using System; namespace PKHeX.Core; /// /// Evolution Reversal logic /// public static class EvolutionReversal { /// /// Reverses from current state to see what evolutions the may have existed as. /// /// Evolution Method lineage reversal object /// Species to devolve from /// Form to devolve from /// Entity reference to sanity check evolutions with /// Minimum level the entity may exist as /// Maximum the entity may exist as /// Maximum species ID that may exist /// Option to bypass some evolution criteria /// Species ID that should be the last node, if at all. /// Reversed evolution lineage, with the lowest index being the current species-form. public static EvoCriteria[] Reverse(this IEvolutionLookup lineage, ushort species, byte form, PKM pk, byte levelMin, byte levelMax, int maxSpeciesID, bool skipChecks, int stopSpecies) { // Sometimes we have to sanitize the inputs. switch (species) { case (int)Species.Silvally: form = 0; break; } // Store our results -- trim at the end when we place it on the heap. const int maxEvolutions = 3; Span evos = stackalloc EvoCriteria[maxEvolutions]; var lvl = levelMax; // highest level, any level-up method will decrease. evos[0] = new EvoCriteria { Species = species, Form = form, LevelMax = lvl }; // current species-form // There aren't any circular evolution paths, and all lineages have at most 3 evolutions total. // There aren't any convergent evolution paths, so only yield the first connection. int ctr = 1; // count in the 'evos' span while (species != stopSpecies) { var key = EvolutionTree.GetLookupKey(species, form); var node = lineage[key]; bool oneValid = false; for (int i = 0; i < 2; i++) { ref var link = ref i == 0 ? ref node.First : ref node.Second; if (link.IsEmpty) break; if (link.IsEvolutionBanned(pk) && !skipChecks) continue; var evo = link.Method; if (!evo.Valid(pk, lvl, skipChecks)) continue; if (evo.RequiresLevelUp && levelMin >= lvl) break; // impossible evolution UpdateMinValues(evos[..ctr], evo, levelMin); species = link.Species; form = link.Form; evos[ctr++] = evo.GetEvoCriteria(species, form, lvl); if (evo.RequiresLevelUp) lvl--; oneValid = true; break; } if (!oneValid) break; } // Remove future gen pre-evolutions; no Munchlax from a Gen3 Snorlax, no Pichu from a Gen1-only Raichu, etc ref var last = ref evos[ctr - 1]; if (last.Species > maxSpeciesID) { for (int i = 0; i < ctr; i++) { if (evos[i].Species > maxSpeciesID) continue; ctr--; break; } } // Last species is the wild/hatched species, the minimum level is because it has not evolved from previous species var result = evos[..ctr]; last = ref result[^1]; last = last with { LevelMin = levelMin, LevelUpRequired = 0 }; // Rectify minimum levels RectifyMinimumLevels(result); return result.ToArray(); } private static void RectifyMinimumLevels(Span result) { for (int i = result.Length - 2; i >= 0; i--) { ref var evo = ref result[i]; var prev = result[i + 1]; var min = (byte)Math.Max(prev.LevelMin + evo.LevelUpRequired, evo.LevelMin); evo = evo with { LevelMin = min }; } } private static void UpdateMinValues(Span evos, EvolutionMethod evo, byte minLevel) { ref var last = ref evos[^1]; if (!evo.RequiresLevelUp) { // Evolutions like elemental stones, trade, etc last = last with { LevelMin = minLevel }; return; } if (evo.Level == 0) { // Friendship based Level Up Evolutions, Pichu -> Pikachu, Eevee -> Umbreon, etc last = last with { LevelMin = (byte)(minLevel + 1) }; // Raichu from Pikachu would have a minimum level of 1; accounting for Pichu (level up required) results in a minimum level of 2 if (evos.Length > 1) { ref var first = ref evos[0]; if (!first.RequiresLvlUp) first = first with { LevelMin = (byte)(minLevel + 1) }; } } else // level up evolutions { last = last with { LevelMin = evo.Level }; if (evos.Length > 1) { ref var first = ref evos[0]; if (first.RequiresLvlUp) { // Pokemon like Crobat, its minimum level is Golbat minimum level + 1 if (first.LevelMin <= evo.Level) first = first with { LevelMin = (byte)(evo.Level + 1) }; } else { // Pokemon like Nidoqueen who evolve with an evolution stone, minimum level is prior evolution minimum level if (first.LevelMin < evo.Level) first = first with { LevelMin = evo.Level }; } } } last = last with { LevelUpRequired = evo.RequiresLevelUp ? (byte)1 : (byte)0 }; } }