mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-03 17:29:13 +00:00
99005d8fc0
more discards & simplifications
210 lines
7.7 KiB
C#
210 lines
7.7 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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switch (t)
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{
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case FrameType.MethodH:
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return HSlot(type, rand);
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case FrameType.MethodJ:
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return JSlot(type, rand);
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case FrameType.MethodK:
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return KSlot(type, rand);
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}
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return -1;
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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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switch (type)
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{
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case SlotType.Old_Rod:
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case SlotType.Old_Rod_Safari:
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return CalcSlot(ESV, H_OldRod);
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case SlotType.Good_Rod:
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case SlotType.Good_Rod_Safari:
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return CalcSlot(ESV, H_GoodRod);
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case SlotType.Super_Rod:
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case SlotType.Super_Rod_Safari:
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return CalcSlot(ESV, H_SuperRod);
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case SlotType.Rock_Smash:
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case SlotType.Rock_Smash_Safari:
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case SlotType.Surf:
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case SlotType.Surf_Safari:
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return CalcSlot(ESV, H_Surf);
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case SlotType.Swarm:
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return ESV < 50 ? 0 : -1;
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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 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.Grass_Safari:
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case SlotType.Surf_Safari:
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case SlotType.Old_Rod_Safari:
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case SlotType.Good_Rod_Safari:
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case SlotType.Super_Rod_Safari:
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case SlotType.Rock_Smash_Safari:
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return 0; // (int)(rand % 10); /* Block Slot Priority not implemented */
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case SlotType.Headbutt:
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case SlotType.Headbutt_Special:
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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 struct Range
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{
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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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internal uint Min { get; }
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internal uint Max { get; }
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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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if (esv >= ranges[i].Min && esv <= ranges[i].Max)
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return i;
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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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public static bool GetIsEncounterable(EncounterSlot slot, FrameType frameType, int rand, LeadRequired lead)
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{
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if (slot.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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private 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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if ((slot.Type & SlotType.Rock_Smash) != 0)
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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 ((slot.Type & SlotType.Old_Rod) != 0)
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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 ((slot.Type & SlotType.Good_Rod) != 0)
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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 ((slot.Type & SlotType.Super_Rod) != 0)
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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(EncounterSlot slot, uint ESV)
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{
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if (slot.Permissions.StaticIndex >= 0)
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{
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var index = ESV % slot.Permissions.StaticCount;
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if (index == slot.Permissions.StaticIndex)
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return slot.SlotNumber;
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}
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if (slot.Permissions.MagnetPullIndex >= 0)
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{
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var index = ESV % slot.Permissions.MagnetPullCount;
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if (index == slot.Permissions.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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