PKHeX/PKHeX.Core/Legality/Areas/EncounterArea.cs
Kurt 21cdf4f642 Reorganization
wonder if it's possible to provide a more lightweight core by pulling
out legality stuff to a separate project?
2018-03-05 20:49:45 -08:00

1045 lines
43 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Represents an Area where <see cref="PKM"/> can be encountered, which contains a Location ID and <see cref="EncounterSlot"/> data.
/// </summary>
public class EncounterArea
{
public int Location;
public EncounterSlot[] Slots;
/// <summary>
/// Creates an empty encounter area ready for initialization.
/// </summary>
public EncounterArea() { }
/// <summary>
/// Creates an array of encounter data with a specified location ID.
/// </summary>
/// <param name="data">Encounter data</param>
/// <remarks>
/// Encounter Data is stored in the following format: (u16 Location, n*[u16 Species/Form, u8 Min, u8 Max])
/// </remarks>
private EncounterArea(byte[] data)
{
Location = BitConverter.ToUInt16(data, 0);
Slots = new EncounterSlot[(data.Length - 2) / 4];
for (int i = 0; i < Slots.Length; i++)
{
ushort SpecForm = BitConverter.ToUInt16(data, 2 + i * 4);
Slots[i] = new EncounterSlot
{
Species = SpecForm & 0x7FF,
Form = SpecForm >> 11,
LevelMin = data[4 + i * 4],
LevelMax = data[5 + i * 4],
};
}
foreach (var slot in Slots)
slot.Area = this;
}
public EncounterArea Clone(int location)
{
EncounterArea Area = new EncounterArea
{
Location = location,
Slots = new EncounterSlot[Slots.Length]
};
for (int i = 0; i < Slots.Length; i++)
{
Area.Slots[i] = Slots[i].Clone();
Area.Slots[i].Area = Area;
}
return Area;
}
public EncounterArea[] Clone(int[] locations)
{
EncounterArea[] Areas = new EncounterArea[locations.Length];
for (int i = 0; i < locations.Length; i++)
Areas[i] = Clone(locations[i]);
return Areas;
}
private static IEnumerable<EncounterSlot1> GetSlots1_GW(byte[] data, ref int ofs, SlotType t)
{
int rate = data[ofs++];
return rate == 0 ? Enumerable.Empty<EncounterSlot1>() : ReadSlots(data, ref ofs, 10, t, rate);
}
private static EncounterSlot1[] GetSlots1_F(byte[] data, ref int ofs)
{
int count = data[ofs++];
return ReadSlots(data, ref ofs, count, SlotType.Super_Rod, -1);
}
private static EncounterSlot1[] GetSlots2_GW(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
{
byte[] rates = new byte[slotSets];
for (int i = 0; i < rates.Length; i++)
rates[i] = data[ofs++];
var slots = ReadSlots(data, ref ofs, slotSets * slotCount, t, rates[0]);
for (int i = 0; i < slotCount; i++)
{
slots[i].Time = EncounterTime.Morning;
}
for (int r = 1; r < slotSets; r++)
{
for (int i = 0; i < slotCount; i++)
{
int index = i + r*slotCount;
slots[index].Rate = rates[r];
slots[index].SlotNumber = i;
slots[index].Time = r == 1 ? EncounterTime.Day : EncounterTime.Night;
}
}
return slots;
}
private static List<EncounterSlot1> GetSlots2_F(byte[] data, ref int ofs, SlotType t)
{
// slot set ends in 0xFF 0x** 0x**
var slots = new List<EncounterSlot1>();
int ctr = 0;
while (true)
{
int rate = data[ofs++];
int species = data[ofs++];
int level = data[ofs++];
slots.Add(new EncounterSlot1
{
Rate = rate,
Species = species,
LevelMin = level,
LevelMax = level,
SlotNumber = ctr++,
Type = species == 0 ? SlotType.Special : t // day/night specific
});
if (rate == 0xFF)
break;
}
return slots;
}
private static EncounterSlot1[] GetSlots2_H(byte[] data, ref int ofs, SlotType t)
{
// slot set ends in 0xFF
var slots = new List<EncounterSlot1>();
