mirror of
https://github.com/kwsch/PKHeX
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6ee7a8724b
* Rework gen1 slot loading Slot templates are precomputed from ROM data and just loaded straight in, with tight coupling to the encounter area (grouped by slot types). * Revise fuzzy met check for underleveled wild evos Example: Level 23 poliwhirl in RBY as a level 50 poliwhirl, will assume the chain is 25-50 for poliwhirl (as poliwag evolves at 25). Instead of revising the origin chain, just ignore the evo min level in the comparison. Previous commit fixed it for gen1. * Rework gen2-4 slot loading Gen4 not finished, Type Encounter data and some edge encounters not recognizing yet... * Add feebas slots for old/good encounters * Begin moving properties Great news! Gen5-7 need to be de-dumbed like Gen1-4. Then I can remove the bang (!) on the Area accessor and ensure that it's never null! * Split off XD pokespot slot encounter table type * Set area in constructor * Deduplicate g3 roaming encounters * Deduplicate xd encounter locations (rebattle) Only difference is met location; no need to create 500 extra encounter objects. A simple contains check is ok (rarely in gen3 format). * Make all slots have a readonly reference to their parent area * Minor clean * Remove "Safari" slot type flag Can be determined via other means (generation-location), allows us to reduce the size of SlotType member to a byte Output of slot binaries didn't preserve the Safari flag anyway. * Update SlotType.cs * Handle type encounters correctly * Merge safari area into regular xy area * Merge dexnav accessor logic * fix some logic so that tests pass again rearrange g5 dw init to be done outside of static constructor (initializer instead) PIDGenerator: friend safari slots now generate with required flawless IV count * Add cianwood tentacool gift encounter * Remove unnecessary abstractions Fake area just returned a slot; since Slots have a non-null reference to the area, we can just return the slot and use the API to grab a list of possible slots for the chain. Increase restrictiveness of location/type get-set operations * Minor tweaks, pass parameters DexNav observed state isn't necessary to use, only need to see if it's possible to dexnav. Now that we have metadata for slots, we can. * Remove unused legality tables
92 lines
3.2 KiB
C#
92 lines
3.2 KiB
C#
namespace PKHeX.Core
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{
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public sealed class Frame
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{
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/// <summary>
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/// Ending seed value for the frame (prior to nature call).
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/// </summary>
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public readonly uint Seed;
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public readonly LeadRequired Lead;
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private readonly FrameType FrameType;
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/// <summary>
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/// Starting seed for the frame (to generate the frame).
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/// </summary>
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public uint OriginSeed { get; set; }
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/// <summary>
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/// RNG Call Value for the Level Calc
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/// </summary>
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public uint RandLevel { get; set; }
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/// <summary>
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/// RNG Call Value for the Encounter Slot Calc
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/// </summary>
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public uint RandESV { get; set; }
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public bool LevelSlotModified => Lead.IsLevelOrSlotModified() || (Lead & LeadRequired.UsesLevelCall) != 0;
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public Frame(uint seed, FrameType type, LeadRequired lead)
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{
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Seed = seed;
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Lead = lead;
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FrameType = type;
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}
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/// <summary>
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/// Checks the Encounter Slot for RNG calls before the Nature loop.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <param name="pkm">Ancillary pkm data for determining how to check level.</param>
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/// <returns>Slot number for this frame & lead value.</returns>
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public bool IsSlotCompatibile<T>(T slot, PKM pkm) where T : EncounterSlot, IMagnetStatic, INumberedSlot
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{
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bool usesLevel = !slot.FixedLevel;
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if (FrameType != FrameType.MethodH && (Lead & LeadRequired.UsesLevelCall) != 0 != usesLevel)
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return false;
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// Level is before Nature, but usually isn't varied. Check ESV calc first.
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int s = GetSlot(slot);
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if (s != slot.SlotNumber)
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return false;
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// Check Level Now
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int lvl = SlotRange.GetLevel(slot, Lead, RandLevel);
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if (pkm.HasOriginalMetLocation)
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{
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if (lvl != pkm.Met_Level)
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return false;
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}
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else
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{
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if (lvl > pkm.Met_Level)
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return false;
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}
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// Check if the slot is actually encounterable (considering Sweet Scent)
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bool encounterable = SlotRange.GetIsEncounterable(slot, FrameType, (int)(OriginSeed >> 16), Lead);
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return encounterable;
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}
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/// <summary>
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/// Gets the slot value for the input slot.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <returns>Slot number for this frame & lead value.</returns>
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private int GetSlot<T>(T slot) where T : EncounterSlot, IMagnetStatic, INumberedSlot
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{
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// Static and Magnet Pull do a slot search rather than slot mapping 0-99.
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return Lead != LeadRequired.StaticMagnet
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? SlotRange.GetSlot(slot.Area.Type, RandESV, FrameType)
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: SlotRange.GetSlotStaticMagnet(slot, RandESV);
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}
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/// <summary>
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/// Only use this for test methods.
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/// </summary>
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/// <param name="t"></param>
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/// <returns></returns>
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public int GetSlot(SlotType t) => SlotRange.GetSlot(t, RandESV, FrameType);
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}
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}
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