2018-05-19 19:07:50 +00:00
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using System;
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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2018-05-19 19:07:50 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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2023-07-13 02:09:23 +00:00
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/// Evolution Branch Binary Unpacker
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2022-06-18 18:04:24 +00:00
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/// </summary>
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2023-07-13 02:09:23 +00:00
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public static class EvolutionSet
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2018-05-19 19:07:50 +00:00
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{
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2022-06-18 18:04:24 +00:00
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private const int SIZE = 8;
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2018-09-15 05:37:47 +00:00
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2023-07-06 04:14:09 +00:00
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public static EvolutionMethod[][] GetArray(BinLinkerAccessor data, byte levelUp = 1)
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{
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var result = new EvolutionMethod[data.Length][];
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for (int i = 0; i < result.Length; i++)
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result[i] = GetEntry(data[i], levelUp);
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return result;
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}
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private static EvolutionMethod[] GetEntry(ReadOnlySpan<byte> data, byte levelUp)
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2022-06-18 18:04:24 +00:00
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{
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2022-11-25 01:42:17 +00:00
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if (data.Length == 0)
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2023-12-04 04:13:20 +00:00
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return [];
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2022-11-25 01:42:17 +00:00
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var result = new EvolutionMethod[data.Length / SIZE];
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2023-07-06 04:14:09 +00:00
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for (int i = 0, offset = 0; i < result.Length; i++, offset += SIZE)
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result[i] = GetMethod(data.Slice(offset, SIZE), levelUp);
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return result;
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2022-06-18 18:04:24 +00:00
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}
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2019-03-23 17:36:28 +00:00
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2023-07-06 04:14:09 +00:00
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private static EvolutionMethod GetMethod(ReadOnlySpan<byte> entry, byte levelUp)
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2022-06-18 18:04:24 +00:00
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{
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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
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var type = (EvolutionType)entry[0];
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2022-06-18 18:04:24 +00:00
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var arg = ReadUInt16LittleEndian(entry[2..]);
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var species = ReadUInt16LittleEndian(entry[4..]);
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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
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var form = entry[6];
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2022-06-18 18:04:24 +00:00
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var level = entry[7];
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2023-07-06 04:14:09 +00:00
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var lvlup = type.IsLevelUpRequired() ? levelUp : (byte)0;
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2023-07-21 22:19:12 +00:00
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return new EvolutionMethod(species, arg, form, type, level, lvlup);
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2022-06-18 18:04:24 +00:00
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}
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2022-01-03 05:35:59 +00:00
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}
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