PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionChain.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
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using System;
namespace PKHeX.Core;
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/// <summary>
/// Logic to create an <see cref="EvolutionHistory"/>.
/// </summary>
public static class EvolutionChain
{
/// <summary>
/// Build an <see cref="EvolutionHistory"/> for the given <paramref name="pk"/> and <paramref name="enc"/>.
/// </summary>
/// <param name="pk">Entity to search for.</param>
/// <param name="enc">Evolution details.</param>
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public static EvolutionHistory GetEvolutionChainsAllGens(PKM pk, IEncounterTemplate enc)
{
var min = GetMinLevel(pk, enc);
var origin = new EvolutionOrigin(pk.Species, (byte)enc.Version, (byte)enc.Generation, min, (byte)pk.CurrentLevel);
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
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if (!pk.IsEgg && enc is not EncounterInvalid)
return GetEvolutionChainsSearch(pk, origin, enc.Context, enc.Species);
return GetEvolutionChainsSearch(pk, origin, pk.Context, enc.Species);
}
/// <summary>
/// Build an <see cref="EvolutionHistory"/> for the given <paramref name="pk"/> and <paramref name="enc"/>.
/// </summary>
/// <param name="pk">Entity to search for.</param>
/// <param name="enc">Evolution details.</param>
/// <param name="context">Starting (original) context of the <paramref name="pk"/>.</param>
/// <param name="encSpecies">Encountered as species. If not known (search for all), set to 0.</param>
public static EvolutionHistory GetEvolutionChainsSearch(PKM pk, EvolutionOrigin enc, EntityContext context, ushort encSpecies = 0)
{
Span<EvoCriteria> chain = stackalloc EvoCriteria[EvolutionTree.MaxEvolutions];
return EvolutionChainsSearch(pk, enc, context, encSpecies, chain);
}
private static byte GetMinLevel(PKM pk, IEncounterTemplate enc) => enc.Generation switch
{
2 => pk is ICaughtData2 c2 ? Math.Max((byte)c2.Met_Level, enc.LevelMin) : enc.LevelMin,
<= 4 when pk.Format != enc.Generation => enc.LevelMin,
_ => Math.Max((byte)pk.Met_Level, enc.LevelMin),
};
private static EvolutionHistory EvolutionChainsSearch(PKM pk, EvolutionOrigin enc, EntityContext context, ushort encSpecies, Span<EvoCriteria> chain)
{
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
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var history = new EvolutionHistory();
var length = GetOriginChain(chain, pk, enc, encSpecies, enc.IsDiscardRequired(pk.Format));
if (length == 0)
return history;
chain = chain[..length];
// Update the chain to only include the current species, leave future evolutions as unknown
if (encSpecies != 0)
EvolutionUtil.ConditionBaseChainForward(chain, encSpecies);
if (context == EntityContext.Gen2)
{
// Handle the evolution case for Gen2->Gen1
EvolutionGroup2.Instance.Evolve(chain, pk, enc, history);
EvolutionGroup1.Instance.Evolve(chain, pk, enc, history);
if (pk.Format > 2) // Skip forward to Gen7
context = EntityContext.Gen7;
else // no more possible contexts; done.
return history;
}
var group = EvolutionGroupUtil.GetGroup(context);
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
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while (true)
{
group.Evolve(chain, pk, enc, history);
var previous = group.GetNext(pk, enc);
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
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if (previous is null)
break;
group = previous;
}
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
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return history;
}
/// <summary>
/// Gets a list of <see cref="EvoCriteria"/> that represent the possible original states of the <paramref name="pk"/>.
/// </summary>
/// <param name="pk">Entity to search for.</param>
/// <param name="enc">Evolution details.</param>
/// <param name="encSpecies">Encountered as species. If not known (search for all), set to 0.</param>
/// <param name="discard">Discard evolutions that are not possible for the original context. Pass false to keep all evolutions.</param>
public static EvoCriteria[] GetOriginChain(PKM pk, EvolutionOrigin enc, ushort encSpecies = 0, bool discard = true)
{
Span<EvoCriteria> result = stackalloc EvoCriteria[EvolutionTree.MaxEvolutions];
int count = GetOriginChain(result, pk, enc, encSpecies, discard);
if (count == 0)
return [];
var chain = result[..count];
return chain.ToArray();
}
/// <summary>
/// Gets a list of <see cref="EvoCriteria"/> that represent the possible original states of the <paramref name="pk"/>.
/// </summary>
/// <param name="result">Span to write results to.</param>
/// <param name="pk">Entity to search for.</param>
/// <param name="enc">Evolution details.</param>
/// <param name="encSpecies">Encountered as species. If not known (search for all), set to 0.</param>
/// <param name="discard">Discard evolutions that are not possible for the original context. Pass false to keep all evolutions.</param>
/// <returns>Number of valid evolutions found.</returns>
public static int GetOriginChain(Span<EvoCriteria> result, PKM pk, EvolutionOrigin enc, ushort encSpecies = 0, bool discard = true)
{
ushort species = enc.Species;
byte form = pk.Form;
if (pk.IsEgg && !enc.SkipChecks)
{
result[0] = new EvoCriteria { Species = species, Form = form, LevelMax = enc.LevelMax, LevelMin = enc.LevelMax };
return 1;
}
result[0] = new EvoCriteria { Species = species, Form = form, LevelMax = enc.LevelMax };
var count = DevolveFrom(result, pk, enc, pk.Context, encSpecies, discard);
var chain = result[..count];
EvolutionUtil.CleanDevolve(chain, enc.LevelMin);
return count;
}
private static int DevolveFrom(Span<EvoCriteria> result, PKM pk, EvolutionOrigin enc, EntityContext context, ushort encSpecies, bool discard)
{
var group = EvolutionGroupUtil.GetGroup(context);
while (true)
{
group.Devolve(result, pk, enc);
var previous = group.GetPrevious(pk, enc);
if (previous is null)
break;
group = previous;
}
if (discard)
group.DiscardForOrigin(result, pk, enc);
if (encSpecies != 0)
return EvolutionUtil.IndexOf(result, encSpecies) + 1;
return GetCount(result);
}
/// <summary>
/// Gets the count of entries that are not empty (species == 0).
/// </summary>
private static int GetCount(in ReadOnlySpan<EvoCriteria> result)
{
int count = 0;
foreach (ref readonly var evo in result)
{
if (evo.Species == 0)
break;
count++;
}
return count;
}
}