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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using System;
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namespace PKHeX.Core;
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/// <summary>
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/// Group that checks the source of a move in <see cref="GameVersion.Gen6"/>.
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/// </summary>
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public sealed class LearnGroup6 : ILearnGroup
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{
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public static readonly LearnGroup6 Instance = new();
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private const int Generation = 6;
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public ILearnGroup? GetPrevious(PKM pk, EvolutionHistory history, IEncounterTemplate enc, LearnOption option) => enc.Generation is Generation ? null : LearnGroup5.Instance;
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2022-08-04 01:17:46 +00:00
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public bool HasVisited(PKM pk, EvolutionHistory history) => history.HasVisitedGen6;
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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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2022-08-27 06:43:36 +00:00
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public bool Check(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvolutionHistory history, IEncounterTemplate enc,
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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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MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
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{
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var mode = GetCheckMode(enc, pk);
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var evos = history.Gen6;
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for (var i = 0; i < evos.Length; i++)
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Check(result, current, pk, evos[i], i, types, option, mode);
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if (types.HasFlagFast(MoveSourceType.Encounter) && enc is EncounterEgg { Generation: Generation } egg)
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CheckEncounterMoves(result, current, egg);
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return MoveResult.AllParsed(result);
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}
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2022-08-27 06:43:36 +00:00
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private static void CheckEncounterMoves(Span<MoveResult> result, ReadOnlySpan<ushort> current, EncounterEgg egg)
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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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{
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2022-08-27 06:43:36 +00:00
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ReadOnlySpan<ushort> eggMoves, levelMoves;
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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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if (egg.Version > GameVersion.Y) // OR/AS
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{
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var inst = LearnSource6AO.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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2022-08-27 06:43:36 +00:00
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: ReadOnlySpan<ushort>.Empty;
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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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}
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else
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{
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var inst = LearnSource6XY.Instance;
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eggMoves = inst.GetEggMoves(egg.Species, egg.Form);
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levelMoves = egg.CanInheritMoves
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? inst.GetLearnset(egg.Species, egg.Form).Moves
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2022-08-27 06:43:36 +00:00
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: ReadOnlySpan<ushort>.Empty;
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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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}
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for (var i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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var move = current[i];
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if (eggMoves.Contains(move))
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result[i] = new(LearnMethod.EggMove);
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else if (levelMoves.Contains(move))
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result[i] = new(LearnMethod.InheritLevelUp);
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else if (move is (int)Move.VoltTackle && egg.CanHaveVoltTackle)
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result[i] = new(LearnMethod.SpecialEgg);
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}
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}
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2022-08-27 06:43:36 +00:00
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private static void Check(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType types, LearnOption option, CheckMode mode)
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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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{
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if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
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{
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CheckInternal(result, current, pk, evo, stage, types, option, mode);
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return;
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}
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// Check all forms
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var inst = LearnSource6AO.Instance;
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if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
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return;
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var fc = pi.FormCount;
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for (int i = 0; i < fc; i++)
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CheckInternal(result, current, pk, evo with { Form = (byte)i }, stage, types, option, mode);
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}
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private static CheckMode GetCheckMode(IGeneration enc, PKM pk)
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{
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// We can check if it has visited specific sources. We won't check the games it hasn't visited.
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if (enc.Generation != Generation || !pk.IsUntraded)
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return CheckMode.Both;
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if (pk.AO)
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return CheckMode.AO;
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return CheckMode.XY;
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}
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private enum CheckMode
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{
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Both,
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XY,
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AO,
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}
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2022-08-27 06:43:36 +00:00
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private static void CheckInternal(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType types, LearnOption option, CheckMode mode)
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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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{
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if (mode == CheckMode.Both)
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CheckBoth(result, current, pk, evo, stage, types, option);
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else if (mode == CheckMode.AO)
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CheckSingle(result, current, pk, evo, stage, LearnSource6AO.Instance, types, option);
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else
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CheckSingle(result, current, pk, evo, stage, LearnSource6XY.Instance, types, option);
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}
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2022-08-27 06:43:36 +00:00
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private static void CheckBoth(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage, MoveSourceType types, LearnOption option)
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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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{
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var ao = LearnSource6AO.Instance;
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var species = evo.Species;
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if (!ao.TryGetPersonal(species, evo.Form, out var ao_pi))
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return; // should never happen.
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var xy = LearnSource6XY.Instance;
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for (int i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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// Level Up moves are different for each game, but others (TM/Tutor) are same.
