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