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 System;
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2018-08-02 01:30:51 +00:00
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using System.Collections.Generic;
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2018-06-10 17:44:05 +00:00
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using static PKHeX.Core.Legal;
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2020-12-24 01:14:38 +00:00
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using static PKHeX.Core.GameVersion;
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2018-06-10 17:44:05 +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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public static class MoveEgg
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2018-06-10 17:44:05 +00:00
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{
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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 static int[] GetEggMoves(int species, int form, GameVersion version, int generation)
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2018-06-10 17:44:05 +00:00
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{
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2022-06-18 18:04:24 +00:00
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if (species > GetMaxSpeciesOrigin(generation, version))
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return Array.Empty<int>();
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if (!Breeding.CanGameGenerateEggs(version))
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return Array.Empty<int>();
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2018-11-20 21:38:05 +00:00
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2022-06-18 18:04:24 +00:00
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return GetEggMoves(generation, species, form, version);
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}
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2021-01-01 23:01:22 +00:00
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2022-06-18 18:04:24 +00:00
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public static int[] GetEggMoves(int generation, int species, int form, GameVersion version) => generation switch
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{
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1 or 2 => GetMovesSafe(version == C ? EggMovesC : EggMovesGS, species),
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3 => GetMovesSafe(EggMovesRS, species),
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4 when version is D or P or Pt => GetMovesSafe(EggMovesDPPt, species),
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4 when version is HG or SS => GetMovesSafe(EggMovesHGSS, species),
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5 => GetMovesSafe(EggMovesBW, species),
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6 when version is X or Y => GetMovesSafe(EggMovesXY, species),
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6 when version is OR or AS => GetMovesSafe(EggMovesAO, species),
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7 when version is SN or MN => GetFormEggMoves(species, form, EggMovesSM),
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7 when version is US or UM => GetFormEggMoves(species, form, EggMovesUSUM),
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8 when version is SW or SH => GetFormEggMoves(species, form, EggMovesSWSH),
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8 when version is BD or SP => GetMovesSafe(EggMovesBDSP, species),
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_ => Array.Empty<int>(),
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};
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private static int[] GetMovesSafe<T>(IReadOnlyList<T> moves, int species) where T : EggMoves
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{
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if ((uint)species >= moves.Count)
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return Array.Empty<int>();
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return moves[species].Moves;
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}
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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 static int[] GetFormEggMoves(int species, int form, IReadOnlyList<EggMoves7> table)
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2022-06-18 18:04:24 +00:00
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{
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if ((uint)species >= table.Count)
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return Array.Empty<int>();
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var entry = table[species];
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if (form <= 0 || entry.FormTableIndex <= species)
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return entry.Moves;
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// Sanity check form in the event it is out of range.
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var baseIndex = entry.FormTableIndex;
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var index = baseIndex + form - 1;
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if ((uint)index >= table.Count)
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return Array.Empty<int>();
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entry = table[index];
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if (entry.FormTableIndex != baseIndex)
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return Array.Empty<int>();
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return entry.Moves;
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}
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2018-06-10 17:44:05 +00:00
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}
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