using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
///
/// Represents an Area where can be encountered, which contains a Location ID and data.
///
public class EncounterArea
{
public int Location;
public EncounterSlot[] Slots;
///
/// Creates an empty encounter area ready for initialization.
///
public EncounterArea() { }
///
/// Creates an array of encounter data with a specified location ID.
///
/// Encounter data
///
/// Encounter Data is stored in the following format: (u16 Location, n*[u16 Species/Form, u8 Min, u8 Max])
///
private EncounterArea(byte[] data)
{
Location = BitConverter.ToUInt16(data, 0);
Slots = new EncounterSlot[(data.Length - 2) / 4];
for (int i = 0; i < Slots.Length; i++)
{
ushort SpecForm = BitConverter.ToUInt16(data, 2 + i * 4);
Slots[i] = new EncounterSlot
{
Species = SpecForm & 0x7FF,
Form = SpecForm >> 11,
LevelMin = data[4 + i * 4],
LevelMax = data[5 + i * 4],
};
}
}
public EncounterArea Clone(int location)
{
EncounterArea Areas = new EncounterArea
{
Location = location,
Slots = new EncounterSlot[Slots.Length]
};
for (int i = 0; i < Slots.Length; i++)
{
Areas.Slots[i] = Slots[i].Clone();
}
return Areas;
}
public EncounterArea[] Clone(int[] locations)
{
EncounterArea[] Areas = new EncounterArea[locations.Length];
for (int i = 0; i < locations.Length; i++)
Areas[i] = Clone(locations[i]);
return Areas;
}
private static IEnumerable GetSlots1_GW(byte[] data, ref int ofs, SlotType t)
{
int rate = data[ofs++];
return rate == 0 ? Enumerable.Empty() : ReadSlots(data, ref ofs, 10, t, rate);
}
private static EncounterSlot1[] GetSlots1_F(byte[] data, ref int ofs)
{
int count = data[ofs++];
return ReadSlots(data, ref ofs, count, SlotType.Super_Rod, -1);
}
private static EncounterSlot1[] GetSlots2_GW(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
{
byte[] rates = new byte[slotSets];
for (int i = 0; i < rates.Length; i++)
rates[i] = data[ofs++];
var slots = ReadSlots(data, ref ofs, slotSets * slotCount, t, rates[0]);
for (int i = 0; i < slotCount; i++)
{
slots[i].Time = EncounterTime.Morning;
}
for (int r = 1; r < slotSets; r++)
{
for (int i = 0; i < slotCount; i++)
{
int index = i + r*slotCount;
slots[index].Rate = rates[r];
slots[index].SlotNumber = i;
slots[index].Time = r == 1 ? EncounterTime.Day : EncounterTime.Night;
}
}
return slots;
}
private static List GetSlots2_F(byte[] data, ref int ofs, SlotType t)
{
// slot set ends in 0xFF 0x** 0x**
var slots = new List();
int ctr = 0;
while (true)
{
int rate = data[ofs++];
int species = data[ofs++];
int level = data[ofs++];
slots.Add(new EncounterSlot1
{
Rate = rate,
Species = species,
LevelMin = level,
LevelMax = level,
SlotNumber = ctr++,
Type = species == 0 ? SlotType.Special : t // day/night specific
});
if (rate == 0xFF)
break;
}
return slots;
}
private static EncounterSlot1[] GetSlots2_H(byte[] data, ref int ofs, SlotType t)
{
// slot set ends in 0xFF
var slots = new List();
int tableCount = t == SlotType.Headbutt ? 2 : 1;
SlotType slottype = t;
while (tableCount != 0)
{
if (t == SlotType.Headbutt)
slottype = tableCount == 2 ? SlotType.Headbutt_Special : SlotType.Headbutt;
int rate = data[ofs++];
if (rate == 0xFF) // end of table
{
tableCount--;
continue;
}
int species = data[ofs++];
int level = data[ofs++];
slots.Add(new EncounterSlot1
{
Rate = rate,
Species = species,
LevelMin = level,
LevelMax = level,
Type = slottype
});
}
return slots.ToArray();
}
private static IEnumerable GetAreas2(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
