PKHeX/PKHeX.Core/Legality/LearnSource/Sources/LearnSource7USUM.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;
using System.Diagnostics.CodeAnalysis;
using static PKHeX.Core.LearnMethod;
using static PKHeX.Core.LearnEnvironment;
using static PKHeX.Core.LearnSource7;
namespace PKHeX.Core;
/// <summary>
/// Exposes information about how moves are learned in <see cref="USUM"/>.
/// </summary>
public sealed class LearnSource7USUM : ILearnSource, IEggSource
{
public static readonly LearnSource7USUM Instance = new();
private static readonly PersonalTable7 Personal = PersonalTable.USUM;
private static readonly Learnset[] Learnsets = Legal.LevelUpUSUM;
private static readonly EggMoves7[] EggMoves = Legal.EggMovesUSUM;
private const int MaxSpecies = Legal.MaxSpeciesID_7_USUM;
private const LearnEnvironment Game = USUM;
private const int ReminderBonus = 100; // Move reminder allows re-learning ALL level up moves regardless of level.
public Learnset GetLearnset(ushort species, byte form) => Learnsets[Personal.GetFormIndex(species, form)];
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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public bool TryGetPersonal(ushort species, byte form, [NotNullWhen(true)] out PersonalInfo? pi)
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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{
pi = null;
if ((uint)species > MaxSpecies)
return false;
pi = Personal[species, form];
return true;
}
public bool GetIsEggMove(ushort species, byte form, ushort move)
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 ((uint)species > MaxSpecies)
return false;
var moves = MoveEgg.GetFormEggMoves(species, form, EggMoves).AsSpan();
return moves.IndexOf(move) != -1;
}
public ReadOnlySpan<ushort> GetEggMoves(ushort species, byte form)
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 ((uint)species > MaxSpecies)
return ReadOnlySpan<ushort>.Empty;
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 MoveEgg.GetFormEggMoves(species, form, EggMoves).AsSpan();
}
public MoveLearnInfo GetCanLearn(PKM pk, PersonalInfo pi, EvoCriteria evo, ushort move, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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 (types.HasFlagFast(MoveSourceType.LevelUp))
{
var learn = GetLearnset(evo.Species, evo.Form);
var level = learn.GetLevelLearnMove(move);
if (level != -1) // Can relearn at any level!
return new(LevelUp, Game, 1);
}
if (types.HasFlagFast(MoveSourceType.Machine) && GetIsTM(pi, move))
return new(TMHM, Game);
if (types.HasFlagFast(MoveSourceType.TypeTutor) && GetIsTypeTutor(pi, move))
return new(Tutor, Game);
if (types.HasFlagFast(MoveSourceType.SpecialTutor) && GetIsSpecialTutor(pi, move))
return new(Tutor, Game);
if (types.HasFlagFast(MoveSourceType.EnhancedTutor) && GetIsEnhancedTutor(evo, pk, move, option))
return new(Tutor, Game);
return default;
}
private static bool GetIsEnhancedTutor(EvoCriteria evo, ISpeciesForm current, ushort move, LearnOption option) => evo.Species switch
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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{
(int)Species.Pikachu or (int)Species.Raichu => move is (int)Move.VoltTackle,
(int)Species.Necrozma => move switch
{
(int)Move.SunsteelStrike => (option == LearnOption.AtAnyTime || current.Form == 1), // Sun w/ Solgaleo
(int)Move.MoongeistBeam => (option == LearnOption.AtAnyTime || current.Form == 2), // Moon w/ Lunala
_ => false,
},
(int)Species.Keldeo => move is (int)Move.SecretSword,
(int)Species.Meloetta => move is (int)Move.RelicSong,
(int)Species.Rotom => move switch
{
(int)Move.Overheat => option == LearnOption.AtAnyTime || current.Form == 1,
