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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namespace PKHeX.Core;
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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Generation 6 Static Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterStatic"/>
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public sealed record EncounterStatic6(GameVersion Version) : EncounterStatic(Version), IContestStats
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2020-08-22 18:59:43 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 6;
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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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public override EntityContext Context => EntityContext.Gen6;
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2022-06-18 18:04:24 +00:00
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public byte CNT_Cool { get; init; }
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public byte CNT_Beauty { get; init; }
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public byte CNT_Cute { get; init; }
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public byte CNT_Smart { get; init; }
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public byte CNT_Tough { get; init; }
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public byte CNT_Sheen { get; init; }
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protected override bool IsMatchLocation(PKM pk)
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2020-08-22 18:59:43 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (base.IsMatchLocation(pk))
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2021-05-21 20:57:07 +00:00
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return true;
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2022-06-18 18:04:24 +00:00
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if (Species != (int) Core.Species.Pikachu)
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return false;
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// Cosplay Pikachu is given from multiple locations
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var loc = pk.Met_Location;
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return loc is 180 or 186 or 194;
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}
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protected override bool IsMatchEggLocation(PKM pk)
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{
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if (!EggEncounter)
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return base.IsMatchEggLocation(pk);
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var eggloc = pk.Egg_Location;
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if (!pk.IsEgg) // hatched
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return eggloc == EggLocation || eggloc == Locations.LinkTrade6;
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// Unhatched:
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if (eggloc != EggLocation)
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return false;
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if (pk.Met_Location is not (0 or Locations.LinkTrade6))
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return false;
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return true;
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}
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protected override void ApplyDetails(ITrainerInfo tr, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(tr, criteria, pk);
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var pk6 = (PK6)pk;
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this.CopyContestStatsTo(pk6);
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pk6.SetRandomMemory6();
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pk6.SetRandomEC();
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2020-08-22 18:59:43 +00:00
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}
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}
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