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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using System;
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2020-10-08 14:10:10 +00:00
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using System.Collections.Generic;
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using System.Linq;
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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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/// Event data for Generation 1
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/// </summary>
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/// <inheritdoc cref="EncounterStatic1"/>
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public sealed record EncounterStatic1E : EncounterStatic1, IFixedGBLanguage
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2020-10-07 02:35:03 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public EncounterGBLanguage Language { get; init; } = EncounterGBLanguage.Japanese;
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/// <summary> Trainer name for the event. </summary>
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public string OT_Name { get; init; } = string.Empty;
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public IReadOnlyList<string> OT_Names { get; init; } = Array.Empty<string>();
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/// <summary> Trainer ID for the event. </summary>
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public int TID { get; init; } = -1;
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public EncounterStatic1E(byte species, byte level, GameVersion game) : base(species, level, game)
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{
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}
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
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2020-10-07 02:35:03 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (!base.IsMatchExact(pk, evo))
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return false;
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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if (Language != EncounterGBLanguage.Any && pk.Japanese != (Language == EncounterGBLanguage.Japanese))
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return false;
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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// EC/PID check doesn't exist for these, so check Shiny state here.
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if (!IsShinyValid(pk))
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return false;
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2020-10-08 14:10:10 +00:00
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2022-06-18 18:04:24 +00:00
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if (TID != -1 && pk.TID != TID)
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return false;
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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if (OT_Name.Length != 0)
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2020-10-07 02:35:03 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (pk.OT_Name != OT_Name)
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return false;
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2020-10-07 02:35:03 +00:00
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}
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2022-06-18 18:04:24 +00:00
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else if (OT_Names.Count != 0)
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2020-10-07 02:35:03 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (!OT_Names.Contains(pk.OT_Name))
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2020-10-07 02:35:03 +00:00
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return false;
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2022-06-18 18:04:24 +00:00
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}
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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return true;
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}
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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private bool IsShinyValid(PKM pk) => Shiny switch
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{
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Shiny.Never => !pk.IsShiny,
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Shiny.Always => pk.IsShiny,
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_ => true,
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};
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2020-10-18 17:57:18 +00:00
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2022-06-18 18:04:24 +00:00
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protected override PKM GetBlank(ITrainerInfo tr) => Language switch
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{
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EncounterGBLanguage.Japanese => new PK1(true),
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EncounterGBLanguage.International => new PK1(),
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_ => new PK1(tr.Language == 1),
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};
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(tr, criteria, pk);
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2020-10-07 02:35:03 +00:00
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2022-06-18 18:04:24 +00:00
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if (Version == GameVersion.Stadium)
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2020-10-18 23:05:01 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var pk1 = (PK1)pk;
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// Amnesia Psyduck has different catch rates depending on language
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if (Species == (int)Core.Species.Psyduck)
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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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pk1.Catch_Rate = pk1.Japanese ? (byte)167 : (byte)168;
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2022-06-18 18:04:24 +00:00
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else
|
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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pk1.Catch_Rate = Util.Rand.Next(2) == 0 ? (byte)167 : (byte)168;
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2022-06-18 18:04:24 +00:00
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}
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2020-10-18 23:05:01 +00:00
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2022-06-18 18:04:24 +00:00
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if (TID != -1)
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pk.TID = TID;
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2021-02-03 06:14:33 +00:00
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2022-06-18 18:04:24 +00:00
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if (OT_Name.Length != 0)
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pk.OT_Name = OT_Name;
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else if (OT_Names.Count != 0)
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pk.OT_Name = OT_Names[Util.Rand.Next(OT_Names.Count)];
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2020-10-07 02:35:03 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2020-10-07 02:35:03 +00:00
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Exposes info on language restriction for Gen1/2.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public interface IFixedGBLanguage
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{
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Language restriction for the encounter template.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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EncounterGBLanguage Language { get; }
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}
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2020-12-11 03:49:53 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Generations 1 & 2 cannot communicate between Japanese & International versions.
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/// </summary>
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public enum EncounterGBLanguage
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{
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2022-08-21 08:39:16 +00:00
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/// <summary> Can only be obtained in Japanese games. </summary>
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2022-06-18 18:04:24 +00:00
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Japanese,
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2022-08-21 08:39:16 +00:00
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/// <summary> Can only be obtained in International (not Japanese) games. </summary>
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2022-06-18 18:04:24 +00:00
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International,
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2022-08-21 08:39:16 +00:00
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/// <summary> Can be obtained in any localization. </summary>
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2022-06-18 18:04:24 +00:00
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Any,
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2020-10-07 03:05:38 +00:00
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}
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