PKHeX/PKHeX.Core/Legality/LearnSource/MoveResult.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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using System;
using System.Text;
namespace PKHeX.Core;
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/// <summary>
/// Stores parsed data about how a move was learned.
/// </summary>
/// <param name="Info">Info about the game it was learned in.</param>
/// <param name="EvoStage">Evolution stage index within the <see cref="MoveLearnInfo.Environment"/> evolution list it existed in.</param>
/// <param name="Generation">Rough indicator of generation the <see cref="MoveLearnInfo.Environment"/> was.</param>
/// <param name="Expect">Optional value used when the move is not legal, to indicate that another move ID should have been in that move slot instead.</param>
public readonly record struct MoveResult(MoveLearnInfo Info, byte EvoStage = 0, byte Generation = 0, ushort Expect = 0)
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 bool IsParsed => this != default;
public bool Valid => Info.Method.IsValid();
internal MoveResult(LearnMethod method, LearnEnvironment game = 0) : this(new MoveLearnInfo(method, game), Generation: game.GetGeneration()) { }
public string Summary(ISpeciesForm current, EvolutionHistory history)
{
var sb = new StringBuilder(48);
Info.Summarize(sb);
if (Info.Method.HasExpectedMove())
{
var name = ParseSettings.MoveStrings[Expect];
var str = LegalityCheckStrings.LMoveFExpectSingle_0;
sb.Append(' ').AppendFormat(str, name);
return sb.ToString();
}
var detail = GetDetail(history);
if (detail.Species == 0)
return sb.ToString();
if (detail.Species == current.Species && detail.Form == current.Form)
return sb.ToString();
sb.Append(' ').Append(ParseSettings.SpeciesStrings[detail.Species]);
if (detail.Form != current.Form)
sb.Append('-').Append(detail.Form);
return sb.ToString();
}
private EvoCriteria GetDetail(EvolutionHistory history)
{
var evos = Info.Environment.GetEvolutions(history);
var stage = EvoStage;
if (stage >= evos.Length)
return default;
return evos[stage];
}
/// <summary> Checks if the Move should be present in a Relearn move pool (assuming Gen6+ origins). </summary>
/// <remarks>Invalid moves that can't be validated should be here, hence the inclusion.</remarks>
public bool ShouldBeInRelearnMoves() => IsRelearn || !Valid;
public bool IsRelearn => Info.Method.IsRelearn();
public Severity Judgement => Valid ? Severity.Valid : Severity.Invalid;
public string Rating => Judgement.Description();
public string Format(string format, int index, PKM pk, EvolutionHistory history) => string.Format(format, Rating, index, Summary(pk, history));
public static readonly MoveResult Initial = new(LearnMethod.Initial);
public static readonly MoveResult Relearn = new(LearnMethod.Relearn);
public static readonly MoveResult Empty = new(LearnMethod.Empty);
public static readonly MoveResult Duplicate = new(LearnMethod.Duplicate);
public static readonly MoveResult EmptyInvalid = new(LearnMethod.EmptyInvalid);
public static readonly MoveResult Sketch = new(LearnMethod.Sketch);
public static MoveResult Unobtainable(ushort expect) => new(LearnMethod.UnobtainableExpect) { Expect = expect };
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 static MoveResult Unobtainable() => new(LearnMethod.Unobtainable);
public static bool AllValid(ReadOnlySpan<MoveResult> span)
{
foreach (var result in span)
{
if (!result.Valid)
return false;
}
return true;
}
public static bool AllParsed(ReadOnlySpan<MoveResult> span)
{
foreach (var result in span)
{
if (!result.IsParsed)
return false;
}
return true;
}
}