using System.Linq; namespace PKHeX.Core { public static class SlotRange { private static readonly Range[] H_OldRod = GetRanges(70, 30); private static readonly Range[] H_GoodRod = GetRanges(60, 20, 20); private static readonly Range[] H_SuperRod = GetRanges(40, 40, 15, 4, 1); private static readonly Range[] H_Surf = GetRanges(60, 30, 5, 4, 1); private static readonly Range[] H_Regular = GetRanges(20, 20, 10, 10, 10, 10, 5, 5, 4, 4, 1, 1); private static readonly Range[] J_SuperRod = GetRanges(40, 40, 15, 4, 1); private static readonly Range[] K_SuperRod = GetRanges(40, 30, 15, 10, 5); private static readonly Range[] K_BCC = GetRanges(5,5,5,5, 10,10,10,10, 20,20).Reverse().ToArray(); private static readonly Range[] K_Headbutt = GetRanges(50, 15, 15, 10, 5, 5); public static int GetSlot(SlotType type, uint rand, FrameType t) { switch (t) { case FrameType.MethodH: return HSlot(type, rand); case FrameType.MethodJ: return JSlot(type, rand); case FrameType.MethodK: return KSlot(type, rand); } return -1; } private static int HSlot(SlotType type, uint rand) { var ESV = rand % 100; switch (type) { case SlotType.Old_Rod: case SlotType.Old_Rod_Safari: return CalcSlot(ESV, H_OldRod); case SlotType.Good_Rod: case SlotType.Good_Rod_Safari: return CalcSlot(ESV, H_GoodRod); case SlotType.Super_Rod: case SlotType.Super_Rod_Safari: return CalcSlot(ESV, H_SuperRod); case SlotType.Rock_Smash: case SlotType.Rock_Smash_Safari: case SlotType.Surf: case SlotType.Surf_Safari: return CalcSlot(ESV, H_Surf); case SlotType.Swarm: return ESV < 50 ? 0 : -1; default: return CalcSlot(ESV, H_Regular); } } private static int KSlot(SlotType type, uint rand) { var ESV = rand % 100; switch (type) { case SlotType.Rock_Smash: case SlotType.Surf: return CalcSlot(ESV, H_Surf); case SlotType.Super_Rod: case SlotType.Good_Rod: case SlotType.Old_Rod: return CalcSlot(ESV, K_SuperRod); case SlotType.BugContest: return CalcSlot(ESV, K_BCC); case SlotType.Grass_Safari: case SlotType.Surf_Safari: case SlotType.Old_Rod_Safari: case SlotType.Good_Rod_Safari: case SlotType.Super_Rod_Safari: case SlotType.Rock_Smash_Safari: return 0; // (int)(rand % 10); /* Block Slot Priority not implemented */ case SlotType.Headbutt: case SlotType.Headbutt_Special: return CalcSlot(ESV, K_Headbutt); default: return CalcSlot(ESV, H_Regular); } } private static int JSlot(SlotType type, uint rand) { uint ESV = rand / 656; switch (type) { case SlotType.Old_Rod: case SlotType.Rock_Smash: case SlotType.Surf: return CalcSlot(ESV, H_Surf); case SlotType.Good_Rod: case SlotType.Super_Rod: return CalcSlot(ESV, J_SuperRod); case SlotType.HoneyTree: return 0; default: return CalcSlot(ESV, H_Regular); } } private struct Range { internal Range(uint min, uint max) { Min = min; Max = max; } internal uint Min { get; } internal uint Max { get; } } private static Range[] GetRanges(params uint[] rates) { var len = rates.Length; var arr = new Range[len]; uint sum = 0; for (int i = 0; i < len; ++i) arr[i] = new Range(sum, (sum += rates[i]) - 1); return arr; } private static int CalcSlot(uint esv, Range[] ranges) { for (int i = 0; i < ranges.Length; ++i) { if (esv >= ranges[i].Min && esv <= ranges[i].Max) return i; } return -1; } public static int GetLevel(EncounterSlot slot, LeadRequired lead, uint lvlrand) { if (lead == LeadRequired.PressureHustleSpirit) return slot.LevelMax; if (slot.LevelMin == slot.LevelMax) return slot.LevelMin; int delta = slot.LevelMax - slot.LevelMin + 1; var adjust = (int)(lvlrand % delta); return slot.LevelMin + adjust; } public static bool GetIsEncounterable(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead) { if (slot.Type.IsSweetScentType()) return true; return true; // todo //return GetCanEncounter(slot, frameType, rand, lead); } private static bool GetCanEncounter(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead) { int proc = frameType == FrameType.MethodJ ? rand / 656 : rand % 100; if ((slot.Type & SlotType.Rock_Smash) != 0) return proc < 60; if (frameType == FrameType.MethodH) return true; // fishing encounters are disjointed by the hooked message. // fishing if ((slot.Type & SlotType.Old_Rod) != 0) { if (proc < 25) return true; if (proc < 50) return lead == LeadRequired.None; } else if ((slot.Type & SlotType.Good_Rod) != 0) { if (proc < 50) return true; if (proc < 75 && lead == LeadRequired.None) return lead == LeadRequired.None; } else if ((slot.Type & SlotType.Super_Rod) != 0) { if (proc < 75) return true; return lead == LeadRequired.None; // < 100 always true } return false; // shouldn't hit here } /// /// Checks both Static and Magnet Pull ability type selection encounters to see if the encounter can be selected. /// /// Slot Data /// Rand16 value for the call /// Slot number from the slot data if the slot is selected on this frame, else an invalid slot value. internal static int GetSlotStaticMagnet(EncounterSlot slot, uint ESV) { if (slot.Permissions.StaticIndex >= 0) { var index = ESV % slot.Permissions.StaticCount; if (index == slot.Permissions.StaticIndex) return slot.SlotNumber; } if (slot.Permissions.MagnetPullIndex >= 0) { var index = ESV % slot.Permissions.MagnetPullCount; if (index == slot.Permissions.MagnetPullIndex) return slot.SlotNumber; } return -1; } } }