mirror of
https://github.com/kwsch/PKHeX
synced 2025-02-18 14:28:33 +00:00
Updates from net46->net7, dropping support for mono in favor of using the latest runtime (along with the performance/API improvements). Releases will be posted as 64bit only for now. Refactors a good amount of internal API methods to be more performant and more customizable for future updates & fixes. Adds functionality for Batch Editor commands to `>`, `<` and <=/>= TID/SID properties renamed to TID16/SID16 for clarity; other properties exposed for Gen7 / display variants. Main window has a new layout to account for DPI scaling (8 point grid) Fixed: Tatsugiri and Paldean Tauros now output Showdown form names as Showdown expects Changed: Gen9 species now interact based on the confirmed National Dex IDs (closes #3724) Fixed: Pokedex set all no longer clears species with unavailable non-base forms (closes #3720) Changed: Hyper Training suggestions now apply for level 50 in SV. (closes #3714) Fixed: B2/W2 hatched egg met locations exclusive to specific versions are now explicitly checked (closes #3691) Added: Properties for ribbon/mark count (closes #3659) Fixed: Traded SV eggs are now checked correctly (closes #3692)
108 lines
3.4 KiB
C#
108 lines
3.4 KiB
C#
using System.Diagnostics;
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
/// <summary>
|
|
/// Represents an RNG seed and the conditions of which it occurs.
|
|
/// </summary>
|
|
[DebuggerDisplay($"{{{nameof(FrameType)},nq}}[{{{nameof(Lead)},nq}}]")]
|
|
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="pk">Ancillary pk data for determining how to check level.</param>
|
|
/// <returns>Slot number for this frame & lead value.</returns>
|
|
public bool IsSlotCompatibile<T>(T slot, PKM pk) where T : EncounterSlot, IMagnetStatic, INumberedSlot, ISlotRNGType
|
|
{
|
|
// The only level rand type slots are Honey Tree and National Park BCC
|
|
// Gen3 always does level rand, but the level ranges are same min,max.
|
|
if (FrameType != FrameType.MethodH)
|
|
{
|
|
bool hasLevelCall = slot.IsRandomLevel;
|
|
if (Lead.NeedsLevelCall() != hasLevelCall)
|
|
return false;
|
|
}
|
|
|
|
if (slot.Type is not (SlotType.HoneyTree))
|
|
{
|
|
int calcSlot = GetSlot(slot);
|
|
if (calcSlot != slot.SlotNumber)
|
|
return false;
|
|
}
|
|
|
|
// Check Level Now
|
|
int lvl = SlotRange.GetLevel(slot, Lead, RandLevel);
|
|
if (pk.HasOriginalMetLocation)
|
|
{
|
|
if (lvl != pk.Met_Level)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (lvl > pk.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 & lead value.</returns>
|
|
private int GetSlot<T>(T slot) where T : IMagnetStatic, INumberedSlot, ISlotRNGType
|
|
{
|
|
// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
|
|
return Lead != LeadRequired.StaticMagnet
|
|
? SlotRange.GetSlot(slot.Type, RandESV, FrameType)
|
|
: SlotRange.GetSlotStaticMagnet(slot, RandESV);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Only use this for test methods.
|
|
/// </summary>
|
|
/// <param name="t"></param>
|
|
public int GetSlot(SlotType t) => SlotRange.GetSlot(t, RandESV, FrameType);
|
|
}
|
|
|
|
public interface ISlotRNGType
|
|
{
|
|
SlotType Type { get; }
|
|
}
|