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;
|
|
|
|
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Group that checks the source of a move in <see cref="GameVersion.BDSP"/>.
|
|
|
|
/// </summary>
|
|
|
|
public sealed class LearnGroup8b : ILearnGroup
|
|
|
|
{
|
|
|
|
public static readonly LearnGroup8b Instance = new();
|
|
|
|
private const int Generation = 8;
|
|
|
|
|
|
|
|
public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option) => null;
|
2022-08-04 01:17:46 +00:00
|
|
|
public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedBDSP;
|
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 bool Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvolutionHistory history,
|
|
|
|
IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
|
|
|
|
{
|
|
|
|
var evos = history.Gen8b;
|
2022-08-05 23:18:06 +00:00
|
|
|
if (evos.Length == 0)
|
|
|
|
return false;
|
|
|
|
|
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
|
|
|
for (var i = 0; i < evos.Length; i++)
|
|
|
|
Check(result, current, pk, evos[i], i);
|
|
|
|
|
|
|
|
CheckSharedMoves(result, current, evos[0]);
|
|
|
|
|
|
|
|
return MoveResult.AllParsed(result);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void CheckSharedMoves(Span<MoveResult> result, ReadOnlySpan<int> current, EvoCriteria evo)
|
|
|
|
{
|
|
|
|
var game = LearnSource8BDSP.Instance;
|
|
|
|
var entry = PersonalTable.BDSP.GetFormEntry(evo.Species, evo.Form);
|
|
|
|
var baseSpecies = entry.HatchSpecies;
|
|
|
|
var baseForm = entry.HatchFormIndex;
|
|
|
|
var eggMoves = game.GetEggMoves(baseSpecies, baseForm);
|
|
|
|
|
|
|
|
for (var i = result.Length - 1; i >= 0; i--)
|
|
|
|
{
|
|
|
|
if (result[i].Valid)
|
|
|
|
continue;
|
|
|
|
var move = current[i];
|
|
|
|
if (eggMoves.Contains(move))
|
|
|
|
result[i] = new(LearnMethod.Shared);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType type = MoveSourceType.All, LearnOption option = LearnOption.Current)
|
|
|
|
{
|
|
|
|
if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
|
|
|
|
{
|
|
|
|
CheckInternal(result, current, pk, evo, stage, type, option);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check all forms
|
|
|
|
var inst = LearnSource8BDSP.Instance;
|
|
|
|
if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
|
|
|
|
return;
|
|
|
|
|
|
|
|
var fc = pi.FormCount;
|
|
|
|
for (int i = 0; i < fc; i++)
|
|
|
|
CheckInternal(result, current, pk, evo with { Form = (byte)i }, stage, i == 0 ? type : type & MoveSourceType.LevelUp, option);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void CheckInternal(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType type, LearnOption option)
|
|
|
|
{
|
|
|
|
var game = LearnSource8BDSP.Instance;
|
|
|
|
if (!game.TryGetPersonal(evo.Species, evo.Form, out var pi))
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (int i = result.Length - 1; i >= 0; i--)
|
|
|
|
{
|
|
|
|
if (result[i].Valid)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
var move = current[i];
|
|
|
|
var chk = game.GetCanLearn(pk, pi, evo, move, type, option);
|
|
|
|
if (chk != default)
|
|
|
|
result[i] = new(chk, (byte)stage, Generation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public void GetAllMoves(Span<bool> result, PKM pk, EvolutionHistory history, IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
|
|
|
|
{
|
|
|
|
if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
|
|
|
|
FlagEncounterMoves(enc, result);
|
|
|
|
|
|
|
|
foreach (var evo in history.Gen8b)
|
|
|
|
GetAllMoves(result, pk, evo, types, option);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types, LearnOption option)
|
|
|
|
{
|
|
|
|
if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
|
|
|
|
{
|
|
|
|
GetAllMovesInternal(result, pk, evo, types);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check all forms
|
|
|
|
var inst = LearnSource8BDSP.Instance;
|
|
|
|
if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
|
|
|
|
return;
|
|
|
|
|
|
|
|
var fc = pi.FormCount;
|
|
|
|
for (int i = 0; i < fc; i++)
|
|
|
|
GetAllMovesInternal(result, pk, evo with { Form = (byte)i }, i == 0 ? types : types & MoveSourceType.LevelUp);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMovesInternal(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
|
|
|
|
{
|
|
|
|
LearnSource8BDSP.Instance.GetAllMoves(result, pk, evo, types);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void FlagEncounterMoves(IEncounterTemplate enc, Span<bool> result)
|
|
|
|
{
|
|
|
|
if (enc is IMoveset { Moves: int[] { Length: not 0 } x })
|
|
|
|
{
|
|
|
|
foreach (var move in x)
|
|
|
|
result[move] = true;
|
|
|
|
}
|
|
|
|
if (enc is IRelearn { Relearn: int[] { Length: not 0 } r })
|
|
|
|
{
|
|
|
|
foreach (var move in r)
|
|
|
|
result[move] = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|