PKHeX/PKHeX.Core/Editing/IBattleTemplate.cs

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namespace PKHeX.Core;
/// <summary>
/// Interface containing details relevant for battling.
/// </summary>
public interface IBattleTemplate : ISpeciesForm, IGigantamaxReadOnly, IDynamaxLevelReadOnly, INatureReadOnly, ITeraTypeReadOnly
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{
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/// <summary>
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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/// <see cref="PKM.Context"/> of the Set entity it is specific to.
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/// </summary>
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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EntityContext Context { get; }
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/// <summary>
/// <see cref="PKM.Nickname"/> of the Set entity.
/// </summary>
string Nickname { get; }
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/// <summary>
/// <see cref="PKM.Gender"/> name of the Set entity.
/// </summary>
int Gender { get; }
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/// <summary>
/// <see cref="PKM.HeldItem"/> of the Set entity.
/// </summary>
int HeldItem { get; }
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/// <summary>
/// <see cref="PKM.Ability"/> of the Set entity.
/// </summary>
int Ability { get; }
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/// <summary>
/// <see cref="PKM.CurrentLevel"/> of the Set entity.
/// </summary>
int Level { get; }
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/// <summary>
/// <see cref="PKM.CurrentLevel"/> of the Set entity.
/// </summary>
bool Shiny { get; }
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/// <summary>
/// <see cref="PKM.CurrentFriendship"/> of the Set entity.
/// </summary>
int Friendship { get; }
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/// <summary>
/// <see cref="PKM.Form"/> name of the Set entity, stored in PKHeX style (instead of Showdown's)
/// </summary>
string FormName { get; }
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/// <summary>
/// <see cref="PKM.HPType"/> of the Set entity.
/// </summary>
int HiddenPowerType { get; }
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/// <summary>
/// <see cref="EffortValues"/> of the Set entity.
/// </summary>
int[] EVs { get; }
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/// <summary>
/// <see cref="PKM.IVs"/> of the Set entity.
/// </summary>
int[] IVs { get; }
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/// <summary>
/// <see cref="PKM.Moves"/> of the Set entity.
/// </summary>
ushort[] Moves { get; }
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}