Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
Now accounts for the shiny locks & associated restrictions, abusing the
recursion by setting & unsetting the required CPU Trainer's shiny value.
Repoint all test methods to use the new obj methods
A lot of internal information is nice to have saved; create a copy of
the static class's logic and pepper in some state variables (Required
CPU Shiny Value) to account for the weird edge cases.
Code is essentially the same as the static methods, except for more
fleshed out logic in the AllLock interrupt checking and the eventual
Trainer checks.