using System.Collections.Generic; using System.Linq; namespace PKHeX.Core { public static class FrameFinder { /// /// Checks a to see if any encounter frames can generate the spread. Requires further filtering against matched Encounter Slots and generation patterns. /// /// Matched containing info and . /// object containing various accessible information required for the encounter. /// to yield possible encounter details for further filtering public static IEnumerable GetFrames(PIDIV pidiv, PKM pk) { if (pk.Version == (int)GameVersion.CXD) return Enumerable.Empty(); var info = new FrameGenerator(pk) {Nature = pk.EncryptionConstant % 25}; // gather possible nature determination seeds until a same-nature PID breaks the unrolling var seeds = pk.Species == (int)Species.Unown && pk.FRLG // reversed await case ? SeedInfo.GetSeedsUntilUnownForm(pidiv, info, pk.AltForm) : SeedInfo.GetSeedsUntilNature(pidiv, info); var frames = pidiv.Type == PIDType.CuteCharm ? FilterCuteCharm(seeds, pidiv, info) : FilterNatureSync(seeds, pidiv, info); var refined = RefineFrames(frames, info); if (pk.Gen4 && pidiv.Type == PIDType.CuteCharm) // only permit cute charm successful frames return refined.Where(z => (z.Lead & ~LeadRequired.UsesLevelCall) == LeadRequired.CuteCharm); return refined; } private static IEnumerable RefineFrames(IEnumerable frames, FrameGenerator info) { return info.FrameType == FrameType.MethodH ? RefineFrames3(frames, info) : RefineFrames4(frames, info); } private static IEnumerable RefineFrames3(IEnumerable frames, FrameGenerator info) { // ESV // Level // Nature // Current Seed of the frame is the Level Calc (frame before nature) var list = new List(); foreach (var f in frames) { bool noLead = !info.AllowLeads && f.Lead != LeadRequired.None; if (noLead) continue; var prev = info.RNG.Prev(f.Seed); // ESV var rand = prev >> 16; f.RandESV = rand; f.RandLevel = f.Seed >> 16; f.OriginSeed = info.RNG.Prev(prev); if (f.Lead != LeadRequired.CuteCharm) // needs proc checking yield return f; // Generate frames for other slots after the regular slots if (info.AllowLeads && (f.Lead == LeadRequired.CuteCharm || f.Lead == LeadRequired.None)) list.Add(f); } foreach (var f in list) { var leadframes = GenerateLeadSpecificFrames3(f, info); foreach (var frame in leadframes) yield return frame; } } private static IEnumerable GenerateLeadSpecificFrames3(Frame f, FrameGenerator info) { // Check leads -- none in list if leads are not allowed // Certain leads inject a RNG call // 3 different rand places LeadRequired lead; var prev0 = f.Seed; // 0 var prev1 = info.RNG.Prev(f.Seed); // -1 var prev2 = info.RNG.Prev(prev1); // -2 var prev3 = info.RNG.Prev(prev2); // -3 // Rand call raw values var p0 = prev0 >> 16; var p1 = prev1 >> 16; var p2 = prev2 >> 16; // Cute Charm // -2 ESV // -1 Level // 0 CC Proc (Random() % 3 != 0) // 1 Nature if (info.Gendered) { bool cc = p0 % 3 != 0; if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base { if (cc) yield return info.GetFrame(prev2, LeadRequired.CuteCharm, p2, p1, prev3); yield break; } lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail; yield return info.GetFrame(prev2, lead, p2, p1, prev3); } if (f.Lead == LeadRequired.CuteCharm) yield break; // Pressure, Hustle, Vital Spirit = Force Maximum Level from slot // -2 ESV // -1 Level // 0 LevelMax proc (Random() & 1) // 1 Nature bool max = p0 % 2 == 1; lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail; yield return info.GetFrame(prev2, lead, p2, p1, prev3); // Keen Eye, Intimidate (Not compatible with Sweet Scent) // -2 ESV // -1 Level // 0 Level Adequate Check !