mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-20 17:33:25 +00:00
21cdf4f642
wonder if it's possible to provide a more lightweight core by pulling out legality stuff to a separate project?
1045 lines
43 KiB
C#
1045 lines
43 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Represents an Area where <see cref="PKM"/> can be encountered, which contains a Location ID and <see cref="EncounterSlot"/> data.
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/// </summary>
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public class EncounterArea
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{
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public int Location;
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public EncounterSlot[] Slots;
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/// <summary>
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/// Creates an empty encounter area ready for initialization.
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/// </summary>
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public EncounterArea() { }
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/// <summary>
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/// Creates an array of encounter data with a specified location ID.
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/// </summary>
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/// <param name="data">Encounter data</param>
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/// <remarks>
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/// Encounter Data is stored in the following format: (u16 Location, n*[u16 Species/Form, u8 Min, u8 Max])
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/// </remarks>
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private EncounterArea(byte[] data)
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{
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Location = BitConverter.ToUInt16(data, 0);
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Slots = new EncounterSlot[(data.Length - 2) / 4];
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for (int i = 0; i < Slots.Length; i++)
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{
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ushort SpecForm = BitConverter.ToUInt16(data, 2 + i * 4);
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Slots[i] = new EncounterSlot
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{
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Species = SpecForm & 0x7FF,
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Form = SpecForm >> 11,
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LevelMin = data[4 + i * 4],
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LevelMax = data[5 + i * 4],
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};
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}
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foreach (var slot in Slots)
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slot.Area = this;
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}
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public EncounterArea Clone(int location)
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{
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EncounterArea Area = new EncounterArea
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{
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Location = location,
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Slots = new EncounterSlot[Slots.Length]
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};
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for (int i = 0; i < Slots.Length; i++)
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{
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Area.Slots[i] = Slots[i].Clone();
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Area.Slots[i].Area = Area;
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}
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return Area;
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}
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public EncounterArea[] Clone(int[] locations)
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{
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EncounterArea[] Areas = new EncounterArea[locations.Length];
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for (int i = 0; i < locations.Length; i++)
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Areas[i] = Clone(locations[i]);
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return Areas;
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}
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private static IEnumerable<EncounterSlot1> GetSlots1_GW(byte[] data, ref int ofs, SlotType t)
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{
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int rate = data[ofs++];
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return rate == 0 ? Enumerable.Empty<EncounterSlot1>() : ReadSlots(data, ref ofs, 10, t, rate);
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}
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private static EncounterSlot1[] GetSlots1_F(byte[] data, ref int ofs)
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{
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int count = data[ofs++];
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return ReadSlots(data, ref ofs, count, SlotType.Super_Rod, -1);
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}
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private static EncounterSlot1[] GetSlots2_GW(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
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{
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byte[] rates = new byte[slotSets];
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for (int i = 0; i < rates.Length; i++)
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rates[i] = data[ofs++];
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var slots = ReadSlots(data, ref ofs, slotSets * slotCount, t, rates[0]);
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for (int i = 0; i < slotCount; i++)
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{
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slots[i].Time = EncounterTime.Morning;
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}
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for (int r = 1; r < slotSets; r++)
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{
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for (int i = 0; i < slotCount; i++)
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{
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int index = i + r*slotCount;
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slots[index].Rate = rates[r];
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slots[index].SlotNumber = i;
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slots[index].Time = r == 1 ? EncounterTime.Day : EncounterTime.Night;
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}
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}
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return slots;
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}
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private static List<EncounterSlot1> GetSlots2_F(byte[] data, ref int ofs, SlotType t)
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{
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// slot set ends in 0xFF 0x** 0x**
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var slots = new List<EncounterSlot1>();
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int ctr = 0;
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while (true)
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{
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int rate = data[ofs++];
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int species = data[ofs++];
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int level = data[ofs++];
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slots.Add(new EncounterSlot1
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{
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Rate = rate,
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Species = species,
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LevelMin = level,
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LevelMax = level,
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SlotNumber = ctr++,
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Type = species == 0 ? SlotType.Special : t // day/night specific
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});
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if (rate == 0xFF)
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break;
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}
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return slots;
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}
