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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/// Moveset verifier for entities currently existing as an egg.
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/// </summary>
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internal static class LearnVerifierEgg
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{
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public static void Verify(Span<MoveResult> result, ReadOnlySpan<int> current, IEncounterTemplate enc, PKM pk)
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{
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if (enc.Generation >= 6)
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VerifyFromRelearn(result, current, enc, pk);
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else // No relearn moves available.
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VerifyPre3DS(result, current, enc);
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}
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private static void VerifyPre3DS(Span<MoveResult> result, ReadOnlySpan<int> current, IEncounterTemplate enc)
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{
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if (enc is EncounterEgg e)
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LearnVerifierRelearn.VerifyEggMoveset(e, result, current);
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else
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VerifyFromEncounter(result, current, enc);
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}
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private static void VerifyFromEncounter(Span<MoveResult> result, ReadOnlySpan<int> current, IEncounterTemplate enc)
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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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{
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VerifyMovesInitial(result, current, x);
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}
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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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else
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2022-08-22 00:34:32 +00:00
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{
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ReadOnlySpan<int> initial = GameData.GetLearnset(enc.Version, enc.Species, enc.Form).GetBaseEggMoves(enc.LevelMin);
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VerifyMovesInitial(result, current, initial);
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}
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}
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private static void VerifyMovesInitial(Span<MoveResult> result, ReadOnlySpan<int> current, Moveset initial)
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{
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// Check that the sequence of current move matches the initial move sequence.
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int i = 0;
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if (initial.Move1 != 0)
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{
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result[i++] = GetMethodInitial(current[i], initial.Move1);
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if (initial.Move2 != 0)
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{
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result[i++] = GetMethodInitial(current[i], initial.Move2);
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if (initial.Move3 != 0)
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{
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result[i++] = GetMethodInitial(current[i], initial.Move3);
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if (initial.Move4 != 0)
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{
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result[i++] = GetMethodInitial(current[i], initial.Move4);
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}
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}
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}
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}
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for (; i < current.Length; i++)
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result[i] = current[i] == 0 ? MoveResult.Empty : MoveResult.Unobtainable(0);
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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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private static void VerifyMovesInitial(Span<MoveResult> result, ReadOnlySpan<int> current, ReadOnlySpan<int> initial)
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{
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// Check that the sequence of current move matches the initial move sequence.
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for (int i = 0; i < initial.Length; i++)
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result[i] = GetMethodInitial(current[i], initial[i]);
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for (int i = initial.Length; i < current.Length; i++)
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result[i] = current[i] == 0 ? MoveResult.Empty : MoveResult.Unobtainable(0);
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}
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private static void VerifyFromRelearn(Span<MoveResult> result, ReadOnlySpan<int> current, IEncounterTemplate enc, PKM pk)
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{
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if (enc is EncounterEgg)
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VerifyMatchesRelearn(result, current, pk);
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2022-08-22 00:34:32 +00:00
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else 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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VerifyMovesInitial(result, current, x);
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else
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VerifyFromEncounter(result, current, enc);
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}
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private static void VerifyMatchesRelearn(Span<MoveResult> result, ReadOnlySpan<int> current, PKM pk)
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{
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// Check that the sequence of current move matches the relearn move sequence.
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for (int i = 0; i < result.Length; i++)
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result[i] = GetMethodRelearn(current[i], pk.GetRelearnMove(i));
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}
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private static MoveResult GetMethodInitial(int current, int initial)
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{
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if (current != initial)
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return MoveResult.Unobtainable(initial);
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if (current == 0)
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return MoveResult.Empty;
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return MoveResult.Initial;
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}
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private static MoveResult GetMethodRelearn(int current, int relearn)
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{
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if (current != relearn)
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return MoveResult.Unobtainable(relearn);
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if (current == 0)
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return MoveResult.Empty;
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return MoveResult.Relearn;
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}
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}
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