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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2022-04-09 08:39:34 +00:00
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using System.Linq;
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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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{
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var constructors = type.GetTypeInfo().DeclaredConstructors.Where(z => !z.IsStatic);
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var argCount = constructors.Min(z => z.GetParameters().Length);
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2023-01-22 04:02:33 +00:00
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return (PKM)(Activator.CreateInstance(type, new object[argCount]) ?? throw new ArgumentException(null, nameof(type)));
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2022-04-09 08:39:34 +00:00
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}
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public static PKM GetBlank(int gen, GameVersion ver) => gen switch
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{
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1 when ver == GameVersion.BU => new PK1(true),
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7 when GameVersion.Gen7b.Contains(ver) => new PB7(),
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8 when GameVersion.BDSP.Contains(ver) => new PB8(),
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8 when GameVersion.PLA == ver => new PA8(),
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_ => GetBlank(gen),
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};
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2022-05-06 17:42:08 +00:00
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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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return GetBlank(tr.Generation, tr.Game);
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}
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/// <inheritdoc cref="GetBlank(ITrainerInfo)"/>
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2022-04-09 08:39:34 +00:00
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public static PKM GetBlank(int gen, int ver) => GetBlank(gen, (GameVersion)ver);
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2022-05-06 17:42:08 +00:00
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/// <inheritdoc cref="GetBlank(ITrainerInfo)"/>
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2022-04-09 08:39:34 +00:00
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public static PKM GetBlank(int gen)
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{
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var type = Type.GetType($"PKHeX.Core.PK{gen}");
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if (type is null)
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throw new InvalidCastException($"Unable to get the type for PK{gen}.");
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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 23:15:27 +00:00
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2022-08-27 19:53:30 +00:00
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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 23:15:27 +00:00
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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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2022-11-25 01:42:17 +00:00
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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 23:15:27 +00:00
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return new PB7();
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}
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2022-04-09 08:39:34 +00:00
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}
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