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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using System;
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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public sealed class MysteryBlock6 : SaveBlock<SAV6>
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2019-06-09 02:56:11 +00:00
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{
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2022-06-18 18:04:24 +00:00
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private const int FlagStart = 0;
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private const int MaxReceivedFlag = 2048;
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private const int MaxCardsPresent = 24;
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// private const int FlagRegionSize = (MaxReceivedFlag / 8); // 0x100
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private const int CardStart = FlagStart + (MaxReceivedFlag / 8);
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public MysteryBlock6(SAV6XY sav, int offset) : base(sav) => Offset = offset;
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public MysteryBlock6(SAV6AO sav, int offset) : base(sav) => Offset = offset;
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2019-06-09 02:56:11 +00:00
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2023-01-22 04:02:33 +00:00
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public bool[] GetReceivedFlags() => FlagUtil.GitBitFlagArray(Data.AsSpan(Offset + FlagStart), MaxReceivedFlag);
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2020-11-12 05:01:41 +00:00
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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 void SetReceivedFlags(ReadOnlySpan<bool> value)
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2022-06-18 18:04:24 +00:00
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{
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if (value.Length != MaxReceivedFlag)
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return;
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2023-01-22 04:02:33 +00:00
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FlagUtil.SetBitFlagArray(Data.AsSpan(Offset + FlagStart), value);
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2022-06-18 18:04:24 +00:00
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SAV.State.Edited = true;
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public DataMysteryGift[] GetGifts()
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{
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var cards = new DataMysteryGift[MaxCardsPresent];
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for (int i = 0; i < cards.Length; i++)
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cards[i] = GetGift(i);
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return cards;
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public void SetGifts(DataMysteryGift[] value)
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{
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int count = Math.Min(MaxCardsPresent, value.Length);
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for (int i = 0; i < count; i++)
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SetGift(value[i], i);
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for (int i = value.Length; i < MaxCardsPresent; i++)
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SetGift(new WC6(), i);
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public DataMysteryGift GetGift(int index)
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{
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if ((uint)index > MaxCardsPresent)
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throw new ArgumentOutOfRangeException(nameof(index));
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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var offset = GetGiftOffset(index);
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2023-03-26 06:14:50 +00:00
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var data = SAV.Data.AsSpan(offset, WC6.Size).ToArray();
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2022-06-18 18:04:24 +00:00
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return new WC6(data);
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}
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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private int GetGiftOffset(int index) => Offset + CardStart + (index * WC6.Size);
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2019-06-09 02:56:11 +00:00
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2022-06-18 18:04:24 +00:00
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public void SetGift(DataMysteryGift wc6, int index)
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{
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if ((uint)index > MaxCardsPresent)
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throw new ArgumentOutOfRangeException(nameof(index));
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if (wc6.Data.Length != WC6.Size)
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throw new InvalidCastException(nameof(wc6));
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2019-06-09 02:56:11 +00:00
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2023-01-22 04:02:33 +00:00
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if (wc6 is { CardID: 2048, ItemID: 726 }) // Eon Ticket (OR/AS)
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2022-06-18 18:04:24 +00:00
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{
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if (SAV is not SAV6AO ao)
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return;
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// Set the special received data
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var info = ao.Blocks.Sango;
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info.ReceiveEon();
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info.EnableSendEon();
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2019-06-09 02:56:11 +00:00
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}
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2022-06-18 18:04:24 +00:00
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SAV.SetData(wc6.Data, GetGiftOffset(index));
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2019-06-09 02:56:11 +00:00
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}
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2022-06-18 18:04:24 +00:00
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}
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