PKHeX/PKHeX.Core/Legality/Areas/EncounterArea8.cs
Kurt 4b263bf9bb Fix pattern matching comparison
Wish I had an analyzer to catch this (missing parens) similar to boolean logic

#3271 - resolves the traded egg recognition issue
2021-10-13 20:05:19 -07:00

480 lines
19 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.AreaWeather8;
using static PKHeX.Core.AreaSlotType8;
namespace PKHeX.Core
{
/// <inheritdoc cref="EncounterArea" />
/// <summary>
/// <see cref="GameVersion.SWSH"/> encounter area
/// </summary>
public sealed record EncounterArea8 : EncounterArea
{
public readonly EncounterSlot8[] Slots;
protected override IReadOnlyList<EncounterSlot> Raw => Slots;
/// <summary>
/// Slots from this area can cross over to another area, resulting in a different met location.
/// </summary>
/// <remarks>
/// Should only be true if it is a Symbol (visible) encounter.
/// </remarks>
public readonly bool PermitCrossover;
public override bool IsMatchLocation(int location)
{
if (Location == location)
return true;
if (!PermitCrossover)
return false;
// Get all other areas that the Location can bleed encounters to
if (!ConnectingArea8.TryGetValue(Location, out var others))
return false;
// Check if any of the other areas are the met location
return others.Contains((byte)location);
}
public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
{
var metLocation = pkm.Met_Location;
// wild area gets boosted up to level 60 post-game
var met = pkm.Met_Level;
bool isBoosted = met == BoostLevel && IsBoostedArea60(Location);
if (isBoosted)
return GetBoostedMatches(chain, metLocation);
return GetUnboostedMatches(chain, met, metLocation);
}
private IEnumerable<EncounterSlot8> GetUnboostedMatches(IReadOnlyList<EvoCriteria> chain, int metLevel, int metLocation)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
if (!slot.IsLevelWithinRange(metLevel))
break;
if (slot.Form != evo.Form && slot.Species is not (int)Species.Rotom)
break;
if (slot.Weather is Heavy_Fog && IsWildArea8(Location))
break;
if (Location != metLocation && !CanCrossoverTo(Location, metLocation, slot.SlotType))
break;
yield return slot;
break;
}
}
}
private IEnumerable<EncounterSlot8> GetBoostedMatches(IReadOnlyList<EvoCriteria> chain, int metLocation)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
// Ignore max met level comparison; we already know it is permissible to boost to level 60.
if (slot.LevelMin > BoostLevel)
break; // Can't downlevel, only boost to 60.
if (slot.Form != evo.Form && slot.Species is not (int)Species.Rotom)
break;
if (Location != metLocation && !CanCrossoverTo(Location, metLocation, slot.SlotType))
break;
yield return slot;
break;
}
}
}
private static bool CanCrossoverTo(int fromLocation, int toLocation, AreaSlotType8 type)
{
if (!type.CanCrossover())
return false;
return true;
}
public const int BoostLevel = 60;
public static bool IsWildArea(int location) => IsWildArea8(location) || IsWildArea8Armor(location) || IsWildArea8Crown(location);
public static bool IsBoostedArea60(int location) => IsWildArea(location);
public static bool IsBoostedArea60Fog(int location) => IsWildArea8(location); // IoA doesn't have fog restriction by badges, and all Crown stuff is above 60.
public static bool IsWildArea8(int location) => location is >= 122 and <= 154; // Rolling Fields -> Lake of Outrage
public static bool IsWildArea8Armor(int location) => location is >= 164 and <= 194; // Fields of Honor -> Honeycalm Island
public static bool IsWildArea8Crown(int location) => location is >= 204 and <= 234 and not 206; // Slippery Slope -> Dyna Tree Hill, skip Freezington
// Location, and areas that it can feed encounters to.
