PKHeX/PKHeX.Core/PersonalInfo/Table/PersonalTable8BDSP.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;
2022-08-10 06:33:41 +00:00
/// <summary>
/// Personal Table storing <see cref="PersonalInfo8BDSP"/> used in <see cref="GameVersion.BDSP"/>.
/// </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 sealed class PersonalTable8BDSP : IPersonalTable, IPersonalTable<PersonalInfo8BDSP>
{
private readonly PersonalInfo8BDSP[] Table;
private const int SIZE = PersonalInfo8BDSP.SIZE;
private const int MaxSpecies = Legal.MaxSpeciesID_8b;
public int MaxSpeciesID => MaxSpecies;
public PersonalTable8BDSP(ReadOnlySpan<byte> data)
{
Table = new PersonalInfo8BDSP[data.Length / SIZE];
var count = data.Length / SIZE;
for (int i = 0, ofs = 0; i < count; i++, ofs += SIZE)
{
var slice = data.Slice(ofs, SIZE).ToArray();
Table[i] = new PersonalInfo8BDSP(slice);
}
}
public PersonalInfo8BDSP this[int index] => Table[(uint)index < Table.Length ? index : 0];
public PersonalInfo8BDSP this[int species, int form] => Table[GetFormIndex(species, form)];
public PersonalInfo8BDSP GetFormEntry(int species, int form) => Table[GetFormIndex(species, form)];
public int GetFormIndex(int species, int form)
{
if ((uint)species <= MaxSpecies)
return Table[species].FormIndex(species, form);
return 0;
}
public bool IsSpeciesInGame(int species) => (uint)species <= MaxSpecies;
public bool IsPresentInGame(int species, int form)
{
if (!IsSpeciesInGame(species))
return false;
if (form == 0)
return true;
if (Table[species].HasForm(form))
return true;
return false;
}
PersonalInfo IPersonalTable.this[int index] => this[index];
PersonalInfo IPersonalTable.this[int species, int form] => this[species, form];
PersonalInfo IPersonalTable.GetFormEntry(int species, int form) => GetFormEntry(species, form);
}