PKHeX/PKHeX.Core/PKM/Shared/GBPKM.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;
using System.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Base format for Generation 1 &amp; 2 <see cref="PKM"/> objects.
/// </summary>
/// <remarks>
/// <see cref="SK2"/> store text buffers with the rest of the data.
/// <see cref="PK1"/> and <see cref="PK2"/> store them separately; see <see cref="GBPKML"/>.
/// </remarks>
public abstract class GBPKM : PKM
{
public sealed override int MaxBallID => -1;
public sealed override int MinGameID => (int)GameVersion.RD;
public sealed override int MaxGameID => (int)GameVersion.C;
public sealed override int MaxIV => 15;
public sealed override int MaxEV => ushort.MaxValue;
public sealed override IReadOnlyList<ushort> ExtraBytes => Array.Empty<ushort>();
protected GBPKM(int size) : base(size) { }
protected GBPKM(byte[] data) : base(data) { }
public sealed override byte[] EncryptedPartyData => Encrypt();
public sealed override byte[] EncryptedBoxData => Encrypt();
public sealed override byte[] DecryptedBoxData => Encrypt();
public sealed override byte[] DecryptedPartyData => Encrypt();
public override bool Valid { get => true; set { } }
public sealed override void RefreshChecksum() { }
protected abstract byte[] GetNonNickname(int language);
private bool? _isnicknamed;
public sealed override bool IsNicknamed
{
get => _isnicknamed ??= !Nickname_Trash.SequenceEqual(GetNonNickname(GuessedLanguage()));
set
{
_isnicknamed = value;
if (_isnicknamed == false)
SetNotNicknamed(GuessedLanguage());
}
}
protected bool IsNicknamedBank
{
get
{
var spName = SpeciesName.GetSpeciesNameGeneration(Species, GuessedLanguage(), Format);
return Nickname != spName;
}
}
public sealed override int Language
{
get
{
if (Japanese)
return (int)LanguageID.Japanese;
if (Korean)
return (int)LanguageID.Korean;
if (StringConverter12.IsG12German(OT_Trash))
return (int)LanguageID.German; // german
int lang = SpeciesName.GetSpeciesNameLanguage(Species, Nickname, Format);
if (lang > 0)
return lang;
return 0;
}
set
{
if (Japanese)
return;
if (Korean)
return;
if (IsNicknamed)
return;
SetNotNicknamed(value);
}
}
public sealed override int Gender
{
get
{
int gv = PersonalInfo.Gender;
return gv switch
{
PersonalInfo.RatioMagicGenderless => 2,
PersonalInfo.RatioMagicFemale => 1,
PersonalInfo.RatioMagicMale => 0,
_ => IV_ATK > gv >> 4 ? 0 : 1,
};
}
set { }
}
#region Future, Unused Attributes
public sealed override bool IsGenderValid() => true; // not a separate property, derived via IVs
public sealed override uint EncryptionConstant { get => 0; set { } }
public sealed override uint PID { get => 0; set { } }
public sealed override int Nature { get => 0; set { } }
public sealed override bool ChecksumValid => true;
public sealed override bool FatefulEncounter { get => false; set { } }
public sealed override int TSV => 0x0000;
public sealed override int PSV => 0xFFFF;
public sealed override int Characteristic => -1;
public sealed override int MarkValue { get => 0; set { } }
public sealed override int Ability { get => -1; set { } }
public sealed override int CurrentHandler { get => 0; set { } }
public sealed override int Egg_Location { get => 0; set { } }
public sealed override int Ball { get => 0; set { } }
public sealed override int SID { get => 0; set { } }
#endregion
public sealed override bool IsShiny => IV_DEF == 10 && IV_SPE == 10 && IV_SPC == 10 && (IV_ATK & 2) == 2;
private int HPBitValPower => ((IV_ATK & 8) >> 0) | ((IV_DEF & 8) >> 1) | ((IV_SPE & 8) >> 2) | ((IV_SPC & 8) >> 3);
public sealed override int HPPower => (((5 * HPBitValPower) + (IV_SPC & 3)) >> 1) + 31;
public sealed override int HPType
{
get => ((IV_ATK & 3) << 2) | (IV_DEF & 3);
set
{
IV_DEF = ((IV_DEF >> 2) << 2) | (value & 3);
IV_DEF = ((IV_ATK >> 2) << 2) | ((value >> 2) & 3);
}
}
public sealed override byte Form
{
get
{
if (Species != 201) // Unown
return 0;
return GetUnownFormValue(IV_ATK, IV_DEF, IV_SPE, IV_SPC);
}
set
{