(int)Move.HydroPump => option == LearnOption.AtAnyTime || current.Form == 2,
(int)Move.Blizzard => option == LearnOption.AtAnyTime || current.Form == 3,
(int)Move.AirSlash => option == LearnOption.AtAnyTime || current.Form == 4,
(int)Move.LeafStorm => option == LearnOption.AtAnyTime || current.Form == 5,
_ => false,
},
(int)Species.Zygarde => move is (int)Move.ExtremeSpeed or (int)Move.DragonDance or (int)Move.ThousandArrows or (int)Move.ThousandWaves or (int)Move.CoreEnforcer,
_ => false,
};
private static bool GetIsTypeTutor(PersonalInfo pi, ushort move)
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 index = Array.IndexOf(LearnSource5.TypeTutor567, move);
if (index == -1)
return false;
return pi.TypeTutors[index];
}
private static bool GetIsSpecialTutor(PersonalInfo pi, ushort move)
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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{
// US/UM Tutors
var tutors = Tutors_USUM;
var tutor = Array.IndexOf(tutors, move);
if (tutor == -1)
return false;
return pi.SpecialTutors[0][tutor];
}
private static bool GetIsTM(PersonalInfo info, ushort move)
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 index = Array.IndexOf(TMHM_SM, move);
if (index == -1)
return false;
return info.TMHM[index];
}
public void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types = MoveSourceType.All)
{
if (!TryGetPersonal(evo.Species, evo.Form, out var pi))
return;
if (types.HasFlagFast(MoveSourceType.LevelUp))
{
var learn = GetLearnset(evo.Species, evo.Form);
(bool hasMoves, int start, int end) = learn.GetMoveRange(ReminderBonus);
if (hasMoves)
{
var moves = learn.Moves;
for (int i = end; i >= start; i--)
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.Machine))
{
var flags = pi.TMHM;
var moves = TMHM_SM;
for (int i = 0; i < moves.Length; i++)
{
if (flags[i])
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.TypeTutor))
{
// Beams
var flags = pi.TypeTutors;
var moves = LearnSource5.TypeTutor567;
for (int i = 0; i < moves.Length; i++)
{
if (flags[i])
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.SpecialTutor))
{
// US/UM Tutors
var flags = pi.SpecialTutors[0];
var moves = Tutors_USUM;
for (int i = 0; i < flags.Length; i++)
{
if (flags[i])
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.EnhancedTutor))
{
var species = evo.Species;
if (species is (int)Species.Zygarde)
{
result[(int)Move.CoreEnforcer] = true;
result[(int)Move.ExtremeSpeed] = true;
result[(int)Move.DragonDance] = true;
result[(int)Move.ThousandArrows] = true;
result[(int)Move.ThousandWaves] = true;
return;
}
if (species is (int)Species.Rotom && evo.Form is not 0)
result[MoveTutor.GetRotomFormMove(evo.Form)] = true;
else if (species is (int)Species.Pikachu or (int)Species.Raichu) // Gen7 only Volt Tackle tutor
result[(int)Move.VoltTackle] = true;
else if (species is (int)Species.Keldeo)
result[(int)Move.SecretSword] = true;
else if (species is (int)Species.Meloetta)
result[(int)Move.RelicSong] = true;
else if (species is (int)Species.Necrozma && pk.Form is 1) // Sun
result[(int)Move.SunsteelStrike] = true;
else if (species is (int)Species.Necrozma && pk.Form is 2) // Moon
result[(int)Move.MoongeistBeam] = true;
}
}
private static readonly ushort[] Tutors_USUM =
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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{
450, 343, 162, 530, 324, 442, 402, 529, 340, 067, 441, 253, 009, 007, 008,
277, 335, 414, 492, 356, 393, 334, 387, 276, 527, 196, 401, 428, 406, 304, 231,
020, 173, 282, 235, 257, 272, 215, 366, 143, 220, 202, 409, 264, 351, 352,
380, 388, 180, 495, 270, 271, 478, 472, 283, 200, 278, 289, 446, 285,
477, 502, 432, 710, 707, 675, 673,
};
}