PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionSet.cs

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using System;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Evolution Branch Binary Unpacker
/// </summary>
public static class EvolutionSet
{
private const int SIZE = 8;
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public static EvolutionMethod[][] GetArray(BinLinkerAccessor data, byte levelUp = 1)
{
var result = new EvolutionMethod[data.Length][];
for (int i = 0; i < result.Length; i++)
result[i] = GetEntry(data[i], levelUp);
return result;
}
private static EvolutionMethod[] GetEntry(ReadOnlySpan<byte> data, byte levelUp)
{
if (data.Length == 0)
return [];
var result = new EvolutionMethod[data.Length / SIZE];
for (int i = 0, offset = 0; i < result.Length; i++, offset += SIZE)
result[i] = GetMethod(data.Slice(offset, SIZE), levelUp);
return result;
}
private static EvolutionMethod GetMethod(ReadOnlySpan<byte> entry, byte levelUp)
{
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 type = (EvolutionType)entry[0];
var arg = ReadUInt16LittleEndian(entry[2..]);
var species = ReadUInt16LittleEndian(entry[4..]);
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 form = entry[6];
var level = entry[7];
var lvlup = type.IsLevelUpRequired() ? levelUp : (byte)0;
return new EvolutionMethod(species, arg, form, type, level, lvlup);
}
}