mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-27 06:20:25 +00:00
f632aedd15
We implement simple state machine iterators to iterate through every split type encounter array, and more finely control the path we iterate through. And, by using generics, we can have the compiler generate optimized code to avoid virtual calls. In addition to this, we shift away from the big-5 encounter types and not inherit from an abstract class. This allows for creating a PK* of a specific type and directly writing properties (no virtual calls). Plus we can now fine-tune each encounter type to call specific code, and not have to worry about future game encounter types bothering the generation routines.
91 lines
3.2 KiB
C#
91 lines
3.2 KiB
C#
using System.Diagnostics;
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namespace PKHeX.Core;
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/// <summary>
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/// Represents an RNG seed and the conditions of which it occurs.
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/// </summary>
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/// <param name="Seed">Ending seed value for the frame (prior to nature call).</param>
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/// <param name="FrameType"></param>
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/// <param name="Lead"></param>
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[DebuggerDisplay($"{{{nameof(FrameType)},nq}}[{{{nameof(Lead)},nq}}]")]
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public record Frame(uint Seed, FrameType FrameType, LeadRequired Lead)
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{
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/// <summary>
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/// Starting seed for the frame (to generate the frame).
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/// </summary>
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public uint OriginSeed { get; set; }
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/// <summary>
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/// RNG Call Value for the Level Calc
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/// </summary>
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public ushort RandLevel { get; set; }
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/// <summary>
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/// RNG Call Value for the Encounter Slot Calc
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/// </summary>
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public ushort RandESV { get; set; }
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public bool LevelSlotModified => Lead.IsLevelOrSlotModified() || (Lead & LeadRequired.UsesLevelCall) != 0;
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/// <summary>
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/// Checks the Encounter Slot for RNG calls before the Nature loop.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <param name="pk">Ancillary pk data for determining how to check level.</param>
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/// <returns>Slot number for this frame & lead value.</returns>
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public bool IsSlotCompatibile<T>(T slot, PKM pk) where T : IMagnetStatic, INumberedSlot, ISlotRNGType, ILevelRange
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{
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// The only level rand type slots are Honey Tree and National Park BCC
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// Gen3 always does level rand, but the level ranges are same min,max.
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if (FrameType != FrameType.MethodH)
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{
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bool hasLevelCall = slot.IsRandomLevel();
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if (Lead.NeedsLevelCall() != hasLevelCall)
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return false;
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}
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if (slot.Type is not (SlotType.HoneyTree))
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{
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int calcSlot = GetSlot(slot);
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if (calcSlot != slot.SlotNumber)
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return false;
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}
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// Check Level Now
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int lvl = SlotRange.GetLevel(slot, Lead, RandLevel);
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if (pk.HasOriginalMetLocation)
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{
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if (lvl != pk.Met_Level)
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return false;
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}
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else
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{
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if (lvl > pk.Met_Level)
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return false;
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}
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// Check if the slot is actually encounterable (considering Sweet Scent)
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bool encounterable = SlotRange.GetIsEncounterable(slot, FrameType, (int)(OriginSeed >> 16), Lead);
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return encounterable;
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}
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/// <summary>
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/// Gets the slot value for the input slot.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <returns>Slot number for this frame & lead value.</returns>
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private int GetSlot<T>(T slot) where T : IMagnetStatic, INumberedSlot, ISlotRNGType
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{
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// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
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return Lead != LeadRequired.StaticMagnet
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? SlotRange.GetSlot(slot.Type, RandESV, FrameType)
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: SlotRange.GetSlotStaticMagnet(slot, RandESV);
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}
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/// <summary>
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/// Only use this for test methods.
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/// </summary>
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/// <param name="t"></param>
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public int GetSlot(SlotType t) => SlotRange.GetSlot(t, RandESV, FrameType);
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}
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