PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionSets/EvolutionSet5.cs

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using System;
using System.Collections.Generic;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core;
/// <summary>
/// Generation 5 Evolution Branch Entries
/// </summary>
public static class EvolutionSet5
{
private static EvolutionMethod GetMethod(ReadOnlySpan<byte> data)
{
var method = data[0]; // other byte unnecessary
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
var arg = ReadUInt16LittleEndian(data[2..]);
var species = ReadUInt16LittleEndian(data[4..]);
if (method == 0)
throw new ArgumentOutOfRangeException(nameof(method));
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
var lvl = EvolutionSet6.IsMethodWithArg(method) ? 0 : arg;
var type = (EvolutionType)method;
var lvlup = type.IsLevelUpRequired() ? (byte)1 : (byte)0;
return new EvolutionMethod(type, species, Argument: arg, Level: (byte)lvl, LevelUp: lvlup);
}
2018-09-15 05:37:47 +00:00
private const int bpe = 6; // bytes per evolution entry
private const int entries = 7; // amount of entries per species
private const int size = entries * bpe; // bytes per species entry
public static IReadOnlyList<EvolutionMethod[]> GetArray(ReadOnlySpan<byte> data)
{
var evos = new EvolutionMethod[data.Length / size][];
for (int i = 0; i < evos.Length; i++)
{
int offset = i * size;
var rawEntries = data.Slice(offset, size);
var count = ScanCountEvolutions(rawEntries);
if (count == 0)
{
evos[i] = Array.Empty<EvolutionMethod>();
continue;
}
var set = new EvolutionMethod[count];
for (int j = 0; j < set.Length; j++)
set[j] = GetMethod(rawEntries.Slice(j * bpe, bpe));
evos[i] = set;
}
return evos;
}
private static int ScanCountEvolutions(ReadOnlySpan<byte> data)
{
for (int count = 0; count < entries; count++)
{
var methodOffset = count * bpe;
var method = data[methodOffset];
if (method == 0)
return count;
}
return entries;
}
}