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
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using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Group that checks the source of a move in <see cref="GameVersion.Gen2"/>.
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/// </summary>
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public sealed class LearnGroup2 : ILearnGroup
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{
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public static readonly LearnGroup2 Instance = new();
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private const int Generation = 2;
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public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option) => pk.Context switch
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{
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EntityContext.Gen2 when enc.Generation == 1 => LearnGroup1.Instance,
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EntityContext.Gen1 => null,
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2022-08-04 01:17:46 +00:00
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_ => enc.Generation != 1 && !pk.Korean && history.HasVisitedGen1 ? LearnGroup1.Instance : null,
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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
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};
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2022-08-04 01:17:46 +00:00
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public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedGen2;
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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
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public bool Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvolutionHistory history, IEncounterTemplate enc,
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MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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if (enc.Generation == Generation && types.HasFlagFast(MoveSourceType.Encounter))
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CheckEncounterMoves(result, current, enc);
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var evos = history.Gen2;
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for (var i = 0; i < evos.Length; i++)
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Check(result, current, pk, evos[i], i, option, types);
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if (enc is EncounterEgg { Generation: Generation } egg)
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CheckEncounterMoves(result, current, egg);
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return MoveResult.AllParsed(result);
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}
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private static void CheckEncounterMoves(Span<MoveResult> result, ReadOnlySpan<int> current, IEncounterTemplate enc)
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{
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Span<int> moves = stackalloc int[4];
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2022-08-22 00:34:32 +00:00
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if (enc is IMoveset { Moves: { HasMoves: true } x })
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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
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x.CopyTo(moves);
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else
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GetEncounterMoves(enc, moves);
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LearnVerifierHistory.MarkInitialMoves(result, current, moves);
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}
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private static void GetEncounterMoves(IEncounterTemplate enc, Span<int> moves)
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{
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if (enc.Version is GameVersion.C or GameVersion.GSC)
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LearnSource2C.GetEncounterMoves(enc, moves);
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else
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LearnSource2GS.GetEncounterMoves(enc, moves);
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}
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private static void CheckEncounterMoves(Span<MoveResult> result, ReadOnlySpan<int> current, EncounterEgg egg)
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{
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ReadOnlySpan<int> eggMoves, levelMoves;
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if (egg.Version is GameVersion.C)
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{
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var inst = LearnSource2C.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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else
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{
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var inst = LearnSource2GS.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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: ReadOnlySpan<int>.Empty;
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}
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for (var i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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var move = current[i];
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if (eggMoves.Contains(move))
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result[i] = new(LearnMethod.EggMove);
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else if (levelMoves.Contains(move))
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result[i] = new(LearnMethod.InheritLevelUp);
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}
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}
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private static void Check(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk, EvoCriteria evo, int stage, LearnOption option = LearnOption.Current, MoveSourceType types = MoveSourceType.All)
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{
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var gs = LearnSource2GS.Instance;
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if (!gs.TryGetPersonal(evo.Species, evo.Form, out var gp))
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return; // should never happen.
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var c = LearnSource2C.Instance;
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if (!c.TryGetPersonal(evo.Species, evo.Form, out var cp))
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return; // should never happen.
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if (ParseSettings.AllowGen2MoveReminder(pk))
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evo = evo with { LevelMin = 1 };
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bool kor = pk.Korean; // Crystal is not available to Korean games.
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for (int i = result.Length - 1; i >= 0; i--)
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{
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ref var entry = ref result[i];
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if (entry.Valid && entry.Generation > 2)
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continue;
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var move = current[i];
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var chk = gs.GetCanLearn(pk, gp, evo, move, types);
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if (chk != default && GetIsPreferable(entry, chk, stage))
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{
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entry = new(chk, (byte)stage, Generation);
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continue;
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}
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if (kor)
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continue;
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chk = c.GetCanLearn(pk, cp, evo, move, types);
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if (chk != default && GetIsPreferable(entry, chk, stage))
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entry = new(chk, (byte)stage, Generation);
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}
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}
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private static bool GetIsPreferable(in MoveResult entry, in MoveLearnInfo chk, int stage)
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{
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if (entry == default)
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return true;
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if (entry.Info.Method is LearnMethod.LevelUp)
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{
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if (chk.Method is not LearnMethod.LevelUp)
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return true;
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if (entry.EvoStage == stage)
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return entry.Info.Argument < chk.Argument;
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}
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else if (entry.Info.Method.IsEggSource())
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{
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return true;
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}
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else if (chk.Method is LearnMethod.LevelUp)
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{
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return false;
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}
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return entry.EvoStage < stage;
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}
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public void GetAllMoves(Span<bool> result, PKM pk, EvolutionHistory history, IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
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FlagEncounterMoves(enc, result);
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foreach (var evo in history.Gen2)
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GetAllMoves(result, pk, evo, types);
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}
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private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
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{
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if (ParseSettings.AllowGen2MoveReminder(pk))
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evo = evo with { LevelMin = 1 };
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LearnSource2GS.Instance.GetAllMoves(result, pk, evo, types);
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if (pk.Korean)
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return;
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LearnSource2C.Instance.GetAllMoves(result, pk, evo, types);
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}
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private static void FlagEncounterMoves(IEncounterTemplate enc, Span<bool> result)
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{
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2022-08-22 00:34:32 +00:00
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if (enc is IMoveset { Moves: { HasMoves: true } x })
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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
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{
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2022-08-22 00:34:32 +00:00
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result[x.Move4] = true;
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result[x.Move3] = true;
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result[x.Move2] = true;
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result[x.Move1] = true;
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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
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}
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else
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{
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Span<int> moves = stackalloc int[4];
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GetEncounterMoves(enc, moves);
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foreach (var move in moves)
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result[move] = true;
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}
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}
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}
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