using System.Collections.Generic; using System.Linq; namespace PKHeX.Core { /// /// Miscellaneous setup utility for legality checking data sources. /// internal static class EncounterUtil { /// /// Gets the relevant objects that appear in the relevant game. /// /// Table of valid encounters that appear for the game pairing /// Game to filter for /// Array of encounter objects that are encounterable on the input game internal static EncounterStatic[] GetStaticEncounters(IEnumerable source, GameVersion game) { return source.Where(s => s.Version.Contains(game)).ToArray(); } /// /// Gets the data for the input game via the program's resource streams. /// /// Game to fetch for /// data is not marked, as the RNG seed is 64 bits (permitting sufficient randomness). /// Array of areas that are encounterable on the input game. internal static EncounterArea[] GetEncounterTables(GameVersion game) { switch (game) { case GameVersion.B: return GetEncounterTables("51", "b"); case GameVersion.W: return GetEncounterTables("51", "w"); case GameVersion.B2: return GetEncounterTables("52", "b2"); case GameVersion.W2: return GetEncounterTables("52", "w2"); case GameVersion.X: return GetEncounterTables("xy", "x"); case GameVersion.Y: return GetEncounterTables("xy", "y"); case GameVersion.AS: return GetEncounterTables("ao", "a"); case GameVersion.OR: return GetEncounterTables("ao", "o"); case GameVersion.SN: return GetEncounterTables("sm", "sn"); case GameVersion.MN: return GetEncounterTables("sm", "mn"); case GameVersion.US: return GetEncounterTables("uu", "us"); case GameVersion.UM: return GetEncounterTables("uu", "um"); } return null; // bad request } /// /// Direct fetch for data; can also be used to fetch supplementary encounter streams. /// /// Unpacking identification ASCII characters (first two bytes of binary) /// Resource name (will be prefixed with "encounter_" /// Array of encounter areas internal static EncounterArea[] GetEncounterTables(string ident, string resource) { byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl"); return EncounterArea.GetArray(Data.UnpackMini(mini, ident)); } /// /// Combines slot arrays with the same . /// /// Input encounter areas to combine /// Combined Array of encounter areas. No duplicate location IDs will be present. internal static EncounterArea[] AddExtraTableSlots(params EncounterArea[][] tables) { return tables.SelectMany(s => s).GroupBy(l => l.Location) .Select(t => t.Count() == 1 ? t.First() // only one table, just return the area : new EncounterArea { Location = t.First().Location, Slots = t.SelectMany(s => s.Slots).ToArray() }) .ToArray(); } /// /// Marks Encounter Slots for party lead's ability slot influencing. /// /// Magnet Pull attracts Steel type slots, and Static attracts Electric /// Encounter Area array for game /// Personal data for use with a given species' type internal static void MarkEncountersStaticMagnetPull(IEnumerable Areas, PersonalTable t) { foreach (EncounterArea Area in Areas) foreach (var grp in Area.Slots.GroupBy(z => z.Type)) MarkEncountersStaticMagnetPull(grp, t); } internal static void MarkEncountersStaticMagnetPull(IEnumerable grp, PersonalTable t) { GetStaticMagnet(t, grp, out List s, out List m); for (var i = 0; i < s.Count; i++) { var slot = s[i]; slot.Permissions.StaticIndex = i; slot.Permissions.StaticCount = s.Count; } for (var i = 0; i < m.Count; i++) { var slot = m[i]; slot.Permissions.MagnetPullIndex = i; slot.Permissions.MagnetPullCount = m.Count; } } internal static void MarkEncountersStaticMagnetPullPermutation(IEnumerable grp, PersonalTable t, List permuted) { GetStaticMagnet(t, grp, out List s, out List m); // Apply static/magnet values; if any permutation has a unique slot combination, add it to the slot list. for (int i = 0; i < s.Count; i++) { var slot = s[i]; if (slot.Permissions.StaticIndex >= 0) // already has unique data { if (slot.IsMatchStatic(i, s.Count)) continue; // same values, no permutation if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchStatic(i, s.Count) && z.Species == slot.Species)) continue; // same values, previously permuted s[i] = slot = slot.Clone(); permuted.Add(slot); } slot.Permissions.StaticIndex = i; slot.Permissions.StaticCount = s.Count; } for (int i = 0; i < m.Count; i++) { var slot = m[i]; if (slot.Permissions.MagnetPullIndex >= 0) // already has unique data { if (slot.IsMatchStatic(i, m.Count)) continue; // same values, no permutation if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchMagnet(i, m.Count) && z.Species == slot.Species)) continue; // same values, previously permuted m[i] = slot = slot.Clone(); permuted.Add(slot); } slot.Permissions.MagnetPullIndex = i; slot.Permissions.MagnetPullCount = m.Count; } } private static void GetStaticMagnet(PersonalTable t, IEnumerable grp, out List s, out List m) { const int steel = (int)MoveType.Steel; const int electric = (int)MoveType.Electric + 1; // offset by 1 in gen3/4 for the ??? type s = new List(); m = new List(); foreach (EncounterSlot Slot in grp) { var types = t[Slot.Species].Types; if (types[0] == steel || types[1] == steel) m.Add(Slot); if (types[0] == electric || types[1] == electric) s.Add(Slot); } } /// /// Sets the value, for use in determining split-generation origins. /// /// Only used for Gen 1 & 2, as data is not present. /// Ingame encounter data /// Generation number to set internal static void MarkEncountersGeneration(IEnumerable Encounters, int Generation) { foreach (EncounterStatic Encounter in Encounters) Encounter.Generation = Generation; } /// /// Sets the value, for use in determining split-generation origins. /// /// Only used for Gen 1 & 2, as data is not present. /// Ingame encounter data /// Version ID to set internal static void MarkEncountersVersion(IEnumerable Areas, GameVersion Version) { foreach (EncounterArea Area in Areas) foreach (var Slot in Area.Slots.OfType()) Slot.Version = Version; } /// /// Sets the value, for use in determining split-generation origins. /// /// Only used for Gen 1 & 2, as data is not present. /// Ingame encounter data /// Generation number to set internal static void MarkEncountersGeneration(IEnumerable Areas, int Generation) { foreach (EncounterArea Area in Areas) foreach (EncounterSlot Slot in Area.Slots) Slot.Generation = Generation; } /// /// Groups areas by location id, raw data has areas with different slots but the same location id. /// /// Similar to , this method combines a single array. /// Ingame encounter data internal static void ReduceAreasSize(ref EncounterArea[] Areas) { Areas = Areas.GroupBy(a => a.Location).Select(a => new EncounterArea { Location = a.First().Location, Slots = a.SelectMany(m => m.Slots).ToArray() }).ToArray(); } internal static T[] ConcatAll(params T[][] arr) => arr.SelectMany(z => z).ToArray(); internal static void MarkEncounterAreaArray(params EncounterArea[][] areas) { foreach (var area in areas) MarkEncounterAreas(area); } internal static void MarkEncounterAreas(params EncounterArea[] areas) { foreach (var area in areas) foreach (var slot in area.Slots) slot.Area = area; } } }