Example #1
0
        /// <summary>
        /// Filters the input <see cref="SeedInfo"/> according to a Nature Lock frame generation pattern.
        /// </summary>
        /// <param name="seeds">Seed Information for the frame</param>
        /// <param name="pidiv">PIDIV Info for the frame</param>
        /// <param name="info">Search Info for the frame</param>
        /// <returns>Possible matches to the Nature Lock frame generation pattern</returns>
        private static IEnumerable <Frame> FilterNatureSync(IEnumerable <SeedInfo> seeds, PIDIV pidiv, FrameGenerator info)
        {
            foreach (var seed in seeds)
            {
                var s = seed.Seed;

                if (info.Safari3)
                {
                    // successful pokeblock activation
                    bool result = IsValidPokeBlockNature(s, info.Nature, out uint blockSeed);
                    if (result)
                    {
                        yield return(info.GetFrame(blockSeed, seed.Charm3 ? LeadRequired.CuteCharm : LeadRequired.None));
                    }

                    // if no pokeblocks present (or failed call), fall out of the safari specific code and generate via the other scenarios
                }

                var  rand = s >> 16;
                bool sync = info.AllowLeads && !seed.Charm3 && (info.DPPt ? rand >> 15 : rand & 1) == 0;
                bool reg  = (info.DPPt ? rand / 0xA3E : rand % 25) == info.Nature;
                if (!sync && !reg) // doesn't generate nature frame
                {
                    continue;
                }

                uint prev = pidiv.RNG.Prev(s);
                if (info.AllowLeads && reg) // check for failed sync
                {
                    var failsync = (info.DPPt ? prev >> 31 : (prev >> 16) & 1) != 1;
                    if (failsync)
                    {
                        yield return(info.GetFrame(pidiv.RNG.Prev(prev), LeadRequired.SynchronizeFail));
                    }
                }
                if (sync)
                {
                    yield return(info.GetFrame(prev, LeadRequired.Synchronize));
                }
                if (reg)
                {
                    if (seed.Charm3)
                    {
                        yield return(info.GetFrame(prev, LeadRequired.CuteCharm));
                    }
                    else
                    {
                        if (info.Safari3)
                        {
                            prev = pidiv.RNG.Prev(prev); // wasted RNG call
                        }
                        yield return(info.GetFrame(prev, LeadRequired.None));
                    }
                }
            }
        }
        private static IEnumerable <Frame> RefineFrames3(IEnumerable <Frame> frames, FrameGenerator info)
        {
            var list = new List <Frame>();

            foreach (var f in frames)
            {
                // Current Seed of the frame is the Level Calc
                var prev = info.RNG.Prev(f.Seed); // ESV
                var rand = prev >> 16;
                {
                    f.ESV = rand;
                    yield return(f);
                }

                if (f.Lead != LeadRequired.None || !info.AllowLeads) // Emerald
                {
                    continue;
                }

                // Generate frames for other slots after the regular slots
                list.Add(f);
            }
            foreach (var f in list)
            {
                // Level Modifiers between ESV and Nature
                var prev = info.RNG.Prev(f.Seed); // Level
                prev = info.RNG.Prev(prev);       // Level Proc
                var p16 = prev >> 16;

                yield return(info.GetFrame(prev, LeadRequired.Intimidate, p16));

                yield return(info.GetFrame(prev, LeadRequired.VitalSpirit, p16));

                // Slot Modifiers before ESV
                var force = (info.DPPt ? p16 >> 15 : p16 & 1) == 1;
                if (!force)
                {
                    continue;
                }

                var rand = f.Seed >> 16;
                yield return(info.GetFrame(prev, LeadRequired.Static, rand));

                yield return(info.GetFrame(prev, LeadRequired.MagnetPull, rand));
            }
        }
        /// <summary>
        /// Filters the input <see cref="SeedInfo"/> according to a Nature Lock frame generation pattern.
        /// </summary>
        /// <param name="seeds">Seed Information for the frame</param>
        /// <param name="pidiv">PIDIV Info for the frame</param>
        /// <param name="info">Search Info for the frame</param>
        /// <returns>Possible matches to the Nature Lock frame generation pattern</returns>
        private static IEnumerable <Frame> FilterNatureSync(IEnumerable <SeedInfo> seeds, PIDIV pidiv, FrameGenerator info)
        {
            foreach (var seed in seeds)
            {
                var  s    = seed.Seed;
                var  rand = s >> 16;
                bool sync = info.AllowLeads && !seed.Charm3 && (info.DPPt ? rand >> 15 : rand & 1) == 0;
                bool reg  = (info.DPPt ? rand / 0xA3E : rand % 25) == info.Nature;
                if (!sync && !reg) // doesn't generate nature frame
                {
                    continue;
                }

