mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-23 20:43:07 +00:00
15da92f9bc
This only matches the weather table with the Pokemon and does not fully account for whether a location can spawn a particular weather. Additional minor changes: - Adds ScriptedNoMarks to Regis and Glimwood Tangle static encounters - Corrects a few version-specific Pokemon such as Ludicolo/Shiftry - Removes erroneous encounters such as Milotic in East/West Lake Axewell - Removes an unused Motostoke Stadium encounter
292 lines
10 KiB
C#
292 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <inheritdoc cref="EncounterArea" />
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/// <summary>
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/// <see cref="GameVersion.SWSH"/> encounter area
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/// </summary>
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public sealed record EncounterArea8 : EncounterArea
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{
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/// <summary>
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/// Slots from this area can cross over to another area, resulting in a different met location.
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/// </summary>
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public bool PermitCrossover { get; init; }
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/// <inheritdoc />
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public override bool IsMatchLocation(int location)
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{
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if (Location == location)
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return true;
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if (!PermitCrossover)
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return false;
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// Get all other areas that the Location can bleed encounters to
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if (!ConnectingArea8.TryGetValue(Location, out var others))
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return false;
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// Check if any of the other areas are the met location
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return others.Contains((byte)location);
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}
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public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
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{
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// wild area gets boosted up to level 60 post-game
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var met = pkm.Met_Level;
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bool isBoosted = met == 60 && IsBoostedArea60(Location);
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if (isBoosted)
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return GetBoostedMatches(chain);
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return GetUnboostedMatches(chain, met);
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}
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private IEnumerable<EncounterSlot> GetUnboostedMatches(IReadOnlyList<EvoCriteria> chain, int met)
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{
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foreach (var slot in Slots)
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{
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foreach (var evo in chain)
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{
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if (slot.Species != evo.Species)
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continue;
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if (!slot.IsLevelWithinRange(met))
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break;
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if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
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break;
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yield return slot;
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break;
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}
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}
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}
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private IEnumerable<EncounterSlot> GetBoostedMatches(IReadOnlyList<EvoCriteria> chain)
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{
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foreach (var slot in Slots)
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{
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foreach (var evo in chain)
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{
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if (slot.Species != evo.Species)
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continue;
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// Ignore max met level comparison; we already know it is permissible to boost to level 60.
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if (slot.LevelMin > 60)
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break; // Can't downlevel, only boost to 60.
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if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
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break;
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yield return slot;
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break;
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}
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}
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}
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public static bool IsWildArea(int location) => IsWildArea8(location) || IsWildArea8Armor(location) || IsWildArea8Crown(location);
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public static bool IsBoostedArea60(int location) => IsWildArea(location);
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private static bool IsWildArea8(int location) => location is >= 122 and <= 154; // Rolling Fields -> Lake of Outrage
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private static bool IsWildArea8Armor(int location) => location is >= 164 and <= 194; // Fields of Honor -> Honeycalm Island
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private static bool IsWildArea8Crown(int location) => location is >= 204 and <= 234 and not 206; // Slippery Slope -> Dyna Tree Hill, skip Freezington
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// Location, and areas that it can feed encounters to.
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public static readonly IReadOnlyDictionary<int, IReadOnlyList<byte>> ConnectingArea8 = new Dictionary<int, IReadOnlyList<byte>>
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{
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// Route 3
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// City of Motostoke
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{28, new byte[] {20}},
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// Rolling Fields
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// Dappled Grove, East Lake Axewell, West Lake Axewell
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// Also connects to South Lake Miloch but too much of a stretch
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{122, new byte[] {124, 128, 130}},
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// Dappled Grove
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// Rolling Fields, Watchtower Ruins
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{124, new byte[] {122, 126}},
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// Watchtower Ruins
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// Dappled Grove, West Lake Axewell
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{126, new byte[] {124, 130}},
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// East Lake Axewell
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// Rolling Fields, West Lake Axewell, Axew's Eye, North Lake Miloch
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{128, new byte[] {122, 130, 132, 138}},
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// West Lake Axewell
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// Rolling Fields, Watchtower Ruins, East Lake Axewell, Axew's Eye
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{130, new byte[] {122, 126, 128, 132}},
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// Axew's Eye
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// East Lake Axewell, West Lake Axewell
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{132, new byte[] {128, 130}},
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// South Lake Miloch
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// Giant's Seat, North Lake Miloch
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{134, new byte[] {136, 138}},
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// Giant's Seat
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// South Lake Miloch, North Lake Miloch
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{136, new byte[] {134, 138}},
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// North Lake Miloch
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// East Lake Axewell, South Lake Miloch, Giant's Seat
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// Also connects to Motostoke Riverbank but too much of a stretch
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{138, new byte[] {134, 136}},
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// Motostoke Riverbank
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// Bridge Field
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{140, new byte[] {142}},
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// Bridge Field
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// Motostoke Riverbank, Stony Wilderness
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{142, new byte[] {140, 144}},
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// Stony Wilderness
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// Bridge Field, Dusty Bowl, Giant's Mirror, Giant's Cap
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{144, new byte[] {142, 146, 148, 152}},
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// Dusty Bowl
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// Stony Wilderness, Giant's Mirror, Hammerlocke Hills
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{146, new byte[] {144, 148, 150}},
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// Giant's Mirror
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// Stony Wilderness, Dusty Bowl, Hammerlocke Hills
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{148, new byte[] {144, 146, 148}},
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// Hammerlocke Hills
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// Dusty Bowl, Giant's Mirror, Giant's Cap
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{150, new byte[] {146, 148, 152}},
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// Giant's Cap
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// Stony Wilderness, Giant's Cap
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// Also connects to Lake of Outrage but too much of a stretch
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{152, new byte[] {144, 150}},
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// Lake of Outrage is just itself.
