PKHeX/PKHeX.Core/Legality/RNG/Frame/Frame.cs
Kurt 6ee7a8724b
Offload EncounterSlot loading logic to reduce complexity (#2980)
* Rework gen1 slot loading

Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types).

* Revise fuzzy met check for underleveled wild evos

Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison.

Previous commit fixed it for gen1.

* Rework gen2-4 slot loading

Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet...

* Add feebas slots for old/good encounters

* Begin moving properties

Great news! Gen5-7 need to be de-dumbed like Gen1-4.

Then I can remove the bang (!) on the Area accessor and ensure that it's never null!

* Split off XD pokespot slot encounter table type

* Set area in constructor

* Deduplicate g3 roaming encounters

* Deduplicate xd encounter locations (rebattle)

Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format).

* Make all slots have a readonly reference to their parent area

* Minor clean

* Remove "Safari" slot type flag

Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte

Output of slot binaries didn't preserve the Safari flag anyway.

* Update SlotType.cs

* Handle type encounters correctly

* Merge safari area into regular xy area

* Merge dexnav accessor logic

* fix some logic so that tests pass again

rearrange g5 dw init to be done outside of static constructor (initializer instead)
PIDGenerator: friend safari slots now generate with required flawless IV count

* Add cianwood tentacool gift encounter

* Remove unnecessary abstractions

Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain.

Increase restrictiveness of location/type get-set operations

* Minor tweaks, pass parameters

DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can.

* Remove unused legality tables
2020-08-30 10:23:22 -07:00

92 lines
3.2 KiB
C#

namespace PKHeX.Core
{
public sealed class Frame
{
/// <summary>
/// Ending seed value for the frame (prior to nature call).
/// </summary>
public readonly uint Seed;
public readonly LeadRequired Lead;
private readonly FrameType FrameType;
/// <summary>
/// Starting seed for the frame (to generate the frame).
/// </summary>
public uint OriginSeed { get; set; }
/// <summary>
/// RNG Call Value for the Level Calc
/// </summary>
public uint RandLevel { get; set; }
/// <summary>
/// RNG Call Value for the Encounter Slot Calc
/// </summary>
public uint RandESV { get; set; }
public bool LevelSlotModified => Lead.IsLevelOrSlotModified() || (Lead & LeadRequired.UsesLevelCall) != 0;
public Frame(uint seed, FrameType type, LeadRequired lead)
{
Seed = seed;
Lead = lead;
FrameType = type;
}
/// <summary>
/// Checks the Encounter Slot for RNG calls before the Nature loop.
/// </summary>
/// <param name="slot">Slot Data</param>
/// <param name="pkm">Ancillary pkm data for determining how to check level.</param>
/// <returns>Slot number for this frame &amp; lead value.</returns>
public bool IsSlotCompatibile<T>(T slot, PKM pkm) where T : EncounterSlot, IMagnetStatic, INumberedSlot
{
bool usesLevel = !slot.FixedLevel;
if (FrameType != FrameType.MethodH && (Lead & LeadRequired.UsesLevelCall) != 0 != usesLevel)
return false;
// Level is before Nature, but usually isn't varied. Check ESV calc first.
int s = GetSlot(slot);
if (s != slot.SlotNumber)
return false;
// Check Level Now
int lvl = SlotRange.GetLevel(slot, Lead, RandLevel);
if (pkm.HasOriginalMetLocation)
{
if (lvl != pkm.Met_Level)
return false;
}
else
{
if (lvl > pkm.Met_Level)
return false;
}
// Check if the slot is actually encounterable (considering Sweet Scent)
bool encounterable = SlotRange.GetIsEncounterable(slot, FrameType, (int)(OriginSeed >> 16), Lead);
return encounterable;
}
/// <summary>
/// Gets the slot value for the input slot.
/// </summary>
/// <param name="slot">Slot Data</param>
/// <returns>Slot number for this frame &amp; lead value.</returns>
private int GetSlot<T>(T slot) where T : EncounterSlot, IMagnetStatic, INumberedSlot
{
// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
return Lead != LeadRequired.StaticMagnet
? SlotRange.GetSlot(slot.Area.Type, RandESV, FrameType)
: SlotRange.GetSlotStaticMagnet(slot, RandESV);
}
/// <summary>
/// Only use this for test methods.
/// </summary>
/// <param name="t"></param>
/// <returns></returns>
public int GetSlot(SlotType t) => SlotRange.GetSlot(t, RandESV, FrameType);
}
}