Commit graph

30 commits

Author SHA1 Message Date
Lusamine
86096201e8
Add Route 3 -> Motostoke City crossover (#3085)
Not related to the location glitch; whistle to lead Zigzagoon.

Co-Authored-By: tehvik <40148574+tehvik@users.noreply.github.com>
2020-11-10 22:11:19 -08:00
Kurt
227efc1fc3 Only allow checking if lvl60 when lvl<60 2020-11-05 21:17:13 -08:00
Kurt
51c872f4e1 Move more logic closer to where it's used 2020-11-02 14:46:26 -08:00
Lusamine
d5e5df802e
Add Ballimere Lake -> Lakeside Cave crossover (#3069) 2020-10-31 22:29:08 -07:00
Lusamine
5e92b7b5f7
Add crossover and static encounters for CT (#3050)
* Add crossover encounters for CT

* Old Cemetery -> Giant's Foot

* Add some static encounters

* Add Frostpoint Field -> Freezington crossover
2020-10-27 22:08:49 -07:00
Kurt
2e4af1afc5 Update legality comparisons for Crown Tundra
Co-Authored-By: Lusamine <30205550+Lusamine@users.noreply.github.com>
Co-Authored-By: Matt <17801814+sora10pls@users.noreply.github.com>
2020-10-24 11:16:01 -07:00
Kurt
ce5897ff94 Move version value from Slot to Area to reduce member size & value passing
Restrict some setters to protected only
2020-08-30 11:08:21 -07:00
Kurt
6ee7a8724b
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
2020-08-30 10:23:22 -07:00
Kurt
780e8bf2bf Branch to specific iterator
Similar to fuzzy matches for gen3/4 iterators
2020-08-22 14:52:17 -07:00
Kurt
42453bdcd8 Update EncounterArea8.cs 2020-08-22 14:12:16 -07:00
Kurt
a62324a5a1
Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
Lusamine
fdfa10e881
Add a few static/crossover encounters (#2932) 2020-07-08 22:59:08 -05:00
Kurt
3138fb20c6 Refactor some method signatures
vs -> chain (clarity on what it is; an evolution chain, rather than e.v.o.s - vs)
Clamp origin chain for transferred where we can use the max origin level
2020-06-27 22:18:29 -05:00
Lusamine
565c9a590e
Add some cross boundary encounters (#2910) 2020-06-26 23:31:23 -05:00
Lusamine
bc1538efa5
Add some IoA cross-boundary encounters (#2902) 2020-06-24 07:34:26 -05:00
Kurt
36dd5ece21 Initial Isle of Armor support
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
2020-06-19 18:51:15 -05:00
Archit Date
e3e46209e9
add back watchtower as a legal location (#2796)
made an oopsie, Watchtower Ruins also apparently includes 2 extra dens that can spawn encounters that are not 8NC. Den 17 is locked to 8NC encounters only, but location-wise there is no difference between Den 15,16,17
2020-03-20 07:22:44 -07:00
Kurt
c8343e9f5d Update EncounterArea8.cs 2020-03-19 22:15:01 -07:00
Kurt
72e0fbe225 Update EncounterArea8.cs 2020-03-19 21:06:46 -07:00
Kurt
108233b45f Add glalie/skuntank locations
#2570
2019-12-10 19:54:26 -08:00
Kurt
c85c8ded5c Fix crossover location compare, add formchange
Rotom can change forms, first time it's available in the wild. Fun.
Fix crossover location comparison (was always returning false).
2019-12-09 19:28:28 -08:00
Kurt
f25b36a306 Minor tweaks
Remove unused stuff
add some comments/xmldoc
Move Trainer1 to classes that use it
2019-11-28 14:00:55 -08:00
Kurt
ea2f7f338b Add weather indication to detailed parse output 2019-11-28 12:56:26 -08:00
Kurt
5a1bffb2ba Split wild encounters for crossover & weather
Certain Mark values (ribbon) are only obtainable if the encounter was
obtained in some weather (I really hope there's no crossover cases for
this), and non-symbol encounters can't wander to another zone.

I wonder if you can wander from one zone with one exclusive weather, to
another zone, and get an 'unobtainable' mark (with the new zone's
weather) on the crossover mon's weather. yikes lmao
2019-11-27 22:46:14 -08:00
Kurt
c6f515c755 Use more performat array join 2019-11-20 17:07:55 -08:00
Kurt
fa344208b2 Add crossover location handling
Closes #2461 by implementing slightly differently

Dictionary instead of new[] every area
Checks original met location first before attempting the dictionary
lookup (missing in pull request)
Easy path forward if LGPE crossover is needed

Potential issues: Since encounter types aren't marked, shaking trees and
fishing encounters are allowed to cross over. Maybe need to have some
marking for encounter slots or something...
2019-11-19 08:38:18 -08:00
Kurt
d4c5919e5e Revisions for some static encounters
Identified a few more
2019-11-17 15:50:41 -08:00
Kurt
3be4fde2d5 Prevent non-galar forms for wild match
uses the same logic as the wild area boost lines above
2019-11-16 10:35:08 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
ab0b8979e9
Add swsh content placeholders (#2392)
placeholder content until real data is dumped
2019-09-23 16:56:47 -07:00