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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2022-05-06 22:47:54 +00:00
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namespace PKHeX.Core;
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2022-08-05 18:23:28 +00:00
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/// <summary>
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/// Logic for working with Effort Values
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/// </summary>
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2022-05-06 22:47:54 +00:00
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public static class EffortValues
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{
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/// <summary>
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/// Gets randomized EVs for a given generation format
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/// </summary>
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2022-08-05 18:23:28 +00:00
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/// <param name="evs">Array to store the resulting EVs</param>
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2022-05-06 22:47:54 +00:00
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/// <param name="generation">Generation specific formatting option</param>
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public static void SetRandom(Span<int> evs, int generation)
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{
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var rnd = Util.Rand;
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if (generation > 2)
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SetRandom252(evs, rnd);
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else
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SetRandom12(evs, rnd);
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}
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private static void SetRandom252(Span<int> evs, Random rnd)
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{
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2022-08-05 18:23:28 +00:00
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// Set random EVs (max 252 per stat) until we run out of EVs.
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// The last stat index receives the remaining EVs
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const int maxTotal = 510;
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const int maxStat = 252;
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const int maxStatPlusBias = 300; // weight more towards the high end of received EVs
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while (true) // loop until we get a valid set of 6 stats
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2022-05-06 22:47:54 +00:00
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{
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2022-08-05 18:23:28 +00:00
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int remain = maxTotal;
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2022-05-06 22:47:54 +00:00
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for (int i = 0; i < evs.Length - 1; i++)
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2022-08-05 18:23:28 +00:00
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{
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var max = Math.Min(maxStatPlusBias, remain);
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var amount = rnd.Next(0, max);
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if (amount > maxStat)
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amount = maxStat;
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remain -= (evs[i] = (byte)amount);
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}
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if (remain > maxStat)
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continue; // try again! must have had really low rand rolls.
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evs[5] = remain;
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break; // done!
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}
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2022-05-06 22:47:54 +00:00
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Util.Shuffle(evs, 0, evs.Length, rnd);
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}
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private static void SetRandom12(Span<int> evs, Random rnd)
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{
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2022-08-05 18:23:28 +00:00
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// In generation 1/2, EVs can be 0-65535.
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2022-05-06 22:47:54 +00:00
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for (int i = 0; i < evs.Length; i++)
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evs[i] = rnd.Next(ushort.MaxValue + 1);
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}
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2022-08-05 18:23:28 +00:00
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/// <summary>
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/// Sets the Effort Values to a reasonable max value.
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/// </summary>
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/// <param name="evs">Array to store the resulting EVs</param>
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/// <param name="entity">Entity that will eventually receive the EVs</param>
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2022-05-06 22:47:54 +00:00
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public static void SetMax(Span<int> evs, PKM entity)
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{
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if (entity.Format < 3)
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SetMax12(evs);
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else
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SetMax252(evs, entity);
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}
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private static void SetMax252(Span<int> evs, PKM entity)
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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 23:15:27 +00:00
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// Get the 3 highest base stat indexes from the entity PersonalInfo
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var pi = entity.PersonalInfo;
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Span<(int Index, int Stat)> tuples = stackalloc (int, int)[6];
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pi.GetSortedStatIndexes(tuples);
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2022-05-06 22:47:54 +00:00
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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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evs[tuples[0].Index] = 252;
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evs[tuples[1].Index] = 252;
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evs[tuples[2].Index] = 6;
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2022-05-06 22:47:54 +00:00
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}
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private static void SetMax12(Span<int> evs)
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{
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for (int i = 0; i < evs.Length; i++)
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evs[i] = ushort.MaxValue;
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}
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2022-08-05 18:23:28 +00:00
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/// <summary>
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/// Sets all the EVs to zero.
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/// </summary>
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/// <param name="evs">Array to store the resulting EVs</param>
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public static void Clear(Span<int> evs) => evs.Clear();
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2022-05-06 22:47:54 +00:00
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}
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