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
|
|
|
using System;
|
2020-01-19 00:31:24 +00:00
|
|
|
using System.Collections.Generic;
|
2019-11-19 03:23:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Generation 8 Trade Encounter
|
|
|
|
/// </summary>
|
|
|
|
/// <inheritdoc cref="EncounterTrade"/>
|
|
|
|
public sealed record EncounterTrade8 : EncounterTrade, IDynamaxLevel, IRelearn, IMemoryOT
|
2019-11-19 03:23:01 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
public override int Generation => 8;
|
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
|
|
|
public override EntityContext Context => EntityContext.Gen8;
|
2022-06-18 18:04:24 +00:00
|
|
|
public override int Location => Locations.LinkTrade6NPC;
|
|
|
|
public IReadOnlyList<int> Relearn { get; init; } = Array.Empty<int>();
|
|
|
|
|
|
|
|
public ushort OT_TextVar { get; set; }
|
|
|
|
public byte OT_Memory { get; set; }
|
|
|
|
public byte OT_Feeling { get; set; }
|
|
|
|
public byte OT_Intensity { get; set; }
|
|
|
|
public byte DynamaxLevel { get; set; }
|
|
|
|
public byte FlawlessIVCount { get; init; }
|
|
|
|
public override Shiny Shiny { get; }
|
|
|
|
|
|
|
|
public EncounterTrade8(GameVersion game, int species, byte level, byte memory, ushort arg, byte feel, byte intensity, Shiny shiny = Shiny.Never) : base(game)
|
2019-11-19 03:23:01 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
Species = species;
|
|
|
|
Level = level;
|
|
|
|
Shiny = shiny;
|
|
|
|
|
|
|
|
OT_Memory = memory;
|
|
|
|
OT_TextVar = arg;
|
|
|
|
OT_Feeling = feel;
|
|
|
|
OT_Intensity = intensity;
|
|
|
|
}
|
|
|
|
|
|
|
|
public override bool IsMatchExact(PKM pk, EvoCriteria evo)
|
|
|
|
{
|
|
|
|
if (pk is PK8 d && d.DynamaxLevel < DynamaxLevel)
|
|
|
|
return false;
|
|
|
|
if (pk.FlawlessIVCount < FlawlessIVCount)
|
|
|
|
return false;
|
|
|
|
return base.IsMatchExact(pk, evo);
|
|
|
|
}
|
|
|
|
|
|
|
|
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
|
|
|
|
{
|
|
|
|
base.ApplyDetails(sav, criteria, pk);
|
|
|
|
pk.SetRelearnMoves(Relearn);
|
|
|
|
|
|
|
|
var pk8 = (PK8)pk;
|
|
|
|
pk8.DynamaxLevel = DynamaxLevel;
|
|
|
|
pk8.HT_Language = (byte)sav.Language;
|
|
|
|
pk8.OT_Memory = OT_Memory;
|
|
|
|
pk8.OT_TextVar = OT_TextVar;
|
|
|
|
pk8.OT_Feeling = OT_Feeling;
|
|
|
|
pk8.OT_Intensity = OT_Intensity;
|
2019-11-19 03:23:01 +00:00
|
|
|
}
|
2021-09-16 01:13:17 +00:00
|
|
|
}
|