PKHeX/PKHeX.Core/Legality/Encounters/EncounterTrade/EncounterTrade8b.cs

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Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
namespace PKHeX.Core;
/// <summary>
/// Generation 7 Trade Encounter
/// </summary>
/// <inheritdoc cref="EncounterTrade"/>
public sealed record EncounterTrade8b : EncounterTrade, IContestStatsReadOnly, IScaledSizeReadOnly, IFixedOTFriendship
{
public override int Generation => 8;
Refactoring: Move Source (Legality) (#3560) Rewrites a good amount of legality APIs pertaining to: * Legal moves that can be learned * Evolution chains & cross-generation paths * Memory validation with forgotten moves In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data. The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space. The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation. * `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game. * `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`). * Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
public override EntityContext Context => EntityContext.Gen8b;
public override int Location => Locations.LinkTrade6NPC;
public EncounterTrade8b(GameVersion game) : base(game) => EggLocation = Locations.Default8bNone;
public byte CNT_Cool => BaseContest;
public byte CNT_Beauty => BaseContest;
public byte CNT_Cute => BaseContest;
public byte CNT_Smart => BaseContest;
public byte CNT_Tough => BaseContest;
public byte CNT_Sheen => 0;
public byte HeightScalar { get; init; }
public byte WeightScalar { get; init; }
public byte OT_Friendship => Species == (int)Core.Species.Chatot ? (byte)35 : (byte)50;
private byte BaseContest => Species == (int)Core.Species.Chatot ? (byte)20 : (byte)0;
public uint PID { get; init; }
public uint EncryptionConstant { get; init; }
public override bool IsMatchExact(PKM pk, EvoCriteria evo)
{
if (pk.EncryptionConstant != EncryptionConstant)
return false;
if (pk.PID != PID)
return false;
if (pk is IContestStatsReadOnly s && s.IsContestBelow(this))
return false;
if (pk is IScaledSize h && h.HeightScalar != HeightScalar)
return false;
if (pk is IScaledSize w && w.WeightScalar != WeightScalar)
return false;
return base.IsMatchExact(pk, evo);
}
protected override bool IsMatchEggLocation(PKM pk)
{
var expect = EggLocation;
if (pk is not PB8 && expect == Locations.Default8bNone)
expect = 0;
return pk.Egg_Location == expect;
}
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
var pb8 = (PB8)pk;
pb8.EncryptionConstant = EncryptionConstant;
pb8.PID = PID;
// Has German Language ID for all except German origin, which is Japanese
if (Species == (int)Core.Species.Magikarp)
pb8.Language = (int)(pb8.Language == (int)LanguageID.German ? LanguageID.Japanese : LanguageID.German);
this.CopyContestStatsTo(pb8);
pb8.HT_Language = (byte)sav.Language;
pb8.HeightScalar = HeightScalar;
pb8.WeightScalar = WeightScalar;
}
}