PKHeX/PKHeX.Core/Legality/Restrictions/EvolutionRestrictions.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using static PKHeX.Core.Move;
using static PKHeX.Core.Species;
namespace PKHeX.Core;
/// <summary>
/// Restriction logic for evolutions that are a little more complex than <see cref="EvolutionMethod"/> can simply check.
/// </summary>
/// <remarks>
/// Currently only checks "is able to know a move required to level up".
/// </remarks>
internal static class EvolutionRestrictions
{
/// <summary>
/// List of species that evolve from a previous species having a move while leveling up
/// </summary>
private static readonly Dictionary<int, MoveEvolution> SpeciesEvolutionWithMove = new()
{
{(int)Eevee, new(00, 0)}, // FairyMoves
{(int)MimeJr, new(01, (int)Mimic)},
{(int)Bonsly, new(02, (int)Mimic)},
{(int)Aipom, new(03, (int)Mimic)},
{(int)Lickitung, new(04, (int)Rollout)},
{(int)Tangela, new(05, (int)AncientPower)},
{(int)Yanma, new(06, (int)AncientPower)},
{(int)Piloswine, new(07, (int)AncientPower)},
{(int)Steenee, new(08, (int)Stomp)},
{(int)Clobbopus, new(09, (int)Taunt)},
{(int)Stantler, new(10, (int)PsyshieldBash)},
{(int)Qwilfish, new(11, (int)BarbBarrage)},
};
private readonly record struct MoveEvolution(int ReferenceIndex, int Move);
private static readonly int[] FairyMoves =
{
(int)SweetKiss,
(int)Charm,
(int)Moonlight,
(int)DisarmingVoice,
(int)DrainingKiss,
(int)CraftyShield,
(int)FlowerShield,
(int)MistyTerrain,
(int)PlayRough,
(int)FairyWind,
(int)Moonblast,
(int)FairyLock,
(int)AromaticMist,
(int)Geomancy,
(int)DazzlingGleam,
(int)BabyDollEyes,
(int)LightofRuin,
(int)TwinkleTackleP,
(int)TwinkleTackleS,
(int)FloralHealing,
(int)GuardianofAlola,
(int)FleurCannon,
(int)NaturesMadness,
(int)LetsSnuggleForever,
(int)SparklySwirl,
(int)MaxStarfall,
(int)Decorate,
(int)SpiritBreak,
(int)StrangeSteam,
(int)MistyExplosion,
(int)SpringtideStorm,
};
/// <summary>
/// Minimum current level for a given species to have learned the evolve-move and be successfully evolved.
/// </summary>
/// <remarks>Having a value of 0 means the move can't be learned.</remarks>
private static readonly byte[][] MinLevelEvolutionWithMove =
{
new byte[] { 00, 00, 00, 00, 00, 29, 09, 02, 02 }, // Sylveon (Eevee with Fairy Move)
new byte[] { 00, 00, 00, 00, 18, 15, 15, 02, 32 }, // Mr. Mime (Mime Jr with Mimic)
new byte[] { 00, 00, 00, 00, 17, 17, 15, 02, 16 }, // Sudowoodo (Bonsly with Mimic)
new byte[] { 00, 00, 00, 00, 32, 32, 32, 02, 32 }, // Ambipom (Aipom with Double Hit)
new byte[] { 00, 00, 02, 00, 02, 33, 33, 02, 06 }, // Lickilicky (Lickitung with Rollout)
new byte[] { 00, 00, 00, 00, 02, 36, 38, 02, 24 }, // Tangrowth (Tangela with Ancient Power)
new byte[] { 00, 00, 00, 00, 02, 33, 33, 02, 33 }, // Yanmega (Yanma with Ancient Power)
new byte[] { 00, 00, 00, 00, 02, 02, 02, 02, 02 }, // Mamoswine (Piloswine with Ancient Power)
new byte[] { 00, 00, 00, 00, 00, 00, 00, 02, 28 }, // Tsareena (Steenee with Stomp)
new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 35 }, // Grapploct (Clobbopus with Taunt)
new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 00 }, // Wyrdeer (Stantler with AGILE Psyshield Bash)
new byte[] { 00, 00, 00, 00, 00, 00, 00, 00, 00 }, // Overqwil (Qwilfish with STRONG Barb Barrage)
};
private static readonly byte[] MinLevelEvolutionWithMove_8LA =
{
00, // Sylveon (Eevee with Fairy Move)
25, // Mr. Mime (Mime Jr with Mimic)
29, // Sudowoodo (Bonsly with Mimic)
25, // Ambipom (Aipom with Double Hit)
34, // Lickilicky (Lickitung with Rollout)
34, // Tangrowth (Tangela with Ancient Power)
34, // Yanmega (Yanma with Ancient Power)
34, // Mamoswine (Piloswine with Ancient Power)
99, // Tsareena (Steenee with Stomp)
99, // Grapploct (Clobbopus with Taunt)
31, // Wyrdeer (Stantler with AGILE Psyshield Bash)
25, // Overqwil (Qwilfish with STRONG Barb Barrage)
};
private static readonly bool[][] CanEggHatchWithEvolveMove =
{
new [] { false, false, true, true, true, true, true, true, true }, // Sylveon (Eevee with Fairy Move)
new [] { false, false, false, false, true, true, true, true, true }, // Mr. Mime (Mime Jr with Mimic)
new [] { false, false, false, false, true, true, true, true, true }, // Sudowoodo (Bonsly with Mimic)
new [] { false, false, false, false, true, true, true, true, true }, // Ambipom (Aipom with Double Hit)
new [] { false, false, true, false, true, true, true, true, true }, // Lickilicky (Lickitung with Rollout)
new [] { false, false, false, false, true, true, true, true, true }, // Tangrowth (Tangela with Ancient Power)
new [] { false, false, false, false, true, true, true, true, true }, // Yanmega (Yanma with Ancient Power)
new [] { false, false, true, true, true, true, true, true, true }, // Mamoswine (Piloswine with Ancient Power)
new [] { false, false, false, false, false, false, false, false, false }, // Tsareena (Steenee with Stomp)
new [] { false, false, false, false, false, false, false, false, true }, // Grapploct (Clobbopus with Taunt)
new [] { false, false, false, false, false, false, false, false, false }, // Wyrdeer (Stantler with AGILE Psyshield Bash)
new [] { false, false, false, false, false, false, false, false, false }, // Overqwil (Qwilfish with STRONG Barb Barrage)
};
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/// <summary>
/// Checks if the <see cref="pk"/> is correctly evolved, assuming it had a known move requirement evolution in its evolution chain.