int tableCount = t == SlotType.Headbutt ? 2 : 1;
SlotType slottype = t;
while (tableCount != 0)
{
if (t == SlotType.Headbutt)
slottype = tableCount == 2 ? SlotType.Headbutt_Special : SlotType.Headbutt;
int rate = data[ofs++];
if (rate == 0xFF) // end of table
{
tableCount--;
continue;
}
int species = data[ofs++];
int level = data[ofs++];
slots.Add(new EncounterSlot1
{
Rate = rate,
Species = species,
LevelMin = level,
LevelMax = level,
Type = slottype
});
}
return slots.ToArray();
}
private static IEnumerable<EncounterArea> GetAreas2(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
{
var areas = new List<EncounterArea>();
while (data[ofs] != 0xFF) // end
{
var location = data[ofs++] << 8 | data[ofs++];
var slots = GetSlots2_GW(data, ref ofs, t, slotSets, slotCount);
var area = new EncounterArea
{
Location = location,
Slots = slots,
};
foreach (var slot in slots)
slot.Area = area;
areas.Add(area);
}
ofs++;
return areas;
}
private static List<EncounterArea> GetAreas2_F(byte[] data, ref int ofs)
{
var areas = new List<EncounterArea>();
var types = new[] {SlotType.Old_Rod, SlotType.Good_Rod, SlotType.Super_Rod};
while (ofs != 0x18C)
{
areas.Add(new EncounterArea {
Slots = GetSlots2_F(data, ref ofs, types[0])
.Concat(GetSlots2_F(data, ref ofs, types[1]))
.Concat(GetSlots2_F(data, ref ofs, types[2])).ToArray() });
}
// Read TimeFishGroups
var dl = new List<DexLevel>();
while (ofs < data.Length)
dl.Add(new DexLevel {Species = data[ofs++], Level = data[ofs++]});
// Add TimeSlots
foreach (var area in areas)
{
var slots = area.Slots;
for (int i = 0; i < slots.Length; i++)
{
var slot = slots[i];
if (slot.Type != SlotType.Special)
continue;
Array.Resize(ref slots, slots.Length + 1);
Array.Copy(slots, i, slots, i+1, slots.Length - i - 1); // shift slots down
slots[i+1] = slot.Clone(); // differentiate copied slot
int index = slot.LevelMin*2;
for (int j = 0; j < 2; j++) // load special slot info
{
var s = (EncounterSlot1)slots[i + j];
s.Species = dl[index + j].Species;
s.LevelMin = s.LevelMax = dl[index + j].Level;
s.Type = slots[i - 1].Type; // special slots are never first in a set, so copy previous type
s.Time = j == 0 ? EncounterTime.MorningDay : EncounterTime.Night;
}
}
area.Slots = slots;
}
return areas;
}
private static IEnumerable<EncounterArea> GetAreas2_H(byte[] data, ref int ofs)
{
// Read Location Table
var head = new List<EncounterArea>();
var headID = new List<int>();
while (data[ofs] != 0xFF)
{
head.Add(new EncounterArea
{
Location = (data[ofs++] << 8) | data[ofs++],
Slots = null, // later
});
headID.Add(data[ofs++]);
}
ofs++;
var rock = new List<EncounterArea>();
var rockID = new List<int>();
while (data[ofs] != 0xFF)
{
rock.Add(new EncounterArea
{
Location = (data[ofs++] << 8) | data[ofs++],
Slots = null, // later
});
rockID.Add(data[ofs++]);
}
ofs++;
ofs += 0x16; // jump over GetTreeMons
// Read ptr table
int[] ptr = new int[data.Length == 0x109 ? 6 : 9]; // GS : C
for (int i = 0; i < ptr.Length; i++)
ptr[i] = data[ofs++] | (data[ofs++] << 8);
int baseOffset = ptr.Min() - ofs;
// Read Tables
for (int i = 0; i < head.Count; i++)
{
int o = ptr[headID[i]] - baseOffset;
head[i].Slots = GetSlots2_H(data, ref o, SlotType.Headbutt);
}
for (int i = 0; i < rock.Count; i++)
{
int o = ptr[rockID[i]] - baseOffset;
rock[i].Slots = GetSlots2_H(data, ref o, SlotType.Rock_Smash);
}
return head.Concat(rock);
}
private static IEnumerable<EncounterSlot> GetSlots3(byte[] data, ref int ofs, int numslots, SlotType t)
