mirror of
https://github.com/kwsch/PKHeX.git
synced 2026-08-28 22:34:49 -05:00
Add slot level / IsEncounterable beginnings
dynamic level -> calc level no sweet scent -> proc available (rock smash/fish) change frame checking in encountergenerator to save which frame it was found on (unused but possibly later can capture this for output)
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@@ -295,7 +295,8 @@ private static IEnumerable<IEncounterable> GenerateRawEncounters4(PKM pkm, Legal
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var slots = FrameFinder.GetFrames(info.PIDIV, pkm).ToList();
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foreach (var z in GetValidWildEncounters(pkm))
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{
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if (slots.Any(s => s.EncounterSlot(z.Type, z) == z.SlotNumber))
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var frame = slots.FirstOrDefault(s => s.IsSlotCompatibile(z, pkm));
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if (frame != null)
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yield return z;
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else
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deferred.Add(z);
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@@ -329,7 +330,8 @@ private static IEnumerable<IEncounterable> GenerateRawEncounters3(PKM pkm, Legal
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var slots = FrameFinder.GetFrames(info.PIDIV, pkm).ToList();
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foreach (var z in GetValidWildEncounters(pkm))
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{
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if (slots.Any(s => s.EncounterSlot(z.Type, z) == z.SlotNumber))
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var frame = slots.FirstOrDefault(s => s.IsSlotCompatibile(z, pkm));
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if (frame != null)
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yield return z;
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else
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deferred.Add(z);
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@@ -8,11 +8,10 @@ public class Frame
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private readonly FrameType FrameType;
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private readonly RNG RNG;
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public uint RandLevel { get; set; }
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public uint ESV { get; set; }
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public void SetOriginSeed(int Offset) => OriginSeed = RNG.Reverse(Seed, Offset);
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public bool LevelSlotModified => Lead > LeadRequired.SynchronizeFail;
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public uint OriginSeed;
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public bool LevelSlotModified => Lead > LeadRequired.SynchronizeFail;
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public Frame(uint seed, FrameType type, RNG rng, LeadRequired lead)
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{
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@@ -22,30 +21,78 @@ public Frame(uint seed, FrameType type, RNG rng, LeadRequired lead)
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RNG = rng;
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}
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public int EncounterSlot(SlotType t, EncounterSlot slot)
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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(EncounterSlot slot, PKM pkm)
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{
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if (Lead == LeadRequired.StaticMagnet)
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{
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if (slot.Permissions.MagnetPullIndex >= 0)
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{
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var index = ESV % slot.Permissions.MagnetPullCount;
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return index == slot.Permissions.MagnetPullIndex ? slot.SlotNumber : -1;
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}
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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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if (slot.Permissions.StaticIndex >= 0)
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{
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var index = ESV % slot.Permissions.StaticCount;
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return index == slot.Permissions.StaticIndex ? slot.SlotNumber : -1;
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}
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return -1;
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// Check Level Now
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int lvl = SlotRange.GetLevel(slot, FrameType, Lead, RandLevel);
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if (lvl < 0) { } // todo
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else 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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return EncounterSlot(t);
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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);
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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(EncounterSlot slot)
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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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? GetSlot(slot.Type)
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: GetSlotStaticMagnet(slot);
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}
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/// <summary>
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/// Checks both Static and Magnet Pull ability type selection encounters to see if the encounter can be selected.
