PKHeX/PKHeX.Core/Legality/MoveListSuggest.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.Buffers;
namespace PKHeX.Core;
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/// <summary>
/// Logic for suggesting a moveset.
/// </summary>
public static class MoveListSuggest
{
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private static void GetSuggestedMoves(PKM pk, EvolutionHistory evoChains, MoveSourceType types, IEncounterTemplate enc, Span<ushort> moves)
{
if (pk is { IsEgg: true, Format: <= 5 }) // pre relearn
{
var source = GameData.GetLearnSource(enc.Version);
source.SetEncounterMoves(enc.Species, 0, enc.LevelMin, moves);
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return;
}
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if (types is not (MoveSourceType.None or MoveSourceType.Encounter))
{
GetValidMoves(pk, enc, evoChains, moves, types);
return;
}
// try to give current moves
if (enc.Generation <= 2 && pk.Format < 8)
{
var lvl = pk.Format >= 7 ? pk.Met_Level : pk.CurrentLevel;
var source = GameData.GetLearnSource(enc.Version);
source.SetEncounterMoves(enc.Species, 0, lvl, moves);
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return;
}
if (pk.Species == enc.Species || pk.Context.Generation() >= 8)
{
var game = (GameVersion)pk.Version; // account for SW/SH foreign mutated versions
if (pk.Context.Generation() >= 8)
game = pk.Context.GetSingleGameVersion();
var source = GameData.GetLearnSource(game);
source.SetEncounterMoves(pk.Species, pk.Form, pk.CurrentLevel, moves);
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return;
}
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GetValidMoves(pk, enc, evoChains, moves, types);
}
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private static void GetValidMoves(PKM pk, IEncounterTemplate enc, EvolutionHistory evoChains, Span<ushort> moves, MoveSourceType types = MoveSourceType.ExternalSources)
{
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 length = pk.MaxMoveID + 1;
bool[] rent = ArrayPool<bool>.Shared.Rent(length);
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var span = rent.AsSpan(0, length);
LearnPossible.Get(pk, enc, evoChains, span, types);
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var count = span[1..].Count(true);
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int remain = moves.Length;
if (count <= remain)
LoadAll(moves, span);
else
LoadSample(moves, span, count, remain);
span.Clear();
ArrayPool<bool>.Shared.Return(rent);
}
private static void LoadSample(Span<ushort> moves, ReadOnlySpan<bool> span, int count, int remain)
{
// Selection Sampling
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int ctr = 0;
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var rnd = Util.Rand;
for (ushort i = 1; i < span.Length; i++)
{
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if (!span[i])
continue;
if (rnd.Next(count--) >= remain)
continue;
moves[ctr++] = i;
if (--remain == 0)
break;
}
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}
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private static void LoadAll(Span<ushort> moves, ReadOnlySpan<bool> span)
{
int ctr = 0;
for (ushort i = 1; i < span.Length; i++)
{
if (!span[i])
continue;
moves[ctr++] = i;
}
}
/// <summary>
/// Gets four moves which can be learned depending on the input arguments.
/// </summary>
/// <param name="analysis">Parse information to generate a moveset for.</param>
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/// <param name="moves">Result storage</param>
/// <param name="types">Allowed move sources for populating the result array</param>
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public static void GetSuggestedCurrentMoves(this LegalityAnalysis analysis, Span<ushort> moves, MoveSourceType types = MoveSourceType.All)
{
if (!analysis.Parsed)
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return;
var pk = analysis.Entity;
if (pk is { IsEgg: true, Format: >= 6 })
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{
pk.GetRelearnMoves(moves);
return;
}
if (pk.IsEgg)
types = types.ClearNonEggSources();
var info = analysis.Info;
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GetSuggestedMoves(pk, info.EvoChainsAllGens, types, info.EncounterOriginal, moves);
}
Add Breeding move ordering logic, and use in legality analysis (#3183) * Initial bred moveset validation logic Unpeel the inheritance via recursion and permitted moves * Volt tackle considerations * Optimize out empty slot skips * Add tests, fix off-by-one's * Require all base moves if empty slot in moveset * Add test to prove failure per Anubis' provided test * Tweak enum labels for easier debugging When two enums share the same underlying value, the ToString/name of the value may be either of the two (or the last defined one, in my debugging). Just give it a separate magic value. * Fix recursion oopsie Also check for scenario where no-base-moves but not enough moves to push base moves out * Add Crystal tutor checks * Add specialized gen2 verification method Game loops through father's moves and pushes in one iteration, rather than checking by type. * Add another case with returning base move * Add push-out requirement for re-added base moves * Minor tweaks Condense tests, fix another off-by-one noticed when creating tests * Disallow inherited parent levelup moves Disallow volt tackle on Gen2/R/S * Split MoveBreed into generation specific classes Gen2 behaves slightly different from Gen3/4, which behaves slightly different from Gen5... and Gen6 behaves differently too. Add some xmldoc as the api is starting to solidify * Add method overload that returns the parse Verify that the parse order is as expected * Add reordering suggestion logic Try sorting first, then go nuclear with rebuilding. * Return base moves if complete fail * Set base moves when generating eggs, only. * Use breed logic to check for egg ordering legality Don't bother helping for split-breed species
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/// <summary>
/// Gets the current <see cref="PKM.RelearnMoves"/> array of four moves that might be legal.
