PKHeX/PKHeX.Core/Legality/Evolutions/EvolutionSets/EvolutionSet1.cs

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using System;
using System.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Generation 1 Evolution Branch Entries
/// </summary>
public static class EvolutionSet1
{
private static EvolutionMethod GetMethod(ReadOnlySpan<byte> data)
{
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
var method = data[0];
var species = data[1];
var arg = data[2];
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
return method == 1
? new EvolutionMethod(EvolutionType.LevelUp, species, Level: arg, LevelUp: 1)
: new EvolutionMethod((EvolutionType)method, species, Argument: arg);
}
2018-09-15 05:37:47 +00:00
public static IReadOnlyList<EvolutionMethod[]> GetArray(ReadOnlySpan<byte> data, int maxSpecies)
{
var evos = new EvolutionMethod[maxSpecies + 1][];
int ofs = 0;
const int bpe = 3;
for (int i = 0; i < evos.Length; i++)
{
int count = data[ofs];
ofs++;
if (count == 0)
{
evos[i] = Array.Empty<EvolutionMethod>();
continue;
}
var m = new EvolutionMethod[count];
for (int j = 0; j < m.Length; j++)
{
m[j] = GetMethod(data.Slice(ofs, bpe));
ofs += bpe;
}
evos[i] = m;
}
return evos;
}
}