2022-07-02 19:24:43 +00:00
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using System.Collections.Generic;
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2017-05-28 04:17:53 +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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/// <summary>
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/// Calculated Information storage with properties useful for parsing the legality of the input <see cref="PKM"/>.
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/// </summary>
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public sealed class LegalInfo : IGeneration
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2017-05-28 04:17:53 +00:00
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{
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2022-06-18 18:04:24 +00:00
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/// <summary>The <see cref="PKM"/> object used for comparisons.</summary>
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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 readonly PKM Entity;
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2017-05-28 04:17:53 +00:00
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2022-08-11 07:46:41 +00:00
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/// <summary>The generation of games the <see cref="Entity"/> originated from.</summary>
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2024-02-23 03:20:54 +00:00
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public byte Generation { get; private set; }
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2017-05-28 04:17:53 +00:00
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2022-08-11 07:46:41 +00:00
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/// <summary>The matched Encounter details for the <see cref="Entity"/>. </summary>
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2022-06-18 18:04:24 +00:00
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public IEncounterable EncounterMatch
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{
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get => _match;
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set
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2017-05-28 04:17:53 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (!ReferenceEquals(_match, EncounterInvalid.Default) && (value.LevelMin != _match.LevelMin || value.Species != _match.Species))
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_evochains = null; // clear if evo chain has the potential to be different
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_match = value;
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Parse.Clear();
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2017-05-28 04:17:53 +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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2022-06-18 18:04:24 +00:00
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/// <summary>
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/// Original encounter data for the <see cref="Entity"/>.
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/// </summary>
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/// <remarks>
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/// Generation 1/2 <see cref="Entity"/> that are transferred forward to Generation 7 are restricted to new encounter details.
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/// By retaining their original match, more information can be provided by the parse.
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/// </remarks>
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public IEncounterable EncounterOriginal => EncounterOriginalGB ?? EncounterMatch;
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2019-12-09 23:48:54 +00:00
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2022-06-18 18:04:24 +00:00
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internal IEncounterable? EncounterOriginalGB;
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private IEncounterable _match = EncounterInvalid.Default;
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2017-09-04 02:51:29 +00:00
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2022-06-18 18:04:24 +00:00
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/// <summary>Top level Legality Check result list for the <see cref="EncounterMatch"/>.</summary>
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internal readonly List<CheckResult> Parse;
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2017-05-28 04:17:53 +00:00
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2022-06-18 18:04:24 +00:00
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private const int MoveCount = 4;
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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 readonly MoveResult[] Relearn = new MoveResult[MoveCount];
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public readonly MoveResult[] Moves = new MoveResult[MoveCount];
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2022-03-13 01:06:03 +00:00
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2022-06-18 18:04:24 +00:00
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public EvolutionHistory EvoChainsAllGens => _evochains ??= EvolutionChain.GetEvolutionChainsAllGens(Entity, EncounterMatch);
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private EvolutionHistory? _evochains;
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2017-09-04 02:51:29 +00:00
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2022-11-26 22:22:57 +00:00
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/// <summary>RNG related information that generated the <see cref="PKM.PID"/>/<see cref="PKM.IVs"/> value(s).</summary>
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2022-06-18 18:04:24 +00:00
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public PIDIV PIDIV
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{
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get => _pidiv;
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internal set
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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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{
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2022-06-18 18:04:24 +00:00
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_pidiv = value;
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PIDParsed = true;
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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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}
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2022-06-18 18:04:24 +00:00
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}
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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 bool PIDParsed { get; private set; }
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2022-07-02 19:24:43 +00:00
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private PIDIV _pidiv;
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2017-07-29 18:54:52 +00:00
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2024-02-23 03:20:54 +00:00
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public EncounterYieldFlag ManualFlag { get; internal set; }
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public bool FrameMatches => ManualFlag != EncounterYieldFlag.InvalidFrame;
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public bool PIDIVMatches => ManualFlag != EncounterYieldFlag.InvalidPIDIV;
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2017-11-29 05:30:53 +00:00
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2022-06-18 18:04:24 +00:00
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public LegalInfo(PKM pk, List<CheckResult> parse)
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{
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Entity = pk;
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Parse = parse;
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StoreMetadata(pk.Generation);
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}
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2017-09-04 02:51:29 +00:00
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2023-09-11 04:17:47 +00:00
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/// <summary>
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/// We can call this method at the start for any Gen3+ encounter iteration.
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/// Additionally, We need to call this for each Gen1/2 encounter as Version is not stored for those origins.
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/// </summary>
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/// <param name="generation">Encounter generation</param>
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2024-02-23 03:20:54 +00:00
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internal void StoreMetadata(byte generation) => Generation = generation switch
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2022-06-18 18:04:24 +00:00
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{
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2024-02-23 03:20:54 +00:00
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0 when Entity is PK9 { IsUnhatchedEgg: true } => 9,
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2023-09-11 04:17:47 +00:00
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_ => generation,
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};
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2017-05-28 04:17:53 +00:00
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}
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2024-02-23 03:20:54 +00:00
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public enum EncounterYieldFlag : byte
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{
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None = 0,
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InvalidPIDIV,
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InvalidFrame,
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}
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