{
var slots = new List<EncounterSlot>();
int Ratio = data[ofs];
//1 byte padding
if (Ratio > 0)
{
for (int i = 0; i < numslots; i++)
{
int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
if (Species <= 0)
continue;
slots.Add(new EncounterSlot
{
LevelMin = data[ofs + 2 + i * 4],
LevelMax = data[ofs + 3 + i * 4],
Species = Species,
SlotNumber = i,
Type = t
});
}
}
ofs += 2 + numslots * 4;
return slots;
}
private static IEnumerable<EncounterSlot> GetSlots3_F(byte[] data, ref int ofs, int numslots)
{
var slots = new List<EncounterSlot>();
int Ratio = data[ofs];
//1 byte padding
if (Ratio > 0)
{
for (int i = 0; i < numslots; i++)
{
int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
if (Species <= 0)
continue;
var slot = new EncounterSlot
{
LevelMin = data[ofs + 2 + i*4],
LevelMax = data[ofs + 3 + i*4],
Species = Species,
};
if (i < 2)
{
slot.Type = SlotType.Old_Rod;
slot.SlotNumber = i; // 0,1
}
else if (i < 5)
{
slot.Type = SlotType.Good_Rod;
slot.SlotNumber = i - 2; // 0,1,2
}
else
{
slot.Type = SlotType.Super_Rod;
slot.SlotNumber = i - 5; // 0,1,2,3,4
}
slots.Add(slot);
}
}
ofs += 2 + numslots * 4;
return slots;
}
private static EncounterSlot[] GetSlots4_DPPt_G(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new EncounterSlot[numslots];
for (int i = 0; i < numslots; i++)
{
int level = data[ofs + i*8];
int species = BitConverter.ToInt32(data, ofs + i*8 + 4);
slots[i] = new EncounterSlot
{
LevelMax = level,
LevelMin = level,
Species = species,
SlotNumber = i,
Type = t
};
}
return slots;
}
private static EncounterSlot[] GetSlots4_HGSS_G(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new EncounterSlot[numslots * 3];
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
for (int i = 0; i < numslots; i++)
{
int level = data[ofs + i];
int species = BitConverter.ToUInt16(data, ofs + numslots + i * 2);
slots[i] = new EncounterSlot
{
LevelMin = level,
LevelMax = level,
Species = species,
SlotNumber = i,
Type = t
};
slots[numslots + i] = slots[i].Clone();
slots[numslots + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 3 + i * 2);
slots[numslots + i].Type = t;
slots[numslots * 2 + i] = slots[i].Clone();
slots[numslots * 2 + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 5 + i * 2);
slots[numslots * 2 + i].Type = t;
}
return slots;
}
private static List<EncounterSlot> GetSlots4_G_Replace(byte[] data, int ofs, int slotSize, EncounterSlot[] ReplacedSlots, int[] slotnums, SlotType t = SlotType.Grass)
{
//Special slots like GBA Dual Slot. Those slot only contain the info of species id, the level is copied from one of the first grass slots
//for dppt slotSize = 4, for hgss slotSize = 2
var slots = new List<EncounterSlot>();
int numslots = slotnums.Length;
for (int i = 0; i < numslots; i++)
{
var baseSlot = ReplacedSlots[slotnums[i]];
if (baseSlot.LevelMin <= 0)
continue;
int species = BitConverter.ToUInt16(data, ofs + i / (4 / slotSize) * slotSize);
if (species <= 0 || baseSlot.Species == species) // Empty or duplicate
continue;
var slot = baseSlot.Clone();
slot.Species = species;
slot.Type = t;
slot.SlotNumber = i;
slots.Add(slot);
}
return slots;
}
private static IEnumerable<EncounterSlot> GetSlots4DPPt_WFR(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new List<EncounterSlot>();
for (int i = 0; i < numslots; i++)
{
// max, min, unused, unused, [32bit species]
int Species = BitConverter.ToInt32(data, ofs + 4 + i * 8);
if (Species <= 0)