{
var areas = new List();
while (data[ofs] != 0xFF) // end
{
areas.Add(new EncounterArea
{
Location = data[ofs++] << 8 | data[ofs++],
Slots = GetSlots2_GW(data, ref ofs, t, slotSets, slotCount),
});
}
ofs++;
return areas;
}
private static List GetAreas2_F(byte[] data, ref int ofs)
{
var areas = new List();
var types = new[] {SlotType.Old_Rod, SlotType.Good_Rod, SlotType.Super_Rod};
while (ofs != 0x18C)
{
areas.Add(new EncounterArea {
Slots = GetSlots2_F(data, ref ofs, types[0])
.Concat(GetSlots2_F(data, ref ofs, types[1]))
.Concat(GetSlots2_F(data, ref ofs, types[2])).ToArray() });
}
// Read TimeFishGroups
var dl = new List();
while (ofs < data.Length)
dl.Add(new DexLevel {Species = data[ofs++], Level = data[ofs++]});
// Add TimeSlots
foreach (var area in areas)
{
var slots = area.Slots;
for (int i = 0; i < slots.Length; i++)
{
var slot = slots[i];
if (slot.Type != SlotType.Special)
continue;
Array.Resize(ref slots, slots.Length + 1);
Array.Copy(slots, i, slots, i+1, slots.Length - i - 1); // shift slots down
slots[i+1] = slot.Clone(); // differentiate copied slot
int index = slot.LevelMin*2;
for (int j = 0; j < 2; j++) // load special slot info
{
var s = slots[i + j] as EncounterSlot1;
s.Species = dl[index + j].Species;
s.LevelMin = s.LevelMax = dl[index + j].Level;
s.Type = slots[i - 1].Type; // special slots are never first in a set, so copy previous type
s.Time = j == 0 ? EncounterTime.MorningDay : EncounterTime.Night;
}
}
area.Slots = slots;
}
return areas;
}
private static IEnumerable GetAreas2_H(byte[] data, ref int ofs)
{
// Read Location Table
var head = new List();
var headID = new List();
while (data[ofs] != 0xFF)
{
head.Add(new EncounterArea
{
Location = (data[ofs++] << 8) | data[ofs++],
Slots = null, // later
});
headID.Add(data[ofs++]);
}
ofs++;
var rock = new List();
var rockID = new List();
while (data[ofs] != 0xFF)
{
rock.Add(new EncounterArea
{
Location = (data[ofs++] << 8) | data[ofs++],
Slots = null, // later
});
rockID.Add(data[ofs++]);
}
ofs++;
ofs += 0x16; // jump over GetTreeMons
// Read ptr table
int[] ptr = new int[data.Length == 0x109 ? 6 : 9]; // GS : C
for (int i = 0; i < ptr.Length; i++)
ptr[i] = data[ofs++] | (data[ofs++] << 8);
int baseOffset = ptr.Min() - ofs;
// Read Tables
for (int i = 0; i < head.Count; i++)
{
int o = ptr[headID[i]] - baseOffset;
head[i].Slots = GetSlots2_H(data, ref o, SlotType.Headbutt);
}
for (int i = 0; i < rock.Count; i++)
{
int o = ptr[rockID[i]] - baseOffset;
rock[i].Slots = GetSlots2_H(data, ref o, SlotType.Rock_Smash);
}
return head.Concat(rock);
}
private static IEnumerable GetSlots3(byte[] data, ref int ofs, int numslots, SlotType t)
{
var slots = new List();
int Ratio = data[ofs];
//1 byte padding
if (Ratio > 0)
{
for (int i = 0; i < numslots; i++)
{
int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
if (Species <= 0)
continue;
slots.Add(new EncounterSlot
{
LevelMin = data[ofs + 2 + i * 4],
LevelMax = data[ofs + 3 + i * 4],
Species = Species,
SlotNumber = i,
Type = t
});
}
}
ofs += 2 + numslots * 4;
return slots;
}
private static IEnumerable GetSlots3_F(byte[] data, ref int ofs, int numslots)
{
var slots = new List();
int Ratio = data[ofs];
//1 byte padding
if (Ratio > 0)
{
for (int i = 0; i < numslots; i++)
{
int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
if (Species <= 0)
continue;
var slot = new EncounterSlot
{
LevelMin = data[ofs + 2 + i*4],
LevelMax = data[ofs + 3 + i*4],
Species = Species,
};
if (i < 2)
{
slot.Type = SlotType.Old_Rod;
