mirror of
https://github.com/kwsch/PKHeX
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02420d3e93
* Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
110 lines
5 KiB
C#
110 lines
5 KiB
C#
using System.Linq;
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namespace PKHeX.Core
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{
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// Pokemon Crystal Headbutt tree encounters by trainer id, based on mechanics described in
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// https://bulbapedia.bulbagarden.net/wiki/Headbutt_tree#Mechanics
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/// <summary>
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/// Generation 2 Headbutt Trees on a given map
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/// </summary>
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public sealed class TreesArea
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{
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private const int PivotCount = 10;
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private static readonly int[][] TrainerModerateTreeIndex = GenerateTrainersTreeIndex();
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private static int[][] GenerateTrainersTreeIndex()
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{
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// A tree has a low encounter or moderate encounter base on the TID Pivot Index (TID % 10)
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// For every Trainer Pivot Index, calculate the low encounter trees (total of 5)
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int[][] TrainersIndex = new int[PivotCount][];
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for (int i = 0; i < PivotCount; i++)
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{
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int[] ModerateEncounterTreeIndex = new int[5];
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for (int j = 0; j < ModerateEncounterTreeIndex.Length; j++)
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ModerateEncounterTreeIndex[j] = (i + j) % PivotCount;
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TrainersIndex[i] = ModerateEncounterTreeIndex.OrderBy(x => x).ToArray();
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}
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return TrainersIndex;
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}
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internal static TreesArea[] GetArray(byte[][] entries) => entries.Select(z => new TreesArea(z)).ToArray();
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public readonly int Location;
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private readonly TreeEncounterAvailable[] TrainerModerateEncounterTree;
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private readonly TreeEncounterAvailable[] TrainerLowEncounterTree;
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private readonly int[] ValidTreeIndex;
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private readonly int[] InvalidTreeIndex;
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private readonly TreeCoordinates[] ValidTrees;
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private readonly TreeCoordinates[] InvalidTrees;
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public TreeEncounterAvailable[] GetTrees(SlotType t) => t == SlotType.Headbutt
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? TrainerModerateEncounterTree
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: TrainerLowEncounterTree;
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private TreesArea(byte[] entry)
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{
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// Coordinates of trees were obtained with the program G2Map
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// ValidTrees are those accessible by the player
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Location = entry[0];
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ValidTrees = new TreeCoordinates[entry[1]];
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var ofs = 2;
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for (int i = 0; i < ValidTrees.Length; i++, ofs += 2)
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ValidTrees[i] = new TreeCoordinates(entry[ofs], entry[ofs + 1]);
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// Invalid tress are trees that the player can not reach without cheating devices, like a tree beyond other trees
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InvalidTrees = new TreeCoordinates[entry[ofs]];
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ofs++;
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for (int i = 0; i < InvalidTrees.Length; i++, ofs += 2)
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InvalidTrees[i] = new TreeCoordinates(entry[ofs], entry[ofs + 1]);
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// For legality purposes, only the tree index is needed.
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// Group the trees data by their index; trees that share indexes are indistinguishable from one another
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ValidTreeIndex = ValidTrees.Select(t => t.Index).Distinct().OrderBy(i => i).ToArray();
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InvalidTreeIndex = InvalidTrees.Select(t => t.Index).Distinct().OrderBy(i => i).Except(ValidTreeIndex).ToArray();
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// Check for every trainer pivot index if there are trees with moderate encounter and low encounter available in the area
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TrainerModerateEncounterTree = new TreeEncounterAvailable[PivotCount];
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TrainerLowEncounterTree = new TreeEncounterAvailable[PivotCount];
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for (int i = 0; i < PivotCount; i++)
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{
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var TrainerModerateTrees = TrainerModerateTreeIndex[i];
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TrainerModerateEncounterTree[i] = GetAvailableModerate(TrainerModerateTrees);
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TrainerLowEncounterTree[i] = GetAvailableLow(TrainerModerateTrees);
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}
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}
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private TreeEncounterAvailable GetAvailableModerate(int[] moderate)
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{
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if (ValidTreeIndex.Any(moderate.Contains))
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return TreeEncounterAvailable.ValidTree;
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if (InvalidTreeIndex.Any(moderate.Contains))
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return TreeEncounterAvailable.InvalidTree;
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return TreeEncounterAvailable.Impossible;
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}
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private TreeEncounterAvailable GetAvailableLow(int[] moderate)
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{
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if (ValidTreeIndex.Except(moderate).Any())
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return TreeEncounterAvailable.ValidTree;
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if (InvalidTreeIndex.Except(moderate).Any())
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return TreeEncounterAvailable.InvalidTree;
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return TreeEncounterAvailable.Impossible;
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}
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#if DEBUG
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public void DumpLocation(string[] locationNames)
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{
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string loc = locationNames[Location];
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System.Console.WriteLine($"Location: {loc}");
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System.Console.WriteLine("Valid:");
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foreach (var tree in ValidTrees)
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System.Console.WriteLine($"{tree.Index} @ ({tree.X:D2},{tree.Y:D2})");
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System.Console.WriteLine("Invalid:");
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foreach (var tree in InvalidTrees)
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System.Console.WriteLine($"{tree.Index} @ ({tree.X:D2},{tree.Y:D2})");
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System.Console.WriteLine("===");
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}
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#endif
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}
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}
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