mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-28 06:50:23 +00:00
02420d3e93
* Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
261 lines
11 KiB
C#
261 lines
11 KiB
C#
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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/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
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/// </summary>
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internal static class EncounterUtil
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{
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/// <summary>
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/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
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/// </summary>
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/// <param name="source">Table of valid encounters that appear for the game pairing</param>
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/// <param name="game">Game to filter for</param>
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/// <returns>Array of encounter objects that are encounterable on the input game</returns>
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internal static EncounterStatic[] GetStaticEncounters(IEnumerable<EncounterStatic> source, GameVersion game)
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{
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return source.Where(s => s.Version.Contains(game)).ToArray();
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}
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/// <summary>
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/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
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/// </summary>
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/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
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/// <param name="resource">Resource name (will be prefixed with "encounter_"</param>
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/// <returns>Array of encounter areas</returns>
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internal static T[] GetEncounterTables<T>(string ident, string resource) where T : EncounterArea32, new()
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{
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byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
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return EncounterArea32.GetArray<T>(Data.UnpackMini(mini, ident));
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}
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/// <summary>
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/// Combines <see cref="EncounterArea"/> slot arrays with the same <see cref="EncounterArea.Location"/>.
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/// </summary>
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/// <param name="tables">Input encounter areas to combine</param>
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/// <returns>Combined Array of encounter areas. No duplicate location IDs will be present.</returns>
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internal static T[] AddExtraTableSlots<T>(params T[][] tables) where T : EncounterArea, new()
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{
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return tables.SelectMany(s => s).GroupBy(l => l.Location)
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.Select(t => t.Count() == 1
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? t.First() // only one table, just return the area
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: new T { Location = t.Key, Slots = t.SelectMany(s => s.Slots).ToArray() })
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.ToArray();
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}
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/// <summary>
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/// Marks Encounter Slots for party lead's ability slot influencing.
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/// </summary>
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/// <remarks>Magnet Pull attracts Steel type slots, and Static attracts Electric</remarks>
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/// <param name="Areas">Encounter Area array for game</param>
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/// <param name="t">Personal data for use with a given species' type</param>
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internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterArea> Areas, PersonalTable t)
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{
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foreach (EncounterArea Area in Areas)
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{
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foreach (var grp in Area.Slots.GroupBy(z => z.Type))
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MarkEncountersStaticMagnetPull(grp, t);
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}
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}
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internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterSlot> grp, PersonalTable t)
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{
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GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
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for (var i = 0; i < s.Count; i++)
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{
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var slot = s[i];
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slot.Permissions.StaticIndex = i;
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slot.Permissions.StaticCount = s.Count;
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}
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for (var i = 0; i < m.Count; i++)
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{
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var slot = m[i];
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slot.Permissions.MagnetPullIndex = i;
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slot.Permissions.MagnetPullCount = m.Count;
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}
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}
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internal static void MarkEncountersStaticMagnetPullPermutation(IEnumerable<EncounterSlot> grp, PersonalTable t, List<EncounterSlot> permuted)
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{
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GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
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// Apply static/magnet values; if any permutation has a unique slot combination, add it to the slot list.
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for (int i = 0; i < s.Count; i++)
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{
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var slot = s[i];
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if (slot.Permissions.StaticIndex >= 0) // already has unique data
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{
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if (slot.IsMatchStatic(i, s.Count))
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continue; // same values, no permutation
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if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchStatic(i, s.Count) && z.Species == slot.Species))
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continue; // same values, previously permuted
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s[i] = slot = slot.Clone();
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permuted.Add(slot);
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}
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slot.Permissions.StaticIndex = i;
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slot.Permissions.StaticCount = s.Count;
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}
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for (int i = 0; i < m.Count; i++)
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{
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var slot = m[i];
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if (slot.Permissions.MagnetPullIndex >= 0) // already has unique data
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{
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if (slot.IsMatchStatic(i, m.Count))
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continue; // same values, no permutation
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if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchMagnet(i, m.Count) && z.Species == slot.Species))
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continue; // same values, previously permuted
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m[i] = slot = slot.Clone();
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permuted.Add(slot);
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}
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slot.Permissions.MagnetPullIndex = i;
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slot.Permissions.MagnetPullCount = m.Count;
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}
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}
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private static void GetStaticMagnet(PersonalTable t, IEnumerable<EncounterSlot> grp, out List<EncounterSlot> s, out List<EncounterSlot> m)
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{
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const int steel = (int)MoveType.Steel;
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const int electric = (int)MoveType.Electric + 1; // offset by 1 in gen3/4 for the ??? type
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s = new List<EncounterSlot>();
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m = new List<EncounterSlot>();
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foreach (EncounterSlot Slot in grp)
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{
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var p = t[Slot.Species];
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if (p.IsType(steel))
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m.Add(Slot);
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if (p.IsType(electric))
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s.Add(Slot);
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}
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}
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/// <summary>
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/// Sets the <see cref="EncounterSlot1.Version"/> value, for use in determining split-generation origins.