if (Species != 201) // Unown
return;
while (Form != value)
SetRandomIVs(0);
}
}
private static byte GetUnownFormValue(int atk, int def, int spe, int spc)
{
ushort formeVal = 0;
formeVal |= (ushort)((atk & 0x6) << 5);
formeVal |= (ushort)((def & 0x6) << 3);
formeVal |= (ushort)((spe & 0x6) << 1);
formeVal |= (ushort)((spc & 0x6) >> 1);
return (byte)(formeVal / 10);
}
public abstract int EV_SPC { get; set; }
public sealed override int EV_SPA { get => EV_SPC; set => EV_SPC = value; }
public sealed override int EV_SPD { get => EV_SPC; set { } }
public abstract ushort DV16 { get; set; }
public sealed override int IV_HP { get => ((IV_ATK & 1) << 3) | ((IV_DEF & 1) << 2) | ((IV_SPE & 1) << 1) | ((IV_SPC & 1) << 0); set { } }
public sealed override int IV_ATK { get => (DV16 >> 12) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 12)) | (ushort)((value > 0xF ? 0xF : value) << 12)); }
public sealed override int IV_DEF { get => (DV16 >> 8) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 8)) | (ushort)((value > 0xF ? 0xF : value) << 8)); }
public sealed override int IV_SPE { get => (DV16 >> 4) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 4)) | (ushort)((value > 0xF ? 0xF : value) << 4)); }
public int IV_SPC { get => (DV16 >> 0) & 0xF; set => DV16 = (ushort)((DV16 & ~(0xF << 0)) | (ushort)((value > 0xF ? 0xF : value) << 0)); }
public sealed override int IV_SPA { get => IV_SPC; set => IV_SPC = value; }
public sealed override int IV_SPD { get => IV_SPC; set { } }
public override int MarkingCount => 0;
public override int GetMarking(int index) => 0;
public override void SetMarking(int index, int value) { }
public void SetNotNicknamed() => SetNotNicknamed(GuessedLanguage());
public abstract void SetNotNicknamed(int language);
public int GuessedLanguage(int fallback = (int)LanguageID.English)
{
int lang = Language;
if (lang > 0)
return lang;
if (fallback is (int)LanguageID.French or (int)LanguageID.German) // only other permitted besides English
return fallback;
return (int)LanguageID.English;
}
/// <summary>
/// Tries to guess the source language ID when transferred to future generations (7+)
/// </summary>
/// <param name="destLanguage">Destination language ID</param>
/// <returns>Source language ID</returns>
protected int TransferLanguage(int destLanguage)
{
// if the Species name of the destination language matches the current nickname, transfer with that language.
var expect = SpeciesName.GetSpeciesNameGeneration(Species, destLanguage, 2);
if (Nickname == expect)
return destLanguage;
return GuessedLanguage(destLanguage);
}
2019-02-26 01:39:41 +00:00
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 override void LoadStats(IBaseStat p, Span<ushort> stats)
{
var lv = Stat_Level;
stats[0] = (ushort)(GetStat(p.HP, IV_HP, EV_HP, lv) + (5 + lv)); // HP
stats[1] = GetStat(p.ATK, IV_ATK, EV_ATK, lv);
stats[2] = GetStat(p.DEF, IV_DEF, EV_DEF, lv);
stats[3] = GetStat(p.SPE, IV_SPE, EV_SPE, lv);
stats[4] = GetStat(p.SPA, IV_SPA, EV_SPA, lv);
stats[5] = GetStat(p.SPD, IV_SPD, EV_SPD, lv);
}
2021-04-20 08:50:27 +00:00
protected static ushort GetStat(int baseStat, int iv, int effort, int level)
{
effort = (ushort)Math.Min(255, Math.Sqrt(effort) + 1) >> 2;
return (ushort)((((2 * (baseStat + iv)) + effort) * level / 100) + 5);
}
public sealed override int GetMovePP(int move, int ppUpCount)
{
var pp = base.GetMovePP(move, 0);
return pp + (ppUpCount * Math.Min(7, pp / 5));
}
public void MaxEVs() => EV_HP = EV_ATK = EV_DEF = EV_SPC = EV_SPE = MaxEV;
/// <summary>
/// Applies <see cref="PKM.IVs"/> to the <see cref="PKM"/> to make it shiny.
/// </summary>
public sealed override void SetShiny()
{
IV_ATK |= 2;
IV_DEF = 10;
IV_SPE = 10;
IV_SPA = 10;
}
internal void ImportFromFuture(PKM pk)
{
Nickname = pk.Nickname;
OT_Name = pk.OT_Name;
IV_ATK = pk.IV_ATK / 2;
IV_DEF = pk.IV_DEF / 2;
IV_SPC = pk.IV_SPA / 2;
//IV_SPD = pk.IV_ATK / 2;
IV_SPE = pk.IV_SPE / 2;
if (pk.HasMove((int)Move.HiddenPower))
HPType = pk.HPType;
}
}