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.Gen8"/>.
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/// </summary>
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public sealed class LearnGroup8 : ILearnGroup
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{
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public static readonly LearnGroup8 Instance = new();
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private const int Generation = 8;
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public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option)
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{
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if (enc.Generation >= Generation)
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return null;
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if (option == LearnOption.Current && pk.IsOriginalMovesetDeleted())
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return null;
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2022-08-04 01:17:46 +00:00
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if (history.HasVisitedLGPE)
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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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return LearnGroup7b.Instance;
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return LearnGroup7.Instance;
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}
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2022-08-04 01:17:46 +00:00
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public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedSWSH;
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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,
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IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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var evos = history.Gen8;
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2022-08-05 23:18:06 +00:00
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if (evos.Length == 0)
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return false;
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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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for (var i = 0; i < evos.Length; i++)
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Check(result, current, pk, evos[i], i, types, option);
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if (enc is EncounterStatic8N r && r.IsDownLeveled(pk))
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{
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// If the encounter was reduced in level for the OT that joined the encounter, check for the original moveset range.
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var i = evos.Length - 1;
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var exist = evos[i];
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var original = exist with { LevelMax = r.LevelMax, LevelMin = exist.LevelMax };
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Check(result, current, pk, original, i, types & MoveSourceType.LevelUp);
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}
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CheckSharedMoves(result, current, evos[0]);
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if (option is not LearnOption.Current && pk.IsOriginalMovesetDeleted() && enc is EncounterEgg { Generation: Generation } egg)
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CheckEncounterMoves(result, current, egg);
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return MoveResult.AllParsed(result);
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}
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private static void CheckSharedMoves(Span<MoveResult> result, ReadOnlySpan<int> current, EvoCriteria evo)
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{
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var game = LearnSource8SWSH.Instance;
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var entry = PersonalTable.SWSH.GetFormEntry(evo.Species, evo.Form);
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var baseSpecies = entry.HatchSpecies;
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var baseForm = entry.HatchFormIndexEverstone;
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var eggMoves = game.GetEggMoves(baseSpecies, baseForm);
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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.Shared);
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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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var game = LearnSource8SWSH.Instance;
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ReadOnlySpan<int> eggMoves = game.GetEggMoves(egg.Species, egg.Form);
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ReadOnlySpan<int> levelMoves = egg.CanInheritMoves
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? game.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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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 type = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
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{
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CheckInternal(result, current, pk, evo, stage, type, option);
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return;
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}
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// Check all forms
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var inst = LearnSource8SWSH.Instance;
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if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
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return;
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var fc = pi.FormCount;
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for (int i = 0; i < fc; i++)
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CheckInternal(result, current, pk, evo with { Form = (byte)i }, stage, type, option);
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}
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private static void CheckInternal(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType type, LearnOption option)
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{
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var game = LearnSource8SWSH.Instance;
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if (!game.TryGetPersonal(evo.Species, evo.Form, out var pi))
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return;
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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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var move = current[i];
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var chk = game.GetCanLearn(pk, pi, evo, move, type, option);
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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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var evos = history.Gen8;
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if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
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{
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FlagEncounterMoves(enc, result);
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if (enc is EncounterStatic8N r && r.IsDownLeveled(pk))
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{
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// If the encounter was reduced in level for the OT that joined the encounter, check for the original moveset range.
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var i = evos.Length - 1;
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var exist = evos[i];
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var original = exist with { LevelMax = r.LevelMax, LevelMin = exist.LevelMax };
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LearnSource8SWSH.Instance.GetAllMoves(result, pk, original, types);
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}
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}
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foreach (var evo in evos)
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GetAllMoves(result, pk, evo, types, option);
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}
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private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types, LearnOption option)
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{
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if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
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{
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GetAllMovesInternal(result, pk, evo, types);
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return;
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}
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// Check all forms
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var inst = LearnSource6AO.Instance;
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if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
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return;
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var fc = pi.FormCount;
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for (int i = 0; i < fc; i++)
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GetAllMovesInternal(result, pk, evo with { Form = (byte)i }, types);
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}
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private static void GetAllMovesInternal(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
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{
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LearnSource8SWSH.Instance.GetAllMoves(result, pk, evo, types);
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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 } m })
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{
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foreach (var move in m)
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result[move] = true;
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}
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if (enc is IRelearn { Relearn: int[] { Length: not 0 } r })
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{
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foreach (var move in r)
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result[move] = true;
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}
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}
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}
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