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 5 Trade Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterTrade"/>
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public sealed record EncounterTrade5(GameVersion Version) : EncounterTrade(Version)
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{
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public override int Generation => 5;
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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.Gen5;
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2022-06-18 18:04:24 +00:00
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public override int Location => Locations.LinkTrade5NPC;
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}
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/// <summary>Generation 5 Trade with Fixed PID</summary>
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/// <param name="PID"> Fixed <see cref="PKM.PID"/> value the encounter must have.</param>
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public sealed record EncounterTrade5PID(GameVersion Version, uint PID) : EncounterTrade(Version)
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2018-03-09 05:18:32 +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 => 5;
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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.Gen5;
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2022-06-18 18:04:24 +00:00
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public override int Location => Locations.LinkTrade5NPC;
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public override Shiny Shiny => Shiny.FixedValue;
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protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(sav, criteria, pk);
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// Trades for JPN games have language ID of 0, not 1.
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if (pk.Language == (int) LanguageID.Japanese)
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pk.Language = 0;
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}
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protected override void SetPINGA(PKM pk, EncounterCriteria criteria)
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{
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var pi = pk.PersonalInfo;
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int gender = criteria.GetGender(EntityGender.GetFromPID(Species, PID), pi);
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int nature = (int)criteria.GetNature(Nature);
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int ability = criteria.GetAbilityFromNumber(Ability);
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pk.PID = PID;
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pk.Nature = nature;
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pk.Gender = gender;
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pk.RefreshAbility(ability);
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SetIVs(pk);
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}
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protected override bool IsMatchNatureGenderShiny(PKM pk)
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2020-08-21 23:35:49 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (PID != pk.EncryptionConstant)
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return false;
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if (Nature != Nature.Random && (int)Nature != pk.Nature) // gen5 BW only
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return false;
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return true;
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2020-08-21 23:35:49 +00:00
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}
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2022-06-18 18:04:24 +00:00
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public static bool IsValidMissingLanguage(PKM pk)
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2018-03-09 05:18:32 +00:00
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{
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2023-03-31 20:00:34 +00:00
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// Generation 5 trades from B/W forgot to set the Language ID, so it remains as 0.
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// This value is fixed when it is transferred from PK5->PK6
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// B2/W2 is unaffected by this game data bug.
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2023-01-22 04:02:33 +00:00
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return pk is { Context: EntityContext.Gen5, BW: true };
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2018-03-09 05:18:32 +00:00
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}
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2020-08-21 23:35:49 +00:00
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}
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