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// Challenge Beach
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// Soothing Wetlands, Courageous Cavern
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{170, new byte[] {166, 176}},
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// Challenge Road
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// Brawler's Cave
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{174, new byte[] {172}},
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// Courageous Cavern
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// Loop Lagoon
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{176, new byte[] {178}},
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// Warm-Up Tunnel
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// Training Lowlands, Potbottom Desert
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{182, new byte[] {180, 184}},
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// Workout Sea
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// Fields of Honor
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{186, new byte[] {164}},
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// Stepping-Stone Sea
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// Fields of Honor
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{188, new byte[] {170}},
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// Insular Sea
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// Honeycalm Sea
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{190, new byte[] {192}},
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// Honeycalm Sea
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// Honeycalm Island
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{192, new byte[] {194}},
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// Frostpoint Field
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// Freezington
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{208, new byte[] {206}},
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// Old Cemetery
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// Giant’s Bed
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{212, new byte[] {210}},
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// Roaring-Sea Caves
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// Giant’s Foot
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{224, new byte[] {222}},
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// Ballimere Lake
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// Lakeside Cave
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{230, new byte[] {232}},
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};
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public static EncounterArea8[] GetAreas(byte[][] input, GameVersion game, bool crossover = false)
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{
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var result = new EncounterArea8[input.Length];
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for (int i = 0; i < input.Length; i++)
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result[i] = new EncounterArea8(input[i], game) {PermitCrossover = crossover};
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return result;
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}
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private EncounterArea8(byte[] areaData, GameVersion game) : base(game)
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{
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Location = areaData[0];
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Slots = ReadSlots(areaData, areaData[1]);
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}
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private EncounterSlot[] ReadSlots(byte[] areaData, byte slotCount)
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{
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var slots = new EncounterSlot[slotCount];
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int ctr = 0;
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int ofs = 2;
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do
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{
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var flags = (AreaWeather8) BitConverter.ToUInt16(areaData, ofs);
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var min = areaData[ofs + 2];
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var max = areaData[ofs + 3];
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var count = areaData[ofs + 4];
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// ofs+5 reserved
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ofs += 6;
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for (int i = 0; i < count; i++, ctr++, ofs += 2)
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{
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var specForm = BitConverter.ToUInt16(areaData, ofs);
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var species = specForm & 0x7FF;
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var form = specForm >> 11;
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slots[ctr] = new EncounterSlot8(this, species, form, min, max, flags);
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}
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} while (ctr != slots.Length);
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return slots;
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}
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}
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/// <summary>
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/// Encounter Conditions for <see cref="GameVersion.SWSH"/>
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/// </summary>
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/// <remarks>Values above <see cref="All"/> are for Shaking/Fishing hidden encounters only.</remarks>
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[Flags]
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public enum AreaWeather8
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{
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None,
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Normal = 1,
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Overcast = 1 << 1,
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Raining = 1 << 2,
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Thunderstorm = 1 << 3,
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Intense_Sun = 1 << 4,
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Snowing = 1 << 5,
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Snowstorm = 1 << 6,
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Sandstorm = 1 << 7,
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Heavy_Fog = 1 << 8,
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All = Normal | Overcast | Raining | Thunderstorm | Intense_Sun | Snowing | Snowstorm | Sandstorm | Heavy_Fog,
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Stormy = Raining | Thunderstorm,
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Icy = Snowing | Snowstorm,
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All_IoA = Normal | Overcast | Stormy | Intense_Sun | Sandstorm | Heavy_Fog, // IoA can have everything but snow
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All_CT = Normal | Overcast | Stormy | Intense_Sun | Icy | Heavy_Fog, // CT can have everything but sand
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No_Sun_Sand = Normal | Overcast | Stormy | Icy | Heavy_Fog, // Everything but sand and sun
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All_Ballimere = Normal | Overcast | Stormy | Intense_Sun | Snowing | Heavy_Fog, // All Ballimere Lake weather
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Shaking_Trees = 1 << 9,
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Fishing = 1 << 10,
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NotWeather = Shaking_Trees | Fishing,
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}
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}
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