mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 10:23:09 +00:00
538d651aef
Add xmldoc, simplify some expressions
160 lines
6 KiB
C#
160 lines
6 KiB
C#
using System;
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
/// <summary>
|
|
/// Evolution Reversal logic
|
|
/// </summary>
|
|
public static class EvolutionReversal
|
|
{
|
|
/// <summary>
|
|
/// Reverses from current state to see what evolutions the <see cref="pk"/> may have existed as.
|
|
/// </summary>
|
|
/// <param name="lineage">Evolution Method lineage reversal object</param>
|
|
/// <param name="species">Species to devolve from</param>
|
|
/// <param name="form">Form to devolve from</param>
|
|
/// <param name="pk">Entity reference to sanity check evolutions with</param>
|
|
/// <param name="levelMin">Minimum level the entity may exist as</param>
|
|
/// <param name="levelMax">Maximum the entity may exist as</param>
|
|
/// <param name="maxSpeciesID">Maximum species ID that may exist</param>
|
|
/// <param name="skipChecks">Option to bypass some evolution criteria</param>
|
|
/// <param name="stopSpecies">Species ID that should be the last node, if at all.</param>
|
|
/// <returns>Reversed evolution lineage, with the lowest index being the current species-form.</returns>
|
|
public static EvoCriteria[] Reverse(this IEvolutionLookup lineage, ushort species, byte form, PKM pk, byte levelMin, byte levelMax, int maxSpeciesID, bool skipChecks, int stopSpecies)
|
|
{
|
|
// Sometimes we have to sanitize the inputs.
|
|
switch (species)
|
|
{
|
|
case (int)Species.Silvally:
|
|
form = 0;
|
|
break;
|
|
}
|
|
|
|
// Store our results -- trim at the end when we place it on the heap.
|
|
const int maxEvolutions = 3;
|
|
Span<EvoCriteria> evos = stackalloc EvoCriteria[maxEvolutions];
|
|
|
|
var lvl = levelMax; // highest level, any level-up method will decrease.
|
|
evos[0] = new EvoCriteria { Species = species, Form = form, LevelMax = lvl }; // current species-form
|
|
|
|
// There aren't any circular evolution paths, and all lineages have at most 3 evolutions total.
|
|
// There aren't any convergent evolution paths, so only yield the first connection.
|
|
int ctr = 1; // count in the 'evos' span
|
|
while (species != stopSpecies)
|
|
{
|
|
var key = EvolutionTree.GetLookupKey(species, form);
|
|
var node = lineage[key];
|
|
|
|
bool oneValid = false;
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
ref var link = ref i == 0 ? ref node.First : ref node.Second;
|
|
if (link.IsEmpty)
|
|
break;
|
|
|
|
if (link.IsEvolutionBanned(pk) && !skipChecks)
|
|
continue;
|
|
|
|
var evo = link.Method;
|
|
if (!evo.Valid(pk, lvl, skipChecks))
|
|
continue;
|
|
|
|
if (evo.RequiresLevelUp && levelMin >= lvl)
|
|
break; // impossible evolution
|
|
|
|
UpdateMinValues(evos[..ctr], evo, levelMin);
|
|
|
|
species = link.Species;
|
|
form = link.Form;
|
|
evos[ctr++] = evo.GetEvoCriteria(species, form, lvl);
|
|
if (evo.RequiresLevelUp)
|
|
lvl--;
|
|
|
|
oneValid = true;
|
|
break;
|
|
}
|
|
if (!oneValid)
|
|
break;
|
|
}
|
|
|
|
// Remove future gen pre-evolutions; no Munchlax from a Gen3 Snorlax, no Pichu from a Gen1-only Raichu, etc
|
|
ref var last = ref evos[ctr - 1];
|
|
if (last.Species > maxSpeciesID)
|
|
{
|
|
for (int i = 0; i < ctr; i++)
|
|
{
|
|
if (evos[i].Species > maxSpeciesID)
|
|
continue;
|
|
ctr--;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Last species is the wild/hatched species, the minimum level is because it has not evolved from previous species
|
|
var result = evos[..ctr];
|
|
last = ref result[^1];
|
|
last = last with { LevelMin = levelMin, LevelUpRequired = 0 };
|
|
|
|
// Rectify minimum levels
|
|
RectifyMinimumLevels(result);
|
|
|
|
return result.ToArray();
|
|
}
|
|
|
|
private static void RectifyMinimumLevels(Span<EvoCriteria> result)
|
|
{
|
|
for (int i = result.Length - 2; i >= 0; i--)
|
|
{
|
|
ref var evo = ref result[i];
|
|
var prev = result[i + 1];
|
|
var min = (byte)Math.Max(prev.LevelMin + evo.LevelUpRequired, evo.LevelMin);
|
|
evo = evo with { LevelMin = min };
|
|
}
|
|
}
|
|
|
|
private static void UpdateMinValues(Span<EvoCriteria> evos, EvolutionMethod evo, byte minLevel)
|
|
{
|
|
ref var last = ref evos[^1];
|
|
if (!evo.RequiresLevelUp)
|
|
{
|
|
// Evolutions like elemental stones, trade, etc
|
|
last = last with { LevelMin = minLevel };
|
|
return;
|
|
}
|
|
if (evo.Level == 0)
|
|
{
|
|
// Friendship based Level Up Evolutions, Pichu -> Pikachu, Eevee -> Umbreon, etc
|
|
last = last with { LevelMin = (byte)(minLevel + 1) };
|
|
|
|
// Raichu from Pikachu would have a minimum level of 1; accounting for Pichu (level up required) results in a minimum level of 2
|
|
if (evos.Length > 1)
|
|
{
|
|
ref var first = ref evos[0];
|
|
if (!first.RequiresLvlUp)
|
|
first = first with { LevelMin = (byte)(minLevel + 1) };
|
|
}
|
|
}
|
|
else // level up evolutions
|
|
{
|
|
last = last with { LevelMin = evo.Level };
|
|
|
|
if (evos.Length > 1)
|
|
{
|
|
ref var first = ref evos[0];
|
|
if (first.RequiresLvlUp)
|
|
{
|
|
// Pokemon like Crobat, its minimum level is Golbat minimum level + 1
|
|
if (first.LevelMin <= evo.Level)
|
|
first = first with { LevelMin = (byte)(evo.Level + 1) };
|
|
}
|
|
else
|
|
{
|
|
// Pokemon like Nidoqueen who evolve with an evolution stone, minimum level is prior evolution minimum level
|
|
if (first.LevelMin < evo.Level)
|
|
first = first with { LevelMin = evo.Level };
|
|
}
|
|
}
|
|
}
|
|
last = last with { LevelUpRequired = evo.RequiresLevelUp ? (byte)1 : (byte)0 };
|
|
}
|
|
}
|