public static readonly IReadOnlyDictionary<int, IReadOnlyList<byte>> ConnectingArea8 = new Dictionary<int, IReadOnlyList<byte>>
{
// Route 3
// City of Motostoke
{28, new byte[] {20}},
// Rolling Fields
// Dappled Grove, East Lake Axewell, West Lake Axewell
// Also connects to South Lake Miloch but too much of a stretch
{122, new byte[] {124, 128, 130}},
// Dappled Grove
// Rolling Fields, Watchtower Ruins
{124, new byte[] {122, 126}},
// Watchtower Ruins
// Dappled Grove, West Lake Axewell
{126, new byte[] {124, 130}},
// East Lake Axewell
// Rolling Fields, West Lake Axewell, Axew's Eye, North Lake Miloch
{128, new byte[] {122, 130, 132, 138}},
// West Lake Axewell
// Rolling Fields, Watchtower Ruins, East Lake Axewell, Axew's Eye
{130, new byte[] {122, 126, 128, 132}},
// Axew's Eye
// East Lake Axewell, West Lake Axewell
{132, new byte[] {128, 130}},
// South Lake Miloch
// Giant's Seat, North Lake Miloch
{134, new byte[] {136, 138}},
// Giant's Seat
// South Lake Miloch, North Lake Miloch
{136, new byte[] {134, 138}},
// North Lake Miloch
// East Lake Axewell, South Lake Miloch, Giant's Seat
// Also connects to Motostoke Riverbank but too much of a stretch
{138, new byte[] {134, 136}},
// Motostoke Riverbank
// Bridge Field
{140, new byte[] {142}},
// Bridge Field
// Motostoke Riverbank, Stony Wilderness
{142, new byte[] {140, 144}},
// Stony Wilderness
// Bridge Field, Dusty Bowl, Giant's Mirror, Giant's Cap
{144, new byte[] {142, 146, 148, 152}},
// Dusty Bowl
// Stony Wilderness, Giant's Mirror, Hammerlocke Hills
{146, new byte[] {144, 148, 150}},
// Giant's Mirror
// Stony Wilderness, Dusty Bowl, Hammerlocke Hills
{148, new byte[] {144, 146, 148}},
// Hammerlocke Hills
// Dusty Bowl, Giant's Mirror, Giant's Cap
{150, new byte[] {146, 148, 152}},
// Giant's Cap
// Stony Wilderness, Giant's Cap
// Also connects to Lake of Outrage but too much of a stretch
{152, new byte[] {144, 150}},
// Lake of Outrage is just itself.
// Challenge Beach
// Soothing Wetlands, Courageous Cavern
{170, new byte[] {166, 176}},
// Challenge Road
// Brawler's Cave
{174, new byte[] {172}},
// Courageous Cavern
// Loop Lagoon
{176, new byte[] {178}},
// Warm-Up Tunnel
// Training Lowlands, Potbottom Desert
{182, new byte[] {180, 184}},
// Workout Sea
// Fields of Honor
{186, new byte[] {164}},
// Stepping-Stone Sea
// Fields of Honor
{188, new byte[] {170}},
// Insular Sea
// Honeycalm Sea
{190, new byte[] {192}},
// Honeycalm Sea
// Honeycalm Island
{192, new byte[] {194}},
// Frostpoint Field
// Freezington
{208, new byte[] {206}},
// Old Cemetery
// Giants Bed
{212, new byte[] {210}},
// Roaring-Sea Caves
// Giants Foot
{224, new byte[] {222}},
// Ballimere Lake
// Lakeside Cave
{230, new byte[] {232}},
};
/// <summary>
/// Location IDs matched with possible weather types. Unlisted locations may only have Normal weather.
/// </summary>
internal static readonly Dictionary<int, AreaWeather8> WeatherbyArea = new()
{
{ 68, Intense_Sun }, // Route 6
{ 88, Snowing }, // Route 8 (Steamdrift Way)
{ 90, Snowing }, // Route 9
{ 92, Snowing }, // Route 9 (Circhester Bay)
{ 94, Overcast }, // Route 9 (Outer Spikemuth)
{ 106, Snowstorm }, // Route 10
{ 122, All }, // Rolling Fields
{ 124, All }, // Dappled Grove
{ 126, All }, // Watchtower Ruins
{ 128, All }, // East Lake Axewell
{ 130, All }, // West Lake Axewell
{ 132, All }, // Axew's Eye
{ 134, All }, // South Lake Miloch
{ 136, All }, // Giant's Seat
{ 138, All }, // North Lake Miloch
{ 140, All }, // Motostoke Riverbank
{ 142, All }, // Bridge Field
{ 144, All }, // Stony Wilderness
{ 146, All }, // Dusty Bowl
{ 148, All }, // Giant's Mirror
{ 150, All }, // Hammerlocke Hills
{ 152, All }, // Giant's Cap
{ 154, All }, // Lake of Outrage
{ 164, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Fields of Honor
{ 166, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Soothing Wetlands
{ 168, All_IoA }, // Forest of Focus
{ 170, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Challenge Beach
{ 174, All_IoA }, // Challenge Road
{ 178, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Loop Lagoon
{ 180, All_IoA }, // Training Lowlands
{ 184, Normal | Overcast | Raining | Sandstorm | Intense_Sun | Heavy_Fog }, // Potbottom Desert
{ 186, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Workout Sea
{ 188, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Stepping-Stone Sea
{ 190, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Insular Sea
{ 192, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Honeycalm Sea
{ 194, Normal | Overcast | Stormy | Intense_Sun | Heavy_Fog }, // Honeycalm Island
{ 204, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Slippery Slope
{ 208, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Frostpoint Field
{ 210, All_CT }, // Giant's Bed
{ 212, All_CT }, // Old Cemetery
{ 214, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Snowslide Slope
{ 216, Overcast }, // Tunnel to the Top
{ 218, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Path to the Peak
{ 222, All_CT }, // Giant's Foot
{ 224, Overcast }, // Roaring-Sea Caves
{ 226, No_Sun_Sand }, // Frigid Sea
{ 228, All_CT }, // Three-Point Pass
{ 230, All_Ballimere }, // Ballimere Lake
{ 232, Overcast }, // Lakeside Cave
};
/// <summary>
/// Weather types that may bleed into each location from adjacent locations for standard symbol encounter slots.
