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;
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namespace PKHeX.Core;
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/// <summary>
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/// Group that checks the source of a move in <see cref="GameVersion.Gen3"/>.
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/// </summary>
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public sealed class LearnGroup3 : ILearnGroup
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{
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public static readonly LearnGroup3 Instance = new();
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private const int Generation = 3;
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public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option) => null; // Gen3 is the end of the line!
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2022-08-04 01:17:46 +00:00
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public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedGen3;
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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 bool Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvolutionHistory history, IEncounterTemplate enc,
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MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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var evos = history.Gen3;
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for (var i = 0; i < evos.Length; i++)
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Check(result, current, pk, evos[i], i, types);
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if (types.HasFlagFast(MoveSourceType.Encounter) && enc is EncounterEgg { Generation: Generation } egg)
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CheckEncounterMoves(result, current, egg);
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if (types.HasFlagFast(MoveSourceType.LevelUp) && enc.Species is (int)Species.Nincada && evos.Length == 2 && evos[0].Species == (int)Species.Shedinja)
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CheckNincadaMoves(result, current, evos[^1]);
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return MoveResult.AllParsed(result);
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}
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private static void CheckNincadaMoves(Span<MoveResult> result, ReadOnlySpan<int> current, EvoCriteria nincada)
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{
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if (MoveResult.AllParsed(result))
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return;
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// If a Ninjask move is already marked as learned, it's not a valid move for Nincada. Reset that index and try again.
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for (int i = 0; i < current.Length; i++)
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{
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if (result[i].Info.Method is not LearnMethod.ShedinjaEvo)
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continue;
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result[i] = default;
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break;
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}
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// If a result is not valid, check to see if it is a Shedinja move.
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var shedinja = LearnSource3E.Instance;
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var moves = shedinja.GetLearnset((int)Species.Ninjask, 0);
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for (var i = 0; i < result.Length; i++)
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{
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if (result[i].Valid)
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continue;
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var move = current[i];
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if (move == 0)
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break;
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var level = moves.GetLevelLearnMove(move);
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if (level == -1 || !nincada.InsideLevelRange(level))
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continue;
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var info = new MoveLearnInfo(LearnMethod.ShedinjaEvo, LearnEnvironment.Pt, (byte)level);
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result[i] = new MoveResult(info, 0, Generation);
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break; // Can only have one Ninjask move.
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}
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}
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private static void CheckEncounterMoves(Span<MoveResult> result, ReadOnlySpan<int> current, EncounterEgg egg)
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{
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ReadOnlySpan<int> eggMoves, levelMoves;
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if (egg.Version is GameVersion.E)
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{
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var inst = LearnSource3E.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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else if (egg.Version is GameVersion.FR)
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{
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var inst = LearnSource3FR.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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else if (egg.Version is GameVersion.LG)
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{
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var inst = LearnSource3LG.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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else
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{
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var inst = LearnSource3RS.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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for (var i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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var move = current[i];
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if (eggMoves.Contains(move))
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result[i] = new(LearnMethod.EggMove);
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else if (levelMoves.Contains(move))
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result[i] = new(LearnMethod.InheritLevelUp);
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else if (move is (int)Move.VoltTackle && egg.CanHaveVoltTackle)
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result[i] = new(LearnMethod.SpecialEgg);
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}
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}
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private static void Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType types)
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{
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var rs = LearnSource3RS.Instance;
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var species = evo.Species;
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if (!rs.TryGetPersonal(species, evo.Form, out var rp))
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return; // should never happen.
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var e = LearnSource3E.Instance;
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var fr = LearnSource3FR.Instance;
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var lg = LearnSource3LG.Instance;
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var ep = e[species];
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var fp = fr[species];
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var lp = lg[species];
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for (int i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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// Level Up moves are different for each game, but TM/HM is shared (use Emerald).
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var move = current[i];
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var chk = e.GetCanLearn(pk, ep, evo, move, types);
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if (chk != default)
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{
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result[i] = new(chk, (byte)stage, Generation);
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continue;
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}
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chk = rs.GetCanLearn(pk, rp, evo, move, types & (MoveSourceType.LevelUp | MoveSourceType.AllTutors));
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if (chk != default)
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{
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result[i] = new(chk, (byte)stage, Generation);
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continue;
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}
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chk = fr.GetCanLearn(pk, fp, evo, move, types & (MoveSourceType.LevelUp | MoveSourceType.AllTutors));
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if (chk != default)
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{
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result[i] = new(chk, (byte)stage, Generation);
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continue;
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}
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chk = lg.GetCanLearn(pk, lp, evo, move, types & MoveSourceType.LevelUp); // Tutors same as FR
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if (chk != default)
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result[i] = new(chk, (byte)stage, Generation);
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}
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}
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public void GetAllMoves(Span<bool> result, PKM pk, EvolutionHistory history, IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
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FlagEncounterMoves(enc, result);
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var evos = history.Gen3;
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foreach (var evo in evos)
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GetAllMoves(result, pk, evo, types);
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if (enc.Species is (int)Species.Nincada && evos.Length == 2 && evos[0].Species == (int)Species.Shedinja)
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{
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var shedinja = LearnSource3E.Instance;
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var moves = shedinja.GetLearnset((int)Species.Ninjask, 0);
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(bool HasMoves, int start, int end) = moves.GetMoveRange(evos[0].LevelMax, 20);
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if (HasMoves)
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{
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var all = moves.Moves;
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for (int i = start; i < end; i++)
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result[all[i]] = true;
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}
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}
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}
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private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
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{
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LearnSource3E.Instance.GetAllMoves(result, pk, evo, types);
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LearnSource3RS.Instance.GetAllMoves(result, pk, evo, types & (MoveSourceType.LevelUp | MoveSourceType.AllTutors));
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LearnSource3FR.Instance.GetAllMoves(result, pk, evo, types & (MoveSourceType.LevelUp | MoveSourceType.AllTutors));
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LearnSource3LG.Instance.GetAllMoves(result, pk, evo, types & (MoveSourceType.LevelUp));
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}
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private static void FlagEncounterMoves(IEncounterTemplate enc, Span<bool> result)
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{
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if (enc is IMoveset { Moves: int[] { Length: not 0 } x })
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{
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foreach (var move in x)
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result[move] = true;
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}
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}
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}
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