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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2022-02-05 01:35:15 +00:00
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using static PKHeX.Core.LegalityCheckStrings;
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namespace PKHeX.Core;
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/// <summary>
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/// Verifies the stat details of data that has not yet left <see cref="GameVersion.PLA"/>.
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/// </summary>
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public sealed class LegendsArceusVerifier : Verifier
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{
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protected override CheckIdentifier Identifier => CheckIdentifier.RelearnMove;
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public override void Verify(LegalityAnalysis data)
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{
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2022-06-18 18:04:24 +00:00
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if (data.Entity is not PA8 pa)
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2022-02-05 01:35:15 +00:00
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return;
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if (pa.IsNoble)
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data.AddLine(GetInvalid(LStatNobleInvalid));
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if (pa.IsAlpha != data.EncounterMatch is IAlpha { IsAlpha: true })
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data.AddLine(GetInvalid(LStatAlphaInvalid));
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CheckScalars(data, pa);
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2022-02-05 21:48:34 +00:00
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CheckGanbaru(data, pa);
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2022-05-31 04:43:52 +00:00
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CheckLearnset(data, pa);
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CheckMastery(data, pa);
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2022-02-05 21:48:34 +00:00
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}
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private static void CheckGanbaru(LegalityAnalysis data, PA8 pa)
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{
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for (int i = 0; i < 6; i++)
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{
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var gv = pa.GetGV(i);
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var max = pa.GetMaxGanbaru(i);
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if (gv <= max)
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continue;
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2022-06-04 20:21:18 +00:00
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data.AddLine(GetInvalid(LGanbaruStatTooHigh, CheckIdentifier.GVs));
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2022-02-05 21:48:34 +00:00
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return;
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}
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2022-02-05 01:35:15 +00:00
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}
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private void CheckScalars(LegalityAnalysis data, PA8 pa)
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{
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// Static encounters hard-match the Height & Weight; only slots are unchecked for Alpha Height/Weight.
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if (pa.IsAlpha && data.EncounterMatch is EncounterSlot8a)
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{
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if (pa.HeightScalar != 255)
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data.AddLine(GetInvalid(LStatIncorrectHeightValue));
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if (pa.WeightScalar != 255)
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data.AddLine(GetInvalid(LStatIncorrectWeightValue));
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}
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// No way to mutate the display height scalar value. Must match!
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if (pa.HeightScalar != pa.HeightScalarCopy)
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data.AddLine(GetInvalid(LStatIncorrectHeightCopy, CheckIdentifier.Encounter));
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}
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private static void CheckLearnset(LegalityAnalysis data, PA8 pa)
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{
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var moveCount = GetMoveCount(pa);
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if (moveCount == 4)
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return;
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// Get the bare minimum moveset.
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2022-08-27 06:43:36 +00:00
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Span<ushort> expect = stackalloc ushort[4];
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2022-05-31 04:43:52 +00:00
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var minMoveCount = LoadBareMinimumMoveset(data.EncounterMatch, data.Info.EvoChainsAllGens, pa, expect);
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2022-02-05 01:35:15 +00:00
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// Flag move slots that are empty.
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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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var moves = data.Info.Moves;
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2022-02-05 01:35:15 +00:00
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for (int i = moveCount; i < minMoveCount; i++)
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{
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// Expected move should never be empty, but just future-proof against any revisions.
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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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moves[i] = MoveResult.Unobtainable(expect[i]);
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2022-02-05 01:35:15 +00:00
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}
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}
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/// <summary>
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/// Gets the expected minimum count of moves, and modifies the input <see cref="moves"/> with the bare minimum move IDs.
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/// </summary>
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2022-08-27 06:43:36 +00:00
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private static int LoadBareMinimumMoveset(ISpeciesForm enc, EvolutionHistory h, PA8 pa, Span<ushort> moves)
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2022-02-05 01:35:15 +00:00
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{
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// Get any encounter moves
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var pt = PersonalTable.LA;
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var index = pt.GetFormIndex(enc.Species, enc.Form);
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2022-05-10 04:24:10 +00:00
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var learn = Legal.LevelUpLA;
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var moveset = learn[index];
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if (enc is IMasteryInitialMoveShop8 ms)
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ms.LoadInitialMoveset(pa, moves, moveset, pa.Met_Level);
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else
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moveset.SetEncounterMoves(pa.Met_Level, moves);
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2022-08-27 06:43:36 +00:00
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var count = moves.IndexOf((ushort)0);
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2022-02-05 01:35:15 +00:00
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if ((uint)count >= 4)
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return 4;
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2022-02-06 00:47:19 +00:00
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var purchasedCount = pa.GetPurchasedCount();
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2022-08-27 06:43:36 +00:00
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Span<ushort> purchased = stackalloc ushort[purchasedCount];
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2022-02-06 00:47:19 +00:00
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LoadPurchasedMoves(pa, purchased);
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2022-05-31 04:43:52 +00:00
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// If it can be leveled up in other games, level it up in other games.
