Update gen3 frame finder

This commit is contained in:
Kurt 2017-11-26 14:48:55 -08:00
parent 0f3529e764
commit 22abce5e16
2 changed files with 67 additions and 21 deletions

View file

@ -41,6 +41,10 @@ namespace PKHeX.Core
private static IEnumerable<Frame> RefineFrames3(IEnumerable<Frame> frames, FrameGenerator info)
{
// ESV
// Level
// Nature
// Current Seed of the frame is the Level Calc (frame before nature)
var list = new List<Frame>();
foreach (var f in frames)
{
@ -58,24 +62,64 @@ namespace PKHeX.Core
// Generate frames for other slots after the regular slots
list.Add(f);
}
// Check leads -- none in list if leads are not allowed
// Certain leads inject a RNG call
// 3 different rand places
foreach (var f in list)
{
// Level Modifiers between ESV and Nature
var prev = info.RNG.Prev(f.Seed); // Level
prev = info.RNG.Prev(prev); // Level Proc
var p16 = prev >> 16;
LeadRequired lead;
var prev0 = f.Seed; // 0
var prev1 = info.RNG.Prev(f.Seed); // -1
var prev2 = info.RNG.Prev(prev1); // -2
yield return info.GetFrame(prev, LeadRequired.Intimidate, p16);
yield return info.GetFrame(prev, LeadRequired.VitalSpirit, p16);
// Modify Call values
var p0 = prev0 >> 16;
var p1 = prev1 >> 16;
var p2 = prev2 >> 16;
// Slot Modifiers before ESV
var force = (info.DPPt ? p16 >> 15 : p16 & 1) == 1;
if (!force)
continue;
// Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
// -2 ESV
// -1 Level
// 0 LevelMax proc (Random() & 1)
// 1 Nature
bool max = p0 % 2 == 1;
lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail;
yield return info.GetFrame(prev2, lead, p2);
var rand = f.Seed >> 16;
yield return info.GetFrame(prev, LeadRequired.Static, rand);
yield return info.GetFrame(prev, LeadRequired.MagnetPull, rand);
// Keen Eye, Intimidate
// -2 ESV
// -1 Level
// 0 Level Adequate Check !(Random() % 2 == 1) rejects -- rand%2==1 is adequate
// 1 Nature
// Note: if this check fails, the encounter generation routine is aborted.
if (max) // same result as above, no need to recalculate
{
lead = LeadRequired.IntimidateKeenEye;
yield return info.GetFrame(prev2, lead, p2);
}
// Cute Charm
// -2 ESV
// -1 CC Proc (Random() % 3 != 0)
// 0 Level
// 1 Nature
bool cc = p1 % 3 != 0;
lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail;
yield return info.GetFrame(prev2, lead, p2);
// Static or Magnet Pull
// -2 SlotProc (Random % 2 == 0)
// -1 ESV (select slot)
// 0 Level
// 1 Nature
bool force = p2 % 2 == 0;
if (force)
{
// Since a failed proc is indistinguishable from the default frame calls, only generate if it succeeds.
lead = LeadRequired.StaticMagnet;
yield return info.GetFrame(prev2, lead, p1);
}
}
}
private static IEnumerable<Frame> RefineFrames4(IEnumerable<Frame> frames, FrameGenerator info)
@ -102,8 +146,8 @@ namespace PKHeX.Core
var prev = info.RNG.Prev(f.Seed);
var p16 = prev >> 16;
yield return info.GetFrame(prev, LeadRequired.Intimidate, p16);
yield return info.GetFrame(prev, LeadRequired.VitalSpirit, p16);
yield return info.GetFrame(prev, LeadRequired.IntimidateKeenEye, p16);
yield return info.GetFrame(prev, LeadRequired.PressureHustleSpirit, p16);
// Slot Modifiers before ESV
var force = (info.DPPt ? p16 >> 15 : p16 & 1) == 1;
@ -111,8 +155,7 @@ namespace PKHeX.Core
continue;
var rand = f.Seed >> 16;
yield return info.GetFrame(prev, LeadRequired.Static, rand);
yield return info.GetFrame(prev, LeadRequired.MagnetPull, rand);
yield return info.GetFrame(prev, LeadRequired.StaticMagnet, rand);
}
}
@ -173,7 +216,7 @@ namespace PKHeX.Core
var prev = pidiv.RNG.Prev(s);
var proc = prev >> 16;
bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) == 0;
bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) != 0; // 2/3 odds
if (!charmProc)
continue;

View file

@ -4,15 +4,18 @@
{
None,
CuteCharm,
CuteCharmFail,
Synchronize,
SynchronizeFail,
// Slot Modifiers
MagnetPull,
StaticMagnet,
Static,
// Level Modifiers
Intimidate, // Keen Eye
VitalSpirit
IntimidateKeenEye, // Keen Eye
PressureHustleSpirit,
PressureHustleSpiritFail,
StaticMagnetFail
}
}