2019-03-23 17:05:33 +00:00
|
|
|
using System;
|
2018-05-19 19:07:50 +00:00
|
|
|
using System.Collections.Generic;
|
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Generation 1 Evolution Branch Entries
|
|
|
|
/// </summary>
|
|
|
|
public static class EvolutionSet1
|
2018-05-19 19:07:50 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
private static EvolutionMethod GetMethod(ReadOnlySpan<byte> data)
|
2018-05-19 19:07:50 +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
|
|
|
var method = data[0];
|
|
|
|
var species = data[1];
|
2022-06-18 18:04:24 +00:00
|
|
|
var arg = data[2];
|
2022-01-03 05:35:59 +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
|
|
|
return method == 1
|
|
|
|
? new EvolutionMethod(EvolutionType.LevelUp, species, Level: arg, LevelUp: 1)
|
|
|
|
: new EvolutionMethod((EvolutionType)method, species, Argument: arg);
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
2018-09-15 05:37:47 +00:00
|
|
|
|
2022-06-18 18:04:24 +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++)
|
2018-05-19 19:07:50 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
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++)
|
2018-05-19 19:07:50 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
m[j] = GetMethod(data.Slice(ofs, bpe));
|
|
|
|
ofs += bpe;
|
2018-05-19 19:07:50 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
evos[i] = m;
|
2018-05-19 19:07:50 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return evos;
|
2018-05-19 19:07:50 +00:00
|
|
|
}
|
2022-01-03 05:35:59 +00:00
|
|
|
}
|