PKHeX/PKHeX.Core/Legality/Encounters/EncounterStatic/EncounterStatic4Pokewalker.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
2022-08-03 23:15:27 +00:00
namespace PKHeX.Core;
/// <summary>
/// Generation 4 Pokéwalker Encounter
/// </summary>
/// <inheritdoc cref="EncounterStatic"/>
public sealed record EncounterStatic4Pokewalker : EncounterStatic
{
public override int Generation => 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
2022-08-03 23:15:27 +00:00
public override EntityContext Context => EntityContext.Gen4;
public EncounterStatic4Pokewalker(ushort species, sbyte gender, byte level) : base(GameVersion.HGSS)
{
Species = species;
Gender = gender;
Level = level;
Gift = true;
Location = Locations.PokeWalker4;
}
protected override bool IsMatchLocation(PKM pk)
{
if (pk.Format == 4)
return Location == pk.Met_Location;
return true; // transfer location verified later
}
protected override bool IsMatchLevel(PKM pk, EvoCriteria evo)
{
if (pk.Format != 4) // Met Level lost on PK4=>PK5
return Level <= evo.LevelMax;
return pk.Met_Level == Level;
}
protected override bool IsMatchPartial(PKM pk)
{
if (Gift && pk.Ball != Ball)
return true;
return base.IsMatchPartial(pk);
}
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = pk.PersonalInfo;
int gender = criteria.GetGender(Gender, pi);
int nature = (int)criteria.GetNature(Nature.Random);
// Cannot force an ability; nature-gender-trainerID only yield fixed PIDs.
// int ability = criteria.GetAbilityFromNumber(Ability, pi);
PIDGenerator.SetRandomPIDPokewalker(pk, nature, gender);
criteria.SetRandomIVs(pk);
}
}