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var move = current[i];
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var chk = ao.GetCanLearn(pk, ao_pi, evo, move, types, option);
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if (chk != default)
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{
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result[i] = new(chk, (byte)stage, Generation);
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continue;
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}
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2022-09-01 16:34:40 +00:00
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chk = xy.GetCanLearn(pk, ao_pi, evo, move, types & MoveSourceType.LevelUp, option);
|
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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if (chk != default)
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result[i] = new(chk, (byte)stage, Generation);
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}
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}
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2022-08-27 06:43:36 +00:00
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private static void CheckSingle<T>(Span<MoveResult> result, ReadOnlySpan<ushort> current, PKM pk, EvoCriteria evo, int stage, T game, MoveSourceType types, LearnOption option) where T : ILearnSource
|
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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{
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var species = evo.Species;
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if (!game.TryGetPersonal(species, evo.Form, out var pi))
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return; // should never happen.
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for (int i = result.Length - 1; i >= 0; i--)
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{
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if (result[i].Valid)
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continue;
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var move = current[i];
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|
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|
var chk = game.GetCanLearn(pk, pi, evo, move, types, option);
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|
|
|
if (chk != default)
|
|
|
|
result[i] = new(chk, (byte)stage, Generation);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public void GetAllMoves(Span<bool> result, PKM pk, EvolutionHistory history, IEncounterTemplate enc, MoveSourceType types = MoveSourceType.All, LearnOption option = LearnOption.Current)
|
|
|
|
{
|
|
|
|
if (types.HasFlagFast(MoveSourceType.Encounter) && enc.Generation == Generation)
|
|
|
|
FlagEncounterMoves(enc, result);
|
|
|
|
|
|
|
|
var mode = GetCheckMode(enc, pk);
|
|
|
|
foreach (var evo in history.Gen6)
|
|
|
|
GetAllMoves(result, pk, evo, types, option, mode);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMoves(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types, LearnOption option, CheckMode mode)
|
|
|
|
{
|
|
|
|
if (!FormChangeUtil.ShouldIterateForms(evo.Species, evo.Form, Generation, option))
|
|
|
|
{
|
|
|
|
GetAllMovesInternal(result, pk, evo, types, mode);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check all forms
|
|
|
|
var inst = LearnSource6AO.Instance;
|
|
|
|
if (!inst.TryGetPersonal(evo.Species, evo.Form, out var pi))
|
|
|
|
return;
|
|
|
|
|
|
|
|
var fc = pi.FormCount;
|
|
|
|
for (int i = 0; i < fc; i++)
|
|
|
|
GetAllMovesInternal(result, pk, evo with { Form = (byte)i }, types, mode);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMovesInternal(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types, CheckMode mode)
|
|
|
|
{
|
|
|
|
if (mode is CheckMode.Both)
|
|
|
|
GetAllMovesBoth(result, pk, evo, types);
|
|
|
|
else if (mode is CheckMode.AO)
|
|
|
|
GetAllMovesSingle(result, pk, evo, LearnSource6AO.Instance, types);
|
|
|
|
else
|
|
|
|
GetAllMovesSingle(result, pk, evo, LearnSource6XY.Instance, types);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMovesSingle<T>(Span<bool> result, PKM pk, EvoCriteria evo, T instance, MoveSourceType types) where T : ILearnSource
|
|
|
|
{
|
|
|
|
instance.GetAllMoves(result, pk, evo, types);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void GetAllMovesBoth(Span<bool> result, PKM pk, EvoCriteria evo, MoveSourceType types)
|
|
|
|
{
|
|
|
|
LearnSource6AO.Instance.GetAllMoves(result, pk, evo, types);
|
|
|
|
LearnSource6XY.Instance.GetAllMoves(result, pk, evo, types & MoveSourceType.LevelUp);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void FlagEncounterMoves(IEncounterTemplate enc, Span<bool> result)
|
|
|
|
{
|
2022-08-22 00:34:32 +00:00
|
|
|
if (enc is IMoveset { Moves: { Move1: not 0 } x })
|
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
|
|
|
{
|
2022-08-22 00:34:32 +00:00
|
|
|
result[x.Move4] = true;
|
|
|
|
result[x.Move3] = true;
|
|
|
|
result[x.Move2] = true;
|
|
|
|
result[x.Move1] = true;
|
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
|
|
|
}
|
2022-08-22 00:34:32 +00:00
|
|
|
if (enc is IRelearn { Relearn: {Move1: not 0} r})
|
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
|
|
|
{
|
2022-08-22 00:34:32 +00:00
|
|
|
result[r.Move4] = true;
|
|
|
|
result[r.Move3] = true;
|
|
|
|
result[r.Move2] = true;
|
|
|
|
result[r.Move1] = true;
|
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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|