/// </summary>
/// <returns>True if unnecessary to check or the evolution was valid.</returns>
public static bool IsValidEvolutionWithMove(PKM pk, LegalInfo info)
{
// Known-move evolutions were introduced in Gen4.
if (pk.Format < 4) // doesn't exist yet!
return true;
// OK if un-evolved from original encounter
int species = pk.Species;
if (info.EncounterMatch.Species == species)
return true;
// Exclude evolution paths that did not require a move w/level-up evolution
var enc = info.EncounterOriginal;
if (!SpeciesEvolutionWithMove.TryGetValue(enc.Species, out var entry))
return true;
var move = entry.Move;
if (move == 0)
{
// Other evolutions are fine.
if (pk.Species != (int)Sylveon)
return true;
}
// Check if the move was already known when it was originally encountered.
var gen = info.Generation;
var index = entry.ReferenceIndex;
if (enc is EncounterEgg)
{
if (CanEggHatchWithEvolveMove[index][gen])
{
var result = move == 0 ? IsMoveInherited(pk, info, FairyMoves) : IsMoveInherited(pk, info, move);
if (result)
return true;
}
}
else if (enc is IMoveset s)
{
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 moves = s.Moves;
var result = move == 0 ? moves.Any(FairyMoves.Contains) : moves.Contains(move);
if (result)
return true;
}
// Current level must be at least the minimum post-evolution level.
var lvl = GetMinLevelKnowRequiredMove(pk, gen, index, info.EvoChainsAllGens);
return pk.CurrentLevel >= lvl;
}
private static int GetMinLevelKnowRequiredMove(PKM pk, int gen, int index, EvolutionHistory evos)
{
var lvl = GetLevelLearnMove(pk, gen, index);
// If has original met location the minimum evolution level is one level after met level
// Gen 3 pokemon in gen 4 games: minimum level is one level after transfer to generation 4
// VC pokemon: minimum level is one level after transfer to generation 7
// Sylveon: always one level after met level, for gen 4 and 5 eevees in gen 6 games minimum for evolution is one level after transfer to generation 5
if (pk.HasOriginalMetLocation || (pk.Format == 4 && gen == 3) || pk.VC || pk.Species == (int)Sylveon)
lvl = Math.Max(pk.Met_Level + 1, lvl);
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if (evos.HasVisitedPLA) // No Level Up required, and different levels than mainline SW/SH.
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{
var la = MinLevelEvolutionWithMove_8LA[index];
if (la <= lvl)
return la;
}
return lvl;
}
private static int GetLevelLearnMove(PKM pk, int gen, int index)
{
// Get the minimum level in any generation when the pokemon could learn the evolve move
var levels = MinLevelEvolutionWithMove[index];
var lvl = 101;
var end = pk.Format;
for (int g = gen; g <= end; g++)
{
var l = levels[g];
if (l == 0)
continue;
if (l == 2)
return 2; // true minimum
if (l < lvl)
lvl = l; // best minimum
}
return lvl;
}
private static bool IsMoveInherited(PKM pk, LegalInfo info, int move)
{
// In 3DS games, the inherited move must be in the relearn moves.
if (info.Generation >= 6 && !pk.IsOriginalMovesetDeleted())
return pk.HasRelearnMove(move);
// In Pre-3DS games, the move is inherited if it has the move and it can be hatched with the move.
if (pk.HasMove(move))
return true;
return DidLearnAndForget(info);
}
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
private static bool IsMoveInherited(PKM pk, LegalInfo info, ReadOnlySpan<int> moves)
{
// In 3DS games, the inherited move must be in the relearn moves.
if (info.Generation >= 6)
{
Span<int> relearn = stackalloc int[4];
pk.GetRelearnMoves(relearn);
return relearn.IndexOfAny(moves) != -1;
}
// In Pre-3DS games, the move is inherited if it has the move and it can be hatched with the move.
Span<int> pkMoves = stackalloc int[4];
pk.GetMoves(pkMoves);
var index = pkMoves.IndexOfAny(moves);
if (index != -1)
return true;
return DidLearnAndForget(info);
}
private static bool DidLearnAndForget(LegalInfo info)
{
// If the pokemon does not currently have the move, it could have been an egg move that was forgotten.
// This requires the pokemon to not have 4 other moves identified as egg moves or inherited level up moves.
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 any move is not an egg source, then a slot could have been forgotten.
foreach (var move in info.Moves)
{
if (!move.Info.Method.IsEggSource())
return false;
}
return true;
}
}