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/// </summary>
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/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
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/// <param name="Areas">Ingame encounter data</param>
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/// <param name="Version">Version ID to set</param>
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internal static void MarkEncountersVersion(IEnumerable<EncounterArea> Areas, GameVersion Version)
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{
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foreach (EncounterArea Area in Areas)
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{
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foreach (var Slot in Area.Slots)
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Slot.Version = Version;
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}
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}
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/// <summary>
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/// Sets the <see cref="IGeneration.Generation"/> value.
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/// </summary>
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/// <param name="Generation">Generation number to set</param>
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/// <param name="Encounters">Ingame encounter data</param>
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internal static void MarkEncountersGeneration(int Generation, params IEnumerable<IGeneration>[] Encounters)
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{
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foreach (var table in Encounters)
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MarkEncountersGeneration(Generation, table);
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}
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/// <summary>
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/// Sets the <see cref="IGeneration.Generation"/> value, for use in determining split-generation origins.
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/// </summary>
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/// <param name="Generation">Generation number to set</param>
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/// <param name="Areas">Ingame encounter data</param>
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internal static void MarkEncountersGeneration(int Generation, params IEnumerable<EncounterArea>[] Areas)
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{
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foreach (var table in Areas)
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{
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foreach (var area in table)
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MarkEncountersGeneration(Generation, area.Slots);
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}
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}
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private static void MarkEncountersGeneration(int Generation, IEnumerable<IGeneration> Encounters)
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{
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foreach (IGeneration enc in Encounters)
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enc.Generation = Generation;
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}
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/// <summary>
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/// Groups areas by location id, raw data has areas with different slots but the same location id.
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/// </summary>
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/// <remarks>Similar to <see cref="AddExtraTableSlots{T}"/>, this method combines a single array.</remarks>
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/// <param name="Areas">Ingame encounter data</param>
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internal static void ReduceAreasSize<T>(ref T[] Areas) where T : EncounterArea, new()
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{
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Areas = Areas.GroupBy(a => a.Location).Select(a => new T
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{
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Location = a.Key,
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Slots = a.SelectMany(m => m.Slots).ToArray()
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}).ToArray();
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}
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internal static T[] ConcatAll<T>(params IEnumerable<T>[] arr) => arr.SelectMany(z => z).ToArray();
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internal static void MarkEncounterAreaArray<T>(params T[][] areas) where T : EncounterArea
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{
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foreach (var area in areas)
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MarkEncounterAreas(area);
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}
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private static void MarkEncounterAreas<T>(params T[] areas) where T : EncounterArea
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{
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foreach (var area in areas)
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{
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foreach (var slot in area.Slots)
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slot.Area = area;
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}
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}
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internal static EncounterStatic Clone(this EncounterStatic s, int location)
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{
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var result = s.Clone();
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result.Location = location;
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return result;
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}
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internal static EncounterStatic[] Clone(this EncounterStatic s, int[] locations)
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{
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EncounterStatic[] Encounters = new EncounterStatic[locations.Length];
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for (int i = 0; i < locations.Length; i++)
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Encounters[i] = s.Clone(locations[i]);
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return Encounters;
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}
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internal static IEnumerable<EncounterStatic> DreamRadarClone(this EncounterStatic s)
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{
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for (int i = 0; i < 8; i++)
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yield return s.DreamRadarClone((5 * i) + 5); // Level from 5->40 depends on the number of badges
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}
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private static EncounterStatic DreamRadarClone(this EncounterStatic s, int level)
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{
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var result = s.Clone(level);
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result.Level = level;
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result.Location = 30015;// Pokemon Dream Radar
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result.Gift = true; // Only
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result.Ball = 25; // Dream Ball
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return result;
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}
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internal static void MarkEncounterTradeStrings(EncounterTrade[] table, string[][] strings)
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{
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int half = strings[1].Length / 2;
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for (int i = 0; i < half; i++)
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{
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var t = table[i];
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t.Nicknames = getNames(i, strings);
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t.TrainerNames = getNames(i + half, strings);
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}
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string[] getNames(int i, IEnumerable<string[]> names) => names.Select(z => z.Length > i ? z[i] : string.Empty).ToArray();
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}
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internal static void MarkEncounterGame(IEnumerable<IVersion> table, GameVersion version)
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{
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foreach (var t in table.Where(z => z.Version == GameVersion.Any))
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t.Version = version;
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}
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}
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}
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