/// <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="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, 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 = RNG.LCRNG.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(RNG.LCRNG.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 = RNG.LCRNG.Prev(prev); // wasted RNG call } 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="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, 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 = RNG.LCRNG.Prev(s); var proc = prev >> 16; bool charmProc = (info.DPPt ? proc / 0x5556 : proc % 3) != 0; // 2/3 odds if (!charmProc) { continue; } yield return(info.GetFrame(RNG.LCRNG.Prev(prev), LeadRequired.CuteCharm)); } }
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); } } }
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)); }
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)); } }