mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-29 22:03:10 +00:00
5e59e20ea1
previously was only defined for gen1/2, why not all gens can now query encounters in Core for encounters per generation via reflection; can help group encounters for data vis or be faster than getting individual gen numbers
225 lines
11 KiB
C#
225 lines
11 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
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/// </summary>
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internal static class EncounterUtil
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{
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/// <summary>
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/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
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/// </summary>
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/// <param name="source">Table of valid encounters that appear for the game pairing</param>
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/// <param name="game">Game to filter for</param>
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/// <returns>Array of encounter objects that are encounterable on the input game</returns>
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internal static EncounterStatic[] GetStaticEncounters(IEnumerable<EncounterStatic> source, GameVersion game)
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{
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return source.Where(s => s.Version.Contains(game)).ToArray();
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}
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/// <summary>
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/// Gets the <see cref="EncounterArea"/> data for the input game via the program's resource streams.
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/// </summary>
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/// <param name="game">Game to fetch for</param>
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/// <remarks> <see cref="EncounterSlot.SlotNumber"/> data is not marked, as the RNG seed is 64 bits (permitting sufficient randomness).</remarks>
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/// <returns>Array of areas that are encounterable on the input game.</returns>
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internal static EncounterArea[] GetEncounterTables(GameVersion game)
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{
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switch (game)
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{
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case GameVersion.B: return GetEncounterTables("51", "b");
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case GameVersion.W: return GetEncounterTables("51", "w");
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case GameVersion.B2: return GetEncounterTables("52", "b2");
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case GameVersion.W2: return GetEncounterTables("52", "w2");
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case GameVersion.X: return GetEncounterTables("xy", "x");
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case GameVersion.Y: return GetEncounterTables("xy", "y");
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case GameVersion.AS: return GetEncounterTables("ao", "a");
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case GameVersion.OR: return GetEncounterTables("ao", "o");
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case GameVersion.SN: return GetEncounterTables("sm", "sn");
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case GameVersion.MN: return GetEncounterTables("sm", "mn");
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case GameVersion.US: return GetEncounterTables("uu", "us");
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case GameVersion.UM: return GetEncounterTables("uu", "um");
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}
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return null; // bad request
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}
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/// <summary>
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/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
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/// </summary>
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/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
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/// <param name="resource">Resource name (will be prefixed with "encounter_"</param>
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/// <returns>Array of encounter areas</returns>
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internal static EncounterArea[] GetEncounterTables(string ident, string resource)
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{
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byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
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return EncounterArea.GetArray(Data.UnpackMini(mini, ident));
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}
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/// <summary>
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/// Combines <see cref="EncounterArea"/> slot arrays with the same <see cref="EncounterArea.Location"/>.
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/// </summary>
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/// <param name="tables">Input encounter areas to combine</param>
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/// <returns>Combined Array of encounter areas. No duplicate location IDs will be present.</returns>
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internal static EncounterArea[] AddExtraTableSlots(params EncounterArea[][] tables)
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{
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return tables.SelectMany(s => s).GroupBy(l => l.Location)
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.Select(t => t.Count() == 1
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? t.First() // only one table, just return the area
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: new EncounterArea { Location = t.Key, Slots = t.SelectMany(s => s.Slots).ToArray() })
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.ToArray();
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}
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/// <summary>
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/// Marks Encounter Slots for party lead's ability slot influencing.
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/// </summary>
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/// <remarks>Magnet Pull attracts Steel type slots, and Static attracts Electric</remarks>
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/// <param name="Areas">Encounter Area array for game</param>
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/// <param name="t">Personal data for use with a given species' type</param>
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internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterArea> Areas, PersonalTable t)
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{
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foreach (EncounterArea Area in Areas)
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foreach (var grp in Area.Slots.GroupBy(z => z.Type))
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MarkEncountersStaticMagnetPull(grp, t);
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}
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internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterSlot> grp, PersonalTable t)
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{
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GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
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for (var i = 0; i < s.Count; i++)
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{
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var slot = s[i];
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slot.Permissions.StaticIndex = i;
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slot.Permissions.StaticCount = s.Count;
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}
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for (var i = 0; i < m.Count; i++)
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{
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var slot = m[i];
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slot.Permissions.MagnetPullIndex = i;
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slot.Permissions.MagnetPullCount = m.Count;
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}
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}
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internal static void MarkEncountersStaticMagnetPullPermutation(IEnumerable<EncounterSlot> grp, PersonalTable t, List<EncounterSlot> permuted)
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{
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GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
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// Apply static/magnet values; if any permutation has a unique slot combination, add it to the slot list.
