mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-18 16:33:24 +00:00
392 lines
16 KiB
C#
392 lines
16 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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public static class FrameFinder
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{
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/// <summary>
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/// Checks a <see cref="PIDIV"/> to see if any encounter frames can generate the spread. Requires further filtering against matched Encounter Slots and generation patterns.
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/// </summary>
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/// <param name="pidiv">Matched <see cref="PIDIV"/> containing info and <see cref="PIDIV.OriginSeed"/>.</param>
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/// <param name="pk"><see cref="PKM"/> object containing various accessible information required for the encounter.</param>
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/// <returns><see cref="IEnumerable{Frame}"/> to yield possible encounter details for further filtering</returns>
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public static IEnumerable<Frame> GetFrames(PIDIV pidiv, PKM pk)
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{
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if (pk.Version == (int)GameVersion.CXD)
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return Enumerable.Empty<Frame>();
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var info = new FrameGenerator(pk) {Nature = pk.EncryptionConstant % 25};
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// gather possible nature determination seeds until a same-nature PID breaks the unrolling
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var seeds = pk.Species == (int)Species.Unown && pk.FRLG // reversed await case
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? SeedInfo.GetSeedsUntilUnownForm(pidiv, info, pk.Form)
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: SeedInfo.GetSeedsUntilNature(pidiv, info);
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var frames = pidiv.Type == PIDType.CuteCharm
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? FilterCuteCharm(seeds, pidiv, info)
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: FilterNatureSync(seeds, pidiv, info);
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var refined = RefineFrames(frames, info);
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if (pk.Gen4 && pidiv.Type == PIDType.CuteCharm) // only permit cute charm successful frames
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return refined.Where(z => (z.Lead & ~LeadRequired.UsesLevelCall) == LeadRequired.CuteCharm);
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return refined;
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}
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private static IEnumerable<Frame> RefineFrames(IEnumerable<Frame> frames, FrameGenerator info)
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{
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return info.FrameType == FrameType.MethodH
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? RefineFrames3(frames, info)
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: RefineFrames4(frames, info);
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}
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private static IEnumerable<Frame> RefineFrames3(IEnumerable<Frame> frames, FrameGenerator info)
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{
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// ESV
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// Level
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// Nature
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// Current Seed of the frame is the Level Calc (frame before nature)
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var list = new List<Frame>();
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foreach (var f in frames)
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{
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bool noLead = !info.AllowLeads && f.Lead != LeadRequired.None;
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if (noLead)
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continue;
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var prev = info.RNG.Prev(f.Seed); // ESV
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var rand = prev >> 16;
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f.RandESV = rand;
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f.RandLevel = f.Seed >> 16;
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f.OriginSeed = info.RNG.Prev(prev);
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if (f.Lead != LeadRequired.CuteCharm) // needs proc checking
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yield return f;
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// Generate frames for other slots after the regular slots
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if (info.AllowLeads && (f.Lead is LeadRequired.CuteCharm or LeadRequired.None))
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list.Add(f);
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}
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foreach (var f in list)
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{
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var leadframes = GenerateLeadSpecificFrames3(f, info);
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foreach (var frame in leadframes)
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yield return frame;
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}
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}
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private static IEnumerable<Frame> GenerateLeadSpecificFrames3(Frame f, FrameGenerator info)
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{
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// Check leads -- none in list if leads are not allowed
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// Certain leads inject a RNG call
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// 3 different rand places
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LeadRequired lead;
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var prev0 = f.Seed; // 0
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var prev1 = info.RNG.Prev(f.Seed); // -1
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var prev2 = info.RNG.Prev(prev1); // -2
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var prev3 = info.RNG.Prev(prev2); // -3
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// Rand call raw values
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var p0 = prev0 >> 16;
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var p1 = prev1 >> 16;
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var p2 = prev2 >> 16;
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// Cute Charm
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// -2 ESV
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// -1 Level
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// 0 CC Proc (Random() % 3 != 0)
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// 1 Nature
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if (info.Gendered)
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{
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bool cc = p0 % 3 != 0;
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if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base
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{
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if (cc)
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yield return info.GetFrame(prev2, LeadRequired.CuteCharm, p2, p1, prev3);
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yield break;
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}
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lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail;
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yield return info.GetFrame(prev2, lead, p2, p1, prev3);
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}
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if (f.Lead == LeadRequired.CuteCharm)
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yield break;
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// Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
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// -2 ESV
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// -1 Level
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// 0 LevelMax proc (Random() & 1)
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// 1 Nature
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bool max = p0 % 2 == 1;
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lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail;
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yield return info.GetFrame(prev2, lead, p2, p1, prev3);
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// Keen Eye, Intimidate (Not compatible with Sweet Scent)
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// -2 ESV
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// -1 Level
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// 0 Level Adequate Check !(Random() % 2 == 1) rejects -- rand%2==1 is adequate
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// 1 Nature
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// Note: if this check fails, the encounter generation routine is aborted.
