PKHeX/PKHeX.Core/PKM/Util/EntityBlank.cs

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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
using System;
using System.Linq;
using System.Reflection;
namespace PKHeX.Core;
/// <summary>
/// Reflection utility to create blank <see cref="PKM"/> without specifying a constructor.
/// </summary>
public static class EntityBlank
{
/// <summary>
/// Gets a Blank <see cref="PKM"/> object of the specified type.
/// </summary>
/// <param name="type">Type of <see cref="PKM"/> instance desired.</param>
/// <returns>New instance of a blank <see cref="PKM"/> object.</returns>
public static PKM GetBlank(Type type)
{
var constructors = type.GetTypeInfo().DeclaredConstructors.Where(z => !z.IsStatic);
var argCount = constructors.Min(z => z.GetParameters().Length);
return (PKM)Activator.CreateInstance(type, new object[argCount]);
}
public static PKM GetBlank(int gen, GameVersion ver) => gen switch
{
1 when ver == GameVersion.BU => new PK1(true),
7 when GameVersion.Gen7b.Contains(ver) => new PB7(),
8 when GameVersion.BDSP.Contains(ver) => new PB8(),
8 when GameVersion.PLA == ver => new PA8(),
_ => GetBlank(gen),
};
/// <summary>
/// Gets a Blank <see cref="PKM"/> object compatible with the provided inputs.
/// </summary>
public static PKM GetBlank(ITrainerInfo tr)
{
if (tr is SaveFile s)
return s.BlankPKM;
return GetBlank(tr.Generation, tr.Game);
}
/// <inheritdoc cref="GetBlank(ITrainerInfo)"/>
public static PKM GetBlank(int gen, int ver) => GetBlank(gen, (GameVersion)ver);
/// <inheritdoc cref="GetBlank(ITrainerInfo)"/>
public static PKM GetBlank(int gen)
{
var type = Type.GetType($"PKHeX.Core.PK{gen}");
if (type is null)
throw new InvalidCastException($"Unable to get the type for PK{gen}.");
return GetBlank(type);
}
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 static PKM GetIdealBlank(int species, int form)
{
if (PersonalTable.LA.IsPresentInGame(species, form))
return new PA8();
if (PersonalTable.SWSH.IsPresentInGame(species, form))
return new PK8();
if (PersonalTable.BDSP.IsPresentInGame(species, form))
return new PB8();
if (PersonalTable.USUM.IsPresentInGame(species, form))
return new PK7();
return new PB7();
}
}