PKHeX/PKHeX.Core/Legality/LegalityAnalysis.cs

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2022-07-10 22:53:33 +00:00
#define SUPPRESS
using System;
using System.Collections.Generic;
using static PKHeX.Core.LegalityAnalyzers;
using static PKHeX.Core.LegalityCheckStrings;
namespace PKHeX.Core;
/// <summary>
/// Legality Check object containing the <see cref="CheckResult"/> data and overview values from the parse.
/// </summary>
public sealed class LegalityAnalysis
{
/// <summary> The entity we are checking. </summary>
internal readonly PKM Entity;
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
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/// <summary> The entity's <see cref="IPersonalInfo"/>, which may have been sourced from the Save File it resides on. </summary>
/// <remarks>We store this rather than re-fetching, as some games that use the same <see cref="PKM"/> format have different values.</remarks>
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
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internal readonly IPersonalInfo PersonalInfo;
private readonly List<CheckResult> Parse = new(8);
/// <summary>
/// Parse result list allowing view of the legality parse.
/// </summary>
public IReadOnlyList<CheckResult> Results => Parse;
/// <summary>
/// Only use this when trying to mutate the legality. Not for use when checking legality.
/// </summary>
public void ResetParse() => Parse.Clear();
/// <summary>
/// Matched encounter data for the <see cref="Entity"/>.
/// </summary>
public IEncounterable EncounterMatch => Info.EncounterMatch;
/// <summary>
/// Original encounter data for the <see cref="Entity"/>.
/// </summary>
/// <remarks>
/// Generation 1/2 <see cref="Entity"/> that are transferred forward to Generation 7 are restricted to new encounter details.
/// By retaining their original match, more information can be provided by the parse.
/// </remarks>
public IEncounterable EncounterOriginal => Info.EncounterOriginal;
/// <summary>
/// Indicates where the <see cref="Entity"/> originated.
/// </summary>
public readonly SlotOrigin SlotOrigin;
/// <summary>
/// Indicates if all checks ran to completion.
/// </summary>
/// <remarks>This value is false if any checks encountered an error.</remarks>
public readonly bool Parsed;
/// <summary>
/// Indicates if all checks returned a <see cref="Severity.Valid"/> result.
/// </summary>
public readonly bool Valid;
/// <summary>
/// Contains various data reused for multiple checks.
/// </summary>
public readonly LegalInfo Info;
/// <summary>
/// Checks the input <see cref="PKM"/> data for legality. This is the best method for checking with context, as some games do not have all Alternate Form data available.
/// </summary>
/// <param name="pk">Input data to check</param>
/// <param name="table"><see cref="SaveFile"/> specific personal data</param>
/// <param name="source">Details about where the <see cref="Entity"/> originated from.</param>
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
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public LegalityAnalysis(PKM pk, IPersonalTable table, SlotOrigin source = SlotOrigin.Party) : this(pk, table.GetFormEntry(pk.Species, pk.Form), source) { }
/// <summary>
/// Checks the input <see cref="PKM"/> data for legality.
/// </summary>
/// <param name="pk">Input data to check</param>
/// <param name="source">Details about where the <see cref="Entity"/> originated from.</param>
public LegalityAnalysis(PKM pk, SlotOrigin source = SlotOrigin.Party) : this(pk, pk.PersonalInfo, source) { }
/// <summary>
/// Checks the input <see cref="PKM"/> data for legality.
