PKHeX/PKHeX.Core/PersonalInfo/Interfaces/IBaseStat.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
2022-08-03 23:15:27 +00:00
using System;
namespace PKHeX.Core;
/// <summary>
/// Exposes details about base stat values.
/// </summary>
public interface IBaseStat
{
/// <summary>
/// Base HP
/// </summary>
int HP { get; set; }
/// <summary>
/// Base Attack
/// </summary>
int ATK { get; set; }
/// <summary>
/// Base Defense
/// </summary>
int DEF { get; set; }
/// <summary>
/// Base Special Attack
/// </summary>
int SPA { get; set; }
/// <summary>
/// Base Special Defense
/// </summary>
int SPD { get; set; }
/// <summary>
/// Base Speed
/// </summary>
int SPE { get; set; }
}
public static class BaseStatExtensions
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
{
/// <summary>
/// Base Stat Total sum of all stats.
/// </summary>
public static int GetBaseStatTotal(this IBaseStat stats) => stats.HP + stats.ATK + stats.DEF + stats.SPA + stats.SPD + stats.SPE;
/// <summary>
/// Gets the requested Base Stat value with the requested <see cref="index"/>.
/// </summary>
public static int GetBaseStatValue(this IBaseStat stats, int index) => index switch
{
0 => stats.HP,
1 => stats.ATK,
2 => stats.DEF,
3 => stats.SPE,
4 => stats.SPA,
5 => stats.SPD,
_ => throw new ArgumentOutOfRangeException(nameof(index)),
};
/// <summary>
/// Gathers the base stat values into the <see cref="span"/> then sorts (by value) lowest to highest.
/// </summary>
/// <param name="pi">Stat implementation to load from</param>
/// <param name="span">Result storage</param>
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
public static void GetSortedStatIndexes(this IBaseStat pi, Span<(int Index, int Stat)> span)
{
for (int i = 0; i < span.Length; i++)
span[i] = (i, pi.GetBaseStatValue(i));
// Bubble sort based off Stat value
// Higher stat values go to lower indexes in the span.
for (int i = 0; i < span.Length - 1; i++)
{
for (int j = 0; j < span.Length - 1 - i; j++)
{
if (span[j].Stat < span[j + 1].Stat)
(span[j], span[j + 1]) = (span[j + 1], span[j]);
}
}
}
}