mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-25 11:53:11 +00:00
230 lines
No EOL
7.9 KiB
C#
230 lines
No EOL
7.9 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.SWSH"/> encounter area
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/// </summary>
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public sealed class EncounterArea8 : EncounterAreaSH
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{
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/// <inheritdoc />
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public override bool IsMatchLocation(int location)
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{
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if (Location == location)
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return true;
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if (!PermitCrossover)
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return false;
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// Get all other areas that the Location can bleed encounters to
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if (!ConnectingArea8.TryGetValue(Location, out var others))
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return false;
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// Check if any of the other areas are the met location
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return others.Contains((byte)location);
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}
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protected override IEnumerable<EncounterSlot> GetMatchFromEvoLevel(PKM pkm, IEnumerable<EvoCriteria> vs, int minLevel)
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{
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var loc = Location;
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if (IsWildArea8(loc)) // wild area gets boosted up to level 60 post-game
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{
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const int boostTo = 60;
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if (pkm.Met_Level == boostTo)
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{
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var boost = Slots.Where(slot => vs.Any(evo => IsMatch(evo, slot) && evo.Level >= boostTo));
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return boost.Where(s => s.LevelMax < boostTo || s.IsLevelWithinRange(minLevel));
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}
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}
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var slots = Slots.Where(slot => vs.Any(evo => IsMatch(evo, slot) && evo.Level >= slot.LevelMin));
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// Get slots where pokemon can exist with respect to level constraints
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return slots.Where(s => s.IsLevelWithinRange(minLevel));
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}
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private static bool IsMatch(DexLevel evo, EncounterSlot slot)
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{
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if (evo.Species != slot.Species)
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return false;
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if (evo.Form == slot.Form)
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return true;
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if (Legal.FormChange.Contains(evo.Species))
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return true;
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return false;
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}
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protected override IEnumerable<EncounterSlot> GetFilteredSlots(PKM pkm, IEnumerable<EncounterSlot> slots, int minLevel) => slots;
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public static bool IsWildArea8(int loc) => 122 <= loc && loc <= 154; // Rolling Fields -> Lake of Outrage
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// Location, and areas that can feed encounters into it.
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public static readonly IReadOnlyDictionary<int, IReadOnlyList<byte>> ConnectingArea8 = new Dictionary<int, IReadOnlyList<byte>>
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{
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// Rolling Fields
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// Dappled Grove, East Lake Axewell, West Lake Axewell
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// Also connects to South Lake Miloch but too much of a stretch
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{122, new byte[] {124, 128, 130}},
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// Dappled Grove
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// Rolling Fields, Watchtower Ruins
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{124, new byte[] {122, 126}},
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// Watchtower Ruins
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// Dappled Grove, West Lake Axewell
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{126, new byte[] {124, 130}},
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// East Lake Axewell
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// Rolling Fields, West Lake Axewell, Axew's Eye, North Lake Miloch
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{128, new byte[] {122, 130, 132, 138}},
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// West Lake Axewell
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// Rolling Fields, Watchtower Ruins, East Lake Axewell, Axew's Eye
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{130, new byte[] {122, 126, 128, 132}},
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// Axew's Eye
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// East Lake Axewell, West Lake Axewell
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{132, new byte[] {128, 130}},
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// South Lake Miloch
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// Giant's Seat, North Lake Miloch
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{134, new byte[] {136, 138}},
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// Giant's Seat
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// South Lake Miloch, North Lake Miloch
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{136, new byte[] {134, 138}},
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// North Lake Miloch
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// East Lake Axewell, South Lake Miloch, Giant's Seat
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// Also connects to Motostoke Riverbank but too much of a stretch
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{138, new byte[] {134, 136}},
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// Motostoke Riverbank
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// Bridge Field
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{140, new byte[] {142}},
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// Bridge Field
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// Motostoke Riverbank, Stony Wilderness
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{142, new byte[] {140, 144}},
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// Stony Wilderness
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// Bridge Field, Dusty Bowl, Giant's Mirror, Giant's Cap
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{144, new byte[] {142, 146, 148, 152}},
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// Dusty Bowl
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// Stony Wilderness, Giant's Mirror, Hammerlocke Hills
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{146, new byte[] {144, 148, 150}},
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// Giant's Mirror
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// Stony Wilderness, Dusty Bowl, Hammerlocke Hills
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{148, new byte[] {144, 146, 148}},
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// Hammerlocke Hills
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// Dusty Bowl, Giant's Mirror, Giant's Cap
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{150, new byte[] {146, 148, 152}},
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// Giant's Cap
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// Stony Wilderness, Giant's Cap
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// Also connects to Lake of Outrage but too much of a stretch
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{152, new byte[] {144, 150}},
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// Lake of Outrage is just itself.
