mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-24 04:53:08 +00:00
bc788beef0
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
153 lines
6.3 KiB
C#
153 lines
6.3 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Contains various Colosseum/XD 'wait for value' logic related to PKM generation.
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/// </summary>
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/// <remarks>
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/// When generating a Trainer Team, the game must generate PID values that match the programmed team specifications.
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/// The game is 'locked' into a PID generating loop until a valid PID is created, after which the routine is unlocked and proceeds to generate the next member.
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/// These locks cause the <see cref="PKM.PID"/> of the current <see cref="PKM"/> to be rerolled until the requisite lock is satisfied.
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/// This locking is the same as Method H/J/K and Gen3 Cute Charm by extension, with the additional restriction of not allowing shinies.
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/// <see cref="PKM.Nature"/> locks require a certain <see cref="Nature"/>, which is derived from the <see cref="PKM.PID"/>.
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/// <see cref="PKM.Gender"/> locks require a certain gender value, which is derived from the <see cref="PKM.PID"/> and <see cref="PersonalInfo.Gender"/> ratio.
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/// </remarks>
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public sealed class TeamLockResult
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{
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public readonly uint OriginSeed;
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public readonly bool Valid;
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internal readonly TeamLock Specifications;
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private int OriginFrame;
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private int RCSV = NOT_FORCED;
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private readonly int TSV;
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private readonly Stack<NPCLock> Locks;
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private readonly FrameCache Cache;
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private readonly Stack<SeedFrame> Team;
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private const int NOT_FORCED = -1;
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internal TeamLockResult(TeamLock teamSpec, uint originSeed, int tsv)
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{
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Locks = new Stack<NPCLock>((Specifications = teamSpec).Locks);
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Team = new Stack<SeedFrame>();
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Cache = new FrameCache(RNG.XDRNG.Reverse(originSeed, 2), RNG.XDRNG.Prev);
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TSV = tsv;
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Valid = FindLockSeed();
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if (Valid)
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OriginSeed = Cache.GetSeed(OriginFrame);
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}
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// Recursively iterates to visit possible locks until all locks (or none) are satisfied.
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private bool FindLockSeed(int frame = 0, NPCLock prior = null)
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{
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if (Locks.Count == 0) // full team reverse-generated
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return VerifyNPC(frame);
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var current = Locks.Pop();
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var locks = GetPossibleLocks(frame, current, prior);
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foreach (var l in locks)
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{
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Team.Push(l); // possible match
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if (FindLockSeed(l.FrameID, current))
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return true; // all locks are satisfied
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Team.Pop(); // no match, remove
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}
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Locks.Push(current); // return the lock, lock is impossible
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return false;
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}
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private IEnumerable<SeedFrame> GetPossibleLocks(int ctr, NPCLock current, NPCLock prior)
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{
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if (prior?.Shadow != false)
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return GetSingleLock(ctr, current);
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return GetAllLocks(ctr, current, prior);
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}
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private IEnumerable<SeedFrame> GetSingleLock(int ctr, NPCLock current)
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{
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uint pid = Cache[ctr + 1] << 16 | Cache[ctr];
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if (current.MatchesLock(pid))
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yield return new SeedFrame { FrameID = ctr + (current.Seen ? 5 : 7), PID = pid };
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}
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private IEnumerable<SeedFrame> GetAllLocks(int ctr, NPCLock l, NPCLock prior)
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{
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// Since the prior(next) lock is generated 7+2*n frames after, the worst case break is 7 frames after the PID.
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// Continue reversing until a sequential generation case is found.
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int start = ctr;
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bool forcedOT = false;
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while (true)
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{
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int p7 = ctr - 7;
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if (p7 > start)
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{
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// check for interrupting cpu team cases
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var upper = Cache[p7 + 1];
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var lower = Cache[p7];
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uint cid = upper << 16 | lower;
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var sv = (upper ^ lower) >> 3;
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if (l.Shadow && sv == TSV) // shiny shadow mon, only ever true for XD.
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{
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// This interrupt is ignored! The result is shiny.
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}
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else if (prior.MatchesLock(cid)) // lock matched cpu mon
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{
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if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock
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{
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if (sv != RCSV)
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{
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if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking.
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RCSV = NOT_FORCED;
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yield break; // Since we can't skip this interrupt, we're done.
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}
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}
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else // No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny.
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{
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RCSV = (int)sv;
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forcedOT = true;
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// don't break
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}
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}
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}
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uint pid = Cache[ctr + 1] << 16 | Cache[ctr];
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if (l.MatchesLock(pid))
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yield return new SeedFrame { FrameID = ctr + (l.Seen ? 5 : 7), PID = pid };
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ctr += 2;
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}
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}
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private bool VerifyNPC(int ctr)
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{
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var TID = Cache[ctr + 1];
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var SID = Cache[ctr];
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var CPUSV = (TID ^ SID) >> 3;
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if (RCSV != NOT_FORCED && RCSV != CPUSV)
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return false; // required CPU Trainer's shiny value did not match the required value.
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int pos = Team.Count - 1; // stack can't do a for loop :(
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foreach (var member in Team)
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{
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var pid = member.PID;
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var psv = ((pid & 0xFFFF) ^ (pid >> 16)) >> 3;
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bool shadow = Specificiations.Locks[pos].Shadow;
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if (!shadow && psv == CPUSV)
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return false;
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if (psv == TSV) // always false for Colo, which doesn't set the TSV field.
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return false;
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pos--;
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}
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OriginFrame = ctr + 2;
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return true;
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}
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}
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}
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