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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using System.Runtime.CompilerServices;
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namespace PKHeX.Core;
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/// <summary>
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/// Logic to verify the current <see cref="PKM.RelearnMoves"/>.
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/// </summary>
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public static class LearnVerifierRelearn
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{
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public static void Verify(Span<MoveResult> result, IEncounterTemplate enc, PKM pk)
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{
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if (ShouldNotHaveRelearnMoves(enc, pk))
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VerifyRelearnNone(pk, result);
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2022-08-22 00:34:32 +00:00
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else if (enc is IRelearn {Relearn: {HasMoves: true} x})
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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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VerifyRelearnSpecifiedMoveset(pk, x, result);
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else if (enc is EncounterEgg e)
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VerifyEggMoveset(e, result, pk.RelearnMoves);
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else if (enc is EncounterSlot6AO { CanDexNav: true } z && pk.RelearnMove1 != 0)
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VerifyRelearnDexNav(pk, result, z);
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else if (enc is EncounterSlot8b { IsUnderground: true } u)
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VerifyRelearnUnderground(pk, result, u);
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else
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VerifyRelearnNone(pk, result);
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}
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public static bool ShouldNotHaveRelearnMoves(IGeneration enc, PKM pk) => enc.Generation < 6 || pk.IsOriginalMovesetDeleted();
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2022-08-22 00:34:32 +00:00
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private static void VerifyRelearnSpecifiedMoveset(PKM pk, Moveset required, Span<MoveResult> result)
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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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{
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2022-08-22 00:34:32 +00:00
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result[3] = ParseExpect(pk.RelearnMove4, required.Move4);
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result[2] = ParseExpect(pk.RelearnMove3, required.Move3);
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result[1] = ParseExpect(pk.RelearnMove2, required.Move2);
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result[0] = ParseExpect(pk.RelearnMove1, required.Move1);
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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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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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2022-08-27 06:43:36 +00:00
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private static MoveResult ParseExpect(ushort move, ushort expect = 0)
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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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{
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if (move != expect)
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return MoveResult.Unobtainable(expect);
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if (move == 0)
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return MoveResult.Empty;
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return MoveResult.Relearn;
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}
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private static void VerifyRelearnDexNav(PKM pk, Span<MoveResult> result, EncounterSlot6AO slot)
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{
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// All other relearn moves must be empty.
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result[3] = ParseExpect(pk.RelearnMove4);
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result[2] = ParseExpect(pk.RelearnMove3);
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result[1] = ParseExpect(pk.RelearnMove2);
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// DexNav Pokémon can have 1 random egg move as a relearn move.
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result[0] = slot.CanBeDexNavMove(pk.RelearnMove1) ? MoveResult.Relearn : MoveResult.Unobtainable(); // DexNav
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}
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private static void VerifyRelearnUnderground(PKM pk, Span<MoveResult> result, EncounterSlot8b slot)
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{
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// All other relearn moves must be empty.
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result[3] = ParseExpect(pk.RelearnMove4);
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result[2] = ParseExpect(pk.RelearnMove3);
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result[1] = ParseExpect(pk.RelearnMove2);
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// Underground Pokémon can have 1 random egg move as a relearn move.
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result[0] = slot.CanBeUndergroundMove(pk.RelearnMove1) ? MoveResult.Relearn : MoveResult.Unobtainable(); // Underground
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}
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private static void VerifyRelearnNone(PKM pk, Span<MoveResult> result)
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{
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// No relearn moves should be present.
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result[3] = ParseExpect(pk.RelearnMove4);
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result[2] = ParseExpect(pk.RelearnMove3);
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result[1] = ParseExpect(pk.RelearnMove2);
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result[0] = ParseExpect(pk.RelearnMove1);
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}
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2022-08-27 06:43:36 +00:00
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internal static void VerifyEggMoveset(EncounterEgg e, Span<MoveResult> result, ReadOnlySpan<ushort> moves)
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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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{
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int gen = e.Generation;
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Span<byte> origins = stackalloc byte[moves.Length];
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var valid = MoveBreed.Validate(gen, e.Species, e.Form, e.Version, moves, origins);
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if (valid)
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{
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for (int i = result.Length - 1; i >= 0; i--)
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{
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if (moves[i] == 0)
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result[i] = MoveResult.Empty;
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else
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result[i] = new(EggSourceUtil.GetSource(origins[i], gen));
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}
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}
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else
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{
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2022-08-27 06:43:36 +00:00
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Span<ushort> expected = stackalloc ushort[moves.Length];
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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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_ = MoveBreed.GetExpectedMoves(moves, e, expected);
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_ = MoveBreed.Validate(gen, e.Species, e.Form, e.Version, expected, origins);
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for (int i = moves.Length - 1; i >= 0; i--)
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{
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var current = moves[i];
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var expect = expected[i];
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if (current != expect)
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result[i] = MoveResult.Unobtainable(expect);
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else if (current == 0)
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result[i] = MoveResult.Empty;
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else
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result[i] = new(EggSourceUtil.GetSource(origins[i], gen));
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}
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}
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var dupe = IsAnyMoveDuplicate(moves);
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if (dupe != NO_DUPE)
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result[dupe] = MoveResult.Duplicate;
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}
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private const int NO_DUPE = -1;
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2022-08-27 06:43:36 +00:00
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private static int IsAnyMoveDuplicate(ReadOnlySpan<ushort> move)
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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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{
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int m1 = move[0];
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int m2 = move[1];
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if (m1 != 0 && m1 == m2)
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return 1;
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int m3 = move[2];
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if (m3 != 0 && (m1 == m3 || m2 == m3))
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return 2;
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int m4 = move[3];
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if (m4 != 0 && (m1 == m4 || m2 == m4 || m3 == m4))
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return 3;
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return NO_DUPE;
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}
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}
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