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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2022-08-11 07:46:41 +00:00
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/// <summary>
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/// Logic to check the possible moves a Pokémon can learn.
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/// </summary>
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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 static class LearnPossible
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{
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/// <summary>
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2022-08-11 07:46:41 +00:00
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/// Populates the permission <see cref="result"/> list indicating the move ID indexes that can be learned based on the inputs.
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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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/// </summary>
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/// <param name="pk">Entity to check</param>
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/// <param name="enc">Encounter it has been matched to</param>
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/// <param name="history">Environment specific evolution history</param>
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/// <param name="result">Flag array, when true, indicating if a move ID can be currently known.</param>
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/// <param name="types">Move types to give</param>
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public static void Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, Span<bool> result, MoveSourceType types = MoveSourceType.All)
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{
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if (types.HasFlagFast(MoveSourceType.Encounter))
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FlagEncounterMoves(pk, enc, result);
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IterateAndFlag(result, pk, enc, history, types);
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}
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/// <inheritdoc cref="Get(PKM,IEncounterTemplate,EvolutionHistory,Span{bool},MoveSourceType)"/>
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public static bool[] Get(PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types = MoveSourceType.All)
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{
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var result = new bool[pk.MaxMoveID + 1];
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Get(pk, enc, history, result, types);
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return result;
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}
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private static void FlagEncounterMoves(PKM pk, IEncounterTemplate enc, Span<bool> result)
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{
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if (pk.IsOriginalMovesetDeleted())
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return;
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if (enc is EncounterSlot8GO g)
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{
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SetAll(g.GetInitialMoves(pk.Met_Level), result);
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}
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else if (enc.Generation >= 6)
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{
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result[pk.RelearnMove1] = true;
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result[pk.RelearnMove2] = true;
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result[pk.RelearnMove3] = true;
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result[pk.RelearnMove4] = true;
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}
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}
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private static void SetAll(ReadOnlySpan<int> moves, Span<bool> result)
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{
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foreach (var move in moves)
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result[move] = true;
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}
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private static void IterateAndFlag(Span<bool> result, PKM pk, IEncounterTemplate enc, EvolutionHistory history, MoveSourceType types)
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{
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// Similar to the iteration when validating a set of currently known moves, iterate backwards.
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// Instead of checking if a single move can be learned, get an enumerable of moves and flag.
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// Keep iterating backwards, as an older game may have an exclusive move.
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var game = LearnGroupUtil.GetCurrentGroup(pk);
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while (true)
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{
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game.GetAllMoves(result, pk, history, enc, types);
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var next = game.GetPrevious(pk, history, enc, LearnOption.Current);
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if (next is null)
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return;
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game = next;
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}
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}
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}
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