PKHeX/PKHeX.Core/Legality/Areas/EncounterArea8.cs
Lusamine f2c2a77cfe
Check nest distribution encounters by patch epoch (#3195)
Distribution raid encounters from before each of the DLC patches can only be captured in existing Wild Area locations.
Store the BCAT index in the encounter details and use it to compare when the BCAT was available.
2021-04-18 11:01:42 -07:00

295 lines
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C#
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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <inheritdoc cref="EncounterArea" />
/// <summary>
/// <see cref="GameVersion.SWSH"/> encounter area
/// </summary>
public sealed record EncounterArea8 : EncounterArea
{
/// <summary>
/// Slots from this area can cross over to another area, resulting in a different met location.
/// </summary>
/// <remarks>
/// Should only be true if it is a Symbol (visible) encounter.
/// </remarks>
public readonly bool PermitCrossover;
public override bool IsMatchLocation(int location)
{
if (Location == location)
return true;
if (!PermitCrossover)
return false;
// Get all other areas that the Location can bleed encounters to
if (!ConnectingArea8.TryGetValue(Location, out var others))
return false;
// Check if any of the other areas are the met location
return others.Contains((byte)location);
}
public override IEnumerable<EncounterSlot> GetMatchingSlots(PKM pkm, IReadOnlyList<EvoCriteria> chain)
{
// wild area gets boosted up to level 60 post-game
var met = pkm.Met_Level;
bool isBoosted = met == 60 && IsBoostedArea60(Location);
if (isBoosted)
return GetBoostedMatches(chain);
return GetUnboostedMatches(chain, met);
}
private IEnumerable<EncounterSlot> GetUnboostedMatches(IReadOnlyList<EvoCriteria> chain, int met)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
if (!slot.IsLevelWithinRange(met))
break;
if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
break;
yield return slot;
break;
}
}
}
private IEnumerable<EncounterSlot> GetBoostedMatches(IReadOnlyList<EvoCriteria> chain)
{
foreach (var slot in Slots)
{
foreach (var evo in chain)
{
if (slot.Species != evo.Species)
continue;
// Ignore max met level comparison; we already know it is permissible to boost to level 60.
if (slot.LevelMin > 60)
break; // Can't downlevel, only boost to 60.
if (slot.Form != evo.Form && !FormInfo.WildChangeFormAfter.Contains(evo.Species))
break;
yield return slot;
break;
}
}
}
public static bool IsWildArea(int location) => IsWildArea8(location) || IsWildArea8Armor(location) || IsWildArea8Crown(location);
public static bool IsBoostedArea60(int location) => IsWildArea(location);
public static bool IsWildArea8(int location) => location is >= 122 and <= 154; // Rolling Fields -> Lake of Outrage
public static bool IsWildArea8Armor(int location) => location is >= 164 and <= 194; // Fields of Honor -> Honeycalm Island
public static bool IsWildArea8Crown(int location) => location is >= 204 and <= 234 and not 206; // Slippery Slope -> Dyna Tree Hill, skip Freezington
// Location, and areas that it can feed encounters to.
public static readonly IReadOnlyDictionary<int, IReadOnlyList<byte>> ConnectingArea8 = new Dictionary<int, IReadOnlyList<byte>>
{
// Route 3
// City of Motostoke
{28, new byte[] {20}},
// Rolling Fields
// Dappled Grove, East Lake Axewell, West Lake Axewell
// Also connects to South Lake Miloch but too much of a stretch
{122, new byte[] {124, 128, 130}},
// Dappled Grove
// Rolling Fields, Watchtower Ruins
{124, new byte[] {122, 126}},
// Watchtower Ruins
// Dappled Grove, West Lake Axewell
{126, new byte[] {124, 130}},
// East Lake Axewell
// Rolling Fields, West Lake Axewell, Axew's Eye, North Lake Miloch
{128, new byte[] {122, 130, 132, 138}},
// West Lake Axewell
// Rolling Fields, Watchtower Ruins, East Lake Axewell, Axew's Eye
{130, new byte[] {122, 126, 128, 132}},
// Axew's Eye
// East Lake Axewell, West Lake Axewell
{132, new byte[] {128, 130}},
// South Lake Miloch
// Giant's Seat, North Lake Miloch
{134, new byte[] {136, 138}},
// Giant's Seat
// South Lake Miloch, North Lake Miloch
{136, new byte[] {134, 138}},
// North Lake Miloch
// East Lake Axewell, South Lake Miloch, Giant's Seat
// Also connects to Motostoke Riverbank but too much of a stretch
{138, new byte[] {134, 136}},
// Motostoke Riverbank
// Bridge Field
{140, new byte[] {142}},
// Bridge Field
// Motostoke Riverbank, Stony Wilderness
{142, new byte[] {140, 144}},
// Stony Wilderness
// Bridge Field, Dusty Bowl, Giant's Mirror, Giant's Cap
{144, new byte[] {142, 146, 148, 152}},
// Dusty Bowl
// Stony Wilderness, Giant's Mirror, Hammerlocke Hills
{146, new byte[] {144, 148, 150}},
// Giant's Mirror
// Stony Wilderness, Dusty Bowl, Hammerlocke Hills
{148, new byte[] {144, 146, 148}},
// Hammerlocke Hills
// Dusty Bowl, Giant's Mirror, Giant's Cap
{150, new byte[] {146, 148, 152}},
// Giant's Cap
// Stony Wilderness, Giant's Cap
// Also connects to Lake of Outrage but too much of a stretch
{152, new byte[] {144, 150}},
// Lake of Outrage is just itself.
