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 16:15:27 -07:00
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using System;
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2022-04-09 01:39:34 -07:00
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using System.Reflection;
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namespace PKHeX.Core;
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/// <summary>
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/// Reflection utility to create blank <see cref="PKM"/> without specifying a constructor.
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/// </summary>
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public static class EntityBlank
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{
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/// <summary>
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/// Gets a Blank <see cref="PKM"/> object of the specified type.
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/// </summary>
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/// <param name="type">Type of <see cref="PKM"/> instance desired.</param>
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/// <returns>New instance of a blank <see cref="PKM"/> object.</returns>
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public static PKM GetBlank(Type type)
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2023-04-10 01:26:54 -07:00
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{
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var typeInfo = type.GetTypeInfo();
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return GetBlank(typeInfo);
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}
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/// <inheritdoc cref="GetBlank(Type)"/>
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public static PKM GetBlank(TypeInfo type)
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2022-04-09 01:39:34 -07:00
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{
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2023-02-23 01:07:46 -08:00
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// Not all derived types have a parameter-less constructor, so find the minimal constructor and use that.
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2023-04-10 01:26:54 -07:00
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ConstructorInfo? info = null;
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int count = int.MaxValue;
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foreach (var ctor in type.DeclaredConstructors)
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{
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if (ctor.IsStatic)
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continue;
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var parameters = ctor.GetParameters();
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int length = parameters.Length;
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if (length >= count)
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continue;
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count = length;
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info = ctor;
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}
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ArgumentNullException.ThrowIfNull(info);
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var result = info.Invoke(new object?[count]);
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if (result is not PKM x)
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throw new InvalidCastException($"Unable to cast {result} to {typeof(PKM)}");
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return x;
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2022-04-09 01:39:34 -07:00
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}
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2024-02-22 21:20:54 -06:00
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public static PKM GetBlank(byte gen, GameVersion version) => gen switch
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2022-04-09 01:39:34 -07:00
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{
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2024-02-22 21:20:54 -06:00
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1 when version == GameVersion.BU => new PK1(true),
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7 when GameVersion.Gen7b.Contains(version) => new PB7(),
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8 when GameVersion.BDSP.Contains(version) => new PB8(),
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8 when GameVersion.PLA == version => new PA8(),
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2022-04-09 01:39:34 -07:00
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_ => GetBlank(gen),
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};
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2022-05-06 10:42:08 -07:00
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/// <summary>
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/// Gets a Blank <see cref="PKM"/> object compatible with the provided inputs.
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/// </summary>
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public static PKM GetBlank(ITrainerInfo tr)
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{
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if (tr is SaveFile s)
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return s.BlankPKM;
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2024-02-22 21:20:54 -06:00
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return GetBlank(tr.Generation, tr.Version);
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2022-05-06 10:42:08 -07:00
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}
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/// <inheritdoc cref="GetBlank(ITrainerInfo)"/>
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2024-02-22 21:20:54 -06:00
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public static PKM GetBlank(byte gen)
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2022-04-09 01:39:34 -07:00
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{
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var type = Type.GetType($"PKHeX.Core.PK{gen}");
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2023-04-13 00:05:10 -07:00
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ArgumentNullException.ThrowIfNull(type);
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2022-04-09 01:39:34 -07:00
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return GetBlank(type);
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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 16:15:27 -07:00
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2022-08-27 12:53:30 -07:00
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public static PKM GetIdealBlank(ushort species, byte form)
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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 16:15:27 -07:00
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{
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if (PersonalTable.LA.IsPresentInGame(species, form))
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return new PA8();
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if (PersonalTable.SWSH.IsPresentInGame(species, form))
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return new PK8();
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if (PersonalTable.BDSP.IsPresentInGame(species, form))
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return new PB8();
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if (PersonalTable.USUM.IsPresentInGame(species, form))
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return new PK7();
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2022-11-24 17:42:17 -08:00
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if (PersonalTable.SV.IsPresentInGame(species, form))
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return new PK9();
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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 16:15:27 -07:00
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return new PB7();
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}
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2022-04-09 01:39:34 -07:00
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}
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