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