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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using System.Diagnostics.CodeAnalysis;
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using static PKHeX.Core.LearnMethod;
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using static PKHeX.Core.LearnEnvironment;
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namespace PKHeX.Core;
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/// <summary>
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/// Exposes information about how moves are learned in <see cref="SWSH"/>.
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/// </summary>
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public sealed class LearnSource8SWSH : ILearnSource, IEggSource
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{
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public static readonly LearnSource8SWSH Instance = new();
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private static readonly PersonalTable8SWSH Personal = PersonalTable.SWSH;
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private static readonly Learnset[] Learnsets = Legal.LevelUpSWSH;
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private static readonly EggMoves7[] EggMoves = Legal.EggMovesSWSH;
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private const int MaxSpecies = Legal.MaxSpeciesID_8_R2;
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private const LearnEnvironment Game = SWSH;
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2022-08-27 06:43:36 +00:00
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public Learnset GetLearnset(ushort species, int form) => Learnsets[Personal.GetFormIndex(species, 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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2022-08-27 06:43:36 +00:00
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public bool TryGetPersonal(ushort species, int form, [NotNullWhen(true)] out PersonalInfo? pi)
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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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pi = null;
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if ((uint)species > MaxSpecies)
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return false;
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pi = Personal[species, form];
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return true;
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}
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2022-08-27 06:43:36 +00:00
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public bool GetIsEggMove(ushort species, int form, ushort move)
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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 ((uint)species > MaxSpecies)
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return false;
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var moves = MoveEgg.GetFormEggMoves(species, form, EggMoves).AsSpan();
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return moves.IndexOf(move) != -1;
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}
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2022-08-27 06:43:36 +00:00
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public ReadOnlySpan<ushort> GetEggMoves(ushort species, int 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 ((uint)species > MaxSpecies)
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2022-08-27 06:43:36 +00:00
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return ReadOnlySpan<ushort>.Empty;
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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 MoveEgg.GetFormEggMoves(species, form, EggMoves).AsSpan();
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}
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2022-08-27 06:43:36 +00:00
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public MoveLearnInfo GetCanLearn(PKM pk, PersonalInfo pi, EvoCriteria evo, ushort move, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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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 (types.HasFlagFast(MoveSourceType.LevelUp))
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{
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var learn = GetLearnset(evo.Species, evo.Form);
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var level = learn.GetLevelLearnMove(move);
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if (level != -1 && level <= evo.LevelMax)
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return new(LevelUp, Game, (byte)level);
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}
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if (types.HasFlagFast(MoveSourceType.SharedEggMove) && GetIsSharedEggMove(pi, move))
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return new(Shared, Game);
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if (types.HasFlagFast(MoveSourceType.Machine) && GetIsTM(pi, move))
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return new(TMHM, Game);
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if (types.HasFlagFast(MoveSourceType.TechnicalRecord) && GetIsTR(pi, pk, evo, move, option))
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return new(TMHM, Game);
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if (types.HasFlagFast(MoveSourceType.TypeTutor) && GetIsTypeTutor(pi, move))
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return new(Tutor, Game);
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if (types.HasFlagFast(MoveSourceType.SpecialTutor) && GetIsSpecialTutor(pi, move))
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return new(Tutor, Game);
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if (types.HasFlagFast(MoveSourceType.EnhancedTutor) && GetIsEnhancedTutor(evo, pk, move, option))
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return new(Tutor, Game);
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return default;
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsSpecialTutor(PersonalInfo pi, ushort move)
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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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var tutor = Array.IndexOf(Tutors_SWSH, move);
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if (tutor == -1)
