PKHeX/PKHeX.Core/Legality/Encounters/Data/EncounterUtil.cs
Kurt 5e59e20ea1 Store matched encounter generation
previously was only defined for gen1/2, why not all gens
can now query encounters in Core for encounters per generation via
reflection; can help group encounters for data vis or be faster than
getting individual gen numbers
2017-12-18 16:17:21 -08:00

225 lines
11 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
/// <summary>
/// Miscellaneous setup utility for legality checking <see cref="IEncounterable"/> data sources.
/// </summary>
internal static class EncounterUtil
{
/// <summary>
/// Gets the relevant <see cref="EncounterStatic"/> objects that appear in the relevant game.
/// </summary>
/// <param name="source">Table of valid encounters that appear for the game pairing</param>
/// <param name="game">Game to filter for</param>
/// <returns>Array of encounter objects that are encounterable on the input game</returns>
internal static EncounterStatic[] GetStaticEncounters(IEnumerable<EncounterStatic> source, GameVersion game)
{
return source.Where(s => s.Version.Contains(game)).ToArray();
}
/// <summary>
/// Gets the <see cref="EncounterArea"/> data for the input game via the program's resource streams.
/// </summary>
/// <param name="game">Game to fetch for</param>
/// <remarks> <see cref="EncounterSlot.SlotNumber"/> data is not marked, as the RNG seed is 64 bits (permitting sufficient randomness).</remarks>
/// <returns>Array of areas that are encounterable on the input game.</returns>
internal static EncounterArea[] GetEncounterTables(GameVersion game)
{
switch (game)
{
case GameVersion.B: return GetEncounterTables("51", "b");
case GameVersion.W: return GetEncounterTables("51", "w");
case GameVersion.B2: return GetEncounterTables("52", "b2");
case GameVersion.W2: return GetEncounterTables("52", "w2");
case GameVersion.X: return GetEncounterTables("xy", "x");
case GameVersion.Y: return GetEncounterTables("xy", "y");
case GameVersion.AS: return GetEncounterTables("ao", "a");
case GameVersion.OR: return GetEncounterTables("ao", "o");
case GameVersion.SN: return GetEncounterTables("sm", "sn");
case GameVersion.MN: return GetEncounterTables("sm", "mn");
case GameVersion.US: return GetEncounterTables("uu", "us");
case GameVersion.UM: return GetEncounterTables("uu", "um");
}
return null; // bad request
}
/// <summary>
/// Direct fetch for <see cref="EncounterArea"/> data; can also be used to fetch supplementary encounter streams.
/// </summary>
/// <param name="ident">Unpacking identification ASCII characters (first two bytes of binary)</param>
/// <param name="resource">Resource name (will be prefixed with "encounter_"</param>
/// <returns>Array of encounter areas</returns>
internal static EncounterArea[] GetEncounterTables(string ident, string resource)
{
byte[] mini = Util.GetBinaryResource($"encounter_{resource}.pkl");
return EncounterArea.GetArray(Data.UnpackMini(mini, ident));
}
/// <summary>
/// Combines <see cref="EncounterArea"/> slot arrays with the same <see cref="EncounterArea.Location"/>.
/// </summary>
/// <param name="tables">Input encounter areas to combine</param>
/// <returns>Combined Array of encounter areas. No duplicate location IDs will be present.</returns>
internal static EncounterArea[] AddExtraTableSlots(params EncounterArea[][] tables)
{
return tables.SelectMany(s => s).GroupBy(l => l.Location)
.Select(t => t.Count() == 1
? t.First() // only one table, just return the area
: new EncounterArea { Location = t.Key, Slots = t.SelectMany(s => s.Slots).ToArray() })
.ToArray();
}
/// <summary>
/// Marks Encounter Slots for party lead's ability slot influencing.
/// </summary>
/// <remarks>Magnet Pull attracts Steel type slots, and Static attracts Electric</remarks>
/// <param name="Areas">Encounter Area array for game</param>
/// <param name="t">Personal data for use with a given species' type</param>
internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterArea> Areas, PersonalTable t)
{
foreach (EncounterArea Area in Areas)
foreach (var grp in Area.Slots.GroupBy(z => z.Type))
MarkEncountersStaticMagnetPull(grp, t);
}
internal static void MarkEncountersStaticMagnetPull(IEnumerable<EncounterSlot> grp, PersonalTable t)
{
GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
for (var i = 0; i < s.Count; i++)
{
var slot = s[i];
slot.Permissions.StaticIndex = i;
slot.Permissions.StaticCount = s.Count;
}
for (var i = 0; i < m.Count; i++)
{
var slot = m[i];
slot.Permissions.MagnetPullIndex = i;
slot.Permissions.MagnetPullCount = m.Count;
}
}
internal static void MarkEncountersStaticMagnetPullPermutation(IEnumerable<EncounterSlot> grp, PersonalTable t, List<EncounterSlot> permuted)
{
GetStaticMagnet(t, grp, out List<EncounterSlot> s, out List<EncounterSlot> m);
// Apply static/magnet values; if any permutation has a unique slot combination, add it to the slot list.
