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.Collections.Generic;
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2020-08-30 22:35:59 +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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/// <summary>
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/// Generation 3 Trade Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterTrade"/>
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public sealed record EncounterTrade3 : EncounterTrade, IContestStats
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2018-03-09 05:18:32 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 3;
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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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public override EntityContext Context => EntityContext.Gen3;
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2022-06-18 18:04:24 +00:00
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public override int Location => Locations.LinkTrade3NPC;
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2021-09-16 01:13:17 +00:00
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/// <summary>
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2022-06-18 18:04:24 +00:00
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/// Fixed <see cref="PKM.PID"/> value the encounter must have.
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2021-09-16 01:13:17 +00:00
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public readonly uint PID;
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2020-03-14 04:39:35 +00:00
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2022-06-18 18:04:24 +00:00
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public override Shiny Shiny => Shiny.FixedValue;
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2022-03-06 05:04:18 +00:00
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2022-06-18 18:04:24 +00:00
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public byte CNT_Cool { get; private init; }
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public byte CNT_Beauty { get; private init; }
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public byte CNT_Cute { get; private init; }
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public byte CNT_Smart { get; private init; }
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public byte CNT_Tough { get; private init; }
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public byte CNT_Sheen { get; private init; }
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2020-08-30 22:35:59 +00:00
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2022-06-18 18:04:24 +00:00
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public IReadOnlyList<byte> Contest
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{
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init
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2020-12-21 22:40:34 +00:00
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{
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2022-06-18 18:04:24 +00:00
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CNT_Cool = value[0];
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CNT_Beauty = value[1];
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CNT_Cute = value[2];
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CNT_Smart = value[3];
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CNT_Tough = value[4];
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CNT_Sheen = value[5];
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2020-12-21 22:40:34 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2019-02-09 19:37:20 +00:00
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2022-06-18 18:04:24 +00:00
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public EncounterTrade3(GameVersion game, uint pid, ushort species, byte level) : base(game)
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{
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PID = pid;
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Species = species;
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Level = level;
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}
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2020-08-30 22:35:59 +00:00
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2022-06-18 18:04:24 +00:00
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
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{
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if (!base.IsMatchExact(pk, evo))
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return false;
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2020-08-30 22:35:59 +00:00
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2022-06-18 18:04:24 +00:00
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if (pk is IContestStats s && s.IsContestBelow(this))
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return false;
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2020-08-30 22:35:59 +00:00
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2022-06-18 18:04:24 +00:00
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return true;
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}
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2020-12-28 22:42:48 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(sav, criteria, pk);
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var pk3 = (PK3) pk;
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2020-12-28 22:42:48 +00:00
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2022-06-18 18:04:24 +00:00
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// Italian LG Jynx untranslated from English name
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if (Species == (int)Core.Species.Jynx && pk3.Version == (int)GameVersion.LG && pk3.Language == (int)LanguageID.Italian)
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{
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pk3.OT_Name = GetOT((int)LanguageID.English);
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pk3.SetNickname(GetNickname((int)LanguageID.English));
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2020-08-30 22:35:59 +00:00
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}
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2022-06-18 18:04:24 +00:00
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this.CopyContestStatsTo((PK3)pk);
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}
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2019-02-09 19:37:20 +00:00
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2022-06-18 18:04:24 +00:00
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protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
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{
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var pi = pk.PersonalInfo;
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int gender = criteria.GetGender(EntityGender.GetFromPID(Species, PID), pi);
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int nature = (int)criteria.GetNature(Nature);
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int ability = criteria.GetAbilityFromNumber(Ability);
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2019-02-09 19:37:20 +00:00
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2022-06-18 18:04:24 +00:00
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pk.PID = PID;
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pk.Nature = nature;
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pk.Gender = gender;
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pk.RefreshAbility(ability);
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2019-11-16 01:34:18 +00:00
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2022-06-18 18:04:24 +00:00
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SetIVs(pk);
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}
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protected override bool IsMatchNatureGenderShiny(PKM pk)
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{
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return PID == pk.EncryptionConstant;
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2018-03-09 05:18:32 +00:00
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}
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2020-08-21 23:35:49 +00:00
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}
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