slot.SlotNumber = i; // 0,1
}
else if (i < 5)
{
slot.Type = SlotType.Good_Rod;
slot.SlotNumber = i - 2; // 0,1,2
}
else
{
slot.Type = SlotType.Super_Rod;
slot.SlotNumber = i - 5; // 0,1,2,3,4
}
slots.Add(slot);
}
}
ofs += 2 + numslots * 4;
return slots;
}
private static EncounterSlot[] GetSlots4_DPPt_G(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new EncounterSlot[numslots];
for (int i = 0; i < numslots; i++)
{
int level = data[ofs + i*8];
int species = BitConverter.ToInt32(data, ofs + i*8 + 4);
slots[i] = new EncounterSlot
{
LevelMax = level,
LevelMin = level,
Species = species,
SlotNumber = i,
Type = t
};
}
return slots;
}
private static EncounterSlot[] GetSlots4_HGSS_G(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new EncounterSlot[numslots * 3];
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
for (int i = 0; i < numslots; i++)
{
int level = data[ofs + i];
int species = BitConverter.ToUInt16(data, ofs + numslots + i * 2);
slots[i] = new EncounterSlot
{
LevelMin = level,
LevelMax = level,
Species = species,
SlotNumber = i,
Type = t
};
slots[numslots + i] = slots[i].Clone();
slots[numslots + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 3 + i * 2);
slots[numslots + i].Type = t;
slots[numslots * 2 + i] = slots[i].Clone();
slots[numslots * 2 + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 5 + i * 2);
slots[numslots * 2 + i].Type = t;
}
return slots;
}
private static IEnumerable GetSlots4_G_Replace(byte[] data, int ofs, int slotSize, EncounterSlot[] ReplacedSlots, int[] slotnums, SlotType t = SlotType.Grass)
{
//Special slots like GBA Dual Slot. Those slot only contain the info of species id, the level is copied from one of the first grass slots
//for dppt slotSize = 4, for hgss slotSize = 2
var slots = new List();
int numslots = slotnums.Length;
for (int i = 0; i < numslots; i++)
{
var baseSlot = ReplacedSlots[slotnums[i]];
if (baseSlot.LevelMin <= 0)
continue;
int species = BitConverter.ToUInt16(data, ofs + i / (4 / slotSize) * slotSize);
if (species <= 0 || baseSlot.Species == species) // Empty or duplicate
continue;
var slot = baseSlot.Clone();
slot.Species = species;
slot.Type = t;
slots.Add(slot);
}
return slots;
}
private static IEnumerable GetSlots4DPPt_WFR(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new List();
for (int i = 0; i < numslots; i++)
{
// max, min, unused, unused, [32bit species]
int Species = BitConverter.ToInt32(data, ofs + 4 + i * 8);
if (Species <= 0)
continue;
// fishing and surf slots with species = 0 are not added
// DPPt does not have fishing or surf swarms
slots.Add(new EncounterSlot
{
LevelMax = data[ofs + 0 + i * 8],
LevelMin = data[ofs + 1 + i * 8],
Species = Species,
Type = t
});
}
return slots;
}
private static IEnumerable GetSlots4HGSS_WFR(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new List();
for (int i = 0; i < numslots; i++)
{
// min, max, [16bit species]
int Species = BitConverter.ToInt16(data, ofs + 2 + i * 4);
if (t == SlotType.Rock_Smash && Species <= 0)
continue;
// fishing and surf slots with species = 0 are added too, it is needed for the swarm encounters,
// it will be deleted after add swarm slots
slots.Add(new EncounterSlot
{
LevelMin = data[ofs + 0 + i * 4],
LevelMax = data[ofs + 1 + i * 4],
Species = Species,
Type = t
});
}
return slots;
}
private static EncounterArea GetArea3(byte[] data)
{
EncounterArea Area3 = new EncounterArea();
if (data.Length < 6)
{ Area3.Location = 0; Area3.Slots = new EncounterSlot[0]; return Area3; }
