PKHeX/PKHeX.Core/Legality/Encounters/EncounterTrade/EncounterTrade5.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
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namespace PKHeX.Core;
/// <summary>
/// Generation 5 Trade Encounter
/// </summary>
/// <inheritdoc cref="EncounterTrade"/>
public sealed record EncounterTrade5(GameVersion Version) : EncounterTrade(Version)
{
public override int Generation => 5;
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
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public override EntityContext Context => EntityContext.Gen5;
public override int Location => Locations.LinkTrade5NPC;
}
/// <summary>Generation 5 Trade with Fixed PID</summary>
/// <param name="PID"> Fixed <see cref="PKM.PID"/> value the encounter must have.</param>
public sealed record EncounterTrade5PID(GameVersion Version, uint PID) : EncounterTrade(Version)
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{
public override int Generation => 5;
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
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public override EntityContext Context => EntityContext.Gen5;
public override int Location => Locations.LinkTrade5NPC;
public override Shiny Shiny => Shiny.FixedValue;
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
// Trades for JPN games have language ID of 0, not 1.
if (pk.Language == (int) LanguageID.Japanese)
pk.Language = 0;
}
protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
{
var pi = pk.PersonalInfo;
int gender = criteria.GetGender(EntityGender.GetFromPID(Species, PID), pi);
int nature = (int)criteria.GetNature(Nature);
int ability = criteria.GetAbilityFromNumber(Ability);
pk.PID = PID;
pk.Nature = nature;
pk.Gender = gender;
pk.RefreshAbility(ability);
SetIVs(pk);
}
protected override bool IsMatchNatureGenderShiny(PKM pk)
{
if (PID != pk.EncryptionConstant)
return false;
if (Nature != Nature.Random && (int)Nature != pk.Nature) // gen5 BW only
return false;
return true;
}
public static bool IsValidMissingLanguage(PKM pk)
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{
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// Generation 5 trades from B/W forgot to set the Language ID, so it remains as 0.
// This value is fixed when it is transferred from PK5->PK6
// B2/W2 is unaffected by this game data bug.
return pk is { Context: EntityContext.Gen5, BW: true };
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}
}