PKHeX/PKHeX.Core/Legality/Encounters/Data/EncounterUtil.cs
Kurt 84c90e973e usum prep
Copied binaries from sm, references set up for saving time later

I assume not much will change in terms of structures, so it should just
be a file replacement & filling in static encounter table => 'working'
legality checks
2017-08-31 22:37:28 -07:00

173 lines
8.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
/// </summary>
internal static class EncounterUtil
{
/// <summary>
/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
/// </summary>
/// <param name="source">Table of valid encounters that appear for the game pairing</param>
/// <param name="game">Game to filter for</param>
/// <returns>Array of encounter objects that are encounterable on the input game</returns>
internal static EncounterStatic[] GetStaticEncounters(IEnumerable<EncounterStatic> source, GameVersion game)
{
return source.Where(s => s.Version.Contains(game)).ToArray();
}
/// <summary>
/// Gets the <see cref="EncounterArea"/> data for the input game via the program's resource streams.
/// </summary>
/// <param name="game">Game to fetch for</param>
/// <remarks> <see cref="EncounterSlot.SlotNumber"/> data is not marked, as the RNG seed is 64 bits (permitting sufficient randomness).</remarks>
/// <returns>Array of areas that are encounterable on the input game.</returns>
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
}
/// <summary>
/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
/// </summary>
/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
/// <param name="resource">Resource name (will be prefixed with "encounter_"</param>
/// <returns>Array of encounter areas</returns>
internal static EncounterArea[] GetEncounterTables(string ident, string resource)
{
byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
return EncounterArea.GetArray(Data.UnpackMini(mini, ident));
}
/// <summary>
/// Combines <see cref="EncounterArea"/> slot arrays with the same <see cref="EncounterArea.Location"/>.
/// </summary>
/// <param name="tables">Input encounter areas to combine</param>
/// <returns>Combined Array of encounter areas. No duplicate location IDs will be present.</returns>
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();
}
/// <summary>
/// Marks Encounter Slots for party lead's ability slot influencing.
/// </summary>
/// <remarks>Magnet Pull attracts Steel type slots, and Static attracts Electric</remarks>
/// <param name="Areas">Encounter Area array for game</param>
/// <param name="t">Personal data for use with a given species' type</param>
internal static void MarkEncountersStaticMagnetPull(ref EncounterArea[] Areas, PersonalTable t)
{
const int steel = 8;
const int electric = 12;
foreach (EncounterArea Area in Areas)
{
var s = new List<EncounterSlot>(); // Static
var m = new List<EncounterSlot>(); // Magnet Pull
foreach (EncounterSlot Slot in Area.Slots)
{
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);
}
foreach (var slot in s)
{
slot.Permissions.Static = true;
slot.Permissions.StaticCount = s.Count;
}
foreach (var slot in m)
{
slot.Permissions.MagnetPull = true;
slot.Permissions.MagnetPullCount = s.Count;
}
}
}
/// <summary>
/// Sets the <see cref="EncounterStatic.Generation"/> value, for use in determining split-generation origins.
/// </summary>
/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
/// <param name="Encounters">Ingame encounter data</param>
/// <param name="Generation">Generation number to set</param>
internal static void MarkEncountersGeneration(IEnumerable<EncounterStatic> Encounters, int Generation)
{
foreach (EncounterStatic Encounter in Encounters)
Encounter.Generation = Generation;
}
/// <summary>
/// Sets the <see cref="EncounterSlot1.Version"/> value, for use in determining split-generation origins.
/// </summary>
/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
/// <param name="Areas">Ingame encounter data</param>
/// <param name="Version">Version ID to set</param>
internal static void MarkEncountersVersion(IEnumerable<EncounterArea> Areas, GameVersion Version)
{
foreach (EncounterArea Area in Areas)
foreach (var Slot in Area.Slots.OfType<EncounterSlot1>())
Slot.Version = Version;
}
/// <summary>
/// Sets the <see cref="EncounterStatic.Generation"/> value, for use in determining split-generation origins.
/// </summary>
/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
/// <param name="Areas">Ingame encounter data</param>
/// <param name="Generation">Generation number to set</param>
internal static void MarkEncountersGeneration(IEnumerable<EncounterArea> Areas, int Generation)
{
foreach (EncounterArea Area in Areas)
foreach (EncounterSlot Slot in Area.Slots)
Slot.Generation = Generation;
}
/// <summary>
/// Groups areas by location id, raw data has areas with different slots but the same location id.
/// </summary>
/// <remarks>Similar to <see cref="AddExtraTableSlots"/>, this method combines a single array.</remarks>
/// <param name="Areas">Ingame encounter data</param>
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();
}
/// <summary>
/// Sets the <see cref="EncounterArea.Location"/> to the <see cref="EncounterSlot.Location"/> for identifying where the slot is encountered.
/// </summary>
/// <remarks>Some games / transferred <see cref="PKM"/> data do not contain original encounter location IDs; is mainly for info purposes.</remarks>
/// <param name="Areas">Ingame encounter data</param>
internal static void MarkSlotLocation(ref EncounterArea[] Areas)
{
foreach (EncounterArea Area in Areas)
foreach (EncounterSlot Slot in Area.Slots)
Slot.Location = Area.Location;
}
}
}