PKHeX/PKHeX.Core/Legality/RNG/Frame/Frame.cs
Kurt 88830e0d00
Update from .NET Framework 4.6 to .NET 7 (#3729)
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)
2023-01-21 20:02:33 -08:00

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 &amp; 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 &amp; 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; }
}