/// </summary>
/// <param name="pk">Input data to check</param>
/// <param name="pi">Personal info to parse with</param>
/// <param name="source">Details about where the <see cref="Entity"/> originated from.</param>
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
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public LegalityAnalysis(PKM pk, IPersonalInfo pi, SlotOrigin source = SlotOrigin.Party)
{
Entity = pk;
PersonalInfo = pi;
SlotOrigin = source;
PKHeX.Core Nullable cleanup (#2401) * Handle some nullable cases Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data) Make some classes have explicit constructors instead of { } initialization * Handle bits more obviously without null * Make SaveFile.BAK explicitly readonly again * merge constructor methods to have readonly fields * Inline some properties * More nullable handling * Rearrange box actions define straightforward classes to not have any null properties * Make extrabyte reference array immutable * Move tooltip creation to designer * Rearrange some logic to reduce nesting * Cache generated fonts * Split mystery gift album purpose * Handle more tooltips * Disallow null setters * Don't capture RNG object, only type enum * Unify learnset objects Now have readonly properties which are never null don't new() empty learnsets (>800 Learnset objects no longer created, total of 2400 objects since we also new() a move & level array) optimize g1/2 reader for early abort case * Access rewrite Initialize blocks in a separate object, and get via that object removes a couple hundred "might be null" warnings since blocks are now readonly getters some block references have been relocated, but interfaces should expose all that's needed put HoF6 controls in a groupbox, and disable * Readonly personal data * IVs non nullable for mystery gift * Explicitly initialize forced encounter moves * Make shadow objects readonly & non-null Put murkrow fix in binary data resource, instead of on startup * Assign dex form fetch on constructor Fixes legality parsing edge cases also handle cxd parse for valid; exit before exception is thrown in FrameGenerator * Remove unnecessary null checks * Keep empty value until init SetPouch sets the value to an actual one during load, but whatever * Readonly team lock data * Readonly locks Put locked encounters at bottom (favor unlocked) * Mail readonly data / offset Rearrange some call flow and pass defaults Add fake classes for SaveDataEditor mocking Always party size, no need to check twice in stat editor use a fake save file as initial data for savedata editor, and for gamedata (wow i found a usage) constrain eventwork editor to struct variable types (uint, int, etc), thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
Info = new LegalInfo(pk, Parse);
#if SUPPRESS
try
#endif
{
EncounterFinder.FindVerifiedEncounter(pk, Info);
if (!pk.IsOriginValid)
AddLine(Severity.Invalid, LEncConditionBadSpecies, CheckIdentifier.GameOrigin);
GetParseMethod()();
Valid = Parse.TrueForAll(chk => chk.Valid)
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
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&& MoveResult.AllValid(Info.Moves)
&& MoveResult.AllValid(Info.Relearn);
if (!Valid && IsPotentiallyMysteryGift(Info, pk))
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
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AddLine(Severity.Invalid, LFatefulGiftMissing, CheckIdentifier.Fateful);
Parsed = true;
}
#if SUPPRESS
// We want to swallow any error from malformed input data from the user. The Valid state is all that we really need.
catch (Exception e)
{
System.Diagnostics.Debug.WriteLine(e.Message);
Valid = false;
// Moves and Relearn arrays can potentially be empty on error.
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
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var moves = Info.Moves;
for (var i = 0; i < moves.Length; i++)
{
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
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ref var p = ref moves[i];
if (!p.IsParsed)
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
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p = MoveResult.Unobtainable();
}
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
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moves = Info.Relearn;
for (var i = 0; i < moves.Length; i++)
{
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