continue;
// fishing and surf slots with species = 0 are not added
// DPPt does not have fishing or surf swarms
slots.Add(new EncounterSlot
{
LevelMax = data[ofs + 0 + i * 8],
LevelMin = data[ofs + 1 + i * 8],
Species = Species,
SlotNumber = i,
Type = t
});
}
EncounterUtil.MarkEncountersStaticMagnetPull(slots, PersonalTable.HGSS);
return slots;
}
private static IEnumerable<EncounterSlot> GetSlots4HGSS_WFR(byte[] data, int ofs, int numslots, SlotType t)
{
var slots = new List<EncounterSlot>();
for (int i = 0; i < numslots; i++)
{
// min, max, [16bit species]
int Species = BitConverter.ToInt16(data, ofs + 2 + i * 4);
if (t == SlotType.Rock_Smash && Species <= 0)
continue;
// fishing and surf slots with species = 0 are added too, it is needed for the swarm encounters,
// it will be deleted after add swarm slots
slots.Add(new EncounterSlot
{
LevelMin = data[ofs + 0 + i * 4],
LevelMax = data[ofs + 1 + i * 4],
Species = Species,
SlotNumber = i,
Type = t
});
}
EncounterUtil.MarkEncountersStaticMagnetPull(slots, PersonalTable.HGSS);
return slots;
}
private static EncounterArea GetArea3(byte[] data)
{
var HaveGrassSlots = data[1] == 1;
var HaveSurfSlots = data[2] == 1;
var HaveRockSmashSlots = data[3] == 1;
var HaveFishingSlots = data[4] == 1;
int offset = 5;
var slots = new List<EncounterSlot>();
if (HaveGrassSlots)
slots.AddRange(GetSlots3(data, ref offset, 12, SlotType.Grass));
if (HaveSurfSlots)
slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Surf));
if (HaveRockSmashSlots)
slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Rock_Smash));
if (HaveFishingSlots)
slots.AddRange(GetSlots3_F(data, ref offset, 10));
EncounterArea Area3 = new EncounterArea
{
Location = data[0],
Slots = slots.ToArray()
};
foreach (var slot in Area3.Slots)
slot.Area = Area3;
return Area3;
}
private static EncounterArea GetArea4DPPt(byte[] data, bool pt = false)
{
var Slots = new List<EncounterSlot>();
int location = BitConverter.ToUInt16(data, 0x00);
var GrassRatio = BitConverter.ToInt32(data, 0x02);
if (GrassRatio > 0)
{
EncounterSlot[] GrassSlots = GetSlots4_DPPt_G(data, 0x06, 12, SlotType.Grass);
//Swarming slots replace slots 0 and 1
var swarm = GetSlots4_G_Replace(data, 0x66, 4, GrassSlots, Legal.Slot4_Swarm, SlotType.Swarm);
//Morning and Night slots replace slots 2 and 3
var morning = GetSlots4_G_Replace(data, 0x6E, 4, GrassSlots, Legal.Slot4_Time); // Morning
var night = GetSlots4_G_Replace(data, 0x76, 4, GrassSlots, Legal.Slot4_Time); // Night
//Pokéradar slots replace slots 4,5,10 and 11
//Pokéradar is marked with different slot type because it have different PID-IV generationn
var radar = GetSlots4_G_Replace(data, 0x7E, 4, GrassSlots, Legal.Slot4_Radar, SlotType.Pokeradar);
//24 bytes padding
//Dual Slots replace slots 8 and 9
var ruby = GetSlots4_G_Replace(data, 0xA6, 4, GrassSlots, Legal.Slot4_Dual); // Ruby
var sapphire = GetSlots4_G_Replace(data, 0xAE, 4, GrassSlots, Legal.Slot4_Dual); // Sapphire
var emerald = GetSlots4_G_Replace(data, 0xB6, 4, GrassSlots, Legal.Slot4_Dual); // Emerald
var firered = GetSlots4_G_Replace(data, 0xBE, 4, GrassSlots, Legal.Slot4_Dual); // FireRed
var leafgreen = GetSlots4_G_Replace(data, 0xC6, 4, GrassSlots, Legal.Slot4_Dual); // LeafGreen
Slots.AddRange(GrassSlots);
Slots.AddRange(swarm);
Slots.AddRange(morning);
Slots.AddRange(night);
Slots.AddRange(radar);
Slots.AddRange(ruby);
Slots.AddRange(sapphire);
Slots.AddRange(emerald);