/// </summary>
/// <remarks>Use <see cref="GetSuggestedRelearnMovesFromEncounter"/> instead of calling directly; this method just puts default values in without considering the final moveset.</remarks>
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public static void GetSuggestedRelearn(this IEncounterTemplate enc, PKM pk, Span<ushort> moves)
{
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 (LearnVerifierRelearn.ShouldNotHaveRelearnMoves(enc, pk))
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return;
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GetSuggestedRelearnInternal(enc, pk, moves);
}
// Invalid encounters won't be recognized as an EncounterEgg; check if it *should* be a bred egg.
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private static void GetSuggestedRelearnInternal(this IEncounterTemplate enc, PKM pk, Span<ushort> moves)
{
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if (enc is IRelearn { Relearn: { HasMoves: true } r })
r.CopyTo(moves);
else if (enc is EncounterEgg or EncounterInvalid { EggEncounter: true })
GetSuggestedRelearnEgg(enc, pk, moves);
}
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private static void GetSuggestedRelearnEgg(IEncounterTemplate enc, PKM pk, Span<ushort> moves)
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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{
Span<ushort> current = stackalloc ushort[4];
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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pk.GetRelearnMoves(current);
Span<ushort> expected = stackalloc ushort[current.Length];
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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_ = MoveBreed.GetExpectedMoves(current, enc, expected);
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expected.CopyTo(moves);
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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}
/// <summary>
/// Gets the current <see cref="PKM.RelearnMoves"/> array of four moves that might be legal.
/// </summary>
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public static void GetSuggestedRelearnMovesFromEncounter(this LegalityAnalysis analysis, Span<ushort> moves, IEncounterTemplate? enc = null)
{
var info = analysis.Info;
enc ??= info.EncounterOriginal;
var pk = analysis.Entity;
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 (LearnVerifierRelearn.ShouldNotHaveRelearnMoves(enc, pk))
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return;
if (enc is EncounterEgg or EncounterInvalid {EggEncounter: true})
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enc.GetSuggestedRelearnEgg(info.Moves, pk, moves);
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else
enc.GetSuggestedRelearnInternal(pk, moves);
}
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private static void GetSuggestedRelearnEgg(this IEncounterTemplate enc, ReadOnlySpan<MoveResult> parse, PKM pk, Span<ushort> moves)
{
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enc.GetEggRelearnMoves(parse, pk, moves);
int generation = enc.Generation;
if (generation <= 5) // gen2 does not have splitbreed, <=5 do not have relearn moves and shouldn't even be here.
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return;
// Split-breed species like Budew & Roselia may be legal for one, and not the other.
// If we're not a split-breed or are already legal, return.
if (!Breeding.IsSplitBreedNotBabySpecies(enc.Species, generation))
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return;
var tmp = pk.Clone();
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tmp.SetRelearnMoves(moves);
var la = new LegalityAnalysis(tmp);
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var chk = la.Info.Moves;
if (MoveResult.AllValid(chk))
return;
// Try again with the other split-breed species if possible.
var generator = EncounterGenerator.GetGenerator(enc.Version);
Span<EvoCriteria> chain = stackalloc EvoCriteria[EvolutionTree.MaxEvolutions];
var origin = new EvolutionOrigin(enc.Species, (byte)enc.Version, (byte)enc.Generation, 1, 100, true);
int count = EvolutionChain.GetOriginChain(chain, pk, origin);
for (int i = 0; i < count; i++)
{
if (chain[i].Species != enc.Species)
continue;
count = i;
break;
}
var evos = chain[..count].ToArray();
var other = generator.GetPossible(pk, evos, enc.Version, EncounterTypeGroup.Egg);
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foreach (var incense in other)
{
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if (incense.Species == enc.Species)
continue;
incense.GetEggRelearnMoves(parse, pk, moves);
break;
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}
}
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private static void GetEggRelearnMoves(this IEncounterTemplate enc, ReadOnlySpan<MoveResult> parse, PKM pk, Span<ushort> moves)
{
// Extract a list of the moves that should end up in the relearn move list.
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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LoadRelearnFlagged(moves, parse, pk);
Span<ushort> expected = stackalloc ushort[moves.Length];
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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_ = MoveBreed.GetExpectedMoves(moves, enc, expected);
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expected.CopyTo(moves);
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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}
private static void LoadRelearnFlagged(Span<ushort> moves, ReadOnlySpan<MoveResult> parse, PKM pk)
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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{
// Loads only indexes that are flagged as relearn moves
int count = 0;
for (int index = 0; index < parse.Length; index++)
{
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 move = parse[index];
if (move.ShouldBeInRelearnMoves())
moves[count++] = pk.GetMove(index);
}
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moves[count..].Clear();
}
}