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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namespace PKHeX.Core;
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/// <summary>
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/// Exposes details about base stat values.
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/// </summary>
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public interface IBaseStat
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{
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/// <summary>
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/// Base HP
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/// </summary>
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int HP { get; set; }
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/// <summary>
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/// Base Attack
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/// </summary>
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int ATK { get; set; }
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/// <summary>
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/// Base Defense
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/// </summary>
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int DEF { get; set; }
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/// <summary>
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/// Base Special Attack
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/// </summary>
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int SPA { get; set; }
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/// <summary>
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/// Base Special Defense
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/// </summary>
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int SPD { get; set; }
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/// <summary>
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/// Base Speed
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/// </summary>
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int SPE { get; set; }
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}
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2023-01-22 04:02:33 +00:00
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public static class BaseStatExtensions
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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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/// <summary>
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/// Base Stat Total sum of all stats.
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/// </summary>
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public static int GetBaseStatTotal(this IBaseStat stats) => stats.HP + stats.ATK + stats.DEF + stats.SPA + stats.SPD + stats.SPE;
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/// <summary>
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/// Gets the requested Base Stat value with the requested <see cref="index"/>.
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/// </summary>
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public static int GetBaseStatValue(this IBaseStat stats, int index) => index switch
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{
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0 => stats.HP,
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1 => stats.ATK,
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2 => stats.DEF,
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3 => stats.SPE,
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4 => stats.SPA,
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5 => stats.SPD,
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_ => throw new ArgumentOutOfRangeException(nameof(index)),
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};
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2023-01-22 04:02:33 +00:00
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/// <summary>
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/// Gathers the base stat values into the <see cref="span"/> then sorts (by value) lowest to highest.
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/// </summary>
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/// <param name="pi">Stat implementation to load from</param>
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/// <param name="span">Result storage</param>
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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 static void GetSortedStatIndexes(this IBaseStat pi, Span<(int Index, int Stat)> span)
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{
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for (int i = 0; i < span.Length; i++)
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span[i] = (i, pi.GetBaseStatValue(i));
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// Bubble sort based off Stat value
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// Higher stat values go to lower indexes in the span.
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for (int i = 0; i < span.Length - 1; i++)
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{
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for (int j = 0; j < span.Length - 1 - i; j++)
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{
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if (span[j].Stat < span[j + 1].Stat)
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(span[j], span[j + 1]) = (span[j + 1], span[j]);
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}
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}
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}
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}
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