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
Now gets count=2 tests working
yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid
};
used to be ctr + 6, needs to alternate even-odd
all 2 lock cases pass, but didn't make lock3's pass. Something else is
still amiss :)
break out some classes for the solidified lock objects
commented out test calls = not working
will have to debug in more detail later; the first lock is always
working at least.
data sourced from
https://github.com/ijuintekka/Eligor/blob/master/Eligor/Spread.cs , not
sure if it's perfect.
can't cleanly condense deviating team appearances as double-shadow leads
can't be selectively encountered. didn't feel like modding lockfinder's
recursive algo to be smarter.
tested for 2 locks, later commits with legality check implementation
will feature more lengthy lock checks (test case automation).
https://pastebin.com/VdbjWaqL
(species doesn't matter since most are 50/50 ratio)
force colo starters to be male only
use some c# lang features for EncounterType flags
add edge case PIDIV detection for starter gender/shiny lock scenario
adds a little documentation for those unfamiliar with the NPC PKM
generation quirks.
Colosseum Starters will now be recognized with a different PIDIV type
which is specific to them & them only.