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ref var p = ref moves[i];
if (!p.IsParsed)
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
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p = MoveResult.Unobtainable();
}
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
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AddLine(Severity.Invalid, L_AError, CheckIdentifier.Misc);
}
#endif
}
private static bool IsPotentiallyMysteryGift(LegalInfo info, PKM pk)
{
if (info.EncounterOriginal is not EncounterInvalid enc)
return false;
if (enc.Generation <= 3)
return true;
if (!pk.FatefulEncounter)
return false;
if (enc.Generation < 6)
return true;
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
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if (!MoveResult.AllValid(info.Relearn))
return true;
return false;
}
private Action GetParseMethod()
{
if (Entity.Format <= 2) // prior to storing GameVersion
return ParsePK1;
int gen = Entity.Generation;
if (gen <= 0)
gen = Entity.Format;
return gen switch
{
3 => ParsePK3,
4 => ParsePK4,
5 => ParsePK5,
6 => ParsePK6,
1 => ParsePK7,
2 => ParsePK7,
7 => ParsePK7,
8 => ParsePK8,
_ => throw new ArgumentOutOfRangeException(nameof(gen)),
};
}
private void ParsePK1()
{
Nickname.Verify(this);
Level.Verify(this);
Level.VerifyG1(this);
Trainer.VerifyOTG1(this);
MiscValues.VerifyMiscG1(this);
if (Entity.Format == 2)
Item.Verify(this);
}
private void ParsePK3()
{
UpdateChecks();
if (Entity.Format > 3)
Transfer.VerifyTransferLegalityG3(this);
if (Entity.Version == (int)GameVersion.CXD)
CXD.Verify(this);
if (Info.EncounterMatch is WC3 {NotDistributed: true})
AddLine(Severity.Invalid, LEncUnreleased, CheckIdentifier.Encounter);
if (Entity.Format >= 8)
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Transfer.VerifyTransferLegalityG8(this);
}
private void ParsePK4()
{
UpdateChecks();
if (Entity.Format > 4)
Transfer.VerifyTransferLegalityG4(this);
if (Entity.Format >= 8)
Transfer.VerifyTransferLegalityG8(this);
}
private void ParsePK5()
{
UpdateChecks();
NHarmonia.Verify(this);
if (Entity.Format >= 8)
Transfer.VerifyTransferLegalityG8(this);
}
private void ParsePK6()
{
UpdateChecks();
if (Entity.Format >= 8)
Transfer.VerifyTransferLegalityG8(this);
}
private void ParsePK7()
{
if (Entity.VC)
UpdateVCTransferInfo();
UpdateChecks();
if (Entity.Format >= 8)
Transfer.VerifyTransferLegalityG8(this);
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else if (Entity is PB7)
Awakening.Verify(this);
}
private void ParsePK8()
{
UpdateChecks();
Transfer.VerifyTransferLegalityG8(this);
}
/// <summary>
/// Adds a new Check parse value.
/// </summary>
/// <param name="s">Check severity</param>
/// <param name="c">Check comment</param>
/// <param name="i">Check type</param>
internal void AddLine(Severity s, string c, CheckIdentifier i) => AddLine(new CheckResult(s, c, i));
/// <summary>
/// Adds a new Check parse value.
/// </summary>
/// <param name="chk">Check result to add.</param>
internal void AddLine(CheckResult chk) => Parse.Add(chk);
private void UpdateVCTransferInfo()
{
var enc = (Info.EncounterOriginalGB = EncounterMatch);
if (enc is EncounterInvalid)
return;
var vc = EncounterStaticGenerator.GetVCStaticTransferEncounter(Entity, enc, Info.EvoChainsAllGens.Gen7);
Info.EncounterMatch = vc;
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
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Transfer.VerifyVCEncounter(Entity, enc, vc, this);
Transfer.VerifyTransferLegalityG12(this);
}
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private void UpdateChecks()
{
PIDEC.Verify(this);
Nickname.Verify(this);
LanguageIndex.Verify(this);
Trainer.Verify(this);
TrainerID.Verify(this);
IVs.Verify(this);
EVs.Verify(this);
Level.Verify(this);
Ribbon.Verify(this);
AbilityValues.Verify(this);
BallIndex.Verify(this);
FormValues.Verify(this);
MiscValues.Verify(this);
GenderValues.Verify(this);
Item.Verify(this);
Contest.Verify(this);
Marking.Verify(this);
var format = Entity.Format;
if (format is 4 or 5 or 6) // Gen 6->7 transfer removes this property.
Gen4GroundTile.Verify(this);
if (format < 6)
return;
History.Verify(this);
if (format < 8) // Gen 7->8 transfer removes these properties.
ConsoleRegion.Verify(this);
if (Entity is ITrainerMemories)
Memory.Verify(this);
if (Entity is ISuperTrain)
Medal.Verify(this);
if (format < 7)
return;
HyperTraining.Verify(this);
MiscValues.VerifyVersionEvolution(this);
if (format < 8)
return;
Mark.Verify(this);
Arceus.Verify(this);
}
}