mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-26 22:10:21 +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.
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using static PKHeX.Core.MessageStrings;
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namespace PKHeX.Core;
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/// <summary>
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/// Utility for editing a <see cref="PKM"/>
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/// </summary>
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public static class EntitySuggestionUtil
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{
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public static List<string> GetMetLocationSuggestionMessage(PKM pk, int level, int location, int minimumLevel, IEncounterable? enc)
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{
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var suggestion = new List<string> { MsgPKMSuggestionStart };
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if (pk.Format >= 3)
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{
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var metList = GameInfo.GetLocationList((GameVersion)pk.Version, pk.Context, egg: false);
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var locationName = metList.First(loc => loc.Value == location).Text;
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suggestion.Add($"{MsgPKMSuggestionMetLocation} {locationName}");
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suggestion.Add($"{MsgPKMSuggestionMetLevel} {level}");
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}
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else if (pk is ICaughtData2)
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{
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var metList = GameInfo.GetLocationList(GameVersion.C, pk.Context);
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string locationName;
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if (enc?.Version.Contains(GameVersion.C) == true)
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{
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locationName = metList.First(loc => loc.Value == location).Text;
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}
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else
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{
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locationName = metList[0].Text;
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level = 0;
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}
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suggestion.Add($"{MsgPKMSuggestionMetLocation} {locationName}");
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suggestion.Add($"{MsgPKMSuggestionMetLevel} {level}");
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}
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if (pk.CurrentLevel < minimumLevel)
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suggestion.Add($"{MsgPKMSuggestionLevel} {minimumLevel}");
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return suggestion;
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}
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}
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