PKHeX/PKHeX.Core/Legality/RNG/Frame/SlotRange.cs
Kurt 99005d8fc0 Refactoring
more discards & simplifications
2018-05-12 12:28:48 -07:00

210 lines
7.7 KiB
C#

using System.Linq;
namespace PKHeX.Core
{
public static class SlotRange
{
private static readonly Range[] H_OldRod = GetRanges(70, 30);
private static readonly Range[] H_GoodRod = GetRanges(60, 20, 20);
private static readonly Range[] H_SuperRod = GetRanges(40, 40, 15, 4, 1);
private static readonly Range[] H_Surf = GetRanges(60, 30, 5, 4, 1);
private static readonly Range[] H_Regular = GetRanges(20, 20, 10, 10, 10, 10, 5, 5, 4, 4, 1, 1);
private static readonly Range[] J_SuperRod = GetRanges(40, 40, 15, 4, 1);
private static readonly Range[] K_SuperRod = GetRanges(40, 30, 15, 10, 5);
private static readonly Range[] K_BCC = GetRanges(5,5,5,5, 10,10,10,10, 20,20).Reverse().ToArray();
private static readonly Range[] K_Headbutt = GetRanges(50, 15, 15, 10, 5, 5);
public static int GetSlot(SlotType type, uint rand, FrameType t)
{
switch (t)
{
case FrameType.MethodH:
return HSlot(type, rand);
case FrameType.MethodJ:
return JSlot(type, rand);
case FrameType.MethodK:
return KSlot(type, rand);
}
return -1;
}
private static int HSlot(SlotType type, uint rand)
{
var ESV = rand % 100;
switch (type)
{
case SlotType.Old_Rod:
case SlotType.Old_Rod_Safari:
return CalcSlot(ESV, H_OldRod);
case SlotType.Good_Rod:
case SlotType.Good_Rod_Safari:
return CalcSlot(ESV, H_GoodRod);
case SlotType.Super_Rod:
case SlotType.Super_Rod_Safari:
return CalcSlot(ESV, H_SuperRod);
case SlotType.Rock_Smash:
case SlotType.Rock_Smash_Safari:
case SlotType.Surf:
case SlotType.Surf_Safari:
return CalcSlot(ESV, H_Surf);
case SlotType.Swarm:
return ESV < 50 ? 0 : -1;
default:
return CalcSlot(ESV, H_Regular);
}
}
private static int KSlot(SlotType type, uint rand)
{
var ESV = rand % 100;
switch (type)
{
case SlotType.Rock_Smash:
case SlotType.Surf:
return CalcSlot(ESV, H_Surf);
case SlotType.Super_Rod:
case SlotType.Good_Rod:
case SlotType.Old_Rod:
return CalcSlot(ESV, K_SuperRod);
case SlotType.BugContest:
return CalcSlot(ESV, K_BCC);
case SlotType.Grass_Safari:
case SlotType.Surf_Safari:
case SlotType.Old_Rod_Safari:
case SlotType.Good_Rod_Safari:
case SlotType.Super_Rod_Safari:
case SlotType.Rock_Smash_Safari:
return 0; // (int)(rand % 10); /* Block Slot Priority not implemented */
case SlotType.Headbutt:
case SlotType.Headbutt_Special:
return CalcSlot(ESV, K_Headbutt);
default:
return CalcSlot(ESV, H_Regular);
}
}
private static int JSlot(SlotType type, uint rand)
{
uint ESV = rand / 656;
switch (type)
{
case SlotType.Old_Rod:
case SlotType.Rock_Smash:
case SlotType.Surf:
return CalcSlot(ESV, H_Surf);
case SlotType.Good_Rod:
case SlotType.Super_Rod:
return CalcSlot(ESV, J_SuperRod);
case SlotType.HoneyTree:
return 0;
default:
return CalcSlot(ESV, H_Regular);
}
}
private struct Range
{
internal Range(uint min, uint max)
{
Min = min;
Max = max;
}
internal uint Min { get; }
internal uint Max { get; }
}
private static Range[] GetRanges(params uint[] rates)
{
var len = rates.Length;
var arr = new Range[len];
uint sum = 0;
for (int i = 0; i < len; ++i)
arr[i] = new Range(sum, (sum += rates[i]) - 1);
return arr;
}
private static int CalcSlot(uint esv, Range[] ranges)
{
for (int i = 0; i < ranges.Length; ++i)
if (esv >= ranges[i].Min && esv <= ranges[i].Max)
return i;
return -1;
}
public static int GetLevel(EncounterSlot slot, LeadRequired lead, uint lvlrand)
{
if (lead == LeadRequired.PressureHustleSpirit)
return slot.LevelMax;
if (slot.LevelMin == slot.LevelMax)
return slot.LevelMin;
int delta = slot.LevelMax - slot.LevelMin + 1;
var adjust = (int)(lvlrand % delta);
return slot.LevelMin + adjust;
}
public static bool GetIsEncounterable(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead)
{
if (slot.Type.IsSweetScentType())
return true;
return true; // todo
//return GetCanEncounter(slot, frameType, rand, lead);
}
private static bool GetCanEncounter(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead)
{
int proc = frameType == FrameType.MethodJ ? rand / 656 : rand % 100;
if ((slot.Type & SlotType.Rock_Smash) != 0)
return proc < 60;
if (frameType == FrameType.MethodH)
return true; // fishing encounters are disjointed by the hooked message.
// fishing
if ((slot.Type & SlotType.Old_Rod) != 0)
{
if (proc < 25)
return true;
if (proc < 50)
return lead == LeadRequired.None;
}
else if ((slot.Type & SlotType.Good_Rod) != 0)
{
if (proc < 50)
return true;
if (proc < 75 && lead == LeadRequired.None)
return lead == LeadRequired.None;
}
else if ((slot.Type & SlotType.Super_Rod) != 0)
{
if (proc < 75)
return true;
return lead == LeadRequired.None; // < 100 always true
}
return false; // shouldn't hit here
}
/// <summary>
/// Checks both Static and Magnet Pull ability type selection encounters to see if the encounter can be selected.
/// </summary>
/// <param name="slot">Slot Data</param>
/// <param name="ESV">Rand16 value for the call</param>
/// <returns>Slot number from the slot data if the slot is selected on this frame, else an invalid slot value.</returns>
internal static int GetSlotStaticMagnet(EncounterSlot slot, uint ESV)
{
if (slot.Permissions.StaticIndex >= 0)
{
var index = ESV % slot.Permissions.StaticCount;
if (index == slot.Permissions.StaticIndex)
return slot.SlotNumber;
}
if (slot.Permissions.MagnetPullIndex >= 0)
{
var index = ESV % slot.Permissions.MagnetPullCount;
if (index == slot.Permissions.MagnetPullIndex)
return slot.SlotNumber;
}
return -1;
}
}
}