Slots.AddRange(firered);
Slots.AddRange(leafgreen);
// Permute Static-Magnet Pull combinations
// [None/Swarm]-[None/Morning/Night]-[None/Radar]-[None/R/S/E/F/L] [None/TrophyGarden]
// 2 * 3 * 2 * 6 = 72 different combinations of slots (more with trophy garden)
var regular = new List<List<EncounterSlot>> {GrassSlots.Where(z => z.SlotNumber == 6 || z.SlotNumber == 7).ToList()}; // every other slot is in the product
var pair0 = new List<List<EncounterSlot>> {GrassSlots.Where(z => Legal.Slot4_Swarm.Contains(z.SlotNumber)).ToList()};
var pair1 = new List<List<EncounterSlot>> {GrassSlots.Where(z => Legal.Slot4_Time.Contains(z.SlotNumber)).ToList()};
var pair2 = new List<List<EncounterSlot>> {GrassSlots.Where(z => Legal.Slot4_Radar.Contains(z.SlotNumber)).ToList()};
var pair3 = new List<List<EncounterSlot>> {GrassSlots.Where(z => Legal.Slot4_Dual.Contains(z.SlotNumber)).ToList()};
if (swarm.Count != 0) pair0.Add(swarm);
if (morning.Count != 0) pair1.Add(morning); if (night.Count != 0) pair1.Add(night);
if (radar.Count != 0) pair2.Add(radar);
if (ruby.Count != 0) pair3.Add(ruby); if (sapphire.Count != 0) pair3.Add(sapphire); if (emerald.Count != 0) pair3.Add(emerald);
if (firered.Count != 0) pair3.Add(firered); if (leafgreen.Count != 0) pair3.Add(leafgreen);
if (location == 68) // Trophy Garden
{
// Occupy Slots 6 & 7
var species = pt ? Encounters4.TrophyPt : Encounters4.TrophyDP;
var slots = new List<EncounterSlot>();
foreach (var s in species)
{
var slot = regular[0][0].Clone();
slot.Species = s;
slots.Add(slot);
slot = regular[0][1].Clone();
slot.Species = s;
slots.Add(slot);
}
Slots.AddRange(slots);
// get all permutations of trophy inhabitants
var trophy = regular[0].Concat(slots).ToArray();
for (int i = 0; i < trophy.Length; i++)
for (int j = i + 1; j < trophy.Length; j++)
regular.Add(new List<EncounterSlot>{trophy[i], trophy[j]});
}
var set = new[] { regular, pair0, pair1, pair2, pair3 };
var product = set.CartesianProduct();
var extra = MarkStaticMagnetExtras(product);
Slots.AddRange(extra);
}
var SurfRatio = BitConverter.ToInt32(data, 0xCE);
if (SurfRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0xD2, 5, SlotType.Surf));
//44 bytes padding
var OldRodRatio = BitConverter.ToInt32(data, 0x126);
if (OldRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x12A, 5, SlotType.Old_Rod));
var GoodRodRatio = BitConverter.ToInt32(data, 0x152);
if (GoodRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x156, 5, SlotType.Good_Rod));
var SuperRodRatio = BitConverter.ToInt32(data, 0x17E);
if (SuperRodRatio > 0)
Slots.AddRange(GetSlots4DPPt_WFR(data, 0x182, 5, SlotType.Super_Rod));
EncounterArea Area4 = new EncounterArea
{
Location = location,
Slots = Slots.ToArray()
};
foreach (var slot in Area4.Slots)
slot.Area = Area4;
return Area4;
}
private static IEnumerable<EncounterSlot> MarkStaticMagnetExtras(IEnumerable<IEnumerable<List<EncounterSlot>>> product)
{
var trackPermute = new List<EncounterSlot>();
foreach (var p in product)
MarkStaticMagnetPermute(p.SelectMany(z => z), trackPermute);
return trackPermute;
}
private static void MarkStaticMagnetPermute(IEnumerable<EncounterSlot> grp, List<EncounterSlot> trackPermute)
{
EncounterUtil.MarkEncountersStaticMagnetPullPermutation(grp, PersonalTable.HGSS, trackPermute);
}
private static EncounterArea GetArea4HGSS(byte[] data)
{
var Slots = new List<EncounterSlot>();
var GrassRatio = data[0x02];
var SurfRatio = data[0x03];
var RockSmashRatio = data[0x04];