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if (max) // same result as above, no need to recalculate
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{
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lead = LeadRequired.IntimidateKeenEye;
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yield return info.GetFrame(prev2, lead, p2, p1, prev3);
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}
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// Static or Magnet Pull
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// -2 SlotProc (Random % 2 == 0)
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// -1 ESV (select slot)
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// 0 Level
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// 1 Nature
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bool force = p2 % 2 == 0;
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if (force)
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{
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// Since a failed proc is indistinguishable from the default frame calls, only generate if it succeeds.
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lead = LeadRequired.StaticMagnet;
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yield return info.GetFrame(prev2, lead, p1, p0, prev3);
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}
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}
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private static IEnumerable<Frame> RefineFrames4(IEnumerable<Frame> frames, FrameGenerator info)
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{
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var list = new List<Frame>();
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foreach (var f in frames)
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{
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// Current Seed of the frame is the ESV.
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var rand = f.Seed >> 16;
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f.RandESV = rand;
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f.RandLevel = rand; // unused
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f.OriginSeed = info.RNG.Prev(f.Seed);
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yield return f;
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// Create a copy for level; shift ESV and origin back
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var esv = f.OriginSeed >> 16;
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var origin = info.RNG.Prev(f.OriginSeed);
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var withLevel = info.GetFrame(f.Seed, f.Lead | LeadRequired.UsesLevelCall, esv, f.RandLevel, origin);
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yield return withLevel;
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if (f.Lead != LeadRequired.None)
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continue;
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// Generate frames for other slots after the regular slots
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list.Add(f);
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}
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foreach (var f in list)
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{
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var leadframes = GenerateLeadSpecificFrames4(f, info);
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foreach (var frame in leadframes)
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yield return frame;
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}
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}
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private static IEnumerable<Frame> GenerateLeadSpecificFrames4(Frame f, FrameGenerator info)
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{
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LeadRequired lead;
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var prev0 = f.Seed; // 0
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var prev1 = info.RNG.Prev(f.Seed); // -1
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var prev2 = info.RNG.Prev(prev1); // -2
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var prev3 = info.RNG.Prev(prev2); // -3
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// Rand call raw values
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var p0 = prev0 >> 16;
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var p1 = prev1 >> 16;
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var p2 = prev2 >> 16;
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// Cute Charm
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// -2 ESV
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// -1 Level (Optional)
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// 0 CC Proc (Random() % 3 != 0)
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// 1 Nature
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if (info.Gendered)
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{
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bool cc = (info.DPPt ? p0 / 0x5556 : p0 % 3) != 0;
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if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base
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{
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if (!cc) yield break;
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yield return info.GetFrame(prev2, LeadRequired.CuteCharm, p1, p1, prev2);
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yield return info.GetFrame(prev2, LeadRequired.CuteCharm | LeadRequired.UsesLevelCall, p2, p1, prev3);
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yield break;
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}
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lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail;
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yield return info.GetFrame(prev2, lead, p1, p1, prev2);
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yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3);
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}
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if (f.Lead == LeadRequired.CuteCharm)
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yield break;
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// Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
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// -2 ESV
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// -1 Level (Optional)
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// 0 LevelMax proc (Random() & 1)
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// 1 Nature
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bool max = (info.DPPt ? p0 >> 15 : p0 & 1) == 1;
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lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail;
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yield return info.GetFrame(prev2, lead, p1, p1, prev2);
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yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3);
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// Keen Eye, Intimidate (Not compatible with Sweet Scent)
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// -2 ESV
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// -1 Level (Optional)
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// 0 Level Adequate Check !(Random() % 2 == 1) rejects -- rand%2==1 is adequate
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// 1 Nature
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// Note: if this check fails, the encounter generation routine is aborted.
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if (max) // same result as above, no need to recalculate
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{
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lead = LeadRequired.IntimidateKeenEye;
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yield return info.GetFrame(prev2, lead, p1, p1, prev2);
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yield return info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3);
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}
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// Static or Magnet Pull
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// -2 SlotProc (Random % 2 == 0)
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// -1 ESV (select slot)
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// 0 Level (Optional)
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// 1 Nature
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var force1 = (info.DPPt ? p1 >> 15 : p1 & 1) == 1;
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lead = force1 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail;
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yield return info.GetFrame(prev2, lead, p0, p0, prev3);
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var force2 = (info.DPPt ? p2 >> 15 : p2 & 1) == 1;
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lead = (force2 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail) | LeadRequired.UsesLevelCall;
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yield return info.GetFrame(prev2, lead, p1, p0, prev3);
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}
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/// <summary>
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/// Filters the input <see cref="SeedInfo"/> according to a Nature Lock frame generation pattern.
