PKHeX/PKHeX.Core/Legality/Areas/EncounterArea.cs

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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Represents an Area where <see cref="PKM"/> can be encountered, which contains a Location ID and <see cref="EncounterSlot"/> data.
/// </summary>
public abstract class EncounterArea
{
public int Location;
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 EncounterSlot[] Slots = Array.Empty<EncounterSlot>();
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/// <summary>
/// Gets the encounter areas for species with same level range and same slot type at same location
/// </summary>
/// <param name="species">List of species that exist in the Area.</param>
/// <param name="lvls">Paired min and max levels of the encounter slots.</param>
/// <param name="location">Location index of the encounter area.</param>
/// <param name="t">Encounter slot type of the encounter area.</param>
/// <returns>Encounter area with slots</returns>
public static T[] GetSimpleEncounterArea<T>(int[] species, int[] lvls, int location, SlotType t) where T : EncounterArea, new()
{
if ((lvls.Length & 1) != 0) // levels data not paired; expect multiple of 2
throw new ArgumentException(nameof(lvls));
var count = species.Length * (lvls.Length / 2);
var slots = new EncounterSlot[count];
int ctr = 0;
foreach (var s in species)
{
for (int i = 0; i < lvls.Length;)
{
slots[ctr++] = new EncounterSlot
{
LevelMin = lvls[i++],
LevelMax = lvls[i++],
Species = s,
Type = t
};
}
}
return new[] { new T { Location = location, Slots = slots } };
}
/// <summary>
/// Gets the slots contained in the area that match the provided data.
/// </summary>
/// <param name="pkm">Pokémon Data</param>
/// <param name="vs">Evolution lineage</param>
/// <param name="minLevel">Minimum level of the encounter</param>
/// <returns>Enumerable list of encounters</returns>
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public virtual IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> vs, int minLevel = 0)
{
if (minLevel == 0) // any
return Slots.Where(slot => vs.Any(evo => evo.Species == slot.Species));
var slots = GetMatchFromEvoLevel(pkm, vs, minLevel);
return GetFilteredSlots(pkm, slots, minLevel);
}
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protected virtual IEnumerable<EncounterSlot> GetMatchFromEvoLevel(PKM pkm, IEnumerable<EvoCriteria> vs, int minLevel)
{
var slots = Slots.Where(slot => vs.Any(evo => evo.Species == slot.Species && evo.Level >= slot.LevelMin));
// Get slots where pokemon can exist with respect to level constraints
return slots.Where(slot => slot.IsLevelWithinRange(minLevel));
}
protected virtual IEnumerable<EncounterSlot> GetFilteredSlots(PKM pkm, IEnumerable<EncounterSlot> slots, int minLevel)
{
return Legal.WildForms.Contains(pkm.Species)
? slots.Where(slot => slot.Form == pkm.AltForm)
: slots;
}
public virtual bool IsMatchLocation(int location) => Location == location;
}
}