PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic1E.cs

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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
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using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core;
/// <summary>
/// Event data for Generation 1
/// </summary>
/// <inheritdoc cref="EncounterStatic1"/>
public sealed record EncounterStatic1E : EncounterStatic1, IFixedGBLanguage
{
public EncounterGBLanguage Language { get; init; } = EncounterGBLanguage.Japanese;
/// <summary> Trainer name for the event. </summary>
public string OT_Name { get; init; } = string.Empty;
public IReadOnlyList<string> OT_Names { get; init; } = Array.Empty<string>();
/// <summary> Trainer ID for the event. </summary>
public int TID { get; init; } = -1;
public EncounterStatic1E(byte species, byte level, GameVersion game) : base(species, level, game)
{
}
public override bool IsMatchExact(PKM pk, EvoCriteria evo)
{
if (!base.IsMatchExact(pk, evo))
return false;
if (Language != EncounterGBLanguage.Any && pk.Japanese != (Language == EncounterGBLanguage.Japanese))
return false;
// EC/PID check doesn't exist for these, so check Shiny state here.
if (!IsShinyValid(pk))
return false;
if (TID != -1 && pk.TID != TID)
return false;
if (OT_Name.Length != 0)
{
if (pk.OT_Name != OT_Name)
return false;
}
else if (OT_Names.Count != 0)
{
if (!OT_Names.Contains(pk.OT_Name))
return false;
}
return true;
}
private bool IsShinyValid(PKM pk) => Shiny switch
{
Shiny.Never => !pk.IsShiny,
Shiny.Always => pk.IsShiny,
_ => true,
};
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protected override PKM GetBlank(ITrainerInfo tr) => Language switch
{
EncounterGBLanguage.Japanese => new PK1(true),
EncounterGBLanguage.International => new PK1(),
_ => new PK1(tr.Language == 1),
};
protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(tr, criteria, pk);
if (Version == GameVersion.Stadium)
{
var pk1 = (PK1)pk;
// Amnesia Psyduck has different catch rates depending on language
if (Species == (int)Core.Species.Psyduck)
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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pk1.Catch_Rate = pk1.Japanese ? (byte)167 : (byte)168;
else
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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pk1.Catch_Rate = Util.Rand.Next(2) == 0 ? (byte)167 : (byte)168;
}
if (TID != -1)
pk.TID = TID;
if (OT_Name.Length != 0)
pk.OT_Name = OT_Name;
else if (OT_Names.Count != 0)
pk.OT_Name = OT_Names[Util.Rand.Next(OT_Names.Count)];
}
}
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/// <summary>
/// Exposes info on language restriction for Gen1/2.
/// </summary>
public interface IFixedGBLanguage
{
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/// <summary>
/// Language restriction for the encounter template.
/// </summary>
EncounterGBLanguage Language { get; }
}
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/// <summary>
/// Generations 1 &amp; 2 cannot communicate between Japanese &amp; International versions.
/// </summary>
public enum EncounterGBLanguage
{
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/// <summary> Can only be obtained in Japanese games. </summary>
Japanese,
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/// <summary> Can only be obtained in International (not Japanese) games. </summary>
International,
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/// <summary> Can be obtained in any localization. </summary>
Any,
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}