PKHeX/PKHeX.Core/Legality/Encounters/EncounterSlot/EncounterSlot2.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.Collections.Generic;
namespace PKHeX.Core;
/// <summary>
/// Encounter Slot found in <see cref="GameVersion.Gen2"/>.
/// </summary>
/// <remarks>
/// Referenced Area object contains Time data which is used for <see cref="GameVersion.C"/> origin data.
/// </remarks>
/// <inheritdoc cref="EncounterSlot"/>
public sealed record EncounterSlot2 : EncounterSlot, INumberedSlot
{
public override int Generation => 2;
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
public override EntityContext Context => EntityContext.Gen2;
public byte SlotNumber { get; }
public override Ball FixedBall => Ball.Poke;
public EncounterSlot2(EncounterArea2 area, byte species, byte min, byte max, byte slot) : base(area, species, species == 201 ? FormRandom : 0, min, max)
{
SlotNumber = slot;
}
protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
{
base.ApplyDetails(sav, criteria, pk);
var pk2 = (PK2)pk;
if (SlotType == SlotType.Headbutt)
{
while (!IsTreeAvailable(pk2.TID))
pk2.TID = Util.Rand.Next(ushort.MaxValue + 1);
}
if (Version == GameVersion.C)
pk2.Met_TimeOfDay = ((EncounterArea2)Area).Time.RandomValidTime();
}
private static readonly Dictionary<int, int> Trees = new()
{
{ 02, 0x3FF_3FF }, // Route 29
{ 04, 0x0FF_3FF }, // Route 30
{ 05, 0x3FE_3FF }, // Route 31
{ 08, 0x3EE_3FF }, // Route 32
{ 11, 0x240_3FF }, // Route 33
{ 12, 0x37F_3FF }, // Azalea Town
{ 14, 0x3FF_3FF }, // Ilex Forest
{ 15, 0x001_3FE }, // Route 34
{ 18, 0x261_3FF }, // Route 35
{ 20, 0x3FF_3FF }, // Route 36
{ 21, 0x2B9_3FF }, // Route 37
{ 25, 0x3FF_3FF }, // Route 38
{ 26, 0x184_3FF }, // Route 39
{ 34, 0x3FF_3FF }, // Route 42
{ 37, 0x3FF_3FF }, // Route 43
{ 38, 0x3FF_3FF }, // Lake of Rage
{ 39, 0x2FF_3FF }, // Route 44
{ 91, 0x200_1FF }, // Route 26
{ 92, 0x2BB_3FF }, // Route 27
};
internal bool IsTreeAvailable(int trainerID)
{
if (!Trees.TryGetValue(Location, out var permissions))
return false;
var pivot = trainerID % 10;
var type = Area.Type;
return type switch
{
SlotType.Headbutt => (permissions & (1 << pivot)) != 0,
/*special*/ _ => (permissions & (1 << (pivot + 12))) != 0,
};
}
// we have "Special" bitflag. Strip it out.
public SlotType SlotType => Area.Type & (SlotType)0xF;
}