2018-05-19 19:07:50 +00:00
|
|
|
using System;
|
|
|
|
using System.Collections.Generic;
|
2022-01-03 05:35:59 +00:00
|
|
|
using static System.Buffers.Binary.BinaryPrimitives;
|
2018-05-19 19:07:50 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Generation 6 Evolution Branch Entries
|
|
|
|
/// </summary>
|
|
|
|
public static class EvolutionSet6
|
2018-05-19 19:07:50 +00:00
|
|
|
{
|
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
|
|
|
// 6, 8, 16, 17, 18, 19, 20, 21, 22, 29
|
|
|
|
internal static bool IsMethodWithArg(byte method) => (0b100000011111110000000101000000 & (1 << method)) != 0;
|
2022-06-18 18:04:24 +00:00
|
|
|
private const int SIZE = 6;
|
2018-09-15 05:37:47 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private static EvolutionMethod[] GetMethods(ReadOnlySpan<byte> data)
|
|
|
|
{
|
|
|
|
var evos = new EvolutionMethod[data.Length / SIZE];
|
|
|
|
for (int i = 0; i < data.Length; i += SIZE)
|
2018-05-19 19:07:50 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
var entry = data.Slice(i, SIZE);
|
|
|
|
evos[i/SIZE] = GetMethod(entry);
|
2019-03-23 17:36:28 +00:00
|
|
|
}
|
2022-06-18 18:04:24 +00:00
|
|
|
return evos;
|
|
|
|
}
|
2019-03-23 17:36:28 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
private static EvolutionMethod GetMethod(ReadOnlySpan<byte> entry)
|
|
|
|
{
|
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
|
|
|
var method = entry[0];
|
2022-06-18 18:04:24 +00:00
|
|
|
var arg = ReadUInt16LittleEndian(entry[2..]);
|
|
|
|
var species = ReadUInt16LittleEndian(entry[4..]);
|
2022-01-03 05:35:59 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
// Argument is used by both Level argument and Item/Move/etc. Clear if appropriate.
|
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
|
|
|
var lvl = IsMethodWithArg(method) ? 0 : arg;
|
|
|
|
var type = (EvolutionType)method;
|
|
|
|
var lvlup = type.IsLevelUpRequired() ? (byte)1 : (byte)0;
|
|
|
|
return new EvolutionMethod(type, species, Argument: arg, Level: (byte)lvl, LevelUp: lvlup);
|
2022-06-18 18:04:24 +00:00
|
|
|
}
|
2022-01-03 05:35:59 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
public static IReadOnlyList<EvolutionMethod[]> GetArray(BinLinkerAccessor data)
|
|
|
|
{
|
|
|
|
var evos = new EvolutionMethod[data.Length][];
|
|
|
|
for (int i = 0; i < evos.Length; i++)
|
|
|
|
evos[i] = GetMethods(data[i]);
|
|
|
|
return evos;
|
2018-05-19 19:07:50 +00:00
|
|
|
}
|
2022-01-03 05:35:59 +00:00
|
|
|
}
|