// Challenge Beach
// Soothing Wetlands, Courageous Cavern
{170, new byte[] {166, 176}},
// Challenge Road
// Brawler's Cave
{174, new byte[] {172}},
// Courageous Cavern
// Loop Lagoon
{176, new byte[] {178}},
// Warm-Up Tunnel
// Training Lowlands, Potbottom Desert
{182, new byte[] {180, 184}},
// Workout Sea
// Fields of Honor
{186, new byte[] {164}},
// Stepping-Stone Sea
// Fields of Honor
{188, new byte[] {170}},
// Insular Sea
// Honeycalm Sea
{190, new byte[] {192}},
// Honeycalm Sea
// Honeycalm Island
{192, new byte[] {194}},
// Frostpoint Field
// Freezington
{208, new byte[] {206}},
// Old Cemetery
// Giants Bed
{212, new byte[] {210}},
// Roaring-Sea Caves
// Giants Foot
{224, new byte[] {222}},
// Ballimere Lake
// Lakeside Cave
{230, new byte[] {232}},
};
public static EncounterArea8[] GetAreas(byte[][] input, GameVersion game, bool symbol = false)
{
var result = new EncounterArea8[input.Length];
for (int i = 0; i < input.Length; i++)
result[i] = new EncounterArea8(input[i], symbol, game);
return result;
}
private EncounterArea8(byte[] areaData, bool symbol, GameVersion game) : base(game)
{
PermitCrossover = symbol;
Location = areaData[0];
Slots = ReadSlots(areaData, areaData[1]);
}
private EncounterSlot[] ReadSlots(byte[] areaData, byte slotCount)
{
var slots = new EncounterSlot[slotCount];
int ctr = 0;
int ofs = 2;
do
{
var flags = (AreaWeather8) BitConverter.ToUInt16(areaData, ofs);
var min = areaData[ofs + 2];
var max = areaData[ofs + 3];
var count = areaData[ofs + 4];
// ofs+5 reserved
ofs += 6;
for (int i = 0; i < count; i++, ctr++, ofs += 2)
{
var specForm = BitConverter.ToUInt16(areaData, ofs);
var species = specForm & 0x7FF;
var form = specForm >> 11;
slots[ctr] = new EncounterSlot8(this, species, form, min, max, flags);
}
} while (ctr != slots.Length);
return slots;
}
}
/// <summary>
/// Encounter Conditions for <see cref="GameVersion.SWSH"/>
/// </summary>
/// <remarks>Values above <see cref="All"/> are for Shaking/Fishing hidden encounters only.</remarks>
[Flags]
public enum AreaWeather8
{
None,
Normal = 1,
Overcast = 1 << 1,
Raining = 1 << 2,
Thunderstorm = 1 << 3,
Intense_Sun = 1 << 4,
Snowing = 1 << 5,
Snowstorm = 1 << 6,
Sandstorm = 1 << 7,
Heavy_Fog = 1 << 8,
All = Normal | Overcast | Raining | Thunderstorm | Intense_Sun | Snowing | Snowstorm | Sandstorm | Heavy_Fog,
Stormy = Raining | Thunderstorm,
Icy = Snowing | Snowstorm,
All_IoA = Normal | Overcast | Stormy | Intense_Sun | Sandstorm | Heavy_Fog, // IoA can have everything but snow
All_CT = Normal | Overcast | Stormy | Intense_Sun | Icy | Heavy_Fog, // CT can have everything but sand
No_Sun_Sand = Normal | Overcast | Stormy | Icy | Heavy_Fog, // Everything but sand and sun
All_Ballimere = Normal | Overcast | Stormy | Intense_Sun | Snowing | Heavy_Fog, // All Ballimere Lake weather
Shaking_Trees = 1 << 9,
Fishing = 1 << 10,
NotWeather = Shaking_Trees | Fishing,
}
}