PKHeX/PKHeX.Core/Legality/Encounters/EncounterMisc/EncounterEgg.cs

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using System;
using System.Linq;
namespace PKHeX.Core
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
/// <summary>
/// Egg Encounter Data
/// </summary>
public class EncounterEgg : IEncounterable
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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{
public int Species { get; }
public int Form { get; }
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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public string Name => "Egg";
public string LongName => "Egg";
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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public bool EggEncounter => true;
public int LevelMin => Level;
public int LevelMax => Level;
public readonly int Level;
public int Generation { get; }
public GameVersion Version { get; }
public EncounterEgg(int species, int form, int level, int gen, GameVersion game)
{
Species = species;
Form = form;
Level = level;
Generation = gen;
Version = game;
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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public PKM ConvertToPKM(ITrainerInfo sav) => ConvertToPKM(sav, EncounterCriteria.Unrestricted);
public PKM ConvertToPKM(ITrainerInfo sav, EncounterCriteria criteria)
{
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int gen = Generation;
var version = Version;
var pk = PKMConverter.GetBlank(gen, version);
sav.ApplyTo(pk);
pk.Species = Species;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(Species, sav.Language, gen);
pk.CurrentLevel = Level;
pk.Version = (int)version;
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pk.Ball = (int)Ball.Poke;
pk.OT_Friendship = pk.PersonalInfo.BaseFriendship;
int[] moves = SetEncounterMoves(pk, version);
SetPINGA(pk, criteria);
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if (gen <= 2 && version != GameVersion.C)
return pk;
SetMetData(pk);
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if (gen < 3)
return pk;
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if (gen >= 4)
pk.SetEggMetData(version, (GameVersion)sav.Game);
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if (gen < 6)
return pk;
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if (gen == 6)
pk.SetHatchMemory6();
SetAltForm(pk, sav);
pk.SetRandomEC();
pk.RelearnMoves = moves;
return pk;
}
private void SetAltForm(PKM pk, ITrainerInfo sav)
{
switch (Species)
{
case (int)Core.Species.Minior:
pk.AltForm = Util.Rand.Next(7, 14);
break;
case (int)Core.Species.Scatterbug:
case (int)Core.Species.Spewpa:
case (int)Core.Species.Vivillon:
pk.AltForm = Legal.GetVivillonPattern((byte)sav.Country, (byte)sav.SubRegion);
break;
}
}
private static void SetPINGA(PKM pk, EncounterCriteria criteria)
{
pk.SetRandomIVs(flawless: 3);
if (pk.Format <= 2)
return;
int gender = criteria.GetGender(-1, pk.PersonalInfo);
int nature = (int)criteria.GetNature(Nature.Random);
if (pk.Format <= 5)
{
pk.SetPIDGender(gender);
pk.Gender = gender;
pk.SetPIDNature(nature);
pk.Nature = nature;
pk.RefreshAbility(pk.PIDAbility);
}
else
{
pk.PID = Util.Rand32();
pk.Nature = nature;
pk.Gender = gender;
pk.RefreshAbility(Util.Rand.Next(2));
}
}
private static void SetMetData(PKM pk)
{
pk.Met_Level = EncounterSuggestion.GetSuggestedEncounterEggMetLevel(pk);
pk.Met_Location = Math.Max(0, EncounterSuggestion.GetSuggestedEggMetLocation(pk));
}
private int[] SetEncounterMoves(PKM pk, GameVersion version)
{
int[] moves = GetCurrentEggMoves(pk, version);
pk.Moves = moves;
pk.SetMaximumPPCurrent(moves);
return moves;
}
private int[] GetCurrentEggMoves(PKM pk, GameVersion version)
{
var moves = MoveEgg.GetEggMoves(pk, Species, Form, version);
if (moves.Length == 0)
return MoveLevelUp.GetEncounterMoves(pk, Level, version);
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if (moves.Length >= 4 || pk.Format < 6)
return moves;
// Sprinkle in some default level up moves
var lvl = Legal.GetBaseEggMoves(pk, Species, Form, version, Level);
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return lvl.Concat(moves).ToArray();
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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}
public sealed class EncounterEggSplit : EncounterEgg
{
public int OtherSpecies { get; }
public EncounterEggSplit(int species, int form, int level, int gen, GameVersion game, int otherSpecies) : base(species, form, level, gen, game) => OtherSpecies = otherSpecies;
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
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}