var OldRodRatio = data[0x05];
var GoodRodRatio = data[0x06];
var SuperRodRatio = data[0x07];
// 2 bytes padding
if (GrassRatio > 0)
{
// First 36 slots are morning, day and night grass slots
// The order is 12 level values, 12 morning species, 12 day species and 12 night species
var GrassSlots = GetSlots4_HGSS_G(data, 0x0A, 12, SlotType.Grass);
//Grass slots with species = 0 are added too, it is needed for the swarm encounters, it will be deleted after swarms are added
// Hoenn Sound and Sinnoh Sound replace slots 4 and 5
var hoenn = GetSlots4_G_Replace(data, 0x5E, 2, GrassSlots, Legal.Slot4_Sound); // Hoenn
var sinnoh = GetSlots4_G_Replace(data, 0x62, 2, GrassSlots, Legal.Slot4_Sound); // Sinnoh
Slots.AddRange(GrassSlots);
Slots.AddRange(hoenn);
Slots.AddRange(sinnoh);
// Static / Magnet Pull
var grass1 = GrassSlots.Take(12).ToList();
var grass2 = GrassSlots.Skip(12).Take(12).ToList();
var grass3 = GrassSlots.Skip(24).ToList();
// Swarm slots do not displace electric/steel types, with exception of SoulSilver Mawile (which doesn't displace) -- handle separately
foreach (var time in new[] {grass1, grass2, grass3})
{
// non radio
var regular = time.Where(z => !Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList(); // every other slot is in the product
var radio = new List<List<EncounterSlot>> {time.Where(z => Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList()};
if (hoenn.Count > 0) radio.Add(hoenn); if (sinnoh.Count > 0) radio.Add(sinnoh);
var extra = new List<EncounterSlot>();
foreach (var t in radio)
MarkStaticMagnetPermute(regular.Concat(t), extra);
Slots.AddRange(extra);
}
}
if (SurfRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x66, 5, SlotType.Surf));
if (RockSmashRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x7A, 2, SlotType.Rock_Smash));
if (OldRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x82, 5, SlotType.Old_Rod));
if (GoodRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0x96, 5, SlotType.Good_Rod));
if (SuperRodRatio > 0)
Slots.AddRange(GetSlots4HGSS_WFR(data, 0xAA, 5, SlotType.Super_Rod));
// Last 6 bytes only have species ID info
if (data[0xC2] == 120) // Location = 182, 127, 130, 132, 167, 188, 210
Slots.AddRange(SlotsHGSS_Staryu);
EncounterArea Area4 = new EncounterArea
{
Location = BitConverter.ToUInt16(data, 0x00),
Slots = Slots.ToArray()
};
foreach (var slot in Area4.Slots)
slot.Area = Area4;
return Area4;
}
private static readonly EncounterSlot[] SlotsHGSS_Staryu =
{
new EncounterSlot { Species = 120, LevelMin = 20, LevelMax = 20, Type = SlotType.Good_Rod },
new EncounterSlot { Species = 120, LevelMin = 40, LevelMax = 40, Type = SlotType.Super_Rod },
};
private static EncounterArea GetArea4HGSS_Headbutt(byte[] data)
{
if (data.Length < 78)
return new EncounterArea(); // bad data
//2 byte location ID (defer to end)
//4 bytes padding
var Slots = new List<EncounterSlot>();
// 00-11 Normal trees
// 12-17 Special trees
for (int i = 0; i < 18; i++)
{
int Species = BitConverter.ToInt16(data, 6 + i*4);
if (Species <= 0)
continue;
Slots.Add(new EncounterSlot
{
Species = Species,
LevelMin = data[8 + i*4],
LevelMax = data[9 + i*4],
Type = i <= 11 ? SlotType.Headbutt : SlotType.Headbutt_Special
});
}
var Area = new EncounterArea
{
Location = BitConverter.ToUInt16(data, 0),
Slots = Slots.ToArray()
};
foreach (var slot in Area.Slots)
slot.Area = Area;
return Area;
}
/// <summary>
/// RBY Format Slot Getter from data.
