PKHeX/PKHeX.Core/Legality/Breeding.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
2022-08-03 23:15:27 +00:00
using System;
using System.Collections.Generic;
using static PKHeX.Core.GameVersion;
using static PKHeX.Core.Species;
namespace PKHeX.Core;
/// <summary>
/// Logic related to breeding.
/// </summary>
public static class Breeding
{
/// <summary>
/// Checks if the game has a Daycare, and returns true if it does.
/// </summary>
/// <param name="game">Version ID to check for.</param>
public static bool CanGameGenerateEggs(GameVersion game) => GamesWithEggs.Contains(game);
private static readonly HashSet<GameVersion> GamesWithEggs = new()
{
GD, SI, C,
R, S, E, FR, LG,
D, P, Pt, HG, SS,
B, W, B2, W2,
X, Y, OR, AS,
SN, MN, US, UM,
SW, SH, BD, SP,
GS,
};
/// <summary>
/// Species that have special handling for breeding.
/// </summary>
internal static readonly HashSet<int> MixedGenderBreeding = new()
{
(int)NidoranF,
(int)NidoranM,
(int)Volbeat,
(int)Illumise,
(int)Indeedee, // male/female
};
/// <summary>
/// Checks if the <see cref="species"/> can be born with inherited moves from the parents.
/// </summary>
/// <param name="species">Entity species ID</param>
/// <returns>True if can inherit moves, false if cannot.</returns>
internal static bool GetCanInheritMoves(int species)
{
if (Legal.FixedGenderFromBiGender.Contains(species)) // Nincada -> Shedinja loses gender causing 'false', edge case
return true;
var pi = PKX.Personal[species];
if (!pi.Genderless && !pi.OnlyMale)
return true;
if (MixedGenderBreeding.Contains(species))
return true;
return false;
}
private static readonly HashSet<int> SplitBreed_3 = new()
{
// Incense
(int)Marill, (int)Azumarill,
(int)Wobbuffet,
};
/// <summary>
/// Species that can yield a different baby species when bred.
/// </summary>
private static readonly HashSet<int> SplitBreed = new(SplitBreed_3)
{
// Incense
(int)Chansey, (int)Blissey,
(int)MrMime, (int)MrRime,
(int)Snorlax,
(int)Sudowoodo,
(int)Mantine,
(int)Roselia, (int)Roserade,
(int)Chimecho,
};
internal static ICollection<int> GetSplitBreedGeneration(int generation) => generation switch
{
3 => SplitBreed_3,
4 or 5 or 6 or 7 or 8 => SplitBreed,
_ => Array.Empty<int>(),
};
/// <summary>
/// Checks if the <see cref="species"/> can be obtained from a daycare egg.
/// </summary>
/// <remarks>Chained with the other 2 overloads for incremental checks with different parameters.</remarks>
/// <param name="species">Current species</param>
public static bool CanHatchAsEgg(int species) => !NoHatchFromEgg.Contains(species);
/// <summary>
/// Checks if the <see cref="species"/>-<see cref="form"/> can exist as a hatched egg in the requested <see cref="generation"/>.
/// </summary>
/// <remarks>Chained with the other 2 overloads for incremental checks with different parameters.</remarks>
/// <param name="species">Current species</param>
/// <param name="form">Current form</param>
/// <param name="generation">Generation of origin</param>
public static bool CanHatchAsEgg(int species, int form, int generation)
{
if (form == 0)
return true;
if (FormInfo.IsTotemForm(species, form, generation))
return false;
if (FormInfo.IsLordForm(species, form, generation))
return false;
return IsBreedableForm(species, form);
}
/// <summary>
/// Some species can have forms that cannot exist as egg (event/special forms). Same idea as <see cref="FormInfo.IsTotemForm(int,int,int)"/>
/// </summary>
/// <returns>True if can be bred.</returns>
private static bool IsBreedableForm(int species, int form) => species switch
{
(int)Pikachu or (int)Eevee => false, // can't get these forms as egg
(int)Pichu => false, // can't get Spiky Ear Pichu eggs
(int)Floette when form == 5 => false, // can't get Eternal Flower from egg
(int)Sinistea or (int)Polteageist => false, // can't get Antique eggs
_ => true,
};
/// <summary>
/// Checks if the <see cref="species"/>-<see cref="form"/> can exist as a hatched egg in the requested <see cref="game"/>.
/// </summary>
/// <remarks>Chained with the other 2 overloads for incremental checks with different parameters.</remarks>
/// <param name="species">Current species</param>
/// <param name="form">Current form</param>
/// <param name="game">Game of origin</param>
public static bool CanHatchAsEgg(int species, int form, GameVersion game)
{
// Sanity check form for origin
var pt = GameData.GetPersonal(game);
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
if (!pt.IsPresentInGame(species, form))
return false;
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
var entry = pt.GetFormEntry(species, form);
return form < entry.FormCount || (species == (int)Rotom && form <= 5);
}
/// <summary>
/// Species that cannot hatch from an egg.
/// </summary>
private static readonly HashSet<int> NoHatchFromEgg = new()
{
// Gen1
(int)Ditto,
(int)Articuno, (int)Zapdos, (int)Moltres,
(int)Mewtwo, (int)Mew,
// Gen2
(int)Unown,
(int)Raikou, (int)Entei, (int)Suicune,
(int)Lugia, (int)HoOh, (int)Celebi,
// Gen3
(int)Regirock, (int)Regice, (int)Registeel,
(int)Latias, (int)Latios,
(int)Kyogre, (int)Groudon, (int)Rayquaza,
(int)Jirachi, (int)Deoxys,
// Gen4
(int)Uxie, (int)Mesprit, (int)Azelf,
(int)Dialga, (int)Palkia, (int)Heatran,
(int)Regigigas, (int)Giratina, (int)Cresselia,
(int)Manaphy, (int)Darkrai, (int)Shaymin, (int)Arceus,
// Gen5
(int)Victini,
(int)Cobalion, (int)Terrakion, (int)Virizion,
(int)Tornadus, (int)Thundurus,
(int)Reshiram, (int)Zekrom,
(int)Landorus, (int)Kyurem,
(int)Keldeo, (int)Meloetta, (int)Genesect,
// Gen6
(int)Xerneas, (int)Yveltal, (int)Zygarde,
(int)Diancie, (int)Hoopa, (int)Volcanion,
// Gen7
(int)TypeNull, (int)Silvally,
(int)TapuKoko, (int)TapuLele, (int)TapuBulu, (int)TapuFini,
(int)Cosmog, (int)Cosmoem, (int)Solgaleo, (int)Lunala,
(int)Nihilego, (int)Buzzwole, (int)Pheromosa, (int)Xurkitree, (int)Celesteela, (int)Kartana, (int)Guzzlord, (int)Necrozma,
(int)Magearna, (int)Marshadow,
(int)Poipole, (int)Naganadel, (int)Stakataka, (int)Blacephalon, (int)Zeraora,
(int)Meltan, (int)Melmetal,
// Gen8
(int)Dracozolt, (int)Arctozolt, (int)Dracovish, (int)Arctovish,
(int)Zacian, (int)Zamazenta, (int)Eternatus,
(int)Kubfu, (int)Urshifu, (int)Zarude,
(int)Regieleki, (int)Regidrago,
(int)Glastrier, (int)Spectrier, (int)Calyrex,
(int)Enamorus,
};
}