Area3.Location = data[0];
var HaveGrassSlots = data[1] == 1;
var HaveSurfSlots = data[2] == 1;
var HaveRockSmashSlots = data[3] == 1;
var HaveFishingSlots = data[4] == 1;
int offset = 5;
var slots = new List();
if (HaveGrassSlots)
slots.AddRange(GetSlots3(data, ref offset, 12, SlotType.Grass));
if (HaveSurfSlots)
slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Surf));
if (HaveRockSmashSlots)
slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Rock_Smash));
if (HaveFishingSlots)
slots.AddRange(GetSlots3_F(data, ref offset, 10));
Area3.Slots = slots.ToArray();
return Area3;
}
private static EncounterArea GetArea4DPPt(byte[] data)
{
EncounterArea Area4 = new EncounterArea();
if (data.Length != 0x1AA) // 426 Bytes
{ Area4.Location = 0; Area4.Slots = new EncounterSlot[0]; return Area4; }
var Slots = new List();
Area4.Location = BitConverter.ToUInt16(data, 0x00);
var GrassRatio = BitConverter.ToInt32(data, 0x02);
if (GrassRatio > 0)
{
EncounterSlot[] GrassSlots = GetSlots4_DPPt_G(data, 0x06, 12, SlotType.Grass);
Slots.AddRange(GrassSlots);
//Swarming slots replace slots 0 and 1
Slots.AddRange(GetSlots4_G_Replace(data, 0x66, 4, GrassSlots, Legal.Slot4_Swarm, SlotType.Swarm));
//Morning and Night slots replace slots 2 and 3
Slots.AddRange(GetSlots4_G_Replace(data, 0x6E, 4, GrassSlots, Legal.Slot4_Time)); // Morning
Slots.AddRange(GetSlots4_G_Replace(data, 0x76, 4, GrassSlots, Legal.Slot4_Time)); // Night
//Pokéradar slots replace slots 4,5,10 and 11
//Pokéradar is marked with different slot type because it have different PID-IV generationn
Slots.AddRange(GetSlots4_G_Replace(data, 0x7E, 4, GrassSlots, Legal.Slot4_Radar, SlotType.Pokeradar));
//24 bytes padding
//Dual Slots replace slots 8 and 9
Slots.AddRange(GetSlots4_G_Replace(data, 0xA6, 4, GrassSlots, Legal.Slot4_Dual)); // Ruby
Slots.AddRange(GetSlots4_G_Replace(data, 0xAE, 4, GrassSlots, Legal.Slot4_Dual)); // Sapphire
Slots.AddRange(GetSlots4_G_Replace(data, 0xB6, 4, GrassSlots, Legal.Slot4_Dual)); // Emerald
Slots.AddRange(GetSlots4_G_Replace(data, 0xBE, 4, GrassSlots, Legal.Slot4_Dual)); // FireRed
Slots.AddRange(GetSlots4_G_Replace(data, 0xC6, 4, GrassSlots, Legal.Slot4_Dual)); // LeafGreen
}
var SurfRatio = BitConverter.ToInt32(data, 0xCE);
if (SurfRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0xD2, 5, SlotType.Surf));
//44 bytes padding
var OldRodRatio = BitConverter.ToInt32(data, 0x126);
if (OldRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x12A, 5, SlotType.Old_Rod));
var GoodRodRatio = BitConverter.ToInt32(data, 0x152);
if (GoodRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x156, 5, SlotType.Good_Rod));
var SuperRodRatio = BitConverter.ToInt32(data, 0x17E);
if (SuperRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x182, 5, SlotType.Super_Rod));
Area4.Slots = Slots.ToArray();
return Area4;
}
private static EncounterArea GetArea4HGSS(byte[] data)
{
EncounterArea Area4 = new EncounterArea();
if (data.Length != 0xC6)
{ Area4.Location = 0; Area4.Slots = new EncounterSlot[0]; return Area4; }
var Slots = new List();
Area4.Location = BitConverter.ToUInt16(data, 0x00);
var GrassRatio = data[0x02];
var SurfRatio = data[0x03];
var RockSmashRatio = data[0x04];
var OldRodRatio = data[0x05];
var GoodRodRatio = data[0x06];
var SuperRodRatio = data[0x07];
// 2 bytes padding
if (GrassRatio > 0)
{
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
var GrassSlots = GetSlots4_HGSS_G(data, 0x0A, 12, SlotType.Grass);
