PKHeX/PKHeX.Core/Legality/Encounters/EncounterMisc/EncounterEgg.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
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using System;
namespace PKHeX.Core;
/// <summary>
/// Egg Encounter Data
/// </summary>
public sealed record EncounterEgg(ushort Species, byte Form, byte Level, int Generation, GameVersion Version, EntityContext Context) : IEncounterable
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
{
public string Name => "Egg";
public string LongName => "Egg";
Fracture the encounter matching checks to allow progressive validation (#3137) ## Issue We want to discard-but-remember any slots that aren't a perfect fit, on the off chance that a better one exists later in the search space. If there's no better match, then we gotta go with what we got. ## Example: Wurmple exists in area `X`, and also has a more rare slot for Silcoon, with the same level for both slots. * We have a Silcoon that we've leveled up a few times. Was our Silcoon originally a Wurmple, or was it caught as a Silcoon? * To be sure, we have to check the EC/PID if the Wurmple wouldn't evolve into Cascoon instead. * We don't want to wholly reject that Wurmple slot, as maybe the Met Level isn't within Silcoon's slot range. --- Existing implementation would store "deferred" matches in a list; we only need to keep 1 of these matches around (less allocation!). We also want to differentiate between a "good" deferral and a "bad" deferral; I don't think this is necessary but it's currently used by Mystery Gift matching (implemented for the Eeveelution mystery gifts which matter for evolution moves). The existing logic didn't use inheritance, and instead had static methods being reused across generations. Quite kludgy. Also, the existing logic was a pain to modify the master encounter yield methods, as one generation's quirks had to not impact all other generations that used the method. --- The new implementation splits out the encounter yielding methods to be separate for each generation / subset. Now, things don't have to check `WasLink` for Gen7 origin, because Pokémon Link wasn't a thing in Gen7. --- ## Future Maybe refactoring yielders into "GameCores" that expose yielding behaviors / properties, rather than the static logic. As more generations and side-gamegroups get added (thanks LGPE/GO/GameCube), all this switch stuff gets annoying to maintain instead of just overriding/inheritance. ## Conclusion This shouldn't impact any legality results negatively; if you notice any regressions, report them! This should reduce false flags where we didn't defer-discard an encounter when we should have (wild area mons being confused with raids).
2021-01-30 01:55:27 +00:00
public bool EggEncounter => true;
public byte LevelMin => Level;
public byte LevelMax => Level;
public bool IsShiny => false;
public int Location => 0;
public int EggLocation => Locations.GetDaycareLocation(Generation, Version);
public Ball FixedBall => BallBreedLegality.GetDefaultBall(Version, Species);
public Shiny Shiny => Shiny.Random;
public AbilityPermission Ability => AbilityPermission.Any12H;
public bool CanHaveVoltTackle => Species is (int)Core.Species.Pichu && (Generation > 3 || Version is GameVersion.E);
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 bool CanInheritMoves => Breeding.GetCanInheritMoves(Species);
public PKM ConvertToPKM(ITrainerInfo tr) => ConvertToPKM(tr, EncounterCriteria.Unrestricted);
public PKM ConvertToPKM(ITrainerInfo tr, EncounterCriteria criteria)
{
int gen = Generation;
var version = Version;
var pk = EntityBlank.GetBlank(gen, version);
tr.ApplyTo(pk);
int lang = (int)Language.GetSafeLanguage(Generation, (LanguageID)tr.Language, version);
pk.Species = Species;
pk.Form = Form;
pk.Language = lang;
pk.Nickname = SpeciesName.GetSpeciesNameGeneration(Species, lang, gen);
pk.CurrentLevel = Level;
pk.Version = (int)version;
var ball = FixedBall;
pk.Ball = ball is Ball.None ? (int)Ball.Poke : (int)ball;
pk.OT_Friendship = pk.PersonalInfo.BaseFriendship;
SetEncounterMoves(pk, version);
pk.HealPP();
SetPINGA(pk, criteria);
if (gen <= 2)
{
if (version != GameVersion.C)
{
pk.OT_Gender = 0;
}
else
{
pk.Met_Location = Locations.HatchLocationC;
pk.Met_Level = 1;
((PK2)pk).Met_TimeOfDay = Util.Rand.Next(1, 4); // Morning | Day | Night
}
return pk;
}
SetMetData(pk);
if (gen >= 4)
pk.SetEggMetData(version, (GameVersion)tr.Game);
if (gen < 6)
return pk;
if (pk is PK6 pk6)
pk6.SetHatchMemory6();
SetForm(pk, tr);
pk.SetRandomEC();
pk.RelearnMove1 = pk.Move1;
pk.RelearnMove2 = pk.Move2;
pk.RelearnMove3 = pk.Move3;
pk.RelearnMove4 = pk.Move4;
if (pk is IScaledSize s)
{
s.HeightScalar = PokeSizeUtil.GetRandomScalar();
s.WeightScalar = PokeSizeUtil.GetRandomScalar();
}
return pk;
}
private void SetForm(PKM pk, ITrainerInfo sav)
{
switch (Species)
{
case (int)Core.Species.Minior:
pk.Form = (byte)Util.Rand.Next(7, 14);
break;
case (int)Core.Species.Scatterbug or (int)Core.Species.Spewpa or (int)Core.Species.Vivillon:
if (sav is IRegionOrigin o)
pk.Form = Vivillon3DS.GetPattern(o.Country, o.Region);
// else 0
break;
}
}
private static void SetPINGA(PKM pk, EncounterCriteria criteria)
{
pk.SetRandomIVs(minFlawless: 3);
if (pk.Format <= 2)
return;
int gender = criteria.GetGender(-1, pk.PersonalInfo);
int nature = (int)criteria.GetNature(Nature.Random);
if (pk.Format <= 5)
{
pk.SetPIDGender(gender);
pk.Gender = gender;
pk.SetPIDNature(nature);
pk.Nature = nature;
pk.RefreshAbility(pk.PIDAbility);
}
else
{
pk.PID = Util.Rand32();
pk.Nature = nature;
pk.Gender = gender;
pk.RefreshAbility(Util.Rand.Next(2));
}
pk.StatNature = nature;
}
private void SetMetData(PKM pk)
{
pk.Met_Level = EggStateLegality.GetEggLevelMet(Version, Generation);
pk.Met_Location = Math.Max(0, EggStateLegality.GetEggHatchLocation(Version, Generation));
}
private void SetEncounterMoves(PKM pk, GameVersion version)
{
var learnset = GameData.GetLearnset(version, Species, Form);
var baseMoves = learnset.GetBaseEggMoves(Level);
if (baseMoves.Length == 0) return; pk.Move1 = baseMoves[0];
if (baseMoves.Length == 1) return; pk.Move2 = baseMoves[1];
if (baseMoves.Length == 2) return; pk.Move3 = baseMoves[2];
if (baseMoves.Length == 3) return; pk.Move4 = baseMoves[3];
}
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
}