PKHeX/PKHeX.Core/Legality/Areas/EncounterArea3.cs
Kurt 103aa9aa4b
Revise EncounterArea and EncounterType for clarity (#3228)
EncounterArea now stores a more specific type'd array for encounter slots. Better iteration and less casting, as the nonspecific `Slots` fetch is rarely referenced.

EncounterType renamed to GroundTile to reflect how it actually works in Gen4. Was previously an ambiguous field that was clarified a little; we can describe it a little better now. Keep the GUI the same to not scare the end users.

Change Trash Byte properties to get/set a Span. Trash Byte legality checking easier on the garbage collector?
2021-06-29 20:58:06 -07:00

154 lines
No EOL
5 KiB
C#

using System;
using System.Collections.Generic;
namespace PKHeX.Core
{
/// <inheritdoc cref="EncounterArea" />
/// <summary>
/// <see cref="GameVersion.Gen3"/> encounter area
/// </summary>
public sealed record EncounterArea3 : EncounterArea
{
public readonly int Rate;
public readonly EncounterSlot3[] Slots;
protected override IReadOnlyList<EncounterSlot> Raw => Slots;
public static EncounterArea3[] GetAreas(byte[][] input, GameVersion game)
{
var result = new EncounterArea3[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea3(input[i], game);
return result;
}
public static EncounterArea3[] GetAreasSwarm(byte[][] input, GameVersion game)
{
var result = new EncounterArea3[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea3(input[i], game, SlotType.Swarm | SlotType.Grass);
return result;
}
private EncounterArea3(byte[] data, GameVersion game) : base(game)
{
Location = data[0] | (data[1] << 8);
Type = (SlotType)data[2];
Rate = data[3];
Slots = ReadRegularSlots(data);
}
private EncounterArea3(byte[] data, GameVersion game, SlotType type) : base(game)
{
Location = data[0] | (data[1] << 8);
Type = type;
Rate = data[3];
Slots = ReadSwarmSlots(data);
}
private EncounterSlot3[] ReadRegularSlots(byte[] data)
{
const int size = 10;
int count = (data.Length - 4) / size;
var slots = new EncounterSlot3[count];
for (int i = 0; i < slots.Length; i++)
{
int offset = 4 + (size * i);
int species = BitConverter.ToUInt16(data, offset + 0);
int form = data[offset + 2];
int slotNum = data[offset + 3];
int min = data[offset + 4];
int max = data[offset + 5];
int mpi = data[offset + 6];
int mpc = data[offset + 7];
int sti = data[offset + 8];
int stc = data[offset + 9];
slots[i] = new EncounterSlot3(this, species, form, min, max, slotNum, mpi, mpc, sti, stc);
}
return slots;
}
private EncounterSlot3[] ReadSwarmSlots(byte[] data)
{
const int size = 14;
int count = (data.Length - 4) / size;
var slots = new EncounterSlot3[count];
for (int i = 0; i < slots.Length; i++)
{
int offset = 4 + (size * i);
int species = BitConverter.ToUInt16(data, offset + 0);
// form always 0
int slotNum = data[offset + 3];
int min = data[offset + 4];
int max = data[offset + 5];
int[] moves =
{
BitConverter.ToUInt16(data, offset + 6),
BitConverter.ToUInt16(data, offset + 8),
BitConverter.ToUInt16(data, offset + 10),
BitConverter.ToUInt16(data, offset + 12),
};
slots[i] = new EncounterSlot3Swarm(this, species, min, max, slotNum, moves);
}
return slots;
}
public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
{
if (pkm.Format != 3) // Met Location and Met Level are changed on PK3->PK4
return GetSlotsFuzzy(chain);
if (pkm.Met_Location != Location)
return Array.Empty<EncounterSlot>();
return GetSlotsMatching(chain, pkm.Met_Level);
}
private IEnumerable<EncounterSlot3> GetSlotsMatching(IReadOnlyList<EvoCriteria> chain, int lvl)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
if (slot.Form != evo.Form)
break;
if (!slot.IsLevelWithinRange(lvl))
break;
yield return slot;
break;
}
}
}
private IEnumerable<EncounterSlot3> GetSlotsFuzzy(IReadOnlyList<EvoCriteria> chain)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
if (slot.Form != evo.Form)
break;
if (slot.LevelMin > evo.Level)
break;
yield return slot;
break;
}
}
}
}
}