PKHeX/PKHeX.Core/Saves/Substructures/Gen3/Swarm3.cs
Kurt 95fbf66a6e
Refactor: Gen3/4 Lead Encounters, property fixing (#4193)
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD. 

Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
2024-02-22 21:20:54 -06:00

72 lines
3.3 KiB
C#

using System;
using System.Runtime.InteropServices;
using static PKHeX.Core.Move;
using static PKHeX.Core.Species;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
[StructLayout(LayoutKind.Sequential, Pack = 4, Size = SIZE)]
public sealed class Swarm3(byte[] Data)
{
public const int SIZE = 0x14;
public readonly byte[] Data = Data;
private Span<byte> Raw => Data.AsSpan();
public ushort Gen3Species { get => ReadUInt16LittleEndian(Raw); set => WriteUInt16LittleEndian(Raw, value); }
public byte MapNum { get => Raw[2]; set => Raw[2] = value; }
public byte MapGroup { get => Raw[3]; set => Raw[3] = value; }
public byte Level { get => Raw[4]; set => Raw[4] = value; }
public byte Unused1 { get => Raw[5]; set => Raw[5] = value; }
public ushort Unused2 { get => ReadUInt16LittleEndian(Raw[0x6..]); set => WriteUInt16LittleEndian(Raw[0x6..], value); }
public ushort Move1 { get => ReadUInt16LittleEndian(Raw[0x8..]); set => WriteUInt16LittleEndian(Raw[0x8..], value); }
public ushort Move2 { get => ReadUInt16LittleEndian(Raw[0xA..]); set => WriteUInt16LittleEndian(Raw[0xA..], value); }
public ushort Move3 { get => ReadUInt16LittleEndian(Raw[0xC..]); set => WriteUInt16LittleEndian(Raw[0xC..], value); }
public ushort Move4 { get => ReadUInt16LittleEndian(Raw[0xE..]); set => WriteUInt16LittleEndian(Raw[0xE..], value); }
public byte Unused3 { get => Raw[0x10]; set => Raw[0x10] = value; }
public byte EncounterProbability { get => Raw[0x11]; set => Raw[0x11] = value; }
public ushort DaysLeft { get => ReadUInt16LittleEndian(Raw[0x12..]); set => WriteUInt16LittleEndian(Raw[0x12..], value); }
public Swarm3(Species species, byte level, byte map, Move m1, Move m2 = 0, Move m3 = 0, Move m4 = 0) : this(new byte[SIZE])
{
Gen3Species = SpeciesConverter.GetInternal3((ushort)species);
Level = level;
MapNum = map;
Move1 = (ushort)m1;
Move2 = (ushort)m2;
Move3 = (ushort)m3;
Move4 = (ushort)m4;
EncounterProbability = 50;
DaysLeft = 1337;
}
}
public static class Swarm3Details
{
/// <summary>
/// Hardcoded templates available to set to the save file.
/// </summary>
/// <remarks>Ruby/Sapphire</remarks>
public static readonly Swarm3[] Swarms_RS =
[
new(Surskit, 03, 0x11, Bubble, QuickAttack), // Route 102
new(Surskit, 15, 0x1D, Bubble, QuickAttack), // Route 114
new(Surskit, 15, 0x20, Bubble, QuickAttack), // Route 117
new(Surskit, 28, 0x23, Bubble, QuickAttack), // Route 120
new(Skitty, 15, 0x1F, Growl, Tackle), // Route 116
];
/// <summary>
/// Hardcoded templates available to set to the save file.
/// </summary>
/// <remarks><see cref="GameVersion.E"/></remarks>
public static readonly Swarm3[] Swarms_E =
[
new(Seedot, 03, 0x11, Bide, Harden, LeechSeed), // Route 102
new(Nuzleaf, 15, 0x1D, Harden, Growth, NaturePower, LeechSeed), // Route 114
new(Seedot, 13, 0x20, Harden, Growth, NaturePower, LeechSeed), // Route 117
new(Seedot, 25, 0x23, GigaDrain, Frustration, SolarBeam, LeechSeed), // Route 120
new(Skitty, 08, 0x1F, Growl, Tackle, TailWhip, Attract), // Route 116
];
}