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/// </summary>
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/// <param name="slot">Slot Data</param>
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/// <returns>Slot number from the slot data if the slot is selected on this frame, else an invalid slot value.</returns>
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private int GetSlotStaticMagnet(EncounterSlot slot)
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{
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if (slot.Permissions.StaticIndex >= 0)
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{
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var index = ESV % slot.Permissions.StaticCount;
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if (index == slot.Permissions.StaticIndex)
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return slot.SlotNumber;
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}
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if (slot.Permissions.MagnetPullIndex >= 0)
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{
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var index = ESV % slot.Permissions.MagnetPullCount;
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if (index == slot.Permissions.MagnetPullIndex)
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return slot.SlotNumber;
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}
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return -1;
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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 EncounterSlot(SlotType t) => SlotRange.GetSlot(t, ESV, FrameType, Seed);
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public int GetSlot(SlotType t) => SlotRange.GetSlot(t, ESV, FrameType, Seed);
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}
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}
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@@ -96,11 +96,11 @@ private static IEnumerable<Frame> GenerateLeadSpecificFrames3(Frame f, FrameGene
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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);
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yield return info.GetFrame(prev2, LeadRequired.CuteCharm, p2, p1);
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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);
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yield return info.GetFrame(prev2, lead, p2, p1);
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}
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// Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
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@@ -110,7 +110,7 @@ private static IEnumerable<Frame> GenerateLeadSpecificFrames3(Frame f, FrameGene
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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);
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yield return info.GetFrame(prev2, lead, p2, p1);
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// Keen Eye, Intimidate
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// -2 ESV
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@@ -121,7 +121,7 @@ private static IEnumerable<Frame> GenerateLeadSpecificFrames3(Frame f, FrameGene
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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);
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yield return info.GetFrame(prev2, lead, p2, p1);
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}
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// Static or Magnet Pull
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@@ -134,7 +134,7 @@ private static IEnumerable<Frame> GenerateLeadSpecificFrames3(Frame f, FrameGene
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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);
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yield return info.GetFrame(prev2, lead, p1, p0);
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}
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}
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@@ -162,8 +162,8 @@ private static IEnumerable<Frame> RefineFrames4(IEnumerable<Frame> frames, Frame
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var prev = info.RNG.Prev(f.Seed);
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var p16 = prev >> 16;
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yield return info.GetFrame(prev, LeadRequired.IntimidateKeenEye, p16);
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yield return info.GetFrame(prev, LeadRequired.PressureHustleSpirit, p16);
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yield return info.GetFrame(prev, LeadRequired.IntimidateKeenEye, p16, p16);
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yield return info.GetFrame(prev, LeadRequired.PressureHustleSpirit, p16, p16);
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// Slot Modifiers before ESV
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var force = (info.DPPt ? p16 >> 15 : p16 & 1) == 1;
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@@ -171,7 +171,7 @@ private static IEnumerable<Frame> RefineFrames4(IEnumerable<Frame> frames, Frame
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continue;
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var rand = f.Seed >> 16;
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yield return info.GetFrame(prev, LeadRequired.StaticMagnet, rand);
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yield return info.GetFrame(prev, LeadRequired.StaticMagnet, rand, p16);
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}
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}
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@@ -13,7 +13,7 @@ public class FrameGenerator
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public readonly bool Safari3;
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public Frame GetFrame(uint seed, LeadRequired lead) => new Frame(seed, FrameType, RNG, lead);
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public Frame GetFrame(uint seed, LeadRequired lead, uint esv) => new Frame(seed, FrameType, RNG, lead) {ESV = esv};
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public Frame GetFrame(uint seed, LeadRequired lead, uint esv, uint lvl) => new Frame(seed, FrameType, RNG, lead) {ESV = esv, RandLevel = lvl};
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/// <summary>
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/// Gets the Search Criteria parameters necessary for generating <see cref="SeedInfo"/> and <see cref="Frame"/> objects.
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@@ -129,12 +129,21 @@ private static int CalcSlot(uint esv, Range[] ranges)
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return -1;
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}
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private static Range[] Reverse(Range[] r)
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public static int GetLevel(EncounterSlot slot, FrameType frameType, LeadRequired seed, uint lvlrand)
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{
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var arr = new Range[r.Length];
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for (int i = 0; i < arr.Length; ++i)
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arr[i] = r[r.Length - 1 - i];
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return arr;
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if (seed == LeadRequired.PressureHustleSpirit)
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return slot.LevelMax;
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if (slot.LevelMin == slot.LevelMax)
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return slot.LevelMin;
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int delta = slot.LevelMax - slot.LevelMin + 1;
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var adjust = (int)(lvlrand % delta);
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var lvl = slot.LevelMin + adjust;
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return -1; // lvl; todo
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}
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public static bool GetIsEncounterable(EncounterSlot slot, FrameType frameType)
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{
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return true; // todo
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}
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}
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}
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@@ -192,8 +192,8 @@ public void PIDIVEncounterSlotTest()
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var type = SlotType.Grass;
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var slots = new[] { 0, 1, 2, 3, 4, 5, 6, 7, 9 };
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Assert.IsTrue(slots.All(s => r2.Any(z => z.EncounterSlot(type) == s)), "Required slots not present.");
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var slotsForType = r2.Where(z => !z.LevelSlotModified).Select(z => z.EncounterSlot(type)).Distinct().OrderBy(z => z);
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Assert.IsTrue(slots.All(s => r2.Any(z => z.GetSlot(type) == s)), "Required slots not present.");
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var slotsForType = r2.Where(z => !z.LevelSlotModified).Select(z => z.GetSlot(type)).Distinct().OrderBy(z => z);
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Assert.IsTrue(slotsForType.SequenceEqual(slots), "Unexpected slots present.");
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}
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// Test for Method H and K
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