PKHeX/PKHeX.Core/Legality/LearnSource/Sources/LearnSource5BW.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
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using System;
using System.Diagnostics.CodeAnalysis;
using static PKHeX.Core.LearnMethod;
using static PKHeX.Core.LearnEnvironment;
using static PKHeX.Core.LearnSource5;
namespace PKHeX.Core;
/// <summary>
/// Exposes information about how moves are learned in <see cref="BW"/>.
/// </summary>
public sealed class LearnSource5BW : ILearnSource, IEggSource
{
public static readonly LearnSource5BW Instance = new();
private static readonly PersonalTable5BW Personal = PersonalTable.BW;
private static readonly Learnset[] Learnsets = Legal.LevelUpBW;
private static readonly EggMoves6[] EggMoves = Legal.EggMovesBW;
private const int MaxSpecies = Legal.MaxSpeciesID_5;
private const LearnEnvironment Game = BW;
public Learnset GetLearnset(ushort species, byte form) => Learnsets[Personal.GetFormIndex(species, form)];
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
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public bool TryGetPersonal(ushort species, byte form, [NotNullWhen(true)] out PersonalInfo? pi)
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
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{
pi = null;
if (!Personal.IsPresentInGame(species, form))
return false;
pi = Personal[species];
return true;
}
public bool GetIsEggMove(ushort species, byte form, ushort move)
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
{
if ((uint)species > MaxSpecies)
return false;
var moves = EggMoves[species];
return moves.GetHasEggMove(move);
}
public ReadOnlySpan<ushort> GetEggMoves(ushort species, byte form)
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
{
if ((uint)species > MaxSpecies)
return ReadOnlySpan<ushort>.Empty;
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
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return EggMoves[species].Moves;
}
public MoveLearnInfo GetCanLearn(PKM pk, PersonalInfo pi, EvoCriteria evo, ushort move, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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
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{
if (types.HasFlagFast(MoveSourceType.LevelUp))
{
var learn = GetLearnset(evo.Species, evo.Form);
var level = learn.GetLevelLearnMove(move);
if (level != -1 && level <= evo.LevelMax)
return new(LevelUp, Game, (byte)level);
}
if (types.HasFlagFast(MoveSourceType.Machine) && GetIsTM(pi, move))
return new(TMHM, Game);
if (types.HasFlagFast(MoveSourceType.TypeTutor) && GetIsTypeTutor(pi, move))
return new(Tutor, Game);
if (types.HasFlagFast(MoveSourceType.EnhancedTutor) && GetIsEnhancedTutor(evo, pk, move, option))
return new(Tutor, Game);
return default;
}
private static bool GetIsEnhancedTutor(EvoCriteria evo, ISpeciesForm current, ushort move, LearnOption option) => evo.Species switch
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
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{
(int)Species.Keldeo => move is (int)Move.SecretSword,
(int)Species.Meloetta => move is (int)Move.RelicSong,
(int)Species.Rotom => move switch
{
(int)Move.Overheat => option == LearnOption.AtAnyTime || current.Form == 1,
(int)Move.HydroPump => option == LearnOption.AtAnyTime || current.Form == 2,
(int)Move.Blizzard => option == LearnOption.AtAnyTime || current.Form == 3,
(int)Move.AirSlash => option == LearnOption.AtAnyTime || current.Form == 4,
(int)Move.LeafStorm => option == LearnOption.AtAnyTime || current.Form == 5,
_ => false,
},
_ => false,
};
private static bool GetIsTypeTutor(PersonalInfo pi, ushort move)
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
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{
var index = Array.IndexOf(TypeTutor567, move);
if (index == -1)
return false;
return pi.TypeTutors[index];
}
private static bool GetIsTM(PersonalInfo info, ushort move)
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
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{
var index = Array.IndexOf(TMHM_BW, move);
if (index == -1)
return false;
return info.TMHM[index] && index != 94; // TM95 not available in this game
}
public void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types = MoveSourceType.All)
{
if (!TryGetPersonal(evo.Species, evo.Form, out var pi))
return;
if (types.HasFlagFast(MoveSourceType.LevelUp))
{
var learn = GetLearnset(evo.Species, evo.Form);
(bool hasMoves, int start, int end) = learn.GetMoveRange(evo.LevelMax);
if (hasMoves)
{
var moves = learn.Moves;
for (int i = end; i >= start; i--)
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.Machine))
{
var flags = pi.TMHM;
var moves = TMHM_BW;
for (int i = 95; i < moves.Length; i++)
{
if (flags[i])
result[moves[i]] = true;
}
// TM95 is unavailable (Snarl - Lock Capsule)
for (int i = 0; i < 94; i++)
{
if (flags[i])
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.TypeTutor))
{
// Beams
var flags = pi.TypeTutors;
var moves = TypeTutor567;
for (int i = 0; i < moves.Length; i++)
{
if (flags[i])
result[moves[i]] = true;
}
}
if (types.HasFlagFast(MoveSourceType.EnhancedTutor))
{
var species = evo.Species;
if (species is (int)Species.Rotom && evo.Form is not 0)
result[MoveTutor.GetRotomFormMove(evo.Form)] = true;
else if (species is (int)Species.Keldeo)
result[(int)Move.SecretSword] = true;
else if (species is (int)Species.Meloetta)
result[(int)Move.RelicSong] = true;
}
}
}