(Random() % 2 == 1) rejects -- rand%2==1 is adequate // 1 Nature // Note: if this check fails, the encounter generation routine is aborted. if (max) // same result as above, no need to recalculate { lead = LeadRequired.IntimidateKeenEye; yield return info.GetFrame(prev2, lead, p2, p1, prev3); } // Static or Magnet Pull // -2 SlotProc (Random % 2 == 0) // -1 ESV (select slot) // 0 Level // 1 Nature bool force = p2 % 2 == 0; if (force) { // Since a failed proc is indistinguishable from the default frame calls, only generate if it succeeds. lead = LeadRequired.StaticMagnet; yield return info.GetFrame(prev2, lead, p1, p0, prev3); } } private static IEnumerable RefineFrames4(IEnumerable frames, FrameGenerator info) { var list = new List(); foreach (var f in frames) { // Current Seed of the frame is the ESV. var rand = f.Seed >> 16; f.RandESV = rand; f.RandLevel = rand; // unused f.OriginSeed = info.RNG.Prev(f.Seed); yield return f; // Create a copy for level; shift ESV and origin back var esv = f.OriginSeed >> 16; var origin = info.RNG.Prev(f.OriginSeed); var withLevel = info.GetFrame(f.Seed, f.Lead | LeadRequired.UsesLevelCall, esv, f.RandLevel, origin); yield return withLevel; if (f.Lead != LeadRequired.None) continue; // Generate frames for other slots after the regular slots list.Add(f); } foreach (var f in list) { var leadframes = GenerateLeadSpecificFrames4(f, info); foreach (var frame in leadframes) yield return frame; } } private static IEnumerable GenerateLeadSpecificFrames4(Frame f, FrameGenerator info) { LeadRequired lead; var prev0 = f.Seed; // 0 var prev1 = info.RNG.Prev(f.Seed); // -1 var prev2 = info.RNG.Prev(prev1); // -2 var prev3 = info.RNG.Prev(prev2); // -3 // Rand call raw values var p0 = prev0 >> 16; var p1 = prev1 >> 16; var p2 = prev2 >> 16; // Cute Charm // -2 ESV // -1 Level (Optional) // 0 CC Proc (Random() % 3 != 0) // 1 Nature if (info.Gendered) { bool cc = (info.DPPt ? p0 / 0x5556 : p0 % 3) != 0; if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base { if (!cc) yield break; yield return info.GetFrame(prev2, LeadRequired.CuteCharm, p1, p1, prev2); yield return info.GetFrame(prev2, LeadRequired.CuteCharm | LeadRequired.UsesLevelCall, p2, p1, prev3); yield break; } lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail; yield return info.GetFrame(prev2, lead, p1, p1, prev2); yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3); } if (f.Lead == LeadRequired.CuteCharm) yield break; // Pressure, Hustle, Vital Spirit = Force Maximum Level from slot // -2 ESV // -1 Level (Optional) // 0 LevelMax proc (Random() & 1) // 1 Nature bool max = (info.DPPt ? p0 >> 15 : p0 & 1) == 1; lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail; yield return info.GetFrame(prev2, lead, p1, p1, prev2); yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3); // Keen Eye, Intimidate (Not compatible with Sweet Scent) // -2 ESV // -1 Level (Optional) // 0 Level Adequate Check !(Random() % 2 == 1) rejects -- rand%2==1 is adequate // 1 Nature // Note: if this check fails, the encounter generation routine is aborted. if (max) // same result as above, no need to recalculate { lead = LeadRequired.IntimidateKeenEye; yield return info.GetFrame(prev2, lead, p1, p1, prev2); yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3); } // Static or Magnet Pull // -2 SlotProc (Random % 2 == 0) // -1 ESV (select slot) // 0 Level (Optional) // 1 Nature var force1 = (info.DPPt ? p1 >> 15 : p1 & 1) == 1; lead = force1 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail; yield return info.GetFrame(prev2, lead, p0, p0, prev3); var force2 = (info.DPPt ? p2 >> 15 : p2 & 1) == 1; lead = (force2 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail) | LeadRequired.UsesLevelCall; yield return