2022-06-26 06:08:28 +00:00
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using System.Collections.Generic;
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using System.Text;
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2018-04-28 01:24:07 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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public static class QRPKM
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{
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/// <summary>
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/// Summarizes the details of a <see cref="PKM"/> into multiple lines for display in an image.
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/// </summary>
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/// <param name="pk">Pokémon to generate details for.</param>
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/// <returns>Lines representing a Header, Moves, and IVs/EVs</returns>
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public static string[] GetQRLines(this PKM pk)
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{
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var s = GameInfo.Strings;
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var header = GetHeader(pk, s);
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var sb = new StringBuilder(48);
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for (int i = 0; i < 4; i++)
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{
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var move = pk.GetMove(i);
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if (move == 0)
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continue;
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if (sb.Length != 0)
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sb.Append(" / ");
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var moveName = move < s.movelist.Length ? s.movelist[move] : "ERROR";
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sb.Append(moveName);
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}
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string IVs = $"IVs: {pk.IV_HP:00}/{pk.IV_ATK:00}/{pk.IV_DEF:00}/{pk.IV_SPA:00}/{pk.IV_SPD:00}/{pk.IV_SPE:00}";
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string EVs = $"EVs: {pk.EV_HP:00}/{pk.EV_ATK:00}/{pk.EV_DEF:00}/{pk.EV_SPA:00}/{pk.EV_SPD:00}/{pk.EV_SPE:00}";
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return new[]
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{
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string.Join(" ", header),
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sb.ToString(),
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IVs + " " + EVs,
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};
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}
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private static IEnumerable<string> GetHeader(PKM pk, GameStrings s)
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{
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string filename = pk.Nickname;
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if ((uint) pk.Species < s.Species.Count)
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{
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var name = s.Species[pk.Species];
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if (pk.Nickname != name)
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filename += $" ({name})";
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}
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yield return filename;
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if (pk.Format >= 3 && (uint)pk.Ability < s.Ability.Count)
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yield return $"[{s.Ability[pk.Ability]}]";
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var level = pk.Stat_Level;
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if (level == 0)
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level = pk.CurrentLevel;
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yield return $"lv{level}";
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if (pk.HeldItem > 0)
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{
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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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var items = s.GetItemStrings(pk.Context);
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if ((uint)pk.HeldItem < items.Length)
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yield return $" @ {items[pk.HeldItem]}";
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}
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if (pk.Format >= 3 && (uint)pk.Nature < s.Natures.Count)
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yield return s.natures[pk.Nature];
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2018-04-28 01:24:07 +00:00
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}
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}
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