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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namespace PKHeX.Core;
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Generation 1 Static Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterStatic"/>
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public record EncounterStatic1 : EncounterStatic
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 1;
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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 override EntityContext Context => EntityContext.Gen1;
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2022-06-18 18:04:24 +00:00
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public sealed override byte Level { get; init; }
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private const int LightBallPikachuCatchRate = 0xA3; // 163
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public EncounterStatic1(byte species, byte level, GameVersion game) : base(game)
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Species = species;
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Level = level;
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}
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2020-08-30 23:10:24 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(tr, criteria, pk);
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2021-06-09 03:14:55 +00:00
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2022-06-18 18:04:24 +00:00
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var pk1 = (PK1) pk;
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if (Species == (int) Core.Species.Pikachu && Version == GameVersion.YW && Level == 5 && Moves.Count == 0)
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2020-07-19 18:32:40 +00:00
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{
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2022-06-18 18:04:24 +00:00
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pk1.Catch_Rate = LightBallPikachuCatchRate; // Light Ball
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return;
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2020-07-19 18:32:40 +00:00
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}
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2022-06-18 18:04:24 +00:00
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// Encounters can have different Catch Rates (RBG vs Y)
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var table = Version == GameVersion.YW ? PersonalTable.Y : PersonalTable.RB;
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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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pk1.Catch_Rate = (byte)table[Species].CatchRate;
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2022-06-18 18:04:24 +00:00
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}
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2021-02-03 23:22:48 +00:00
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2022-06-18 18:04:24 +00:00
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protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
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{
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// Met Level is not stored in the PK1 format.
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// Check if it is at or above the encounter level.
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return Level <= evo.LevelMax;
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}
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2021-02-03 23:22:48 +00:00
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2022-06-18 18:04:24 +00:00
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protected override bool IsMatchLocation(PKM pk)
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{
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// Met Location is not stored in the PK1 format.
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return true;
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}
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2021-02-03 23:22:48 +00:00
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2022-06-18 18:04:24 +00:00
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
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{
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if (!base.IsMatchExact(pk, evo))
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return false;
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2020-08-21 23:35:49 +00:00
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2022-06-18 18:04:24 +00:00
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// Encounters with this version have to originate from the Japanese Blue game.
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if (!pk.Japanese && Version == GameVersion.BU)
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return false;
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2020-09-05 19:11:43 +00:00
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2022-06-18 18:04:24 +00:00
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return true;
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}
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2022-03-14 00:45:01 +00:00
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2022-06-18 18:04:24 +00:00
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protected override bool IsMatchPartial(PKM pk)
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{
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if (pk is not PK1 pk1)
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return false;
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if (ParseSettings.AllowGen1Tradeback && PK1.IsCatchRateHeldItem(pk1.Catch_Rate))
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return false;
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if (IsCatchRateValid(pk1))
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return false;
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return true;
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}
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2022-03-14 00:45:01 +00:00
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2022-06-18 18:04:24 +00:00
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private bool IsCatchRateValid(PK1 pk1)
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{
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var catch_rate = pk1.Catch_Rate;
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2022-03-14 00:45:01 +00:00
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2022-06-18 18:04:24 +00:00
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// Light Ball (Yellow) starter
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if (Version == GameVersion.YW && Species == (int)Core.Species.Pikachu && Level == 5)
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2020-09-05 19:11:43 +00:00
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{
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2022-06-18 18:04:24 +00:00
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return catch_rate == LightBallPikachuCatchRate;
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2020-09-05 19:11:43 +00:00
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}
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2022-06-18 18:04:24 +00:00
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if (Version == GameVersion.Stadium)
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2020-09-05 19:11:43 +00:00
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{
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2022-06-18 18:04:24 +00:00
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// Amnesia Psyduck has different catch rates depending on language
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if (Species == (int)Core.Species.Psyduck)
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return catch_rate == (pk1.Japanese ? 167 : 168);
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return catch_rate is 167 or 168;
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2020-09-05 19:11:43 +00:00
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}
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2022-06-18 18:04:24 +00:00
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// Encounters can have different Catch Rates (RBG vs Y)
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return GBRestrictions.RateMatchesEncounter(Species, Version, catch_rate);
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2020-07-19 18:32:40 +00:00
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}
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}
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