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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using static PKHeX.Core.Species;
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2020-11-30 02:17:15 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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/// <summary>
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/// Generation 2 Trade Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterTradeGB"/>
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public sealed record EncounterTrade2 : EncounterTradeGB
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{
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public override int Generation => 2;
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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.Gen2;
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public override int Location => Locations.LinkTrade2NPC;
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public EncounterTrade2(ushort species, byte level, ushort tid) : base(species, level, GameVersion.GSC)
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{
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TID = tid;
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}
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2020-08-30 22:35:59 +00:00
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2022-06-18 18:04:24 +00:00
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
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{
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if (Level > pk.CurrentLevel) // minimum required level
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return false;
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if (TID != pk.TID)
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return false;
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2020-07-18 20:36:30 +00:00
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if (pk.Format <= 2)
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2020-07-18 20:36:30 +00:00
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{
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if (Gender >= 0 && Gender != pk.Gender)
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2020-07-18 20:36:30 +00:00
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return false;
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if (IVs.Count != 0 && !Legal.GetIsFixedIVSequenceValidNoRand((int[])IVs, pk))
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2020-07-18 20:36:30 +00:00
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return false;
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2022-06-18 18:04:24 +00:00
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if (pk.Format == 2 && pk.Met_Location is not (0 or 126))
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2020-07-18 20:36:30 +00:00
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return false;
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}
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2022-06-18 18:04:24 +00:00
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if (!IsValidTradeOTGender(pk))
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return false;
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return IsValidTradeOTName(pk);
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}
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private bool IsValidTradeOTGender(PKM pk)
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{
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if (OTGender == 1)
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{
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// Female, can be cleared if traded to RBY (clears met location)
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if (pk.Format <= 2)
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return pk.OT_Gender == (pk.Met_Location != 0 ? 1 : 0);
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return pk.OT_Gender == 0 || !pk.VC1; // require male except if transferred from GSC
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}
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return pk.OT_Gender == 0;
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}
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2020-07-18 20:36:30 +00:00
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private bool IsValidTradeOTName(PKM pk)
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{
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var OT = pk.OT_Name;
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if (pk.Japanese)
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return GetOT((int)LanguageID.Japanese) == OT;
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if (pk.Korean)
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return GetOT((int)LanguageID.Korean) == OT;
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var lang = GetInternationalLanguageID(OT);
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if (pk.Format < 7)
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return lang != -1;
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2020-11-30 02:17:15 +00:00
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2022-06-18 18:04:24 +00:00
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switch (Species)
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{
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case (int)Voltorb when pk.Language == (int)LanguageID.French:
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if (lang == (int)LanguageID.Spanish)
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return false;
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if (lang != -1)
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return true;
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return OT == "FALCçN"; // FALCÁN
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2020-11-30 02:17:15 +00:00
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case (int)Shuckle when pk.Language == (int)LanguageID.French:
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if (lang == (int)LanguageID.Spanish)
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return false;
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if (lang != -1)
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return true;
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return OT == "MANôA"; // MANÍA
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2020-11-30 02:17:15 +00:00
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2022-06-18 18:04:24 +00:00
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default: return lang != -1;
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2020-11-30 02:17:15 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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2020-11-30 02:17:15 +00:00
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2022-06-18 18:04:24 +00:00
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private int GetInternationalLanguageID(string OT)
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{
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const int start = (int)LanguageID.English;
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const int end = (int)LanguageID.Spanish;
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2020-07-18 20:36:30 +00:00
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2022-06-18 18:04:24 +00:00
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var tr = TrainerNames;
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for (int i = start; i <= end; i++)
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{
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if (tr[i] == OT)
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return i;
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2020-07-18 20:36:30 +00:00
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}
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return -1;
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2020-07-18 20:36:30 +00:00
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}
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}
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