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private static EncounterSlot1[] GetSlots2_H(byte[] data, ref int ofs, SlotType t)
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{
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// slot set ends in 0xFF
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var slots = new List<EncounterSlot1>();
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int tableCount = t == SlotType.Headbutt ? 2 : 1;
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SlotType slottype = t;
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while (tableCount != 0)
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{
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if (t == SlotType.Headbutt)
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slottype = tableCount == 2 ? SlotType.Headbutt_Special : SlotType.Headbutt;
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int rate = data[ofs++];
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if (rate == 0xFF) // end of table
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{
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tableCount--;
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continue;
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}
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int species = data[ofs++];
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int level = data[ofs++];
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slots.Add(new EncounterSlot1
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{
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Rate = rate,
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Species = species,
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LevelMin = level,
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LevelMax = level,
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Type = slottype
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});
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}
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return slots.ToArray();
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}
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private static IEnumerable<EncounterArea> GetAreas2(byte[] data, ref int ofs, SlotType t, int slotSets, int slotCount)
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{
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var areas = new List<EncounterArea>();
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while (data[ofs] != 0xFF) // end
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{
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var location = data[ofs++] << 8 | data[ofs++];
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var slots = GetSlots2_GW(data, ref ofs, t, slotSets, slotCount);
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var area = new EncounterArea
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{
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Location = location,
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Slots = slots,
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};
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foreach (var slot in slots)
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slot.Area = area;
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areas.Add(area);
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}
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ofs++;
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return areas;
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}
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private static List<EncounterArea> GetAreas2_F(byte[] data, ref int ofs)
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{
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var areas = new List<EncounterArea>();
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var types = new[] {SlotType.Old_Rod, SlotType.Good_Rod, SlotType.Super_Rod};
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while (ofs != 0x18C)
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{
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areas.Add(new EncounterArea {
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Slots = GetSlots2_F(data, ref ofs, types[0])
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.Concat(GetSlots2_F(data, ref ofs, types[1]))
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.Concat(GetSlots2_F(data, ref ofs, types[2])).ToArray() });
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}
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// Read TimeFishGroups
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var dl = new List<DexLevel>();
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while (ofs < data.Length)
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dl.Add(new DexLevel {Species = data[ofs++], Level = data[ofs++]});
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// Add TimeSlots
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foreach (var area in areas)
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{
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var slots = area.Slots;
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for (int i = 0; i < slots.Length; i++)
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{
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var slot = slots[i];
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if (slot.Type != SlotType.Special)
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continue;
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Array.Resize(ref slots, slots.Length + 1);
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Array.Copy(slots, i, slots, i+1, slots.Length - i - 1); // shift slots down
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slots[i+1] = slot.Clone(); // differentiate copied slot
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int index = slot.LevelMin*2;
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for (int j = 0; j < 2; j++) // load special slot info
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{
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var s = (EncounterSlot1)slots[i + j];
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s.Species = dl[index + j].Species;
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s.LevelMin = s.LevelMax = dl[index + j].Level;
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s.Type = slots[i - 1].Type; // special slots are never first in a set, so copy previous type
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s.Time = j == 0 ? EncounterTime.MorningDay : EncounterTime.Night;
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}
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}
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area.Slots = slots;
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}
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return areas;
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}
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private static IEnumerable<EncounterArea> GetAreas2_H(byte[] data, ref int ofs)
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{
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// Read Location Table
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var head = new List<EncounterArea>();
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var headID = new List<int>();
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while (data[ofs] != 0xFF)
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{
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head.Add(new EncounterArea
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{
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Location = (data[ofs++] << 8) | data[ofs++],
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Slots = null, // later
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});
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headID.Add(data[ofs++]);
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}
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ofs++;
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var rock = new List<EncounterArea>();
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var rockID = new List<int>();
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while (data[ofs] != 0xFF)
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{
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rock.Add(new EncounterArea
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{
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Location = (data[ofs++] << 8) | data[ofs++],
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Slots = null, // later
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});
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rockID.Add(data[ofs++]);
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}
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ofs++;
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ofs += 0x16; // jump over GetTreeMons
