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;
|
|
|
|
using static PKHeX.Core.Species;
|
|
|
|
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
2022-08-10 06:33:41 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Personal Table storing <see cref="PersonalInfo7"/> used in Generation 7 games.
|
|
|
|
/// </summary>
|
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 sealed class PersonalTable7 : IPersonalTable, IPersonalTable<PersonalInfo7>
|
|
|
|
{
|
2022-11-25 01:42:17 +00:00
|
|
|
private readonly PersonalInfo7[] Table;
|
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 const int SIZE = PersonalInfo7.SIZE;
|
|
|
|
public int MaxSpeciesID { get; }
|
|
|
|
|
|
|
|
public PersonalTable7(ReadOnlySpan<byte> data, int maxSpecies)
|
|
|
|
{
|
|
|
|
MaxSpeciesID = maxSpecies;
|
|
|
|
Table = new PersonalInfo7[data.Length / SIZE];
|
|
|
|
var count = data.Length / SIZE;
|
|
|
|
for (int i = 0, ofs = 0; i < count; i++, ofs += SIZE)
|
|
|
|
{
|
|
|
|
var slice = data.Slice(ofs, SIZE).ToArray();
|
|
|
|
Table[i] = new PersonalInfo7(slice);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public PersonalInfo7 this[int index] => Table[(uint)index < Table.Length ? index : 0];
|
2022-08-27 19:53:30 +00:00
|
|
|
public PersonalInfo7 this[ushort species, byte form] => Table[GetFormIndex(species, form)];
|
|
|
|
public PersonalInfo7 GetFormEntry(ushort species, byte form) => Table[GetFormIndex(species, form)];
|
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
|
|
|
|
2022-08-27 19:53:30 +00:00
|
|
|
public int GetFormIndex(ushort species, byte form)
|
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 ((uint)species <= MaxSpeciesID)
|
|
|
|
return Table[species].FormIndex(species, form);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2022-08-27 06:43:36 +00:00
|
|
|
public bool IsSpeciesInGame(ushort species) => (uint)species <= MaxSpeciesID;
|
2022-08-27 19:53:30 +00:00
|
|
|
public bool IsPresentInGame(ushort species, byte form)
|
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 (!IsSpeciesInGame(species))
|
|
|
|
return false;
|
|
|
|
if (form == 0)
|
|
|
|
return true;
|
|
|
|
if (Table[species].HasForm(form))
|
|
|
|
return true;
|
|
|
|
return species switch
|
|
|
|
{
|
|
|
|
(int)Unown => form < 28,
|
|
|
|
(int)Burmy => form < 3,
|
|
|
|
(int)Mothim => form < 3,
|
|
|
|
(int)Arceus => form < 18,
|
|
|
|
(int)Genesect => form <= 4,
|
|
|
|
(int)Scatterbug or (int)Spewpa => form < 18,
|
|
|
|
(int)Vivillon => form < 20,
|
|
|
|
(int)Deerling or (int)Sawsbuck => form < 4,
|
|
|
|
(int)Flabébé or (int)Florges => form < 5,
|
|
|
|
(int)Floette => form < 6,
|
|
|
|
(int)Xerneas => form == 1,
|
|
|
|
(int)Silvally => form < 18,
|
|
|
|
_ => false,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
PersonalInfo IPersonalTable.this[int index] => this[index];
|
2022-08-27 19:53:30 +00:00
|
|
|
PersonalInfo IPersonalTable.this[ushort species, byte form] => this[species, form];
|
|
|
|
PersonalInfo IPersonalTable.GetFormEntry(ushort species, byte form) => GetFormEntry(species, form);
|
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
|
|
|
}
|