for (int i = 0; i < s.Count; i++)
{
var slot = s[i];
if (slot.Permissions.StaticIndex >= 0) // already has unique data
{
if (slot.IsMatchStatic(i, s.Count))
continue; // same values, no permutation
if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchStatic(i, s.Count) && z.Species == slot.Species))
continue; // same values, previously permuted
s[i] = slot = slot.Clone();
permuted.Add(slot);
}
slot.Permissions.StaticIndex = i;
slot.Permissions.StaticCount = s.Count;
}
for (int i = 0; i < m.Count; i++)
{
var slot = m[i];
if (slot.Permissions.MagnetPullIndex >= 0) // already has unique data
{
if (slot.IsMatchStatic(i, m.Count))
continue; // same values, no permutation
if (permuted.Any(z => z.SlotNumber == slot.SlotNumber && z.IsMatchMagnet(i, m.Count) && z.Species == slot.Species))
continue; // same values, previously permuted
m[i] = slot = slot.Clone();
permuted.Add(slot);
}
slot.Permissions.MagnetPullIndex = i;
slot.Permissions.MagnetPullCount = m.Count;
}
}
private static void GetStaticMagnet(PersonalTable t, IEnumerable<EncounterSlot> grp, out List<EncounterSlot> s, out List<EncounterSlot> m)
{
const int steel = (int)MoveType.Steel;
const int electric = (int)MoveType.Electric + 1; // offset by 1 in gen3/4 for the ??? type
s = new List<EncounterSlot>();
m = new List<EncounterSlot>();
foreach (EncounterSlot Slot in grp)
{
var types = t[Slot.Species].Types;
if (types[0] == steel || types[1] == steel)
m.Add(Slot);
if (types[0] == electric || types[1] == electric)
s.Add(Slot);
}
}
/// <summary>
/// Sets the <see cref="EncounterSlot1.Version"/> value, for use in determining split-generation origins.
/// </summary>
/// <remarks>Only used for Gen 1 & 2, as <see cref="PKM.Version"/> data is not present.</remarks>
/// <param name="Areas">Ingame encounter data</param>
/// <param name="Version">Version ID to set</param>
internal static void MarkEncountersVersion(IEnumerable<EncounterArea> Areas, GameVersion Version)
{
foreach (EncounterArea Area in Areas)
foreach (var Slot in Area.Slots.OfType<EncounterSlot1>())
Slot.Version = Version;
}
/// <summary>
/// Sets the <see cref="IGeneration.Generation"/> value.
/// </summary>
/// <param name="Generation">Generation number to set</param>
/// <param name="Encounters">Ingame encounter data</param>
internal static void MarkEncountersGeneration(int Generation, params IEnumerable<IGeneration>[] Encounters)
{
foreach (var table in Encounters)
MarkEncountersGeneration(Generation, table);
}
/// <summary>
/// Sets the <see cref="IGeneration.Generation"/> value, for use in determining split-generation origins.
/// </summary>
/// <param name="Generation">Generation number to set</param>
/// <param name="Areas">Ingame encounter data</param>
internal static void MarkEncountersGeneration(int Generation, params IEnumerable<EncounterArea>[] Areas)
{
foreach (var table in Areas)
foreach (var area in table)
MarkEncountersGeneration(Generation, area.Slots);
}
private static void MarkEncountersGeneration(int Generation, IEnumerable<IGeneration> Encounters)
{
foreach (IGeneration enc in Encounters)
enc.Generation = Generation;
}
/// <summary>
/// Groups areas by location id, raw data has areas with different slots but the same location id.
/// </summary>
/// <remarks>Similar to <see cref="AddExtraTableSlots"/>, this method combines a single array.</remarks>
/// <param name="Areas">Ingame encounter data</param>
internal static void ReduceAreasSize(ref EncounterArea[] Areas)
{
Areas = Areas.GroupBy(a => a.Location).Select(a => new EncounterArea
{
Location = a.Key,
Slots = a.SelectMany(m => m.Slots).ToArray()
}).ToArray();
}
internal static T[] ConcatAll<T>(params T[][] arr) => arr.SelectMany(z => z).ToArray();
internal static void MarkEncounterAreaArray(params EncounterArea[][] areas)
{
foreach (var area in areas)
MarkEncounterAreas(area);
}
internal static void MarkEncounterAreas(params EncounterArea[] areas)
{
foreach (var area in areas)
foreach (var slot in area.Slots)
slot.Area = area;
}
}
}