PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStaticShadow.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

54 lines
1.5 KiB
C#

using System;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Shadow Pokémon Encounter found in <see cref="GameVersion.CXD"/>
/// </summary>
public sealed class EncounterStaticShadow : EncounterStatic3
{
/// <summary>
/// Team Specification with required <see cref="Species"/>, <see cref="Nature"/> and Gender.
/// </summary>
public readonly TeamLock[] Locks;
/// <summary>
/// Initial Shadow Gauge value.
/// </summary>
public int Gauge { get; internal set; }
/// <summary>
/// Originates from the EReader scans (Japanese Only)
/// </summary>
public bool EReader { get; internal set; }
public EncounterStaticShadow(TeamLock[] locks) => Locks = locks;
public EncounterStaticShadow() => Locks = Array.Empty<TeamLock>();
private static readonly int[] MirorBXDLocations =
{
090, // Rock
091, // Oasis
092, // Cave
113, // Pyrite Town
059, // Realgam Tower
};
protected override bool IsMatchLocation(PKM pkm)
{
if (pkm.Format != 3)
return true; // transfer location verified later
var met = pkm.Met_Location;
if (Version == GameVersion.XD)
{
if (met == Location)
return true;
return MirorBXDLocations.Contains(met);
}
return met == Location;
}
}
}