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};
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}
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public abstract class EncounterAreaSH : EncounterArea
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{
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/// <summary>
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/// Slots from this area can cross over to another area, resulting in a different met location.
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/// </summary>
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public bool PermitCrossover { get; internal set; }
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/// <summary>
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/// Gets an array of areas from an array of raw area data
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/// </summary>
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/// <param name="entries">Simplified raw format of an Area</param>
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/// <returns>Array of areas</returns>
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public static T[] GetArray<T>(byte[][] entries) where T : EncounterAreaSH, new()
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{
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T[] data = new T[entries.Length];
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for (int i = 0; i < data.Length; i++)
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{
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var loc = data[i] = new T();
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loc.LoadSlots(entries[i]);
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}
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return data;
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}
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private void LoadSlots(byte[] areaData)
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{
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Location = areaData[0];
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Slots = new EncounterSlot[areaData[1]];
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int ctr = 0;
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int ofs = 2;
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do
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{
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var flags = (AreaWeather8)BitConverter.ToUInt16(areaData, ofs);
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var min = areaData[ofs + 2];
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var max = areaData[ofs + 3];
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var count = areaData[ofs + 4];
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// ofs+5 reserved
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ofs += 6;
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for (int i = 0; i < count; i++, ctr++, ofs += 2)
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{
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var specForm = BitConverter.ToUInt16(areaData, ofs);
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Slots[ctr] = new EncounterSlot8(specForm, min, max, flags);
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}
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} while (ctr != Slots.Length);
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foreach (var slot in Slots)
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slot.Area = this;
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}
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}
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/// <summary>
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/// Encounter Conditions for <see cref="GameVersion.SWSH"/>
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/// </summary>
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/// <remarks>Values above <see cref="All"/> are for Shaking/Fishing hidden encounters only.</remarks>
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[Flags]
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public enum AreaWeather8
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{
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None,
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Normal = 1,
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Overcast = 1 << 1,
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Raining = 1 << 2,
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Thunderstorm = 1 << 3,
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Intense_Sun = 1 << 4,
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Snowing = 1 << 5,
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Snowstorm = 1 << 6,
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Sandstorm = 1 << 7,
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Heavy_Fog = 1 << 8,
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All = Normal | Overcast | Raining | Thunderstorm | Intense_Sun | Snowing | Snowstorm | Sandstorm | Heavy_Fog,
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Shaking_Trees = 1 << 9,
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Fishing = 1 << 10,
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NotWeather = Shaking_Trees | Fishing,
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}
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/// <summary>
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/// Encounter Slot found in <see cref="GameVersion.SWSH"/>
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/// </summary>
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public sealed class EncounterSlot8 : EncounterSlot
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{
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public readonly AreaWeather8 Weather;
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public override string LongName => Weather == AreaWeather8.All ? wild : $"{wild} - {Weather.ToString().Replace("_", string.Empty)}";
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public EncounterSlot8(int specForm, int min, int max, AreaWeather8 weather)
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{
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Species = specForm & 0x7FF;
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Form = specForm >> 11;
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LevelMin = min;
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LevelMax = max;
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Weather = weather;
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}
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}
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} |