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return false;
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return pi.SpecialTutors[0][tutor];
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsEnhancedTutor(EvoCriteria evo, ISpeciesForm current, ushort move, LearnOption option) => evo.Species switch
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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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(int)Species.Necrozma => move switch
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{
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(int)Move.SunsteelStrike => (option == LearnOption.AtAnyTime || current.Form == 1), // Sun w/ Solgaleo
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(int)Move.MoongeistBeam => (option == LearnOption.AtAnyTime || current.Form == 2), // Moon w/ Lunala
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_ => false,
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},
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(int)Species.Rotom => move switch
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{
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(int)Move.Overheat => option == LearnOption.AtAnyTime || current.Form == 1,
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(int)Move.HydroPump => option == LearnOption.AtAnyTime || current.Form == 2,
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(int)Move.Blizzard => option == LearnOption.AtAnyTime || current.Form == 3,
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(int)Move.AirSlash => option == LearnOption.AtAnyTime || current.Form == 4,
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(int)Move.LeafStorm => option == LearnOption.AtAnyTime || current.Form == 5,
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_ => false,
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},
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_ => false,
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};
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2022-08-27 06:43:36 +00:00
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private bool GetIsSharedEggMove(PersonalInfo pi, ushort move)
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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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var entry = (PersonalInfo8SWSH)pi;
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var baseSpecies = entry.HatchSpecies;
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var baseForm = entry.HatchFormIndexEverstone;
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return GetEggMoves(baseSpecies, baseForm).IndexOf(move) != -1;
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsTypeTutor(PersonalInfo pi, ushort move)
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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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var index = Array.IndexOf(TypeTutor8, move);
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if (index == -1)
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return false;
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return pi.TypeTutors[index];
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsTM(PersonalInfo info, ushort move)
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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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var index = TM_SWSH.AsSpan().IndexOf(move);
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if (index == -1)
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return false;
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return info.TMHM[index];
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}
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2022-08-27 06:43:36 +00:00
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private static bool GetIsTR(PersonalInfo info, PKM pk, EvoCriteria evo, ushort move, LearnOption option)
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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 (pk is not ITechRecord8 tr)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
var index = TR_SWSH.AsSpan().IndexOf(move);
|
|
|
|
if (index == -1)
|
|
|
|
return false;
|
|
|
|
if (!info.TMHM[PersonalInfo8SWSH.CountTM + index])
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (tr.GetMoveRecordFlag(index))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (option != LearnOption.Current && !pk.SWSH && pk.IsOriginalMovesetDeleted())
|
|
|
|
return true;
|
|
|
|
if (index == 12 && evo.Species == (int)Species.Calyrex && evo.Form == 0) // TR12
|
|
|
|
return true; // Agility Calyrex without TR glitch.
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types = MoveSourceType.All)
|
|
|
|
{
|
|
|
|
if (!TryGetPersonal(evo.Species, evo.Form, out var pi))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (types.HasFlagFast(MoveSourceType.LevelUp))
|
|
|
|
{
|
|
|
|
var learn = GetLearnset(evo.Species, evo.Form);
|
|
|
|
(bool hasMoves, int start, int end) = learn.GetMoveRange(evo.LevelMax);
|
|
|
|
if (hasMoves)
|
|
|
|
{
|
|
|
|
var moves = learn.Moves;
|
|
|
|
for (int i = end; i >= start; i--)
|
|
|
|
result[moves[i]] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-16 19:42:40 +00:00
|
|
|
if (types.HasFlagFast(MoveSourceType.SharedEggMove))
|
|
|
|
{
|
|
|
|
var entry = (PersonalInfo8SWSH)pi;
|
|
|
|
var baseSpecies = entry.HatchSpecies;
|
|
|
|
var baseForm = entry.HatchFormIndexEverstone;
|
|
|
|
var egg = GetEggMoves(baseSpecies, baseForm);
|
|
|
|
foreach (var move in egg)
|
|
|
|
result[move] = true;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
if (types.HasFlagFast(MoveSourceType.Machine))
|
|
|
|
{
|
|
|
|
var flags = pi.TMHM;
|
|
|
|
var moves = TM_SWSH;
|
|
|
|
for (int i = 0; i < PersonalInfo8SWSH.CountTM; i++)
|
|
|
|
{
|
|
|
|
if (flags[i])
|
|
|
|
result[moves[i]] = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pk is ITechRecord8)
|
|
|
|
{
|
|
|
|
var trFlags = flags.AsSpan(PersonalInfo8SWSH.CountTM);
|
|
|
|
var trMoves = TR_SWSH.AsSpan();
|
|
|
|
for (int index = 0; index < trFlags.Length; index++)
|
|
|
|
{
|
|
|
|
var move = trMoves[index];
|
|
|
|
if (trFlags[index])
|
|
|
|
result[move] = true;
|
|
|
|
else if (index == 12 && evo.Species == (int)Species.Calyrex && evo.Form == 0) // TR12
|
|
|
|
result[move] = true; // Agility Calyrex without TR glitch.
