PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic5.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.Linq;
namespace PKHeX.Core;
/// <summary>
/// Generation 5 Static Encounter
/// </summary>
/// <inheritdoc cref="EncounterStatic"/>
public record EncounterStatic5(GameVersion Version) : EncounterStatic(Version)
{
public sealed override int Generation => 5;
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 override EntityContext Context => EntityContext.Gen5;
public bool Roaming { get; init; }
public bool IsWildCorrelationPID => !Roaming && Shiny == Shiny.Random && Species != (int)Core.Species.Crustle;
protected sealed override bool IsMatchPartial(PKM pk)
{
// BW/2 Jellicent collision with wild surf slot, resolved by duplicating the encounter with any abil
if (Ability == AbilityPermission.OnlyHidden && pk.AbilityNumber != 4 && pk.Format <= 7)
return true;
return base.IsMatchPartial(pk);
}
protected sealed override bool IsMatchLocation(PKM pk)
{
if (!Roaming)
return base.IsMatchLocation(pk);
return Roaming_MetLocation_BW.Contains(pk.Met_Location);
}
protected override bool IsMatchEggLocation(PKM pk)
{
if (!EggEncounter)
return base.IsMatchEggLocation(pk);
var eggloc = pk.Egg_Location;
if (!pk.IsEgg) // hatched
return eggloc == EggLocation || eggloc == Locations.LinkTrade5;
// Unhatched:
if (eggloc != EggLocation)
return false;
if (pk.Met_Location is not (0 or Locations.LinkTrade5))
return false;
return true;
}
private static readonly int[] Roaming_MetLocation_BW =
{
25,26,27,28, // Route 12, 13, 14, 15 Night latter half
15,16,31, // Route 2, 3, 18 Morning
17,18,29, // Route 4, 5, 16 Daytime
19,20,21, // Route 6, 7, 8 Evening
22,23,24, // Route 9, 10, 11 Night former half
};
}