PKHeX/PKHeX.Core/Legality/Encounters/EncounterTrade/EncounterTrade8.cs

60 lines
1.9 KiB
C#
Raw Normal View History

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;
using System.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Generation 8 Trade Encounter
/// </summary>
/// <inheritdoc cref="EncounterTrade"/>
public sealed record EncounterTrade8 : EncounterTrade, IDynamaxLevel, IRelearn, IMemoryOT
{
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;
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)
{
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;
}
}