender = OTGender != 3 ? OTGender % 2 : sav.Gender,
HT_Name = OT_Name.Length > 0 ? sav.OT : string.Empty,
HT_Gender = OT_Name.Length > 0 ? sav.Gender : 0,
CurrentHandler = OT_Name.Length > 0 ? 1 : 0,
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EXP = Experience.GetEXP(currentLevel, pi.EXPGrowth),
OT_Friendship = pi.BaseFriendship,
FatefulEncounter = true,
};
pk.SetMaximumPPCurrent();
if ((sav.Generation > Format && OriginGame == 0) || !CanBeReceivedByVersion(pk.Version))
{
// give random valid game
do { pk.Version = (int)GameVersion.GP + rnd.Next(2); }
while (!CanBeReceivedByVersion(pk.Version));
}
if (OTGender == 3)
{
pk.TID = sav.TID;
pk.SID = sav.SID;
}
pk.MetDate = Date ?? DateTime.Now;
pk.IsNicknamed = GetIsNicknamed(pk.Language);
pk.Nickname = pk.IsNicknamed ? GetNickname(pk.Language) : SpeciesName.GetSpeciesNameGeneration(Species, pk.Language, Format);
SetPINGA(pk, criteria);
if (IsEgg)
SetEggMetData(pk);
pk.CurrentFriendship = pk.IsEgg ? pi.HatchCycles : pi.BaseFriendship;
pk.HeightScalar = rnd.Next(0x100);
pk.WeightScalar = rnd.Next(0x100);
pk.ResetCalculatedValues(); // cp & dimensions
pk.RefreshChecksum();
return pk;
}
private void SetEggMetData(PKM pk)
{
pk.IsEgg = true;
pk.EggMetDate = Date;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(0, pk.Language, Format);
pk.IsNicknamed = true;
}
private void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = PersonalTable.GG.GetFormeEntry(Species, Form);
pk.Nature = (int)criteria.GetNature((Nature)Nature);
pk.Gender = criteria.GetGender(Gender, pi);
var av = GetAbilityIndex(criteria, pi);
pk.RefreshAbility(av);
SetPID(pk);
SetIVs(pk);
}
private int GetAbilityIndex(EncounterCriteria criteria, PersonalInfo pi)
{
switch (AbilityType)
{
case 00: // 0 - 0
case 01: // 1 - 1
case 02: // 2 - H
return AbilityType;
case 03: // 0/1
case 04: // 0/1/H
return criteria.GetAbilityFromType(AbilityType, pi); // 3 or 2
default:
throw new ArgumentException(nameof(AbilityType));
}
}
private void SetPID(PKM pk)
{
switch (PIDType)
{
case Shiny.FixedValue: // Specified
pk.PID = PID;
break;
case Shiny.Random: // Random
pk.PID = Util.Rand32();
break;
case Shiny.Always: // Random Shiny
pk.PID = Util.Rand32();
pk.PID = (uint)(((pk.TID ^ pk.SID ^ (pk.PID & 0xFFFF)) << 16) | (pk.PID & 0xFFFF));
break;
case Shiny.Never: // Random Nonshiny
pk.PID = Util.Rand32();
if (pk.IsShiny) pk.PID ^= 0x10000000;
break;
}
}
private void SetIVs(PKM pk)
{
int[] finalIVs = new int[6];
var ivflag = Array.Find(IVs, iv => (byte)(iv - 0xFC) < 3);
var rng = Util.Rand;
if (ivflag == 0) // Random IVs
{
for (int i = 0; i < 6; i++)
finalIVs[i] = IVs[i] > 31 ? rng.Next(32) : IVs[i];
}
else // 1/2/3 perfect IVs
{
int IVCount = ivflag - 0xFB;
do { finalIVs[rng.Next(6)] = 31; }
while (finalIVs.Count(iv => iv == 31) < IVCount);
for (int i = 0; i < 6; i++)
finalIVs[i] = finalIVs[i] == 31 ? 31 : rng.Next(32);
}
pk.IVs = finalIVs;
}
protected override bool IsMatchExact(PKM pkm, DexLevel evo)
{
if (pkm.Egg_Location == 0) // Not Egg
{
if (OTGender != 3)
{
if (SID != pkm.SID) return false;
if (TID != pkm.TID) return false;
if (OTGender != pkm.OT_Gender) return false;
}
var OT = GetOT(pkm.Language);
if (!string.IsNullOrEmpty(OT) && OT != pkm.OT_Name) return false;
if (OriginGame != 0 && OriginGame != pkm.Version) return false;
if (EncryptionConstant != 0 && EncryptionConstant != pkm.EncryptionConstant) return false;
}
if (Form != evo.Form && !Legal.IsFormChangeable(pkm, Species, Form))
return false;
if (IsEgg)
{
if (EggLocation != pkm.Egg_Location) // traded
{
if (pkm.Egg_Location != Locations.LinkTrade6)
return false;
}
else if (PIDType == 0 && pkm.IsShiny)
{
return false; // can't be traded away for unshiny
}
if (pkm.IsEgg && !pkm.IsNative)
return false;
}
else
{
if (!PIDType.IsValid(pkm)) return false;
if (EggLocation != pkm.Egg_Location) return false;
if (MetLocation != pkm.Met_Location) return false;
}
if (MetLevel != pkm.Met_Level) return false;
if (Ball != pkm.Ball) return false;
if (OTGender < 3 && OTGender != pkm.OT_Gender) return false;
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if (Nature != -1 && pkm.Nature != Nature) return false;
if (Gender != 3 && Gender != pkm.Gender) return false;
if (pkm is IAwakened s && s.IsAwakeningBelow(this))
return false;
return true;
}
protected override bool IsMatchDeferred(PKM pkm)
{
return pkm.Species == Species;
}
}
}