//Grass slots with species = 0 are added too, it is needed for the swarm encounters, it will be deleted after add swarms
Slots.AddRange(GrassSlots);
// Hoenn Sound and Sinnoh Sound replace slots 4 and 5
Slots.AddRange(GetSlots4_G_Replace(data, 0x5E, 2, GrassSlots, Legal.Slot4_Sound)); // Hoenn
Slots.AddRange(GetSlots4_G_Replace(data, 0x62, 2, GrassSlots, Legal.Slot4_Sound)); // Sinnoh
}
if (SurfRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x66, 5, SlotType.Surf));
if (RockSmashRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x7A, 2, SlotType.Rock_Smash));
if (OldRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x82, 5, SlotType.Old_Rod));
if (GoodRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x96, 5, SlotType.Good_Rod));
if (SuperRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0xAA, 5, SlotType.Super_Rod));
// Last 6 bytes only have species ID info
if (data[0xC2] == 120) // Location = 182, 127, 130, 132, 167, 188, 210
Slots.AddRange(SlotsHGSS_Staryu);
Area4.Slots = Slots.ToArray();
return Area4;
}
private static readonly EncounterSlot[] SlotsHGSS_Staryu =
{
new EncounterSlot { Species = 120, LevelMin = 20, LevelMax = 20, Type = SlotType.Good_Rod },
new EncounterSlot { Species = 120, LevelMin = 40, LevelMax = 40, Type = SlotType.Super_Rod },
};
private static EncounterArea GetArea4HGSS_Headbutt(byte[] data)
{
if (data.Length < 78)
return new EncounterArea(); // bad data
//2 byte location ID (defer to end)
//4 bytes padding
var Slots = new List();
// 00-11 Normal trees
// 12-17 Special trees
for (int i = 0; i < 18; i++)
{
int Species = BitConverter.ToInt16(data, 6 + i*4);
if (Species <= 0)
continue;
Slots.Add(new EncounterSlot
{
Species = Species,
LevelMin = data[8 + i*4],
LevelMax = data[9 + i*4],
Type = i <= 11 ? SlotType.Headbutt : SlotType.Headbutt_Special
});
}
return new EncounterArea
{
Location = BitConverter.ToUInt16(data, 0),
Slots = Slots.ToArray()
};
}
///
/// RBY Format Slot Getter from data.
///
/// Byte array containing complete slot data table.
/// Offset to start reading from.
/// Amount of slots to read.
/// Type of encounter slot.
/// Slot type encounter rate.
/// Array of encounter slots.
private static EncounterSlot1[] ReadSlots(byte[] data, ref int ofs, int count, SlotType t, int rate)
{
EncounterSlot1[] slots = new EncounterSlot1[count];
for (int i = 0; i < count; i++)
{
int lvl = data[ofs++];
int spec = data[ofs++];
slots[i] = new EncounterSlot1
{
LevelMax = t == SlotType.Surf ? lvl + 4 : lvl,
LevelMin = lvl,
Species = spec,
Type = t,
Rate = rate,
SlotNumber = i,
};
}
return slots;
}
private static EncounterSlot1[] ReadSlots_FY(byte[] data, ref int ofs, int count, SlotType t, int rate)
{
// Convert byte to actual number
int[] Levelbytelist = { 0xFF, 0x15, 0x67, 0x1D, 0x3B, 0x5C, 0x72, 0x16, 0x71, 0x18, 0x00, 0x6D, 0x80, };
int[] dexbytelist = { 0x47, 0x6E, 0x18, 0x9B, 0x17, 0x4E, 0x8A, 0x5C, 0x5D, 0x9D, 0x9E, 0x1B, 0x85, 0x16, 0x58, 0x59, };
int[] specieslist = { 060, 061, 072, 073, 090, 098, 099, 116, 117, 118, 119, 120, 129, 130, 147, 148, };
EncounterSlot1[] slots = new EncounterSlot1[count];
for (int i = 0; i < count; i++)
{
int spec = specieslist[Array.IndexOf(dexbytelist, data[ofs++])];
int lvl = Array.IndexOf(Levelbytelist, data[ofs++]) * 5;
slots[i] = new EncounterSlot1
{
LevelMax = lvl,
LevelMin = lvl,
Species = spec,
Type = t,
Rate = rate,
SlotNumber = i,
};
}
return slots;
}
///
/// Gets the encounter areas with information from Generation 1 Grass/Water data.
