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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using static PKHeX.Core.LearnMethod;
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2021-04-17 00:57:48 +00:00
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using static PKHeX.Core.LegalityCheckStrings;
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2021-04-05 01:30:01 +00:00
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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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/// Egg Moveset Building Order for Generation 2
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/// </summary>
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public enum EggSource2 : byte
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2021-04-05 01:30:01 +00:00
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{
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2022-06-18 18:04:24 +00:00
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None,
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/// <summary> Initial moveset for the egg's level. </summary>
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Base,
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/// <summary> Egg move inherited from the Father. </summary>
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FatherEgg,
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/// <summary> Technical Machine move inherited from the Father. </summary>
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FatherTM,
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/// <summary> Level Up move inherited from a parent. </summary>
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ParentLevelUp,
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/// <summary> Tutor move (Elemental Beam) inherited from a parent. </summary>
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Tutor,
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Max,
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Egg Moveset Building Order for Generation 3 & 4
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/// </summary>
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public enum EggSource34 : byte
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{
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None,
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/// <summary> Initial moveset for the egg's level. </summary>
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Base,
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/// <summary> Egg move inherited from the Father. </summary>
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FatherEgg,
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/// <summary> Technical Machine move inherited from the Father. </summary>
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FatherTM,
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/// <summary> Level Up move inherited from a parent. </summary>
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ParentLevelUp,
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Max,
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/// <summary> Special Move applied at the end if certain conditions are satisfied. </summary>
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VoltTackle,
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Egg Moveset Building Order for Generation 5
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/// </summary>
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public enum EggSource5 : byte
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{
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None,
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/// <summary> Initial moveset for the egg's level. </summary>
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Base,
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/// <summary> Egg move inherited from the Father. </summary>
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FatherEgg,
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/// <summary> Technical Machine move inherited from the Father. </summary>
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ParentLevelUp,
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/// <summary> Technical Machine move inherited from the Father. </summary>
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/// <remarks> After level up, unlike Gen3/4! </remarks>
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FatherTM,
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Max,
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/// <summary> Special Move applied at the end if certain conditions are satisfied. </summary>
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VoltTackle,
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Egg Moveset Building Order for Generation 6+
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/// </summary>
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public enum EggSource6 : byte
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{
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None,
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/// <summary> Initial moveset for the egg's level. </summary>
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Base,
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/// <summary> Level Up move inherited from a parent. </summary>
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ParentLevelUp,
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/// <summary> Egg move inherited from a parent. </summary>
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ParentEgg,
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Max,
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/// <summary> Special Move applied at the end if certain conditions are satisfied. </summary>
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VoltTackle,
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}
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Utility logic for converting a <see cref="MoveBreed"/> move result into a user friendly string.
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/// </summary>
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public static class EggSourceUtil
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{
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2021-04-17 20:07:28 +00:00
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/// <summary>
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2022-06-18 18:04:24 +00:00
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/// Unboxes the parse result and returns a user friendly string for the move result.
