mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-22 18:33:14 +00:00
3c232505e5
In this pull request I've changed a ton of method signatures to reflect the more-narrow types of Species, Move# and Form; additionally, I've narrowed other large collections that stored lists of species / permitted values, and reworked them to be more performant with the latest API spaghetti that PKHeX provides. Roamer met locations, usually in a range of [max-min]<64, can be quickly checked using a bitflag operation on a UInt64. Other collections (like "Is this from Colosseum or XD") were eliminated -- shadow state is not transferred COLO<->XD, so having a Shadow ID or matching the met location from a gift/wild encounter is a sufficient check for "originated in XD".
143 lines
5.3 KiB
C#
143 lines
5.3 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
/// <summary>
|
|
/// Logic for finding the RNG criteria pattern in Colosseum/XD.
|
|
/// </summary>
|
|
public static class LockFinder
|
|
{
|
|
/// <summary>
|
|
/// Checks if the encounter template can be obtained with the resulting PID and IV detail.
|
|
/// </summary>
|
|
/// <param name="s">Encounter template with lock info</param>
|
|
/// <param name="pv">RNG result PID and IV seed state</param>
|
|
/// <param name="pk">Entity to check</param>
|
|
/// <returns>True if all valid.</returns>
|
|
public static bool IsAllShadowLockValid(EncounterStaticShadow s, PIDIV pv, PKM pk)
|
|
{
|
|
if (s.Version == GameVersion.XD && pk.IsShiny)
|
|
return false; // no xd shiny shadow mons
|
|
var teams = s.Locks;
|
|
if (teams.Length == 0)
|
|
return true;
|
|
|
|
var tsv = s.Version == GameVersion.XD ? (pk.TID ^ pk.SID) >> 3 : -1; // no xd shiny shadow mons
|
|
return IsAllShadowLockValid(pv, teams, tsv);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks all <see cref="teams"/> to see if they can be reversed from the <see cref="pv"/>.
|
|
/// </summary>
|
|
/// <param name="pv">RNG result PID and IV seed state</param>
|
|
/// <param name="teams">Possible team data setups the NPC trainer has that need to generate before the shadow.</param>
|
|
/// <param name="tsv">Trainer shiny value that is disallowed in XD</param>
|
|
public static bool IsAllShadowLockValid(PIDIV pv, IEnumerable<TeamLock> teams, int tsv = -1)
|
|
{
|
|
foreach (var t in teams)
|
|
{
|
|
var result = new TeamLockResult(t, pv.OriginSeed, tsv);
|
|
if (result.Valid)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the XD starter Eevee can be obtained with the trainer's IDs.
|
|
/// </summary>
|
|
/// <param name="seed">Seed that generated the PID and IV</param>
|
|
/// <param name="TID">Trainer ID</param>
|
|
/// <param name="SID">Trainer Secret ID</param>
|
|
/// <returns>True if the starter ID correlation is correct</returns>
|
|
public static bool IsXDStarterValid(uint seed, int TID, int SID)
|
|
{
|
|
// pidiv reversed 2x yields SID, 3x yields TID. shift by 7 if another PKM is generated prior
|
|
var SIDf = RNG.XDRNG.Reverse(seed, 2);
|
|
var TIDf = RNG.XDRNG.Prev(SIDf);
|
|
return SIDf >> 16 == SID && TIDf >> 16 == TID;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the Colosseum starter correlation can be obtained with the trainer's IDs.
|
|
/// </summary>
|
|
/// <param name="species">Species of the starter, to indicate Espeon vs Umbreon</param>
|
|
/// <param name="seed">Seed the PID/IV is generated with</param>
|
|
/// <param name="TID">Trainer ID of the trainer</param>
|
|
/// <param name="SID">Secret ID of the trainer</param>
|
|
/// <param name="pkPID">PID of the entity</param>
|
|
/// <param name="IV1">First 3 IVs combined</param>
|
|
/// <param name="IV2">Last 3 IVs combined</param>
|
|
public static bool IsColoStarterValid(ushort species, ref uint seed, int TID, int SID, uint pkPID, uint IV1, uint IV2)
|
|
{
|
|
// reverse the seed the bare minimum
|
|
int rev = 2;
|
|
if (species == (int)Species.Espeon)
|
|
rev += 7;
|
|
|
|
// reverse until we find the TID/SID, then run the generation forward to see if it matches our inputs.
|
|
var rng = RNG.XDRNG;
|
|
var SIDf = rng.Reverse(seed, rev);
|
|
int ctr = 0;
|
|
uint temp;
|
|
while ((temp = rng.Prev(SIDf)) >> 16 != TID || SIDf >> 16 != SID)
|
|
{
|
|
SIDf = temp;
|
|
if (ctr > 32) // arbitrary
|
|
return false;
|
|
ctr++;
|
|
}
|
|
|
|
var next = rng.Next(SIDf);
|
|
|
|
// generate Umbreon
|
|
var PIDIV = GenerateValidColoStarterPID(ref next, TID, SID);
|
|
if (species == (int)Species.Espeon) // need Espeon, which is immediately next
|
|
PIDIV = GenerateValidColoStarterPID(ref next, TID, SID);
|
|
|
|
if (!PIDIV.Equals(pkPID, IV1, IV2))
|
|
return false;
|
|
seed = rng.Reverse(SIDf, 2);
|
|
return true;
|
|
}
|
|
|
|
private readonly record struct PIDIVGroup(uint PID, uint IV1, uint IV2)
|
|
{
|
|
public bool Equals(uint pid, uint iv1, uint iv2) => PID == pid && IV1 == iv1 && IV2 == iv2;
|
|
}
|
|
|
|
private static PIDIVGroup GenerateValidColoStarterPID(ref uint uSeed, int TID, int SID)
|
|
{
|
|
var rng = RNG.XDRNG;
|
|
|
|
uSeed = rng.Advance(uSeed, 2); // skip fakePID
|
|
var IV1 = (uSeed >> 16) & 0x7FFF;
|
|
uSeed = rng.Next(uSeed);
|
|
var IV2 = (uSeed >> 16) & 0x7FFF;
|
|
uSeed = rng.Next(uSeed);
|
|
uSeed = rng.Advance(uSeed, 1); // skip ability call
|
|
var PID = GenerateStarterPID(ref uSeed, TID, SID);
|
|
|
|
uSeed = rng.Advance(uSeed, 2); // PID calls consumed
|
|
|
|
return new PIDIVGroup(PID, IV1, IV2);
|
|
}
|
|
|
|
private static bool IsShiny(int TID, int SID, uint PID) => (TID ^ SID ^ (PID >> 16) ^ (PID & 0xFFFF)) < 8;
|
|
|
|
private static uint GenerateStarterPID(ref uint uSeed, int TID, int SID)
|
|
{
|
|
uint PID;
|
|
const byte ratio = 0x1F; // 12.5% F (can't be female)
|
|
while (true)
|
|
{
|
|
var next = RNG.XDRNG.Next(uSeed);
|
|
PID = (uSeed & 0xFFFF0000) | (next >> 16);
|
|
if ((PID & 0xFF) >= ratio && !IsShiny(TID, SID, PID))
|
|
break;
|
|
uSeed = RNG.XDRNG.Next(next);
|
|
}
|
|
|
|
return PID;
|
|
}
|
|
}
|