///
/// Input raw data.
/// Array of encounter areas.
public static EncounterArea[] GetArray1_GW(byte[] data)
{
// RBY Format
var ptr = new int[255];
int count = 0;
for (int i = 0; i < ptr.Length; i++)
{
ptr[i] = BitConverter.ToInt16(data, i*2);
if (ptr[i] != -1)
continue;
count = i;
break;
}
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < areas.Length; i++)
{
var grass = GetSlots1_GW(data, ref ptr[i], SlotType.Grass);
var water = GetSlots1_GW(data, ref ptr[i], SlotType.Surf);
areas[i] = new EncounterArea
{
Location = i,
Slots = grass.Concat(water).ToArray()
};
}
return areas.Where(area => area.Slots.Any()).ToArray();
}
///
/// Gets the encounter areas with information from Pokémon Yellow (Generation 1) Fishing data.
///
/// Input raw data.
/// Array of encounter areas.
public static EncounterArea[] GetArray1_FY(byte[] data)
{
const int size = 9;
int count = data.Length/size;
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < count; i++)
{
int ofs = i*size + 1;
areas[i] = new EncounterArea
{
Location = data[i*size + 0],
Slots = ReadSlots_FY(data, ref ofs, 4, SlotType.Super_Rod, -1)
};
}
return areas;
}
///
/// Gets the encounter areas with information from Generation 1 Fishing data.
///
/// Input raw data.
/// Array of encounter areas.
public static EncounterArea[] GetArray1_F(byte[] data)
{
var ptr = new int[255];
var map = new int[255];
int count = 0;
for (int i = 0; i < ptr.Length; i++)
{
map[i] = data[i*3 + 0];
if (map[i] == 0xFF)
{
count = i;
break;
}
ptr[i] = BitConverter.ToInt16(data, i * 3 + 1);
}
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < areas.Length; i++)
{
areas[i] = new EncounterArea
{
Location = map[i],
Slots = GetSlots1_F(data, ref ptr[i])
};
}
return areas;
}
///
/// Gets the encounter areas with information from Generation 2 Grass/Water data.
///
/// Input raw data.
/// Array of encounter areas.
public static EncounterArea[] GetArray2_GW(byte[] data)
{
int ofs = 0;
var areas = new List();
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Grass, 3, 7)); // Johto Grass
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Surf, 1, 3)); // Johto Water
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Grass, 3, 7)); // Kanto Grass
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Surf, 1, 3)); // Kanto Water
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Swarm, 3, 7)); // Swarm
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Special, 1, 3)); // Union Cave
return areas.ToArray();
}
///
/// Gets the encounter areas with information from Generation 2 Grass/Water data.
///
/// Input raw data.
/// Array of encounter areas.
public static EncounterArea[] GetArray2_F(byte[] data)
{
int ofs = 0;
var f = GetAreas2_F(data, ref ofs);
// Fishing Tables are not associated to a single map; a map picks a table to use.
// For all maps that use a table, create a new EncounterArea with reference to the table's slots.
sbyte[] convMapIDtoFishLocationID =
{
-1, 1, -1, 0, 3, 3, 3, -1, 10, 3, 2, -1, -1, 2, 3, 0,
-1, -1, 3, -1, -1, -1, 3, -1, -1, -1, -1, 0, -1, -1, 0, 9,
1, 0, 2, 2, -1, 3, 7, 3, -1, 3, 4, 8, 2, -1, 2, 1,
-1, 3, -1, -1, -1, -1, -1, 0, 2, 2, -1, -1, 3, 1, -1, -1,
-1, 2, -1, 2, -1, -1, -1, -1, -1, -1, 11, 11, 0, -1, -1, -1,
-1, 7, 0, 1, -1, 1, 1, 3, -1, -1, -1, 1, 1, 2, 3, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
};
var areas = new List();
for (int i = 0; i < convMapIDtoFishLocationID.Length; i++)
{
var loc = convMapIDtoFishLocationID[i];
if (convMapIDtoFishLocationID[i] == -1) // no table for map
continue;
areas.Add(new EncounterArea { Location = i, Slots = f[loc].Slots });
}
// Some maps have two tables. Fortunately, there's only two. Add the second table.
