PKHeX/PKHeX.Core/Legality/Encounters/Verifiers/EvolutionVerifier.cs

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2017-06-07 03:52:21 +00:00
using System.Linq;
using static PKHeX.Core.LegalityCheckStrings;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
namespace PKHeX.Core
{
/// <summary>
/// Verify Evolution Information for a matched <see cref="IEncounterable"/>
/// </summary>
public static class EvolutionVerifier
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
/// <summary>
/// Verifies Evolution scenarios of an <see cref="IEncounterable"/> for an input <see cref="PKM"/> and relevant <see cref="LegalInfo"/>.
/// </summary>
/// <param name="pkm">Source data to verify</param>
/// <param name="info">Source supporting information to verify with</param>
/// <returns></returns>
public static CheckResult VerifyEvolution(PKM pkm, LegalInfo info)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
return IsValidEvolution(pkm, info)
2018-05-12 15:13:39 +00:00
? new CheckResult(CheckIdentifier.Evolution)
: new CheckResult(Severity.Invalid, LEvoInvalid, CheckIdentifier.Evolution);
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
/// <summary>
/// Checks if the Evolution from the source <see cref="IEncounterable"/> is valid.
/// </summary>
/// <param name="pkm">Source data to verify</param>
/// <param name="info">Source supporting information to verify with</param>
/// <returns>Evolution is valid or not</returns>
private static bool IsValidEvolution(PKM pkm, LegalInfo info)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
{
if (info.EvoChainsAllGens[pkm.Format].Count == 0)
return false; // Can't exist as current species
int species = pkm.Species;
New legallity checks (#1196) * Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten * Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve * Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue If pokemon have data exclusive from one version but is in another version that means it should be evolved * Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games * Legallity strings for non tradeback checks * https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime * Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie * Fix female only species * Stomp is not a possible egg moves of Stanee * Fix Steenee evolution move, it cant be inherited as an egg
2017-06-07 03:10:05 +00:00
if (info.EncounterMatch.Species == species)
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
return true;
if (info.EncounterMatch.EggEncounter && species == (int)Species.Milotic && pkm.Format >= 5 && !pkm.IsUntraded) // Prism Scale
return true;
if (species == (int)Species.Vespiquen && info.Generation < 6 && (pkm.PID & 0xFF) >= 0x1F) // Combee->Vespiquen Invalid Evolution
return false;
if (info.Generation > 0 && info.EvoChainsAllGens[info.Generation].All(z => z.Species != info.EncounterMatch.Species))
return false; // Can't exist as origin species
New legallity checks (#1196) * Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten * Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve * Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue If pokemon have data exclusive from one version but is in another version that means it should be evolved * Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games * Legallity strings for non tradeback checks * https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime * Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie * Fix female only species * Stomp is not a possible egg moves of Stanee * Fix Steenee evolution move, it cant be inherited as an egg
2017-06-07 03:10:05 +00:00
// If current species evolved with a move evolution and encounter species is not current species check if the evolution by move is valid
// Only the evolution by move is checked, if there is another evolution before the evolution by move is covered in IsEvolutionValid
if (Legal.SpeciesEvolutionWithMove.Contains(species))
return Legal.IsEvolutionValidWithMove(pkm, info);
New legallity checks (#1196) * Add move source to the check result for current moves, it will be used for analysis of evolution with move to determine how many egg moves had the pokemon and determine if the evolution move could be a egg move that was forgotten * Verify evolution for species that evolved leveling up with an specific move learned, the evolution must be at least one level after the pokemon could legally learn the move or one level after transfer to the first generation where it can evolve * Check to detect traded unevolved Kadabra based in catch rate and moves exclusive from yellow or red/blue If pokemon have data exclusive from one version but is in another version that means it should be evolved * Check no tradeback moves for preevolutions, like Pichu exclusive non tradeback moves for a Pikachu, that Pikachu could not have at the same time Pichu gen 2 moves and gen 1 moves because move reminder do not allow to relearn Pichu moves and gen 2 moves must be forgotten to trade into generation 1 games * Legallity strings for non tradeback checks * https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_breeding#Passing_moves_down Eggs only inherit a level up move if both parents know the move, that means genderless and male only moves could not have any level up move as an egg except the base egg moves because Ditto is one parent Nidoran male and Volbeat excluded because they can breed with Nidoran female and Illusime * Small check to not search for egg moves in genderless pokemon, generation 2 data include egg moves for Starmie * Fix female only species * Stomp is not a possible egg moves of Stanee * Fix Steenee evolution move, it cant be inherited as an egg
2017-06-07 03:10:05 +00:00
return true;
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
2019-11-16 01:34:18 +00:00
public static bool IsEvolvedChangedFormValid(int species, int currentForm, int originalForm)
{
switch (currentForm)
{
case 0 when Legal.GalarForm0Evolutions.TryGetValue(species, out var val):
return originalForm == val;
case 1 when Legal.AlolanVariantEvolutions12.Contains(species):
case 1 when Legal.GalarVariantFormEvolutions.Contains(species):
return originalForm == 0;
case 2 when species == (int)Species.Darmanitan:
return originalForm == 1;
default:
return false;
}
}
Refactor encounter matching exercise in deferred execution/state machine, only calculate possible matches until a sufficiently valid match is obtained. Previous setup would try to calculate the 'best match' and had band-aid workarounds in cases where a subsequent check may determine it to be a false match. There's still more ways to improve speed: - precalculate relationships for Encounter Slots rather than iterating over every area - yielding individual slots instead of an entire area - group non-egg wondercards by ID in a dict/hashtable for faster retrieval reworked some internals: - EncounterMatch is always an IEncounterable instead of an object, for easy pattern matching. - Splitbreed checking is done per encounter and is stored in the EncounterEgg result - Encounter validation uses Encounter/Move/RelearnMove/Evolution to whittle to the final encounter. As a part of the encounter matching, a lazy peek is used to check if an invalid encounter should be retained instead of discarded; if another encounter has not been checked, it'll stop the invalid checks and move on. If it is the last encounter, no other valid encounters exist so it will keep the parse for the invalid encounter. If no encounters are yielded, then there is no encountermatch. An EncounterInvalid is created to store basic details, and the parse is carried out. Breaks some legality checking features for flagging invalid moves in more detail, but those can be re-added in a separate check (if splitbreed & any move invalid -> check for other split moves). Should now be easier to follow the flow & maintain :smile:
2017-05-28 04:17:53 +00:00
}
}