PKHeX/PKHeX.Core/PKM/Shared/EntityFormat.cs

74 lines
2.2 KiB
C#
Raw Normal View History

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
using System;
using static PKHeX.Core.EntityContext;
namespace PKHeX.Core;
/// <summary>
/// "Context" is an existence island; data format restricts the types of changes that can be made (such as evolving).
/// </summary>
/// <remarks>
/// Starting in the 8th generation games, entities can move between games with wildly different evolution rules.
/// Previous implementations of a "Format Generation" were unable to differentiate if a class object was present in one of these different-rule contexts.
/// The "Format Generation" is still a useful generalization to check if certain fields are present in the entity data, or if certain mutations are possible.
/// </remarks>
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
public enum EntityContext : byte
{
2022-06-08 06:32:57 +00:00
None = 0,
Gen1 = 1,
Gen2 = 2,
Gen3 = 3,
Gen4 = 4,
Gen5 = 5,
Gen6 = 6,
Gen7 = 7,
Gen8 = 8,
Gen9 = 9,
SplitInvalid,
Gen7b,
Gen8a,
Gen8b,
2022-06-08 06:32:57 +00:00
MaxInvalid,
}
public static class EntityContextExtensions
{
public static int Generation(this EntityContext value) => value < SplitInvalid ? (int)value : value switch
{
Gen7b => 7,
Gen8a => 8,
Gen8b => 8,
_ => throw new ArgumentOutOfRangeException(nameof(value), value, null),
};
2022-06-08 06:32:57 +00:00
public static bool IsValid(this EntityContext value) => value is not (0 or SplitInvalid) and < MaxInvalid;
public static GameVersion GetSingleGameVersion(this EntityContext value) => value switch
{
Gen1 => GameVersion.RD,
Gen2 => GameVersion.C,
Gen3 => GameVersion.E,
Gen4 => GameVersion.SS,
Gen5 => GameVersion.W2,
Gen6 => GameVersion.AS,
Gen7 => GameVersion.UM,
Gen8 => GameVersion.SH,
Gen9 => GameVersion.VL,
Gen7b => GameVersion.GP,
Gen8a => GameVersion.PLA,
Gen8b => GameVersion.BD,
_ => throw new ArgumentOutOfRangeException(nameof(value), value, null),
};
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
public static EntityContext GetContext(this GameVersion version) => version switch
{
GameVersion.GP or GameVersion.GE => Gen7b,
GameVersion.PLA => Gen8a,
GameVersion.BD or GameVersion.SP => Gen8b,
_ => (EntityContext)version.GetGeneration(),
};
}