PKHeX/PKHeX.Core/Legality/Encounters/EncounterSlot/EncounterSlot6AO.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

48 lines
No EOL
1.7 KiB
C#

namespace PKHeX.Core
{
public sealed class EncounterSlot6AO : EncounterSlot
{
public override int Generation => 6;
public EncounterSlot6AO(EncounterArea6AO area, int species, int form, int min, int max, GameVersion game) : base(area)
{
Species = species;
Form = form;
LevelMin = min;
LevelMax = max;
Version = game;
}
public bool Pressure { get; set; }
public bool DexNav { get; set; }
public bool WhiteFlute { get; set; }
public bool BlackFlute { get; set; }
public bool CanDexNav => Area.Type != SlotType.Rock_Smash;
protected override void SetFormatSpecificData(PKM pk)
{
var pk6 = (PK6)pk;
if (CanDexNav)
{
var eggMoves = MoveEgg.GetEggMoves(pk, Species, Form, Version);
if (eggMoves.Length > 0)
pk6.RelearnMove1 = eggMoves[Util.Rand.Next(eggMoves.Length)];
}
pk6.SetRandomMemory6();
}
public override string GetConditionString(out bool valid)
{
valid = true;
if (WhiteFlute) // Decreased Level Encounters
return Pressure ? LegalityCheckStrings.LEncConditionWhiteLead : LegalityCheckStrings.LEncConditionWhite;
if (BlackFlute) // Increased Level Encounters
return Pressure ? LegalityCheckStrings.LEncConditionBlackLead : LegalityCheckStrings.LEncConditionBlack;
if (DexNav)
return LegalityCheckStrings.LEncConditionDexNav;
return Pressure ? LegalityCheckStrings.LEncConditionLead : LegalityCheckStrings.LEncCondition;
}
}
}