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2022-08-04 01:17:46 +00:00
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if (h.HasVisitedSWSH || h.HasVisitedBDSP)
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2022-05-31 04:43:52 +00:00
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return count;
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2022-02-05 01:35:15 +00:00
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// Level up to current level
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2022-05-10 04:24:10 +00:00
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var level = pa.CurrentLevel;
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moveset.SetLevelUpMoves(pa.Met_Level, level, moves, purchased, count);
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2022-08-27 06:43:36 +00:00
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count = moves.IndexOf((ushort)0);
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2022-02-05 01:35:15 +00:00
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if ((uint)count >= 4)
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return 4;
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// Evolve and try
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2022-05-31 04:43:52 +00:00
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var evos = h.Gen8a;
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2022-05-08 01:29:36 +00:00
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for (int i = 0; i < evos.Length - 1; i++)
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2022-02-05 01:35:15 +00:00
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{
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2022-04-24 04:33:17 +00:00
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var evo = evos[i];
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2022-05-10 04:24:10 +00:00
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var x = pt.GetFormIndex(evo.Species, evo.Form);
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var m = learn[x];
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m.SetEvolutionMoves(moves, purchased, count);
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2022-08-27 06:43:36 +00:00
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count = moves.IndexOf((ushort)0);
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2022-02-05 01:35:15 +00:00
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if ((uint)count >= 4)
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return 4;
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}
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// Any tutored moves we don't know about??
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2022-05-10 04:24:10 +00:00
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var currentIndex = pt.GetFormIndex(evos[0].Species, evos[0].Form);
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var currentLearn = learn[currentIndex];
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return AddMasteredMissing(pa, moves, count, moveset, currentLearn, level);
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2022-02-05 01:35:15 +00:00
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}
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2022-08-27 06:43:36 +00:00
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private static void LoadPurchasedMoves(IMoveShop8 pa, Span<ushort> result)
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2022-02-06 00:47:19 +00:00
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{
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int ctr = 0;
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var purchased = pa.MoveShopPermitIndexes;
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for (int i = 0; i < purchased.Length; i++)
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{
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if (pa.GetPurchasedRecordFlag(i))
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result[ctr++] = purchased[i];
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}
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}
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2022-08-27 06:43:36 +00:00
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private static int AddMasteredMissing(PA8 pa, Span<ushort> current, int ctr, Learnset baseLearn, Learnset currentLearn, int level)
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2022-02-05 01:35:15 +00:00
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{
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for (int i = 0; i < pa.MoveShopPermitIndexes.Length; i++)
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{
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// Buying the move tutor grants access, but does not learn the move.
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// Mastering requires the move to be present in the movepool.
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if (!pa.GetMasteredRecordFlag(i))
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continue;
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// Purchased moves can be swapped with existing moves; we're only interested in special granted moves.
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if (pa.GetPurchasedRecordFlag(i))
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continue;
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2022-05-10 04:24:10 +00:00
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// Check if we can swap it into the moveset after it evolves.
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2022-02-05 01:35:15 +00:00
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var move = pa.MoveShopPermitIndexes[i];
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2022-05-10 04:24:10 +00:00
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var baseLevel = baseLearn.GetMoveLevel(move);
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var mustKnow = baseLevel is not -1 && baseLevel <= pa.Met_Level;
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if (!mustKnow && currentLearn.GetMoveLevel(move) != level)
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continue;
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2022-02-05 01:35:15 +00:00
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if (current.IndexOf(move) == -1)
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current[ctr++] = move;
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if (ctr == 4)
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return 4;
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}
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return ctr;
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}
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private static int GetMoveCount(PKM pa)
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{
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var count = 0;
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for (int i = 0; i < 4; i++)
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{
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if (pa.GetMove(i) is not 0)
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count++;
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}
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return count;
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}
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private void CheckMastery(LegalityAnalysis data, PA8 pa)
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{
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var bits = pa.MoveShopPermitFlags;
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var moves = pa.MoveShopPermitIndexes;
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var alphaMove = pa.AlphaMove;
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if (alphaMove is not 0)
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VerifyAlphaMove(data, pa, alphaMove, moves, bits);
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else
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VerifyAlphaMoveZero(data);
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for (int i = 0; i < bits.Length; i++)
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VerifyTutorMoveIndex(data, pa, i, bits, moves);
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}
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2022-03-06 20:01:47 +00:00
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private void VerifyTutorMoveIndex(LegalityAnalysis data, PA8 pa, int i, ReadOnlySpan<bool> bits, ReadOnlySpan<ushort> moves)
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2022-02-05 01:35:15 +00:00
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{
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bool isPurchased = pa.GetPurchasedRecordFlag(i);
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if (isPurchased)
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{
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// Check if the move can be purchased.