/// </summary>
internal static readonly Dictionary<int, AreaWeather8> WeatherBleedSymbol = new()
{
{ 166, All_IoA }, // Soothing Wetlands from Forest of Focus
{ 170, All_IoA }, // Challenge Beach from Forest of Focus
{ 182, All_IoA }, // Warm-Up Tunnel from Training Lowlands
{ 208, All_CT }, // Frostpoint Field from Giant's Bed
{ 216, Normal | Overcast | Intense_Sun | Icy | Heavy_Fog }, // Tunnel to the Top from Path to the Peak
{ 224, All_CT }, // Roaring-Sea Caves from Three-Point Pass
{ 232, All_Ballimere }, // Lakeside Cave from Ballimere Lake
{ 230, All_CT }, // Ballimere Lake from Giant's Bed
};
/// <summary>
/// Weather types that may bleed into each location from adjacent locations for surfing symbol encounter slots.
/// </summary>
private static readonly Dictionary<int, AreaWeather8> WeatherBleedSymbolSurfing = new()
{
{ 192, All_IoA }, // Honeycalm Sea from Training Lowlands
{ 224, All_CT }, // Roaring-Sea Caves from Giant's Foot
};
/// <summary>
/// Weather types that may bleed into each location from adjacent locations for Sharpedo symbol encounter slots.
/// </summary>
private static readonly Dictionary<int, AreaWeather8> WeatherBleedSymbolSharpedo = new()
{
{ 192, All_IoA }, // Honeycalm Sea from Training Lowlands
};
/// <summary>
/// Weather types that may bleed into each location from adjacent locations, for standard hidden grass encounter slots.
/// </summary>
private static readonly Dictionary<int, AreaWeather8> WeatherBleedHiddenGrass = new()
{
{ 166, All_IoA }, // Soothing Wetlands from Forest of Focus
{ 170, All_IoA }, // Challenge Beach from Forest of Focus
{ 208, All_CT }, // Frostpoint Field from Giant's Bed
{ 230, All_CT }, // Ballimere Lake from Giant's Bed
};
public static bool IsCrossoverBleedPossible(AreaSlotType8 type, int fromLocation, int toLocation) => true;
public static bool IsWeatherBleedPossible(AreaSlotType8 type, AreaWeather8 permit, int location) => type switch
{
SymbolMain or SymbolMain2 or SymbolMain3 => WeatherBleedSymbol .TryGetValue(location, out var weather) && weather.HasFlag(permit),
HiddenMain or HiddenMain2 => WeatherBleedHiddenGrass .TryGetValue(location, out var weather) && weather.HasFlag(permit),
Surfing => WeatherBleedSymbolSurfing .TryGetValue(location, out var weather) && weather.HasFlag(permit),
Sharpedo => WeatherBleedSymbolSharpedo.TryGetValue(location, out var weather) && weather.HasFlag(permit),
_ => false,
};
public static EncounterArea8[] GetAreas(byte[][] input, GameVersion game, bool symbol = false)
{
var result = new EncounterArea8[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea8(input[i], symbol, game);
return result;
}
private EncounterArea8(byte[] areaData, bool symbol, GameVersion game) : base(game)
{
PermitCrossover = symbol;
Location = areaData[0];
Slots = ReadSlots(areaData, areaData[1]);
}
private EncounterSlot8[] ReadSlots(byte[] areaData, byte slotCount)
{
var slots = new EncounterSlot8[slotCount];
int ctr = 0;
int ofs = 2;
do
{
// Read area metadata
var flags = (AreaWeather8) BitConverter.ToUInt16(areaData, ofs);
var min = areaData[ofs + 2];