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/// </summary>
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/// <param name="seeds">Seed Information for the frame</param>
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/// <param name="pidiv">PIDIV Info for the frame</param>
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/// <param name="info">Search Info for the frame</param>
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/// <returns>Possible matches to the Nature Lock frame generation pattern</returns>
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private static IEnumerable<Frame> FilterNatureSync(IEnumerable<SeedInfo> seeds, PIDIV pidiv, FrameGenerator info)
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{
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foreach (var seed in seeds)
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{
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var s = seed.Seed;
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if (info.Safari3)
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{
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// successful pokeblock activation
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bool result = IsValidPokeBlockNature(s, info.Nature, out uint blockSeed);
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if (result)
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yield return info.GetFrame(blockSeed, seed.Charm3 ? LeadRequired.CuteCharm : LeadRequired.None);
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// if no pokeblocks present (or failed call), fall out of the safari specific code and generate via the other scenarios
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}
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var rand = s >> 16;
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bool sync = info.AllowLeads && !seed.Charm3 && (info.DPPt ? rand >> 15 : rand & 1) == 0;
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bool reg = (info.DPPt ? rand / 0xA3E : rand % 25) == info.Nature;
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if (!sync && !reg) // doesn't generate nature frame
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continue;
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uint prev = RNG.LCRNG.Prev(s);
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if (info.AllowLeads && reg) // check for failed sync
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{
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var failsync = (info.DPPt ? prev >> 31 : (prev >> 16) & 1) != 1;
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if (failsync)
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yield return info.GetFrame(RNG.LCRNG.Prev(prev), LeadRequired.SynchronizeFail);
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}
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if (sync)
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yield return info.GetFrame(prev, LeadRequired.Synchronize);
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if (reg)
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{
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if (seed.Charm3)
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{
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yield return info.GetFrame(prev, LeadRequired.CuteCharm);
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}
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else
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{
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if (info.Safari3)
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prev = RNG.LCRNG.Prev(prev); // wasted RNG call
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yield return info.GetFrame(prev, LeadRequired.None);
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}
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}
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}
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}
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private static bool IsValidPokeBlockNature(uint seed, uint nature, out uint natureOrigin)
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{
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if (nature % 6 == 0) // neutral
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{
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natureOrigin = 0;
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return false;
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}
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// unroll the RNG to a stack of seeds
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var stack = new Stack<uint>();
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for (uint i = 0; i < 25; i++)
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{
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for (uint j = 1 + i; j < 25; j++)
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stack.Push(seed = RNG.LCRNG.Prev(seed));
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}
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natureOrigin = RNG.LCRNG.Prev(stack.Peek());
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if (natureOrigin >> 16 % 100 >= 80) // failed proc
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return false;
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// init natures
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uint[] natures = new uint[25];
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for (uint i = 0; i < 25; i++)
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natures[i] = i;
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// shuffle nature list
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for (uint i = 0; i < 25; i++)
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{
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for (uint j = 1 + i; j < 25; j++)
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{
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var s = stack.Pop();
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if ((s >> 16 & 1) == 0)
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continue; // only swap if 1
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var temp = natures[i];
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natures[i] = natures[j];
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natures[j] = temp;
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}
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}
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var likes = Pokeblock.GetLikedBlockFlavor(nature);
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// best case scenario is a perfect flavored pokeblock for the nature.
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// has liked flavor, and all other non-disliked flavors are present.
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// is it possible to skip this step?
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for (int i = 0; i < 25; i++)
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{
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var n = natures[i];
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if (n == nature)
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break;
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var nl = Pokeblock.GetLikedBlockFlavor(natures[i]);
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if (nl == likes) // next random nature likes the same block as the desired nature
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return false; // current nature is chosen instead, fail!
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}
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// unroll once more to hit the level calc (origin with respect for beginning the nature calcs)
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natureOrigin = RNG.LCRNG.Prev(natureOrigin);
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return true;
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}
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/// <summary>
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/// Filters the input <see cref="SeedInfo"/> according to a Cute Charm frame generation pattern.
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/// </summary>
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/// <param name="seeds">Seed Information for the frame</param>
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/// <param name="pidiv">PIDIV Info for the frame</param>
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/// <param name="info">Search Info for the frame</param>
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/// <returns>Possible matches to the Cute Charm frame generation pattern</returns>
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private static IEnumerable<Frame> FilterCuteCharm(IEnumerable<SeedInfo> seeds, PIDIV pidiv, FrameGenerator info)
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{
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foreach (var seed in seeds)
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{
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var s = seed.Seed;
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var rand = s >> 16;
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var nature = info.DPPt ? rand / 0xA3E : rand % 25;
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if (nature != info.Nature)
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continue;
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var prev = RNG.LCRNG.Prev(s);
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var proc = prev >> 16;
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bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) != 0; // 2/3 odds
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if (!charmProc)
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continue;
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yield return info.GetFrame(prev, LeadRequired.CuteCharm);
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}
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}
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}
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}
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