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if (bits[i])
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return; // If it has been legally purchased, then any mastery state is legal.
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data.AddLine(GetInvalid(string.Format(LMoveShopPurchaseInvalid_0, ParseSettings.MoveStrings[moves[i]])));
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return;
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}
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bool isMastered = pa.GetMasteredRecordFlag(i);
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if (!isMastered)
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return; // All good.
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// Check if the move can be purchased; using a Mastery Seed checks the permission.
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2022-05-08 19:33:30 +00:00
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if (pa.AlphaMove == moves[i])
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return; // Previously checked.
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2022-05-08 17:06:38 +00:00
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if (data.EncounterMatch is (IMoveset m and IMasteryInitialMoveShop8) && m.Moves.Contains(moves[i]))
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2022-02-05 01:35:15 +00:00
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return; // Previously checked.
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if (!bits[i])
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data.AddLine(GetInvalid(string.Format(LMoveShopMasterInvalid_0, ParseSettings.MoveStrings[moves[i]])));
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else if (!CanLearnMoveByLevelUp(data, pa, i, moves))
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data.AddLine(GetInvalid(string.Format(LMoveShopMasterNotLearned_0, ParseSettings.MoveStrings[moves[i]])));
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}
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2022-03-06 20:01:47 +00:00
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private static bool CanLearnMoveByLevelUp(LegalityAnalysis data, PA8 pa, int i, ReadOnlySpan<ushort> moves)
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2022-02-05 01:35:15 +00:00
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{
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// Check if the move can be learned in the learnset...
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// Changing forms do not have separate tutor permissions, so we don't need to bother with form changes.
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// Level up movepools can grant moves for mastery at lower levels for earlier evolutions... find the minimum.
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int level = 101;
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2022-05-31 04:43:52 +00:00
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foreach (var evo in data.Info.EvoChainsAllGens.Gen8a)
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2022-02-05 01:35:15 +00:00
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{
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var pt = PersonalTable.LA;
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2022-04-24 04:33:17 +00:00
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var index = pt.GetFormIndex(evo.Species, evo.Form);
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2022-02-05 01:35:15 +00:00
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var moveset = Legal.LevelUpLA[index];
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var lvl = moveset.GetLevelLearnMove(moves[i]);
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if (lvl == -1)
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continue; // cannot learn via level up
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level = Math.Min(lvl, level);
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}
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return pa.CurrentLevel >= level;
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}
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2022-03-06 20:01:47 +00:00
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private void VerifyAlphaMove(LegalityAnalysis data, PA8 pa, ushort alphaMove, ReadOnlySpan<ushort> moves, ReadOnlySpan<bool> bits)
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2022-02-05 01:35:15 +00:00
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{
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2022-02-05 18:23:00 +00:00
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if (!pa.IsAlpha || data.EncounterMatch is EncounterSlot8a { Type: SlotType.Landmark })
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2022-02-05 01:35:15 +00:00
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{
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data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeZero));
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return;
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}
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if (!CanMasterMoveFromMoveShop(alphaMove, moves, bits))
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{
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data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeOther));
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return;
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}
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// An Alpha Move must be marked as mastered.
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var masteredIndex = moves.IndexOf(alphaMove);
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// Index is already >= 0, implicitly via the above call not returning false.
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if (!pa.GetMasteredRecordFlag(masteredIndex))
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data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeMastered));
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}
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private void VerifyAlphaMoveZero(LegalityAnalysis data)
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{
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var enc = data.Info.EncounterMatch;
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2022-02-05 04:13:36 +00:00
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if (enc is not IAlpha { IsAlpha: true })
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2022-02-05 01:35:15 +00:00
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return; // okay
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|
|
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2022-02-05 18:23:00 +00:00
|
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if (enc is EncounterSlot8a { Type: SlotType.Landmark })
|
|
|
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return; // okay
|
|
|
|
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2022-02-05 01:35:15 +00:00
|
|
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var pi = PersonalTable.LA.GetFormEntry(enc.Species, enc.Form);
|
|
|
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var tutors = pi.SpecialTutors[0];
|
|
|
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bool hasAnyTutor = Array.IndexOf(tutors, true) >= 0;
|
|
|
|
if (hasAnyTutor) // must have had a tutor flag
|
|
|
|
data.AddLine(GetInvalid(LMoveShopAlphaMoveShouldBeOther));
|
|
|
|
}
|
|
|
|
|
2022-03-06 20:01:47 +00:00
|
|
|
private static bool CanMasterMoveFromMoveShop(ushort move, ReadOnlySpan<ushort> moves, ReadOnlySpan<bool> bits)
|
2022-02-05 01:35:15 +00:00
|
|
|
{
|
|
|
|
var index = moves.IndexOf(move);
|
|
|
|
if (index == -1)
|
|
|
|
return false; // not in the list
|
|
|
|
if (!bits[index])
|
|
|
|
return false; // not a possible move
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|