PKHeX/PKHeX.Core/Legality/RNG
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
..
Frame Offload EncounterSlot loading logic to reduce complexity (#2980) 2020-08-30 10:23:22 -07:00
Locks Account for antishiny skip on the NPC mon right before shadow 2020-05-11 16:52:09 -07:00
MethodFinder.cs Refactoring some IEncounterable-type'd object initialization and original-generation evo chain (#2974) 2020-08-21 16:35:49 -07:00
PIDGenerator.cs Offload EncounterSlot loading logic to reduce complexity (#2980) 2020-08-30 10:23:22 -07:00
PIDIV.cs PKHeX.Core Nullable cleanup (#2401) 2019-10-16 18:47:31 -07:00
PIDType.cs Add recognition for Method 3 encounters 2019-06-19 19:15:06 -07:00
PIDTypeInfo.cs Add recognition for Method 3 encounters 2019-06-19 19:15:06 -07:00
RaidRNG.cs Verify full raid result with known seed 2020-01-23 00:11:07 -08:00
RNG.cs PKHeX.Core Nullable cleanup (#2401) 2019-10-16 18:47:31 -07:00
Xoroshiro128Plus.cs Hanle some compiler messages 2020-04-14 10:52:19 -07:00