using System.Collections.Generic;
namespace PKHeX.Core;
///
/// Analyzes a to determine if the provided parameters are a valid end product.
///
///
/// When generating a Trainer Team for , the game must generate PID values that match the programmed team specifications.
/// The game is 'locked' into a PID generating loop until a valid PID is created, after which the routine is unlocked and proceeds to generate the next member.
/// These locks cause the of the current to be rerolled until the requisite lock is satisfied.
/// This locking is the same as Method H/J/K and Gen3 Cute Charm by extension, with the additional restriction of not allowing shinies.
/// locks require a certain , which is derived from the .
/// locks require a certain gender value, which is derived from the and ratio.
/// locks require the member to not be shiny. This is enforced for non-shadow members for both games, and for shadow members in .
///
public sealed class TeamLockResult
{
///
/// Seed prior to generating the team per .
///
public readonly uint OriginSeed;
///
/// Indicates if the input parameters can be generated by the provided.
///
public readonly bool Valid;
///
/// NPC Team data containing a list of members.
///
internal readonly TeamLock Specifications;
///
/// Frame the is from, based on frames reversed from the input seed provided.
///
private int OriginFrame;
///
/// Required CPU Trainer Shiny Value
///
///
/// If this value is >= 0, the CPU Trainer Shiny Value must be equal to this value as a skipped over a matching interrupt frame.
/// If this value is , the CPU Trainer Shiny Value can be anything (except matching any of the result members.
///
private int RCSV = NOT_FORCED;
///
/// Player Trainer Shiny Value
///
/// Only used by encounters, which disallow shiny shadow members for both player & CPU TSVs.
private readonly int TSV;
private readonly Stack Locks;
private readonly FrameCache Cache;
// only save a list of valid nodes we've visited to save memory while we recursively search for a full team.
private readonly Stack Team;
private const int NOT_FORCED = -1;
internal TeamLockResult(TeamLock teamSpec, uint originSeed, int tsv)
{
Locks = new Stack((Specifications = teamSpec).Locks);
Team = new Stack(Locks.Count);
Cache = new FrameCache(RNG.XDRNG.Reverse(originSeed, 2), RNG.XDRNG.Prev);
TSV = tsv;
Valid = FindLockSeed();
if (Valid)
OriginSeed = Cache.GetSeed(OriginFrame);
}
///
/// Depth-first search traversal which finds a possible origin for the .
///
/// Frame at which the search starts/continues at.
/// Prior data. If this is the last lock in the CPU Team, this is null.
/// True if the are valid.
private bool FindLockSeed(int frame = 0, NPCLock? prior = null)
{
if (Locks.Count == 0) // full team reverse-generated
return VerifyNPC(frame);
var current = Locks.Pop();
var locks = GetPossibleLocks(frame, current, prior);
foreach (var l in locks)
{
Team.Push(l); // possible match
if (FindLockSeed(l.FrameID, current))
return true; // all locks are satisfied
Team.Pop(); // no match, remove
}
Locks.Push(current); // return the lock, lock is impossible
return false;
}
///
/// Generates a list of frames the lock data can be generated at.
///
/// Starting frame for the traversal.
/// Current lock criteria to satisfy. Used to find valid results to yield.
/// Prior lock criteria. Used for determining when the traversal stops.
/// List of possible locks for the provided input.
private IEnumerable GetPossibleLocks(int ctr, NPCLock current, NPCLock? prior)
{
if (prior?.Shadow != false)
return GetSingleLock(ctr, current);
return GetAllLocks(ctr, current, (NPCLock)prior);
}
///
/// Returns a single as the lock must match precisely.
///
/// Starting frame for the traversal.
/// Current lock criteria to satisfy. Used to find valid results to yield.
private IEnumerable GetSingleLock(int ctr, NPCLock current)
{
uint pid = (Cache[ctr + 1] << 16) | Cache[ctr];
if (current.MatchesLock(pid))
yield return new SeedFrame(pid, ctr + current.FramesConsumed);
else
yield break;
// Reaching here means the single lock didn't cut it. Maybe the frame before it was an anti-shiny reroll?
// Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip.
// We need to un-set this flag if future frames don't pan out.
bool forcedOT = false;
int start = 2;
while (true)
{
var upper = Cache[start + 1];
var lower = Cache[start];
// uint cid = upper << 16 | lower;
var sv = (upper ^ lower) >> 3;
if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
{
// Anti-shiny rerolled! This is a possible frame.
}
else if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock
{
if (sv == RCSV)
{
// No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny.
RCSV = (int) sv;
forcedOT = true;
continue; // don't break
}
if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking.
RCSV = NOT_FORCED;
yield break; // Since we can't skip this interrupt, we're done.
}
// Yield the final rerolled pid instead of the bad anti-shiny (metadata/validation).
yield return new SeedFrame(pid, start + current.FramesConsumed);
start += 2;
}
}
///
/// Generates nodes until the traversal is ended by an interrupt frame that matches the .
///
/// Starting frame for the traversal.
/// Current lock criteria to satisfy. Used to find valid results to yield.
/// Prior lock criteria. Used for determining when the traversal stops.
/// List of possible locks for the provided input.
///
/// An "interrupt" signals the end of the traversal.
/// Any afterwards (when generated forward from the CPU Trainer) will use the interrupt rather than the previous that was found for the lock.
///
private IEnumerable GetAllLocks(int ctr, NPCLock current, NPCLock prior)
{
// Since the prior(next) lock is generated 7+2*n frames after, the worst case break is 7 frames after the PID.
// Continue reversing until a sequential generation case is found.
int start = ctr;
// Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip.
// We need to un-set this flag if future frames don't pan out.
bool forcedOT = false;
while (true)
{
int p7 = ctr - 7;
if (p7 > start)
{
// check for interrupting cpu team cases
var upper = Cache[p7 + 1];
var lower = Cache[p7];
uint cid = (upper << 16) | lower;
var sv = (upper ^ lower) >> 3;
if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
{
// This interrupt is ignored! The result is shiny.
}
else if (prior.MatchesLock(cid)) // lock matched cpu mon
{
if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock
{
if (sv != RCSV)
{
if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking.
RCSV = NOT_FORCED;
yield break; // Since we can't skip this interrupt, we're done.
}
}
else // No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny.
{
RCSV = (int)sv;
forcedOT = true;
// don't break
}
}
}
uint pid = (Cache[ctr + 1] << 16) | Cache[ctr];
if (current.MatchesLock(pid))
yield return new SeedFrame(pid, ctr + current.FramesConsumed);
ctr += 2;
}
}
///
/// Checks to see if the generated is compatible with the CPU Trainer Data.
///
/// Ending frame of the traversal.
/// True if the are valid.
private bool VerifyNPC(int ctr)
{
var TID = Cache[ctr + 1];
var SID = Cache[ctr];
var CPUSV = (TID ^ SID) >> 3;
if (RCSV != NOT_FORCED && RCSV != CPUSV)
return false; // required CPU Trainer's shiny value did not match the required value.
int pos = Team.Count - 1; // stack can't do a for loop :(
foreach (var member in Team)
{
var pid = member.PID;
var psv = ((pid & 0xFFFF) ^ (pid >> 16)) >> 3;
// check for shiny for Trainer -- XD only
// if (psv == TSV) // XD shiny checks all opponent PKM, even non-shadow.
// return false; // no shiny shadow mons
// we already checked this when re-generating the team
// check for shiny for CPU
if (psv == CPUSV)
{
if (!Specifications.Locks[pos].Shadow)
return false; // no shiny CPU mons
if (TSV != NOT_FORCED) // XD
return false; // no shiny shadow mons
}
pos--;
}
OriginFrame = ctr + 2;
return true;
}
}