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// Read ptr table
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int[] ptr = new int[data.Length == 0x109 ? 6 : 9]; // GS : C
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for (int i = 0; i < ptr.Length; i++)
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ptr[i] = data[ofs++] | (data[ofs++] << 8);
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int baseOffset = ptr.Min() - ofs;
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// Read Tables
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for (int i = 0; i < head.Count; i++)
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{
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int o = ptr[headID[i]] - baseOffset;
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head[i].Slots = GetSlots2_H(data, ref o, SlotType.Headbutt);
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}
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for (int i = 0; i < rock.Count; i++)
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{
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int o = ptr[rockID[i]] - baseOffset;
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rock[i].Slots = GetSlots2_H(data, ref o, SlotType.Rock_Smash);
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}
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return head.Concat(rock);
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}
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private static IEnumerable<EncounterSlot> GetSlots3(byte[] data, ref int ofs, int numslots, SlotType t)
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{
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var slots = new List<EncounterSlot>();
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int Ratio = data[ofs];
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//1 byte padding
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if (Ratio > 0)
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{
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for (int i = 0; i < numslots; i++)
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{
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int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
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if (Species <= 0)
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continue;
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slots.Add(new EncounterSlot
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{
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LevelMin = data[ofs + 2 + i * 4],
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LevelMax = data[ofs + 3 + i * 4],
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Species = Species,
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SlotNumber = i,
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Type = t
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});
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}
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}
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ofs += 2 + numslots * 4;
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return slots;
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}
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private static IEnumerable<EncounterSlot> GetSlots3_F(byte[] data, ref int ofs, int numslots)
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{
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var slots = new List<EncounterSlot>();
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int Ratio = data[ofs];
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//1 byte padding
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if (Ratio > 0)
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{
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for (int i = 0; i < numslots; i++)
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{
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int Species = BitConverter.ToInt16(data, ofs + 4 + i * 4);
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if (Species <= 0)
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continue;
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var slot = new EncounterSlot
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{
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LevelMin = data[ofs + 2 + i*4],
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LevelMax = data[ofs + 3 + i*4],
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Species = Species,
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};
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if (i < 2)
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{
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slot.Type = SlotType.Old_Rod;
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slot.SlotNumber = i; // 0,1
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}
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else if (i < 5)
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{
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slot.Type = SlotType.Good_Rod;
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slot.SlotNumber = i - 2; // 0,1,2
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}
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else
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{
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slot.Type = SlotType.Super_Rod;
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slot.SlotNumber = i - 5; // 0,1,2,3,4
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}
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slots.Add(slot);
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}
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}
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ofs += 2 + numslots * 4;
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return slots;
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}
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private static EncounterSlot[] GetSlots4_DPPt_G(byte[] data, int ofs, int numslots, SlotType t)
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{
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var slots = new EncounterSlot[numslots];
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for (int i = 0; i < numslots; i++)
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{
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int level = data[ofs + i*8];
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int species = BitConverter.ToInt32(data, ofs + i*8 + 4);
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slots[i] = new EncounterSlot
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{
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LevelMax = level,
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LevelMin = level,
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Species = species,
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SlotNumber = i,
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Type = t
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};
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}
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return slots;
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}
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private static EncounterSlot[] GetSlots4_HGSS_G(byte[] data, int ofs, int numslots, SlotType t)
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{
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var slots = new EncounterSlot[numslots * 3];
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// First 36 slots are morning, day and night grass slots
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// The order is 12 level values, 12 morning species, 12 day species and 12 night species
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for (int i = 0; i < numslots; i++)
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{
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int level = data[ofs + i];
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int species = BitConverter.ToUInt16(data, ofs + numslots + i * 2);
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slots[i] = new EncounterSlot
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{
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LevelMin = level,
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LevelMax = level,
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Species = species,
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SlotNumber = i,
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Type = t
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};
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slots[numslots + i] = slots[i].Clone();
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slots[numslots + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 3 + i * 2);
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slots[numslots + i].Type = t;