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (types.HasFlagFast(MoveSourceType.TypeTutor))
|
|
|
|
{
|
|
|
|
// Beams
|
|
|
|
var flags = pi.TypeTutors;
|
|
|
|
var moves = TypeTutor8;
|
|
|
|
for (int i = 0; i < moves.Length; i++)
|
|
|
|
{
|
|
|
|
if (flags[i])
|
|
|
|
result[moves[i]] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (types.HasFlagFast(MoveSourceType.SpecialTutor))
|
|
|
|
{
|
|
|
|
// SW/SH Tutors
|
|
|
|
var flags = pi.SpecialTutors[0];
|
|
|
|
var moves = Tutors_SWSH;
|
|
|
|
for (int i = 0; i < flags.Length; i++)
|
|
|
|
{
|
|
|
|
if (flags[i])
|
|
|
|
result[moves[i]] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (types.HasFlagFast(MoveSourceType.EnhancedTutor))
|
|
|
|
{
|
|
|
|
var species = evo.Species;
|
|
|
|
if (species is (int)Species.Rotom && pk.Form is not 0)
|
|
|
|
result[MoveTutor.GetRotomFormMove(evo.Form)] = true;
|
|
|
|
else if (species is (int)Species.Necrozma && pk.Form is 1) // Sun
|
|
|
|
result[(int)Move.SunsteelStrike] = true;
|
|
|
|
else if (species is (int)Species.Necrozma && pk.Form is 2) // Moon
|
|
|
|
result[(int)Move.MoongeistBeam] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
public static readonly ushort[] TM_SWSH =
|
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
|
|
|
{
|
|
|
|
005, 025, 006, 007, 008, 009, 019, 042, 063, 416,
|
|
|
|
345, 076, 669, 083, 086, 091, 103, 113, 115, 219,
|
|
|
|
120, 156, 157, 168, 173, 182, 184, 196, 202, 204,
|
|
|
|
211, 213, 201, 240, 241, 258, 250, 251, 261, 263,
|
|
|
|
129, 270, 279, 280, 286, 291, 311, 313, 317, 328,
|
|
|
|
331, 333, 340, 341, 350, 362, 369, 371, 372, 374,
|
|
|
|
384, 385, 683, 409, 419, 421, 422, 423, 424, 427,
|
|
|
|
433, 472, 478, 440, 474, 490, 496, 506, 512, 514,
|
|
|
|
521, 523, 527, 534, 541, 555, 566, 577, 580, 581,
|
|
|
|
604, 678, 595, 598, 206, 403, 684, 693, 707, 784,
|
|
|
|
};
|
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
internal static readonly ushort[] TR_SWSH =
|
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
|
|
|
{
|
|
|
|
014, 034, 053, 056, 057, 058, 059, 067, 085, 087,
|
|
|
|
089, 094, 097, 116, 118, 126, 127, 133, 141, 161,
|
|
|
|
164, 179, 188, 191, 200, 473, 203, 214, 224, 226,
|
|
|
|
227, 231, 242, 247, 248, 253, 257, 269, 271, 276,
|
|
|
|
285, 299, 304, 315, 322, 330, 334, 337, 339, 347,
|
|
|
|
348, 349, 360, 370, 390, 394, 396, 398, 399, 402,
|
|
|
|
404, 405, 406, 408, 411, 412, 413, 414, 417, 428,
|
|
|
|
430, 437, 438, 441, 442, 444, 446, 447, 482, 484,
|
|
|
|
486, 492, 500, 502, 503, 526, 528, 529, 535, 542,
|
|
|
|
583, 599, 605, 663, 667, 675, 676, 706, 710, 776,
|
|
|
|
};
|
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
internal static readonly ushort[] TypeTutor8 =
|
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
|
|
|
{
|
|
|
|
(int)Move.GrassPledge,
|
|
|
|
(int)Move.FirePledge,
|
|
|
|
(int)Move.WaterPledge,
|
|
|
|
(int)Move.FrenzyPlant,
|
|
|
|
(int)Move.BlastBurn,
|
|
|
|
(int)Move.HydroCannon,
|
|
|
|
(int)Move.DracoMeteor,
|
|
|
|
(int)Move.SteelBeam,
|
|
|
|
};
|
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
internal static readonly ushort[] Tutors_SWSH =
|
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
|
|
|
{
|
|
|
|
805, 807, 812, 804,
|
|
|
|
803, 813, 811, 810,
|
|
|
|
815, 814, 797, 806,
|
|
|
|
800, 809, 799, 808,
|
|
|
|
798, 802,
|
|
|
|
};
|
|
|
|
}
|