areas.Add(new EncounterArea { Location = 0x1B, Slots = f[1].Slots }); // Olivine City (0: Harbor, 1: City)
areas.Add(new EncounterArea { Location = 0x2E, Slots = f[3].Slots }); // Silver Cave (2: Inside, 3: Outside)
return areas.ToArray();
}
public static EncounterArea[] GetArray2_H(byte[] data)
{
int ofs = 0;
return GetAreas2_H(data, ref ofs).ToArray();
}
///
/// Gets the encounter areas with information from Generation 3 data.
///
/// Raw data, one byte array per encounter area
/// Array of encounter areas.
public static EncounterArea[] GetArray3(byte[][] entries)
{
if (entries == null)
return null;
var Areas = new List();
foreach (byte[] t in entries)
{
EncounterArea Area = GetArea3(t);
if (Area.Slots.Any())
Areas.Add(Area);
}
return Areas.ToArray();
}
///
/// Gets the encounter areas with information from Generation 4 Diamond, Pearl and Platinum data.
///
/// Raw data, one byte array per encounter area
/// Array of encounter areas.
public static EncounterArea[] GetArray4DPPt(byte[][] entries)
{
return entries?.Select(GetArea4DPPt).Where(Area => Area.Slots.Any()).ToArray();
}
///
/// Gets the encounter areas with information from Generation 4 Hearth Gold and Soul Silver data.
///
/// Raw data, one byte array per encounter area
/// Array of encounter areas.
public static EncounterArea[] GetArray4HGSS(byte[][] entries)
{
return entries?.Select(GetArea4HGSS).Where(Area => Area.Slots.Any()).ToArray();
}
///
/// Gets the encounter areas with information from Generation 4 Hearth Gold and Soul Silver Headbutt tree data.
///
/// Raw data, one byte array per encounter area
/// Array of encounter areas.
public static EncounterArea[] GetArray4HGSS_Headbutt(byte[][] entries)
{
return entries?.Select(GetArea4HGSS_Headbutt).Where(Area => Area.Slots.Any()).ToArray();
}
///
/// Gets the encounter areas for the Trophy Garden
///
/// List of special species that can exist in the garden.
/// Levels of the two encounter slots they can replace. differs from
///
public static EncounterArea[] GetTrophyArea(IEnumerable species, int[] lvls)
{
int[] slotnums = {6, 7};
var l = new List();
foreach (var s in species)
{
for (int i = 0; i < 2; i++)
{
l.Add(new EncounterSlot
{
LevelMax = lvls[i],
LevelMin = lvls[i],
Species = s,
SlotNumber = slotnums[i],
Type = SlotType.Grass
});
}
}
return new[] { new EncounterArea { Location = 68, Slots = l.ToArray() } };
}
///
/// Gets the encounter areas for species with same level range and same slottype at same location
///
/// List of species that exist in the Area.
/// Paired LevelMins and LevelMaxs of the encounter slots.
/// Location index of the encounter area.
/// Encounter slot type of the encounter area.
///
public static EncounterArea[] GetSimpleEncounterArea(IEnumerable species, int[] lvls, int location, SlotType t)
{
var l = new List();
// levels data not paired
if ((lvls.Length & 1) == 1)
return new[] { new EncounterArea { Location = location, Slots = l.ToArray() } };
foreach (var s in species)
{
for (int i = 0; i < lvls.Length;)
{
l.Add(new EncounterSlot
{
LevelMin = lvls[i++],
LevelMax = lvls[i++],
Species = s,
Type = t
});
}
}
return new[] { new EncounterArea { Location = location, Slots = l.ToArray() } };
}
///
/// Gets an array of areas from an array of raw area data
///
/// Simplified raw format of an Area
/// Array of areas
public static EncounterArea[] GetArray(byte[][] entries)
{
if (entries == null)
return null;
EncounterArea[] data = new EncounterArea[entries.Length];
for (int i = 0; i < data.Length; i++)
data[i] = new EncounterArea(entries[i]);
return data;
}
}
}