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slots[numslots * 2 + i] = slots[i].Clone();
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slots[numslots * 2 + i].Species = BitConverter.ToUInt16(data, ofs + numslots * 5 + i * 2);
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slots[numslots * 2 + i].Type = t;
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}
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return slots;
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}
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private static List<EncounterSlot> GetSlots4_G_Replace(byte[] data, int ofs, int slotSize, EncounterSlot[] ReplacedSlots, int[] slotnums, SlotType t = SlotType.Grass)
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{
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//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
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//for dppt slotSize = 4, for hgss slotSize = 2
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var slots = new List<EncounterSlot>();
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int numslots = slotnums.Length;
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for (int i = 0; i < numslots; i++)
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{
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var baseSlot = ReplacedSlots[slotnums[i]];
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if (baseSlot.LevelMin <= 0)
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continue;
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int species = BitConverter.ToUInt16(data, ofs + i / (4 / slotSize) * slotSize);
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if (species <= 0 || baseSlot.Species == species) // Empty or duplicate
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continue;
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var slot = baseSlot.Clone();
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slot.Species = species;
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slot.Type = t;
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slot.SlotNumber = i;
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slots.Add(slot);
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}
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return slots;
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}
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private static IEnumerable<EncounterSlot> GetSlots4DPPt_WFR(byte[] data, int ofs, int numslots, SlotType t)
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{
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var slots = new List<EncounterSlot>();
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for (int i = 0; i < numslots; i++)
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{
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// max, min, unused, unused, [32bit species]
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int Species = BitConverter.ToInt32(data, ofs + 4 + i * 8);
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if (Species <= 0)
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continue;
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// fishing and surf slots with species = 0 are not added
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// DPPt does not have fishing or surf swarms
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slots.Add(new EncounterSlot
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{
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LevelMax = data[ofs + 0 + i * 8],
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LevelMin = data[ofs + 1 + i * 8],
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Species = Species,
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SlotNumber = i,
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Type = t
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});
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}
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EncounterUtil.MarkEncountersStaticMagnetPull(slots, PersonalTable.HGSS);
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return slots;
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}
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private static IEnumerable<EncounterSlot> GetSlots4HGSS_WFR(byte[] data, int ofs, int numslots, SlotType t)
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{
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var slots = new List<EncounterSlot>();
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for (int i = 0; i < numslots; i++)
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{
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// min, max, [16bit species]
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int Species = BitConverter.ToInt16(data, ofs + 2 + i * 4);
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if (t == SlotType.Rock_Smash && Species <= 0)
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continue;
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// fishing and surf slots with species = 0 are added too, it is needed for the swarm encounters,
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// it will be deleted after add swarm slots
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slots.Add(new EncounterSlot
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{
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LevelMin = data[ofs + 0 + i * 4],
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LevelMax = data[ofs + 1 + i * 4],
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Species = Species,
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SlotNumber = i,
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Type = t
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});
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}
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EncounterUtil.MarkEncountersStaticMagnetPull(slots, PersonalTable.HGSS);
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return slots;
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}
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private static EncounterArea GetArea3(byte[] data)
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{
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var HaveGrassSlots = data[1] == 1;
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var HaveSurfSlots = data[2] == 1;
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var HaveRockSmashSlots = data[3] == 1;
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var HaveFishingSlots = data[4] == 1;
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int offset = 5;
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var slots = new List<EncounterSlot>();
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if (HaveGrassSlots)
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slots.AddRange(GetSlots3(data, ref offset, 12, SlotType.Grass));
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if (HaveSurfSlots)
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slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Surf));
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if (HaveRockSmashSlots)
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slots.AddRange(GetSlots3(data, ref offset, 5, SlotType.Rock_Smash));
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if (HaveFishingSlots)
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slots.AddRange(GetSlots3_F(data, ref offset, 10));
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EncounterArea Area3 = new EncounterArea
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{
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Location = data[0],
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Slots = slots.ToArray()
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};
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foreach (var slot in Area3.Slots)
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slot.Area = Area3;
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return Area3;
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}
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private static EncounterArea GetArea4DPPt(byte[] data, bool pt = false)
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{
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var Slots = new List<EncounterSlot>();
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int location = BitConverter.ToUInt16(data, 0x00);
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var GrassRatio = BitConverter.ToInt32(data, 0x02);
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if (GrassRatio > 0)
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{
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EncounterSlot[] GrassSlots = GetSlots4_DPPt_G(data, 0x06, 12, SlotType.Grass);
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//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 }));
|
|
}
|
|
}
|
|
}
|