mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-15 16:48:01 +00:00
734aa33898
Now logic is reasonably split, and each format of area has its own way of yielding slots Too much junk with checking flute boosts or catch combo applicability; just let the area dictate how slots match.
206 lines
No EOL
8.6 KiB
C#
206 lines
No EOL
8.6 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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/// <inheritdoc />
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/// <summary>
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/// <see cref="GameVersion.HGSS"/> encounter area
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/// </summary>
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public sealed class EncounterArea4HGSS : EncounterArea4
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{
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/// <summary>
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/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Heart Gold and Soul Silver data.
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/// </summary>
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/// <param name="entries">Raw data, one byte array per encounter area</param>
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/// <returns>Array of encounter areas.</returns>
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public static EncounterArea4HGSS[] GetArray4HGSS(byte[][] entries)
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{
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return entries.Select(GetArea4HGSS).Where(Area => Area.Slots.Length != 0).ToArray();
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}
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/// <summary>
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/// Gets the encounter areas with <see cref="EncounterSlot"/> information from Generation 4 Heart Gold and Soul Silver Headbutt tree data.
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/// </summary>
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/// <param name="entries">Raw data, one byte array per encounter area</param>
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/// <returns>Array of encounter areas.</returns>
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public static EncounterArea4HGSS[] GetArray4HGSS_Headbutt(byte[][] entries)
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{
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return entries.Select(GetArea4HeadbuttHGSS).Where(Area => Area.Slots.Length != 0).ToArray();
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}
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private static EncounterSlot[] GetSlots4GrassHGSS(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 IEnumerable<EncounterSlot> GetSlots4WaterFishingHGSS(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 without a species ID are added too; these are needed for the swarm encounters.
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// These empty slots will will be deleted after we 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 EncounterArea4HGSS GetArea4HGSS(byte[] data)
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{
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var Slots = new List<EncounterSlot>();
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var GrassRatio = data[0x02];
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var SurfRatio = data[0x03];
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var RockSmashRatio = data[0x04];
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var OldRodRatio = data[0x05];
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var GoodRodRatio = data[0x06];
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var SuperRodRatio = data[0x07];
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// 2 bytes padding
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if (GrassRatio > 0)
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{
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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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var GrassSlots = GetSlots4GrassHGSS(data, 0x0A, 12, SlotType.Grass);
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//Grass slots with species = 0 are added too, it is needed for the swarm encounters, it will be deleted after swarms are added
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// Hoenn Sound and Sinnoh Sound replace slots 4 and 5
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var hoenn = GetSlots4GrassSlotReplace(data, 0x5E, 2, GrassSlots, Legal.Slot4_Sound); // Hoenn
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var sinnoh = GetSlots4GrassSlotReplace(data, 0x62, 2, GrassSlots, Legal.Slot4_Sound); // Sinnoh
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Slots.AddRange(GrassSlots);
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Slots.AddRange(hoenn);
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Slots.AddRange(sinnoh);
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// Static / Magnet Pull
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var grass1 = GrassSlots.Take(12).ToList();
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var grass2 = GrassSlots.Skip(12).Take(12).ToList();
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var grass3 = GrassSlots.Skip(24).ToList();
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// Swarm slots do not displace electric/steel types, with exception of SoulSilver Mawile (which doesn't displace) -- handle separately
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foreach (var time in new[] { grass1, grass2, grass3 })
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{
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// non radio
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var regular = time.Where(z => !Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList(); // every other slot is in the product
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var radio = new List<List<EncounterSlot>> { time.Where(z => Legal.Slot4_Sound.Contains(z.SlotNumber)).ToList() };
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if (hoenn.Count > 0)
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radio.Add(hoenn);
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if (sinnoh.Count > 0)
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radio.Add(sinnoh);
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var extra = new List<EncounterSlot>();
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foreach (var t in radio)
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MarkStaticMagnetPermute(regular.Concat(t), extra);
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Slots.AddRange(extra);
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}
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}
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if (SurfRatio > 0)
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Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x66, 5, SlotType.Surf));
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if (RockSmashRatio > 0)
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Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x7A, 2, SlotType.Rock_Smash));
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if (OldRodRatio > 0)
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Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x82, 5, SlotType.Old_Rod));
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if (GoodRodRatio > 0)
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Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0x96, 5, SlotType.Good_Rod));
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if (SuperRodRatio > 0)
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Slots.AddRange(GetSlots4WaterFishingHGSS(data, 0xAA, 5, SlotType.Super_Rod));
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// Last 6 bytes only have species ID info
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if (data[0xC2] == 120) // Location = 182, 127, 130, 132, 167, 188, 210
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Slots.AddRange(SlotsHGSS_Staryu);
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var Area4 = new EncounterArea4HGSS
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{
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Location = BitConverter.ToUInt16(data, 0x00),
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Slots = Slots.ToArray()
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};
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foreach (var slot in Area4.Slots)
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slot.Area = Area4;
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return Area4;
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}
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private static readonly EncounterSlot[] SlotsHGSS_Staryu =
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{
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new EncounterSlot { Species = 120, LevelMin = 20, LevelMax = 20, Type = SlotType.Good_Rod },
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new EncounterSlot { Species = 120, LevelMin = 40, LevelMax = 40, Type = SlotType.Super_Rod },
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};
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private static EncounterArea4HGSS GetArea4HeadbuttHGSS(byte[] data)
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{
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if (data.Length < 78)
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return new EncounterArea4HGSS(); // bad data
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//2 byte location ID (defer to end)
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//4 bytes padding
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var Slots = new List<EncounterSlot>();
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// 00-11 Normal trees
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// 12-17 Special trees
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for (int i = 0; i < 18; i++)
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{
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int Species = BitConverter.ToInt16(data, 6 + (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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Species = Species,
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LevelMin = data[8 + (i * 4)],
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LevelMax = data[9 + (i * 4)],
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Type = i <= 11 ? SlotType.Headbutt : SlotType.Headbutt_Special
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});
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}
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var Area = new EncounterArea4HGSS
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{
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Location = BitConverter.ToUInt16(data, 0),
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Slots = Slots.ToArray()
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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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return Area;
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}
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}
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} |