/// </summary>
/// <param name="data">Byte array containing complete slot data table.</param>
/// <param name="ofs">Offset to start reading from.</param>
/// <param name="count">Amount of slots to read.</param>
/// <param name="t">Type of encounter slot.</param>
/// <param name="rate">Slot type encounter rate.</param>
/// <returns>Array of encounter slots.</returns>
private static EncounterSlot1[] ReadSlots(byte[] data, ref int ofs, int count, SlotType t, int rate)
{
EncounterSlot1[] slots = new EncounterSlot1[count];
for (int i = 0; i < count; i++)
{
int lvl = data[ofs++];
int spec = data[ofs++];
slots[i] = new EncounterSlot1
{
LevelMax = t == SlotType.Surf ? lvl + 4 : lvl,
LevelMin = lvl,
Species = spec,
Type = t,
Rate = rate,
SlotNumber = i,
};
}
return slots;
}
private static EncounterSlot1[] ReadSlots_FY(byte[] data, ref int ofs, int count, SlotType t, int rate)
{
// Convert byte to actual number
int[] Levelbytelist = { 0xFF, 0x15, 0x67, 0x1D, 0x3B, 0x5C, 0x72, 0x16, 0x71, 0x18, 0x00, 0x6D, 0x80, };
int[] dexbytelist = { 0x47, 0x6E, 0x18, 0x9B, 0x17, 0x4E, 0x8A, 0x5C, 0x5D, 0x9D, 0x9E, 0x1B, 0x85, 0x16, 0x58, 0x59, };
int[] specieslist = { 060, 061, 072, 073, 090, 098, 099, 116, 117, 118, 119, 120, 129, 130, 147, 148, };
EncounterSlot1[] slots = new EncounterSlot1[count];
for (int i = 0; i < count; i++)
{
int spec = specieslist[Array.IndexOf(dexbytelist, data[ofs++])];
int lvl = Array.IndexOf(Levelbytelist, data[ofs++]) * 5;
slots[i] = new EncounterSlot1
{
LevelMax = lvl,
LevelMin = lvl,
Species = spec,
Type = t,
Rate = rate,
SlotNumber = i,
};
}
return slots;
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 1 Grass/Water data.
/// </summary>
/// <param name="data">Input raw data.</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray1_GW(byte[] data)
{
// RBY Format
var ptr = new int[255];
int count = 0;
for (int i = 0; i < ptr.Length; i++)
{
ptr[i] = BitConverter.ToInt16(data, i*2);
if (ptr[i] != -1)
continue;
count = i;
break;
}
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < areas.Length; i++)
{
var grass = GetSlots1_GW(data, ref ptr[i], SlotType.Grass);
var water = GetSlots1_GW(data, ref ptr[i], SlotType.Surf);
areas[i] = new EncounterArea
{
Location = i,
Slots = grass.Concat(water).ToArray()
};
}
return areas.Where(area => area.Slots.Length != 0).ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Pokémon Yellow (Generation 1) Fishing data.
/// </summary>
/// <param name="data">Input raw data.</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray1_FY(byte[] data)
{
const int size = 9;
int count = data.Length/size;
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < count; i++)
{
int ofs = i*size + 1;
areas[i] = new EncounterArea
{
Location = data[i*size + 0],
Slots = ReadSlots_FY(data, ref ofs, 4, SlotType.Super_Rod, -1)
};
}
return areas;
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 1 Fishing data.
/// </summary>
/// <param name="data">Input raw data.</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray1_F(byte[] data)
{
var ptr = new int[255];
var map = new int[255];
int count = 0;
for (int i = 0; i < ptr.Length; i++)
{
map[i] = data[i*3 + 0];
if (map[i] == 0xFF)
{
count = i;
break;
}
ptr[i] = BitConverter.ToInt16(data, i * 3 + 1);
}
EncounterArea[] areas = new EncounterArea[count];
for (int i = 0; i < areas.Length; i++)
{
areas[i] = new EncounterArea
{
Location = map[i],
Slots = GetSlots1_F(data, ref ptr[i])
};
}
return areas;
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 2 Grass/Water data.
/// </summary>
/// <param name="data">Input raw data.</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray2_GW(byte[] data)
{
int ofs = 0;
var areas = new List<EncounterArea>();
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Grass, 3, 7)); // Johto Grass
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Surf, 1, 3)); // Johto Water
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Grass, 3, 7)); // Kanto Grass
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Surf, 1, 3)); // Kanto Water
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Swarm, 3, 7)); // Swarm
areas.AddRange(GetAreas2(data, ref ofs, SlotType.Special, 1, 3)); // Union Cave
return areas.ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 2 Grass/Water data.
/// </summary>
/// <param name="data">Input raw data.</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray2_F(byte[] data)
{
int ofs = 0;
var f = GetAreas2_F(data, ref ofs);
// Fishing Tables are not associated to a single map; a map picks a table to use.
