/// <summary> /// Generates <see cref="SeedFrame"/> nodes until the traversal is ended by an interrupt frame that matches the <see cref="prior"/>. /// </summary> /// <param name="ctr">Starting frame for the traversal.</param> /// <param name="current">Current lock criteria to satisfy. Used to find valid <see cref="SeedFrame"/> results to yield.</param> /// <param name="prior">Prior lock criteria. Used for determining when the traversal stops.</param> /// <returns>List of possible locks for the provided input.</returns> /// <remarks> /// An "interrupt" signals the end of the traversal. /// Any <see cref="SeedFrame"/> afterwards (when generated forward from the CPU Trainer) will use the interrupt rather than the previous <see cref="SeedFrame"/> that was found for the <see cref="prior"/> lock. /// </remarks> private IEnumerable <SeedFrame> GetAllLocks(int ctr, NPCLock current, NPCLock prior) { // Since the prior(next) lock is generated 7+2*n frames after, the worst case break is 7 frames after the PID. // Continue reversing until a sequential generation case is found. int start = ctr; // Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip. // We need to un-set this flag if future frames don't pan out. bool forcedOT = false; while (true) { int p7 = ctr - 7; if (p7 > start) { // check for interrupting cpu team cases var upper = Cache[p7 + 1]; var lower = Cache[p7]; uint cid = (upper << 16) | lower; var sv = (upper ^ lower) >> 3; if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow. { // This interrupt is ignored! The result is shiny. } else if (prior.MatchesLock(cid)) // lock matched cpu mon { if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock { if (sv != RCSV) { if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking. { RCSV = NOT_FORCED; } yield break; // Since we can't skip this interrupt, we're done. } } else // No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny. { RCSV = (int)sv; forcedOT = true; // don't break } } } uint pid = (Cache[ctr + 1] << 16) | Cache[ctr]; if (current.MatchesLock(pid)) { yield return(new SeedFrame(pid, ctr + current.FramesConsumed)); } ctr += 2; } }
/// <summary> /// Returns a single <see cref="SeedFrame"/> as the <see cref="current"/> lock must match precisely. /// </summary> /// <param name="ctr">Starting frame for the traversal.</param> /// <param name="current">Current lock criteria to satisfy. Used to find valid <see cref="SeedFrame"/> results to yield.</param> private IEnumerable <SeedFrame> GetSingleLock(int ctr, NPCLock current) { uint pid = (Cache[ctr + 1] << 16) | Cache[ctr]; if (current.MatchesLock(pid)) { yield return(new SeedFrame(pid, ctr + current.FramesConsumed)); } else { yield break; } // Reaching here means the single lock didn't cut it. Maybe the frame before it was an anti-shiny reroll? // Track if we ever require the CPU Trainer Shiny Value to be a value for a shiny skip. // We need to un-set this flag if future frames don't pan out. bool forcedOT = false; int start = 2; while (true) { var upper = Cache[start + 1]; var lower = Cache[start]; // uint cid = upper << 16 | lower; var sv = (upper ^ lower) >> 3; if (sv == TSV) // XD shiny checks all opponent PKM, even non-shadow. { // Anti-shiny rerolled! This is a possible frame. } else if (RCSV != NOT_FORCED) // CPU shiny value is required for a previous lock { if (sv == RCSV) { // No CPU shiny value forced yet. Lets try to skip this lock by requiring the eventual OT to get this shiny. RCSV = (int)sv; forcedOT = true; continue; // don't break } if (forcedOT) // current call to this method had forced the OT; clear the forced OT before breaking. { RCSV = NOT_FORCED; } yield break; // Since we can't skip this interrupt, we're done. } // Yield the final rerolled pid instead of the bad anti-shiny (metadata/validation). yield return(new SeedFrame(pid, start + current.FramesConsumed)); start += 2; } }