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;
|
2021-04-05 01:30:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Value passing object to simplify some initialization.
|
|
|
|
/// </summary>
|
|
|
|
/// <typeparam name="T">Egg Move source type enumeration.</typeparam>
|
|
|
|
internal readonly ref struct BreedInfo<T> where T : unmanaged
|
2021-04-05 01:30:01 +00:00
|
|
|
{
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary> Indicates the analyzed source of each move. </summary>
|
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
|
|
|
public readonly Span<T> Actual;
|
2021-04-05 01:30:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary> Indicates all possible sources of each move. </summary>
|
|
|
|
public readonly Span<byte> Possible;
|
2021-04-05 01:30:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary> Level Up entry for the egg. </summary>
|
|
|
|
public readonly Learnset Learnset;
|
2021-04-05 01:30:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary> Moves the egg knows after it is finalized. </summary>
|
|
|
|
public readonly ReadOnlySpan<int> Moves;
|
2021-04-05 01:30:01 +00:00
|
|
|
|
2022-06-18 18:04:24 +00:00
|
|
|
/// <summary> Level the egg originated at. </summary>
|
|
|
|
public readonly int Level;
|
2021-04-05 01:30:01 +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
|
|
|
public BreedInfo(Span<T> actual, Span<byte> possible, Learnset learnset, ReadOnlySpan<int> moves, int level)
|
2022-06-18 18:04:24 +00:00
|
|
|
{
|
|
|
|
Actual = actual;
|
|
|
|
Possible = possible;
|
|
|
|
Learnset = learnset;
|
|
|
|
Moves = moves;
|
|
|
|
Level = level;
|
2021-04-05 01:30:01 +00:00
|
|
|
}
|
|
|
|
}
|