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 8 Trade Encounter
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/// </summary>
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/// <inheritdoc cref="EncounterTrade"/>
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public sealed record EncounterTrade8 : EncounterTrade, IDynamaxLevel, IRelearn, IMemoryOT
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2019-11-19 03:23:01 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public override int Generation => 8;
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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.Gen8;
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2022-06-18 18:04:24 +00:00
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public override int Location => Locations.LinkTrade6NPC;
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2022-08-22 00:34:32 +00:00
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public Moveset Relearn { get; init; }
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2022-06-18 18:04:24 +00:00
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public ushort OT_TextVar { get; set; }
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public byte OT_Memory { get; set; }
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public byte OT_Feeling { get; set; }
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public byte OT_Intensity { get; set; }
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public byte DynamaxLevel { get; set; }
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public byte FlawlessIVCount { get; init; }
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public override Shiny Shiny { get; }
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public EncounterTrade8(GameVersion game, int species, byte level, byte memory, ushort arg, byte feel, byte intensity, Shiny shiny = Shiny.Never) : base(game)
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2019-11-19 03:23:01 +00:00
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{
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2022-06-18 18:04:24 +00:00
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Species = species;
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Level = level;
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Shiny = shiny;
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OT_Memory = memory;
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OT_TextVar = arg;
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OT_Feeling = feel;
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OT_Intensity = intensity;
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}
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public override bool IsMatchExact(PKM pk, EvoCriteria evo)
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{
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if (pk is PK8 d && d.DynamaxLevel < DynamaxLevel)
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return false;
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if (pk.FlawlessIVCount < FlawlessIVCount)
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return false;
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return base.IsMatchExact(pk, evo);
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}
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protected override void ApplyDetails(ITrainerInfo sav, EncounterCriteria criteria, PKM pk)
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{
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base.ApplyDetails(sav, criteria, pk);
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pk.SetRelearnMoves(Relearn);
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var pk8 = (PK8)pk;
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pk8.DynamaxLevel = DynamaxLevel;
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pk8.HT_Language = (byte)sav.Language;
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pk8.OT_Memory = OT_Memory;
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pk8.OT_TextVar = OT_TextVar;
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pk8.OT_Feeling = OT_Feeling;
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pk8.OT_Intensity = OT_Intensity;
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2019-11-19 03:23:01 +00:00
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}
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2021-09-16 01:13:17 +00:00
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}
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