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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using System;
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2018-06-09 03:10:41 +00:00
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2018-06-13 05:15:06 +00:00
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using static PKHeX.Core.GameVersion;
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2018-06-09 03:10:41 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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2018-06-09 03:10:41 +00:00
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2022-06-18 18:04:24 +00:00
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public static class MoveLevelUp
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{
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2022-08-27 06:43:36 +00:00
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public static ushort[] GetEncounterMoves(PKM pk, int level, GameVersion version)
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2022-06-18 18:04:24 +00:00
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{
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if (version <= 0)
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version = (GameVersion)pk.Version;
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return GetEncounterMoves(pk.Species, pk.Form, level, version);
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}
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2022-08-27 06:43:36 +00:00
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private static ushort[] GetEncounterMoves1(ushort species, int level, GameVersion version)
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2022-06-18 18:04:24 +00:00
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{
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var learn = GameData.GetLearnsets(version);
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var table = GameData.GetPersonal(version);
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var index = table.GetFormIndex(species, 0);
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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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2022-08-27 06:43:36 +00:00
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Span<ushort> lvl0 = stackalloc ushort[4];
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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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((PersonalInfo1) table[index]).GetMoves(lvl0);
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2022-08-27 06:43:36 +00:00
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int start = Math.Max(0, lvl0.IndexOf((ushort)0));
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2022-06-18 18:04:24 +00:00
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learn[index].SetEncounterMoves(level, lvl0, start);
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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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return lvl0.ToArray();
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2022-06-18 18:04:24 +00:00
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}
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2022-08-27 06:43:36 +00:00
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private static ushort[] GetEncounterMoves2(ushort species, int level, GameVersion version)
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2022-06-18 18:04:24 +00:00
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{
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var learn = GameData.GetLearnsets(version);
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var table = GameData.GetPersonal(version);
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var index = table.GetFormIndex(species, 0);
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var lvl0 = learn[species].GetEncounterMoves(1);
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2022-08-27 06:43:36 +00:00
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int start = Math.Max(0, Array.IndexOf(lvl0, (ushort)0));
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2022-06-18 18:04:24 +00:00
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learn[index].SetEncounterMoves(level, lvl0, start);
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return lvl0;
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}
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2022-08-27 19:53:30 +00:00
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public static ushort[] GetEncounterMoves(ushort species, byte form, int level, GameVersion version)
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2022-06-18 18:04:24 +00:00
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{
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if (RBY.Contains(version))
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return GetEncounterMoves1(species, level, version);
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if (GSC.Contains(version))
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return GetEncounterMoves2(species, level, version);
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var learn = GameData.GetLearnsets(version);
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var table = GameData.GetPersonal(version);
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var index = table.GetFormIndex(species, form);
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return learn[index].GetEncounterMoves(level);
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2018-06-09 03:10:41 +00:00
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}
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}
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