PKHeX/PKHeX.Core/Legality/Moves/Breeding/MoveBreed.cs

108 lines
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C#
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Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
namespace PKHeX.Core
{
public static class MoveBreed
{
public static bool Process(int generation, int species, int form, GameVersion version, int[] moves)
{
_ = Process(generation, species, form, version, moves, out var valid);
return valid;
}
public static object Process(int generation, int species, int form, GameVersion version, int[] moves, out bool valid) => generation switch
{
2 => MoveBreed2.Validate(species, version, moves, out valid),
3 => MoveBreed3.Validate(species, version, moves, out valid),
4 => MoveBreed4.Validate(species, version, moves, out valid),
5 => MoveBreed5.Validate(species, version, moves, out valid),
_ => MoveBreed6.Validate(generation, species, form, version, moves, out valid),
};
public static int[] GetExpectedMoves(int[] moves, IEncounterTemplate enc)
{
var parse = Process(enc.Generation, enc.Species, enc.Form, enc.Version, moves, out var valid);
if (valid)
return moves;
return GetExpectedMoves(enc.Generation, enc.Species, enc.Form, enc.Version, moves, parse);
}
public static int[] GetExpectedMoves(int generation, int species, int form, GameVersion version, int[] moves, object parse)
{
// Try rearranging the order of the moves.
// Build an info table
var x = (byte[])parse;
var details = new MoveOrder[moves.Length];
for (byte i = 0; i < x.Length; i++)
details[i] = new MoveOrder((ushort) moves[i], x[i]);
// Kick empty slots to the end, then order by source priority.
IOrderedEnumerable<MoveOrder> expect = generation != 2
? details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source)
: details.OrderBy(z => z.Move == 0).ThenBy(z => z.Source != (byte) EggSource2.Base);
// Reorder the moves.
var reorder1 = new int[moves.Length];
var exp = expect.ToList();
for (int i = 0; i < moves.Length; i++)
reorder1[i] = exp[i].Move;
// Check if that worked...
_ = Process(generation, species, form, version, reorder1, out var valid);
if (valid)
return reorder1;
// Well, that didn't work; probably because the moves aren't valid. Let's remove all the base moves, and get a fresh set.
var reorder2 = reorder1; // reuse instead of reallocate
var learn = GameData.GetLearnsets(version);
var table = GameData.GetPersonal(version);
var index = table.GetFormIndex(species, form);
var learnset = learn[index];
var eggLevel = EggStateLegality.GetEggLevel(generation);
var baseMoves = learnset.GetBaseEggMoves(eggLevel);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
RebuildMoves(baseMoves, exp, reorder2);
// Check if that worked...
_ = Process(generation, species, form, version, reorder2, out valid);
if (valid)
return reorder2;
// Total failure; just return the base moves.
baseMoves.CopyTo(reorder2);
for (int i = baseMoves.Length; i < reorder2.Length; i++)
reorder2[i] = 0;
return reorder2;
}
private static void RebuildMoves(ReadOnlySpan<int> baseMoves, List<MoveOrder> exp, int[] result)
{
var notBase = new List<int>();
foreach (var m in exp)
{
if (m.Source == 0)
continue; // invalid
int move = m.Move;
if (baseMoves.IndexOf(move) == -1)
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
notBase.Add(move);
}
int baseCount = 4 - notBase.Count;
if (baseCount > baseMoves.Length)
baseCount = baseMoves.Length;
int ctr = 0;
for (; ctr < baseCount; ctr++)
result[ctr] = baseMoves[baseMoves.Length - baseCount + ctr];
foreach (var m in notBase)
result[ctr++] = m;
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
for (int i = ctr; i < result.Length; i++)
result[i] = 0;
}
private readonly record struct MoveOrder(ushort Move, byte Source);
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
2021-04-05 01:30:01 +00:00
}
}