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for (int i = 0; i < s.Count; i++)
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{
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var slot = s[i];
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if (slot.Permissions.StaticIndex >= 0) // already has unique data
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{
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if (slot.IsMatchStatic(i, s.Count))
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continue; // same values, no permutation
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if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchStatic(i, s.Count) && z.Species == slot.Species))
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continue; // same values, previously permuted
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s[i] = slot = slot.Clone();
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permuted.Add(slot);
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}
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slot.Permissions.StaticIndex = i;
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slot.Permissions.StaticCount = s.Count;
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}
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for (int i = 0; i < m.Count; i++)
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{
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var slot = m[i];
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if (slot.Permissions.MagnetPullIndex >= 0) // already has unique data
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{
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if (slot.IsMatchStatic(i, m.Count))
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continue; // same values, no permutation
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if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchMagnet(i, m.Count) && z.Species == slot.Species))
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continue; // same values, previously permuted
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m[i] = slot = slot.Clone();
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permuted.Add(slot);
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}
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slot.Permissions.MagnetPullIndex = i;
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slot.Permissions.MagnetPullCount = m.Count;
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}
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}
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private static void GetStaticMagnet(PersonalTable t, IEnumerable<EncounterSlot> grp, out List<EncounterSlot> s, out List<EncounterSlot> m)
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{
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const int steel = (int)MoveType.Steel;
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const int electric = (int)MoveType.Electric + 1; // offset by 1 in gen3/4 for the ??? type
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s = new List<EncounterSlot>();
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m = new List<EncounterSlot>();
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foreach (EncounterSlot Slot in grp)
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{
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var types = t[Slot.Species].Types;
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if (types[0] == steel || types[1] == steel)
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m.Add(Slot);
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if (types[0] == electric || types[1] == electric)
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s.Add(Slot);
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}
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}
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/// <summary>
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/// Sets the <see cref="EncounterSlot1.Version"/> value, for use in determining split-generation origins.
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/// </summary>
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/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
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/// <param name="Areas">Ingame encounter data</param>
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/// <param name="Version">Version ID to set</param>
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internal static void MarkEncountersVersion(IEnumerable<EncounterArea> Areas, GameVersion Version)
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{
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foreach (EncounterArea Area in Areas)
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foreach (var Slot in Area.Slots.OfType<EncounterSlot1>())
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Slot.Version = Version;
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}
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/// <summary>
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/// Sets the <see cref="IGeneration.Generation"/> value.
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/// </summary>
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/// <param name="Generation">Generation number to set</param>
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/// <param name="Encounters">Ingame encounter data</param>
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internal static void MarkEncountersGeneration(int Generation, params IEnumerable<IGeneration>[] Encounters)
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{
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foreach (var table in Encounters)
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MarkEncountersGeneration(Generation, table);
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}
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/// <summary>
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/// Sets the <see cref="IGeneration.Generation"/> value, for use in determining split-generation origins.
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/// </summary>
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/// <param name="Generation">Generation number to set</param>
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/// <param name="Areas">Ingame encounter data</param>
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internal static void MarkEncountersGeneration(int Generation, params IEnumerable<EncounterArea>[] Areas)
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{
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foreach (var table in Areas)
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foreach (var area in table)
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MarkEncountersGeneration(Generation, area.Slots);
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}
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private static void MarkEncountersGeneration(int Generation, IEnumerable<IGeneration> Encounters)
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{
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foreach (IGeneration enc in Encounters)
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enc.Generation = Generation;
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}
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/// <summary>
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/// Groups areas by location id, raw data has areas with different slots but the same location id.
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/// </summary>
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/// <remarks>Similar to <see cref="AddExtraTableSlots"/>, this method combines a single array.</remarks>
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/// <param name="Areas">Ingame encounter data</param>
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internal static void ReduceAreasSize(ref EncounterArea[] Areas)
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{
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Areas = Areas.GroupBy(a => a.Location).Select(a => new EncounterArea
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{
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Location = a.Key,
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Slots = a.SelectMany(m => m.Slots).ToArray()
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}).ToArray();
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}
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internal static T[] ConcatAll<T>(params T[][] arr) => arr.SelectMany(z => z).ToArray();
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internal static void MarkEncounterAreaArray(params EncounterArea[][] areas)
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{
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foreach (var area in areas)
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MarkEncounterAreas(area);
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}
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internal static void MarkEncounterAreas(params EncounterArea[] areas)
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{
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foreach (var area in areas)
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foreach (var slot in area.Slots)
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slot.Area = area;
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}
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}
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}
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