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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2022-01-03 05:35:59 +00:00
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using static System.Buffers.Binary.BinaryPrimitives;
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2016-11-08 16:43:57 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Stores the valid Move IDs the entry can be obtained with.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public abstract class EggMoves
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2016-11-08 16:43:57 +00:00
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{
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2022-08-27 06:43:36 +00:00
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public readonly ushort[] Moves;
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protected EggMoves(ushort[] moves) => Moves = moves;
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public bool GetHasEggMove(ushort move) => Array.IndexOf(Moves, move) != -1;
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2022-06-18 18:04:24 +00:00
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}
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2017-02-28 04:57:24 +00:00
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Specialized Egg Move storage for Generation 2.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public sealed class EggMoves2 : EggMoves
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{
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2022-08-27 06:43:36 +00:00
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private EggMoves2(ushort[] moves) : base(moves) { }
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2022-06-18 18:04:24 +00:00
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public static EggMoves2[] GetArray(ReadOnlySpan<byte> data, int count)
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2017-02-28 04:57:24 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var entries = new EggMoves2[count + 1];
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2022-08-27 06:43:36 +00:00
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var empty = entries[0] = new EggMoves2(Array.Empty<ushort>());
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2018-08-03 03:11:42 +00:00
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2022-06-18 18:04:24 +00:00
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int baseOffset = ReadInt16LittleEndian(data) - (count * 2);
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for (int i = 1; i < entries.Length; i++)
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2017-02-28 04:57:24 +00:00
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{
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2022-06-18 18:04:24 +00:00
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int start = ReadInt16LittleEndian(data[((i - 1) * 2)..]) - baseOffset;
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var slice = data[start..];
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int moveCount = slice.IndexOf((byte)0xFF);
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if (moveCount == 0)
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2020-12-28 18:22:13 +00:00
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{
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2022-06-18 18:04:24 +00:00
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entries[i] = empty;
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continue;
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2020-12-28 18:22:13 +00:00
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}
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2017-02-28 04:57:24 +00:00
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2022-08-27 06:43:36 +00:00
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var moves = new ushort[moveCount];
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2022-06-18 18:04:24 +00:00
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for (int m = 0; m < moves.Length; m++)
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moves[m] = slice[m];
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entries[i] = new EggMoves2(moves);
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2017-02-28 04:57:24 +00:00
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}
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2022-06-18 18:04:24 +00:00
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return entries;
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2017-02-28 04:57:24 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2018-08-03 03:11:42 +00:00
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Specialized Egg Move storage for Generation 3-6.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public sealed class EggMoves6 : EggMoves
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{
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2022-08-27 06:43:36 +00:00
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private EggMoves6(ushort[] moves) : base(moves) { }
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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public static EggMoves6[] GetArray(BinLinkerAccessor entries)
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{
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var result = new EggMoves6[entries.Length];
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2022-08-27 06:43:36 +00:00
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var empty = result[0] = new EggMoves6(Array.Empty<ushort>());
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2022-06-18 18:04:24 +00:00
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for (int i = 1; i < result.Length; i++)
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2016-11-08 16:43:57 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var data = entries[i];
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int count = ReadInt16LittleEndian(data);
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if (count == 0)
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2022-03-01 02:06:45 +00:00
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{
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2022-06-18 18:04:24 +00:00
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result[i] = empty;
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continue;
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2022-03-01 02:06:45 +00:00
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}
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2022-06-18 18:04:24 +00:00
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2022-08-27 06:43:36 +00:00
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var moves = new ushort[count];
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2022-06-18 18:04:24 +00:00
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var span = data[2..];
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for (int j = 0; j < moves.Length; j++)
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2022-08-27 06:43:36 +00:00
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moves[j] = ReadUInt16LittleEndian(span[(j * 2)..]);
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2022-06-18 18:04:24 +00:00
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result[i] = new EggMoves6(moves);
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2016-11-08 16:43:57 +00:00
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}
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2022-06-18 18:04:24 +00:00
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return result;
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2016-11-08 16:43:57 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2018-08-03 03:11:42 +00:00
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Specialized Egg Move storage for Generation 7+.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public sealed class EggMoves7 : EggMoves
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{
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2022-08-21 08:39:16 +00:00
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/// <summary>
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/// Points to the index where form data is, within the parent Egg Move object array.
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/// </summary>
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2022-06-18 18:04:24 +00:00
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public readonly int FormTableIndex;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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2022-08-27 06:43:36 +00:00
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private EggMoves7(ushort[] moves, int formIndex = 0) : base(moves) => FormTableIndex = formIndex;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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2022-06-18 18:04:24 +00:00
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public static EggMoves7[] GetArray(BinLinkerAccessor entries)
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{
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var result = new EggMoves7[entries.Length];
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2022-08-27 06:43:36 +00:00
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var empty = result[0] = new EggMoves7(Array.Empty<ushort>());
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2022-06-18 18:04:24 +00:00
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for (int i = 1; i < result.Length; i++)
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2016-11-08 16:43:57 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var data = entries[i];
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int count = ReadInt16LittleEndian(data[2..]);
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int formIndex = ReadInt16LittleEndian(data);
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if (count == 0)
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2022-03-01 02:06:45 +00:00
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{
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2022-06-18 18:04:24 +00:00
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// Might need to keep track of the Form Index for unavailable forms pointing to valid forms.
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if (formIndex != 0)
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2022-08-27 06:43:36 +00:00
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result[i] = new EggMoves7(Array.Empty<ushort>(), formIndex);
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2022-06-18 18:04:24 +00:00
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else
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result[i] = empty;
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continue;
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2022-03-01 02:06:45 +00:00
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}
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2022-06-18 18:04:24 +00:00
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2022-08-27 06:43:36 +00:00
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var moves = new ushort[count];
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2022-06-18 18:04:24 +00:00
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var span = data[4..];
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for (int j = 0; j < moves.Length; j++)
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2022-08-27 06:43:36 +00:00
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moves[j] = ReadUInt16LittleEndian(span[(j * 2)..]);
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2022-06-18 18:04:24 +00:00
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result[i] = new EggMoves7(moves, formIndex);
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2016-11-08 16:43:57 +00:00
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}
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2022-06-18 18:04:24 +00:00
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return result;
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2016-11-08 16:43:57 +00:00
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}
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}
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