PKHeX/PKHeX.Core/Legality/Areas/EncounterArea6AO.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

94 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <inheritdoc />
/// <summary>
/// <see cref="GameVersion.ORAS"/> encounter area
/// </summary>
public sealed class EncounterArea6AO : EncounterArea
{
public static EncounterArea6AO[] GetAreas(byte[][] input, GameVersion game)
{
var result = new EncounterArea6AO[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea6AO(input[i], game);
return result;
}
private EncounterArea6AO(byte[] data, GameVersion game)
{
Location = data[0] | (data[1] << 8);
Type = (SlotType)data[2];
Slots = ReadSlots(data, game);
}
private EncounterSlot6AO[] ReadSlots(byte[] data, GameVersion game)
{
const int size = 4;
int count = (data.Length - 4) / size;
var slots = new EncounterSlot6AO[count];
for (int i = 0; i < slots.Length; i++)
{
int offset = 4 + (size * i);
ushort SpecForm = BitConverter.ToUInt16(data, offset);
int species = SpecForm & 0x3FF;
int form = SpecForm >> 11;
int min = data[offset + 2];
int max = data[offset + 3];
slots[i] = new EncounterSlot6AO(this, species, form, min, max, game);
}
return slots;
}
private const int FluteBoostMin = 4; // White Flute decreases levels.
private const int FluteBoostMax = 4; // Black Flute increases levels.
private const int DexNavBoost = 30; // Maximum DexNav chain
private const int RandomForm = 31;
public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
var boostMax = Type != SlotType.Rock_Smash ? DexNavBoost : FluteBoostMax;
const int boostMin = FluteBoostMin;
if (!slot.IsLevelWithinRange(pkm.Met_Level, boostMin, boostMax))
break;
if (slot.Form != evo.Form && slot.Form != RandomForm)
break;
var clone = (EncounterSlot6AO)slot.Clone();
MarkSlotDetails(pkm, clone, evo);
yield return clone;
break;
}
}
}
private static void MarkSlotDetails(PKM pkm, EncounterSlot6AO slot, EvoCriteria evo)
{
if (slot.LevelMin > evo.MinLevel)
slot.WhiteFlute = true;
if (slot.LevelMax + 1 <= evo.MinLevel && evo.MinLevel <= slot.LevelMax + FluteBoostMax)
slot.BlackFlute = true;
if (!slot.CanDexNav)
return;
if (slot.LevelMax != evo.MinLevel)
slot.DexNav = true;
if (pkm.RelearnMove1 != 0 || pkm.AbilityNumber == 4)
slot.DexNav = true;
}
}
}