PKHeX/PKHeX.Core/Legality/Encounters/EncounterTrade/EncounterTrade4.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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namespace PKHeX.Core;
/// <summary>
/// Generation 4 Trade Encounter
/// </summary>
/// <inheritdoc cref="EncounterTradeGB"/>
public abstract record EncounterTrade4(GameVersion Version) : EncounterTrade(Version)
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{
public sealed override int Generation => 4;
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 override EntityContext Context => EntityContext.Gen4;
protected static readonly string[] RanchOTNames = { string.Empty, "ユカリ", "Hayley", "EULALIE", "GIULIA", "EUKALIA", string.Empty, "Eulalia" };
}
/// <summary>
/// Generation 4 Trade Encounter with a fixed PID value.
/// </summary>
/// <inheritdoc cref="EncounterTrade4"/>
public sealed record EncounterTrade4PID : EncounterTrade4, IContestStatsReadOnly
{
/// <summary>
/// Fixed <see cref="PKM.PID"/> value the encounter must have.
/// </summary>
public readonly uint PID;
public override Shiny Shiny => Shiny.FixedValue;
public EncounterTrade4PID(GameVersion game, uint pid, ushort species, byte level) : base(game)
{
PID = pid;
Species = species;
Level = level;
}
public byte CNT_Cool { get; init; }
public byte CNT_Beauty { get; init; }
public byte CNT_Cute { get; init; }
public byte CNT_Smart { get; init; }
public byte CNT_Tough { get; init; }
public byte CNT_Sheen { get; init; }
public byte Contest
{
init
{
CNT_Cool = value;
CNT_Beauty = value;
CNT_Cute = value;
CNT_Smart = value;
CNT_Tough = value;
//CNT_Sheen = value;
}
}
public int MetLocation { get; init; }
public override int Location => MetLocation == default ? Locations.LinkTrade4NPC : MetLocation;
public override bool IsMatchExact(PKM pk, EvoCriteria evo)
{
if (!base.IsMatchExact(pk, evo))
return false;
if (pk is IContestStatsReadOnly s && s.IsContestBelow(this))
return false;
return true;
}
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
var pk4 = (PK4) pk;
if (Version == GameVersion.DPPt)
{
// Has German Language ID for all except German origin, which is English
if (Species == (int)Core.Species.Magikarp)
pk4.Language = (int)(pk4.Language == (int)LanguageID.German ? LanguageID.English : LanguageID.German);
// All other trades received (DP only): English games have a Japanese language ID instead of English.
else if (pk4.Version is not (int)GameVersion.Pt && pk4.Language == (int)LanguageID.English)
pk4.Language = (int)LanguageID.Japanese;
}
else // HGSS
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{
// Has English Language ID for all except English origin, which is French
if (Species == (int)Core.Species.Pikachu)
pk4.Language = (int)(pk4.Language == (int)LanguageID.English ? LanguageID.French : LanguageID.English);
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}
this.CopyContestStatsTo(pk4);
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}
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
pk.PID = PID;
pk.Nature = (int)(PID % 25);
pk.Gender = Gender;
pk.RefreshAbility(Ability.GetSingleValue());
SetIVs(pk);
}
protected override bool IsMatchNatureGenderShiny(PKM pk)
{
return PID == pk.EncryptionConstant;
}
}
/// <summary>
/// Generation 4 Trade Encounter with a fixed PID value, met location, and version.
/// </summary>
/// <inheritdoc cref="EncounterTradeGB"/>
public sealed record EncounterTrade4RanchGift : EncounterTrade4
{
/// <summary>
/// Fixed <see cref="PKM.PID"/> value the encounter must have.
/// </summary>
public readonly uint PID;
public int MetLocation { private get; init; }
public override int Location => MetLocation;
public override Shiny Shiny => Shiny.FixedValue;
public EncounterTrade4RanchGift(uint pid, ushort species, byte level) : base(GameVersion.D)
{
PID = pid;
Species = species;
Level = level;
TrainerNames = RanchOTNames;
}
protected override bool IsMatchNatureGenderShiny(PKM pk)
{
return PID == pk.EncryptionConstant;
}
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
pk.PID = PID;
pk.Nature = (int)(PID % 25);
pk.Gender = Gender;
pk.RefreshAbility(Ability.GetSingleValue());
SetIVs(pk);
}
}
/// <summary>
/// Generation 4 Trade Encounter with a fixed location and version, as well as special details.
/// </summary>
/// <inheritdoc cref="EncounterTrade4"/>
public sealed record EncounterTrade4RanchSpecial : EncounterTrade4
{
public override int Location => 3000;
public EncounterTrade4RanchSpecial(ushort species, byte level) : base(GameVersion.D)
{
Species = species;
Level = level;
Ball = 0x10;
OTGender = 1;
TrainerNames = RanchOTNames;
}
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
pk.FatefulEncounter = true;
}
}