using System; using System.Collections.Generic; using static PKHeX.Core.AreaWeather8; using static PKHeX.Core.AreaSlotType8; using static System.Buffers.Binary.BinaryPrimitives; namespace PKHeX.Core; /// /// /// encounter area /// public sealed record EncounterArea8 : EncounterArea { public readonly EncounterSlot8[] Slots; protected override IReadOnlyList Raw => Slots; /// /// Slots from this area can cross over to another area, resulting in a different met location. /// /// /// Should only be true if it is a Symbol (visible) encounter. /// public readonly bool PermitCrossover; 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 Array.IndexOf(others, (byte)location) != -1; } public override IEnumerable GetMatchingSlots(PKM pk, EvoCriteria[] chain) { var metLocation = pk.Met_Location; // wild area gets boosted up to level 60 post-game var met = pk.Met_Level; bool isBoosted = met == BoostLevel && IsBoostedArea60(Location); if (isBoosted) return GetBoostedMatches(chain, metLocation); return GetUnboostedMatches(chain, met, metLocation); } private IEnumerable GetUnboostedMatches(EvoCriteria[] chain, int metLevel, int metLocation) { foreach (var slot in Slots) { foreach (var evo in chain) { if (slot.Species != evo.Species) continue; if (!slot.IsLevelWithinRange(metLevel)) break; if (slot.Form != evo.Form && slot.Species is not (int)Species.Rotom) break; if (slot.Weather is Heavy_Fog && IsWildArea8(Location)) break; if (Location != metLocation && !CanCrossoverTo(Location, metLocation, slot.SlotType)) break; yield return slot; break; } } } private IEnumerable GetBoostedMatches(EvoCriteria[] chain, int metLocation) { 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 > BoostLevel) break; // Can't downlevel, only boost to 60. if (slot.Form != evo.Form && slot.Species is not (int)Species.Rotom) break; if (Location != metLocation && !CanCrossoverTo(Location, metLocation, slot.SlotType)) break; yield return slot; break; } } } private static bool CanCrossoverTo(int fromLocation, int toLocation, AreaSlotType8 type) { if (!type.CanCrossover()) return false; return true; } public const int BoostLevel = 60; public static bool IsWildArea(int location) => IsWildArea8(location) || IsWildArea8Armor(location) || IsWildArea8Crown(location); public static bool IsBoostedArea60(int location) => IsWildArea(location); public static bool IsBoostedArea60Fog(int location) => IsWildArea8(location); // IoA doesn't have fog restriction by badges, and all Crown stuff is above 60. public static bool IsWildArea8(int location) => location is >= 122 and <= 154; // Rolling Fields -> Lake of Outrage public static bool IsWildArea8Armor(int location) => location is >= 164 and <= 194; // Fields of Honor -> Honeycalm Island public static bool IsWildArea8Crown(int location) => location is >= 204 and <= 234 and not 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}}, }; /// /// Location IDs matched with possible weather types. Unlisted locations may only have Normal weather. /// internal static readonly Dictionary WeatherbyArea = new() { { 68, Intense_Sun }, // Route 6 { 88, Snowing }, // Route 8 (Steamdrift Way) { 90, Snowing }, // Route 9 { 92, Snowing }, // Route 9 (Circhester Bay) { 94, Overcast }, // Route 9 (Outer Spikemuth) { 106, Snowstorm }, // Route 10 { 122, All }, // Rolling Fields { 124, All }, // Dappled Grove { 126, All }, // Watchtower Ruins { 128, All }, // East Lake Axewell { 130, All }, // West Lake Axewell { 132, All }, // Axew's Eye { 134, All }, // South Lake Miloch { 136, All }, // Giant's Seat { 138, All }, // North Lake Miloch { 140, All }, // Motostoke Riverbank { 142, All }, // Bridge Field { 144, All }, // Stony Wilderness { 146, All }, // Dusty Bowl { 148, All }, // Giant's Mirror { 150, All }, // Hammerlocke Hills { 152, All }, // Giant's Cap { 154, All }, // Lake of Outrage { 164, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Fields of Honor { 166, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Soothing Wetlands { 168, All_IoA }, // Forest of Focus { 170, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Challenge Beach { 174, All_IoA }, // Challenge Road { 178, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Loop Lagoon { 180, All_IoA }, // Training Lowlands { 184, Normal | Overcast | Raining | Sandstorm | Intense_Sun | Heavy_Fog }, // Potbottom Desert { 186, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Workout Sea { 188, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Stepping-Stone Sea { 190, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Insular Sea { 192, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Honeycalm Sea { 194, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Honeycalm Island { 204, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Slippery Slope { 208, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Frostpoint Field { 210, All_CT }, // Giant's Bed { 212, All_CT }, // Old Cemetery { 214, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Snowslide Slope { 216, Overcast }, // Tunnel to the Top { 218, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Path to the Peak { 222, All_CT }, // Giant's Foot { 224, Overcast }, // Roaring-Sea Caves { 226, No_Sun_Sand }, // Frigid Sea { 228, All_CT }, // Three-Point Pass { 230, All_Ballimere }, // Ballimere Lake { 232, Overcast }, // Lakeside Cave }; /// /// Weather types that may bleed into each location from adjacent locations for standard symbol encounter slots. /// internal static readonly Dictionary WeatherBleedSymbol = new() { { 166, All_IoA }, // Soothing Wetlands from Forest of Focus { 170, All_IoA }, // Challenge Beach from Forest of Focus { 182, All_IoA }, // Warm-Up Tunnel from Training Lowlands { 208, All_CT }, // Frostpoint Field from Giant's Bed { 216, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Tunnel to the Top from Path to the Peak { 224, All_CT }, // Roaring-Sea Caves from Three-Point Pass { 232, All_Ballimere }, // Lakeside Cave from Ballimere Lake { 230, All_CT }, // Ballimere Lake from Giant's Bed }; /// /// Weather types that may bleed into each location from adjacent locations for surfing symbol encounter slots. /// private static readonly Dictionary WeatherBleedSymbolSurfing = new() { { 192, All_IoA }, // Honeycalm Sea from Training Lowlands { 224, All_CT }, // Roaring-Sea Caves from Giant's Foot }; /// /// Weather types that may bleed into each location from adjacent locations for Sharpedo symbol encounter slots. /// private static readonly Dictionary WeatherBleedSymbolSharpedo = new() { { 192, All_IoA }, // Honeycalm Sea from Training Lowlands }; /// /// Weather types that may bleed into each location from adjacent locations, for standard hidden grass encounter slots. /// private static readonly Dictionary WeatherBleedHiddenGrass = new() { { 166, All_IoA }, // Soothing Wetlands from Forest of Focus { 170, All_IoA }, // Challenge Beach from Forest of Focus { 208, All_CT }, // Frostpoint Field from Giant's Bed { 230, All_CT }, // Ballimere Lake from Giant's Bed }; public static bool IsCrossoverBleedPossible(AreaSlotType8 type, int fromLocation, int toLocation) => true; public static bool IsWeatherBleedPossible(AreaSlotType8 type, AreaWeather8 permit, int location) => type switch { SymbolMain or SymbolMain2 or SymbolMain3 => WeatherBleedSymbol .TryGetValue(location, out var weather) && weather.HasFlag(permit), HiddenMain or HiddenMain2 => WeatherBleedHiddenGrass .TryGetValue(location, out var weather) && weather.HasFlag(permit), Surfing => WeatherBleedSymbolSurfing .TryGetValue(location, out var weather) && weather.HasFlag(permit), Sharpedo => WeatherBleedSymbolSharpedo.TryGetValue(location, out var weather) && weather.HasFlag(permit), _ => false, }; public static EncounterArea8[] GetAreas(BinLinkerAccessor input, GameVersion game, bool symbol = false) { var result = new EncounterArea8[input.Length]; for (int i = 0; i < result.Length; i++) result[i] = new EncounterArea8(input[i], symbol, game); return result; } private EncounterArea8(ReadOnlySpan areaData, bool symbol, GameVersion game) : base(game) { PermitCrossover = symbol; Location = areaData[0]; Slots = ReadSlots(areaData, areaData[1]); } private EncounterSlot8[] ReadSlots(ReadOnlySpan areaData, byte slotCount) { var slots = new EncounterSlot8[slotCount]; int ctr = 0; int ofs = 2; do { // Read area metadata var meta = areaData.Slice(ofs, 6); var flags = (AreaWeather8) ReadUInt16LittleEndian(meta); var min = meta[2]; var max = meta[3]; var count = meta[4]; var slotType = (AreaSlotType8)meta[5]; ofs += 6; // Read slots const int bpe = 2; for (int i = 0; i < count; i++, ctr++, ofs += bpe) { var entry = areaData.Slice(ofs, bpe); var species = ReadUInt16LittleEndian(entry); byte form = (byte)(species >> 11); species &= 0x3FF; slots[ctr] = new EncounterSlot8(this, species, form, min, max, flags, slotType); } } while (ctr != slots.Length); return slots; } } /// /// Encounter Conditions for /// /// Values above are for Shaking/Fishing hidden encounters only. [Flags] public enum AreaWeather8 : ushort { 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, Stormy = Raining | Thunderstorm, Icy = Snowing | Snowstorm, All_IoA = Normal | Overcast | Stormy | Intense_Sun | Sandstorm | Heavy_Fog, // IoA can have everything but snow All_CT = Normal | Overcast | Stormy | Intense_Sun | Icy | Heavy_Fog, // CT can have everything but sand No_Sun_Sand = Normal | Overcast | Stormy | Icy | Heavy_Fog, // Everything but sand and sun All_Ballimere = Normal | Overcast | Stormy | Intense_Sun | Snowing | Heavy_Fog, // All Ballimere Lake weather Shaking_Trees = 1 << 9, Fishing = 1 << 10, NotWeather = Shaking_Trees | Fishing, } public static class AreaWeather8Extensions { public static bool IsMarkCompatible(this AreaWeather8 weather, IRibbonSetMark8 m) { if (m.RibbonMarkCloudy) return (weather & Overcast) != 0; if (m.RibbonMarkRainy) return (weather & Raining) != 0; if (m.RibbonMarkStormy) return (weather & Thunderstorm) != 0; if (m.RibbonMarkSnowy) return (weather & Snowing) != 0; if (m.RibbonMarkBlizzard) return (weather & Snowstorm) != 0; if (m.RibbonMarkDry) return (weather & Intense_Sun) != 0; if (m.RibbonMarkSandstorm) return (weather & Sandstorm) != 0; if (m.RibbonMarkMisty) return (weather & Heavy_Fog) != 0; return true; // no mark / etc is fine; check later. } } /// /// Encounter Slot Types for /// public enum AreaSlotType8 : byte { SymbolMain, SymbolMain2, SymbolMain3, HiddenMain, // Both HiddenMain tables include the tree/fishing slots for the area. HiddenMain2, Surfing, Surfing2, Sky, Sky2, Ground, Ground2, Sharpedo, OnlyFishing, // More restricted hidden table that ignores the weather slots like grass Tentacool. Inaccessible, // Shouldn't show up since these tables are not dumped. } public static class AreaSlotType8Extensions { public static bool CanCrossover(this AreaSlotType8 type) => type is not (HiddenMain or HiddenMain2 or OnlyFishing); public static bool CanEncounterViaFishing(this AreaSlotType8 type, AreaWeather8 weather) => type is OnlyFishing || weather.HasFlag(Fishing); public static bool CanEncounterViaCurry(this AreaSlotType8 type) => type is HiddenMain or HiddenMain2; }