info.GetFrame(prev2, lead, p1, p0, prev3); } /// /// Filters the input according to a Nature Lock frame generation pattern. /// /// Seed Information for the frame /// PIDIV Info for the frame /// Search Info for the frame /// Possible matches to the Nature Lock frame generation pattern private static IEnumerable FilterNatureSync(IEnumerable seeds, PIDIV pidiv, FrameGenerator info) { foreach (var seed in seeds) { var s = seed.Seed; if (info.Safari3) { // successful pokeblock activation bool result = IsValidPokeBlockNature(s, info.Nature, out uint blockSeed); if (result) yield return info.GetFrame(blockSeed, seed.Charm3 ? LeadRequired.CuteCharm : LeadRequired.None); // if no pokeblocks present (or failed call), fall out of the safari specific code and generate via the other scenarios } var rand = s >> 16; bool sync = info.AllowLeads && !seed.Charm3 && (info.DPPt ? rand >> 15 : rand & 1) == 0; bool reg = (info.DPPt ? rand / 0xA3E : rand % 25) == info.Nature; if (!sync && !reg) // doesn't generate nature frame continue; uint prev = RNG.LCRNG.Prev(s); if (info.AllowLeads && reg) // check for failed sync { var failsync = (info.DPPt ? prev >> 31 : (prev >> 16) & 1) != 1; if (failsync) yield return info.GetFrame(RNG.LCRNG.Prev(prev), LeadRequired.SynchronizeFail); } if (sync) yield return info.GetFrame(prev, LeadRequired.Synchronize); if (reg) { if (seed.Charm3) { yield return info.GetFrame(prev, LeadRequired.CuteCharm); } else { if (info.Safari3) prev = RNG.LCRNG.Prev(prev); // wasted RNG call yield return info.GetFrame(prev, LeadRequired.None); } } } } private static bool IsValidPokeBlockNature(uint seed, uint nature, out uint natureOrigin) { if (nature % 6 == 0) // neutral { natureOrigin = 0; return false; } // unroll the RNG to a stack of seeds var stack = new Stack(); for (uint i = 0; i < 25; i++) { for (uint j = 1 + i; j < 25; j++) stack.Push(seed = RNG.LCRNG.Prev(seed)); } natureOrigin = RNG.LCRNG.Prev(stack.Peek()); if (natureOrigin >> 16 % 100 >= 80) // failed proc return false; // init natures uint[] natures = new uint[25]; for (uint i = 0; i < 25; i++) natures[i] = i; // shuffle nature list for (uint i = 0; i < 25; i++) { for (uint j = 1 + i; j < 25; j++) { var s = stack.Pop(); if ((s >> 16 & 1) == 0) continue; // only swap if 1 var temp = natures[i]; natures[i] = natures[j]; natures[j] = temp; } } var likes = Pokeblock.GetLikedBlockFlavor(nature); // best case scenario is a perfect flavored pokeblock for the nature. // has liked flavor, and all other non-disliked flavors are present. // is it possible to skip this step? for (int i = 0; i < 25; i++) { var n = natures[i]; if (n == nature) break; var nl = Pokeblock.GetLikedBlockFlavor(natures[i]); if (nl == likes) // next random nature likes the same block as the desired nature return false; // current nature is chosen instead, fail! } // unroll once more to hit the level calc (origin with respect for beginning the nature calcs) natureOrigin = RNG.LCRNG.Prev(natureOrigin); return true; } /// /// Filters the input according to a Cute Charm frame generation pattern. /// /// Seed Information for the frame /// PIDIV Info for the frame /// Search Info for the frame /// Possible matches to the Cute Charm frame generation pattern private static IEnumerable FilterCuteCharm(IEnumerable seeds, PIDIV pidiv, FrameGenerator info) { foreach (var seed in seeds) { var s = seed.Seed; var rand = s >> 16; var nature = info.DPPt ? rand / 0xA3E : rand % 25; if (nature != info.Nature) continue; var prev = RNG.LCRNG.Prev(s); var proc = prev >> 16; bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) != 0; // 2/3 odds if (!charmProc) continue; yield return info.GetFrame(prev, LeadRequired.CuteCharm); } } } }