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2021-04-17 20:07:28 +00:00
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/// </summary>
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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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public static string GetSourceString(Array parse, int generation, int index)
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2021-04-05 01:30:01 +00:00
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{
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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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if (index >= parse.Length)
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return LMoveSourceEmpty;
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2021-04-05 01:30:01 +00:00
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2022-06-18 18:04:24 +00:00
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return generation switch
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2021-04-05 01:30:01 +00:00
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{
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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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2 => ((EggSource2[])parse)[index].GetSourceString(),
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3 or 4 => ((EggSource34[])parse)[index].GetSourceString(),
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5 => ((EggSource5[])parse)[index].GetSourceString(),
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>= 6 => ((EggSource6[])parse)[index].GetSourceString(),
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2022-06-18 18:04:24 +00:00
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_ => LMoveSourceEmpty,
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2021-04-05 01:30:01 +00:00
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};
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}
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2022-06-18 18:04:24 +00:00
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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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public static string GetSourceString(this EggSource2 source) => source switch
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2022-06-18 18:04:24 +00:00
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{
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EggSource2.Base => LMoveRelearnEgg,
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EggSource2.FatherEgg => LMoveEggInherited,
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EggSource2.FatherTM => LMoveEggTMHM,
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EggSource2.ParentLevelUp => LMoveEggLevelUp,
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EggSource2.Tutor => LMoveEggInheritedTutor,
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EggSource2.Max => "Any",
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_ => LMoveEggInvalid,
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};
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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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public static string GetSourceString(this EggSource34 source) => source switch
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2022-06-18 18:04:24 +00:00
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{
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EggSource34.Base => LMoveRelearnEgg,
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EggSource34.FatherEgg => LMoveEggInherited,
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EggSource34.FatherTM => LMoveEggTMHM,
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EggSource34.ParentLevelUp => LMoveEggLevelUp,
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EggSource34.Max => "Any",
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EggSource34.VoltTackle => LMoveSourceSpecial,
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_ => LMoveEggInvalid,
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};
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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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public static string GetSourceString(this EggSource5 source) => source switch
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2022-06-18 18:04:24 +00:00
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{
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EggSource5.Base => LMoveRelearnEgg,
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EggSource5.FatherEgg => LMoveEggInherited,
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EggSource5.ParentLevelUp => LMoveEggLevelUp,
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EggSource5.FatherTM => LMoveEggTMHM,
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EggSource5.Max => "Any",
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EggSource5.VoltTackle => LMoveSourceSpecial,
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_ => LMoveEggInvalid,
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};
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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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public static string GetSourceString(this EggSource6 source) => source switch
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2022-06-18 18:04:24 +00:00
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{
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EggSource6.Base => LMoveRelearnEgg,
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EggSource6.ParentLevelUp => LMoveEggLevelUp,
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EggSource6.ParentEgg => LMoveEggInherited,
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EggSource6.Max => "Any",
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EggSource6.VoltTackle => LMoveSourceSpecial,
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_ => LMoveEggInvalid,
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};
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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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/// <summary>
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/// Converts the parse result and returns a user friendly string for the move result.
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/// </summary>
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public static LearnMethod GetSource(byte value, int generation) => generation switch
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{
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2 => ((EggSource2)value).GetSource(),
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3 or 4 => ((EggSource34)value).GetSource(),
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5 => ((EggSource5)value).GetSource(),
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>= 6 => ((EggSource6)value).GetSource(),
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_ => None,
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};
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public static LearnMethod GetSource(this EggSource2 source) => source switch
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{
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EggSource2.Base => Initial,
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EggSource2.FatherEgg => EggMove,
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EggSource2.FatherTM => TMHM,
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EggSource2.ParentLevelUp => InheritLevelUp,
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EggSource2.Tutor => Tutor,
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_ => None,
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};
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public static LearnMethod GetSource(this EggSource34 source) => source switch
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{
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EggSource34.Base => Initial,
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EggSource34.FatherEgg => EggMove,
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EggSource34.FatherTM => TMHM,
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EggSource34.ParentLevelUp => InheritLevelUp,
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EggSource34.VoltTackle => SpecialEgg,
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_ => None,
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};
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public static LearnMethod GetSource(this EggSource5 source) => source switch
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{
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EggSource5.Base => Initial,
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EggSource5.FatherEgg => EggMove,
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EggSource5.ParentLevelUp => InheritLevelUp,
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EggSource5.FatherTM => TMHM,
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EggSource5.VoltTackle => SpecialEgg,
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_ => None,
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};
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public static LearnMethod GetSource(this EggSource6 source) => source switch
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{
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EggSource6.Base => Initial,
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EggSource6.ParentLevelUp => InheritLevelUp,
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EggSource6.ParentEgg => EggMove,
|
|
|
|
EggSource6.VoltTackle => SpecialEgg,
|
|
|
|
_ => None,
|
|
|
|
};
|
2021-04-05 01:30:01 +00:00
|
|
|
}
|