                uint prev = pidiv.RNG.Prev(s);
                if (info.AllowLeads && reg) // check for failed sync
                {
                    var failsync = (info.DPPt ? prev >> 31 : (prev >> 16) & 1) != 1;
                    if (failsync)
                    {
                        yield return(info.GetFrame(pidiv.RNG.Prev(prev), LeadRequired.SynchronizeFail));
                    }
                }
                if (sync)
                {
                    yield return(info.GetFrame(prev, LeadRequired.Synchronize));
                }
                if (reg)
                {
                    if (seed.Charm3)
                    {
                        yield return(info.GetFrame(prev, LeadRequired.CuteCharm));
                    }
                    else
                    {
                        yield return(info.GetFrame(prev, LeadRequired.None));
                    }
                }
            }
        }
        /// <summary>
        /// Filters the input <see cref="SeedInfo"/> according to a Cute Charm frame generation pattern.
        /// </summary>
        /// <param name="seeds">Seed Information for the frame</param>
        /// <param name="pidiv">PIDIV Info for the frame</param>
        /// <param name="info">Search Info for the frame</param>
        /// <returns>Possible matches to the Cute Charm frame generation pattern</returns>
        private static IEnumerable <Frame> FilterCuteCharm(IEnumerable <SeedInfo> seeds, PIDIV pidiv, FrameGenerator info)
        {
            foreach (var seed in seeds)
            {
                var s = seed.Seed;

                var rand   = s >> 16;
                var nature = info.DPPt ? rand / 0xA3E : rand % 25;
                if (nature != info.Nature)
                {
                    continue;
                }

                var  prev      = pidiv.RNG.Prev(s);
                var  proc      = prev >> 16;
                bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) == 0;
                if (!charmProc)
                {
                    continue;
                }

                yield return(info.GetFrame(prev, LeadRequired.CuteCharm));
            }
        }
Example #5
0
        private static IEnumerable <Frame> RefineFrames4(IEnumerable <Frame> frames, FrameGenerator info)
        {
            var list = new List <Frame>();

            foreach (var f in frames)
            {
                // Current Seed of the frame is the ESV.
                var rand = f.Seed >> 16;
                f.RandESV    = rand;
                f.RandLevel  = rand; // unused
                f.OriginSeed = info.RNG.Prev(f.Seed);
                yield return(f);

                // Create a copy for level; shift ESV and origin back
                var esv       = f.OriginSeed >> 16;
                var origin    = info.RNG.Prev(f.OriginSeed);
                var withLevel = info.GetFrame(f.Seed, f.Lead | LeadRequired.UsesLevelCall, esv, f.RandLevel, origin);
                yield return(withLevel);

                if (f.Lead != LeadRequired.None)
                {
                    continue;
                }

                // Generate frames for other slots after the regular slots
                list.Add(f);
            }
            foreach (var f in list)
            {
                var leadframes = GenerateLeadSpecificFrames4(f, info);
                foreach (var frame in leadframes)
                {
                    yield return(frame);
                }
            }
        }
Example #6
0
        private static IEnumerable <Frame> GenerateLeadSpecificFrames3(Frame f, FrameGenerator info)
        {
            // Check leads -- none in list if leads are not allowed
            // Certain leads inject a RNG call
            // 3 different rand places
            LeadRequired lead;
            var          prev0 = f.Seed;                // 0
            var          prev1 = info.RNG.Prev(f.Seed); // -1
            var          prev2 = info.RNG.Prev(prev1);  // -2
            var          prev3 = info.RNG.Prev(prev2);  // -3

            // Rand call raw values
            var p0 = prev0 >> 16;
            var p1 = prev1 >> 16;
            var p2 = prev2 >> 16;

            // Cute Charm
            // -2 ESV
            // -1 Level
            //  0 CC Proc (Random() % 3 != 0)
            //  1 Nature
            if (info.Gendered)
            {
                bool cc = p0 % 3 != 0;
                if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base
                {
                    if (cc)
                    {
                        yield return(info.GetFrame(prev2, LeadRequired.CuteCharm, p2, p1, prev3));
                    }
                    yield break;
                }
                lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail;
                yield return(info.GetFrame(prev2, lead, p2, p1, prev3));
            }
            if (f.Lead == LeadRequired.CuteCharm)
            {
                yield break;
            }

            // Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
            // -2 ESV
            // -1 Level
            //  0 LevelMax proc (Random() & 1)
            //  1 Nature
            bool max = p0 % 2 == 1;

            lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail;
            yield return(info.GetFrame(prev2, lead, p2, p1, prev3));

            // Keen Eye, Intimidate (Not compatible with Sweet Scent)
            // -2 ESV
            // -1 Level
            //  0 Level Adequate Check !(Random() % 2 == 1) rejects --  rand%2==1 is adequate
            //  1 Nature
            // Note: if this check fails, the encounter generation routine is aborted.
            if (max) // same result as above, no need to recalculate
            {
                lead = LeadRequired.IntimidateKeenEye;
                yield return(info.GetFrame(prev2, lead, p2, p1, prev3));
            }

            // Static or Magnet Pull
            // -2 SlotProc (Random % 2 == 0)
            // -1 ESV (select slot)
            //  0 Level
            //  1 Nature
            bool force = p2 % 2 == 0;

            if (force)
            {
                // Since a failed proc is indistinguishable from the default frame calls, only generate if it succeeds.
                lead = LeadRequired.StaticMagnet;
                yield return(info.GetFrame(prev2, lead, p1, p0, prev3));
            }
        }
Example #7
0
        private static IEnumerable <Frame> GenerateLeadSpecificFrames4(Frame f, FrameGenerator info)
        {
            LeadRequired lead;
            var          prev0 = f.Seed;                // 0
            var          prev1 = info.RNG.Prev(f.Seed); // -1
            var          prev2 = info.RNG.Prev(prev1);  // -2
            var          prev3 = info.RNG.Prev(prev2);  // -3

            // Rand call raw values
            var p0 = prev0 >> 16;
            var p1 = prev1 >> 16;
            var p2 = prev2 >> 16;

            // Cute Charm
            // -2 ESV
            // -1 Level (Optional)
            //  0 CC Proc (Random() % 3 != 0)
            //  1 Nature
            if (info.Gendered)
            {
                bool cc = (info.DPPt ? p0 / 0x5556 : p0 % 3) != 0;
                if (f.Lead == LeadRequired.CuteCharm) // 100% required for frame base
                {
                    if (!cc)
                    {
                        yield break;
                    }
                    yield return(info.GetFrame(prev2, LeadRequired.CuteCharm, p1, p1, prev2));

                    yield return(info.GetFrame(prev2, LeadRequired.CuteCharm | LeadRequired.UsesLevelCall, p2, p1, prev3));

                    yield break;
                }
                lead = cc ? LeadRequired.CuteCharm : LeadRequired.CuteCharmFail;
                yield return(info.GetFrame(prev2, lead, p1, p1, prev2));

                yield return(info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3));
            }
            if (f.Lead == LeadRequired.CuteCharm)
            {
                yield break;
            }

            // Pressure, Hustle, Vital Spirit = Force Maximum Level from slot
            // -2 ESV
            // -1 Level (Optional)
            //  0 LevelMax proc (Random() & 1)
            //  1 Nature
            bool max = (info.DPPt ? p0 >> 15 : p0 & 1) == 1;

            lead = max ? LeadRequired.PressureHustleSpirit : LeadRequired.PressureHustleSpiritFail;
            yield return(info.GetFrame(prev2, lead, p1, p1, prev2));

            yield return(info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3));

            // Keen Eye, Intimidate (Not compatible with Sweet Scent)
            // -2 ESV
            // -1 Level (Optional)
            //  0 Level Adequate Check !(Random() % 2 == 1) rejects --  rand%2==1 is adequate
            //  1 Nature
            // Note: if this check fails, the encounter generation routine is aborted.
            if (max) // same result as above, no need to recalculate
            {
                lead = LeadRequired.IntimidateKeenEye;
                yield return(info.GetFrame(prev2, lead, p1, p1, prev2));

                yield return(info.GetFrame(prev2, lead | LeadRequired.UsesLevelCall, p2, p1, prev3));
            }

            // Static or Magnet Pull
            // -2 SlotProc (Random % 2 == 0)
            // -1 ESV (select slot)
            //  0 Level (Optional)
            //  1 Nature
            var force1 = (info.DPPt ? p1 >> 15 : p1 & 1) == 1;

            lead = force1 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail;
            yield return(info.GetFrame(prev2, lead, p0, p0, prev3));

            var force2 = (info.DPPt ? p2 >> 15 : p2 & 1) == 1;

            lead = (force2 ? LeadRequired.StaticMagnet : LeadRequired.StaticMagnetFail) | LeadRequired.UsesLevelCall;
            yield return(info.GetFrame(prev2, lead, p1, p0, prev3));
        }