PKHeX/PKHeX.Core/Legality/Moves/MoveEgg.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.Collections.Generic;
using static PKHeX.Core.Legal;
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using static PKHeX.Core.GameVersion;
namespace PKHeX.Core;
public static class MoveEgg
{
public static ushort[] GetEggMoves(ushort species, byte form, GameVersion version, int generation)
{
if (!Breeding.CanGameGenerateEggs(version))
return Array.Empty<ushort>();
return GetEggMoves(generation, species, form, version);
}
public static ushort[] GetEggMoves(int generation, ushort species, byte form, GameVersion version) => generation switch
{
1 or 2 => GetMovesSafe(version == C ? EggMovesC : EggMovesGS, species),
3 => GetMovesSafe(EggMovesRS, species),
4 when version is D or P or Pt => GetMovesSafe(EggMovesDPPt, species),
4 when version is HG or SS => GetMovesSafe(EggMovesHGSS, species),
5 => GetMovesSafe(EggMovesBW, species),
6 when version is X or Y => GetMovesSafe(EggMovesXY, species),
6 when version is OR or AS => GetMovesSafe(EggMovesAO, species),
7 when version is SN or MN => GetFormEggMoves(species, form, EggMovesSM),
7 when version is US or UM => GetFormEggMoves(species, form, EggMovesUSUM),
8 when version is SW or SH => GetFormEggMoves(species, form, EggMovesSWSH),
8 when version is BD or SP => GetMovesSafe(EggMovesBDSP, species),
_ => Array.Empty<ushort>(),
};
private static ushort[] GetMovesSafe<T>(IReadOnlyList<T> moves, ushort species) where T : EggMoves
{
if (species >= moves.Count)
return Array.Empty<ushort>();
return moves[species].Moves;
}
public static ushort[] GetFormEggMoves(ushort species, byte form, IReadOnlyList<EggMoves7> table)
{
if (species >= table.Count)
return Array.Empty<ushort>();
var entry = table[species];
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if (form == 0 || species >= entry.FormTableIndex)
return entry.Moves;
// Sanity check form in the event it is out of range.
var baseIndex = entry.FormTableIndex;
var index = baseIndex + form - 1;
if ((uint)index >= table.Count)
return Array.Empty<ushort>();
entry = table[index];
if (entry.FormTableIndex != baseIndex)
return Array.Empty<ushort>();
return entry.Moves;
}
}