// For all maps that use a table, create a new EncounterArea with reference to the table's slots.
sbyte[] convMapIDtoFishLocationID =
{
-1, 1, -1, 0, 3, 3, 3, -1, 10, 3, 2, -1, -1, 2, 3, 0,
-1, -1, 3, -1, -1, -1, 3, -1, -1, -1, -1, 0, -1, -1, 0, 9,
1, 0, 2, 2, -1, 3, 7, 3, -1, 3, 4, 8, 2, -1, 2, 1,
-1, 3, -1, -1, -1, -1, -1, 0, 2, 2, -1, -1, 3, 1, -1, -1,
-1, 2, -1, 2, -1, -1, -1, -1, -1, -1, 11, 11, 0, -1, -1, -1,
-1, 7, 0, 1, -1, 1, 1, 3, -1, -1, -1, 1, 1, 2, 3, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
};
var areas = new List<EncounterArea>();
for (int i = 0; i < convMapIDtoFishLocationID.Length; i++)
{
var loc = convMapIDtoFishLocationID[i];
if (convMapIDtoFishLocationID[i] == -1) // no table for map
continue;
areas.Add(new EncounterArea { Location = i, Slots = f[loc].Slots });
}
// Some maps have two tables. Fortunately, there's only two. Add the second table.
areas.Add(new EncounterArea { Location = 0x1B, Slots = f[1].Slots }); // Olivine City (0: Harbor, 1: City)
areas.Add(new EncounterArea { Location = 0x2E, Slots = f[3].Slots }); // Silver Cave (2: Inside, 3: Outside)
return areas.ToArray();
}
public static EncounterArea[] GetArray2_H(byte[] data)
{
int ofs = 0;
return GetAreas2_H(data, ref ofs).ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 3 data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray3(byte[][] entries)
{
if (entries == null)
return null;
var Areas = new List<EncounterArea>();
foreach (byte[] t in entries)
{
EncounterArea Area = GetArea3(t);
if (Area.Slots.Length != 0)
Areas.Add(Area);
}
return Areas.ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Diamond, Pearl and Platinum data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <param name="pt">Platinum flag (for Trophy Garden slot insertion)</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray4DPPt(byte[][] entries, bool pt = false)
{
return entries?.Select(z => GetArea4DPPt(z, pt)).Where(Area => Area.Slots.Length != 0).ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Hearth Gold and Soul Silver data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray4HGSS(byte[][] entries)
{
return entries?.Select(GetArea4HGSS).Where(Area => Area.Slots.Length != 0).ToArray();
}
/// <summary>
/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Hearth Gold and Soul Silver Headbutt tree data.
/// </summary>
/// <param name="entries">Raw data, one byte array per encounter area</param>
/// <returns>Array of encounter areas.</returns>
public static EncounterArea[] GetArray4HGSS_Headbutt(byte[][] entries)
{
return entries?.Select(GetArea4HGSS_Headbutt).Where(Area => Area.Slots.Length != 0).ToArray();
}
/// <summary>
/// Gets the encounter areas for species with same level range and same slottype at same location
/// </summary>
/// <param name="species">List of species that exist in the Area.</param>
/// <param name="lvls">Paired LevelMins and LevelMaxs of the encounter slots.</param>
/// <param name="location">Location index of the encounter area.</param>
/// <param name="t">Encounter slot type of the encounter area.</param>
/// <returns></returns>
public static EncounterArea[] GetSimpleEncounterArea(IEnumerable<int> species, int[] lvls, int location, SlotType t)
{
var l = new List<EncounterSlot>();
// levels data not paired
if ((lvls.Length & 1) == 1)
return new[] { new EncounterArea { Location = location, Slots = l.ToArray() } };
foreach (var s in species)
{
for (int i = 0; i < lvls.Length;)
{
l.Add(new EncounterSlot
{
LevelMin = lvls[i++],
LevelMax = lvls[i++],
Species = s,
Type = t
});
}
}
return new[] { new EncounterArea { Location = location, Slots = l.ToArray() } };
}
/// <summary>
/// Gets an array of areas from an array of raw area data
/// </summary>
/// <param name="entries">Simplified raw format of an Area</param>
/// <returns>Array of areas</returns>
public static EncounterArea[] GetArray(byte[][] entries)
{
if (entries == null)
return null;
EncounterArea[] data = new EncounterArea[entries.Length];
for (int i = 0; i < data.Length; i++)
data[i] = new EncounterArea(entries[i]);
return data;
}
}
public partial class Extensions
{
public static IEnumerable<IEnumerable<T>> CartesianProduct<T>(this IEnumerable<IEnumerable<T>> sequences)
{
IEnumerable<IEnumerable<T>> emptyProduct = new[] { Enumerable.Empty<T>() };
return sequences.Aggregate(
emptyProduct,
(accumulator, sequence) =>
from accseq in accumulator
from item in sequence
select accseq.Concat(new[] { item }));
}
}
}