var max = areaData[ofs + 3];
var count = areaData[ofs + 4];
var slotType = (AreaSlotType8) areaData[ofs + 5];
ofs += 6;
// Read slots
for (int i = 0; i < count; i++, ctr++, ofs += 2)
{
var specForm = BitConverter.ToUInt16(areaData, ofs);
var species = specForm & 0x7FF;
var form = specForm >> 11;
slots[ctr] = new EncounterSlot8(this, species, form, min, max, flags, slotType);
}
} while (ctr != slots.Length);
return slots;
}
}
/// <summary>
/// Encounter Conditions for <see cref="GameVersion.SWSH"/>
/// </summary>
/// <remarks>Values above <see cref="AreaWeather8.All"/> are for Shaking/Fishing hidden encounters only.</remarks>
[Flags]
public enum AreaWeather8 : ushort
{
None,
Normal = 1,
Overcast = 1 << 1,
Raining = 1 << 2,
Thunderstorm = 1 << 3,
Intense_Sun = 1 << 4,
Snowing = 1 << 5,
Snowstorm = 1 << 6,
Sandstorm = 1 << 7,
Heavy_Fog = 1 << 8,
All = Normal | Overcast | Raining | Thunderstorm | Intense_Sun | Snowing | Snowstorm | Sandstorm | Heavy_Fog,
Stormy = Raining | Thunderstorm,
Icy = Snowing | Snowstorm,
All_IoA = Normal | Overcast | Stormy | Intense_Sun | Sandstorm | Heavy_Fog, // IoA can have everything but snow
All_CT = Normal | Overcast | Stormy | Intense_Sun | Icy | Heavy_Fog, // CT can have everything but sand
No_Sun_Sand = Normal | Overcast | Stormy | Icy | Heavy_Fog, // Everything but sand and sun
All_Ballimere = Normal | Overcast | Stormy | Intense_Sun | Snowing | Heavy_Fog, // All Ballimere Lake weather
Shaking_Trees = 1 << 9,
Fishing = 1 << 10,
NotWeather = Shaking_Trees | Fishing,
}
public static class AreaWeather8Extensions
{
public static bool IsMarkCompatible(this AreaWeather8 weather, IRibbonSetMark8 m)
{
if (m.RibbonMarkCloudy) return (weather & Overcast) != 0;
if (m.RibbonMarkRainy) return (weather & Raining) != 0;
if (m.RibbonMarkStormy) return (weather & Thunderstorm) != 0;
if (m.RibbonMarkSnowy) return (weather & Snowing) != 0;
if (m.RibbonMarkBlizzard) return (weather & Snowstorm) != 0;
if (m.RibbonMarkDry) return (weather & Intense_Sun) != 0;
if (m.RibbonMarkSandstorm) return (weather & Sandstorm) != 0;
if (m.RibbonMarkMisty) return (weather & Heavy_Fog) != 0;
return true; // no mark / etc is fine; check later.
}
}
/// <summary>
/// Encounter Slot Types for <see cref="GameVersion.SWSH"/>
/// </summary>
public enum AreaSlotType8 : byte
{
SymbolMain,
SymbolMain2,
SymbolMain3,
HiddenMain, // Both HiddenMain tables include the tree/fishing slots for the area.
HiddenMain2,
Surfing,
Surfing2,
Sky,
Sky2,
Ground,
Ground2,
Sharpedo,
OnlyFishing, // More restricted hidden table that ignores the weather slots like grass Tentacool.
Inaccessible, // Shouldn't show up since these tables are not dumped.
}
public static class AreaSlotType8Extensions
{
public static bool CanCrossover(this AreaSlotType8 type) => type is not (HiddenMain or HiddenMain2 or OnlyFishing);
public static bool CanEncounterViaFishing(this AreaSlotType8 type, AreaWeather8 weather) => type is OnlyFishing || weather.HasFlag(Fishing);
public static bool CanEncounterViaCurry(this AreaSlotType8 type) => type is HiddenMain or HiddenMain2;
}
}