using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
///
///
/// encounter area
///
public sealed class EncounterArea8 : EncounterArea
{
///
/// Slots from this area can cross over to another area, resulting in a different met location.
///
public bool PermitCrossover { get; init; }
///
public override bool IsMatchLocation(int location)
{
if (Location == location)
return true;
if (!PermitCrossover)
return false;
// Get all other areas that the Location can bleed encounters to
if (!ConnectingArea8.TryGetValue(Location, out var others))
return false;
// Check if any of the other areas are the met location
return others.Contains((byte)location);
}
public override IEnumerable GetMatchingSlots(PKM pkm, IReadOnlyList chain)
{
// wild area gets boosted up to level 60 post-game
var met = pkm.Met_Level;
bool isBoosted = met == 60 && IsBoostedArea60(Location);
if (isBoosted)
return GetBoostedMatches(chain);
return GetUnboostedMatches(chain, met);
}
private IEnumerable GetUnboostedMatches(IReadOnlyList chain, int met)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
if (!slot.IsLevelWithinRange(met))
break;
if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
break;
yield return slot;
break;
}
}
}
private IEnumerable GetBoostedMatches(IReadOnlyList chain)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
// Ignore max met level comparison; we already know it is permissible to boost to level 60.
if (slot.LevelMin > 60)
break; // Can't downlevel, only boost to 60.
if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
break;
yield return slot;
break;
}
}
}
public static bool IsWildArea(int loc) => IsWildArea8(loc) || IsWildArea8Armor(loc) || IsWildArea8Crown(loc);
public static bool IsBoostedArea60(int loc) => IsWildArea(loc);
private static bool IsWildArea8(int loc) => 122 <= loc && loc <= 154; // Rolling Fields -> Lake of Outrage
private static bool IsWildArea8Armor(int loc) => 164 <= loc && loc <= 194; // Fields of Honor -> Honeycalm Island
private static bool IsWildArea8Crown(int loc) => 204 <= loc && loc <= 234 && loc != 206; // Slippery Slope -> Dyna Tree Hill, skip Freezington
// Location, and areas that it can feed encounters to.
public static readonly IReadOnlyDictionary> ConnectingArea8 = new Dictionary>
{
// Route 3
// City of Motostoke
{28, new byte[] {20}},
// Rolling Fields
// Dappled Grove, East Lake Axewell, West Lake Axewell
// Also connects to South Lake Miloch but too much of a stretch
{122, new byte[] {124, 128, 130}},
// Dappled Grove
// Rolling Fields, Watchtower Ruins
{124, new byte[] {122, 126}},
// Watchtower Ruins
// Dappled Grove, West Lake Axewell
{126, new byte[] {124, 130}},
// East Lake Axewell
// Rolling Fields, West Lake Axewell, Axew's Eye, North Lake Miloch
{128, new byte[] {122, 130, 132, 138}},
// West Lake Axewell
// Rolling Fields, Watchtower Ruins, East Lake Axewell, Axew's Eye
{130, new byte[] {122, 126, 128, 132}},
// Axew's Eye
// East Lake Axewell, West Lake Axewell
{132, new byte[] {128, 130}},
// South Lake Miloch
// Giant's Seat, North Lake Miloch
{134, new byte[] {136, 138}},
// Giant's Seat
// South Lake Miloch, North Lake Miloch
{136, new byte[] {134, 138}},
// North Lake Miloch
// East Lake Axewell, South Lake Miloch, Giant's Seat
// Also connects to Motostoke Riverbank but too much of a stretch
{138, new byte[] {134, 136}},
// Motostoke Riverbank
// Bridge Field
{140, new byte[] {142}},
// Bridge Field
// Motostoke Riverbank, Stony Wilderness
{142, new byte[] {140, 144}},
// Stony Wilderness
// Bridge Field, Dusty Bowl, Giant's Mirror, Giant's Cap
{144, new byte[] {142, 146, 148, 152}},
// Dusty Bowl
// Stony Wilderness, Giant's Mirror, Hammerlocke Hills
{146, new byte[] {144, 148, 150}},
// Giant's Mirror
// Stony Wilderness, Dusty Bowl, Hammerlocke Hills
{148, new byte[] {144, 146, 148}},
// Hammerlocke Hills
// Dusty Bowl, Giant's Mirror, Giant's Cap
{150, new byte[] {146, 148, 152}},
// Giant's Cap
// Stony Wilderness, Giant's Cap
// Also connects to Lake of Outrage but too much of a stretch
{152, new byte[] {144, 150}},
// Lake of Outrage is just itself.
// Challenge Beach
// Soothing Wetlands, Courageous Cavern
{170, new byte[] {166, 176}},
// Challenge Road
// Brawler's Cave
{174, new byte[] {172}},
// Courageous Cavern
// Loop Lagoon
{176, new byte[] {178}},
// Warm-Up Tunnel
// Training Lowlands, Potbottom Desert
{182, new byte[] {180, 184}},
// Workout Sea
// Fields of Honor
{186, new byte[] {164}},
// Stepping-Stone Sea
// Fields of Honor
{188, new byte[] {170}},
// Insular Sea
// Honeycalm Sea
{190, new byte[] {192}},
// Honeycalm Sea
// Honeycalm Island
{192, new byte[] {194}},
// Frostpoint Field
// Freezington
{208, new byte[] {206}},
// Old Cemetery
// Giant’s Bed
{212, new byte[] {210}},
// Roaring-Sea Caves
// Giant’s Foot
{224, new byte[] {222}},
// Ballimere Lake
// Lakeside Cave
{230, new byte[] {232}},
};
public static EncounterArea8[] GetAreas(byte[][] input, GameVersion game, bool crossover = false)
{
var result = new EncounterArea8[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea8(input[i], game) {PermitCrossover = crossover};
return result;
}
private EncounterArea8(byte[] areaData, GameVersion game) : base(game)
{
Location = areaData[0];
Slots = ReadSlots(areaData, areaData[1]);
}
private EncounterSlot[] ReadSlots(byte[] areaData, byte slotCount)
{
var slots = new EncounterSlot[slotCount];
int ctr = 0;
int ofs = 2;
do
{
var flags = (AreaWeather8) BitConverter.ToUInt16(areaData, ofs);
var min = areaData[ofs + 2];
var max = areaData[ofs + 3];
var count = areaData[ofs + 4];
// ofs+5 reserved
ofs += 6;
for (int i = 0; i < count; i++, ctr++, ofs += 2)
{
var specForm = BitConverter.ToUInt16(areaData, ofs);
slots[ctr] = new EncounterSlot8(this, specForm, min, max, flags);
}
} while (ctr != slots.Length);
return slots;
}
}
///
/// Encounter Conditions for
///
/// Values above are for Shaking/Fishing hidden encounters only.
[Flags]
public enum AreaWeather8
{
None,
Normal = 1,
Overcast = 1 << 1,
Raining = 1 << 2,
Thunderstorm = 1 << 3,
Intense_Sun = 1 << 4,
Snowing = 1 << 5,
Snowstorm = 1 << 6,
Sandstorm = 1 << 7,
Heavy_Fog = 1 << 8,
All = Normal | Overcast | Raining | Thunderstorm | Intense_Sun | Snowing | Snowstorm | Sandstorm | Heavy_Fog,
Shaking_Trees = 1 << 9,
Fishing = 1 << 10,
NotWeather = Shaking_Trees | Fishing,
}
}