mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-03 17:29:13 +00:00
6ee7a8724b
* 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
196 lines
7.1 KiB
C#
196 lines
7.1 KiB
C#
using System.Linq;
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namespace PKHeX.Core
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{
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public static class SlotRange
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{
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private static readonly Range[] H_OldRod = GetRanges(70, 30);
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private static readonly Range[] H_GoodRod = GetRanges(60, 20, 20);
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private static readonly Range[] H_SuperRod = GetRanges(40, 40, 15, 4, 1);
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private static readonly Range[] H_Surf = GetRanges(60, 30, 5, 4, 1);
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private static readonly Range[] H_Regular = GetRanges(20, 20, 10, 10, 10, 10, 5, 5, 4, 4, 1, 1);
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private static readonly Range[] J_SuperRod = GetRanges(40, 40, 15, 4, 1);
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private static readonly Range[] K_SuperRod = GetRanges(40, 30, 15, 10, 5);
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private static readonly Range[] K_BCC = GetRanges(5,5,5,5, 10,10,10,10, 20,20).Reverse().ToArray();
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private static readonly Range[] K_Headbutt = GetRanges(50, 15, 15, 10, 5, 5);
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public static int GetSlot(SlotType type, uint rand, FrameType t)
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{
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return t switch
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{
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FrameType.MethodH => HSlot(type, rand),
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FrameType.MethodJ => JSlot(type, rand),
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FrameType.MethodK => KSlot(type, rand),
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_ => -1
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};
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}
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private static int HSlot(SlotType type, uint rand)
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{
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var ESV = rand % 100;
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return type switch
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{
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SlotType.Old_Rod => CalcSlot(ESV, H_OldRod),
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SlotType.Good_Rod => CalcSlot(ESV, H_GoodRod),
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SlotType.Super_Rod => CalcSlot(ESV, H_SuperRod),
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SlotType.Rock_Smash => CalcSlot(ESV, H_Surf),
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SlotType.Surf => CalcSlot(ESV, H_Surf),
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SlotType.Swarm => (ESV < 50 ? 0 : -1),
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_ => CalcSlot(ESV, H_Regular)
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};
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}
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private static int KSlot(SlotType type, uint rand)
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{
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var ESV = rand % 100;
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switch (type)
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{
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case SlotType.Rock_Smash:
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case SlotType.Surf:
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return CalcSlot(ESV, H_Surf);
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case SlotType.Super_Rod:
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case SlotType.Good_Rod:
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case SlotType.Old_Rod:
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return CalcSlot(ESV, K_SuperRod);
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case SlotType.BugContest:
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return CalcSlot(ESV, K_BCC);
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case SlotType.Headbutt:
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return CalcSlot(ESV, K_Headbutt);
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default:
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return CalcSlot(ESV, H_Regular);
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}
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}
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private static int JSlot(SlotType type, uint rand)
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{
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uint ESV = rand / 656;
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switch (type)
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{
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case SlotType.Old_Rod:
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case SlotType.Rock_Smash:
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case SlotType.Surf:
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return CalcSlot(ESV, H_Surf);
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case SlotType.Good_Rod:
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case SlotType.Super_Rod:
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return CalcSlot(ESV, J_SuperRod);
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case SlotType.HoneyTree:
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return 0;
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default:
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return CalcSlot(ESV, H_Regular);
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}
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}
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private readonly struct Range
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{
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internal readonly uint Min;
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internal readonly uint Max;
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internal Range(uint min, uint max)
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{
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Min = min;
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Max = max;
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}
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}
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private static Range[] GetRanges(params uint[] rates)
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{
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var len = rates.Length;
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var arr = new Range[len];
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uint sum = 0;
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for (int i = 0; i < len; ++i)
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arr[i] = new Range(sum, (sum += rates[i]) - 1);
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return arr;
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}
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private static int CalcSlot(uint esv, Range[] ranges)
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{
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for (int i = 0; i < ranges.Length; ++i)
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{
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if (esv >= ranges[i].Min && esv <= ranges[i].Max)
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return i;
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}
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return -1;
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}
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public static int GetLevel(EncounterSlot slot, LeadRequired lead, uint lvlrand)
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{
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if (lead == LeadRequired.PressureHustleSpirit)
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return slot.LevelMax;
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if (slot.LevelMin == slot.LevelMax)
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return slot.LevelMin;
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int delta = slot.LevelMax - slot.LevelMin + 1;
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var adjust = (int)(lvlrand % delta);
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return slot.LevelMin + adjust;
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}
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#pragma warning disable IDE0060, RCS1163 // Unused parameter.
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public static bool GetIsEncounterable(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead)
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#pragma warning restore IDE0060, RCS1163 // Unused parameter.
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{
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if (slot.Area.Type.IsSweetScentType())
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return true;
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return true; // todo
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//return GetCanEncounter(slot, frameType, rand, lead);
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}
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// ReSharper disable once UnusedMember.Global
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public static bool GetCanEncounter(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead)
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{
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int proc = frameType == FrameType.MethodJ ? rand / 656 : rand % 100;
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var stype = slot.Area.Type;
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if (stype == SlotType.Rock_Smash)
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return proc < 60;
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if (frameType == FrameType.MethodH)
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return true; // fishing encounters are disjointed by the hooked message.
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// fishing
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if (stype == SlotType.Old_Rod)
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{
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if (proc < 25)
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return true;
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if (proc < 50)
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return lead == LeadRequired.None;
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}
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else if (stype == SlotType.Good_Rod)
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{
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if (proc < 50)
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return true;
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if (proc < 75 && lead == LeadRequired.None)
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return lead == LeadRequired.None;
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}
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else if (stype == SlotType.Super_Rod)
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{
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if (proc < 75)
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return true;
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return lead == LeadRequired.None; // < 100 always true
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}
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return false; // shouldn't hit here
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}
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/// <summary>
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/// Checks both Static and Magnet Pull ability type selection encounters to see if the encounter can be selected.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <param name="ESV">Rand16 value for the call</param>
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/// <returns>Slot number from the slot data if the slot is selected on this frame, else an invalid slot value.</returns>
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internal static int GetSlotStaticMagnet<T>(T slot, uint ESV) where T : EncounterSlot, IMagnetStatic, INumberedSlot
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{
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if (slot.StaticCount > 0 && slot.StaticIndex >= 0)
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{
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var index = ESV % slot.StaticCount;
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if (index == slot.StaticIndex)
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return slot.SlotNumber;
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}
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if (slot.MagnetPullCount > 0 && slot.MagnetPullIndex >= 0)
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{
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var index = ESV % slot.MagnetPullCount;
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if (index == slot.MagnetPullIndex)
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return slot.SlotNumber;
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}
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return -1;
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}
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}
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}
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