PKHeX/PKHeX.Core/Legality/Tables/Tables8a.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
2022-08-03 23:15:27 +00:00
using System;
namespace PKHeX.Core;
public static partial class Legal
{
internal const int MaxSpeciesID_8a = (int)Species.Enamorus;
internal const int MaxMoveID_8a = (int)Move.TakeHeart;
internal const int MaxItemID_8a = 1828; // Legend Plate
internal const int MaxBallID_8a = (int)Ball.LAOrigin;
internal const int MaxGameID_8a = (int)GameVersion.SP;
internal const int MaxAbilityID_8a = MaxAbilityID_8_R2;
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
internal static readonly ushort[] HeldItems_LA = Array.Empty<ushort>();
internal static readonly ushort[] Pouch_Items_LA =
{
017, 023, 024, 025, 026, 027, 028, 029, 039, 041,
050, 054, 072, 073, 075, 080, 081, 082, 083, 084,
085, 090, 091, 092, 107, 108, 109, 110, 149, 150,
151, 152, 153, 154, 155, 157, 158, 159, 160, 161,
162, 163, 164, 166, 168, 233, 252, 321, 322, 323,
324, 325, 326, 327, 583, 849,
1125, 1126, 1127, 1128, 1231, 1232, 1233, 1234, 1235, 1236,
1237, 1238, 1239, 1240, 1241, 1242, 1243, 1244, 1245, 1246,
1247, 1248, 1249, 1250, 1251,
1611, 1613, 1614, 1615, 1616, 1617, 1618, 1619, 1620, 1621,
1628, 1630, 1631, 1632, 1633, 1634, 1635, 1636, 1637, 1638,
1651, 1679, 1681, 1682, 1684, 1686, 1687, 1688, 1689, 1690,
1691, 1692, 1693, 1694, 1695, 1696, 1699, 1700, 1701, 1702,
1703, 1704, 1705, 1706, 1707, 1708, 1709, 1710, 1711, 1712,
1713, 1716, 1717, 1720, 1724, 1725, 1726, 1727, 1728, 1732,
1733, 1734, 1735, 1736, 1738, 1739, 1740, 1741, 1742, 1746,
1747, 1748, 1749, 1750, 1754, 1755, 1756, 1757, 1758, 1759,
1760, 1761, 1762, 1764, 1785,
};
internal static readonly ushort[] Pouch_Recipe_LA =
{
1640, 1641, 1642, 1643, 1644, 1646, 1647, 1648, 1649,
1650, 1652, 1653, 1654, 1655, 1656, 1657, 1658, 1659,
1660, 1661, 1662, 1663, 1664, 1665, 1666, 1667, 1668, 1669,
1670, 1671, 1673, 1674, 1675, 1676, 1677,
1729,
1730, 1731,
1751, 1752, 1753,
1783, 1784,
};
internal static readonly ushort[] Pouch_Key_LA =
{
111,
298, 299,
300, 301, 302, 303, 304, 305, 306, 307, 308, 309,
310, 311, 312, 313,
441, 455, 466,
632, 638, 644,
1608, 1609, 1610, 1612, 1622, 1624, 1625, 1626, 1627, 1629,
1639, 1678, 1721, 1722, 1723, 1737, 1743, 1744, 1745, 1763,
1765, 1766, 1767, 1768, 1769, 1771, 1776, 1777, 1778, 1779,
1780, 1782, 1786, 1787, 1788, 1789, 1790, 1792, 1793, 1794,
1795, 1796, 1797, 1798, 1799, 1800, 1801, 1802, 1803, 1804,
1805, 1806, 1807,
1828,
};
#region Moves
internal static readonly ushort[] MoveShop8_LA =
{
(int)Move.FalseSwipe,
(int)Move.FireFang,
(int)Move.ThunderFang,
(int)Move.IceFang,
(int)Move.IceBall,
(int)Move.RockSmash,
(int)Move.Spikes,
(int)Move.Bulldoze,
(int)Move.AerialAce,
(int)Move.StealthRock,
(int)Move.Swift,
(int)Move.TriAttack,
(int)Move.MagicalLeaf,
(int)Move.OminousWind,
(int)Move.PowerShift,
(int)Move.FocusEnergy,
(int)Move.BulkUp,
(int)Move.CalmMind,
(int)Move.Rest,
(int)Move.BabyDollEyes,
(int)Move.FirePunch,
(int)Move.ThunderPunch,
(int)Move.IcePunch,
(int)Move.DrainPunch,
(int)Move.PoisonJab,
(int)Move.PsychoCut,
(int)Move.ZenHeadbutt,
(int)Move.LeechLife,
(int)Move.XScissor,
(int)Move.RockSlide,
(int)Move.ShadowClaw,
(int)Move.IronHead,
(int)Move.IronTail,
(int)Move.MysticalFire,
(int)Move.WaterPulse,
(int)Move.ChargeBeam,
(int)Move.EnergyBall,
(int)Move.IcyWind,
(int)Move.SludgeBomb,
(int)Move.EarthPower,
(int)Move.ShadowBall,
(int)Move.Snarl,
(int)Move.FlashCannon,
(int)Move.DazzlingGleam,
(int)Move.GigaImpact,
(int)Move.AquaTail,
(int)Move.WildCharge,
(int)Move.HighHorsepower,
(int)Move.Megahorn,
(int)Move.StoneEdge,
(int)Move.Outrage,
(int)Move.PlayRough,
(int)Move.HyperBeam,
(int)Move.Flamethrower,
(int)Move.Thunderbolt,
(int)Move.IceBeam,
(int)Move.Psychic,
(int)Move.DarkPulse,
(int)Move.DracoMeteor,
(int)Move.SteelBeam,
(int)Move.VoltTackle,
};
#endregion
}